DRUID

Among the wisest of the wise, druids are known for their natural lore and affinity for dealing with animals and plants. Druids are also known for their skill in herbal remedies and crafting magic items. Within their forest homelands, the druids are widely respected for their steadfast loyalty as much as their understanding of nature.

NPC druids are the leaders of their people, in fact if not in law. They act as guides and teachers, showing and advising rather than commanding. In this capacity, they act in groups - councils of druids have been known to convene and agree on a best course of action before advising their clans on major decisions. When they seek to pursue a goal or quest they act on their own.

 Hit Dice: d8

Requirements

To become a druid, a character must fulfill all the following criteria:

 Race: Any
 Heal: 6 ranks
 Knowledge (nature): 4 ranks
 Wilderness Lore: 4 ranks
 Spellcasting: Ability to cast 3rd-level divine spells.

Class Skills

The druid's class skills (and the key ability for each skill) are: Animal Empathy (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Innuendo (Wis), Intuit Direction (Wis), Knowledge (nature)(Int), Listen (Wis), Move Silently (Dex), Profession (herbalist)(Wis), Scry (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis).

Skill points at each Level: 6 + Intelligence modifier.

Class Features

All of the following are class features of the druid class:

 Weapon and Armor Proficiency: Druids gain no further weapons or armor proficiencies. They must also adhere to the following strict spiritual oaths when choosing a weapon or armor. Druids may choose from: club, dagger, dart, halfspear, long spear, quarterstaff and staff, scimitar, sickle, shortspear, and sling. They may only wear natural leather or padded armor and are prohibited from wearing metal armor. They may only use wooden shields.
 Animal Companion: A 1st-level druid may attract an animal companion. This animal is one that the druid has befriended as by a animal friendship spell. This animal may have up to two Hit Dice.
 Bonus Languages: At 1st-level a druid gains the Driudic Tongue. This secret language is known only to druids and they are forbidden from teaching it. At 3rd-level a druid becomes fluent in Sylvan (if they do not already know it as a racial language) from their frequent dealings with the fey creatures of the forest.
 Nature Sense: A druid can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to dring or dangerous (polluted, poisonous, or otherwise unfit for consumption).
 Spells: A druid casts divine spells according to the Druid Spells per Day table below. A druid may prepare and cast any spells listed on the Druid Spells List provided they can cast spells of that level.
 Spell Resistance: At 5th-level a druid has spell resistance equal to their character level +5.
 Totem: Upon reaching 2nd-level, the druid may call a totem animal. This requires a full day of meditation and consumes 100gp worth of herbs incense. A druids totem must be an animal native to her forest or jungle and may be no larger than Small size. The advantages and disadvantages of a totem are identical to those of a mage's familiar as shown on the Totem Animals table below. When a druid is within one mile of her totem animal, she ains a +2 bonus to checks involving one skill possessed by the totem animal. The skill affected is chosen when the totem is called and cannot be changed. A druid gains additional totems at 4th, 8th, and 10th levels.
 Track: At 2nd-level a druid gains Track as a bonus feat. If the character already has the track feat they instead gain a +2 competency bonus on all Wilderness Lore checks related to tracking.
 Venom Immunity: At 5th-level, a druid gains immunity to all organic poisons, including monster poisons but not mineral posions or poison gas.
 Woodland Stride: Starting at 3rd-level the druid may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or impairment.

Special Abilities

As druids progress in power they gain the following supernatural abilities (useable once per day):

 Animal Trance:At 8th-level a druid gains the animal trance spell as a permanently prepared spell. This supernatural ability is identical to the divine spell of the same name and is useable once per day for each 3 class levels.
 Barkskin: At 4th-level a druid gains the barkskin spell as a permanently prepared spell. This supernatural ability is identical to the divine spell of the same name and is useable once per day for each 3 class levels.
 Changestaff: At 7th-level a druid gains the changestaff spell as a permanently prepared spell. This supernatural ability is identical to the divine spell of the same name and is useable once per day for each 3 class levels.
 Omen: A druid of 2nd-level or higher may attempt to interpret signs around her to learn fate and the possible future. The effects of the omen are similar to the auguary spell with the exceptions that no focus is necessary and that the omen may predict up to one day in the future. In order for this ability to function, the druid must be able to interpret some natural elements (plants, animals, clouds, etc.). As a result, the chances of sucessfully interpreting an omen are reduced by 10% while in an urban setting, by 15% while underground, and 25% while inside a building or structure. A druid may attempt to read the omens once per day for every three class levels (once per day at 2nd-3rd level, twice per day at 4th-6th, three at 7th-9th, and so on).
 Greater Omen: Upon reaching the 6th-level, the druid becomes more adept at interpreting the omens. As a result she may seek to interpret a greater omen once per day. Interpreting a greater omen requires 15 minutes of unintterupted meditation. The effects of a greater omen are identical to a divination spell except that no material component is required. The druid must be able to interpret natural signs, thus the chance for a correct interpretation are reduced in the same manner as the omen (see Omen above).
 Share Senses: Once per day an druid may choose one of the senses of their companion or totem animals. The chosen sense is experienced by the druid as if it were her own sense for up to one minute per class level. Any or all of animal's senses may be used. The druid may even elect to change which specific senses he is experiencing after activating this power.
 Phase Door: At 9th-level a druid gains the phase door spell as a permanently prepared spell. This supernatural ability is identical to the divine spell of the same name and is useable once per day for each 3 class levels.

Class Progression

  Base Fort Ref Will  
Level Attack Bonus Save Save Save Special
1 +0 +0 +0 +2 Nature Sense, Animal Companion, Bonus Language
2 +1 +1 +1 +3 Omen, First Totem, Track
3 +2 +1 +1 +3 Woodland Stride, Bonus Language
4 +3 +2 +2 +4 Second Totem, Barkskin
5 +3 +2 +2 +4 Venom Immunity, Spell Resistance
6 +4 +3 +3 +5 Greater Omen
7 +5 +3 +3 +5 Changestaff
8 +6/+1 +4 +4 +6 Third Totem, Animal Trance
9 +6/+1 +4 +4 +6 Phase Door
10 +7/+2 +5 +5 +7 Fourth Totem, Bonus Language

Totem Animals

 Class
Level
 Natural
Armor
 Int  Special
1-2 +1 6 Alertness, empathic link, improved evasion, share spells
3-4 +3 7 Speak with master
5-6 +5 8 Speak with animals
7-8 +7 9 Spell resistance
9+ +9 10 Share senses

Druid Spells

 1st Level:
 2nd Level:
 3rd Level:
 4th Level:
 5th Level:
 6th Level:
 7th Level:
 8th Level:
 9th Level:

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