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DRUID

Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.

Alignment: Any neutral

Hit Die: d8

Class Skills: The druid’s class skills are Athletics (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

Table: The Druid

Druid.jpg

CLASS FEATURES

The following are the class features of the druid:


Weapon and Armor Proficiency:

Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wildshape. Druids are proficient with light and medium armor but are prohibited from wearing metal armor. Druids are proficient with shields (except tower shields) but must use only those crafted from wood. A druid who wears prohibited armor or uses a prohibited shield is unable to use any of her sphere abilities and supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Bonus Languages:

A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Earthenware Jars (Su)

At 1st level, the druid has acquired a number of earthenware jars for the storage of plant products. There are two types of earthenware jars: cultivation pots and preservation vessels.

  • Cultivation Pots: Cultivation pots are the means by which a druid carries her favorite plants with her no matter where she goes. If a druid plants three units of the same herbalism plant with the herb descriptor in an empty cultivation pot, a process that takes 10 minutes, she produces a fully-grown copy of that plant in that pot by the following morning. Each day, the druid can pick from each of her filled cultivation pots, gaining one unit of the herbalism plant held within. This acquisition of plants is separate from that of the find herbs class feature and need not be done at the same time. If done separately from the find herbs class feature, harvesting a cultivation pot is a standard action. At any time, the druid may empty a filled cultivation pot, a process that takes 10 minutes, removing the occupying plant and clearing the vessel for a new plant. A druid begins play with one cultivation pot. At 3rd level and every four druid levels thereafter, she gains an additional cultivation pot, for a maximum of six cultivation pots at 19th level.

  • Preservation Vessels: Preservation vessels prevent the spoilage of herbalism plants and recipe output, also known as plant products. Herbalism plants and plant products stored in a preservation vessel do not decay overnight. A single preservation vessel can store up to 4 points worth of herbalism plants or plant products, and the point value of each plant or product is given in its entry. To prevent contamination, a preservation vessel can only carry a single kind of herbalism plant or plant product; no mixing is permitted. A druid begins play with two preservation vessels. At 5th level and every five druid levels thereafter, she gains an additional preservation vessel, for a maximum of six vessels at 20th level.

Find Herbs (Su)

At 1st level, the druid has learned the secret to finding useful plants and unlocking their true potential, wherever she may be. Blessed by nature itself, a druid's picked plants are truly wondrous; however, they must be taken from their natural state to be effective. As a result, the druid can only draw from what grows in her surroundings, and is shackled by luck in her search. To pick plants, the druid must first consult her surroundings to determine her current "biome". Biomes, large, naturally-occurring communities of flora and fauna occupying a major habitat, are divided into nine standard categories for the purpose of this ability: desert, forest, grassland, jungle, mountains, tundra, underground, underwater, and wetlands.

 

Once the druid has determined her biome, she rolls once on that biome's find herbs table, plus an additional time for every two druid levels she possesses beyond 1st, to a maximum of 10 rolls at 19th level. For each roll, she collects the plants listed for the rolled result and can use them in the manner described. If she chooses, the druid may elect to make one of her find herbs roll each day on the find herbs table corresponding to the "fungus forest" biome.

 

Any attempt to use the find herbs class feature a second time in a single day will simply result in the acquisition of nonfunctional plants. Plants granted the blessing of nature tend to decay very rapidly, for they represent life firing on all cylinders. As such, all plants and plant products not stored in preservation vessels overnight will denature to a useless state come the following morning.

Druidic Circle (Ex):

Each druid is granted power from an aspect of nature, chosen at 1st level. This provides specific abilities at 1st, 8th, and 16th level. Once chosen, this circle cannot be changed.

All of the available druidic circles can be found HERE

Nature Bond (Ex):

At 1st level, a druid forms a bond with either a nature spirit or an animal companion.

All of the information about animal companions can be found HERE.

All of the information about the nature spirit can be found HERE.

 

Nature Senses (Ex):

The druid gains increased sensory abilities as she increases in level. At 1st level, she gains low-light vision. If she already has low-light vision, she instead gains darkvision 30ft or increases the range of her existing darkvision by this amount. At 7th level, she gains scent. At 13th level, she gains the greensight ability, with a range of 60ft.

Wild Empathy (Ex):

A druid can improve the attitude of an animal. This ability functions just like an Influence check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland Stride (Ex):

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex):

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Elemental Survival (Ex):

At 4th level, a druid gains the benefits of endure elements at all times.

Wild Shape (Su):

At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of nine times at 20th level. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, magical beasts, and vermin. Each form expends one daily use of this ability, regardless of the form taken.

 

At 6th level, a druid can also use wild shape to change into a Tiny or Large animal. When taking the form of an animal, the druid's wild shape now functions as beast shape II. At 8th level, a druid can also use wild shape to change into a Small or Medium vermin or into a Small or Medium magical beast. When taking the form of a vermin, the druid's wild shape functions as vermin shape I. When taking the form of a magical beast, the druid's wild shape functions as beast shape III. At 10th level, a druid can also use wild shape to change into a Diminutive or Huge animal. When taking the form of an animal, the druid's wild shape now functions as beast shape III. At 12th level, a druid can also use wild shape to change into a Tiny or Large vermin. When taking the form of a vermin, the druid's wild shape now functions as vermin shape II. At 14th level, a druid can also use wild shape to change into a Tiny or Large magical beast. When taking the form of a magical beast, a druid's wild shape now functions as beast shape IV.
 

Wild Speech (Ex):

At 5th level, a druid can speak with any creature with the animal or magical beast type, or communicate with them as if they spoke their language if they don't have one. In addition, when using wild shape to take a form in which she cannot speak, a druid is able to speak normally in any language she knows.

Endless Vigor (Ex):

At 7th level, the druid has trained themselves for expeditions and journeys that last months at a time. She only needs to sleep for 2 hours in order to be considered as if she had a full night’s rest, and only needs to rest for 10 minutes to reduce the exhausted condition to fatigued. If the druid gets a full 8 hours of rest, she does not need to sleep for 72 hours, although abilities that require rest to recharge still require her to do so.

Weathered (Su):
At 9th level, the druid treats weather as one step less sev
ere, as if under the effects of the Clear Skies [mantle] talent.

Legendary Herbalist (Sp):

At 11th level, the druid supports long-term healing with unmatched herbal magic. Once per day, when providing long-term care to another creature with the Heal skill, the druid can use increasingly powerful spell-like abilities with a successful Heal check. This is in addition to the normal benefits for long-term care. A DC 20 check grants the creature the benefits of the remove disease or delay poison spells, a DC 25 check grants the benefits of the neutralize poison or remove curse spells, a DC 30 check grants the benefits of the restoration spell, a DC 35 check grants the benefits of the heal spell, and a DC 40 check grants the benefits of the regenerate spell. The druid uses her class level as her caster level. The druid only gains a single spell-like ability in this manner, with the druid selecting which spell to use once she knows the result of her Heal check. The druid must provide rare herbs and poultices with a value equal to any costly material components of the spell effect desired. The druid can only care for one patient at a time in this manner, although she may grant the mundane benefits of the Heal skill to other patients.

Friend of the Animals (Su):

At 15th level, animals and magical beasts cannot be compelled to attack the druid, unless she harms them. If an animal is magically compelled via dominate animal or a similar spell effect, they get an immediate saving throw to end the domination with a +4 circumstance bonus.

Timeless Body (Ex):

After attaining 17th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

One With Nature (Su):

At 19th level, a druid is able to rapidly learn and commune with the places she walks. As a free action, the druid can gain the benefits of a commune with nature spell with a caster level of 25. This is a supernatural ability. The druid cannot use this ability more than once every 10 minutes when in the same general area.

Guardian (Su):

At 20th level, the druid establishes an area of up to 40,000 square feet (approximately 200 feet by 200 feet) as her territory. Within this area, she can control some aspects of reality. To establish guardianship over an area, the druid must spend 1 day walking the periphery while performing a ritual. She cannot establish guardianship over an area containing unfamiliar or unexplored portions. At the ritual’s completion, the druid alters one feature or planar trait within any bounds allowable by the greater create demiplane spell as if the area was her demiplane. Multiple uses of this ability in the same area allow the druid to alter additional planar traits. The druid may act as guardian over one area at a time. The effects are permanent until the druid establishes a new area as her territory, which immediately ends the first effect.

EX-DRUIDS

A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones.

ARCHETYPES

The following archetypes are available to the druid

SPIRIT MENDER

SWARMKEEPER

TERRAIN SPECIALIST

TREESINGER

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