Druid 1.0

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Who are you calling a treehugger?

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.

Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.

Alignment: Any neutral

Hit Die: d6

Starting Wealth: 250 gp

Skill Ranks Per Level: 6 + Int modifier.

Recommended Ability Score Priority:

  • Wisdom: primary; used for spells and class features.
  • Strength: secondary; used for melee to-hit and damage.
  • Constitution: tertiary; used to improve durability in close combat.
  • Dexterity: quaternary; used to improve AC and reflex saves.
  • Charisma: low priority.
  • Intelligence: low priority.

Favored Class: Druid

If the Druid class is your favored class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for level 1 in the Class Progression: Druid table, below.

Level To-Hit Fort Ref Will Base AC Class Bailiwick Linked Skill
BAB Full Attack
Fav +0 3 attacks +2 +0 +2 10 Naturalism Knowledge (Nature)

Class Progression: Druid

Level BAB Fort Ref Will Class Features Spells Per Day
Δ Total Δ Total Δ Total Δ Total 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
1st - +0/-5/-10 - +2 - +0 - +2 Implement Bonus, Animal Companion, Nature Sense, Orisons, Wild Empathy 3 1 - - - - - - - - - - - - - - - -
2nd +1 +1/-4/-9 +1 +3 - +0 +1 +3 Woodland Stride 4 2 - - - - - - - - - - - - - - - -
3rd +1 +2/-3/-8 - +3 +1 +1 - +3 Trackless Step, Mana Burn 4 2 1 - - - - - - - - - - - - - - -
4th +1 +3/-2/-7 +1 +4 - +1 +1 +4 Resist Nature's Lure, Wild Shape (1/day) 4 3 2 - - - - - - - - - - - - - - -
5th - +3/-2/-7 - +4 - +1 - +4 - 4 3 2 1 - - - - - - - - - - - - - -
6th +1 +4/-1/-6 +1 +5 +1 +2 +1 +5 Wild Shape (2/day) 4 3 3 2 - - - - - - - - - - - - - -
7th +1 +5/0/-5 - +5 - +2 - +5 - 4 4 3 2 1 - - - - - - - - - - - - -
8th +1 +6/+1/-4 +1 +6 - +2 +1 +6 Wild Shape (3/day) 4 4 3 3 2 - - - - - - - - - - - - -
9th - +6/+1/-4 - +6 +1 +3 - +6 Venom Immunity 4 4 4 3 2 1 - - - - - - - - - - - -
10th +1 +7/+2/-3 +1 +7 - +3 +1 +7 Wild Shape (4/day) 4 4 4 3 3 2 - - - - - - - - - - - -
11th +1 +8/+3/-2 - +7 - +3 - +7 - 4 4 4 4 3 2 1 - - - - - - - - - - -
12th +1 +9/+4/-1 +1 +8 +1 +4 +1 +8 Wild Shape (5/day) 4 4 4 4 3 3 2 - - - - - - - - - - -
13th - +9/+4/-1 - +8 - +4 - +8 A Thousand Faces 4 4 4 4 4 3 2 1 - - - - - - - - - -
14th +1 +10/+5/0 +1 +9 - +4 +1 +9 Wild Shape (6/day) 4 4 4 4 4 3 3 2 - - - - - - - - - -
15th +1 +11/+6/+1 - +9 +1 +5 - +9 Timeless Body 4 4 4 4 4 4 3 2 1 - - - - - - - - -
16th +1 +12/+7/+2 +1 +10 - +5 +1 +10 Wild Shape (7/day) 4 4 4 4 4 4 3 3 2 - - - - - - - - -
17th - +12/+7/+2 - +10 - +5 - +10 - 4 4 4 4 4 4 4 3 2 1 - - - - - - - -
18th +1 +13/+8/+3 +1 +11 +1 +6 +1 +11 Wild Shape (8/day) 4 4 4 4 4 4 4 3 3 2 - - - - - - - -
19th +1 +14/+9/+4 - +11 - +6 - +11 - 4 4 4 4 4 4 4 4 3 3 - - - - - - - -
20th +1 +15/+10/+5 +1 +12 - +6 +1 +12 Wild Shape (at will) 4 4 4 4 4 4 4 4 4 4 - - - - - - - -
Level BAB Fort Ref Will Class Features Spells Per Day
Δ Total Δ Total Δ Total Δ Total 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
21st +1 +16/+11/+6 +1 +13 +1 +7 +1 +13 - 5 5 4 4 4 4 4 4 4 4 1 - - - - - - -
22nd - +16/+11/+6 - +13 - +7 - +13 Paragon of Nature I 5 5 5 4 4 4 4 4 4 4 2 - - - - - - -
23rd +1 +17/+12/+7 +1 +14 +1 +8 +1 +14 Improved Wild Shape: Beast Shape IV 5 5 5 5 4 4 4 4 4 4 2 1 - - - - - -
24th - +17/+12/+7 - +14 - +8 - +14 - 5 5 5 5 5 4 4 4 4 4 3 2 - - - - - -
25th +1 +18/+13/+8 +1 +15 +1 +9 +1 +15 - 5 5 5 5 5 5 4 4 4 4 3 2 1 - - - - -
26th - +18/+13/+8 - +15 - +9 - +15 Improved Wild Shape: Form of the Dragon I 5 5 5 5 5 5 5 4 4 4 3 3 2 - - - - -
27th +1 +19/+14/+9 +1 +16 +1 +10 +1 +16 - 5 5 5 5 5 5 5 5 4 4 4 3 2 1 - - - -
28th - +19/+14/+9 - +16 - +10 - +16 Paragon of Nature II 5 5 5 5 5 5 5 5 5 4 4 3 3 2 - - - -
29th +1 +20/+15/+10 +1 +17 +1 +11 +1 +17 Improved Wild Shape: Form of the Dragon II 5 5 5 5 5 5 5 5 5 5 4 4 3 2 1 - - -
30th - +20/+15/+10 - +17 - +11 - +17 - 5 5 5 5 5 5 5 5 5 5 5 4 3 3 2 - - -
31st +1 +21/+16/+11 +1 +18 +1 +12 +1 +18 - 5 5 5 5 5 5 5 5 5 5 5 5 4 3 2 1 - -
32nd - +21/+16/+11 - +18 - +12 - +18 Improved Wild Shape: Form of the Dragon III 5 5 5 5 5 5 5 5 5 5 5 5 5 3 3 2 - -
33rd +1 +22/+17/+12 +1 +19 +1 +13 +1 +19 - 5 5 5 5 5 5 5 5 5 5 5 5 5 5 3 2 1 -
34th - +22/+17/+12 - +19 - +13 - +19 Paragon of Nature III 5 5 5 5 5 5 5 5 5 5 5 5 5 5 4 3 2 1
35th +1 +23/+18/+13 +1 +20 +1 +14 +1 +20 - 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 4 3 2
36th Apotheosis!

Class Features

Weapon and Armor Proficiency

Druids are proficient with the following weapons: athame, club, dagger, dart, light mace, 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 wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with light and heavy shields but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Bonus Languages (Ex)

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.

Druidic has its own alphabet.

Natural Talent (Ex)

At 1st level, all characters receive two natural Natural Talent skills: one in their bailiwick skill, and one in any other skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.

All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement.

Spells (Sp)

Beginning at 1st level a druid casts divine Spells, which are drawn from the Druid Spells list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is defined in each spell.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Class Progression: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Ability Scores#Bonus Spell Slots per Day).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting (Sp)

Beginning at 1st level druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any 'summon monster' spell of the same level or lower.

Orisons (Sp)

Beginning at 1st level Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Class Progression: Druid under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.

Chaotic, Evil, Good, and Lawful Spells

A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Animal Companion (Ex)

Finally, Jasterly Jigglesbottom has some decent armor.

At 1st level, a druid forms a bond with nature, in the form of an animal companion. While the animal companion looks like a regular animal, they are, in fact, a powerful nature spirit that has answered the druid's call, and who will serve the druid in the protection of the Green for the druid's entire life.

This animal companion has the stats and abilities of a summoned monster of the same CR as the Druid's class level (not character level). Any time the druid gains a level in the druid class, the animal companion also gains a level. Furthermore, unlike a summoned monster, the animal companion does not vanish after the end of the encounter, but persists until slain.

If an animal companion is slain, it cannot be re-summoned by the druid until either the next full moon, or until the druid gains another level in their druid class. When these conditions are met, the same nature spirit is able to reincorporate into a physical form, appearing as the same animal as it was previously. It retains all of its memories and experiences with the druid, as well as whatever personality traits it might have.

The druid may decide on their animal companion's appearance, making them any sized-medium natural animal they wish. The druid may not choose the appearance of non-animals, such as magical beasts, dragons, etc. Only an animal form is possible, and it must be sized-medium.

Use the following table to find the appropriate bestiary entry for your animal companion:

Animal Companion CR

Druid Lvl Companion CR
1 1
2 2
3 3
4 4
5 5
6 6
7 7
Druid Lvl Companion CR
8 8
9 9
10 10
11 11
12 12
13 13
14 14
Druid Lvl Companion CR
15 15
16 16
17 17
18 18
19 19
20 20
21 21
Druid Lvl Companion CR
22 22
23 23
24 24
25 25
26 26
27 27
28 28
Druid Lvl Companion CR
29 29
30 30
31 31
32 32
33 33
34 34
35 35

Nature Sense (Ex)

Beginning at 1st level, a druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)

Beginning at 1st level, a druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls a d20 + druid level + WIS 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 able to study each other, which means that they 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 natural 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.

Mana Burn (Sp)

Beginning at 3rd level, you can push structured portions of your aura into the casting of a spell, mixing of an extract, or brewing of a poultice, burning up one or more additional spells, extracts, or poultices as part of the casting action of the spell being cast. These additional spells cannot be cantrips (or orisons, or powerful cantrips), but can be any other spell, extract, or poultice you have memorized, or spell, extract or poultice slot you have available. If you are multi-classed or dual classed or other wise have access to spells, extracts, and/or poultices, any of them may be burned to boost any of the others.

Burned spells, extracts, or poultices are used up for the day, exactly as though they had been cast. For each additional spell you burn in the casting, you increase the spell circle of the spell by one step, increasing the spell's damage scaling. For purposes of mana burning, spells, extracts, and poultices are equivalent, and may be exchanged freely, and any time a spell is referred to in these rules, it applies to all three effects.

A spell's Spell Circle is a measure of how much damage it does, relative to the caster's character level. If a spell has a spell circle listed, it will be highlighted in orange in the spell's description. Aside from choosing an Arcane school and possibly some expensive magic items, the only way to increase a spell's circle is by mana burning one or more additional spells at the same time that the spell is being cast (as part of the same action). For each extra spell burned, the spell's circle moves up one step on the damage scale.

There is also a maximum spell circle you can raise a given spell, based on your character level. This maximum is: (total character level + 1) ÷ 2, round down. Note that this is NOT based on the character's caster level or class level, but their total character level, making this a highly attractive option for multi-classed, dual-classed, and demi-caster characters (such as paladins, bards, and rangers).

All details about mana burning.

Resist Nature's Lure (Ex)

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

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 the druid is familiar with.

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 eight times at 18th level.

Beginning at 20th level, a druid can use wild shape at will.

As a druid gains in levels, the Wild Shape ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.

At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.

Venom Immunity (Ex)

At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su)

At 13th level, a druid gains the ability to change her appearance at will, as if using the Least Polymorph spell, but only while in her normal form.

Timeless Body (Ex)

After attaining 15th 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.

Implement Bonus (Su)

Beginning at 1st level, while wielding a rod, staff, or wand, you gain an implement bonus to all to-hit rolls you make when casting a spell or activating a spell-like ability. This bonus applies to melee touch attacks, ranged touch attacks, standard melee attacks, or standard ranged attacks. Divine casters may also use their holy symbol as an implement.

The implement bonus is equal to +1 at 1st level, and increases by an additional +1 per 4 class levels, dropping fractions, to a maximum of +9 at level 33 (i.e. +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th, +6 at 21st, +7 at 25th, +8 at 29th, and +9 at 33rd). Note that, if you multi-class into another class that also gets this bonus, the class levels stack for purposes of calculating this bonus.

If you are not actively wielding a rod, staff, or wand, you do not get this bonus.

Furthermore, casters can flick, twirl, or swoosh a wielded rod, staff, or wand to complete the somatic gestures of any spells they cast, in place of using their empty hand(s). That is, an implement counts as an empty hand for purposes of completing somatic gestures.

When wielding a magic staff in both hands, a caster need only have material components in a readily available storage location (like a Component Pouch). The staff will draw out and consume the components as part of casting the spell, eliminating the need for the caster to pause in wielding the staff to draw the component themselves. This only works if the component is in an accessible place that could normally be pulled from as part of casting a spell. If the component is tucked away in a (non-magical) backpack, stored in a portable hole, or left in the caster's bedside table back in town, the staff has no power to pull components from there.

Paragon of Nature (Su)

Beginning at 22nd level, the Druid becomes the living embodiment of Nature. This close bond empowers the Druid in three ways. At 22nd level, the Druid may choose their first paragon power, and then at 28th and 34th levels, they may choose the others. All Druids get all Paragon powers if they reach high enough level, but the order in which they are chosen is the druid's choice. Each paragon power may only be chosen once.

One With the Green
The Druid gains the 'Plant' sub-type. See: Plant Traits
As a result, the Druid gains all the 'plant' traits, both good and ill. For example, the Epic Druid who chooses One With the Green is no longer proficient with anything but natural weapons, and cannot wear any armor. However, the Epic Druid also gains the long list of abilities of the Plant sub-type, namely:
  • Low-light vision.
  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
  • Proficient with its natural weapons only.
  • Not proficient with armor.
  • Plants breathe and eat, but do not sleep.
Note that this change is extremely apparent: The Druid gains a mass of vegetation as hair, their skin becomes green, they crave sunlight, etc. Of course, as always, the Druid may conceal their nature with Thousand Faces...but why would they want to?
Beast Beneath the Skin
The Druid gains a perfect understanding of the true glory and power of the animal. Any spells the Druid casts upon their animal companion has double the duration. Note that this does not stack with any other ability which increases spell durations. The Druid's animal companion gains a +1 bonus to AC, Str, and Con for every two Druid levels above 20th the Druid possesses. Any time the Druid casts an Enchantment spell on any creature with the animal type, they must roll 2d20 for any saves or Spell Resistance and take the result that the Druid prefers. Finally, all animals feel kinship with the Druid. Any time a creature with the animal type wishes to attack the Druid for the first time in a given encounter, they must roll a Will saving throw against a difficulty of 10 + one half the Druids Druid level + the Druids Wis modifier. If this save is failed, the animal hesitates in the attack and loses its attack action for the round. Once this save is successfully made, a creature is immune to this effect for 24 hours.
Call of the Wild
The Druid feels the true calling of Nature in their very soul. While in natural terrain you may always find food for yourself, with no need to roll and no need to spend time foraging. If you place any traps, magical or otherwise, into natural terrain, they receive a +20 bonus to their DC to be spotted and disarmed. Your overland travel speeds are all doubled in any natural terrain, you never take any penalties for hustling any length of time in natural terrain, and you may hustle all day to double your overland travel daily numbers again while in natural terrain. Lastly, you may now 'stack' the effects of your Wild Shape. Whenever you use Wild Shape to assume any form, you may choose one additional trait from any of the spells your Wild Shape can replicate and use it with the chosen shape as a bonus ability.

Improved Wild Shape (Su)

At 23rd level, the Druid's Wild Shape ability allows them to use Beast Shape IV.

At 26th level, the Druid's Wild Shape ability allows them to use Form of the Dragon I.

At 29th level, the Druid's Wild Shape ability allows them to use Form of the Dragon II.

At 32nd level, the Druid's Wild Shape ability allows them to use Form of the Dragon III.

Ex-Druids

A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a non-druid 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 (see the atonement spell description).