Difference between revisions of "Druid 1.0"

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(Animal Companion (Ex))
(Heal Companion IV (Su))
 
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This ability does not apply to difficult terrain caused by a trap, magic, or any other 'created' effect, only for naturally occurring difficult terrain.  This ability would work just fine in a jungle or in a cave, but would not work in a town or in a dungeon (a place with carved or cut walls, smoothed floors, etc.).  If someone or something spent significant time (i.e. more than a few days) working on a place with the intentions of making it more habitable, it is no longer natural terrain.
 
This ability does not apply to difficult terrain caused by a trap, magic, or any other 'created' effect, only for naturally occurring difficult terrain.  This ability would work just fine in a jungle or in a cave, but would not work in a town or in a dungeon (a place with carved or cut walls, smoothed floors, etc.).  If someone or something spent significant time (i.e. more than a few days) working on a place with the intentions of making it more habitable, it is no longer natural terrain.
  
=== Call Companion I (Ex) ===
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=== Call Companion I (Su) ===
 
Beginning at 9th level, as a [[standard action]], the druid can call their animal companion to a space adjacent to their own, [[Greater Teleport|teleporting]] it instantly to their side.  The animal companion must be able to appear in an unblocked, unoccupied space that is adjacent to the druid, or else this ability fails, and the action to perform it is wasted.  The druid does not need line of sight or line of effect to their animal companion to use this ability.  The animal companion must be within 100 feet (20 squares) of the druid, and it must be alive for this ability to work.
 
Beginning at 9th level, as a [[standard action]], the druid can call their animal companion to a space adjacent to their own, [[Greater Teleport|teleporting]] it instantly to their side.  The animal companion must be able to appear in an unblocked, unoccupied space that is adjacent to the druid, or else this ability fails, and the action to perform it is wasted.  The druid does not need line of sight or line of effect to their animal companion to use this ability.  The animal companion must be within 100 feet (20 squares) of the druid, and it must be alive for this ability to work.
  
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If you do not already have the ''Heal Companion I'' class feature, you gain it at 34th level.  See [[#Heal_Companion_I_.28Su.29|Heal Companion I]] for details on how this works.
 
If you do not already have the ''Heal Companion I'' class feature, you gain it at 34th level.  See [[#Heal_Companion_I_.28Su.29|Heal Companion I]] for details on how this works.
  
If you have the ''Heal Companion I'' class feature, but do not have the ''Heal Companion III'' class feature, you gain it at 34th level, instead.  See [[#Heal_Companion_III_.28Su.29|Heal Companion III]] for details on how this works.
+
If you have the ''Heal Companion I'' class feature, but do not have the ''Heal Companion II'' class feature, you gain it at 34th level, instead.  See [[#Heal_Companion_II_.28Su.29|Heal Companion III]] for details on how this works.
  
If you already have both the ''Heal Companion I'' and ''Heal Companion III''' class features from previous tiers of the Druid class, your ability to use Heal Companion improves at 34th level.  You can now activate that ability as a [[Swift Action]] instead of a [[Move Action]], and you can now use the ability on your animal companion as long as it is within line of sight and you have line of effect to it. The animal companion must still be alive in order to use ''Heal Companion'' on it.
+
If you have both the ''Heal Companion I'' and ''Heal Companion II'' class features, but do not have the ''Heal Companion III'' class feature, you gain it at 34th level, instead.  See [[#Heal_Companion_III_.28Su.29|Heal Companion III]] for details on how this works.
 +
 
 +
If you already have the ''Heal Companion I'', ''Heal Companion II'', and ''Heal Companion III''' class features from previous tiers of the Druid class, your ability to use Heal Companion improves at 34th level.  You can now activate that ability as a [[Swift Action]] instead of a [[Move Action]], and you can now use the ability on your animal companion as long as it is within line of sight and you have line of effect to it. The animal companion must still be alive in order to use ''Heal Companion'' on it.
  
 
You still cannot use this ability outside of combat, nor can you activate this ability more than once per encounter.
 
You still cannot use this ability outside of combat, nor can you activate this ability more than once per encounter.

Latest revision as of 21:31, 22 May 2020

Who are you calling a treehugger?

Contents

Druids are advocates for, and adherents to, the Green.

But what is that?

It's a surprisingly good question. The Green is, first and foremost, not a God, despite the fact that druids gain divine spells from it. Some say that the Green is the embodied spirit of nature, but that would imply that druids lose their powers if they leave the Prime Material Plane, and that has been proved many times to be false. Others say the Green is the faith of every druid grown into a separate force, but that seems unlikely too, as the Green is mighty indeed, and other credos with devout followers show no sign of anything similar.

Some say that the Green is the collective energy of all life, which seems somewhat more plausible, except that wouldn't that be just another way of expressing godhood? Still others say that the Green is the unthinking dream-state of all plants, used to trick the druids into fighting in the plant's eternal War Against Flesh.

Perhaps the most plausible theory is that the Green is the fount of all life, an extra-dimensional and perhaps even super-dimensional force... but how do you prove such an outlandish claim?

Regardless of the source of a druid's divine powers, nearly every druid espouses the primacy of nature, the need to contain the spread of civilization, and a duty to preserve lands untouched by the civilized races. As such, druids often have an uncomfortable relationship with cities, towns, and villages, and tend to look upon such things as a blight on the land. Druids are also very much not pacifistic, and will press forward with their points of view regardless of opposition.

Druids are definitely not on the side of civilization, and that can sometimes lead to druids sabotaging settlements deliberately. To put it mildly, this does not endear druids with most of their fellow citizens.

Role: Druids have many powerful abilities, of which their ability to command the aid of a magical creature is a major part. They also gain spells, and are able to call on many other potent attacks and defenses.

Alignment: Any neutral

Hit Die: d6

Starting Wealth: 250 gp

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.
Base To-Hit:
A druid's base to-hit numbers are calculated normally. They do not receive any bonus ability modifiers to their melee or ranged to-hit rolls.
  • Melee To-Hit: Base Attack Bonus (BAB) + Strength Modifier
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier
Base Weapon Damage:
A druid's base weapon damage numbers are calculated normally. They do not receive any bonus ability modifiers to their melee or ranged damage rolls.
  • Melee Damage: Base Weapon Damage + Strength Modifier
  • Thrown Weapon Damage: Base Weapon Damage + Strength Modifier
  • Projectile Weapon Damage: Base Weapon Damage (may add Strength Modifier only if the weapon has the Mighty quality)
Base Armor Class:
A druid's base armor class is 9.
  • Armor Class: 9 + Armor bonus + Adjusted Dexterity Modifier + Shield Bonus (if any) + Racial Size Modifier (if any)
Maneuver Defense:
A druid's maneuver defense is calculated normally.
  • Maneuver Defense: 10 + ½ Character Level (round down) + Strength Modifier + Dexterity Modifier + Shield Bonus (if any) + Size Modifier
Skills:
Druids get 6 + Int modifier skill ranks per Druid class level.
Your bailiwick skill is always considered a Natural Talent skill, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill. Remember that you can never place more skill ranks into a skill than your character level. Your Linked skill, as a Knowledge skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
  • Natural Talent:
You may choose one skill (in addition to your Bailiwick skill) to be a Natural Talent at 1st level, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
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. Because natural talents are gained at particular character levels, dual-classed and multi-classed characters receive the same number of natural talent skills (and at the same levels) as a single-classed character.
  • Suggested Skills:
The following skills may be somewhat more applicable or useful to this class than others. This list is by no means intended to limit which skills you choose for your character. Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead. These are just suggestions.
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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 the Courageous Druid (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Favored Class Feature
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   -10   n/a   +0   +0   +2   9 Favored Companion

Favored Companion (Ex)

If druid is your favored class, your animal companion permanently increases either their Walk speed by +20 feet, or any one other movement speed they possess by +10 feet. Once this choice is made, the bonus cannot be changed, except through the re-selection process.

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Courageous Druid (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1st   +0   -5   -10   -   +0   +0   +2   9 Level 1 Spells, Implement Bonus, Animal Companion
2nd   +1 (+1)   -4 (+1)   -9 (+1)   -   +0   +0   +3 (+1)   9 Blessing of the Green I
3rd   +1   -4   -9   -   +1 (+1)   +1 (+1)   +3   9 Level 2 Spells, Strengthen Companion I
4th   +2 (+1)   -3 (+1)   -8 (+1)   -   +1   +1   +4 (+1)   9 Heal Companion I
5th   +2   -3   -8   -   +1   +1   +4   9 Level 3 Spells

Weapon and Armor Proficiency

Druids are proficient with the following weapons: Athame, Club, Dagger, Dart, Light Mace, Quarterstaff, Scimitar, Scythe, Sickle, Short Spear, Sling, and Spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume through the use of magic spells.

Druids are proficient with light armor 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 their supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Druid Spells (Sp)

  • Druids are Wisdom-Based Divine casters, that must prepare their spells in advance.

Beginning at 1st level, a druid is able to cast divine spells drawn from the Druid Spells list. Like wizards, druids must choose and prepare their spells in advance each day.

Spells Known

Unlike the other spellcasting classes, druids know every spell from the druid spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to the Green, a primal power of Nature that is neither god nor spirit, that grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day

While a druid may have access to every spell in the druid spell list, they must select only a few of them to prepare each day, and may only cast those spells that they have prepared. If they want to cast a spell more than once, they must prepare it more than once.

Preparing a spell is a process of communing with the Green, and allowing the Green to imbue the druid's aura with the pattern of the spell. Once attached to the druid's aura, the spell can be cast. The exact actions required to do this vary by spell, but it is typically a standard action to release the spell from their aura and cause its effects to manifest upon the world. As a druid grows in power and level, their auras become stronger, their connection with the Green improves, and thus the druid gains access to higher level spells, and the ability to prepare and cast more of them each day.

To prepare or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level.

Once a spell is cast, it is released from the druid's aura, and is not available to cast again, unless they prepared that same spell more than once. As each spell is cast, the druid's retinue of spells they have prepared for that day is used up.

Druids meditate in order to restore their capacity to cast spells each day. Each druid must choose a time each day during which they spend 1 hour in quiet contemplation to regain their daily allotment of spells. Time spent resting has no effect on whether a druid can prepare spells. This cannot be performed more than once per 24 hours, and must generally be done at the same time of day, each day. The precise time of day is up to the player, but it is recommended that it occur either just prior to a full night's rest, or just after waking up from one.

The druid's base number of spells they can prepare and cast each day is given in the table below. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). When the druid performs their daily meditation ritual, it resets their available spells back to the number listed for each spell level in the table below, and also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the druid fails to cast before the next time they meditate for spells, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values').

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
1st   3 (+3)   1 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
2nd   4 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
3rd   4   2   1 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
4th   4   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
5th   4   3   2   1 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -

Orisons

Zeroth-level druid spells are called orisons. Orisons are weaker magic spells that are easily cast, often providing useful tricks to make life simpler for the druid. A druid knows every available orison on the Druid Spells list, but can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the druid can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, orisons do not detach from the druid's aura when cast. They can be 'swapped out' with a different orison during the druid's daily meditation ritual, if desired, but otherwise, they remain available for casting by the druid indefinitely.

Spontaneous Wild Shape and Summoning

A druid can sacrifice a prepared spell to cast a "Wild Shape" or "Summon Monster" spell, instead. A "Wild Shape" spell is any spell with "Wild Shape" in its name (e.g. Wild Shape I (Druid Spell), and a "Summon Monster" spell is any spell with "Summon Monster" in its name (e.g. Summon Monster I (Druid Spell)). In this way, druids never need to actually prepare wild shape or summon monster spells, and can focus their preparations on other powers that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the "Wild Shape" or "Summon Monster" spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher. A spell that is sacrificed to cast a "Wild Shape" or "Summon Monster" spell is considered expended for the day.

The druid may even apply any metamagic feats they know to a "Wild Shape" or "Summon Monster" spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

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.

Animal Companion (Ex)

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.

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. It is fairly common, however, for the animal companion to be unusually large for their species, in order to be sized-medium, however. A sized-medium river otter, for example, is terrifyingly abnormal in nature, but would be a pretty normal animal companion for a druid.

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

When you choose what animal companion you wish to have, you may also choose what movement type it possesses from the following four options:

The movement type you choose must be appropriate for the type of animal you choose. A wolf can't have Lesser Flight, for example. Once chosen, the animal species and its chosen movement type cannot be changed, except through the re-selection process.

Animal companions, like Summoned Monsters, only get a single Standard Action each round with which to act, over and above the druid's own actions each round. The animal companion always goes during the same initiative tick as the druid, though the druid can choose when, during their own turns, the animal companion takes their action. The druid can, if they wish, 'gift' some or all of their own actions (standard, move, or swift) to their animal companion each round, to allow it to perform more complex actions, at the expense of the druid's own ability to do things.

Animal companions cannot be used as a mount, even if the druid has the Ride skill.

The druid has an empathic link to their animal companion that allows them to issue directions to the companion wordlessly, as long as the druid retains line of sight and line of effect to their companion. The druid can also sense the general emotional state of their animal companion, even if the companion is well beyond line of sight or line of effect of the druid. This allows them to sense, for example, when their companion is engaged in combat, injured, or afraid, but it does not allow the animal companion to exchange information more complex than that. An animal companion cannot tell their druid where an invisible creature is hiding, for instance, even if the animal companion knows full well where it is. (They could show the druid where the hidden creature is, however, through their actions.)

Animal companions are not slaves, and have a will of their own, but they will usually comply with the druid's instructions. The most common reason an animal companion will disobey the druid's instructions is when the companion feels its own assessment of the situation is dramatically better than the druid's own. Of course, exceptions exist — some animal companions can be quite willful, especially if they feel the druid isn't giving them the care and attention they deserve.

Animal companions, like monsters, do not have negative hit points. If an animal companion reaches zero or fewer hit points, it dies.

However, at the end of any Full Night's Rest that the druid performs, their animal companion is healed of all injuries it has sustained since the druid's previous Full Night's Rest. If the animal companion was slain, it is also restored to life (in addition to being fully healed). Any uncured Status Conditions are also cured on the animal companion as the druid sleeps, even if they would normally require greater magicks to remove. No effort on the druid's part is required for this; such are their spiritual ties to their companion animal. An animal companion that is restored to life is the same animal it was previously. It retains all of its memories and experiences with the druid, as well as whatever personality traits it might have had before it was killed.

An animal companion's bond to their druid is so unwavering that, despite being a nature spirit inhabiting a physical form, they cannot be forced to return to their native plane via spells such as Dismissal, nor can they be suppressed or dispelled by effects like Dispel Magic. They can still suffer harm from any source, as normal, of course, but they cannot be banished or dispelled.

Blessing of the Green I (Ex)

At 2nd level, the druid's mastery over their Wild Shape line of spells improves. While under the effects of a Wild Shape spell (any of Wild Shape I through Wild Shape IX), the druid can now cast spells and speak any language they are normally capable of speaking. This means they can ignore the ...And I Must Scream special ability on the Transmogrified Beast template, and they can ignore the portion of the Paws, Hooves, and Claws special ability that prevents the use of somatic components in spell casting.

All other portions of the Paws, Hooves, and Claws special ability still apply.

Strengthen Companion I (Ex)

At 3rd level, the druid can permanently improve the effectiveness of their animal companion. Choose one of the following three options:

  • The animal companion cannot be flanked. This means the animal companion does not grant any bonus to-hit to enemies that are flanking it, and that the animal companion cannot be the target of abilities that require a flank in order for them to be activated.
  • The animal companion can deal 1d6 points of precision damage with any of its attacks that are made against an opponent that is flanked, flat-footed, or is unaware of the animal companion's presence when the attack is made. The amount of precision damage increases by an additional 1d6 per experience tier of the Druid class that the druid possesses other than the Courageous Tier, to a maximum of 7d6 if the druid has all seven experience tiers of the Druid class (i.e. at least 31 class levels of Druid). This precision damage is of the same damage type as the attack that inflicts it.
  • The animal companion can serve as a conduit for the druid when they cast a spell that requires a melee or ranged touch attack. That is, the druid can cast a spell that requires a melee or ranged touch attack, and deliver that attack as though they are in their own space, or as if they are in their animal companion's space, whichever the druid prefers. This is performed as part of the same action as the casting of the spell, and does not require any action by the animal companion. The druid uses their own to-hit numbers to make the attack. This ability allows the druid to deliver a touch spell at range by having their animal companion stand adjacent to their target, for example. It can also allow the druid to fire at targets they cannot see or effect, but their animal companion can.

Once the choice has been made, it cannot be changed, except through the re-selection process.

Heal Companion I (Su)

Beginning at 4th level, during combat, the druid can expend one of their own Standard Actions, up to once per encounter, to instantly restore their animal companion's hit points up to the animal companion's Bloodied Hit Point value (half its maximum hit points). The druid must be able to touch the animal companion in order to perform this action, unless the druid has the ability to deliver touch attacks through their animal companion (in which case, they can do it at range). This ability can only be used if the animal companion is actually still alive. The restoring energy of this ability is considered instantaneous healing.

This ability can never be used outside of combat (i.e. when there is no initiative order counting down), nor can it ever be used more than once per encounter, even through some elaborately clever use of action points.

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Intrepid Druid (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6th   +3 (+1)   -2 (+1)   -7 (+1)   -   +2 (+1)   +2 (+1)   +5 (+1)   9 Druid Spells, Implement Bonus, Animal Companion, Mana Burning, Bonus Feat I
7th   +3   -2   -7   -   +2   +2   +5   9 Level 4 Spells, Blessing of the Green II
8th   +4 (+1)   -1 (+1)   -6 (+1)   -   +2   +2   +6 (+1)   9 Strengthen Companion II
9th   +4   -1   -6   -   +3 (+1)   +3 (+1)   +6   9 Level 5 Spells, Woodland Stride, Call Companion I
10th   +5 (+1)   +0 (+1)   -5 (+1)   -   +3   +3   +7 (+1)   9 Wild Hunt I

Weapon and Armor Proficiency

Druids are proficient with the following weapons: Athame, Club, Dagger, Dart, Light Mace, Quarterstaff, Scimitar, Scythe, Sickle, Short Spear, Sling, and Spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume through the use of magic spells.

Druids are proficient with light armor 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 their supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Druid Spells (Intrepid Tier)

If you do not already have the Druid Spells class feature, you gain it at 6th level. See Druid Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Druid class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Spells Known (Intrepid Tier)

Unlike the other spellcasting classes, druids know every spell from the druid spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to the Green, and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Intrepid Tier)

The following table shows how many spells the druid can actually prepare and cast each day at this experience tier. As a druid grows in power and level, their auras become stronger, their connection with the Green improves, and thus the druid gains access to higher level spells, and the ability to prepare and cast more of them each day.

The druid's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the druid performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the druid fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
6th   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -
7th   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -
8th   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -
9th   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -   -   -   -   -   -
10th   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -   -   -   -

Orisons (Intrepid Tier)

A druid knows every available orison on the Druid Spells list, but can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the druid can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, orisons do not detach from the druid's aura when cast. They can be 'swapped out' with a different orison during the druid's daily meditation ritual, if desired, but otherwise, they remain available for casting by the druid indefinitely.

Spontaneous Wild Shape and Summoning (Intrepid Tier)

A druid can sacrifice a prepared spell to cast a "Wild Shape" or "Summon Monster" spell, instead. A "Wild Shape" spell is any spell with "Wild Shape" in its name (e.g. Wild Shape I (Druid Spell), and a "Summon Monster" spell is any spell with "Summon Monster" in its name (e.g. Summon Monster I (Druid Spell)). In this way, druids never need to actually prepare wild shape or summon monster spells, and can focus their preparations on other powers that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the "Wild Shape" or "Summon Monster" spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher. A spell that is sacrificed to cast a "Wild Shape" or "Summon Monster" spell is considered expended for the day.

The druid may even apply any metamagic feats they know to a "Wild Shape" or "Summon Monster" spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

Implement Bonus (Intrepid Tier)

If you do not already have the Implement Bonus class feature, you gain it at 6th level. See Implement Bonus for details on how this works.

Animal Companion (Intrepid Tier)

If you do not already have the Animal Companion class feature, you gain it at 6th level. See Animal Companion for details on how this works. If you have already acquired an Animal Companion from a previous experience tier of the Druid class, you cannot change it, except through the re-selection process.

Mana Burning (Sp)

  • Note: In the context of mana burning, a 'spell' can refer to any of spells, extracts, or poultices. Any time a 'spell' is referred to in this section, it applies to any or all of these three types. If you are multi-classed, dual-classed, or otherwise have access to spells, extracts, and/or poultices, any of them may be burned to boost any of the others. They are interchangeable with regards to mana burning.

Beginning at 6th level, when casting a spell, you can expend one or more additional spells as part of the same action as casting the spell, in order to increase that spell's destructive power.

To understand mana burning, you must understand four concepts: spell level, caster level, character level, and Circle.

A spell's level is a measure of how difficult it is to learn, and usually a factor in how powerful its effects are. Paladins and Rangers only have spells that go up to level 4, Bards and Alchemists only have spells that go up to level 6. Clerics, Druids, Sorcerers, and Wizards have spells that go up to level 9. Conventional spells do not go above level 9, though you can apply metamagic feats to a spell to cause its level to go as high as level 17 (assuming your character class grants spell slots that high).

Caster level is how many levels a character possesses in a specific spellcasting class. If you are multi-classed or dual-classed, your caster level only goes up if you level in a class that can cast spells. If you gain levels in a non-spellcasting class, your caster level remains frozen at the sum of the levels you gained in spellcasting classes only. Caster level is usually used to determine how difficult it is to resist the effects of a spell (if it grants a saving throw). Other variables in a spell can also be affected by caster level, such as a spell's range, or even how many targets it can affect at once.

Character level is the character's total level. That is, it is the sum of all class levels from any class the character has taken. If a character doesn't multi-class or dual-class (i.e. they only have one character class), their character level is equal to their class level. If their sole class is a spellcasting class, their character level is also equal to their caster level.

Finally, Circles are a measure of how much base damage a spell does, relative to the caster's character level. If a spell has a Circle listed, it will be highlighted in orange in the spell's description. Every spell has a Level, but not every spell has a Circle. If a spell does not have a Circle, it generally does no damage, or has a custom damage profile. Spells that do not have a Circle listed cannot be mana burned.

Mana Burned spells (or spell slots) 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's Circle by one step, increasing the spell's base damage dealt. You cannot mana burn cantrips (or orisons, or powerful cantrips), but you can mana burn any spell you have either memorized (if you must prepare spells in advance) or have available (if you can spontaneously cast spells).

Aside from certain arcane bloodlines and certain 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). This means, for example, that memorizing a spell in a higher level slot than the minimum required does not raise the spell's circle. Similarly, memorizing a spell in a higher level slot because it has one or more Metamagic Feats applied to it does not increase the spell's Circle.

For each extra spell burned (beyond the spell actually being cast), the spell's Circle moves up one step on the damage scale.

Circle Damage for Spells

Spell Circle Burn Cost Min Character Level (CL) Base Dice Max Dice
0 N/A N/A 1d4/2CL 4d4
1 N/A 1st 1d4/CL 5d4
2 +1 3rd 1d6/CL 6d6
3 +1 5th 1d6/CL 10d6
4 +1 7th 1d6+1/CL 12d6+12
5 +1 9th 1d6+1/CL 15d6+15
6 +1 11th 1d6+2/CL 16d6+32
7 +1 13th 1d6+2/CL 20d6+40
8 +1 15th 1d6+3/CL 21d6+63
9 +1 17th 1d6+3/CL 25d6+75
10 +1 19th 1d6+4/CL 25d6+100
11 +1 21st 1d6+5/CL 25d6+125
12 +1 23rd 1d6+6/CL 27d6+162
13 +1 25th 1d6+7/CL 27d6+189
14 +1 27th 1d6+8/CL 29d6+232
15 +1 29th 1d6+9/CL 29d6+261
16 +1 31st 1d6+10/CL 30d6+300
17 +1 33rd 1d6+11/CL 30d6+330
18 +1 35th 1d6+12/CL 30d6+360

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 an attractive option for multi-classed or dual-classed characters. Furthermore, the maximum is unaffected by classes who learn higher level spell slots at a slower pace than full casters. For example, even though a bard cannot cast 3rd level spells at 5th level, they can cast a 2nd level spell and mana burn it to Circle 3 damage, dealing the equivalent of a third level spell.

All benefits of any Metamagic Feats applied to the spell being cast are applied after all Mana Burning has been done. That is, you can memorize a Maximized Fireball (using a sixth level spell slot — 3 for the spell's normal spell level, and 3 for the Maximize metamagic feat), and then burn four additional spell slots of any other spell level to increase the Maximized Fireball's Circle 3 damage to Circle 7 damage (assuming you are high enough level to use Circle 7 damage), and the fireball will inflict maximized Circle 7 damage.

  • Example: A 18th level wizard casts the old classic, fireball. Fireball does Circle 3 damage (1d6 per character level, max 10d6). The wizard mana burns it up to Circle 9 damage (1d6+3 per level, max 25d6+75). In order to do this, the wizard must expend the base 3rd level slot for the Fireball spell, and then six spell slots of any spell level to move the Circle up by six steps. Since the wizard is 18th level, Circle 9 is the maximum Circle they could mana burn a spell up to, and by bumping the Fireball spell to Circle nine, they will deal 18d6+54 points of damage with it, far exceeding the normal limits of a fireball.

Bonus Feat I (Ex)

At 6th level, the druid may select a bonus feat. The druid may select any feat for which they meet the prerequisites at the time the feat is chosen. Druids are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at higher levels.

Blessing of the Green II (Ex)

At 7th level, the druid's mastery over their Wild Shape line of spells improves. While under the effects of a Wild Shape spell (any of Wild Shape I through Wild Shape IX), the druid's bite and claw attacks now inflict Laceration (physical, rare) damage instead of crushing (physical, common) (bite) and slashing (physical, common) (claws).

Note that the druid does not automatically gain access to previous Blessing of the Green class features unless they actually took the tier of the Druid class in which they appear.

Strengthen Companion II (Ex)

At 8th level, the druid can permanently improve the effectiveness of their animal companion. Choose one of the following three options:

  • Any time an enemy creature attempts to make an attack of opportunity against the druid, and the animal companion is within the reach of that enemy creature, the druid may (if they wish) force the enemy to resolve the attack of opportunity against their animal companion instead.
  • Any time the animal companion enters a Stealth stance, they also gain the effects of Greater Invisibility for as long as they remain stealthed. Any hostile action performed by the animal companion breaks both stealth and the invisibility effect. Note that the animal companion must move at half speed while under the effects of stealth or they suffer a -10 penalty to the check (the check is typically not rolled until someone tries to perceive them).
  • Once per round, if the animal companion is adjacent to the target of a spell cast by the druid, the animal companion can either grant the druid a bonus to-hit with that spell against that target, or grant a bonus to the save DC of the spell for that target. This ability can never affect more than one target per casting of a single spell, even if the spell is able to affect multiple targets and the animal companion is adjacent to more than one of them. The bonus provided is +1 per experience tier of the Druid class that the druid possesses (max of +7 if the druid has all seven tiers, i.e., 31 class levels of Druid).

Once the choice has been made, it cannot be changed, except through the re-selection process.

Woodland Stride (Ex)

Beginning at 9th level, any time the druid is in an uncivilized environment (an unmodified place), they can ignore any difficult terrain they encounter.

This ability does not apply to difficult terrain caused by a trap, magic, or any other 'created' effect, only for naturally occurring difficult terrain. This ability would work just fine in a jungle or in a cave, but would not work in a town or in a dungeon (a place with carved or cut walls, smoothed floors, etc.). If someone or something spent significant time (i.e. more than a few days) working on a place with the intentions of making it more habitable, it is no longer natural terrain.

Call Companion I (Su)

Beginning at 9th level, as a standard action, the druid can call their animal companion to a space adjacent to their own, teleporting it instantly to their side. The animal companion must be able to appear in an unblocked, unoccupied space that is adjacent to the druid, or else this ability fails, and the action to perform it is wasted. The druid does not need line of sight or line of effect to their animal companion to use this ability. The animal companion must be within 100 feet (20 squares) of the druid, and it must be alive for this ability to work.

Note that the standard action used for this ability can come from either the druid or the animal companion.

Wild Hunt I (Su)

At 10th level, the druid gains the ability to transform into an animal that is well-suited for overland travel, at the expense of a temporary loss in their combat effectiveness.

As a full-round action, the druid can transform into a natural animal that has either a Walk speed of 120 ft. (such as a horse, cheetah, or elk), a Greater Flight speed of 120 ft. (such as an eagle, buzzard, or owl), or a Greater Swim speed of 120 ft. (such as a shark, a tortoise, or an eel). The creature they transform in to is always sized-medium.

If the druid suffers damage while in this form from any source, they become rattled until the start of their next turn. The form is not capable of attacking, and uses the druid's own hit points if damaged. The druid cannot talk or cast spells while in this form.

If an ally is sized-small, has ranks in the Ride skill, and the druid is willing to allow it, that ally can ride the transformed druid as a mount, but the druid's speed is cut in half (60 ft.) as a result. The form isn't really suited to being ridden, and it cannot carry a sized-medium (or larger) ally at all.

It is a Swift Action for the druid to revert to their normal form, but most druids would do well to make sure they are on solid ground first.

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Heroic Druid (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11th   +5   +0   -5   -   +3   +3   +7   9 Druid Spells, Implement Bonus, Animal Companion, Mana Burning, Level 6 Spells, Bonus Feat II
12th   +6 (+1)   +1 (+1)   -4 (+1)   -   +4 (+1)   +4 (+1)   +8 (+1)   9 Blessing of the Green III
13th   +6   +1   -4   -   +4   +4   +8   9 Level 7 Spells, Strengthen Companion III
14th   +7 (+1)   +2 (+1)   -3 (+1)   -   +4   +4   +9 (+1)   9 Heal Companion II
15th   +7   +2   -3   -   +5 (+1)   +5 (+1)   +9   9 Level 8 Spells, Hidden Campsite

Weapon and Armor Proficiency

Druids are proficient with the following weapons: Athame, Club, Dagger, Dart, Light Mace, Quarterstaff, Scimitar, Scythe, Sickle, Short Spear, Sling, and Spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume through the use of magic spells.

Druids are proficient with light armor 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 their supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Druid Spells (Heroic Tier)

If you do not already have the Druid Spells class feature, you gain it at 11th level. See Druid Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Druid class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Spells Known (Heroic Tier)

Unlike the other spellcasting classes, druids know every spell from the druid spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to the Green, and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Heroic Tier)

The following table shows how many spells the druid can actually prepare and cast each day at this experience tier. As a druid grows in power and level, their auras become stronger, their connection with the Green improves, and thus the druid gains access to higher level spells, and the ability to prepare and cast more of them each day.

The druid's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the druid performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the druid fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
11th   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -   -   -   -   -
12th   4   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -   -   -
13th   5 (+1)   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -   -   -   -
14th   5   4   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -   -
15th   5   4   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -   -   -

Orisons (Heroic Tier)

A druid knows every available orison on the Druid Spells list, but can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the druid can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, orisons do not detach from the druid's aura when cast. They can be 'swapped out' with a different orison during the druid's daily meditation ritual, if desired, but otherwise, they remain available for casting by the druid indefinitely.

Spontaneous Wild Shape and Summoning (Heroic Tier)

A druid can sacrifice a prepared spell to cast a "Wild Shape" or "Summon Monster" spell, instead. A "Wild Shape" spell is any spell with "Wild Shape" in its name (e.g. Wild Shape I (Druid Spell), and a "Summon Monster" spell is any spell with "Summon Monster" in its name (e.g. Summon Monster I (Druid Spell)). In this way, druids never need to actually prepare wild shape or summon monster spells, and can focus their preparations on other powers that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the "Wild Shape" or "Summon Monster" spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher. A spell that is sacrificed to cast a "Wild Shape" or "Summon Monster" spell is considered expended for the day.

The druid may even apply any metamagic feats they know to a "Wild Shape" or "Summon Monster" spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

Implement Bonus (Heroic Tier)

If you do not already have the Implement Bonus class feature, you gain it at 11th level. See Implement Bonus for details on how this works.

Animal Companion (Heroic Tier)

If you do not already have the Animal Companion class feature, you gain it at 11th level. See Animal Companion for details on how this works. If you have already acquired an Animal Companion from a previous experience tier of the Druid class, you cannot change it, except through the re-selection process.

Mana Burning (Heroic Tier)

If you do not already have the Mana Burning class feature, you gain it at 11th level. See Mana Burning for details on how this works.

Bonus Feat II (Ex)

At 11th level, the druid may select a bonus feat. The druid may select any feat for which they meet the prerequisites at the time the feat is chosen. Druids are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at higher levels.

Blessing of the Green III (Ex)

At 12th level, the druid gains a powerful new blessing from the Green, increasing their power and ability in combat. Any Teamwork Feat that the druid knows is automatically also known by their Animal Companion for free. Furthermore, the druid retains knowledge of all Teamwork Feats they know in their normal form while under the effects of a Wild Shape spell (any of Wild Shape I through Wild Shape IX). This is an exception to the rule that feats from the druid's normal form never carry over to their Wild Shape form.

Note that the druid does not automatically gain access to previous Blessing of the Green class features unless they actually took the tier of the Druid class in which they appear.

Strengthen Companion III (Ex)

At 13th level, the druid can permanently improve the effectiveness of their animal companion. Choose one of the following three options:

  • The animal companion gains Damage Reduction (DR) versus all physical damage sources (DR x/-) equal to half the druid's class level (rounding down).
  • When the animal companion is in a space adjacent to the druid's space, it grants the druid a +1 circumstance bonus to all caster checks. This bonus improves by an additional +1 for every two experience tiers of the Druid class that the druid possesses. That means the bonus increases to +2 if the druid has two Druid tiers (i.e. at least 6 Druid class levels), +3 if the druid has four Druid tiers (i.e. at least 16 druid class levels), and +4 if the druid has six Druid tiers (i.e. at least 26 druid class levels).

Once the choice has been made, it cannot be changed, except through the re-selection process.

Heal Companion II (Su)

If you do not already have the Heal Companion I class feature, you gain it at 14th level. See Heal Companion I for details on how this works.

If you already have the Heal Companion I class feature from a previous experience tier of the Druid class, you instead gain the following benefit. Any time healing is granted to the druid's animal companion, whether it is instantaneous healing or recurring healing, the amount of hit points restored to the animal companion is doubled. This ability can only be used if the animal companion is actually alive.

Note that, when the druid activates their Heal Companion I ability, after they get this class feature, they now calculate how many hit points Heal Companion I will restore, in order to bring the animal companion up to its Bloodied Hit Point total, and then double that amount. This is not the same as a full heal. It just doubles the amount of hit points that are actually restored to the animal companion as Heal Companion I is activated. The closer to 0 hit points the animal companion is when Heal Companion I is triggered, the closer to a full heal it becomes.

Hidden Campsite (Ex)

Beginning at 15th level, up to once per 24 hours, the druid can spend 10 minutes walking around the perimeter of a campsite and imbue it with energy from the Green, making it nearly impossible to detect from outside of the campsite's perimeter. The campsite must be established in an uncivilized location, untouched by the labors of Man. The perimeter of the campsite cannot be larger than a 50-foot diameter (a 10x10 square area). Furthermore, the effects of Hidden Campsite only last until the end of the druid's next Full Night's Rest, or 24 hours, whichever occurs sooner. If all occupants leave the campsite, the effects immediately end.

Anyone inside the campsite during this ritual who attempts to find the campsite must make a Perception check versus a DC of the Druid's Survival skill + 20 (not an opposed check, just a flat value of 'Survival skill + 20'), or they are unable to perceive the campsite or its inhabitants, no matter how boisterous or flamboyant those inhabitants might be at the time. Instead, they see only an uninhabited area that they feel strangely compelled to avoid. Even extraordinary senses, such as echolocation, tremorsense, or perfect scent are fooled by this effect. (The effect is similar to a Greater Invisibility spell, with a Stealth result equal to the druid's Survival + 20, except that the camp inhabitants can be noisy without breaking the stealth effect).

Creatures can, in theory, walk through the area, even though they feel uncomfortable about doing so, but they will not be aware of anyone's presence unless they happen to run into someone. Because of this, it is a good idea to place the campsite somewhere creatures aren't likely to randomly walk through (e.g. away from game trails, roads, or popular watering holes).

If an individual leaves the campsite's perimeter before the duration expires, they can find their way back in as long as they were inside the campsite's perimeter when the druid performed the ritual to activate Hidden Campsite.

Any hostile actions taken against any creature while inside the affected area will instantly dispel the effect.

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Undaunted Druid (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +8 (+1)   +3 (+1)   -2 (+1)   -   +5   +5   +10 (+1)   9 Druid Spells, Implement Bonus, Animal Companion, Mana Burning, Bonus Feat III
17th   +8   +3   -2   -   +5   +5   +10   9 Level 9 Spells, Blessing of the Green IV
18th   +9 (+1)   +4 (+1)   -1 (+1)   -   +6 (+1)   +6 (+1)   +11 (+1)   9 Strengthen Companion IV
19th   +9   +4   -1   -   +6   +6   +11   9 Level 10 Spells, Call Companion II
20th   +10 (+1)   +5 (+1)   +0 (+1)   -   +6   +6   +12 (+1)   9 Venom Immunity

Weapon and Armor Proficiency

Druids are proficient with the following weapons: Athame, Club, Dagger, Dart, Light Mace, Quarterstaff, Scimitar, Scythe, Sickle, Short Spear, Sling, and Spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume through the use of magic spells.

Druids are proficient with light armor 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 their supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Druid Spells (Undaunted Tier)

If you do not already have the Druid Spells class feature, you gain it at 16th level. See Druid Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Druid class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Spells Known (Undaunted Tier)

Unlike the other spellcasting classes, druids know every spell from the druid spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to the Green, and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Undaunted Tier)

The following table shows how many spells the druid can actually prepare and cast each day at this experience tier. As a druid grows in power and level, their auras become stronger, their connection with the Green improves, and thus the druid gains access to higher level spells, and the ability to prepare and cast more of them each day.

The druid's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the druid performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the druid fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
16th   5   4   4   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -
17th   5   4   4   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -   -
18th   5   4   4   4   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -
19th   5   4   4   4   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -
20th   5   4   4   4   4   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -

Orisons (Undaunted Tier)

A druid knows every available orison on the Druid Spells list, but can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the druid can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, orisons do not detach from the druid's aura when cast. They can be 'swapped out' with a different orison during the druid's daily meditation ritual, if desired, but otherwise, they remain available for casting by the druid indefinitely.

Spontaneous Wild Shape and Summoning (Undaunted Tier)

A druid can sacrifice a prepared spell to cast a "Wild Shape" or "Summon Monster" spell, instead. A "Wild Shape" spell is any spell with "Wild Shape" in its name (e.g. Wild Shape I (Druid Spell), and a "Summon Monster" spell is any spell with "Summon Monster" in its name (e.g. Summon Monster I (Druid Spell)). In this way, druids never need to actually prepare wild shape or summon monster spells, and can focus their preparations on other powers that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the "Wild Shape" or "Summon Monster" spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher. A spell that is sacrificed to cast a "Wild Shape" or "Summon Monster" spell is considered expended for the day.

The druid may even apply any metamagic feats they know to a "Wild Shape" or "Summon Monster" spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

Implement Bonus (Undaunted Tier)

If you do not already have the Implement Bonus class feature, you gain it at 16th level. See Implement Bonus for details on how this works.

Animal Companion (Undaunted Tier)

If you do not already have the Animal Companion class feature, you gain it at 16th level. See Animal Companion for details on how this works. If you have already acquired an Animal Companion from a previous experience tier of the Druid class, you cannot change it, except through the re-selection process.

Mana Burning (Undaunted Tier)

If you do not already have the Mana Burning class feature, you gain it at 16th level. See Mana Burning for details on how this works.

Bonus Feat III (Ex)

At 16th level, the druid may select a bonus feat. The druid may select any feat for which they meet the prerequisites at the time the feat is chosen. Druids are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at higher levels.

Blessing of the Green IV (Ex)

At 17th level, the druid's mastery over their Wild Shape line of spells improves. While under the effects of a Wild Shape spell (any of Wild Shape I through Wild Shape IX), the druid may add 1d6 points of precision damage to each of their successful attacks per experience tier of the Druid class they possess, to a maximum of 7d6 if they have all seven tiers of the Druid class (i.e. at least 31 class levels of Druid). Precision damage is of the same damage type as the attack that inflicted it. Precision damage is never multiplied on a critical hit.

Note that the druid does not automatically gain access to previous Blessing of the Green class features unless they actually took the tier of the Druid class in which they appear.

Strengthen Companion IV (Ex)

At 18th level, the druid can permanently improve the effectiveness of their animal companion. Choose one of the following three options:

  • The animal companion gains Energy Resistance (ER) versus all energy damage sources (ER x/-), equal to half the druid's class level (rounding down).
  • Any time the animal companion performs a Charge, they can move through the spaces of allied creatures in the path without interrupting the charge. They must end the charge in an unblocked, unoccupied space, and must follow all other rules related to charges (e.g. straight lines, closest square to the enemy, etc.).
  • The animal companion cannot be made Quelled, Prone, or Splayed. It is immune to these status conditions.

Once the choice has been made, it cannot be changed, except through the re-selection process.

Call Companion II (Su)

If you do not already have the Call Companion I class feature, you gain it at 19th level. See Call Companion I for details on how this works.

If you already have Call Companion I, the class feature improves at 19th level. It now only requires a Move Action to activate, and the range improves to 250 feet (50 squares).

Venom Immunity (Ex)

At 20th level, the druid becomes immune to all poisons and their effects.

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Valorous Druid (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +11 (+1)   +6 (+1)   +1 (+1)   -   +7 (+1)   +7 (+1)   +13 (+1)   9 Druid Spells, Implement Bonus, Animal Companion, Mana Burning, Level 11 Spells, Bonus Feat IV
22nd   +11   +6   +1   -   +7   +7   +13   9 Blessing of the Green V
23rd   +12 (+1)   +7 (+1)   +2 (+1)   -   +8 (+1)   +8 (+1)   +14 (+1)   9 Level 12 Spells, Strengthen Companion V
24th   +12   +7   +2   -   +8   +8   +14   9 Heal Companion III
25th   +13 (+1)   +8 (+1)   +3 (+1)   -   +9 (+1)   +9 (+1)   +15 (+1)   9 Level 13 Spells, Wandering Grove

Weapon and Armor Proficiency

Druids are proficient with the following weapons: Athame, Club, Dagger, Dart, Light Mace, Quarterstaff, Scimitar, Scythe, Sickle, Short Spear, Sling, and Spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume through the use of magic spells.

Druids are proficient with light armor 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 their supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Druid Spells (Valorous Tier)

If you do not already have the Druid Spells class feature, you gain it at 21st level. See Druid Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Druid class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Spells Known (Valorous Tier)

Unlike the other spellcasting classes, druids know every spell from the druid spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to the Green, and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Valorous Tier)

The following table shows how many spells the druid can actually prepare and cast each day at this experience tier. As a druid grows in power and level, their auras become stronger, their connection with the Green improves, and thus the druid gains access to higher level spells, and the ability to prepare and cast more of them each day.

The druid's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the druid performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the druid fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
21st   5   5 (+1)   4   4   4   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -
22nd   6 (+1)   5   5 (+1)   4   4   4   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -
23rd   6   5   5   5 (+1)   4   4   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -
24th   6   5   5   5   5 (+1)   4   4   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -
25th   6   5   5   5   5   5 (+1)   4   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -

Orisons (Valorous Tier)

A druid knows every available orison on the Druid Spells list, but can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the druid can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, orisons do not detach from the druid's aura when cast. They can be 'swapped out' with a different orison during the druid's daily meditation ritual, if desired, but otherwise, they remain available for casting by the druid indefinitely.

Spontaneous Wild Shape and Summoning (Valorous Tier)

A druid can sacrifice a prepared spell to cast a "Wild Shape" or "Summon Monster" spell, instead. A "Wild Shape" spell is any spell with "Wild Shape" in its name (e.g. Wild Shape I (Druid Spell), and a "Summon Monster" spell is any spell with "Summon Monster" in its name (e.g. Summon Monster I (Druid Spell)). In this way, druids never need to actually prepare wild shape or summon monster spells, and can focus their preparations on other powers that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the "Wild Shape" or "Summon Monster" spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher. A spell that is sacrificed to cast a "Wild Shape" or "Summon Monster" spell is considered expended for the day.

The druid may even apply any metamagic feats they know to a "Wild Shape" or "Summon Monster" spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

Implement Bonus (Valorous Tier)

If you do not already have the Implement Bonus class feature, you gain it at 21st level. See Implement Bonus for details on how this works.

Animal Companion (Valorous Tier)

If you do not already have the Animal Companion class feature, you gain it at 21st level. See Animal Companion for details on how this works. If you have already acquired an Animal Companion from a previous experience tier of the Druid class, you cannot change it, except through the re-selection process.

Mana Burning (Valorous Tier)

If you do not already have the Mana Burning class feature, you gain it at 21st level. See Mana Burning for details on how this works.

Bonus Feat IV (Ex)

At 21st level, the druid may select a bonus feat. The druid may select any feat for which they meet the prerequisites at the time the feat is chosen. Druids are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at higher levels.

Blessing of the Green V (Ex)

At 22nd level, the druid's mastery over their Wild Shape line of spells improves. While under the effects of a Wild Shape spell (any of Wild Shape I through Wild Shape IX), the druid can use a swift action to return to their normal form, and another Swift Action to return to their Wild Shape form. When returning to their wild shape form, the druid does not re-roll on the movement or abilities tables; they retain the same abilities they acquired when they first cast the spell. Shifting in and out of Wild Shape form does not alter the duration of the spell in any way — it will still expire at the end of the current encounter, the end of the next encounter, the start of the next full-night's rest, or 24 hours, whichever of these occurs soonest. This ability can be very useful if the druid wants to make a skill check that isn't available to them in Wild Shape, or make use of a magic item or potion.

Note that the druid does not automatically gain access to previous Blessing of the Green class features unless they actually took the tier of the Druid class in which they appear.

Strengthen Companion V (Ex)

At 23rd level, the druid can permanently improve the effectiveness of their animal companion. Choose one of the following three options:

  • The animal companion gains a permanent +4 bonus to its Fortitude saving throws. In addition, it is immune to all poisons and diseases.
  • The animal companion gains a permanent +4 bonus to its Reflex saving throws. In addition, if the animal companion succeeds on a Reflex saving throw, but would still take damage and/or suffer some secondary effect (e.g. a status condition), the druid can expend an Immediate Action (or a Swift Action if it occurs during their turn) to declare that the animal companion takes no damage or effects from the attack, ability, or effect they just saved against.
  • The animal companion gains a permanent +4 bonus to its Will saving throws. In addition, if an enemy creature attempts to Cast Defensively while threatened by the animal companion, the druid can spend an Immediate Action to grant the animal companion an attack of opportunity against that creature, regardless of the outcome of the Caster Check.

Once the choice has been made, it cannot be changed, except through the re-selection process.

Heal Companion III (Su)

If you do not already have the Heal Companion I class feature, you gain it at 24th level. See Heal Companion I for details on how this works.

If you already have the Heal Companion I class feature from a previous experience tier of the Druid class, it improves at 24th level. You can now activate that ability as a Move Action instead of a Standard Action, and you can now use the ability on your animal companion as long as it is within 30 feet of your space (instead of needing to touch it). You must have line of sight and line of effect to your animal companion, and the animal companion must still be alive.

You still cannot use this ability outside of combat, nor can you activate this ability more than once per encounter.

Wandering Grove (Su)

Beginning at level 25, up to once per 24 hours, the druid can call upon the Green to 'uncivilize' an area temporarily. The druid must spend 10 minutes walking around an area no larger than 50-feet in diameter (a 10x10 square area). The area does not need to be natural; it could even be inside of a building! Once the ritual is complete, the druid conjures a tiny microcosm of primeval, untouched nature into the area, that persists for 24 hours, or until the druid completes a Full Night's Rest, whichever comes first.

The Wandering Grove can be a forested area, a sandy beach, a wintry mountaintop, or whatever other natural environment the druid wishes to conjure into their location. In all cases, the environmental effects (if any) of the Wandering Grove do not penetrate beyond the perimeter of the ritual (so the druid cannot cause the king's castle to melt by putting the caldera of a volcano in the dungeon), but anyone inside of the perimeter must face the environmental effects as normal.

If the druid wishes, the Wandering Grove can include multiple bed-sized areas of spongy (yet dry) moss, a small, crystal-clear spring, and a stone basin for a fire pit. It can feature comfortable breezes, soothing nature sounds, and even a starry sky. It can contain rare plants, small insects or animals, or nearly any other non-unique, natural flora or fauna. The druid can be quite specific with how the Grove shapes itself, as long as those details could occur naturally on the plane of existence the druid performs the ritual upon, without the need for someone (or something) to cultivate that into existence.

The contents of the Grove disappear as soon as they are removed from the perimeter of the Grove, and they have an otherworldly feel to them even before they disappear, preventing them from having any monetary value (and what druid would want to sell nature, anyway?). Spell components that are natural in origin can be harvested from within a Grove, but they must be used inside the Grove and before the Grove expires, or they disappear as well.

The Wandering Grove can be used any time the druid needs access to a natural environment, and qualifies as such in every way. They can use it to bring a slain animal companion back (by re-casting Wandering Grove for three consecutive days), or they can use it as a campsite. Note, however, that the Grove is not hidden from bystanders — anyone nearby will see it unless steps are taken to somehow hide it (such as by using the Hidden Campsite class feature).

Casting Wandering Grove inside of a town (or a house, or a wagon) is very likely to be noticed, and also very likely to be considered vandalism, at the barest minimum. Druids are cautioned that careless placement of a Grove can get them arrested or worse, despite the temporary nature of it.

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Mythic Druid (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26th   +13   +8   +3   -   +9   +9   +15   9 Druid Spells, Implement Bonus, Animal Companion, Mana Burning, Bonus Feat V
27th   +14 (+1)   +9 (+1)   +4 (+1)   -   +10 (+1)   +10 (+1)   +16 (+1)   9 Level 14 Spells, Blessing of the Green VI
28th   +14   +9   +4   -   +10   +10   +16   9 Strengthen Companion VI
29th   +15 (+1)   +10 (+1)   +5 (+1)   -   +11 (+1)   +11 (+1)   +17 (+1)   9 Level 15 Spells, Call Companion III
30th   +15   +10   +5   -   +11   +11   +17   9 Wild Hunt II

Weapon and Armor Proficiency

Druids are proficient with the following weapons: Athame, Club, Dagger, Dart, Light Mace, Quarterstaff, Scimitar, Scythe, Sickle, Short Spear, Sling, and Spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume through the use of magic spells.

Druids are proficient with light armor 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 their supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Druid Spells (Mythic Tier)

If you do not already have the Druid Spells class feature, you gain it at 26th level. See Druid Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Druid class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Spells Known (Mythic Tier)

Unlike the other spellcasting classes, druids know every spell from the druid spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to the Green, and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Mythic Tier)

The following table shows how many spells the druid can actually prepare and cast each day at this experience tier. As a druid grows in power and level, their auras become stronger, their connection with the Green improves, and thus the druid gains access to higher level spells, and the ability to prepare and cast more of them each day.

The druid's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the druid performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the druid fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
26th   6   5   5   5   5   5   5 (+1)   4   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -
27th   6   5   5   5   5   5   5   5 (+1)   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -
28th   6   5   5   5   5   5   5   5   5 (+1)   4   4   4   3   3 (+1)   2 (+1)   -   -   -
29th   6   5   5   5   5   5   5   5   5   5 (+1)   4   4   4 (+1)   3   2   1 (+1)   -   -
30th   6   5   5   5   5   5   5   5   5   5   4   4   4   3   3 (+1)   2 (+1)   -   -

Orisons (Mythic Tier)

A druid knows every available orison on the Druid Spells list, but can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the druid can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, orisons do not detach from the druid's aura when cast. They can be 'swapped out' with a different orison during the druid's daily meditation ritual, if desired, but otherwise, they remain available for casting by the druid indefinitely.

Spontaneous Wild Shape and Summoning (Mythic Tier)

A druid can sacrifice a prepared spell to cast a "Wild Shape" or "Summon Monster" spell, instead. A "Wild Shape" spell is any spell with "Wild Shape" in its name (e.g. Wild Shape I (Druid Spell), and a "Summon Monster" spell is any spell with "Summon Monster" in its name (e.g. Summon Monster I (Druid Spell)). In this way, druids never need to actually prepare wild shape or summon monster spells, and can focus their preparations on other powers that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the "Wild Shape" or "Summon Monster" spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher. A spell that is sacrificed to cast a "Wild Shape" or "Summon Monster" spell is considered expended for the day.

The druid may even apply any metamagic feats they know to a "Wild Shape" or "Summon Monster" spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

Implement Bonus (Mythic Tier)

If you do not already have the Implement Bonus class feature, you gain it at 26th level. See Implement Bonus for details on how this works.

Animal Companion (Mythic Tier)

If you do not already have the Animal Companion class feature, you gain it at 26th level. See Animal Companion for details on how this works. If you have already acquired an Animal Companion from a previous experience tier of the Druid class, you cannot change it, except through the re-selection process.

Mana Burning (Mythic Tier)

If you do not already have the Mana Burning class feature, you gain it at 26th level. See Mana Burning for details on how this works.

Bonus Feat V (Ex)

At 26th level, the druid may select a bonus feat. The druid may select any feat for which they meet the prerequisites at the time the feat is chosen. Druids are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at higher levels.

Blessing of the Green VI (Ex)

At 27th level, the druid's mastery over their Wild Shape line of spells improves. When casting one of the Wild Shape spells (any of Wild Shape I through Wild Shape IX), the druid may choose one movement power from the movement powers table, or choose one bonus ability from the bonus abilities table, instead of rolling on that table. They gain the chosen power for as long as they remain under the spell's effect. They then roll randomly on the other table (the one they didn't pick from) as normal. The druid does not gain any additional movement powers or bonus abilities from this class feature (it's still one from each table). They just gain the ability to pick one, and then roll for the other.

Note that the druid does not automatically gain access to previous Blessing of the Green class features unless they actually took the tier of the Druid class in which they appear.

Strengthen Companion VI (Ex)

At 28th level, the druid can permanently improve the effectiveness of their animal companion. Choose one of the following three options:

  • The animal companion gains Blindsense 60 ft., but only against creatures that have damaged the animal companion or their druid within the last 24 hours.

Once the choice has been made, it cannot be changed, except through the re-selection process.

Call Companion III (Su)

If you do not already have the Call Companion I class feature, you gain it at 29th level. See Call Companion I for details on how this works.

If you already have Call Companion I but you do not have the Call Companion II class feature, you gain it at 29th level. See Call Companion II for details on how this works.

If you already have both the Call Companion I and Call Companion II class features, the class feature improves at 29th level. It now only requires a Swift Action to activate, and the range improves to 1000 feet (100 squares).

Wild Hunt II (Su)

If you do not already have the Wild Hunt I class feature, you gain it at 30th level. See Wild Hunt I for details on how this works.

If you already have the Wild Hunt I class feature from a previous experience tier of the Druid class, it improves at 30th level. The druid can now activate Wild Hunt's transformation as a Swift Action instead of a Full-Round Action. In addition, one ally creature up to sized-medium can ride or be carried by the druid while they are transformed using Wild Hunt, and the druid's speed is not impacted in any way when doing this.

It is still the case that if the druid suffers damage while in this form from any source, they become rattled until the start of their next turn. The form is still not capable of attacking, and uses the druid's own hit points if damaged. The druid still cannot talk or cast spells while in this form.

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Legendary Druid (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31st   +16 (+1)   +11 (+1)   +6 (+1)   -   +12 (+1)   +12 (+1)   +18 (+1)   9 Druid Spells, Implement Bonus, Animal Companion, Mana Burning, Level 16 Spells, Bonus Feat VI
32nd   +16   +11   +6   -   +12   +12   +18   9 Blessing of the Green VII
33rd   +17 (+1)   +12 (+1)   +7 (+1)   -   +13 (+1)   +13 (+1)   +19 (+1)   9 Level 17 Spells, Strengthen Companion VII
34th   +17   +12   +7   -   +13   +13   +19   9 Heal Companion IV
35th   +18 (+1)   +13 (+1)   +8 (+1)   -   +14 (+1)   +14 (+1)   +20 (+1)   9 Disease Immunity

Weapon and Armor Proficiency

Druids are proficient with the following weapons: Athame, Club, Dagger, Dart, Light Mace, Quarterstaff, Scimitar, Scythe, Sickle, Short Spear, Sling, and Spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume through the use of magic spells.

Druids are proficient with light armor 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 their supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Druid Spells (Legendary Tier)

If you do not already have the Druid Spells class feature, you gain it at 31st level. See Druid Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Druid class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Spells Known (Legendary Tier)

Unlike the other spellcasting classes, druids know every spell from the druid spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to the Green, and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Legendary Tier)

The following table shows how many spells the druid can actually prepare and cast each day at this experience tier. As a druid grows in power and level, their auras become stronger, their connection with the Green improves, and thus the druid gains access to higher level spells, and the ability to prepare and cast more of them each day.

The druid's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the druid performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the druid fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
31st   6   5   5   5   5   5   5   5   5   5   5 (+1)   4   4   4 (+1)   3   2   1 (+1)   -
32nd   6   5   5   5   5   5   5   5   5   5   5   4   4   4   3   3 (+1)   2 (+1)   -
33rd   6   5   5   5   5   5   5   5   5   5   5   5 (+1)   4   4   4 (+1)   3   2   1 (+1)
34th   6   5   5   5   5   5   5   5   5   5   5   5   4   4   4   3   3 (+1)   2 (+1)
35th   6   5   5   5   5   5   5   5   5   5   5   5   5 (+1)   4   4   4 (+1)   3   3 (+1)

Orisons (Legendary Tier)

A druid knows every available orison on the Druid Spells list, but can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the druid can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, orisons do not detach from the druid's aura when cast. They can be 'swapped out' with a different orison during the druid's daily meditation ritual, if desired, but otherwise, they remain available for casting by the druid indefinitely.

Spontaneous Wild Shape and Summoning (Legendary Tier)

A druid can sacrifice a prepared spell to cast a "Wild Shape" or "Summon Monster" spell, instead. A "Wild Shape" spell is any spell with "Wild Shape" in its name (e.g. Wild Shape I (Druid Spell), and a "Summon Monster" spell is any spell with "Summon Monster" in its name (e.g. Summon Monster I (Druid Spell)). In this way, druids never need to actually prepare wild shape or summon monster spells, and can focus their preparations on other powers that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the "Wild Shape" or "Summon Monster" spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher. A spell that is sacrificed to cast a "Wild Shape" or "Summon Monster" spell is considered expended for the day.

The druid may even apply any metamagic feats they know to a "Wild Shape" or "Summon Monster" spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

Implement Bonus (Legendary Tier)

If you do not already have the Implement Bonus class feature, you gain it at 31st level. See Implement Bonus for details on how this works.

Animal Companion (Legendary Tier)

If you do not already have the Animal Companion class feature, you gain it at 31st level. See Animal Companion for details on how this works. If you have already acquired an Animal Companion from a previous experience tier of the Druid class, you cannot change it, except through the re-selection process.

Mana Burning (Legendary Tier)

If you do not already have the Mana Burning class feature, you gain it at 31st level. See Mana Burning for details on how this works.

Bonus Feat VI (Ex)

At 31st level, the druid may select a bonus feat. The druid may select any feat for which they meet the prerequisites at the time the feat is chosen. Druids are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at higher levels.

Blessing of the Green VII (Ex)

At 32nd level, the druid's mastery over their Wild Shape line of spells improves. When casting any of the Wild Shape spells (any of Wild Shape I through Wild Shape IX), the druid may roll on the Movement Powers table once, and on the Bonus Abilities table twice. In effect, this Blessing lets the druid have a second Bonus Ability each time they cast Wild Shape.

Note that the druid does not automatically gain access to previous Blessing of the Green class features unless they actually took the tier of the Druid class in which they appear.

Strengthen Companion VII (Ex)

At 33rd level, the druid can permanently improve the effectiveness of their animal companion. Choose one of the following three options:

  • If the druid is attacked by an enemy creature, and that enemy creature is also threatening (i.e. can reach) the animal companion, the druid may spend an Immediate Action to force some or all attacks made by that creature before the start of the druid's next turn to be made against the animal companion, instead of the druid.
  • The animal companion can ignore difficult terrain while charging, and no longer needs to charge in a straight line. They must follow all other rules related to charges (e.g. must end in the closest square to the enemy, etc.).
  • If the animal companion has a movement type other than walk, they upgrade it from "Lesser" to "Greater" (e.g. from Lesser Climb to Greater Climb). If they only have a Walk speed and no other movement types, they permanently increase their Walk speed by 30 feet, instead.

Once the choice has been made, it cannot be changed, except through the re-selection process.

Heal Companion IV (Su)

If you do not already have the Heal Companion I class feature, you gain it at 34th level. See Heal Companion I for details on how this works.

If you have the Heal Companion I class feature, but do not have the Heal Companion II class feature, you gain it at 34th level, instead. See Heal Companion III for details on how this works.

If you have both the Heal Companion I and Heal Companion II class features, but do not have the Heal Companion III class feature, you gain it at 34th level, instead. See Heal Companion III for details on how this works.

If you already have the Heal Companion I, Heal Companion II, and Heal Companion III' class features from previous tiers of the Druid class, your ability to use Heal Companion improves at 34th level. You can now activate that ability as a Swift Action instead of a Move Action, and you can now use the ability on your animal companion as long as it is within line of sight and you have line of effect to it. The animal companion must still be alive in order to use Heal Companion on it.

You still cannot use this ability outside of combat, nor can you activate this ability more than once per encounter.

Disease Immunity (Ex)

At 35th level, the druid becomes immune to all diseases and their effects.

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Apotheotic Druid (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task, to put it mildly. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.