The fury of a storm, the gentle strength of the morning sun, the cunning of the
fox, the power of the bear -- all these natural forces and more are at the druid's
command. The druid, however, claims no mastery over nature. That claim, she
says, is the empty boast of a city dweller. The druid gains her power not by ruling
nature but by being at one with it. To a trespasser in a druid's sacred grove and to
those who feel her wrath, the distinction is overly fine.
Characteristics: Druids cast divine spells much the same way clerics do, though
most get their spells from the power of nature rather than from deities. In addition
to spells, druids gain an increasing array of magical powers, including the
ability to take the shapes of animals, as they advance in level.
Alignment: Druids, in keeping with nature's ultimate indifference, must maintain
at least some measure of dispassion. As such, they must be neutral on at least one
alignment axis (chaotic--lawful or good--evil), if not both. Therefore, alignment
choices include neutral good, lawful neutral, neutral, chaotic neutral or neutral evil.
Other Classes: The druid shares with rangers and many barbarians a reverence
for nature and a familiarity with natural lands. She doesn't really understand the
urban mannerisms of a rogue and finds arcane magic disruptive. The typical
druid also dislikes the paladin's devotion to abstract ideals instead of "the real
world." However, most druids accept diversity and, as such, take little offense to
other characters.
Role: The druid enjoys extraordinary versatility, using her offensive spells and
wild shape ability to a party's advantage.
Abilities: Wisdom determines a druid's spell power, how many spells she can cast
per day and how hard those spells are to resist. To cast a spell, a druid must have
a Wisdom score of 10 + the spell's level. A druid gets bonus spells based on
Wisdom. The Difficulty Class of a saving throw against a druid's spell is 10 + the
druid's Wisdom modifier. Since a druid wears only light or medium armor, a
high Dexterity score greatly improves her defensive ability.
Hit Die: d8
Class Skills
• Concentration, Diplomacy, Heal, Listen, Spellcraft, Spot and Survival.
• Skill Points at 1st Level: (4 + Int modifier) x 4.
• Skill Points at Each Additional Level: 4 + Int modifier.
The Druid
|
Level
|
Base Attack Bonus
|
Fort Save
|
Refx Save
|
Will Save
|
Special
|
1st
|
0
|
+2
|
0
|
+2
|
Animal Companion, Nature Sense, Wild Empathy
|
2nd
|
+1
|
+3
|
0
|
+3
|
Woodland Stride
|
3rd
|
+2
|
+3
|
+1
|
+3
|
Trackless Step
|
4th
|
+3
|
+4
|
+1
|
+4
|
Resist Nature's Lure
|
5th
|
+3
|
+4
|
+1
|
+4
|
Wild Shape (1 time/day)
|
6th
|
+4
|
+5
|
+2
|
+5
|
Wild Shape (2 times/day)
|
7th
|
+5
|
+5
|
+2
|
+5
|
Wild Shape (3 times/day)
|
8th
|
+6/+1
|
+6
|
+2
|
+6
|
Wild Shape (Large)
|
9th
|
+6/+1
|
+6
|
+3
|
+6
|
Venom Immunity
|
10th
|
+7/+2
|
+7
|
+3
|
+7
|
Wild Shape (4 times/day)
|
Class Features
•
Weapon and Armor Proficiency: Druids are proficient with the following
weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling and spear.
They are also proficient with natural attacks (unarmed strike, claw, bite, etc.) when
in the form of a creature that has that attack. Druids are proficient with light and
medium armor but may only wear padded, leather, or hide armor (no metal
armor). Druids are proficient with shields, but can use only wooden ones.
A druid who wears prohibited (metal) armor or carries a prohibited shield is
unable to cast druid spells or use any of her supernatural or spell-like class abilities
while doing so and for 24 hours thereafter.
•
Spells: A druid casts divine spells (the same type of spells available to the cleric,
paladin and ranger), which are drawn from the druid spell list.
Like other spellcasters, a druid can cast only a certain number of spells of each
spell level per day. In addition, she receives bonus spells per day if she has a high
enough Wisdom score.
Druid Spells Per Day
|
Spell Level
|
0
|
1
|
2
|
3
|
4
|
5
|
Caster Level
|
---
|
---
|
---
|
---
|
---
|
---
|
1st
|
3
|
1
|
---
|
---
|
---
|
---
|
2nd
|
4
|
2
|
---
|
---
|
---
|
---
|
3rd
|
4
|
2
|
1
|
---
|
---
|
---
|
4th
|
5
|
3
|
2
|
---
|
---
|
---
|
5th
|
5
|
3
|
2
|
1
|
---
|
---
|
6th
|
5
|
3
|
3
|
2
|
---
|
---
|
7th
|
6
|
4
|
3
|
2
|
1
|
---
|
8th
|
6
|
4
|
3
|
3
|
2
|
---
|
9th
|
6
|
4
|
4
|
3
|
2
|
1
|
10th
|
6
|
4
|
4
|
3
|
3
|
2
|
•
Spontaneous Casting: A druid can channel stored spell energy into summoning
spells that she hasn't prepared ahead of time.
•
Animal Companion: When you create a druid, you may select an animal companion
for her. Choices include: dire rat, dog, wolf, jackal, chicken, lizard, black
bear, brown bear, panda bear and polar bear. This animal is a loyal companion
that accompanies the druid on her adventures as appropriate for its species.
A druid of 4th level or higher may select from alternate lists of animals. Should
she select an animal companion from one of these alternate lists, the creature
gains abilities as if the character's druid level were lower than it actually is.
•
Nature Sense: A druid gains a +2 bonus on Survival checks.
Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus on saving
throws against the spell-like abilities of fey (such as dryads, nymphs and sprites).
•
Wild Shape: At 5th level, a druid gains the ability to turn herself into a wolf,
brown bear or polar bear once per day. This effects last for one hour per druid
level, or until she changes back. Changing form (to animal or back) is a standard
action and doesn't provoke an attack of opportunity.
A druid loses her ability to speak while in an animal form, because she is limited
to the sounds that a normal, untrained animal can make, but she can communicate
normally with other animals of the same general grouping as her new form.
A druid can use this ability more times per day at 6th, 7th and 10th levels.
•
Venom Immunity: At 9th level, a druid gains immunity to all poisons.