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Druids
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.