Table: Druid
Level BAB Fort Ref Will Special Mana Points
1st +0 +2 +0 +2 Nature Bond, Nature Sense, Wild Empathy 8 Points+7 Green
2nd +1 +3 +0 +3 Woodland Stride 8 Points+7 Green
3rd +1 +3 +1 +3 Trackless Step 10 Points+7 Green
4th +2 +4 +1 +4 - 10 Points+7 Green
5th +2 +4 +1 +4 Resist Nature’s Lure 12 Points+7 Green
6th +3 +5 +2 +5 - 12 Points+7 Green
7th +3 +5 +2 +5 Nature Bond 14 Points+7 Green
8th +4 +6 +2 +6 - 14 Points+7 Green
9th +4 +6 +3 +6 Venom Immunity 16 Points+7 Green
10th +5 +7 +3 +7 - 16 Points+7 Green
11th +5 +7 +3 +7 Nature’s Gift 18 Points+7 Green
12th +6 +8 +4 +8 - 18 Points+7 Green
13th +6 +8 +4 +8 Wild Bond 20 Points+7 Green
14th +7 +9 +4 +9 - 20 Points+7 Green
15th +7 +9 +5 +9 A Thousand Faces 22 Points+7 Green
16th +8 +10 +5 +10 - 22 Points+7 Green
17th +8 +10 +5 +10 Timeless Body 24 Points+7 Green
18th +9 +11 +6 +11 - 24 Points+7 Green
19th +9 +11 +6 +11 Wild Bond 26 Points+7 Green
20th +10 +12 +6 +12 Domain Mastery 26 Points+7 Green

Alignment: Any neutral

Hit Die: d6

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

Skill Ranks per Level: 4 + Int modifier.

All of the following are Class Features of the druid class. A character must sleep to regain uses of any ability limited in uses per day.

Weapon and Armor Proficiency: A druid is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. A druid is proficient with light armor but are prohibited from wearing metal armor (see below). Medium and heavier armor and shields interferes with a druid’s gestures, which can cause their spells with somatic components to fail (see Spells and Armor).

A druid who willingly wears prohibited armor or carries a prohibited shield cannot expend their bonus Green mana points to cast spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spellcasting: A druid is capable of tapping their mana to learn and cast spells. Like other spellcasters, a druid gains additional Mana Points as they level that may be allocated to any Pool the druid has access to (see Mana Pools for more information). Unlike many casters, a druid gains an amount of bonus points when they level that are automatically allocated to their Green mana pool so long as they have access to the Green Mana Pool.

Bonus Languages: If a character’s first class level is Druid, they begin play knowing Druidic as a bonus language, a secret language known only to druids. A character who takes Druid at a later level may attempt to learn Druidic from another druid as if learning a normal language. Druids are forbidden to teach this mystic language to nondruids. Druidic has its own alphabet.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. this bond can initially take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather (though other domains may be available at GM discretion). When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

(Details on how animal companions work can found be here: Animal Companions)

Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

At 7th level, the druid gains the other option for nature bond that they did not select. If they chose an animal companion, they now get to choose one of the above listed cleric domains. If they chose a domain, they now gain an animal companion.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can persuade and influence animals. This ability functions just like a Diplomacy check made to make a proposition to a person. The druid rolls 1d20 and adds 3 plus her druid level plus her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A simple proposition may be put forward as a 1 round action by taking a -20 penalty on the check.

A druid can also use this ability to influence a magical beast, but she takes a –4 penalty on the check.

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

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

Resist Nature’s Lure (Ex): Starting at 5th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

Nature’s Gift (Ex): At 11th level, a druid gains a +1 to their Green caster level and +2 to the save DCs of her Green spells, though she takes a -1 caster level penalty to all other mana pools.

Wild Bond: At 13th level, a druid advances their Nature Bond ability in one of two ways. The first is to gain the domain powers (but not the bonus spells known) of a second domain that druids have access to.

The second is to empower their animal companion, granting their animal companion either the Giant or the Advanced template. If the druid chooses the Advanced template, their companion does not gain any bonus to their Intelligence, regardless of their current Intelligence score. Once this choice is made it cannot be changed.

At 19th level, the druid gains the other option for wild bond that they did not select. If they chose to advance their animal companion, they now get an additional domain’s powers. If they chose a domain powers, they now advance their animal companion.

A Thousand Faces (Su): At 15th level, a druid gains the ability to change her appearance at will, but only while in her normal form. A druid can assume the appearance of a humanoid of their same size or larger, similar to the Alter Self spell, save that it does not adjust her ability scores.

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

Domain Mastery: At 20th level, a druid unlocks the true power of their domain. If they have more than one domain, they must choose one to master for this ability. They gain the 20th level ability noted in their chosen domain. Once made, this choice is final, and cannot be changed.


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