Basic Features
Base Attack: 3/4
Base Caster: 1 Base Manifester: ¼
Base Saves: Average Fortitude / Poor Reflex / Average Will
Hit-Die: D8
Skill Points: 4 (Athletics, Biology, Dweomer, Geo, Listen, Spot, Stealth, Survival)
Weapon Proficiency: Druid Weapons (Club, Dagger, Dart, Greatclub, Longbow, Longspear, Natural, Quarterstaff, Shortbow, Shortspear, Sling, Spear, & Unarmed Strike)
Weapon Group Training: Any 2 (Bow, Mace, Spear, Sword, Thrown)
Combat Proficiency: Grapple, Natural, Push, Trip
Armor Proficiency: Light and Medium
Initiative: Dexterity or Wisdom
Key Ability Score: Wisdom
Level Progression
Fort | Ref | Will | Fort | Ref | Will | ||
---|---|---|---|---|---|---|---|
01 Nature Sense, Orisons, Ritual (1st minor), Shapeshift (Scent), Wild Empathy | +1 | +0 | +1 | 11 Elemental Attunement, Ritual (1st medium) | +5 | +3 | +5 |
02 Woodland Stride, Fast Shapeshift | +2 | +0 | +2 | 12 Shapeshift Boon | +6 | +4 | +6 |
03 Trackless Step, Swift Shapeshift | +2 | +1 | +2 | 13 Thousand Faces | +6 | +4 | +6 |
04 Ritual (2nd minor), Shapeshift Boon, Call of the Wild | +2 | +1 | +2 | 14 Dire Shapeshift (DR 1/-), Ritual (2nd medium) | +6 | +4 | +6 |
05 | +3 | +1 | +3 | 15 Timeless Body | +7 | +5 | +7 |
06 Improved Shapeshift (+2 Fort, Ref) | +3 | +2 | +3 | 16 Elemental Fury | +7 | +5 | +7 |
07 Ritual (3rd minor) | +4 | +2 | +4 | 17 Ritual (1st major) | +8 | +5 | +8 |
08 Shapeshift Boon | +4 | +2 | +4 | 18 Ferocious Shapeshift | +8 | +6 | +8 |
09 Venom Immunity (+4 vs Poisons) | +4 | +3 | +4 | 19 | +8 | +6 | +8 |
10 Greater Shapeshift (uncanny dodge) | +5 | +3 | +5 | 20 Greater Elemental Fury | +9 | +6 | +9 |
Spell Progression
1st circle | 2nd circle | 3rd circle | 4th circle | 5th circle | 6th circle | 7th circle | 8th circle | 9th circle | |
01 | 1 | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a |
02 | 2 | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a |
03 | 2 | 1 | n/a | n/a | n/a | n/a | n/a | n/a | n/a |
04 | 3 | 2 | n/a | n/a | n/a | n/a | n/a | n/a | n/a |
05 | 3 | 2 | 1 | n/a | n/a | n/a | n/a | n/a | n/a |
06 | 3 | 3 | 2 | n/a | n/a | n/a | n/a | n/a | n/a |
07 | 4 | 3 | 2 | 1 | n/a | n/a | n/a | n/a | n/a |
08 | 4 | 3 | 3 | 2 | n/a | n/a | n/a | n/a | n/a |
09 | 4 | 4 | 3 | 2 | 1 | n/a | n/a | n/a | n/a |
10 | 4 | 4 | 3 | 3 | 2 | n/a | n/a | n/a | n/a |
11 | 5 | 4 | 4 | 3 | 2 | 1 | n/a | n/a | n/a |
12 | 5 | 4 | 4 | 3 | 3 | 2 | n/a | n/a | n/a |
13 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | n/a | n/a |
14 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | n/a | n/a |
15 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | n/a |
16 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | n/a |
17 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
18 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
19 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 |
20 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
Spells Retrieved
Lv |
1st circle | 2nd circle | 3rd circle | 4th circle | 5th circle | 6th circle | 7th circle | 8th circle | 9th circle |
---|---|---|---|---|---|---|---|---|---|
01 |
1 |
n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a |
02 | 1 | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a |
03 | 2 | 1 | n/a | n/a | n/a | n/a | n/a | n/a | n/a |
04 | 2 | 1 | n/a | n/a | n/a | n/a | n/a | n/a | n/a |
05 | 3 | 2 | 1 | n/a | n/a | n/a | n/a | n/a | n/a |
06 | 3 | 2 | 1 | n/a | n/a | n/a | n/a | n/a | n/a |
07 | 3 | 3 | 2 | 1 | n/a | n/a | n/a | n/a | n/a |
08 | 3 | 3 | 2 | 1 | n/a | n/a | n/a | n/a | n/a |
09 | 3 | 3 | 3 | 2 | 1 | n/a | n/a | n/a | n/a |
10 | 3 | 3 | 3 | 2 | 1 | n/a | n/a | n/a | n/a |
11 | 3 | 3 | 3 | 3 | 2 | 1 | n/a | n/a | n/a |
12 | 3 | 3 | 3 | 3 | 2 | 1 | n/a | n/a | n/a |
13 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | n/a | n/a |
14 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | n/a | n/a |
15 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | n/a |
16 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 |
17 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 |
18 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 |
19 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 |
20 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |
Class Features
Shapeshift
At level 1, the Druid chooses one of the three Shapeshift forms: predator, ruminant, or scavenger; their appearance is set at selection. The Druid can change to their Shapeshift form as a supernatural turn action. The Druid loses their ability to speak, the use of their hands, & their gear is subsumed. They gain Scent. All damage values are for a medium Druid.
Predator Form:
Basic: +4 enhancement to Strength, increase natural armor by 4, land speed 40, bite attack for 1d6
Boon 1: Mobility
Improved: +6 enhancement to Strength, increase natural armor by 6, land speed 50, bite attack for 1d8, 2 claw attacks for 1d6
Boon 2: +10 Combat Awareness
Greater: +8 enhancement to Strength, increase natural armor by 8, land speed 50, bite attack for 1d10, 2 claw attacks for 1d8, 2 rake attacks for 1d4 (usable only when in a grapple or if the Druid has Pounc)
Boon 3: Pounce
Dire: +10 enhancement to Strength, increase natural armor by 10, land speed 60, bite attack for 2d6, 2 claw attacks for 1d10, 2 rake attacks for 1d4
Ferocious: +12 enhancement to Strength, increase natural armor by 12, land speed 60, bite attack for 2d8, 2 claw attacks for 2d6, 2 rake attacks for 1d4
Ruminant Form (increase size by one step):
Basic: +2 enhancement to Strength, increase natural armor by 4, land speed 50, gore attack for 1d8
Boon 1: Run
Improved: +6 enhancement to Strength, increase natural armor by 8, land speed 60, gore attack for 1d10, 2 hoof attacks for 1d4
Boon 2: +10 Escape
Greater: +10 enhancement to Strength, increase natural armor by 12, land speed 70, gore attack for 1d12, 2 hoof attacks for 1d4
Boon 3: Augment Critical 19/x3
Dire: +14 enhancement to Strength, increase natural armor by 16, land speed 80, gore attack for 2d8, 2 hoof attacks for 1d6
Ferocious: +18 enhancement to Strength, increase natural armor by 20, land speed 90, gore attack for 2d10, 2 hoof attacks for 1d6
Scavenger Form (decrease size by 1 step):
Basic: +4 enhancement to Dexterity, increase natural armor by 2, gain climb & swim speeds 20, bite attack for 1d4
Boon 1: Weapon Finesse
Improved: +6 enhancement to Dexterity, increase natural armor by 4, gain climb & swim speeds 20, bite attack for 1d6, +1d8 sudden strike
Boon 2: +10 Acrobatics
Greater: +8 enhancement to Dexterity, increase natural armor by 6, gain climb & swim speeds 30, bite attack for 1d8, +3d8 sudden strike
Boon 3: Hide in Plain Sight
Dire: +10 enhancement to Dexterity, increase natural armor by 8, gain climb & swim speeds 30, bite attack for 1d10, +5d8 sudden strike
Ferocious: +12 enhancement to Dexterity, increase natural armor by 10, gain climb and swim speeds 40, bite attack for 1d12, +7d8 sudden strike
Fast Shapeshift:
The Druid may Shapeshift as a standard action.
Swift Shapeshift:
The Druid may Shapeshift as a swift action.
Call of the Wild:
The Druid may expend a spell slot as a move action to receive an insight bonus (on attack & weapon damage, saves, or defense) while Shapeshifted. The bonus is equal to the spell's circle, & lasts that many rounds.
Improved Shapeshift:
While Shapeshifted, the Druid gains +2 to saves.
Greater Shapeshift:
While Shapeshifted, the Druid gains Uncanny Dodge.
Dire Shapeshift:
While Shapeshifted, the Druid gains DR 1/-.
Ferocious Shapeshift:
While Shapeshifted, the Druid gains +4 to saves, & DR 3/-.
Wild Empathy:
Functions as Diplomacy, except the Druid rolls a D20 & adds CL+Cha, & Wild Empathy may only be used on creatures of Intelligence less than 3. The Druid takes a -4 penalty on their check if the creature is not [Wild].
Nature Sense:
The Druid gains a +2 insight bonus on Survival & Biology.
Orisons:
As long as the Druid possesses their spiritual focus, they may use these minor magical abilities at will.
Woodland Stride:
The Druid may move though mundane plant growth at full speed, without suffering any damage or other impairment.
Trackless Step:
The Druid adds CL to the DC to track them.
Venom Immunity:
The Druid has advantage on saves against poison.
Elemental Attunement:
The Druid choose an element (air, earth, fire, or water). The Druid gains {+2} on spells of that subtype, & gains additional abilities as follows:
Air: Each day, the Druid may cast one of the following as an innate spell: Control Winds, Feather Fall, or True Strike. The Druid increases their hover or fly speed by 10’.
Earth: 1/day as a swift action, the Druid gains hardness equal to CL for one round. 1/day as an immediate action, the Druid gains a +20 enhancement to MD for one round.
Fire: 3/day the Druid can empower (as the feat) a fire spell. The Druid gains Soak 10 (fire).
Water: As an immediate action 1/day, the Druid may cast Cloak of the Sea as an innate spell. The Druid gains a +10 inherent bonus to Escape.
Thousand Faces:
The Druid gains the ability to take on an Alternate Form, appearing as another creature of the same type & basic body structure.
Timeless Body:
The Druid no longer takes ability score penalties due to aging & cannot be magically aged. Any penalties they have already incurred remain in place, bonuses still accrue, & the Druid still dies of old age when their time is up.
Elemental Fury:
The Druid gains the ability to transform into an elemental version of themselves, based on element chosen for their Elemental Attunement. At the end of each round spent in this form, the Druid gains a negative level (Will negates DC 15 + rounds spent in Elemental Fury or Greater Elemental Fury form that day). The Druid gains the Spirit subtype (& the elemental subtype appropriate to their form), receives a perfection bonus to AC equal to 1/2CL + 2, DR 5/-, Fortification CL/+8, 2 slam attacks at 2d6 damage (for medium druids), a +8 perfection bonus on Fortitude & Reflex saves, & FH 3. They also receive other bonuses based on their element. It is a swift action to enter this form, or return to normal. The Druid can only cast spells of the matching elemental descriptor while in this form.
Air:
+16 Dex, +4 Str, hover speed 50, concealment.
Earth:
+20 Str, natural armor increases by 2, earthglide, stability boost +4, tremorsense 50.
Fire:
+10 Str, +10 Dex, immunity to fire, ER 10 (cold, electricity, & sonic), +1d6 fire damage to all melee attacks, 1d6 fire damage to creatures that strike the Druid in close quarters.
Water:
+12 Str, +8 Dex, swimspeed 60, Evasion 20, malleable form
Greater Elemental Fury:
As Elemental Fury, but: the Will save is +5 DC, the Druid increases size by one step, gains DR 10/-, 2 slam attacks at 3d6 damage (for medium druids), a +12 perfection bonus on Fortitude & Reflex saves, & FH 6.
Air:
+22 Dex, +8 Str, hover speed 100, concealment, swift Telekinesis as an innate spell without components (using CL for BA, & Dex for the ability modifier, & using the Druid's current size).
Earth:
+30 Str, natural armor increases by 2, earthglide, stability boost +8, tremorsense 100, Sudden Stalagmite (as the spell) 1/rd as a swift action.
Fire:
+14 Str, +16 Dex, absorb fire (heal damage equal to 1/3 the amount of damage the fire would deal), ER 20 (cold, electricity, and sonic), +3d6 fire damage to all melee attacks, 3d6 fire damage to creatures that strike the druid with natural weapons, Explosive Cascade (as the spell) 1/rd as a swift action.
Water:
+18 Str, +12 Dex, swim speed 120, Evasion 40, malleable form, Drown (as the spell) 1/rd as a swift action.