Druid
Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit...
| Type | Base class |
| Hit die | d8 |
| Skill points | 4 + Intelligence modifier per level |
| Attack bonus | three quarters - 3 per 4 levels, +15 by level 20 |
| Strong saves | Fortitude and Will |
| Spellcasting | Prepared |
| Alignment | Lawful neutral, neutral good, true neutral, neutral evil or chaotic neutral |
| Primary ability | Wisdom |
How it works
- The elemental you summon is the druid's own, not the generic one, whether you cast it with a Druid slot or simply carry more Druid levels than anything else.
- Druid levels count toward the difficulty of a Shifter's shapes, and toward how long an animal stays under Animal Empathy.
Requirements
Alignment: lawful neutral, neutral good, true neutral, neutral evil or chaotic neutral.
What you gain, level by level
Spells
Spells are prepared in advance and spent as they are cast. The casting ability is Wisdom.
How a save is worked out, and what a slot is actually spent on, are on Magic.
Spells a day, by spell level. A level that is not listed has the same allowance as the last one listed above it.
| Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 10 | 1 | - | - | - | - | - | - | - | - |
| 2 | 10 | 2 | - | - | - | - | - | - | - | - |
| 3 | 10 | 2 | 1 | - | - | - | - | - | - | - |
| 4 | 10 | 3 | 2 | - | - | - | - | - | - | - |
| 5 | 10 | 3 | 2 | 1 | - | - | - | - | - | - |
| 6 | 10 | 3 | 3 | 2 | - | - | - | - | - | - |
| 7 | 10 | 4 | 3 | 2 | 1 | - | - | - | - | - |
| 8 | 10 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9 | 10 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
| 10 | 10 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
| 11 | 10 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - |
| 12 | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - |
| 13 | 10 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - |
| 14 | 10 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | - |
| 15 | 10 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | - |
| 16 | 10 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - |
| 17 | 10 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
| 18 | 10 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
| 19 | 10 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
| 20 | 10 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
Bonus feat choices
Each bonus feat is chosen from: Automatic Quicken Spell (any of 3), Automatic Silent Spell (any of 3), Automatic Still Spell (any of 3), Dragon Shape, Energy Resistance, Acid (any of 10), Energy Resistance, Cold (any of 10), Energy Resistance, Electrical (any of 10), Energy Resistance, Fire (any of 10), Energy Resistance, Sonic (any of 10), Epic Spell Focus (any of 8), Epic Spell Penetration, Great Wisdom (any of 10), Greater Spell Focus (any of 8), Improved Combat Casting.
Class skills
One point per rank instead of two: Animal Empathy, Concentration, Craft: Harvesting, Craft: Mastery, Craft: Speed, Heal, Lore, Parry, Persuade, Ride, Spellcraft.
Races that favour it
Lizardfolk (male characters). A character of one of those races who stays single-classed in this one earns extra experience - see Character development.