Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.
Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.
Alignment: Any neutral
Hit Die: d8
Skill Ranks Per Level: 4 + Int modifier.
Class Skills: The druid’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Pilot (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Table: Druid |
Spells Per Day |
Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
0th |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
+0 |
+2 |
+0 |
+2 |
Nature Bond, nature sense, orisons, wild empathy |
3 |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
+1 |
+3 |
+0 |
+3 |
Woodland stride |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
+2 |
+3 |
+1 |
+3 |
Trackless step |
4 |
2 |
1 |
— |
— |
— |
— |
— |
— |
— |
4th |
+3 |
+4 |
+1 |
+4 |
Resist nature’s lure, wild shape (1/day) |
4 |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
5th |
+3 |
+4 |
+1 |
+4 |
|
4 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
— |
6th |
+4 |
+5 |
+2 |
+5 |
Wild shape (2/day) |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
— |
7th |
+5 |
+5 |
+2 |
+5 |
|
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
8th |
+6/+1 |
+6 |
+2 |
+6 |
Wild shape (3/day) |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
9th |
+6/+1 |
+6 |
+3 |
+6 |
Venom immunity |
4 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
10th |
+7/+2 |
+7 |
+3 |
+7 |
Wild shape (4/day) |
4 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
11th |
+8/+3 |
+7 |
+3 |
+7 |
|
4 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
12th |
+9/+4 |
+8 |
+4 |
+8 |
Wild shape (5/day) |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
13th |
+9/+4 |
+8 |
+4 |
+8 |
A thousand faces |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
— |
14th |
+10/+5 |
+9 |
+4 |
+9 |
Wild shape (6/day) |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
— |
15th |
+11/+6/+1 |
+9 |
+5 |
+9 |
Timeless body |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
16th |
+12/+7/+2 |
+10 |
+5 |
+10 |
Wild shape (7/day) |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
17th |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
18th |
+13/+8/+3 |
+11 |
+6 |
+11 |
Wild shape (8/day) |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
19th |
+14/+9/+4 |
+11 |
+6 |
+11 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
20th |
+15/+10/+5 |
+12 |
+6 |
+12 |
Wild shape (at will) |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
Class Features
All of the following are class features of the druid.
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited 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, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score.
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. this bond can 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. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
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.
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.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and 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 druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, 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 4th 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.
Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 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. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in 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. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.
At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.
At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.
At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Timeless Body (Ex): After attaining 15th 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.
Ex-Druids: A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).
Animal Companions
Table: Animal Companion Base Statistics |
Class Level |
HD |
BAB |
Fort |
Ref |
Will |
Skills |
Feats |
Natural Armor Bonus |
Str/Dex Bonus |
Bonus Tricks |
Special |
1st |
2 |
+1 |
+3 |
+3 |
+0 |
2 |
1 |
+0 |
+0 |
1 |
Link, share spells |
2nd |
3 |
+2 |
+3 |
+3 |
+1 |
3 |
2 |
+0 |
+0 |
1 |
— |
3rd |
3 |
+2 |
+3 |
+3 |
+1 |
3 |
2 |
+2 |
+1 |
2 |
Evasion |
4th |
4 |
+3 |
+4 |
+4 |
+1 |
4 |
2 |
+2 |
+1 |
2 |
Ability score increase |
5th |
5 |
+3 |
+4 |
+4 |
+1 |
5 |
3 |
+2 |
+1 |
2 |
— |
6th |
6 |
+4 |
+5 |
+5 |
+2 |
6 |
3 |
+4 |
+2 |
3 |
Devotion |
7th |
6 |
+4 |
+5 |
+5 |
+2 |
6 |
3 |
+4 |
+2 |
3 |
— |
8th |
7 |
+5 |
+5 |
+5 |
+2 |
7 |
4 |
+4 |
+2 |
3 |
— |
9th |
8 |
+6 |
+6 |
+6 |
+2 |
8 |
4 |
+6 |
+3 |
4 |
Ability score increase, Multiattack |
10th |
9 |
+6 |
+6 |
+6 |
+3 |
9 |
5 |
+6 |
+3 |
4 |
— |
11th |
9 |
+6 |
+6 |
+6 |
+3 |
9 |
5 |
+6 |
+3 |
4 |
— |
12th |
10 |
+7 |
+7 |
+7 |
+3 |
10 |
5 |
+8 |
+4 |
5 |
— |
13th |
11 |
+8 |
+7 |
+7 |
+3 |
11 |
6 |
+8 |
+4 |
5 |
— |
14th |
12 |
+9 |
+8 |
+8 |
+4 |
12 |
6 |
+8 |
+4 |
5 |
Ability score increase |
15th |
12 |
+9 |
+8 |
+8 |
+4 |
12 |
6 |
+10 |
+5 |
6 |
Improved evasion |
16th |
13 |
+9 |
+8 |
+8 |
+4 |
13 |
7 |
+10 |
+5 |
6 |
— |
17th |
14 |
+10 |
+9 |
+9 |
+4 |
14 |
7 |
+10 |
+5 |
6 |
— |
18th |
15 |
+11 |
+9 |
+9 |
+5 |
15 |
8 |
+12 |
+6 |
7 |
— |
19th |
15 |
+11 |
+9 |
+9 |
+5 |
15 |
8 |
+12 |
+6 |
7 |
— |
20th |
16 |
+12 |
+10 |
+10 |
+5 |
16 |
8 |
+12 |
+6 |
7 |
Ability score increase |
An animal companion's abilities are determined by the druid's level and its animal racial traits. Table: Animal Companion Base Statistics determines many of the base statistics of the animal companion. They remain creatures of the animal type for purposes of determining which spells can affect them.
Class Level: The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s statistics.
HD: This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.
BAB: This is the animal companion's base attack bonus. An animal companion's base attack bonus is the same as that of a druid of a level equal to the animal's HD. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.
Fort/Ref/Will: These are the animal companion's base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.
Skills: This lists the animal's total skill ranks. Animal companions can assign skill ranks to any skill listed under Animal Skills. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.
Feats: This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.
Natural Armor Bonus: The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex Bonus: Add this value to the animal companion’s Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Animal Skills: Animal companions can have ranks in any of the following skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str). All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.
Animal Feats: Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus. Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.
Animal Choices: Each animal companion has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks are made using the creature's full base attack bonus unless otherwise noted. Animal attacks add the animal's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier. Some have special abilities, such as scent. See Special Abilities for more information on these abilities. As you gain levels, your animal companion improves as well, usually at 4th or 7th level, in addition to the standard bonuses noted on Table: Animal Companion Base Statistics. Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion's Dexterity and Constitution by 2.
Druids are the keepers of the wildlands, the guardians watching at nature’s border to ensure that hubristic civilization does not overreach its bounds. From the highest mountain peaks to the steaming jungles and seas, druids learn and draw their power from their surrounding environment and the creatures that live there. Like nature itself, druids can be gentle and succoring or red in tooth and claw, and need answer only to the wind and the rain.
Presented below are new variant class rules to help you customize your druid for specific terrain types, as well as rules for druidic shamans who worship specific totem animals.
Archetypes
Ape Shaman
A shaman with this totem calls upon the mighty ape, a peaceful but powerful simian whose strength is beyond compare. An ape shaman is a friendly protector of the forest, but will crush those enemies who rouse her anger.
Nature Bond: An ape shaman who chooses an animal companion must select an ape or related primate. If choosing a domain, the ape shaman must choose from the Animal, Community (Family subdomain), Destruction (Rage subdomain), and Strength domains.
Wild Empathy (Ex): An ape shaman can use wild empathy with apes and other primates as a full-round action with a +4 bonus.
Totem Transformation (Su): At 2nd level, an ape shaman may adopt an aspect of the ape while retaining her normal form. The druid gains one of the following sets of bonuses and abilities: movement (climb speed 20 ft., +4 racial bonus on Climb checks), senses (low-light vision, scent), natural weapons (2 slams [1d6 for a Medium shaman], +2 on combat maneuver checks to grapple), or toughness (+2 natural armor bonus to AC, Endurance feat).
While using totem transformation, the ape shaman may speak normally and can cast speak with animals (primates only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The ape shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.
Totemic Summons (Su): At 5th level, an ape shaman may cast summon nature's ally as a standard action when summoning primates, and these summoned creatures gain temporary hit points equal to her druid level. She can apply the young template to any primate to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates. This ability replaces a thousand faces.
Wild Shape (Su): At 6th level, an ape shaman's wild shape ability functions at her druid level –2. If she takes on the form of an ape, she instead uses her druid level +2.
Bonus Feat: At 9th level and every four levels thereafter, an ape shaman gains one of the following bonus feats: Diehard, Endurance, Great Fortitude, Improved Bull Rush, and Toughness. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.
Bat Shaman
The bat shaman's totem is the agile bat, flitting and turning with incredible speed through even the most convoluted mazes. Her enemies do not know when she will appear, and when she does, she strikes fast and hard before disappearing into the night.
Nature Bond: A bat shaman who chooses an animal companion must select a bat. If choosing a domain, the bat shaman must choose from Air, Animal, Darkness (Night subdomain), and Trickery (Deception subdomain).
Wild Empathy (Ex): A bat shaman can use wild empathy with bats as a full-round action with a +4 bonus.
Totem Transformation (Su): At 2nd level, a bat shaman may adopt an aspect of the bat while retaining her normal form. This ability functions as the ape shaman ability, but the druid may select from the following sets of bonuses and abilities: movement (fly speed 30 ft. [average]; the druid must be at least 5th level to select this bonus), natural weapons (bite [1d4 for a Medium shaman]), or senses (blindsense 20 ft.).
While using totem transformation, the bat shaman may speak normally and can cast speak with animals (mammals only) at will.
Totemic Summons (Su): At 5th level, a bat shaman may cast summon nature's ally as a standard action when summoning bats, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the ape shaman ability.
Wild Shape (Su): At 6th level, a bat shaman's wild shape ability functions at her druid level –2. If she takes on the form of a bat, she instead uses her druid level + 2.
Bonus Feat: At 9th level and every four levels thereafter, a bat shaman gains one of the following bonus feats: Acrobatic, Agile Maneuvers, Improved Initiative, Lightning Reflexes, or Skill Focus (Perception). She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.
Boar Shaman
A boar shaman chooses the stolid and ferocious boar as her totem. Content to be left alone, she becomes one of the most dangerous creatures of the wild when provoked.
Nature Bond: A boar shaman who chooses an animal companion must select a boar. If choosing a domain, the boar shaman must choose from the Animal, Destruction (Rage), Protection, and Strength domains.
Wild Empathy (Ex): A boar shaman can use wild empathy with porcine creatures as a full-round action with a +4 bonus.
Totem Transformation (Su): At 2nd level, a boar shaman may adopt an aspect of the boar while retaining her normal form. This ability functions as the ape shaman ability, but the druid may select from the following sets of bonuses and abilities: movement (+10 enhancement bonus to land speed), senses (low-light vision, scent), natural weapons (gore [1d8 for a Medium druid], +2 on combat maneuver checks to overrun), or toughness (+2 natural armor bonus to AC, Endurance feat). While using totem transformation, the boar shaman may speak normally and can cast speak with animals (boars and related animals only) at will.
Totemic Summons (Su): At 5th level, a boar shaman may cast summon nature's ally as a standard action when summoning boars or other porcine creatures, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the ape shaman ability.
Wild Shape (Su): At 6th level, a boar shaman's wild shape ability functions at her druid level –2. If she takes on the form of a boar, she instead uses her druid level +2.
Bonus Feat: At 9th level and every four levels thereafter, a boar shaman gains one of the following bonus feats: Bleeding Critical, Blind-Fight, Diehard, or Improved Overrun. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.
World Walker
While all druids traverse the wilderness with ease, the world walkers take it upon themselves to travel the entire world. Some act as messengers and scouts for druidic circles, while others have a seemingly unquenchable wanderlust; each new land provides new mysteries to discover and new wisdom to be gained from mastering those mysteries.
Favored Terrain (Ex): At 3rd level, the world walker gains the ranger's favored terrain ability. She treats her druid level as her ranger level for this ability. If she has levels in both classes, both class's levels stack for determining the effect of this ability. This ability replaces trackless step and reduce nature's lore.
Path of Trees (Su): At 9th level, once a day, a wanderer can step within a tree and then teleport from that tree to another one in a manner similar to the tree stride spell. She gains an extra use of this ability each day at 12th level, and a third use of this ability at 15th level. Furthermore, a world walker of 13th level or higher can use this ability to teleport to any other tree of its type up to 100 miles away. This ability replaces both venom immunity and timeless body.
Aquatic Druid
Shepherds of the lakes and seas, aquatic druids guard ecosystems ranging from shallows streams to deep ocean trenches, ministering to their residents and communing with the tides.
Wild Empathy (Ex): An aquatic druid’s wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype; however, she can improve the attitude of any such creature with Intelligence 2 or less regardless of type, including mindless creatures.
Aquatic Adaptation (Ex): At 2nd level, an aquatic druid gains an insight bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and Swim checks equal to 1/2 her druid level in aquatic terrain, and she cannot be tracked such environments. This ability replaces woodland stride.
Natural Swimmer (Ex): At 3rd level, an aquatic druid gains a swim speed equal to half her land speed. This ability replaces trackless step.
Resist Ocean’s Fury (Ex): At 4th level, an aquatic druid gains a +4 bonus on saving throws against spells of the water type1 or the exceptional or supernatural abilities of creatures with the aquatic or water subtype. This ability replaces resist nature’s lure.
Wild Shape (Su): An aquatic druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2.
Seaborn (Ex): At 9th level, an aquatic druid gains the aquatic subtype, the amphibious trait, and a swim speed equal to her land speed. She also can endure cold climate effects as if using endure elements. This ability replaces venom immunity.
Deep Diver (Ex): At 13th level, an aquatic druid gains DR/slashing or piercing equal to 1/2 her level. This damage reduction also applies against spells and spell-like abilities that inflict damage by grappling or crushing (e.g., black tentacles, crushing hand). She never takes pressure damage from deep water. This ability replaces a thousand faces.
Arctic Druid
An arctic druid watches over the stark landscape of the far frozen reaches of the world, tending the stunted and rugged life that ekes out its survival in the least habitable climes.
Arctic Native (Ex): At 2nd level, an arctic druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in cold or icy terrain, and she cannot be tracked in cold or icy terrain. This ability replaces woodland stride.
Icewalking (Ex): At 3rd level, an arctic druid suffers no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through.
This ability replaces trackless step.
Arctic Endurance (Ex): At 4th level, an arctic druid ignores the effects of a cold climate as if using endure elements. She is also immune to being dazzled. This ability replaces resist nature’s lure.
Wild Shape (Su): An arctic druid gains this ability at 6th level, except that her effective druid level for this ability is equal to her druid level – 2.
Snowcaster (Su): At 9th level, an arctic druid can see normally in ice storm, sleet storm, or similar natural snowstorms. In addition, she can prepare any druid spell with the fire subtype1 as a cold spell, with an identical effect but inflicting cold damage instead of fire damage. This ability replaces venom immunity.
Flurry Form (Ex): At 13th level, an arctic druid can assume the form of a swirling column of snow equivalent to gaseous form at will. While in this form, she gains a circumstance bonus on Stealth checks made in cold terrain equal to her druid level. This ability replaces a thousand faces.
Blight Druid
The devoted servants of nature corrupted, ruined, and destroyed, blight druids are the caretakers of lands ravaged by natural disaster. While some are devoted to reforming and reclaiming lands despoiled by the ravages of civilization, others seek out the more rapacious violence inherent in nature and feed the creeping rot and decay that brings an end to all things.
Nature Bond (Ex): A blight druid may not bond with an animal companion, but may either call a familiar as a wizard of her druid level or select from the Darkness, Death, and Destruction domains in addition to those normally available.
* If Death Domain is chosen, the druid is considered able to control undead as a cleric of equal level, and gains Command Undead the feat at level 1. He is considered able to use negative energy the same amount as a cleric of equal level, but it may only be used for the purpose of creating undead, not dealing damage or healing undead.
Vermin Empathy (Su): A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack. This ability replaces wild empathy.
Miasma (Ex): Starting at 5th level, if a blight druid is adjacent to a creature at the beginning of its turn, the creature must succeed at a Fortitude save with a DC of 10 + 1/2 the druid’s level + the druid’s Wisdom modifier or become sickened for 1 round. A creature of the animal, fey, or plant type that fails its save is nauseated for 1 round and sickened for 1 minute thereafter. If the creature makes its save, it is immune to this effect for 24 hours, as are creatures immune to disease. This ability replaces trackless step and resist nature’s lure.
Blightblooded (Ex): At 9th level, a blight druid gains immunity to all diseases, including natural and supernatural diseases. She also becomes immune to effects that would cause her to become sickened or nauseated. This ability replaces venom immunity.
Plaguebearer (Su): Starting at 13th level, any creature that strikes a blight druid with a touch attack, unarmed strike, or natural weapon must succeed at a Fortitude save with a DC of 10 + 1/2 the druid’s level + the druid’s Wisdom modifier or contract a disease, as the contagion spell. If the creature makes its save, it is immune to this effect for 24 hours. This ability replaces a thousand faces.
Cave Druid
Far from the green fields of the world above lies a lightless expanse beneath the surface. This darkling fairyland is not without beauty and natural wonders of its own, and a few druids seek to preserve this hidden realm and purge it of the fell horrors that creep up from below.
Cavesense (Ex): A underground druid adds Knowledge (dungeoneering) rather than Knowledge (geography) as a class skill and gains a +2 bonus on Knowledge (dungeoneering) and Survival skill checks. This ability replaces the nature sense ability.
Nature Bond: A cave druid may select the Darkness domain in addition to the choices normally allowed, but may not select the Air or Weather domains.
Wild Empathy (Ex): A cave druid can influence oozes, rather than magical beasts, with a –4 penalty on her wild empathy check.
Tunnelrunner (Ex): At 2nd level, a cave druid can move through areas of rubble or narrow passages that require squeezing at her normal movement rate and without penalty. This ability replaces woodland stride.
Lightfoot (Ex): At 3rd level, a cave druid cannot be detected with tremorsense. This ability replaces trackless step.
Resist Subterranean Corruption (Ex): At 4th level, a cave druid gains a +2 bonus on saves against exceptional, supernatural, and spell-like abilities of oozes and aberrations. This ability replaces resist nature’s lure.
Wild Shape (Su): A cave druid gains this ability at 6th level, except that her effective druid level for this ability is equal to her druid level –2. She cannot use wild shape to adopt a plant form. At 10th level, the cave druid can assume the form of a Small or Medium ooze as if using beast shape III, and at 12th level that of a Tiny or Large ooze as if using beast shape IV (treating the ooze as if it were a magical beast without a natural armor bonus). When in ooze form, the cave druid has no discernible anatomy and is immune to poison, sneak attacks, and critical hits.
Desert Druid
Not all climates are verdant paradises, but even in the sere deserts there is life—though often hidden from the sun and rarely friendly—and raw, desolate beauty. Here desert druids come to pay homage, protect and maintain the few habitable locales, and witness nature’s majesty in all its burning, merciless glory.
Desert Native (Ex): At 2nd level, a desert druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in desert terrain, and she cannot be tracked in such environments. This ability replaces woodland stride.
Sandwalker (Ex): At 3rd level, a desert druid suffers no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain. This ability replaces trackless step.
Desert Endurance (Ex): At 4th level, a desert druid ignores the effects of a hot climate as if using endure elements. She also has a reduced need to eat and drink, as if wearing a ring of sustenance (though normal sleep is still required). This ability replaces resist nature’s lure.
Wild Shape (Su): A desert druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2. A desert druid cannot use wild shape to adopt a plant form. At 10th level she can assume the form of a Small or Medium vermin, at 12th level a Tiny or Large vermin, and at 14th level a Diminutive or Huge vermin. This effect functions as beast shape IV (treating the vermin as an animal to determine its ability and natural armor modifiers).
Shaded Vision (Ex): At 9th level, a desert druid becomes immune to blinding and dazzling effects and gains a +2 bonus on saving throws against gaze attacks and illusions of the figment and pattern subschools. This ability replaces venom immunity.
Dunemeld (Ex): At 13th level, a desert druid can assume the form of a swirling mass of sand at will. This is equivalent to gaseous form, but the druid gains a land and burrow speed of 10 feet rather than a fly speed. While in this form, the druid gains a circumstance bonus on Stealth checks made in desert terrain equal to her druid level. This ability replaces a thousand faces.
Jungle Druid
The fecund jungles of the equatorial regions are rich in life and ancient tradition; druidical guardians of sacred pools, elder trees, and trembling volcanoes watch over crumbling temples and the inevitable reclamation of lost civilizations by the beating heart of nature untamed.
Jungle Guardian (Ex): At 2nd level, a jungle druid gains a bonus on Initiative checks and Climb, Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in jungle terrain, and she cannot be tracked in such environments. This ability replaces woodland stride.
Woodland Stride (Ex): A jungle druid gains this ability at 3rd level. This ability replaces trackless step.
Torrid Endurance (Ex): At 4th level, a jungle druid ignores the effects of a hot climate as if under the effects of endure elements. She also gains a +4 bonus on saves against disease and the exceptional abilities of animals and magical beasts. This ability replaces resist nature’s lure.
Wild Shape (Su): A jungle druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2.
Verdant Sentinel (Ex): At 13th level, a jungle druid can cast tree shape at will. This ability replaces a thousand faces.
Mountain Druid
As more and more of the soft, easy lands become cultivated and civilized, many druids look for refuge and solitude among the eternal peaks of the highest mountains.
Mountaineer (Ex): At 2nd level, a mountain druid gains a bonus on Initiative checks and Climb, Knowledge (geography), Perception, Stealth, and Survival checks equal to half her druid level in mountainous terrain, and she cannot be tracked in such an environment. This ability replaces woodland stride.
Sure-Footed (Ex): At 3rd level, a mountain druid suffers no penalty to speed or on Acrobatics or Stealth checks when walking across steep slopes, rubble, or scree. This ability replaces trackless step.
Spire Walker (Ex): At 4th level, a mountain druid does not lose her Dexterity bonus when climbing. A mountain druid is immune to altitude sickness and ignores the effects of a cold climate as if under the effects of endure elements. This ability replaces resist nature’s lure.
Wild Shape (Su): A mountain druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2. A mountain druid cannot use wild shape to adopt a plant form. However, at 12th level she can assume the form of a Large giant as if using giant form I. At 16th level, she may assume the form of a Huge giant as if using giant form II.
Mountain Stance (Ex): At 9th level, a mountain druid gains immunity to petrification and receives a +4 bonus on saving throws or to CMD to resist any attempt to push, pull, bull rush, or drag her, or to resist any other effect that would physically move her from her position (e.g., repel wood, reverse gravity, or being blown away by high winds). This does not protect her against being tripped, grappled, or overrun. This ability replaces venom immunity.
Mountain Stone (Ex): At 13th level, a mountain druid can transform her body into a weathered stone outcrop and back at will. This effect functions as statue. This ability replaces a thousand faces.
Plains Druid
Out upon the wide and rolling prairies and savannahs, plains druids stand guard over the grasslands. These druids range far and wide, watching over nomadic tribes and wandering herds and preserving the sometimes fragile ecosystem of the wide open spaces.
Plains Traveler (Ex): At 2nd level, a plains druid gains a bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in plains terrain, and she cannot be tracked in such an environment. This ability replaces woodland stride.
Run Like the Wind (Ex): At 3rd level, a plains druid gains +10 feet to her land speed when wearing light or no armor and carrying a light load, and once per hour, she may run or charge at double the normal speed for 1 round. If riding her animal companion, it gains this ability instead. This ability replaces trackless step.
Savanna Ambush (Ex): At 4th level, a plains druid gains concealment whenever she is prone in natural surroundings, and can make Stealth checks at no penalty when prone and not moving or at –5 when crawling. A plains druid can stand up from prone as an immediate action during a surprise round. This ability replaces resist nature’s lure.
Wild Shape (Su): A plains druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2.
Canny Charger (Ex): At 9th level, a plains druid can charge through allies’ squares without difficulty (whether mounted or afoot) and can turn up to 90 degrees once during a charge, provided the last 10 feet toward the target are in a straight line. She also gains a +4 dodge bonus to AC against enemy charge attacks and a +4 bonus to damage with a readied action against a charging foe. This ability replaces venom immunity.
Evasion (Ex): At 13th level, a plains druid gains evasion when wearing light or no armor and carrying a light load. This functions as the rogue ability of the same name. This ability replaces a thousand faces.
Reincarnated Druid
Spun off into the endless circle of life, an incarnate druid is an embodiment of nature’s eternal renewal. She lives many lives and wanders the world devoid of attachments, a stranger to all yet one with all life.
Mysterious Stranger (Ex): At 2nd level, a reincarnated druids adds 1/2 her druid level to the DC of Sense Motive, Diplomacy, and Knowledge checks to learn about her. This ability replaces woodland stride.
Resist Death’s Touch (Ex): At 4th level, a reincarnated druid gains a +4 bonus on saving throws against death effects, energy drain, and necromancy effects, and on stabilization checks when dying. This ability replaces resist nature’s lure.
Many Lives (Ex): At 5th level, if a reincarnated druid is killed, she may automatically reincarnate (as the spell) 1 day later. The reincarnated druid appears in a safe location within 1 mile of her previous body. At will for the next 7 days, she can sense the presence of her remains as if using locate object as a spell-like ability. If she is killed during these 7 days, she remains dead and does not reincarnate. The many lives ability does not function if the reincarnated druid is slain by a death effect. A reincarnated druid cannot be raised from the dead or resurrected, though she can be reincarnated.
Wild Shape (Su): A reincarnated druid gains this ability at 6th level, and it functions at her druid level – 2.
Cheat Death (Ex): At 9th level, once per day, a reincarnated druid may reroll a save against a death effect, energy drain, or necromancy effect before the result of the roll is revealed, or reroll a failed stabilization check while dying. She must take the result of the second roll, even if it is worse than the original roll. This ability replaces venom immunity.
Tongue of the Sun and Moon (Ex): At 15th level, a reincarnated druid can speak with any living creature. This ability replaces timeless body.
Storm Druid
While most druids focus their attention upon the rich earth and the bounty of nature that springs forth from it, the storm druid’s eyes have ever been cast to the skies and the endless expanse of blue, channeling the most raw and untamed aspects of nature.
Spontaneous Domain Casting: A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This replaces spontaneous casting.
Nature Bond (Ex): A storm druid may not choose an animal companion. A storm druid must choose the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.
Windwalker (Ex): At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid. This ability replaces woodland stride.
Stormvoice (Ex): At 3rd level, a storm druid’s voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level. This ability replaces trackless step.
Eyes of the Storm (Ex): At 4th level, a storm druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th. This ability replaces resist nature’s lure.
Windlord: At 9th level, a storm druid can select another domain or subdomain from those available to her through her nature bond. This ability replaces venom immunity.
Storm Lord (Ex): At 13th level, a storm druid is unaffected by natural and magical wind effects. She also becomes immune to deafness and gains +2 bonus on saving throws against sonic effects. This ability replaces a thousand faces.
Swamp Druid
Some druids eschew pleasant glades and groves and instead seek out dank marshes, misty bogs and heaths, and trackless swamps as the place they call home and watch over with care, finding beauty and life in abundance in places few others would willingly enter.
Marshwight (Ex): At 2nd level, a swamp druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Swim, and Survival checks equal to 1/2 her druid level in swamp terrain, and she cannot be tracked in such an environment. This ability replaces woodland stride.
Swamp Strider (Ex): At 3rd level, a swamp druid suffers no penalty to speed or on Acrobatics or Stealth checks in bogs and undergrowth. This ability replaces trackless step.
Pond Scum (Ex): At 4th level, a swamp druid gains a +4 bonus on saves against disease and the exceptional, supernatural, and spell-like abilities of monstrous humanoids. A swamp druid also gains DR/— equal to half her druid level against attacks by swarms. If this damage resistance prevents damage, the druid is unaffected by distraction or other special attacks of the swarm. This ability replaces resist nature’s lure.
Wild Shape (Su): A swamp druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2.
Slippery (Ex): At 13th level, a swamp druid gains continuous freedom of movement. This ability replaces a thousand faces.
Urban Druid
While many druids keep to the wilderness, some make their way within settlements, communing with the animals and vermin who live there and speaking for the nature that runs rampant in civilization’s very cradle.
Spontaneous Casting: An urban druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This ability replaces the ability to spontaneously cast summon nature’s ally spells.
Nature Bond (Ex): An urban druid may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather.
Lorekeeper (Ex): At 2nd level, an urban druid adds Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) skills. She also receives a +2 bonus on these skill checks. This ability replaces a druid’s woodland stride and trackless step abilities.
Resist Temptation (Ex): At 4th level, an urban druid gains a +2 bonus on saves vs. divinations and enchantments. This ability replaces the resist nature’s lure ability.
A Thousand Faces (Su): An urban druid gains this ability at 6th level.
Wild Shape (Su): An urban druid gains this ability at 8th level, except that her effective druid level for the ability is equal to her druid level – 4.
Mental Strength (Ex): At 9th level, an urban druid gains immunity to charm and compulsion effects. This ability replaces venom immunity.