Character Options
Classes
Druid
Classes
Druid
A mixture of the variant from the Player's Handbook II and the Pathfinder Barbarian. This is for those who don't like only have 1~8 Wild Shapes per day that last for too long. This way you have more control over when you are and are not shape changed.
Alignment: any neutral
Hit Die: d8
Class Skills
Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str)Skill Ranks Per Level: 4 + Int modifier
| Level | Base Attack | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Nature Bond, Nature Sense, Orisons, Spells, Predator Form, Shapeshift, Wild Empathy |
| 2nd | +1 | +3 | +0 | +3 | Shift Ability, Woodland Stride |
| 3rd | +2 | +3 | +1 | +3 | Trackless Step |
| 4th | +3 | +4 | +1 | +4 | Magic Fang +1, Resist Nature's Lure, Shift Ability |
| 5th | +3 | +4 | +1 | +4 | Aerial Form |
| 6th | +4 | +5 | +2 | +5 | Shift Ability |
| 7th | +5 | +5 | +2 | +5 | Ferocious Slayer Form |
| 8th | +6/+1 | +6 | +2 | +6 | Magic Fang +2, Shift Ability |
| 9th | +6/+1 | +6 | +3 | +6 | Venom Immunity |
| 10th | +7/+2 | +7 | +3 | +7 | Shift Ability |
| 11th | +8/+3 | +7 | +3 | +7 | |
| 12th | +9/+4 | +8 | +4 | +8 | Forest Avenger Form, Magic Fang +3, Shift Ability |
| 13th | +9/+4 | +8 | +4 | +8 | A Thousand Faces |
| 14th | +10/+5 | +9 | +4 | +9 | Shift Ability |
| 15th | +11/+6/+1 | +9 | +5 | +9 | Timeless Body |
| 16th | +12/+7/+2 | +10 | +5 | +10 | Elemental Fury Form, Magic Fang +4, Shift Ability |
| 17th | +12/+7/+2 | +10 | +5 | +10 | |
| 18th | +13/+8/+3 | +11 | +6 | +11 | Shift Ability |
| 19th | +14/+9/+4 | +11 | +6 | +11 | |
| 20th | +15/+10/+5 | +12 | +6 | +12 | Magic Fang +5, Shapeshift (at will), Shift Ability |
Class Features
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 Shapeshift (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.Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on the table below. These spells are cast like any other spell, but they are not expended when cast and may be used again.
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 4–6. 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.
| Spells Per Day | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| 1st | 3 | 1 |
- | - | - | - | - | - | - | - |
| 2nd | 4 | 2 |
- | - | - | - | - | - | - | - |
| 3rd | 4 | 2 |
1 |
- |
- | - | - | - | - | - |
| 4th | 4 | 3 |
2 |
- |
- | - | - | - | - | - |
| 5th | 4 | 3 |
2 |
1 |
- |
- | - | - | - | - |
| 6th | 4 | 3 |
3 |
2 |
- | - | - | - | - | - |
| 7th | 4 | 4 |
3 |
2 |
1 |
- |
- | - | - | - |
| 8th | 4 | 4 |
3 |
3 |
2 |
- | - | - | - | - |
| 9th | 4 | 4 |
4 |
3 |
2 |
1 |
- |
- | - | - |
| 10th | 4 | 4 |
4 |
3 |
3 |
2 |
- | - | - | - |
| 11th | 4 | 4 |
4 |
4 |
3 |
2 |
1 |
- |
- | - |
| 12th | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
- | - | - |
| 13th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - |
- |
| 14th | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
- | - |
| 15th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - |
| 16th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
- |
| 17th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 18th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
| 20th | 4 | 4 | 4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
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 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.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Shapeshift (Su): Starting at 1st level, a druid can shift for a number of rounds per day equal to 6 + her Wisdom modifier. At each level after 1st, she can shift for 4 + her Wisdom modifier additional rounds. Temporary increases to Wisdom, such as those gained from spells like Owl’s Wisdom, do not increase the total number of rounds that a druid can shift per day. A druid can shift as a swift action. If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. The total number of rounds of shifting per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
You can shapeshift into powerful animal or nature-oriented forms. When you get a new a form you choose a form to shift into this cannot be changed once made. Druids pick animals from the terrain and climate they’re most familiar with. For example, a druid from a jungle might adopt the form of a black panther when in predator form, while one from the taiga might shapeshift into a white wolf. The two forms look different, but functionally they’re identical. You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though each form grants a bonus to your Strength score. You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have. All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can’t cast spells or activate magic items while in shapeshifted form, unless you have the Natural Spell feat or other ability that would allow you to cast spells while wild shaped. Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the nature of the form assumed. You don’t gain any special attacks or qualities while shapeshifted except as described below. When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. If knocked unconscious or slain in shapeshifted form, you revert to your original form.
Predator Form: This form, traditionally that of a wolf, panther, or other predatory mammal, is the first one a shapeshifting druid learns. While in predator form, you gain a primary bite attack that deals 1d6 points of damage, (1d4 for Small). You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +4 enhancement bonus to Strength, and your natural armor bonus improves by 4. Your base land speed becomes 50 feet. This costs 1 shifting point per round.
Aerial Form: At 5th level, you can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm’s way. While in aerial form, you gain a primary talon attack that deals 1d6 points of damage, (1d4 for Small). You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and your natural armor bonus improves by 2. You gain a fly speed of 40 feet (good maneuverability). This costs 1 shifting point per round, plus 2 additional points when you shift into this form.
Ferocious Slayer Form: At 8th level, you can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or dire wolf. While in ferocious slayer form, you gain a primary bite attack that deals 1d8 points of damage, (1d6 for small), and two secondary claw attacks that each deal 1d6 points of damage, (1d4 for small). Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size (5 feet for Medium or Large). You gain a +8 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet. This costs 2 shifting points per round.
Forest Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or a treant. (Druids not native to forest terrains typically rename this form to fit their environment.) While in forest avenger form, you gain a pair of primary slam attacks that deal 1d8 points of damage each, (1d6 for small). Your size increases by one category (to a maximum of Colossal) and you have the reach of a tall creature of your size (5 feet for Medium, 10 feet for Large). You gain a +12 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude and Will saves, and your natural armor bonus improves by 12. Your base land speed becomes 20 feet. You gain damage reduction 5/slashing while in forest avenger form. This costs 2 shifting points per round, plus 4 additional points when you shift into this form.
Elemental Fury Form: At 16th level, you can shapeshift into a giant form of air, earth, fire, or water (your choice each time you shapeshift). While in elemental fury form, you gain a pair of primary slam attacks that deal 2d6 points of damage each, (1d10). Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature of your size (10 feet for Large, 15 feet for Huge). You gain a +16 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude, Reflex, and Will saves, and your natural armor bonus improves by 16. You do not gain any new modes of movement in elemental fury form, nor does your base land speed change. You gain immunity to extra damage from critical hits while in elemental form. You also gain immunity to an energy type related to the element chosen (air = electricity, earth = acid, fire = fire, water = cold). You don’t need to breathe while in elemental fury form. This costs 3 shifting points per round, plus 4 additional points when you shift into this form.
Shift Ability (Ex) As a druid gains levels, she learns to use her shifting in new ways. Starting at 2nd level, a druid gains a shift ability. She gains another shift ability for every two levels of druid attained after 2nd level. A druid gains the benefits of shift abilities only while shifting, and some of these powers require the druid to take an action first. Unless otherwise noted, a druid cannot select an individual power more than once.
Damage Reduction: The druid gains damage reduction 1/—. This increase is always active while the druid is shifting. A druid can select this shift power up to three times. Its effects stack. A druid must be at least 8th level before selecting this shift ability.
Flyby Attack: The druid gains the Flyby Attack feat while in the Aerial Form. A druid must have the Aerial Form before selecting this shift ability.
Hover: The druid gains the Hover feat while in the Aerial Form. A druid must have the Aerial Form before selecting this shift ability.
Internal Fortitude: While shifting, the druid is immune to the sickened and nauseated conditions. A druid must be at least 8th level before selecting this shift ability.
Intimidating Glare: The druid can make an Intimidate check against one adjacent foe as a move action. If the druid successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the druid's check exceeds the DC.
Low-Light Vision: The druid's senses sharpen and she gains low-light vision while shifting.
Night Vision: The druid's senses grow incredibly sharp while shifting and she gains darkvision 60 feet. A druid must have low-light vision as a shift ability or a racial trait to select this shift ability.
Pounce: When shifting, the druid adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the druid is always considered to have a running start.
Primal Frenzy: When a shifted druid is dealt damage, she goes into a frenzy which lasts for 3 + the druid’s new and improved Constitution modifier. While in frenzy, a druid gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the druid 2 hit points per Hit Dice, but these disappear when the frenzy ends and are not lost first like temporary hit points. While in frenzy, a druid cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. Also, the druid must attack all enemies in sight relentlessly. If there are no more enemies insight, the druid will begin attacking allies. A Will save DC 15 may be made to end frenzy.
Scent: The druid gains the scent ability while shifting and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).
Sense: The druid gains a +4 bonus to all Perception checks while shifting. A druid can select this shift ability up to two times. Its effects stack.
Stalk: The druid gains a +4 bonus to all Stealth checks while shifting. A druid can select this shift ability up to two times. Its effects stack.
Swift Foot: The druid gains a 5-foot enhancement bonus to her speed. This increase is always active while the druid is shifting. A druid can select this shift ability up to three times. Its effects stack.
Terrifying Howl: The druid unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the druid's level + the druid's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A druid must have the intimidating glare shift ability to select this shift ability. A druid must be at least 8th level before selecting this power.
Thick Hide: The druid gains a +1 natural armor bonus to her Armor Class. A druid must be at least 4th level before selecting this power.
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.
Magic Fang (Su): Starting at 4th level, the natural weapons gained from shifting gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your druid level, and they are treated as magic weapons for the purpose of overcoming damage reduction.
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.
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).
Author's Note: This is a first draft, revised a bit, and not tested. So I'm not sure if you can be shifted long enough or too long. The stat bonuses for the shift forms are taken from the Player's Handbook II.
| Additional Ratings |
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( 9 Votes ) |
| Utility: |
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| Clarity: |
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