Main Page \\ Player Classes \\ Druid

Prior Tier 1 Class.

The Druid is a practicing member of The First Faith. The origin of this reverence is lost in the mists of antiquity. The First Faith is outside the main religions of the Old World, but whose creation mythos co-exists with the religious history detailed within the Scythian Codex. It is largely believed that Druids pursue a code of life over death and strive to live in harmony with nature but in reality their purpose has been obfuscated by their own agendas. Although many Druids choose to live apart from modern civilization altogether and all prefer the countryside to town life, they do so because the power they seek will not be found in the created havens of the world of men. Although the oath of guidance and protection from which their powers descend from do force them to maintain connection with the trials and tribulations of the mundane future of men.
Only Humans, Halflings, and Dwarves may become druids.

History of the The First Faith

Deviations from RAW

Weapon Proficiencies
In addition to the normal druid weapon proficiencies, a survivor is proficient with the shortbow and longbow.

Class Skills

The druid’s class skills are Athletics (Str) {Combined: Climb & Swim into 1 skill}, Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Survival (Wis).

Nature Bond (Ex): At 1st level, you form a bond with nature. This bond can take one of three forms: a domain bond, an animal companion, or primal bond. Each is described below.

Druidic Herbalism, Nature Bond
Instead of granting access to a domain or an animal companion, a druid’s bond with nature: access to druidic herbalism.

A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.

Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.

At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.

Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

*Inspiration (Ex)
*At 2nd level, a wild whisperer gains an inspiration pool as the investigator class ability. A wild whisperer uses her druid level as her investigator level when determining the effects of this ability. Instead of free uses of inspiration on Knowledge, Linguistics, or Spellcraft skill checks, the wild whisperer can use inspiration on Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Ride, Sense Motive, and Survival skill checks without expending a use of inspiration, provided she’s trained in the relevant skill. She can also use inspiration on any wild empathy check without expending a use of inspiration. A wild whisperer’s inspiration pool refreshes each day when she prepares spells.

This ability replaces woodland stride, trackless step, and resist nature’s lure.

Wild Shape (Ex)
At 4th level, a wild whisperer gains the wild shape ability, but she never gains access to any forms beyond Small and Medium animal forms, as beast shape I.

This ability alters wild shape.

Natural Expertise (Ex)
At 6th level, a wild whisperer’s powers of observation give her an advantage when she’s fighting natural creatures. When using inspiration on an attack roll against an animal or a vermin or on a saving throw against an effect from an animal or a vermin, a wild whisperer has to expend only one use of inspiration instead of two.

This ability replaces the additional use of wild shape at 6th level.

Investigator Talent
At 8th level, wild whisperer selects an investigator talent.

This ability replaces the additional use of wild shape at 8th level.

Investigator Talents: The following investigator talents complement the wild whisperer archetype: amazing inspiration, effortless aid, eidetic recollection, empathy, inspirational expertise, inspired alertness, inspired intimidator, perceptive tracking, tenacious inspiration.

Veiled Skills: A veiled adept adds Bluff, Diplomacy, Disguise, Sense Motive, and Stealth to her list of class skills.
This ability replaces nature sense.

Nature Bond (Su)
A veiled adept cannot select an animal companion, and can take only a domain. If she worships an Eldest, the veiled adept can choose any of the domains or subdomains granted by that Eldest in addition to those normally available to druids.
This ability alters nature bond.

Animal Speech (Su)
A veiled adept can imbue normal animals with the ability to speak for a brief period. Once per day as a standard action, the veiled adept can touch an animal to grant it the ability to speak any language the druid knows for 1 minute per druid level. This does not increase the animal’s Intelligence or improve its attitude, and the animal behaves as though communicating with someone under the effects of a speak with animals spell, save that it can speak with anyone who understands the language the veiled adept grants it. The veiled adept gains one additional use of this ability at 4th level and every 4 levels thereafter.

This ability replaces spontaneous casting.

Locate Veiled (Sp)
At 9th level, a veiled adept can cast find the path as a spell-like ability, but only to locate a legendary town that appears on the new moon. The spell’s duration is extended until the druid reaches her destination or until the town recedes from the Material Plane at the end of the new moon. This ability can be used only once per month, during the new moon.

Main Page \\ Player Classes \\ Druid


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