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

Limited Spell Casting
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. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. 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.

An Druid can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook). An Druid’s selection of spells is extremely limited. An Druid begins play knowing four 0-level spells and two 1st-level spells of the Druid ’s choice. At each new Druid level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an Druid knows is not affected by her Wisdom score. The numbers on Table of Known spells are fixed.)

Upon reaching 5th level, and at every third Druid level thereafter (8th, 11th, and so on), an Druid can choose to learn a new spell in place of one she already knows. In effect, the Druid “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level Druid spell she can cast. The Druid may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

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.

Domain Bond: You have a close tie to the natural world, granting the druid one of the following cleric domains: Air, Earth, Fire, Protection, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, your effective cleric level is equal to your druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. You must prepare the spell from your domain in this slot, and this spell cannot be used to cast a spell spontaneously.
The following sub-domains may not be selected: Purity or Flotsam.

Animal Companion: The second option is to form a close bond with an animal companion. You may begin play with any of the following animals: Ape; Badger (Wolverine);Bear;Bird (Eagle/Hawk/Owl);Boar;Camel; Cat, Big (Lion, Tiger);Cat, Small (Cheetah, Leopard); Crocodile (Alligator); Dog; Horse; Monitor Lizard; Pony; Shark; Snake, constrictor; Snake, viper; Wolf

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 ½ times 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.

This animal is a loyal companion that accompanies you on your adventures. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as you advance in level. If you receive an animal companion from more than one source, your effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If you take levels in a class that normally provides a familiar, your animal companion is designated as your familiar and your class stacks with druid advancing your animal companion.

Most animal companions will increase in size as they attain specific plateaus, depending on the nature of the animal. If you release your companion from service, you may gain a new one by performing a ritual of binding at an Oghem. This ceremony can also replace an animal companion that has perished. Oghem’s are guarded by significant powers and gaining access to one is not a ‘sure thing’.

Primal Bond: Your oathsworn ability allows you to channel your inner fury to wreak vengeance upon those who threaten that which is under your protection. Your base land speed increases by 10 feet (this is identical to the barbarian’s Fast Movement class feature). You also gain the ability to rage as a barbarian, with the number of rounds determined as if your barbarian level were equal to your highest base attack bonus. You do not gain any rage powers, greater rage, indimitable will, or mighty rage. At 17th level, you do acquire Tireless Rage.
If you select this option, you lose your spontaneous casting ability, and you also suffer a –4 penalty on wild empathy checks (see below).

Nature Sense: A druid gains Skill Focus (Survival) as a bonus feat.

Main Page \\ Player Classes \\ Druid


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