Druid
From Titan's Teeth
Main > Archetypes > Druid |
Hit Die: d8
1st Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Base Caster Level |
Magic Talents |
Base Spell Pool |
---|---|---|---|---|---|---|
+0 | +2 | +0 | +2 | +1 | 2 (+2) | 2 |
Casting
A druid may combine spheres and talents to create magical effects. You use Wisdom as your casting ability modifier.
Spell Pool
A druid gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool replenishes once per day after roughly 8 hours of rest.
Calculate: Calculate your spell pool: Base Spell Pool + your casting ability modifier (minimum: 1).
Magic Tradition
Druids follow the High Patron tradition.
Magic Talents
Druids gain 2 magic talents at level 1, along with 2 magic talents the first time they gain the Casting class feature.
Druids can freely takes the following spheres:
- Alteration Sphere (with the Lycanthropic drawback)
- Conjuration Sphere
- Creation Sphere (though can only create natural objects)
- Destruction Sphere
- Divination Sphere
- Enhancement Sphere (with the Bodily Enhancement drawback)
- Fate Sphere (with the Neutrality drawback)
- Illusion Sphere
- Life Sphere
- Light Sphere
- Mind Sphere (with the Animal Shaman drawback)
- Nature Sphere
- Protection Sphere
- Weather Sphere
Default: You get the Alteration Sphere (with the Lycanthropic drawback) with the Animalistic Transformation and Size Change talents.
You also get the Nature Sphere with the Plantlife package and Grow Plants talent.
Alternatively: Instead of Animalistic Transformation pick Aquan Transformation, Avian Transformation or Plant Transformation.
Alternatively: Pick up to four different spheres/talents, remembering that you get an additional talent when you are forced to include a drawback.
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. If a druid chooses to gain a domain as her nature bond, she gains its associated sphere and a bonus magic talent from that sphere at 5th level.
The second option is to form a close bond with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures.
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.
Bonus Languages
A druid’s bonus language options include Sylvan, the language of woodland creatures.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druids are forbidden to teach this language to nondruids.
Feats
The druid gains no extra feats on first level.
Default: Pick Extra Magic Talent as your level 1 feat, and use it to get the Speak with Animals talent.
Equipment
2nd Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Base Caster Level |
Magic Talents |
Base Spell Pool |
---|---|---|---|---|---|---|
+1 | +3 | +0 | +3 | +2 | +1 | 3 |
Woodland Stride
The 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.
Talents
You gain one additional talent.
Default: Pick the Bestial Spirit alteration talent.
3rd Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Base Caster Level |
Magic Talents |
Base Spell Pool |
---|---|---|---|---|---|---|
+2 | +3 | +1 | +3 | +3 | +1 | 5 |
Trackless Step
The druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Talents
You gain one additional talent.
Default: Pick the Greater Transformation alteration talent.
Feats
You gain no extra feats on third level.
Default: Pick Ritual Caster as your third level feat.
4th Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Base Caster Level |
Magic Talents |
Base Spell Pool |
---|---|---|---|---|---|---|
+3 | +4 | +1 | +4 | +4 | +1 | 6 |
Resist Nature's Lure
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.
Talents
You gain one additional talent.
Default: Pick the Avian Transformation alteration talent.
5th Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Base Caster Level |
Magic Talents |
Base Spell Pool |
---|---|---|---|---|---|---|
+3 | +4 | +1 | +4 | +5 | +2 | 7 |
Talents
You gain two additional talents.
Default: Pick the Barkskin nature talent.
Feats
You gain no extra feats on fifth level.
Default: Pick Deft Maneuvers or Powerful Maneuvers as your fifth level feat.
6th Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Base Caster Level |
Magic Talents |
Base Spell Pool |
---|---|---|---|---|---|---|
+4 | +5 | +2 | +5 | +6 | +1 | 9 |
Talents
You gain one additional talent.
Default: Pick the Swarm alteration talent.
COPYRIGHT NOTICE
Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.