Druid Priest
Druid
priests are usually the servants and priests for the various Gods of Nature on
the world of Saivryth.
Between the
Gods and Demi Gods, there are a total of six gods of Nature on Saivryth,
Harvest, Nature and The Hunt.
The
races that are most likely to be Druid Priests are Halflings, Skin Changers and
Satyrs.
The alignments for Druid Priests are some variation of Neutral, Neutral Good and Neutral Evil.
Bonus
Languages: A
druid priest’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
priest 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
priest; that is, she knows it in addition to her regular allotment of languages
and it doesn’t take up a language slot.
Druid priests are forbidden to teach this language to nondruids.
Druidic has
its own alphabet.
Ex-Druids
A druid
priest who ceases to revere nature, changes to a prohibited alignment, or
teaches the Druidic language to a nondruid loses all spells and druid priest
abilities (including her animal companion, but not including weapon, armor, and
shield proficiencies). She cannot thereafter gain levels as a druid priest until
she atones.
Restore
Druid Priest Spell Powers: A
druid priest who has lost the ability to cast spells by incurring the anger of
his or her deity may regain that ability by seeking atonement from
another cleric of the same deity or another druid. If the transgression was
intentional, the casting Druid priest loses 500 XP for his intercession. If the
transgression was unintentional, he does not lose XP.
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class
Features
All of the
following are class features of the druid.
Level |
Base |
|
Saving Throws |
Special |
|||
Fort |
Ref |
Cur |
Will |
||||
1st |
+0 |
+2 |
+0 |
+0 |
+2 |
Animal Companion, Nature
Sense, Wild
Empathy |
|
2nd |
+1 |
+3 |
+0 |
+0 |
+3 |
Woodland Stride |
|
3rd |
+2 |
+3 |
+1 |
+0 |
+3 |
Trackless Step |
|
4th |
+3 |
+4 |
+1 |
+1 |
+4 |
Resist Nature’s Lure |
|
5th |
+3 |
+4 |
+1 |
+1 |
+4 |
Wild Shape (1/day) |
|
6th |
+4 |
+5 |
+2 |
+1 |
+5 |
Wild Shape (2/day) |
|
7th |
+5 |
+5 |
+2 |
+2 |
+5 |
Wild Shape (3/day) |
|
8th |
+6/+1 |
+6 |
+2 |
+2 |
+6 |
||
9th |
+6/+1 |
+6 |
+3 |
+2 |
+6 |
Venom Immunity |
|
10th |
+7/+2 |
+7 |
+3 |
+3 |
+7 |
Wild Shape (4/day) |
|
11th |
+8/+3 |
+7 |
+3 |
+3 |
+7 |
Wild Shape (Tiny) |
|
12th |
+9/+4 |
+8 |
+4 |
+3 |
+8 |
Wild Shape (plant) |
|
13th |
+9/+4 |
+8 |
+4 |
+4 |
+8 |
A Thousand Faces |
|
14th |
+10/+5 |
+9 |
+4 |
+4 |
+9 |
Wild Shape (5/day) |
|
15th |
+11/+6/+1 |
+9 |
+5 |
+4 |
+9 |
Timeless Body, Wild
Shape (Huge) |
|
16th |
+12/+7/+2 |
+10 |
+5 |
+5 |
+10 |
Wild Shape (elemental 1/day) |
|
17th |
+12/+7/+2 |
+10 |
+5 |
+5 |
+10 |
||
18th |
+13/+8/+3 |
+11 |
+6 |
+5 |
+11 |
Wild Shape (6/day, elemental 2/day) |
|
19th |
+14/+9/+4 |
+11 |
+6 |
+6 |
+11 |
||
20th |
+15/+10/+5 |
+12 |
+6 |
+6 |
+12 |
Wild Shape (elemental 3/day, Huge elemental) |
|
Weapon and
Armor Proficiency: Druids
Priests are proficient with the
following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, short
spear, sling, and spear. They are also proficient with all natural attacks
(claw, bite, and so forth) of any form they assume with wild shape.
Druids Priests 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. Druids are proficient
with shields, except tower shields, but must use only wooden ones.
A druid
priest 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.
Animal
Companion: A
druid may begin play with an animal companion selected from the following
list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse
(light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the
campaign takes place wholly or partly in an aquatic environment, the following
creatures are also available: crocodile, porpoise, Medium shark, and squid.
This animal is a loyal companion that accompanies the druid on her adventures as
appropriate for its kind.
The Druid's Animal Companion:
A druid’s animal companion
is different from a normal animal of its kind in many ways. A druid’s animal companion
is superior to a normal animal of its kind and has special powers, as described
below.
Animal
Companion Basics: Use
the base statistics for a creature of the companion’s kind, but make the
following changes.
Class 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 abilities and the alternative lists
available to the character.
Bonus HD: Extra
eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as
normal. Remember that extra Hit Dice improve the animal companion’s base attack
and base save bonuses. An animal companion’s base attack bonus is the same as
that of a druid of a level equal
to the animal’s HD. An animal companion has good Fortitude and Reflex
saves (treat it as a character whose level equals the animal’s HD).
An animal companion gains additional skill points and feats for bonus HD as
normal for advancing a monster’s Hit Dice.
Natural
Armor Adj.: The
number noted here is an improvement to the animal companion’s existing natural
armor bonus.
Str/Dex Adj: 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.
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: 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 checks made
regarding an animal companion.
Share
Spells: At
the druid’s option, she may have
any spell,but not any spell-like ability, she casts upon herself also affect
her animal companion. The animal companion must be within 5 feet of her at the
time of casting to receive the benefit. If the spell or effect has a duration
other than instantaneous, it stops affecting the animal companion if the
companion moves farther than 5 feet away and will not affect the animal again,
even if it returns to the druid before
the duration expires.
Additionally, 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 and
her animal companion can share spells even if the spells normally do not affect
creatures of the companion’s type.
Evasion: 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: An animal companion
gains a +4 morale bonus on Will saves against enchantment spells and effects.
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: 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.
Class |
Bonus |
Natural |
Str/Dex |
Bonus |
Special |
1st–2nd |
+0 |
+0 |
+0 |
1 |
Link, Share Spells |
3rd–5th |
+2 |
+2 |
+1 |
2 |
Evasion |
6th–8th |
+4 |
+4 |
+2 |
3 |
Devotion |
9th–11th |
+6 |
+6 |
+3 |
4 |
Multiattack |
12th–14th |
+8 |
+8 |
+4 |
5 |
|
15th–17th |
+10 |
+10 |
+5 |
6 |
Improved Evasion |
18th–20th |
+12 |
+12 |
+6 |
7 |
Alternative Animal Companions:
A druid of 4th level or higher may select from alternative lists of animals.
Should she select an animal companion from one of these alternative lists, the
creature gains abilities as if the character’s druid level were lower than it
actually is. Subtract the value indicated in the appropriate list header from
the character’s druid level and compare the result with the druid level entry on
the table to determine the animal companion’s powers.
4th Level or
Higher:
Ape, Bear,
black, Bison, Boar, Cheetah, Crocodile, Dire badger, Dire bat, Dire weasel,
Leopard, Lizard, monitor, Shark, Large,
Snake, constrictor, Snake,
Large viper, Wolverine.
7th Level or
Higher:
Bear, brown,
Dire wolverine,
Crocodile,
giant, Dire ape,
Dire boar,
Dire wolf,
Lion,
Rhinoceros, Snake, Huge viper, Tiger.
10th Level
or Higher:
Bear, polar,
Dire lion,
Shark, Huge, Snake,
giant constrictor, Whale, orca.
13th Level or Higher:
Dire bear,
Elephant, Octopus, giant.
16th Level
or Higher:
Dire shark,
Dire tiger,
Squid, giant.
Nature
Sense: A
druid gains a +2 bonus on Knowledge nature and Survival checks.
Wild
Empathy: 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, this 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: 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. However, thorns,
briars, and overgrown areas that have been magically manipulated to impede
motion still affect her.
Trackless
Step: 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: Starting
at 4th level, a druid gains a +4 bonus on saving throws against the spell-like
abilities of fey.
Wild Shape: At
5th 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 alternate
form special ability polymorph spell,
except as noted here. The effect lasts for 1 hour per druid level, or until she
changes back. Changing form is a standard action and doesn’t provoke an attack
of opportunity. Each time you use wild shape, you regain lost hit points as if
you had rested for a night.
Any gear
worn or carried by the druid melds into the new form and becomes nonfunctional.
When the druid reverts to her true form, any objects previously melded into the
new form reappear in the same location on her body that they previously occupied
and are once again functional. Any new items worn in the assumed form fall off
and land at the druid's feet.
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 more times per day at 6th, 7th, 10th, 14th, and 18th level, as
noted on Table: The Druid. In
addition, she gains the ability to take the shape of a Large animal at 8th
level, a Tiny animal at 11th level, and a Huge animal at 15th level.
The new form’s Hit Dice can’t exceed the character’s druid level.
At 12th
level, a druid becomes able to use wild shape to change into a plant
creature with the same size restrictions as for animal forms.
A druid can’t use this ability to take the form of a plant that isn’t a
creature.
At 16th
level, a druid becomes able to use wild shape to change into a Small, Medium, or
Large elemental (air, earth, fire, or water) once per day. These elemental forms
are in addition to her normal wild shape usage. In addition to the normal
effects of wild shape, the druid gains all the elemental’s extraordinary,
supernatural, and spell-like abilities. She also gains the elemental’s feats for
as long as she maintains the wild shape, but she retains her own creature type.
At 18th
level, a druid becomes able to assume elemental form twice per day, and at 20th
level she can do so three times per day. At 20th level, a druid may use this
wild shape ability to change into a huge elemental.
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 disguise spell,
but only while in her normal form. This affects the druid’s body but not her
possessions. It is not an illusory effect, but a minor physical alteration of
the druid’s appearance, within the limits described for the spell.
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.
Spells: A
druid priest 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, below. A druid
must choose and prepare her spells in advance.
To prepare
or cast a spell, the druid priest 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 priest can cast only a certain number of spells of
each spell level per day. Her base daily spell allotment is given on Table: The
Druid Spells Per Day. In addition, she receives bonus spells per day if she has
a high Wisdom score. She does not have access to any domain spells or
granted powers, as a cleric does.
A druid
priest prepares and casts spells the way a cleric does, though she cannot lose a
prepared spell to cast a cure spell
in its place. 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.
Level |
Druid Priest Spells per Day |
|||||||||
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1st |
3 |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
4 |
2 |
1 |
— |
— |
— |
— |
— |
— |
— |
4th |
5 |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
5th |
5 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
— |
6th |
5 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
— |
7th |
6 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
8th |
6 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
9th |
6 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
10th |
6 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
11th |
6 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
12th |
6 |
5 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
13th |
6 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
— |
14th |
6 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
— |
— |
15th |
6 |
5 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
16th |
6 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
— |
17th |
6 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
18th |
6 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
19th |
6 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
20th |
6 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
4 |
4 |
Spontaneous
Casting: A
druid priest 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 priest can’t cast spells of an alignment opposed to her own or her
deity’s. Spells associated with particular alignments are indicated by the
chaos, evil, good, and law descriptors in their spell descriptions.