Defender of the True World

Druid Archetype

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Fortitude
High
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Will
High
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Reflex
Low
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Base Attack Bonus
Average
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HP per level
+5 (d8)
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Skill Points
+3
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Max level of Spells
10
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Caster ability
Wisdom
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Caster type
Memorizing Spells

Class Initial Features

Class Skills

Defender of the True World is a Druid archetype in Pathfinder: Wrath of the Righteous.

Some druids specialize in tracking down, diverting, and slaying fey threats.

 

Defender of the True World Information

  • Base Class: Druid
  • Alignment: Any Neutral.
  • High saves: Fortitude and Will.
  • Class skills: Lore (Nature), Knowledge (World), Perception, Athletics, Knowledge (Arcana)
  • Proficient with all simple weapons. Also proficient with light armor, but not shields.
 

Defender of the True World Progression

 

 

Level

Special

Level 1 Enemy of the Fey, Nature Bond, Alignment Restriction, Druid Proficiencies, Nature Sense
Level 2  
Level 3 Fey Stalker +1
Level 4 Feybane, Wild Shape (Wolf)
Level 5  
Level 6 Wild Shape (Leopard), Wild Shape (Small Elemental)
Level 7  
Level 8 Wild Shape (Bear), Wild Shape (Medium Elemental)Fey Stalker +2
Level 9 Beguiling Immunity
Level 10 Wild Shape (Smilodon), Wild Shape (Shambling Mound), Wild Shape (Large Elemental)
Level 11  
Level 12 Wild Shape (Huge Elemental)
Level 13 Fey Stalker +3
Level 14  
Level 15  
Level 16  
Level 17  
Level 18 Fey Stalker +4
Level 19  
Level 20  

 

Defender of the True World Abilities

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Enemy of the Fey

A defender of the true world gains a +2 bonus on weapon attack and damage rolls against fey.

A defender of the true world can channel stored spell energy into summoning spells that she hasn't prepared ahead of time, but she cannot use summon nature's ally to summon fey creatures. She can "lose" a prepared spell of 7th or lower level in order to cast any summon nature's ally spell of the same level or lower. She can "lose" a prepared spell of 8th level to cast summon elder earth elemental or "lose" a prepared spell of 9th level to cast summon elder worm.

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Nature Bond

At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a dose 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. The second option is to form a close bond with an animal companion. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level.

If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

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Alignment Restriction

A druid who changes to a prohibited Alignment loses all Spells and druid abilities (including her Animal Companion, but not including Weapon, Armor, and shield proficiencies). He cannot thereafter gain levels as a Druid until he returns to a permitted Alignment.

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Druid Proficiencies

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 wild shape. 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. Druids are proficient with Shields (except tower shields) but must use only wooden ones.

 

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Nature Sense

A druid gains a +2 bonus on Lore (Nature) checks.

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Fey Stalker

At 3rd level, the Defender of the True World's Animal Companion and any creatures he summons with summon nature's ally gain  a +1 morale bonus on attack and damage rolls against fey creatures. This bonus increases to +2 at 8th level, +3 at 13th level, and +4 at 18th level.

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Feybane

At 4th level, a Defender of the True World doesn’t gain a bonus on saving throws against Spells and effects that utilize or target plants. She instead gains a +4 to all saves from spell-like and supernatural abilities of fey, treats her natural attacks as cold iron for the purpose of overcoming damage reduction, and she gains a +2 bonus on caster level checks to overcome the spell resistance of fey creatures.

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Beguiling Immunity

At 9th level, a Defender of the True World becomes immune to the mind-affecting effects of fey.

 

wild shape icon pathinder kingmaker wiki guide 80pxWild Shape (Small Elemental)

At 6th level, a Druid can use wild shape to change into a leopard or a small elemental. 

Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

For the Feyspeaker archetype, all level prerequisites are increased by 2.

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Wild Shape (Bear)

 At 8th level, a druid can use wild shape to change into a bear or a medium elemental.

Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

For the Feyspeaker archetype, all level prerequisites are increased by 2.

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Wild Shape (Medium Elemental)

At 8th level, a druid can use wild shape to change into a bear or a medium elemental.

Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

For the Feyspeaker archetype, all level prerequisites are increased by 2.

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Wild Shape (Large Elemental)

At 10th level, a druid can use wild shape to change into a smilodon, a shambling mound, or a large elemental.

Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

For the Feyspeaker archetype, all level prerequisites are increased by 2.

 

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Wild Shape (Shambling Mound)

At 10th level, a druid can use wild shape to change into a smilodon, a shambling mound, or a large elemental.

Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

For the Feyspeaker archetype, all level prerequisites are increased by 2

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Wild Shape (Smilodon)

At 10th level, a druid can use wild shape to change into a smilodon, a shambling mound, or a large elemental.

Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

For the Feyspeaker archetype, all level prerequisites are increased by 2.

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Wild Shape (Huge Elemental)

At 12th level, a druid can use wild shape to change into a huge elemental.

Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

For the Feyspeaker archetype, all level prerequisites are increased by 2.

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Wild Shape (Leopard)

At 6th level, a Druid can use Wild Shape to change into a Leopard or a Small Elemental.

Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

For the Feyspeaker archetype, all level prerequisites are increased by 2.

 

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Wild Shape (Wolf)

At 4th level, a Druid gains the ability to turn himself into a Wolf and back again once per day. The effect lasts for 1 hour per Druid level, or until he changes back.

Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

For the Feyspeaker archetype, all level prerequisites are increased by 2.

 

 

 

 




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