Base Attack Bonus
HP per level
Max level of Spells
Class Initial Features
"Droviers view their allies and adventuring companions as a herd or pack to be protected and directed, with variations on that theme ranging from culture to culture."
- 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 and bombs. Also proficient with Light Armor, but not Shields.
|Level 1||Spontaneous Summoning, Animal Companion, Alignment Restriction, Druid Proficiencies, Nature Sense.|
|Level 4||Resist Nature's Lure, Communal Aspect|
|Level 6||Communal Aspect|
|Level 8||Communal Aspect|
|Level 9||Venom Immunity|
|Level 10||Communal Aspect|
|Level 12||Communal Aspect|
|Level 14||Communal Aspect|
|Level 20||Communal Aspect|
A druid 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.
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, his effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when the Druid reaches 4th or 7th level, depending on the companion.
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). She cannot thereafter gain levels as a druid until she returns to a permitted alignment.
Druids are proficient with the following weapons: dub, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (daw, 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.
A druid gains a +2 bonus on Lore (Nature) checks.
At 4th level, a Drovier can imbue his allies (including himself) with an aspect of a wild animal. As a standard action, she chooses an animal totem and grants the abilities of that totem to every ally within 30 feet. This otherwise functions like the spell animal aspect. She can use this ability for 10 minutes per druid level each day. This duration does not need to be consecutive, but it must be used in 10-minute increments. If she uses the ability to grant a new aspect, any previous aspect immediately ends.
At 6th level, the Drovier's communal aspect ability grants the benefits of the spell greater animal aspect. The Drovier can still choose only one aspect to grant her allies.
At 8th level, the Drovier can choose to grant her allies the benefits of the spell aspect of the falcon instead of an animal aspect.
At 10th level, the Drovier can choose to grant her allies the benefits of the spell aspect of the bear instead of an animal aspect.
At 12th level, the Drovier can choose to grant her allies the benefits of the spell aspect of the stag instead of an animal aspect.
At 14th level, the Drovier can choose to grant his allies the benefits of the spell aspect of the wolf rather than an animal aspect.
At 20th level, the Drovier can use this ability at will.
This replaces Wild Shape.
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey and plants.
At 9th level, a druid gains immunity to all poisons.
|All Druid Subclasses in Pathfinder: Wrath of the Righteous|