Druid

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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

Druid is a class in Pathfinder: Wrath of the Righteous.

While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.

 

Druid Information

Stats

  • Alignment Requirement: Any neutral
  • Hit Die: +5
  • Skill Points per Level: 3
  • Level 1 Base Attack Bonus: +0

Skills

Difficulty

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Druid Features

  • Spontaneous Summoning
  • Nature Bond
  • Alignment Restriction
  • Nature Sense
  • Proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortsword, 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. Druids are proficient with shields (except tower shields) but must use only wooden ones.

 

Spellcasting

  • The Druid can cast up to 9th level spells. Druids cast spells drawn from the Druid spell list.
  • Druids automatically know all spells on their spell list.
  • The Druid is a divine spellcaster, and thus can wear armor while casting spells.
  • The Druid can gain additional spells through a Domain if they select a domain using their Nature Bond class feature.

 

Druid Video Guide

 

 
 
 
 
 
 
 
 
 

 

 

Druid Archetypes

Blight Druid

 Bonus: Blight Bound

 Penalty: No Animal Companion

Feyspeaker

 Bonus: Fey Magic, more Skill points, Charisma instead of Wisdom for spellcasting

 Penalty: No Spontaneous Summoning, later Wild Shape, BAB reduced to Low

Defender of the True World

 Bonus: Specialized against fey.

 Penalty: No Spontaneous Summoning

 

Drovier

 Bonus: Animal Companion, Communal Aspect

 Penalty: No Nature Bond, Wild Shape

Elemental Rampager

 Bonus: Claws, Rampage

 Penalty: No Nature Bond, Resist Nature's Lure, Venom Immunity

Primal Druid

 Bonus: Animal Companion (Mastodon, Smilodon, Triceratops, or Velociraptor), Primal Size

 Penalty: No Nature Bond, Nature Sense,  Resist Nature's Lure

 

Winter Child

 Bonus: Powerful elementals spells. Cold Resistance, Elemental companion. 

 Penalty: No animal companion. No Wild Shape. No Venom Immunity.

 

 

 

 

 

 

Druid Progression

 

 Level

 BAB

 Fort

 Ref

 Will

 Special

Spell Slots

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

Level 1 0 2 0 2 Spontaneous Summoning, Nature Bond, Alignment Restriction, Druid Proficiencies, Nature Sense  1  -  -  -  -  -  -  -  -
Level 2 1 3 0 3    2  -  -  -  -  -  -  -  -
Level 3 2 3 1 3    2  1  -  -  -  -  -  -  -
Level 4 3 4 1 4 Resist Nature's Lure, Wild Shape (Wolf)  3  2  -  -  -  -  -  -  -
Level 5 3 4 1 4    3  2  1  -  -  -  -  -  -
Level 6 4 5 2 5 Wild Shape (Leopard), Wild Shape (Small Elemental)  4  3  2  -  -  -  -  -  -
Level 7 5 5 2 5    4  3  2  1  -  -  -  -  -
Level 8 6/1 6 2 6 Wild Shape (Bear), Wild Shape (Medium Elemental)  4  3  3  2  -  -  -  -  -
Level 9 6/1 6 3 6 Venom Immunity  4  4  3  2  1  -  -  -  -
Level 10 7/2 7 3 7 Wild Shape (Smilodon), Wild Shape (Shambling Mound), Wild Shape (Large Elemental)  4  4  3  3  2  -  -  -  -
Level 11 8/3 7 3 7    4  4  4  3  2  1  -  -  -
Level 12 9/4 8 4 8 Wild Shape (Huge Elemental)  4  4  4  3  3  2 -  -  -
Level 13 9/4 8 4 8    4  4  4  4  3  2  1  -  -
Level 14 10/5 9 4 9    4  4  4  4  3  3  2  -  -
Level 15 11/6/1 9 5 9    4  4  4  4  4  3  2  1  -
Level 16 12/7/2 10 5 10    4  4  4  4  4  3  3  2  -
Level 17 12/7/2 10 5 10    4  4  4  4  4  4  3  2  1
Level 18 13/8/3 11 6 11    4  4  4  4  4  4  3  3  2
Level 19 14/9/4 11 6 11    4  4  4  4  4  4  4  3  3
Level 20 15/10/5 12 6 12    4  4  4  4  4  4  4  4  4

 

All Base Druid Abilities

 

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Spontaneous Summoning

Druid can channel stored Spell energy into summoning spells that he hasn't prepared ahead of time. He can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

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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 his druid level. A Druid that selects this option also receives additional domain spell slots, just like a Cleric. He must prepare the spell from his 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, his 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

Druid who changes to a prohibited Alignment loses all Spells and Druid Abilities (including his 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 WeaponsClubDaggerDartQuarterstaffScimitarScytheSickleShortspearSling, 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

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

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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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Resist Nature's Lure

Starting at 4th level, a Druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey and plants.

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Venom Immunity

At 9th level, a Druid gains immunity to all poisons.

 

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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 (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 (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 (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 (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 (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.

 

Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch  ♦  Wizard



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