Labyrinths & Liontaurs
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Notes

Druid

Within the fertile bounty and life-affirming magic of Nature dwells a power beyond the marvels of civilization. This primal force is worshipped and guarded by servants of philosophical balance known as druids. Holding flora and fauna as kin, respecting the laws of the ecosystem, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten the balance. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call down Nature's wrath.

Role: Some druids, especially chaotic ones, have disdain for civilized folk, preferring the creatures and plants of the outdoors; they may prefer a hermit's life. Other druids, especially lawful ones, play an important part making a home with their people, serving as clergy, preaching respect for nature, blessing fields, healing people and animals, and helping farmers. As an adventuring druid, you may seek to help yourself or to help others; in either case, you have many ways to contribute to your team as a versatile caster.

Restrictions: The powers granted to you as a druid are great, and they rely on strict adherance to a druidic philosophy of balance and respect for nature. As a druid, you must abide by the following restrictions:

If you find yourself violating these restrictions, then you and your game master should have a conversation about the boundaries within which a druid must operate, or even about changing class with the retraining rules.

Base Attack Bonus: +0.75 / level.

Caster Level: +0.75 / level.

Will Save: +0.75 / level.

Fort Save: +0.50 / level.

Reflex Save: +0.25 / level.

Hit Die: d6.



Table: Druid Advancement
LevelBase Attack BonusCaster LevelWill SaveFort SaveRefx SaveSpecial
1st+0 (+0.75)0 (0.75)+0 (+0.75)+0 (+0.50)+0 (+0.25)Tyro Signature: Wild Companion
2nd+1 (+1.50)1 (1.50)+1 (+1.50)+1 (+1.00)+0 (+0.50)Wild Empathy or Interaction Cantrip
3rd+2 (+2.25)2 (2.25)+2 (+2.25)+1 (+1.50)+0 (+0.75)Spontaneous Summoning or Combat Cantrip
4th+3 (+3.00)3 (3.00)+3 (+3.00)+2 (+2.00)+1 (+1.00)Nature Stride or Exploration Cantrip
5th+3 (+3.75)3 (3.75)+3 (+3.75)+2 (+2.50)+1 (+1.25)Tyro Tier Choice
6th+4 (+4.50)4 (4.50)+4 (+4.50)+3 (+3.00)+1 (+1.50)Adventurer Signature: Wild Shape I
7th+5 (+5.25)5 (5.25)+5 (+5.25)+3 (+3.50)+1 (+1.75)Animal Communion or Life Balance
8th+6 (+6.00)6 (6.00)+6 (+6.00)+4 (+4.00)+2 (+2.00)Resist Nature's Lure or Venom Immunity
9th+6 (+6.75)6 (6.75)+6 (+6.75)+4 (+4.50)+2 (+2.25)Low Light Vision or Trackless Step
10th+7 (+7.50)7 (7.50)+7 (+7.50)+5 (+5.00)+2 (+2.50)Adventurer Tier Choice
11th+8 (+8.25)8 (8.25)+8 (+8.25)+5 (+5.50)+2 (+2.75)Hero Signature: Wild Shape II
12th+9 (+9.00)9 (9.00)+9 (+9.00)+6 (+6.00)+3 (+3.00)Plant Communion or Thousand Faces
13th+9 (+9.75)9 (9.75)+9 (+9.75)+6 (+6.50)+3 (+3.25)Storm Lord or Nature's Whispers
14th+10 (+10.50)10 (10.50)+10 (+10.50)+7 (+7.00)+3 (+3.50)Scent or Mist Sight
15th+11 (+11.25)11 (11.25)+11 (+11.25)+7 (+7.50)+3 (+3.75)Hero Tier Choice
16th+12 (+12.00)12 (12.00)+12 (+12.00)+8 (+8.00)+4 (+4.00)Legend Signature: Wild Shape III
17th+12 (+12.75)12 (12.75)+12 (+12.75)+8 (+8.50)+4 (+4.25)Elemental Friendship or Fey Friendship
18th+13 (+13.50)13 (13.50)+13 (+13.50)+9 (+9.00)+4 (+4.50)Spirit of Nature or Natural Fighter
19th+14 (+14.25)14 (14.25)+4 (+14.25)+9 (+9.50)+4 (+4.75)Natural Knowledge or Water Sight
20th+15 (+15.00)15 (15.00)+15 (+15.00)+10 (+10.00)+5 (+5.00)Legend Tier Choice


Skill Proficiencies

The druid's proficient skills (and the ability scores used to boost each skill) are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Chr), Heal (Wis), Knowledge (Nature, Religion) (Int), Language (Druidic, Sylvan) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str). Note: All druids gain a free skill rank in Druidic.

Skill Ranks per Level: 4 + Int modifier. Add a one-time grant of one extra free rank placed into Language (Druidic).

Weapon and Armor Proficiencies

You are proficient with simple weapons from two weapon groups chosen from: Light Blades, Close, Hammers, Spears, and Thrown (see the rules for weapon groups in Weapons and Armor). You are also proficient with martial weapons from one of these two groups, your choice. You are not proficient with exotic weapons. You are proficient with light armor, medium armor, bucklers, light shields, and heavy shields. However, you cannot use metal armor or weapons (see the rules for bone, stone, and wooden items).

Spells and Spell Casting

At second level your caster level is one, and you can cast natural spells, which are drawn from the natural spell list presented in Spell Lists. As with all characters, you follow the general magic rules for spell slots per day, based on your caster level, which advances by three-quarters of a caster level every time you gain a druid level. As a naturalist, wisdom is your spell casting ability score.

KNOWN SPELLS LIST: Each time you gain a caster level, you learn two new spells. Because you are a naturalist, you may choose to pick spells from the natural spell list. The level of the spell cannot exceed your new druid level.

SAVING THROWS: A saving throw against one of your spells has a difficulty class (DC) of 9 + 1/2 spell slot used + your Casting Ability Score modifier. Certain feats and class abilities can modify your save DCs. Example: an Wis 18 druid casting a 1st level spell with a 4th level slot has a DC for that spell of 9 +4 +2 = 15. The +2 comes from the 4th level slot used; the level of the spell itself is not relevant.

Class Abilities

TYRO TIER

Level 1 Druid Tyro Tier Signature Ability: Wild Companion You gain a wild companion, an animal and friend, at no cost. It remains a creature with the animal type, even though over time it gains powers beyond those of other animals. Only a normal, unmodified animal may become a wild companion. You cannot have a wild companion if you already have a companion of any other sort. Your choices for your wild companion's form, as well as special abilities gained at certain levels, are detailed below.

Level 2 Druid Tyro Tier Interaction Ability (pick one):

Level 3 Druid Tyro Tier Combat Ability (pick one):

Level 4 Druid Tyro Tier Exploration Ability (pick one):

Level 5 Druid Tyro Tier Choice: Select a Druid Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a magic feat for which you qualify.

ADVENTURER TIER

Level 6 Druid Adventurer Tier Signature Ability: Wild Shape I You gain the ability to turn into any Small or Medium animal or plant creature and back again. Your options for new forms include all creatures with the animal and plant types. This ability functions like the Beast Shape I and Plant Shape I spells, except as noted here. The effect lasts for one hour per character level, or until you change back. Changing form (to animal or back) is a full-round action that cures 2d6 damage if you are wounded; it also provokes an attack of opportunity. The form chosen must be that of an animal or plant with which you are familiar, that is, one you have encountered during your adventuring career, in person (encountering summoned creatures counts). You may want to compile a list of plants and animals you have encountered as part of your character sheet. You lose your ability to speak and to use somatic and verbal components while in wild shape. You can use this ability a number of times per day equal to your even (column B) Wisdom modifier.

Level 7 Druid Adventurer Tier Interaction Ability (pick one):

Level 8 Druid Adventurer Tier Combat Ability (pick one):

Level 9 Druid Adventurer Tier Exploration Ability (pick one):

Level 10 Druid Adventurer Tier Choice: Select a Druid Adventurer or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a magic feat for which you qualify.

HERO TIER

Level 11 Druid Hero Tier Signature Ability: Wild Shape II Your Wild Shape ability improves. You can turn into any Tiny to Large animal or plant creature with which you are familiar. This ability now functions like the Beast Shape II and Plant Shape II spells. You can use this ability an additional time per day, specifically, your even (column B) Wisdom modifier +1. Changing form (to animal or back) is a standard action that cures 4d6 damage if you are wounded; it no longer provokes an attack of opportunity. Prerequisite: Wild Shape I.

Level 12 Druid Hero Tier Interaction Ability (pick one):

Level 13 Druid Hero Tier Combat Ability (pick one):

Level 14 Druid Hero Tier Exploration Ability (pick one):

Level 15 Druid Hero Tier Choice: Select a Druid Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a magic feat for which you qualify.

LEGEND TIER

Level 16 Druid Legend Tier Signature Ability: Wild Shape III Your Wild Shape ability reaches its apex. You can turn into any Diminuitive to Huge animal or plant creature with which you are familiar. This ability now functions like the Beast Shape III and Plant Shape III spells. You can use this ability an additional time per day, specifically, your even (column B) Wisdom modifier +2. Changing form (to animal or back) is a move action that cures 6d6 damage if you are wounded; it does not provoke an attack of opportunity. Prerequisite: Wild Shape II.

Level 17 Druid Legend Tier Interaction Ability (pick one):

Level 18 Druid Legend Tier Combat Ability (pick one):

Level 19 Druid Legend Tier Exploration Ability (pick one):

Level 20 Druid Legend Tier Choice: Select a Druid Legend, Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a magic feat for which you qualify.

Wild Companions

A wild companion's abilities are determined by your character level, its hit dice, and the general rules for companions. Your companion is a creature of the animal type for all purposes. Each wild companion has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks are made using the creature's full base attack bonus unless an attack is noted as a secondary attack. Animal attacks add the animal's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. Some have special abilities, such as scent. See Special Abilities and Universal Monster Rules for more information on these abilities. As you gain levels, your companion improves as well.

You may want to make a character sheet for your companion. Use the basic statistics for a creature of the wild companion's species listed below. Your companion gains a hit die each time you level, per the the general rules for companions.

For so long as your companion has an Intelligence less than three, you need to control it with the Handle Animals skill. Your companion gains bonus tricks for free equal in number to your even (column B) Wisdom modifier. If the companion's Int rises to 3 or higher, it no longer needs tricks, and can simply act as can any NPC.

Choose from the following options for your companion:

In addition to the capabilities above, when your wild companion gains an even hit die, select one of the Class Special abilities listed below or one in the Companion rules. If the name of these abilities include a roman numeral, it indicates that the prior ones in the series are required before an advanced one can be taken.