Druid

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Druid is a class in Pathfinder: Kingmaker. Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.

Gameplay[edit | edit source]

Role: 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.

Alignment: Any neutral

Skill Ranks Per Level: 3 + 1/2 Int modifier

Base Features[edit | edit source]

Druid Proficiencies[edit | edit source]

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 not metal armors), thus they may only wear 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 steel. Druids are proficient with shields (except tower shields) but may only use wooden ones.

Druid Skills[edit | edit source]

Athletics, Knowledge (Arcana), Knowledge (World), Lore (nature), Perception

Nature Sense[edit | edit source]

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

Nature Bond[edit | edit source]

At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Earth, Fire, or Water. 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.

Animal Companions[edit | edit source]

An animal companion's abilities are determined by the druid's level and its animal racial traits.

Orisons[edit | edit source]

Druids can cast a number of Orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Alignment Restriction[edit | edit source]

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 changes the alignment back.

Spontaneous Summoning[edit | edit source]

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.

Resist Nature's Lure[edit | edit source]

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

Venom Immunity[edit | edit source]

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

Archetypes[edit | edit source]


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