Bab: x3/4
Good Saves: Fort, Will
Class Features by Level
1: Spontaneous Casting, Nature Sense, Wild Empathy
2: Woodland Stride
3: Trackless Step
4: Resist Nature’s Lure
5: Wild Shape (1/day, 1 Form)
6:
7: Wild Shape (2/day)
8:
9: Wild Shape (3/day, 2 Forms, Large)
10: Venom Immunity
11: Wild Shape (4/day)
12:
13: Wild Shape (5/day, 3 Forms, Tiny, Plant)
14: A Thousand Faces
15: Timeless Body, Wild Shape (6/day)
16: Elemental Shape (1/day)
17: Wild Shape (7/day, 4 Forms, Huge)
18: Elemental Shape (2/Day)
19: Wild Shape (8/day)
20: Elemental Shape (3/Day, Huge)
21: Wild Shape (9/day, 5 Forms)
22:
23: Wild Shape (At Will)
24:
25: Wild Shape (6 Forms)
26:
27:
28:
29: Wild Shape (7 Forms)
30:
HP/Level: 8 + Constitution Modifier
Class Skills: Athletics, Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nature), Perception, Profession, Ride, Spellcraft, Survival
Skill Points: 4 + Intelligence Modifier
Starting Feats
Armor Proficiency: Light
Armor Proficiency: Medium
Shield Proficiency
Druids suffer no non proficiency penalty when using the club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, orspear. They also suffer no non proficiency with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
A druid is not permitted to wear metal armor. A druid who does so is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spellcasting: Full, Wisdom
Class Features
Spontaneous Casting: Druids automatically prepare all Summon Nature’s Ally spells they are of high enough level to cast. These do not count against their allotment of prepared spells.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape (Su): At 5th level, a druid chooses the form of an animal and gains the ability to turn herself into it and back again once per day. The animal must be of Small or Medium size and its hit dice may not exceed the Druid’s class level. It must be an animal the druid is familiar with.
This ability functions like the alternate form special ability, except as noted here. The effect lasts for the remainder of the day, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
Each time the druid gains a class level, she may exchange a Wild Shape form for a new one of her choice. A druid can use this ability one more time per day every two levels beyond 5th and at will upon reaching 23rd. She may choose an additional form to Wild Shape into every four levels beyond 5th. She gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.
At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)
At 16th level, a druid chooses one of the four main elements (air, earth, fire, or water). She becomes able to use wild shape to change into a Small, Medium, or Large elemental of that type once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.
Each time the druid gains a class level, she may change her element choice. At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.
Venom Immunity (Ex): At 10th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 14th level, a druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when her time is up.
Class Specific Feats
Animal Companion
Prerequisite: Druid Level 1
Benefit: You gain an animal companion as per the Druid class feature.
Extra Wild Shape Form Prerequisites: Druid Level 5
Benefit: You may select one additional form to wild shape into.
Special: You may select this feat multiple times, choosing a new form for each.
Natural Spell
Prerequisites: Druid Level 5
Benefit: You may cast spells while Wild Shaping.