Level BAB Fort Ref Will Special 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Bonus Languages, Minor Wild Shape, Orisons, Wild Empathy 3 - - - - - - - -
2 +1 +3 +0 +3 Bonus Feat 4 - - - - - - - -
3 +2 +3 +1 +3 Woodland Stride 5 - - - - - - - -
4 +3 +4 +1 +4 Disease Immunity 6 3 - - - - - - -
5 +3 +4 +1 +4 Wild Shape 6 4 - - - - - - -
6 +4 +5 +2 +5 Bonus Feat 6 5 3 - - - - - -
7 +5 +5 +2 +5 Trackless Step 6 6 4 - - - - - -
8 +6/+2 +6 +2 +6 Venom Immunity 6 6 5 3 - - - - -
9 +6/+1 +6 +3 +6 Wild Shape (Large) 6 6 6 4 - - - - -
10 +7/+2 +7 +3 +7 Bonus Feat 6 6 6 5 3 - - - -
11 +8/+3 +7 +3 +7 Woodland Sprint 6 6 6 6 4 - - - -
12 +9/+4 +8 +4 +8 Resist Nature's Lure 6 6 6 6 5 3 - - -
13 +9/+4 +8 +4 +8 Wild Shape (Plant) 6 6 6 6 6 4 - - -
14 +10/+5 +9 +4 +9 Bonus Feat 6 6 6 6 6 5 3 - -
15 +11/+6/+1 +9 +5 +9 A Thousand Faces 6 6 6 6 6 6 4 - -
16 +12/+7/+2 +10 +5 +10 Timeless Body 6 6 6 6 6 6 5 3 -
17 +12/+7/+2 +10 +5 +10 Wild Shape (Huge) 6 6 6 6 6 6 6 4 -
18 +13/+8/+3 +11 +6 +11 Bonus Feat 6 6 6 6 6 6 6 5 3
19 +14/+9/+4 +11 +6 +11 Free Movement 6 6 6 6 6 6 6 6 4
20 +15/+10/+5 +12 +6 +12 Shapeshifter, Wild Shape (Elemental) 6 6 6 6 6 6 6 6 5

Abilities: Wisdom is the most important ability for a druid, since it defines the level and number of spells he can cast. A high Charisma score increases the saving throw DCs of a druid’s spells and helps the druid better handle animals. A high Constitution score is important as well, since it contributes to his Wild Shape duration.

Hit Points per level: 4
Skill Points per Level: 2 + intelligence modifier
Class Skills: Athletics, Concentration, Craft, Healing, Perception, Religion, Survival

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, 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 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. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.

Bonus Languages: A druid automatically speaks Sylvan, the language of woodland creatures such as fey. A druid also knows Druidic, a secret language known only to druids, which he learns upon becoming a 1st-level druid. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet. These bonus languages are in addition to those he receives for a high Intelligence score.

Minor Wild Shape (Su): At 1st level, the druid can take the form of a tiny or smaller animal with no more than 1 hit die. This ability works like Wild Shape, but can be used at will. There is usually some notable physical characteristic that is common among all a druid’s forms, making her recognizable to those who know her, though she still gains the Deception bonus to disguise herself.

Orisons: A druid may cast any number of orisons (level 0 spells) he knows at will. A druid knows 2 orisons chosen from the druid spell list at first level, and gains an additional orison known each time he gains a new level of spells (4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th level). A druid must have a Wisdom score of 10 or higher to cast orisons, and the saving throw difficulty is 10 + the druid’s Wisdom modifier. Orisons cast with metamagic feats use up higher spell slots as normal.

Spells: A druid casts divine spells which are drawn from the druid spell list. He can cast any spell he knows without preparing it ahead of time. A druid gains one spell known at each level, up to the highest level spells for which he has a listed number of spells per day. To cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Wisdom score.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Persuasion check made to improve the attitude of a person. The druid rolls 1d20 and adds his class level and 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. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Bonus Feats: At 2nd level, and every 4 levels thereafter, the druid gains a bonus feat chosen from the following list. For the purpose of these bonus feats, abilities the druid has in any wild shape form meet these requirements. For example, a druid that can wild shape into a bird counts has having a fly speed. However, the feats then only apply while in a wild shape form that meets these prerequisites.

Augment Summoning, Companion Spellbond, Flyby Attack, Hover, Improved Flyby Attack, Improved Multiattack, Improved Natural Armor, Improved Natural Attack, Link, Minor Shapeshift, Multiattack, Natural Bond, Natural Spell, Share Spells, Track, Wild Cohort, Wingover, or any [Wild] feat.

Woodland Stride (Ex): Starting at 3rd level, a druid may move through any sort of undergrowth (such as 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.

Disease Immunity (Ex): At 4th level and above, the druid is immune to all natural diseases.

Wild Shape (Su): At 5th level, a druid gains the ability to turn himself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal with which the druid is familiar. The form may not have any templates.

This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until he 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. The new form’s Hit Dice can’t exceed the character’s druid level.

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 his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he 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.)

The druid gains an additional daily use of wild shape at 9th level and every 4 levels thereafter. He also gains the ability to take on larger and more varied forms. At 9th level, the druid can wild shape into large forms. At 13th level, the druid becomes able to change into plant creatures as well as animals. At 17th level, the druid can change into huge forms. At 20th level, the druid reaches the pinnacle of her wild shape ability, and is able to transform into elemental creatures as well as plants and animals. When taking the form of an elemental, the druid gains all of the creature’s feats and extraordinary, spell-like, and supernatural abilities.

Trackless Step (Ex): At 7th level, the druid is adept at covering her trail. She leaves no tracks by which she can be located, as per the spell pass without trace. She can suppress this ability if she chooses.

Venom Immunity (Ex): At 8th level, the druid is immune to all poisons.

Woodland Sprint (Ex): At 11th level, a druid gains a +10 bonus to her base speed.

Resist Nature’s Lure (Ex): At 12th level, the druid gains spell resistance against the spell-like abilities of fey. This SR is equal to 10 + the druid’s level.

A Thousand Faces (Su): At 15th level, the druid gains the ability to use disguise self as the spell at will.

Timeless Body (Ex): At 16th level, the druid no longer suffers the negative effects of aging. She no longer takes penalties to her physical ability scores for aging (though bonuses to mental abilities still accrue), and she is immune to any effect that causes her to age unnaturally. Any aging penalties the druid had already accumulated still apply and the druid still dies when her time is up.

Free Movement (Ex): At 19th level, the druid can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A druid loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Shapeshifter: At 20th level, the druid gains the shapechanger subtype. She is immune to critical hits. Transmutation effects can still affect her, but she can resume her own form as a free action on her next turn.

New Feats


Prerequisites: Wild Cohort feat
Benefit: You can handle your wild cohort as a free action, or push it as a move action, even if you don’t have any ranks in the Survival skill. You gain a +4 circumstance bonus on all wild empathy checks (if applicable) and Survival checks to handle your wild cohort.
Special: This feat can be taken either by the character with the Wild Cohort feat or the wild cohort itself.

Share Spells

Prerequisites: Wild Cohort feat
Benefit: At your option, you may have any spell (but not any spell-like ability) casts upon yourself also affect your wild cohort. The wild cohort must be within 5 feet of you at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the wild cohort if it moves farther than 5 feet away and will not affect the animal again, even if it returns to within 5 feet before the duration expires.
Additionally, you may cast a spell with a target of "You" on your wild cohort (as a touch range spell) instead of on yourself. Your wild cohort can share spells even if the spells normally do not affect creatures of its type (animal).
Special: This feat can be taken either by the character with the Wild Cohort feat or the wild cohort itself.

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