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.
The druid is an archetype of the beastmaster class.
Archetype Main Ability Scores:
The druid mainly focuses on DEX for martial combat and WIS and CHA for their class features.
Archetype Feature Replacements:
1st – Animal Focus, Wild Empathy. 3rd – Beastmaster Tactics, Teamwork Feat. 6th – Teamwork Feat. 7th – Second Animal Focus. 9th – Improved Empathic Link. 12th – Teamwork Feat. 13th – Third Animal Focus. 14th – Greater Empathic Link. 16th – Teamwork Feat, Improved Quarry. 17th – Master of the Pack. 20th – Mastery of Beasts.
A druid’s base attack bonus decreases by one step (from Full BAB to 3/4 BAB). Also decreases druid’s hit dice from d10 to d8.
A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to non-druids. Druidic has its own alphabet.
Weapon and Armor Proficiency
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.
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.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells and Cantrips
A druid casts geomancer spells, which are drawn from the geomancer spell list. A druid begins play with 3 1st level geomancy spells of her choice. The druid also selects a number of additional 1st-level spells equal to her Wisdom modifier to add to her list of spells. Each time a character attains a new beastmaster level, she gains two spells of her choice to add to her list of spells. The two free spells must be of spell levels she can cast. Like most mages, a druid can find or purchase scrolls with spells to add to her repertoire.
To learn or cast a spell, the 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. In addition, a druid gains additional MP for having a high attribute (Wisdom).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain MP. The druid may cast a spell with a target of “You” on her animal companion (as a touch spell) instead of on herself.
In addition, a druid learn a number of cantrips, or 0-level geomancer spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Druids begin with 2 0-level spells and gain an additional 0-level spell every three levels after 1st level.
This ability replaces animal focus, second animal focus, and third animal focus.
Table: 3/4th MP Progression
|Level||Base MP||Spell Level|
Nature Bond (Su)
At 1st level, a druid forms a bond with nature. This bond grants the druid two of the following cleric domains: Air, Earth, Erosion, Fire, Ice, Lightning, Plant, Water, or Weather. When determining the powers granted by these domains, the druid’s effective cleric level is equal to her beastmaster level.
This ability replaces wild empathy.
Armored Mage (Ex)
At 3rd level, normally, armor of any kind interferes with a spell-caster’s gestures, which can cause spells to fail if those spells have a somatic component. A druid’s limited focus and specialized training, however, allows her to avoid spell failure so long as she sticks to light armor and light shields. This training does not extend to medium armor or to heavy shields. This ability does not apply to spells gained from a different spell-casting class. At 10th level, a druid learns to use medium armor and heavy shields with no chance of spell failure.
This ability replaces beastmaster tactics and teamwork feats.
Favored Terrain (Ex)
A druid gains the geomancer’s favored terrain ability. She gains her first favored terrain at 7th level and a new favored terrain every four beastmaster levels thereafter. In addition, at each such interval, the bonuses on initiative checks and skill checks in one favored terrain (including the one just selected, if so desired) increase by 2. Starting at 11th level, a druid adds half her favored terrain bonus on damage rolls while in her favored terrain and fighting a creature native to that terrain.
This ability replaces trackless step.
Speak with Master (Ex)
At 9th level, a druid and her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid.
This ability replaces improved empathic link.
Nature’s Resilience (Su)
At 14th level, whenever a druid is on one of her favored terrains, she gains a bonus equal to her favored terrain bonus on all saves against extraordinary, spell-like and supernatural abilities.
This ability replaces greater empathic link.
Timeless Body (Ex)
After attaining 17th 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.
This ability replaces master of the pack.
At 20th level, a druid’s connection with the earth is so great that she is able to move through it with unparalleled ease. In a favored terrain she has chosen, she is able to teleport a distance equal to her movement speed as a move action.
This ability replaces mastery of beasts.