A mage with an affinity for holy magic and damage dealing
| Level | Base Attack Bonus | Actions per turn | Reflex Save | Fortitude Save | Will Save | Special |
| 1 | 0 | 2 | 1 | 1 | 1 | Animal Companion, Wild Shape |
| 2 | 0 | 2 | 1 | 2 | 1 | HP Bonus |
| 3 | 0 | 2 | 2 | 3 | 2 | |
| 4 | 1 | 2 | 2 | 3 | 2 | Spells |
| 5 | 1 | 2 | 3 | 4 | 3 | |
| 6 | 1 | 2 | 3 | 5 | 3 | Herbalist |
| 7 | 2 | 2 | 4 | 6 | 4 | |
| 8 | 2 | 2 | 4 | 6 | 4 | Wisdom of the Wilds |
| 9 | 3 | 2 | 5 | 7 | 5 | |
| 10 | 3 | 2 | 5 | 8 | 5 | Prestige Class: Master Changer or Leader of the Pack |
| 11 | 3 | 3 | 6 | 9 | 6 | |
| 12 | 4 | 3 | 6 | 9 | 6 | |
| 13 | 4 | 3 | 7 | 10 | 7 | Bonus Feat |
| 14 | 5 | 3 | 7 | 11 | 7 | |
| 15 | 5 | 3 | 8 | 12 | 8 | |
| 16 | 5 | 3 | 8 | 12 | 8 | |
| 17 | 6 | 3 | 9 | 13 | 9 | |
| 18 | 6 | 3 | 9 | 14 | 9 | |
| 19 | 7 | 3 | 10 | 15 | 10 | Bonus Feat |
| 20 | 7 | 3 | 10 | 15 | 10 |
Skills: 2 + int mod (x4 at first level)
Class Skills: Craft, Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, and Persuasion
Weapon Proficiencies: None
Special
Animal Companion: Druids Begin with an animal companion of their choice. See below for a options:
Light Horse: HP: 1D10 HP Speed: 50 ft. (10 squares) Armor Class: 14, touch 12, flat-footed 12
Attack: Kick +2 melee (1d8+1) Space/Reach: 5 ft./5 ft.
Special Qualities: Pack: This creature can hold any number of items.
Saves: Fort +1, Ref +4, Will +1
Wolf: HP: 1D12 HP Speed: 40 ft. (8 squares) Armor Class: 14, touch 12, flat-footed 12
Attack: Bite +3 melee (1d6+1) Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision
Saves: Fort +5, Ref +5, Will +1
Octopus: HP: 1D8 HP Speed: Swim, 40 ft. (8 squares) Armor Class: 17, touch 16, flat-footed 11
Attack: Wrap +1 melee (1d4+1) Space/Reach: 5 ft./5 ft.
Special Attacks: Ink shot: Fire an ink attack up to 15 feet.
If hit, target gets disadvantage on their next attack.
Special Qualities: Saves: Fort +3, Ref +5, Will +0
Owl: HP: 1D10 HP Speed: Flight, 25 ft. (5 squares) Armor Class: 16, touch 16, flat-footed 10
Attack: Claw +1 melee (1d4+1) Space/Reach: 5 ft./5 ft.
Special Qualities: Flyby: you may move before and after you attack.
Saves: Fort +0, Ref +4, Will +3
Snake: HP: 1D6 HP Speed: 20 ft. (4 squares) Armor Class: 17, touch 17, flat-footed 10
Attack: Bite +1 melee (1d4+1) Space/Reach: 5 ft./5 ft.
Special Attacks: Poison: If you succeed on a bite attack, the target can become poisoned. The must roll a
fortitude save vs your will save. If they fail, they become unable to move for 1d4 rounds.
Saves: Fort +1, Ref +5, Will +1
Animal Companion’s HP is equal to the dice roll for each level you are. This is retroactive (if you get a new wolf at level 5, you would roll 5D12).
You may get a new animal companion after dismissing the old one. Gain a new animal companion by rolling a successful nature check on a wild animal. Animals that are stronger will require a stronger check, and extremely strong animals may flat out refuse.
Wild Shape: Con Mod times per day, gain the ability to turn into animals. Turning into an animal requires a standard action. You may only turn into animals you have touched for 30 seconds. While in animal form , you gain the ability to speak to animals, but lose the ability to speak common. You may not cast spells while in animal form unless they do not require a speaking element. Turning back to normal requires a standard action.
HP Bonus: You and your animal companion gain 20 Max HP.
Spells: Druids gain the ability to cast level 0 and level 1 spells at level 1, and may cast an additional level spell every 2 levels after that. See below for details.
| Player Level | Spell Levels Known |
| 4 | 0, 1 |
| 5 | |
| 6 | 2 |
| 7 | |
| 8 | 3 |
| 9 | |
| 10 | 4 |
| Player Level | Spell Levels Known |
| 11 | |
| 12 | 5 |
| 13 | |
| 14 | 6 |
| 15 | |
| 16 | 7 |
| 17 | |
| 18 | 8 |
Druids may memorize up to wis mod spells to cast from memory, and they may cast the same amount of spells each day. It requires a full rest to change these out with spells you have written down. You may cast other spells, however, you must read off of scrolls or a spells book. You may not cast spells while wearing Medium or heavy armor.
Herbalist: You may find herbs while traveling on land. Herbs may be combined to make more powerful potions. If there are no herbs unique to the region, roll a d4 and see below for default herbs.
- Hazel Leaf: Heals 4 damage
- Golden Root: Gain +3 on your next save
- Fire Herb: Gain +3 on your next athletic or acrobatic check
- 2 Hazel Leaves: Heals 4 damage each
The Herbs can also be added to already brewed potions to give added effects.
Wisdom of the Wilds: Gain damage reduction equal to your Wisdom modifier.
Prestige Class: Master Changer or Leader of the Pack
Choose one:
Master Changer: Wild Shape may be used any number of times each day.
You may use wild shape as a free action once per day.
Gain +5 Nature.
Leader of the Pack: You may have up to wis mod animal companions.
Animal companions gain +wis mod to damage and to attack rolls.
Gain +5 Animal Handling.