Druids have a mystical connection with nature. As they protect and nurture the natural process, nature rewards the druid with abilities, powers and spells. Druids have a wide range of abilities to aid them in this endeavor. Druids know that civilization is not a bad thing, but they will attempt to help civilized lands to coexist with, instead of overwhelming, nature. Druids find themselves at home in all regions and in all climates. They feel uncomfortable in large cities, but not unreasonably so.
Characteristics: Druids are influenced by the area they come from when choosing feats. They are aware that nature can be a brutal, uncaring place to live, and protect themselves accordingly. Their skills allow a druid to serve as wilderness guides or as advisors for dealing with nature.
Role: The strengths of the druid class are in his spells and in his class abilities. With such a wide variety of spells available to them, druids can fill many different spellcasting roles within an adventuring group.

Game Rule Information
Druids have the following game statistics.
Abilities: As nature casters, Wisdom and Charisma are important to druids. Strength is important to some druids, as their protection of nature often brings them into armed conflict.
Hit Die: d6+2
Starting Gold: 5d4x10

lvl    BAB    F       R       W    Class Abilities
1       +0    +1     +0      +2    Nature Sense, Wild Empathy, Animal Companion, +1 nature spellcasting level
2       +1    +1     +0      +3    Woodland Stride, +1 nature spellcasting level
3       +2    +2     +1      +3    Trackless Step, +1 nature spellcasting level
4       +3    +2     +1      +4    Resist Nature’s Lure, +1 nature spellcasting level
5       +3    +2     +1      +4    Shapeshift (predatory form), +1 nature spellcasting level
6       +4    +3     +2      +5    Shapeshift (aerial form), +1 nature spellcasting level
7       +5     +3    +2      +5    +1 nature spellcasting level
8       +6     +4    +2      +6    Shapeshift (ferocious slayer form)+1 nature spellcasting level
9       +6     +4    +3      +6    Venom Immunity, +1 nature spellcasting level
10     +7     +5    +3      +7    +1 nature spellcasting level
11     +8     +5    +3      +7    +1 nature spellcasting level
12     +9     +6    +4      +8    Shapeshift (forest avenger form), +1 nature spellcasting level
13     +9     +6    +4      +8    A Thousand Faces, +1 nature spellcasting level
14    +10    +6    +4      +9    +1 nature spellcasting level
15    +11    +7    +5      +9    Timeless Body, +1 nature spellcasting level
16    +12    +7    +5    +10    Shapeshift (elemental fury form), +1 nature spellcasting level
17    +12    +7    +5    +10    +1 nature spellcasting level
18    +13    +8    +6    +11    +1 nature spellcasting level
19    +14    +8    +6    +11    +1 nature spellcasting level
20    +15    +9    +6    +12    +1 nature spellcasting level
Class Skills: The druid’s class skills (and the key ability for each skill) are concentration (con), craft (int), diplomacy (cha), handle animal (cha), heal (wis), knowledge (geography and cultures, nature)(int), listen (wis), ride (dex), spellcraft (int), spot (wis), survival (wis), and swim (str). See the Player’s Handbook Chapter 4: Skills for skill descriptions.
Skill Points per Level: 4 + Int modifier

Class Features
All the following are class features of the druid
Weapon and Armor Proficiency: Druids have proficiency with Druid Weapons Group. In addition, they are restricted to using only those weapons described in their entry in the Player’s Handbook. Druid’s armor proficiencies, as well as restrictions, are found in the Player’s Handbook.

Spells: A druid casts nature spells, which are drawn primarily from the druid spell list.

Spontaneous Summon Nature’s Ally:
Druids do not gain the ability to spontaneously cast Summon Nature’s Ally spells as described in the Player’s Handbook.

Nature Companion (Ex): A druid may begin play with a companion selected from the following list: lunar mote (also called moon faerie), wind whisper (also called a shimmer wing), bogun (also called a jermlain), flickering spark (also called fire sprite), or a water sprite (also called a nymph). This is a loyal companion that accompanies the druid on her adventures, and is a manifestation of the druid’s connection to nature.

A 1st-level druid’s companion is completely typical for its kind as noted below. As a druid advances in level, the companion’s power increases, and it begins to grant the druid special abilities based on which companion is chosen. If the companion perishes, the druid must only spend 30 minutes in contemplation and meditation, and is rewarded with a new companion.

A druid of 4th level or higher is granted special abilities from her nature companion, and the nature companion increases in power as well.

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.

Shapeshift (Su): At 5th level, a druid gains the ability to change into another form, boosting her Strength and making her a better combatant. The druid retains all her ability scores, but is granted an enhancement bonus to Strength. All her gear melds into her new form and becomes non-functional, unless it has the ‘wild’ item enhancement or a ‘wildling’ clasp attached to it. She retains her own type, but gains the Shapechanger subtype while in shapeshifted form. There are 5 different forms a druid gains as she levels up. Shapeshifting is a swift action, and can be done as often as the druid wishes.

She may choose what the form looks like each time she shapeshifts (color, pattern, slight size or shape variations), and may even change from one type of form to another, as long as both forms are found in her homeland. For example, for predatory form, if both bears and leopards are found in her homeland, she may choose either when she shapeshifts.

Shapeshift counts as Wild Shape for any feat, class, equipment, or any other item that has wild shape as a requirement or prerequisite.

Predatory Form:
The druid changes into a bear, wolf, big cat, or other predatory form common to her homeland. While in predatory form, she gains a primary bite attack that deals 1d6 damage, a +4 enhancement bonus to Strength, a +4 enhancement bonus to Natural Armor, her movement becomes 50 ft., and she gains Dodge as a bonus feat.

Aerial Form: The druid changes into a flying creature native to her homeland. While in aerial form, she gains a primary talon attack for 1d6 damage, her size decreases by one category (possibly changing her space/reach), a +2 enhancement bonus to Strength, a +2 enhancement bonus to Natural Armor, her movement becomes 40 ft. fly (good), and she gains Spring Attack as a bonus feat.

Note: A druid from a more aquatic environment may choose to replace the aerial form with an aquatic form. She may not have both. Once 6th level is reached, the choice is made and cannot be changed at a later time. While in aquatic form, she gains a primary bite attack for 1d6 damage, a +2 enhancement bonus to Strength, a +2 enhancement bonus to Natural Armor, a +8 bonus to swim checks, she may take 10 on swim checks even when threatened or distracted, and she may take a run action when swimming in a straight line, and she gains Spring Attack as a bonus feat. Also while in aquatic form, if she is affected by any magic that allows her to breathe water, the duration is doubled.

Ferocious Slayer Form: The druid changes into a stronger version of her predatory form. While in ferocious slayer form, she gains a primary bite attack for 1d8, two secondary claw attacks for 1d6, her size increases one category (granting her reach appropriate for a long animal of that size), a +8 enhancement bonus to Strength, a +8 enhancement bonus to Natural Armor, a +4 enhancement bonus to Fortitude saves, her movement becomes 40 ft., she gains damage reduction 5/slashing, and she gains Weapon Focus (Bite) and Weapon Focus (Claws) as a bonus feat.

Forest Avenger Form: The druid changes into a plant-like creature, similar to a treant. While in forest avenger form, she gains two primary slam attacks for 1d8 damage, her size increases one category (granting her reach appropriate for a tall creature of that size), a +12 enhancement bonus to Strength, a +4 enhancement bonus to Fortitude and Will saves, a +12 enhancement bonus to Natural Armor, her movement becomes 20 ft., and she gains Juggernaut as a bonus feat.

Elemental Fury Form: The druid changes into an elemental form, either air, earth, fire or water. While in elemental fury form, she gains two primary slam attacks for 2d6 damage, her size increases 2 categories (granting her reach appropriate for a tall creature of that size), a +16 enhancement bonus to Strength, a +4 enhancement bonus to all saving throws, a +16 enhancement bonus to Natural Armor, immunity to critical hits and sneak attacks*, immunity to the type of elemental fury form she chose (air - electricity, earth - acid, fire - fire, water - cold), and she gains Cleave as a bonus feat.
*includes sneak attack, sudden strike, swashbuckler’s guile, and skirmish.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

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.


THE DRUID’S NATURE COMPANION
A druid’s nature companion changes as the druid gains levels, as described below.
 Class Level    Bonus HD    Natural Armor Adj.    Dex Adj.    Special    
1st - 3rd     +0    +0    +0    Alertness, Share Spells, Extension of Will, Share Saving Throws    
4th - 8th     +3    +3    +1    Evasion, Gift of Nature    
9th - 13th     +6    +6    +2    Gift of Nature    
14th - 17th     +9    +9    +3    Improved Evasion, Gift of Nature    
18th - 20th     +12    +12    +4    Mind Link    

Nature Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.
Class Level: The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to a nature companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.
Natural Armor Adj.: The number noted here is an improvement to the nature companion’s existing natural armor bonus.
Dex Adj.: Add this value to the nature companion’s Dexterity score.
Alertness: Both the druid and the nature companion gain a +2 to all Spot and Listen checks.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her nature companion. The nature companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the nature companion if the companion moves farther than 50 feet away and will not affect the companion again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her nature companion (as a touch range spell) instead of on herself. A druid and her nature companion can share spells even if the spells normally do not affect creatures of the companion’s type (elemental) or subtype (see text).
Extension of Will: Because the nature companion is a manifestation of the druid’s will, it is unaffected by any mind-affecting, charm, compulsion, or fear affects directed at it. The nature acts as the druid does if the druid is affected by spells of that type.
Share Saving Throws: A nature companion uses the druid’s saving throws as its own, including all bonuses or penalties the druid might have.
Evasion (Ex): If a nature companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Gift of Nature: Each individual type of nature companion also gains special qualities as the druid gains levels. The special qualities are described in each individual nature companion entry.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a nature companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Mind Link (Ex): The druid’s mind is linked to their nature companion in such a way that the druid now gains a +4 circumstance bonus against all Enchantment spells and effects.

Bogun
Tiny Elemental [Earth]
Init +2; Senses Listen +4, Spot +6
Languages None

AC 14 (+2 size, +2 dex), touch 14, flat-footed 12
hp 5 (1 HD)
Fort same as druid, Ref same as druid, Will same as druid
Immunities Acid immunity; standard elemental immunities

Speed 30 ft. (6 squares); see text
Melee slam +2 (1d4-2/20/x2)
Ranged see text
Base Atk +0; Grp -11
Atk Options +1 to hit creatures standing on the ground

Abilities Str 6, Dex 14, Con 12, Int 2, Wis 12, Cha 6
SQ see text
Feats Weapon Finesse
Skills Listen +4, Spot +6; +8 racial bonus to Hide checks*

Also called a jermlain, this nature companion appears to be a tiny construction made of moss, twigs, dirt and leaves. They usually wander around within 120 ft. of the druid, trying to stay hidden.
Gifts of Nature: As a druid gains levels, the bogun gains Gifts of Nature, as described in the druid entry.
Flight (Ex): At 4th level, the bogun gains a fly speed of 60 ft. with perfect maneuverability, as leaf-like wings appear on its back.
Nettles (Ex): At 9th level, the bogun gains a ranged attack. It can shoot nettles at a foe with a range increment of 10 ft., to a maximum of 5 range increments. These nettles deal 1d3 damage, and have threaten on a 20 with x2 critical multiplier.
Poison Nettles (Ex): At 14th level, the bogun’s nettles become poisonous. Creatures struck must make a Fortitude save (DC 10 + ½ HD + Con modifier). This poison deals 1d3 Dexterity damage as its primary and secondary effect.
Skills: A Bogun’s bonus to hide checks increases to +12 when in natural terrain. The bogun automatically picks up materials from its surroundings to better blend in.


Flickering Spark
Tiny Elemental [Fire]
Init +3; Senses Listen +3, Spot +5
Languages See text

AC 16 (+2 size, +4 dex), touch 16, flat-footed 12
hp 4 (1 HD)
Fort same as druid, Ref same as druid, Will same as druid
Immunities Fire immunity; standard elemental immunities

Speed fly 60 ft. (perfect) (12 squares)
Melee slam +4 (1d4-4/20/x2)
Ranged see text
Base Atk +0; Grp -13
Atk Options flare; see text

Abilities Str 2, Dex 18, Con 10, Int 2, Wis 10, Cha 8
SQ see text
Feats Weapon Finesse
Skills Listen +3, Spot +5

Also called a fire sprite, this nature companion appears to be a tiny winged humanoid wreathed by fire. They usually float around lazily within 120 ft. of the druid, shedding light like a torch (20 ft. radius). When they stop beating their wings completely, the glow disappears. The fire they generate is not strong enough to ignite any substances.
Flash (Sp): A flickering spark can dazzle foes with a touch attack. Creatures can resist with a Fortitude save (DC 10 + ½ HD + Cha modifier). Affected creatures are dazzled for 1 round.
Gifts of Nature: As a druid gains levels, the flickering spark gains Gifts of Nature, as described in the druid entry.
Flare (Sp): At 4th level, the flickering spark gains flare usable at will. Creatures can resist with a Fortitude save (DC 10 + ½ HD + Cha modifier).
Burning Touch (Ex): At 9th level, the flickering spark deals an additional 1d4 fire damage when making a slam attack.
Improved Flight (Ex): At 14th level, the flickering spark’s fly speed becomes 90 ft. (18 squares). It retains perfect maneuverability and can now move up to 90 ft. from the druid.


Water Sprite
Tiny Elemental [Water]
Init +3; Senses Listen +3, Spot +5
Languages See text

AC 15 (+2 size, +3 dex), touch 15, flat-footed 12
hp 5 (1 HD)
Fort same as druid, Ref same as druid, Will same as druid
Immunities Cold immunity; standard elemental immunities

Speed 20 ft. (4 squares); swim 40 ft. (8 squares)
Melee slam +4 (1d4-3/20/x2)
Ranged see text
Base Atk +0; Grp -12

Abilities Str 4, Dex 16, Con 12, Int 2, Wis 10, Cha 6
SQ see text; +1 to hit creatures standing on the ground
Feats Weapon Finesse
Skills Listen +3, Spot +5

Also called a nymph, this nature companion appears to be a tiny humanoid made entirely of water. They usually wander around within 80 ft. of the druid, or within 120 ft. while swimming.
Invisibility (Sp): A water sprite gains the effects of invisibility while in the water. This effect is always active, and if dispelled it restarts as a free action.
Gifts of Nature: As a druid gains levels, the water sprite gains Gifts of Nature, as described in the druid entry.
Irritating Touch (Su): At 4th level, the water sprite can irritate a foe with a touch attack. The touched foe must make a Fortitude save (DC 10 + ½ HD + Dex modifier) or suffer a -1 penalty to attack rolls for 1 minute.
Ice Knife: At 9th level, the water sprite gains a ranged attack. It forms a tiny dagger made of ice and hurls it with a range increment of 10 ft., to a maximum of 5 range increments. This ice knife is a ranged touch attack, and deals 1d3 points of cold damage, with a threat range of 20, and a critical multiplier of x2.
Deliver Touch Spell (Su): At 14th level, the water sprite can deliver any touch spell the druid casts, if it is within 50 ft. of the druid at the time of casting.
Skills: Water sprites gain a +8 racial bonus to swim checks, can always take 10 on swim checks even when threatened or distracted, and can run while swimming in a straight line.


Lunar Mote
Diminutive Elemental [Fire, Air, Incorporeal]
Init +3; Senses Listen +3, Spot +5
Languages See text

AC 18 (+4 size, +4 dex), touch 18, flat-footed 14
hp 4 (1 HD)
Fort same as druid, Ref same as druid, Will same as druid
Immunities Fire and Electricity immunity; standard elemental immunities

Speed fly 40 ft. (perfect) (8 squares)
Melee N/A
Ranged N/A
Base Atk N/A; Grp N/A

Abilities Str - , Dex 18, Con 12, Int 2, Wis 10, Cha 10
SQ Incorporeality; see text;
Feats Weapon Finesse
Skills Listen +3, Spot +5; -8 circumstance penalty to Hide checks.

Also called a moon faerie, this nature companion appears to be a tiny glowing dot of white light. They usually hover behind or above the druid, but can move as far away as 80 ft.
Incorporeal: Incorporeal creatures can be harmed only by other incorporeal creatures, by magic weapons, or by spells, spell-like effects, or supernatural effects. They are immune to all non-magical attack forms. They are not burned by normal fires, affected by natural cold, or harmed by mundane acids.
Even when struck by magic or magic weapons, an incorporeal creature has a 50% chance to ignore any damage from a corporeal source-except for a force effect or damage dealt by a ghost touch weapon.
Incorporeal creatures are immune to critical hits, extra damage from being favored enemies, and from sneak attacks. They move in any direction (including up or down) at will. They do not need to walk on the ground. They can pass through solid objects at will, although they cannot see when their eyes are within solid matter.
Dancing Lights (Sp): A lunar mote gains the emits the effects of dancing lights at all times. This effect is always active, and if dispelled it restarts as a free action.
Gifts of Nature: As a druid gains levels, the lunar mote gains Gifts of Nature, as described in the druid entry.
Fascinate (Sp): At 4th level, the lunar mote can fascinate a creature as a gaze attack. The subject must make a Will save (DC 10 + ½ HD + Cha modifier). If the save succeeds, that creature is immune to that lunar mote’s fascinate ability for 24 hours. If the save fails, the creature stands quietly and watches the lunar mote, taking no other actions, for up to 1 round/HD. While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot. Any potential threat breaks the fascination.
Calm Emotions (Sp): At 9th level, the lunar mote gain the ability to affect the emotions of creatures within 30 ft. Any creature that fails a Will save (DC 10 + ½ HD + Cha modifier) is affected by a calm emotions effect.
Blindness (Sp): At 14th level, the lunar mote can cause blindness in any single creature. The lunar mote must make a touch attack, and while the creature is affected the lunar mote disappears (it is essentially in the creature’s eyes, causing light-blindness). The creature may make a Fortitude save (DC 10 + ½ HD + Cha modifier) each round to expel the lunar mote, after which time that creature is immune to the blindness of ability of that lunar mote for 24 hours.
Skills: Because they are always glowing, lunar motes suffer a -8 circumstance penalty to all Hide checks.


Wind Whisper
Tiny Elemental [Air]
Init +3; Senses Listen +3, Spot +5
Languages See text

AC 18 (+4 size, +4 dex), touch 18, flat-footed 14
hp 4 (1 HD)
Fort same as druid, Ref same as druid, Will same as druid
Immunities Electricity immunity; standard elemental immunities

Speed fly 60 ft. (perfect) (12 squares)
Melee slam +3 (1d4-4/20/x2)
Ranged see text
Base Atk +0; Grp -13

Abilities Str 2, Dex 18, Con 12, Int 2, Wis 10, Cha 6
SQ Invisibility at will; see text
Feats Weapon Finesse
Skills Listen +3, Spot +5; +8 racial bonus to Hide checks.

Also called a shimmer wing, this nature companion appears to be a tiny winged humanoid when not using its innate invisibility. They usually flit around the druid, appearing to investigate anything and everything near the druid.
Invisibility (Sp): A wind whisper can become invisible at will, though the druid can always see the wind whisper.
Gifts of Nature: As a druid gains levels, the wind whisper gains Gifts of Nature, as described in the druid entry.
Zap (Sp): At 4th level, the wind whisper gains a ranged touch attack. It can shoot an arc of lightning at a foe within 30 ft. that deals 1d4 points of electricity damage. When it does this, it becomes visible for 3 rounds, appearing as a tiny storm cloud.
Improved Flight (Ex): At 9th level, the wind whisper’s fly speed becomes 100 ft. It retains perfect maneuverability and it can now move as far as 200 ft. from the druid.
Deafen (Ex): At 14th level, the wind whisper can cause deafness in any single creature by emitting a loud ‘pop’ noise next to it’s ear. The subject may make a Fortitude save (DC 10 + ½ HD + Con modifier) to negate the effect. Creature’s that fail their saving throw are deafened for 1d6 rounds.
Skills: Because they are made of air, wind whispers gain a +8 racial bonus to hide checks even when not using their innate invisibility.