Druid Special Abilities


Animal Summoning
Prerequisite: Wis 13+
Effect: You can summon one or more animals to help you. You may select the variety and number of animals to summon (limited by the chart below), but their combined total hit dice may not exceed your own. The animals will perform whatever task you can communicate to them that they are capable of. If you do not give them a task, they will follow you around and defend you. Summoned animals appear by your side and remain for up to 5 rounds + 1 round per druid level. At the end of this time, they disappear. The round in which you summon the animals does not count towards the duration, but the animals can attack immediately. You can use this spell-like ability once per day. This ability stacks; each time you select it, you may use it an additional time per day.
LevelAnimal Type
1Normal only
6Dire Animals
15Legendary Animals

Augment Summoning
Prerequisite: Animal Summoning, Druid level 5+
Effect: Animals you summon with the Animal Summoning ability are stronger. Each summoned animal gains +1 hit die, +1 to each attack roll, and +1 point of damage to each attack. Extra damage is not multiplied on a critical hit. This ability stacks; each time you select it, the bonuses increases by 1.

Barkskin
Prerequisite: Druid level 4+
Effect: Your skin hardens like tree bark and you gain a natural AC bonus. This bonus is equal to your Druid level / 4 (round down). The bonus is also applied as a circumstance bonus to Cha based skills when interacting with other druids and with plants and animals. It is applied as a penalty to Cha based skills when interacting with anyone else, as your appearance is strange. Finally, it is also applied as a penalty to checks requiring fine dexterity or the tactile sense. This is a continuous extraordinary ability that can be suppressed as a free action that requires concentration.

Bear's Endurance
Prerequisite: Wis 13+
Effect: You can temporarily raise your Constitution score by 1d4+1 points. The bonus increases by 1 point for every 5 druid levels. This effect lasts 1 minute + 1 minute per druid level. You can use this supernatural ability once per day. This ability stacks; each time you select it, you may use it an additional time per day.

Bull's Strength
Prerequisite: Int 13+
Effect: You can temporarily raise your Strength score by 1d4+1 points. The bonus increases by 1 point for every 5 druid levels. This effect lasts 1 minute + 1 minute per druid level. You can use this supernatural ability once per day. This ability stacks; each time you select it, you may use it an additional time per day.

Cat's Grace
Prerequisite: Cha 13+
Effect: You can temporarily raise your Dexterity score by 1d4+1 points. The bonus increases by 1 point for every 5 druid levels. This effect lasts 1 minute + 1 minute per druid level. You can use this supernatural ability once per day. This ability stacks; each time you select it, you may use it an additional time per day.

Changeberry
Effect: You can change one or more berries, nuts, seeds, or other similar edible plant products to produce an effect as shown below. You can change one berry per Druid level per day. All the berries from a single application of this ability produce the same effect. Changeberry is a spell-like ability that requires a full round to use. Once used, the berries remain changed for 1 hour + 1 hour per Druid level. After this time, they are still edible, but can no longer be affected by this ability. Anyone, including animals and familiars, can use a changed berry. Multiple berries can be used simultaneously. You can use up to your base attack bonus of thrown or dropped berries (minimum of 1) with a standard action and a single attack roll. Berries that are eaten or smeared on can be used up to 5 at a time with a move equivalent action. This ability stacks; each time you select it, you may change an additional berry per Druid level per day. Berry types:
- Goodberry: eat it to heal 1d8 points of damage and gain sustenance for one day
- Fireseed: throw it at one target to cause 2d6 points of fire damage
- Nutbomb: use it as a grenade-like weapon to cause 1d6 points of acid splash damage in a 5 foot radius
- Nutpaste: smear it on body parts to gain a +1 circumstance bonus to hide and move silently checks while in wilderness areas – lasts 1 minute (using more than one in a single round adds a bonus equal to the number of 'berries' smeared)
- Darkseed: drop it to create a 5 foot radius area of darkness – lasts 1 minute

Elementalist: Air
Effect: You are always buoyed by a cushion of air that renders you immune to knockdown effects and trip attacks, though you can still be pushed back by a bull rush. Falling damage is reduced by 1 point per die. You can speak Auran.

Elementalist: Earth
Effect: You gain the Track feat and get a +1 per three druid levels bonus to checks to find and follow tracks. You can speak Terran.

Elementalist: Fire
Effect: You and your gear are unaffected by normal, nonmagical fire. You can speak Ignan.

Elementalist: Water
Effect: You can breathe water and speak Aquan.

Elemental Affinity: Air
Prerequisite: Elementalist: Air
Effect:
- You gain 1 point of electrical damage resistance per druid level.
- You gain a close ranged touch attack useable once per round as a standard action that causes 1d4 points of electrical damage per two druid levels in the form of a lightning bolt that springs from your hand.
- You can instantly change the speed of winds around your person once per round as a move-equivalent action by up to 5 mph per druid level in an area no larger than a 15ft. + 10ft. per druid level radius. The change is centered on you, but is not moveable, and lasts 1 minute per druid level.
- You can create a barrier of wind about your person as a standard action that deflects arrows, bolts, and similar projectiles and gaseous attacks: they suffer a 20% miss chance, +5% per 2 druid levels. This effect lasts 3 rounds per druid level and is useable once per day.

Elemental Affinity: Earth
Prerequisite: Elementalist: Earth
Effect:
- You gain 1 point of sonic damage resistance per druid level.
- You gain a close ranged touch attack useable once per round as a standard action that causes 1d4 points of bludgeoning damage per two druid levels in the form of a hurled rock.
- You can create an area of total silence around your person no larger than a 10ft. + 5ft. per druid level radius once per round as a move-equivalent action. The silence is centered on you, but is not moveable, and lasts 1 minute per druid level.
- As a standard action, you can cover your body in a thick layer of mud to grant yourself 1 point + 1 point per three druid levels of damage reduction. This effect lasts 3 rounds per druid level and is useable once per day.

Elemental Affinity: Fire
Prerequisite: Elementalist: Fire
Effect:
- You gain 1 point of fire damage resistance per druid level.
- You gain a close ranged touch attack useable once per round as a standard action that causes 1d4 points of fire damage per two druid levels in the form of a tongue of flame.
- You can instantly extinguish all normal, nonmagical fires around your person in a 15ft. + 10ft. per druid level radius as a move-equivalent action.
- As a standard action, you can sheathe your body in pure heat that grants you 5 points of cold resistance plus 1 point per two druid levels, protects you from normal cold, and causes 1d6 points + 1 point per druid level of fire damage to any creature within 5 feet each round. This effect lasts 3 rounds per druid level and is useable once per day.

Elemental Affinity: Water
Prerequisite: Elementalist: Water
Effect:
- You gain 1 point of cold damage resistance per druid level.
- You gain a close ranged touch attack useable once per round as a standard action that causes 1d4 points of cold damage per two druid levels in the form of a hurled ice cube.
- You can instantly change the level of precipitation around your person in a 15ft. + 10ft. per druid level radius by a rate of up to 1 inch per hour as a move-equivalent action. This includes creating precipitation when there is none. The change is centered on you, but is not moveable, and lasts 1 minute per druid level.
- As a standard action, you can encase your body in water to gain 5 points of fire resistance plus 1 point per two druid levels, protect yourself from normal heat, and cause you to regenerate 1 hit point per two druid levels per round. This effect lasts 3 rounds per druid level and is useable once per day.

Elemental Mastery: Air
Prerequisite: Elemental Affinity: Air
Effect:
- As a full round action, you can create one useable object made of pure air no larger than a 1 foot cube per druid level. The object can be anything that you have ranks in an appropriate crafting skill for, or a copy of anything you can see. The object is visible to you and to creatures native to the elemental plane of air only, but is otherwise standard for its type. The object lasts for 1 minute + 1 minute per druid level.
- You can fly at your base speed with a rating of Perfect for a total of 1 hour + 1 hour per four druid levels every day. Engaging this ability requires no action. You suffer no air-based environmental penalties in combat. Time spent flying need not be continuous. If you are in the air when the duration expires, you fall.
- As a standard action, you can summon one small air elemental that remains for 5 rounds plus 1 round per druid level. Every 4 levels, you can summon one additional elemental. Every 5 levels, you can summon elementals that are one step greater (medium, large, huge, etc.). You can summon elementals once per day.
- You can use the Elemental Affinity: Air barrier of wind effect one additional time per day.

Elemental Mastery: Earth
Prerequisite: Elemental Affinity: Earth
Effect:
- As a full round action, you can create one useable object made of pure earth no larger than a 1 foot cube per druid level. The object can be anything that you have ranks in an appropriate crafting skill for, or a copy of anything you can see. The object is completely unbreakable, but is otherwise standard for its type. The object lasts for 1 minute + 1 minute per druid level.
- You can move through earth/stone at your base speed for a total of 1 hour + 1 hour per four druid levels every day. Engaging this ability requires no action. You suffer no earth-based environmental penalties in combat. Time spent moving through earth need not be continuous. If you are within the earth when the duration expires, you are expelled to the closest location with an environment is normally survivable for you. You take falling damage as appropriate for the distance you are expelled.
- As a standard action, you can summon one small earth elemental that remains for 5 rounds plus 1 round per druid level. Every 4 levels, you can summon one additional elemental. Every 5 levels, you can summon elementals that are one step greater (medium, large, huge, etc.). You can summon elementals once per day.
- You can use the Elemental Affinity: Earth mud effect one additional time per day.

Elemental Mastery: Fire
Prerequisite: Elemental Affinity: Fire
Effect:
- As a full round action, you can create one useable object made of pure fire no larger than a 1 foot cube per druid level. The object can be anything that you have ranks in an appropriate crafting skill for, or a copy of anything you can see. The object damages anything it touches (except you and your gear) with 1d4 points of fire damage, but is otherwise standard for its type. The object lasts for 1 minute + 1 minute per druid level.
- You can move at double your base speed for up to 1 hour + 1 hour per four druid levels every day. Engaging this ability requires no action. Time spent at double speed need not be continuous.
- As a standard action, you can summon one small fire elemental that remains for 5 rounds plus 1 round per druid level. Every 4 levels, you can summon one additional elemental. Every 5 levels, you can summon elementals that are one step greater (medium, large, huge, etc.). You can summon elementals once per day.
- You can use the Elemental Affinity: Fire sheath effect one additional time per day

Elemental Mastery: Water
Prerequisite: Elemental Affinity: Water
Effect:
- As a full round action, you can create one useable object made of pure water no larger than a 1 foot cube per druid level. The object can be anything that you have ranks in an appropriate crafting skill for, or a copy of anything you can see. The object is squishy and gets anything it touches wet(except you), but is otherwise standard for its type. The object lasts for 1 minute + 1 minute per druid level.
- You can swim at your base speed for up to 1 hour + 1 hour per four druid levels every day without making any checks. Engaging this ability requires no action. You suffer no water-based environmental penalties in combat. Time spent swimming need not be continuous. If you are in the water when the duration expires, you must begin making normal swim checks and are subject to standard environmental penalties.
- As a standard action, you can summon one small water elemental that remains for 5 rounds plus 1 round per druid level. Every 4 levels, you can summon one additional elemental. Every 5 levels, you can summon elementals that are one step greater (medium, large, huge, etc.). You can summon elementals once per day.
- You can use the Elemental Affinity: Water encasement effect one additional time per day.

Forest Sense
Effect: You can use the surrounding plants and animals to detect creatures and objects up to 1 mile away. By concentrating for a full round, you become aware of the exact location of either a creature or object you specify or a creature or object foreign to the area. A creature is considered foreign if it has been in the area for less than 1 week. An object is considered foreign if it has been in the area for less than 3 days. The ability also functions passively, granting you a +3 bonus to Search and Spot checks. This ability only functions so long as there are plants and animals in the area (DM's discretion).

Magic Fang
Prerequisite: Druid level 3+
Effect: Your natural attacks in any form gain a +1 enhancement bonus. This bonus increases by +1 for every 5 levels (+2 at 8th, +3 at 13th, etc.) to a maximum of +10 at 48th level. This bonus is only effective for natural attacks. This is a continuous supernatural ability.

Photosynthesis
Prerequisite: Plant Defiance, Wild Shape: plant
Effect: You derive power from sunlight. All effects require direct sunlight to function, though being in the shade of trees or similar natural objects (but not mountains or hills) is acceptable.
- This ability allows you to gain all the nutrients you need for one day by spending at least 4 hours in the sun. It takes 8 hours to achieve this on an overcast day. You must still drink water.
- At 4th level, you gain a +1 enhancement bonus to your Con score while in sunlight. Every 4 levels thereafter, the bonus increases by +1. This bonus applies regardless of form.
- At 10th level, you gain the ability to channel sunlight into a ranged touch attack that causes 5d6 points of damage or 5d8 points to undead and other creatures sensitive to sunlight. The damage increases by one die for every additional 2 levels.

Plant Affinity
Effect:
- You can cause plants in a 5x5 area to twist and writhe, entangling creatures in the area. The area increases by one 5x5 square per druid level. Creatures within the area who fail a Ref save DC 10 + 1/2 druid level(round up) to avoid the effect cannot move and suffer a -2 circumstance penalty to any physical action, including attacking and spellcasting with somatic components. This penalty increases by 1 for every three druid levels. A creature can break free with a standard action if his STR score is at least 10 + your druid level. Creatures with lower STR scores may break free with a STR check DC 10 + your druid level as a full round action. A creature who has broken free has one round to move out of the area or become entangled again. Using this ability is a standard action that provokes attacks of opportunity. It lasts 5 rounds + 1 round per level and can be used once per day per level.
- You can cause plants within a 15 foot radius of yourself to either shrink to 1/3 of their normal size or grow to twice their size. The plants only change in size, and their life cycle is not affected (new flowers do not bloom, seeds do not ripen, etc.). This is a full round action that provokes attacks of opportunity.
- You can cause plants within a 100 foot radius of yourself to either have twice or half their normal yield at harvest time, as long as the harvest will be at least one week and no more than 6 months after you use this ability. It takes one minute of concentration to cause this effect.
- Any Plant creatures you encounter have their initial attitude towards you shifted one category friendlier, though they will not become fanatic.
- You can use Wild Empathy to affect plants.

Plant Mastery
Prerequisite: Plant Affinity
Effect:
- Your Plant Affinity Entangle effect now also causes damage from thorns, suckers, and stabbing shoots. Creatures who fail their Ref save to avoid the effect now also take 1d6 points of damage per three Druid levels every round they remain entangled. Creatures who manage to break free can now only move half speed to exit the affected area. They are also subject to one touch attack per 5 foot square of affected area entered (their starting square does not count) at your base attack bonus + your Wis bonus. If this attack succeeds, they take 1d4 points of damage from spiky undergrowth.
- You can change the characteristics of plants of a single type in a 15 foot radius around yourself, adding or subtracting any one of the following: spikes, flowers, seeds, berries, bark, poison. Alternatively, you can change the size (up to 3x normal), shape, and color of existing plant parts in one type of plant. The plants will be forever changed to produce or not produce the characteristic you chose. This is a full round action that provokes attacks of opportunity and can be used once per day per level. You can change the same plants multiple times, but only once per round.
- You can force the life cycle of plants in a 15 foot radius of yourself. This accelerates the plants' normal growth so that new flowers are produced, seeds ripen, size is increased, etc. It takes one full round to cause one-half of a season's worth of growth. You can maintain this ability for as long as you concentrate, up to 10 rounds. This ability is useable once per day per level.
- You can transplant 1 square foot of plants per level from any location you can see to any other location you can see. You can change the orientation of the entire plot, but not rearrange plants within the plot. The plants will neither suffer from transplant shock nor die as a result of transplanting, regardless of how fragile they may be. This is a standard action that provokes attacks of opportunity and can be used once per level per day.
- You cannot be affected by the entanglement affect of another Druid with Plant Affinity or Plant Mastery. You can pass through any such area as if it had only normal plant undergrowth, and you suffer no damage from the entanglement effect.
- Plant creatures will not attack you unless you attack first, regardless of their attitude towards you. Plant creatures can now have their attitude shifted to fanatic towards you.

Poison
Effect: Your natural attacks also inflict poison. This ability affects all your natural attacks and functions while you are in any form. The poison causes 1d3 points of primary damage and 1 point of secondary damage to one ability score, chosen by you when you take this ability. The primary damage increases by 1 point per three druid levels. The secondary damage increases by 1 point per four druid levels. The poison cannot be harvested for external use. This ability does not stack; each time you take it, it applies to a different ability score. The Fort save for the poison is 10 + 1/2 Druid level (round up) + Con modifier.

Regeneration
Effect: You can grant one creature per day the ability to regenerate new wounds. This ability has no effect on wounds acquired before the ability is applied. The creature, which can be you, regenerates 1 hit point per Druid level per round. The regeneration lasts 1 minute + 1 minute per Druid level. This ability stacks; each time you select it, you may use it an additional time per day.

Speak With Animals
Prerequisite: Wis 13+
Effect: You can vocally communicate with normal and dire animals of any type. This ability is continuous and can be suppressed at will with a free action. When speaking to animals, others hear appropriate animal sounds from your mouth instead of normal speech. You can use this ability to speak in animal sounds to another Druid with this ability. This is a supernatural ability.

Speak With Plants
Prerequisite: Wis 15+
Effect: You can vocally communicate with plants and plant creatures of any type. This ability is continuous and can be suppressed at will with a free action. When speaking to plants, others hear the sound of wind through reeds and quiet whistles from your mouth instead of normal speech. You can use this ability to speak in plant sounds to another Druid with this ability. This is a supernatural ability.

Tree Door
Prerequisite: Plant Control, Plant Affinity, Druid level 5+
Effect: You can use trees to travel from place to place. You step into one tree and exit another as a move equivalent action. A tree must be at least as tall as you in order to use this ability. You must be able to see the trunk of the destination tree, and it must be within long range. To exit through a tree you cannot see, you must first spend 100xp with a 1 minute ritual that includes touching that tree. After the ritual is complete, you can exit through that tree from any other tree on the same plane. You may have one tree so designated per druid level at any given time. It is a free action to break the ritual for any one tree, and you regain 25xp from doing so. This is a supernatural ability.




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