Druid

druid_class_pathfinder_kingmaker_wiki_guide

Druid is a class in Pathfinder: Kingmaker. Druids can use spells that are related to nature. They also have an animal companion that aids them in battle.

 

"While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders. "

 

 

Druid Information

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Druid Archetypes

Blight Druid

 Bonus: ??

 Penalty: ??

Feyspeaker

 Bonus: ??

 Penalty: ??

Defender of the True World

 Bonus:

 Penalty

 

 

Druid Progression

 

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1         Spontaneous Summoning, Nature Bond, Alignment Restriction, Druid Proficiencies, Nature Sense, Detect Magic
Level 2          
Level 3          
Level 4         Resist Nature's Lure, Wild Shape (Wolf)
Level 5          
Level 6         Wild Shape (Leopard), Wild Shape (Small Elemental)
Level 7          
Level 8         Wild Shape (Bear), Wild Shape (Medium Elemental)
Level 9         Venom Immunity
Level 10         Wild Shape (Smilodon), Wild Shape (Shambling Mound), Wild Shape (Large Elemental)
Level 11          
Level 12         Wild Shape (Huge Elemental)
Level 13          
Level 14          
Level 15          
Level 16          
Level 17          
Level 18          
Level 19          
Level 20          

 

Druid Abilities

 

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Spontaneous Summoning

A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

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Nature Bond

At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a dose tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level.

A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level.

If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

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Alignment Restriction

A druid who changes to a prohibited alignment loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she returns to a permitted alignment.

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Druid Proficiencies

Druids are proficient with the following weapons: dub, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (daw, 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. Druids are proficient with shields (except tower shields) but must use only wooden ones.

 

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Nature Sense

A druid gains a +2 bonus on Lore (Nature) checks.

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Detect Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

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Resist Nature's Lure

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey and plants.

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Venom Immunity

At 9th level, a druid gains immunity to all poisons.

 

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Wild Shape (Leopard)

At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back.

Changing form is a standard action and doesn't provoke an attack of opportunity. A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

At 6th level, a druid can use wild shape to change into a leopard or a small elemental. At 8th level, a druid can use wild shape to change into a bear or a medium elemental. At 10th level, a druid can use wild shape to change into a smilodon, a shambling mound, or a large elemental.

At 12th level, a druid can use wild shape to change into a huge elemental.

For the feyspeaker archetype, all level prerequisites are increased by 2.

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Wild Shape (Small Elemental)

At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back.

Changing form is a standard action and doesn't provoke an attack of opportunity. A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

At 6th level, a druid can use wild shape to change into a leopard or a small elemental. At 8th level, a druid can use wild shape to change into a bear or a medium elemental. At 10th level, a druid can use wild shape to change into a smilodon, a shambling mound, or a large elemental.

At 12th level, a druid can use wild shape to change into a huge elemental.

For the feyspeaker archetype, all level prerequisites are increased by 2.

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Wild Shape (Bear)

At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back.

Changing form is a standard action and doesn't provoke an attack of opportunity. A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

At 6th level, a druid can use wild shape to change into a leopard or a small elemental. At 8th level, a druid can use wild shape to change into a bear or a medium elemental. At 10th level, a druid can use wild shape to change into a smilodon, a shambling mound, or a large elemental.

At 12th level, a druid can use wild shape to change into a huge elemental.

For the feyspeaker archetype, all level prerequisites are increased by 2.

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Wild Shape (Medium Elemental)

At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back.

Changing form is a standard action and doesn't provoke an attack of opportunity. A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

At 6th level, a druid can use wild shape to change into a leopard or a small elemental. At 8th level, a druid can use wild shape to change into a bear or a medium elemental. At 10th level, a druid can use wild shape to change into a smilodon, a shambling mound, or a large elemental.

At 12th level, a druid can use wild shape to change into a huge elemental.

For the feyspeaker archetype, all level prerequisites are increased by 2.

 

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Wild Shape (Huge Elemental)

At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back.

Changing form is a standard action and doesn't provoke an attack of opportunity. A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

At 6th level, a druid can use wild shape to change into a leopard or a small elemental. At 8th level, a druid can use wild shape to change into a bear or a medium elemental. At 10th level, a druid can use wild shape to change into a smilodon, a shambling mound, or a large elemental.

At 12th level, a druid can use wild shape to change into a huge elemental.

For the feyspeaker archetype, all level prerequisites are increased by 2.

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Wild Shape (Smilodon)

At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back.

Changing form is a standard action and doesn't provoke an attack of opportunity. A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

At 6th level, a druid can use wild shape to change into a leopard or a small elemental. At 8th level, a druid can use wild shape to change into a bear or a medium elemental. At 10th level, a druid can use wild shape to change into a smilodon, a shambling mound, or a large elemental.

At 12th level, a druid can use wild shape to change into a huge elemental.

For the feyspeaker archetype, all level prerequisites are increased by 2.

wild_shape_icon_pathinder_kingmaker_wiki_guide_80px
Wild Shape (Shambling Mound)

At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back.

Changing form is a standard action and doesn't provoke an attack of opportunity. A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

At 6th level, a druid can use wild shape to change into a leopard or a small elemental. At 8th level, a druid can use wild shape to change into a bear or a medium elemental. At 10th level, a druid can use wild shape to change into a smilodon, a shambling mound, or a large elemental.

At 12th level, a druid can use wild shape to change into a huge elemental.

For the feyspeaker archetype, all level prerequisites are increased by 2.

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Wild Shape (Large Elemental)

At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back.

Changing form is a standard action and doesn't provoke an attack of opportunity. A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.

At 6th level, a druid can use wild shape to change into a leopard or a small elemental. At 8th level, a druid can use wild shape to change into a bear or a medium elemental. At 10th level, a druid can use wild shape to change into a smilodon, a shambling mound, or a large elemental.

At 12th level, a druid can use wild shape to change into a huge elemental.

For the feyspeaker archetype, all level prerequisites are increased by 2.

 

Classes
Alchemist  ♦  Aldori Defender  ♦  Arcane Bomber  ♦  Arcane Trickster  ♦  Archaeologist  ♦  Armored hulk  ♦  Barbarian  ♦  Bard  ♦  Blight Druid  ♦  Chirurgeon  ♦  Cleric  ♦  Crusader  ♦  Defender of the True World  ♦  Divine Guardian  ♦  Divine Hunter  ♦  Dragon Disciple  ♦  Duelist  ♦  Ecclesitheurge  ♦  Eldritch Archer  ♦  Eldritch Knight  ♦  Eldritch Scion  ♦  Eldritch Scoundrel  ♦  Empyreal Sorcerer  ♦  Feyspeaker  ♦  Fighter  ♦  Flame dancer  ♦  Flame Warden  ♦  Freebooter  ♦  Grenadier  ♦  Herald caller  ♦  Hospitaler  ♦  Inquisitor  ♦  Invulnerable Rager  ♦  Mad dog  ♦  Magus  ♦  Monk  ♦  Monster Tactician  ♦  Mystic Theurge  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Sacred Huntsmaster  ♦  Sage Sorcerer  ♦  Scaled Fist  ♦  Scroll Savant  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Stormwalker  ♦  Sword Saint  ♦  Sylvan Sorcerer  ♦  Tactical Leader  ♦  Thassilonian Specialist  ♦  Thug  ♦  Thundercaller  ♦  Tower Shield Specialist  ♦  Traditional Monk  ♦  Two-Handed Fighter  ♦  Vivisectionist  ♦  Wizard

 




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