
Druid is a class in Pathfinder: Kingmaker.
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. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.
Gameplay[]
Role: 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.
- Alignment: Any neutral
- Hit Die: d8
- Hit Points: 5/level + Constitution modifier
- Skill Ranks per Level: 3 + 1/2 Intelligence modifier
- Class Skills: Athletics, Knowledge (Arcana), Knowledge (World), Lore (Nature), Perception
- Proficiencies: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, natural attacks when wild shaped, non-metal light and medium armors (padded, leather or hide armor). Wooden Shields (but not Tower Shield)
- Spellcasting: Use Wisdom to cast Divine spells up to 9
or 10
levels from druid spell list. Caster type: Prepared Caster
Progression Table[]
Level | BAB | Fort | Ref | Will | Features | Spells per day by spell level | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | +0 | +2 | +0 | +2 | Orisons, Detect Magic, Spellcasting, Nature Bond, Nature Sense, Spontaneous Summoning |
1 | - | - | - | - | - | - | - | - |
2 | +1 | +3 | +0 | +3 | 2 | - | - | - | - | - | - | - | - | |
3 | +2 | +3 | +1 | +3 | 2 | 1 | - | - | - | - | - | - | - | |
4 | +3 | +4 | +1 | +4 | Resist Nature's Lure, Wild Shape 1/day, Wild Shape (Wolf) |
3 | 2 | - | - | - | - | - | - | - |
5 | +3 | +4 | +1 | +4 | 3 | 2 | 1 | - | - | - | - | - | - | |
6 | +4 | +5 | +2 | +5 | Wild Shape 2/day, Wild Shape (Leopard/Small Elemental) |
3 | 3 | 2 | - | - | - | - | - | - |
7 | +5 | +5 | +2 | +5 | 4 | 3 | 2 | 1 | - | - | - | - | - | |
8 | +6/+1 | +6 | +2 | +6 | Wild Shape 3/day, Wild Shape (Bear/Medium Elemental) |
4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +6/+1 | +6 | +3 | +6 | Venom Immunity | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
10 | +7/+2 | +7 | +3 | +7 | Wild Shape 4/day, Wild Shape (Smilodon/Shambling Mound/Large Elemental) |
4 | 4 | 3 | 3 | 2 | - | - | - | - |
11 | +8/+3 | +7 | +3 | +7 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | |
12 | +9/+4 | +8 | +4 | +8 | Wild Shape 5/day, Wild Shape (Huge Elemental) |
4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
13 | +9/+4 | +8 | +4 | +8 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | |
14 | +10/+5 | +9 | +4 | +9 | Wild Shape 6/day | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - |
15 | +11/+6/+1 | +9 | +5 | +9 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | |
16 | +12/+7/+2 | +10 | +5 | +10 | Wild Shape 7/day | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - |
17 | +12/+7/+2 | +10 | +5 | +10 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
18 | +13/+8/+3 | +11 | +6 | +11 | Wild Shape 8/day | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
19 | +14/+9/+4 | +11 | +6 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | |
20 | +15/+10/+5 | +12 | +6 | +12 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Base Features[]
![]() |
Druid Proficiencies |
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling and spear. They are also proficient with all natural attacks (claw, bite and so forth) of any form they assume with wild shape. Druids are proficient with light and medium armor (but not metal armors), thus they may only wear padded, leather or hide armor. Druids are proficient with shields (except tower shields) but may only use wooden ones.
| |
Spellcasting | |
A druid casts divine spells drawn from the druid spell list. A druid must choose and prepare her spells ahead of time. A druid uses her Wisdom score as her spellcasting modifier. A druid knows all spells, of a spell level that she can cast, on her spell list.
| |
![]() |
Nature Sense |
A druid gains a +2 bonus on Lore (Nature) checks.
| |
![]() |
Nature Bond |
At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close 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.
| |
Orisons | |
Druids can cast a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
| |
![]() |
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.
| |
![]() |
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.
| |
![]() |
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.
| |
![]() |
Wild Shape |
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.
| |
![]() |
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.
| |
![]() |
Venom Immunity |
At 9th level, a druid gains immunity to all poisons.
|
Selectable Features[]
Wild Shape Options[]
The wild shape options available to a druid depend on a druid's class level.
- At level 4, the options are the same as those available when using the spell Beast Shape I.
- At level 6, new options are the same as those available when using the spells Beast Shape II or Elemental Body I.
- At level 8, new options are the same as those available when using the spells Beast Shape III or Elemental Body II.
- At level 10, new options are the same as those available when using the spells Beast Shape IV or Elemental Body III.
- At level 12, new options are the same as those available when using the spell Elemental Body IV.
Hints & Tips[]
Level 10 spells
[]
Druid can gain 10th level spell by raising caster level to 28. This can be achieved from:
- Angel's spellbook merge
- Legend's additional classes (prestige): Hellknight Signifer, Loremaster or Mystic Theurge.
Archetypes[]
Archetype | Gains | Loses |
---|---|---|
Blight Druid |
|
|
Defender of the True World |
|
|
Feyspeaker |
|
|
Drovier ![]() |
|
|
Elemental Rampager ![]() |
| |
Primal Druid ![]() |
||
Winter Child![]() |
Gains
- Blight Bond at level 1
- Miasma at level 4
- Blightblooded at level 9
- Plaguebearer at level 13
Loses
- Nature Bond at level 1
- Resist Nature's Lure at level 3
- Venom Immunity at level 9
Gains
- Enemy of the Fey at leve 1
- Fey Stalker at level 3, 8, 13, 18
- Feybane at level 4
- Beguiling Immunity at level 9
Loses
- Spontaneous Summoning at level 1
- Resist Nature's Lure at level 4
- Venom Immunity at level 9
Gains
- Fey Magic
- 1/2 BAB progression
- Fey Speech at level 1
- altered Wild Shape
Loses
- Wisdom as a spellcasting stat
- 3/4 BAB Progression
- Spontaneous Summoning at level 1
- Wild Shape (elemental) except Huge elemental
Gains
- Drovier#Animal Companion at level 1
- Communal Aspect at level 4,6,8,10,12,14,20
Loses
- Nature Bond (Domains) at level 1
- Wild Shape at level 4,6,8,10,12
Gains
Loses
- Nature Bond at level 1
- Resist Nature's Lure at level 4
- Venom Immunnity at level 9
Gains
Loses
Gains
- Call a Feast
- Ice in the Blood
- Arctic Native
- Blizzard Servant
- Blizzard Servant - Winter's Advance
- Snowcaster
- Flurry Form
- Blizzard Servant - Crystallize Affinity
Loses