Wild Avenger Druid

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.

Role

Wild avenger druids tap into the wildness of nature: the raging wildfires, the fury of the storm, and the devastation of earthquakes. They become mighty warriors with access to rage similar to a barbarian’s.

Table: The Wild Avenger Druid

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpeed BonusSpellcasting
1st2nd3rd4th5th6th7th8th9th
1st+0+2+0+21st favored enemy, nature sense, Track1
2nd+1+3+0+3Wild fury 1/day, woodland stride2
3rd+2+3+1+3Trackless step21
4th+3+4+1+4Nature's protection+10 ft.32
5th+3+4+1+42nd favored enemy+10 ft.321
6th+4+5+2+5Wild fury 2/day+10 ft.332
7th+5+5+2+5+10 ft.4321
8th+6/+1+6+2+6Swift tracker+20 ft.4332
9th+6/+1+6+3+6Venom immunity+20 ft.44321
10th+7/+2+7+3+73rd favored enemy+20 ft.44332
11th+8/+3+7+3+7Wild fury 3/day+20 ft.544321
12th+9/+4+8+4+8Greater wild fury+30 ft.544332
13th+9/+4+8+4+8+30 ft.5544321
14th+10/+5+9+4+9+30 ft.5544332
15th+11/+6/+1+9+5+94th favored enemy, timeless body+30 ft.55544321
16th+12/+7/+2+10+5+10Wild fury 4/day+40 ft.55544332
17th+12/+7/+2+10+5+10Tireless fury+40 ft.555544321
18th+13/+8/+3+11+6+11+40 ft.555544332
19th+14/+9/+4+11+6+11+40 ft.555554433
20th+15/+10/+5+12+6+125th favored enemy, wild fury 5/day+50 ft.555554444
Hit Die: d8
Class Skills (4 + Int modifier per level): Acrobatics, Athletics, Heal, Intimidate, Natural Lore, Perception, and Profession

Class Features

Weapon and Armor Proficiency

A Wild Avenger Druid is proficient with Basic weapons plus any two other weapon groups of your choice.

Druids are proficient with light armor but are prohibited from wearing metal armor. Wild avenger druids are not proficient with shields. A druid who wears prohibited armor or carries a shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

If not using weapon groups, a Wild Avenger Druid is proficient with simple and martial weapons.

Table: Wild Avenger Druid Spells Accessed

Level01st2nd3rd4th5th6th7th8th9th
1st43
2nd54
3rd543
4th654
5th6543
6th7654
7th76543
8th87654
9th876543
10th987654
11th9876543
12th10987654
13th109876543
14th1010987654
15th10109876543
16th101010987654
17th1010109876543
18th10101010987654
19th10101010987654
20th101010101098765

Spellcasting

A druid casts divine spells, which are drawn from the druid spell list. A druid must choose and prepare her spells in advance during her daily meditation.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

A druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table. In addition, she receives bonus spells per day if he has a high Wisdom score.

A druid meditates or prays to gain her spells. She must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether she can prepare spells.

Spell Access

A druid’s access to divine spells is limited. A druid begins play with access to six 0-level spells and four 1st-level spells of your choice. At each new druid level, he gains one or more new spells, as indicated on the table: Druid Spell Access. When preparing spells for the day, a druid may choose to prepare any spell to which she has access.

Once per week, a druid may conduct a ritual during her daily meditation to replace one of her accessed spells with a new druid spell. In effect, the druid “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level druid spell the druid can cast. A druid may swap only a single spell in any given week and must wait a full week between rituals to change spell access.

Orisions

Druids can access a number of orisons, or 0-level spells, as noted on Table: Druid Spells Accessed. These spells are treated like any other spell, but they are always considered prepared, are not expended when cast, and may be used again.

Bonus Languages

A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns automatically upon becoming a 1st-level druid. Druids are forbidden to teach this language to nondruids.

Druidic has its own unique alphabet.

Favored Enemy

Table: Favored Enemies
Type (Subtypes)
Aberration
Animal & Beast
Construct
Dragon
Elemental
Fey
Giant
Humanoid (aquatic & reptilian)
Humanoid (dwarf, gnome, halfling)
Humanoid (elf, human)
Humanoid (gnoll, goblinoid, orc)
Magical Beast
Monstrous Humanoid
Ooze
Outsider (any two subtypes)
Plant
Undead
Vermin

At 1st level, a wild avenger druid may select a type of creature from among those given on the Table: Favored Enemies. The druid gains a +2 bonus on Deception, Insight, Natural Lore, and Perception checks as well as any skill check to Recall Knowledge (regardless of the skill) when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the druid may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the druid chooses humanoids as a favored enemy, he must also choose an associated subtype group, as indicated on the table. If he chooses outsiders as a favored enemy, he must choose any two subtypes from the following list: air, chaotic, earth, evil, fire, good, lawful, native, shadow, and water. He may choose outsider more than once, but each time he must select new subtypes.

If a specific creature falls into more than one category of favored enemy, the druid’s bonuses do not stack; he simply uses whichever bonus is higher.

Nature Sense

A druid gains a +2 bonus on Natural Lore checks.

Track

A 1st-level wild avenger druid gains Track as a bonus feat.

Wild Fury

A 2nd-level wild avenger druid can fly into a fury similar to a barbarian rage a certain number of times per day. In a wild fury, a druid temporarily gains a +2 bonus to Strength and Dexterity and his base movement speed increases by 10 feet, but he takes a -2 penalty to Armor Class. In addition, he gains 1 temporary hit point per druid level. While in a fury, a druid cannot cast spells except for druid spells and cannot activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function.

Wild fury lasts for a number of rounds equal to 3 + the druid’s Constitution modifier. A druid may prematurely end his wild fury. At the end of the wild fury, the druid loses the modifiers, restrictions, and any remaining temporary hit points and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

A druid can enter wild fury only once per encounter. At 1st level he can use his wild fury ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a wild fury takes no time itself, but a druid can do it only during his action, not in response to someone else’s action.

A druid’s wild fury counts as rage for meeting prerequisites and gains the benefits of feats and abilities that affect rage, such as Frenzy Feats. Prestige classes that progress rage stack with his druid level to determine the number of temporary hit points granted by wild fury.

Woodland Stride

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

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.

Fast Movement

At 4th level, a druid gains an enhancement bonus to his speed, as shown on the table. A druid in armor heavier than light or carrying a medium or heavy load loses this extra speed.

Nature’s Protection

Starting at 4th level, a druid gains an insight bonus to his Armor Class equal to his Wisdom bonus.

Swift Tracker

Beginning at 8th level, a wild avenger druid can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Venom Immunity

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

Greater Wild Fury

At 12th level, a druid’s bonuses to Strength and Dexterity during his wild fury each increase to +4, and he instead gains 2 temporary hit points per druid level. The penalty to AC remains at -2.

Timeless Body

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.

Tireless Fury

At 17th level and higher, a druid no longer becomes fatigued at the end of his wild fury.

Ex-Druids

A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid 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 atones (see the atonement spell description).