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== Base info ==
 
== Base info ==
  
:'''Half-Elf Druid''' 5
+
:'''Half-Elf Druid''' 6
 
:'''N Medium humanoid''' (elf, human)
 
:'''N Medium humanoid''' (elf, human)
 
:'''Init''' +2 (+2 Dex)
 
:'''Init''' +2 (+2 Dex)
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:'''AC''' 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +2 shield)
 
:'''AC''' 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +2 shield)
:'''hp''' 31 (5d8+5)
+
:'''hp''' 35 (6d8+6); acid resistance 10 ([[#Earth Domain]])
:'''Fort''' +6 (+1 Con, +4 Druid, +1 equip)
+
:'''Fort''' +7 (+1 Con, +5 Druid, +1 equip)
:'''Ref''' +6 (+2 Dex, +2 feat, +1 Druid, +1 equip)
+
:'''Ref''' +7 (+2 Dex, +3 feat, +1 Druid, +1 equip)
:'''Will''' +9 (+4 Wis, +4 Druid, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects
+
:'''Will''' +10 (+4 Wis, +5 Druid, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects
  
 
=== Offense ===
 
=== Offense ===
  
 
:'''Speed''' 20 ft. (due to armor; 30 ft base)
 
:'''Speed''' 20 ft. (due to armor; 30 ft base)
:'''Melee''' quarterstaff +2 (1d6–1) or sickle +2 (1d6–1)
+
:'''Melee''' quarterstaff +3 (1d6–1) or sickle +3 (1d6–1)
:'''Ranged''' mwk sling +6 (1d4–1)
+
:'''Ranged''' mwk sling +7 (1d4–1)
:'''Special Attacks''' [[#Wild Shape]] 1/day
+
:'''Special Attacks''' [[#Wild Shape]] 2/day
:'''Domain Spell-Like Abilities''' (CL 5th; concentration +9)
+
:'''Domain Spell-Like Abilities''' (CL 6th; concentration +10)
 
: 7/day — acid dart (from [[#Earth domain]]).
 
: 7/day — acid dart (from [[#Earth domain]]).
  
'''Druid [[#Spells]] Prepared''' (CL 5th; concentration +9)
+
'''Druid [[#Spells]] Prepared''' (CL 6th; concentration +10)
:'''3rd''': [[#Spike Growth]] (2, DC 17), [[#Stone Shape]] D
+
:'''3rd''': [[#Spike Growth]] (x2, DC 17), [[#Stone Shape]] D, +1
:'''2nd''': [[#Barkskin]], [[#Bear's Endurance]], [[#Soften Earth and Stone]] D, [[#Summon Swarm]]
+
:'''2nd''': [[#Barkskin]] x2, [[#Bear's Endurance]], [[#Soften Earth and Stone]] D, [[#Summon Swarm]]
 
:'''1st''': [[#Cure Light Wounds]], [[#Magic Stone]] D, [[#Obscuring Mist]], [[#Shillelagh]], [[#Speak with Animals]]
 
:'''1st''': [[#Cure Light Wounds]], [[#Magic Stone]] D, [[#Obscuring Mist]], [[#Shillelagh]], [[#Speak with Animals]]
 
:'''0th''' (at will): [[#Create Water]], [[#Guidance]], [[#Know Direction]], [[#Light]]
 
:'''0th''' (at will): [[#Create Water]], [[#Guidance]], [[#Know Direction]], [[#Light]]
Строка 33: Строка 33:
  
 
:'''Str''' 8, '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
 
:'''Str''' 8, '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
:'''Base Atk''' +3; '''CMB''' +2 (+3 BAB, -1 Str); '''CMD''' 15 (10 +3 BAB, -1 Str, +2 Dex)
+
:'''Base Atk''' +4; '''CMB''' +3 (+4 BAB, -1 Str); '''CMD''' 15 (10 +4 BAB, -1 Str, +2 Dex)
  
 
'''Feats'''
 
'''Feats'''
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* ''Skill Focus'' (Survival): +3 bonus to skill
 
* ''Skill Focus'' (Survival): +3 bonus to skill
  
'''Skills''' (28! ranks)
+
'''Skills'''
 
* Climb +3 (1 rank, -1 Str, +3 default)
 
* Climb +3 (1 rank, -1 Str, +3 default)
 
* Fly +6 (1 rank, +2 Dex, +3 default)
 
* Fly +6 (1 rank, +2 Dex, +3 default)
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* Knowledge (dungeoneering) +6 (5 ranks, +1 Int)
 
* Knowledge (dungeoneering) +6 (5 ranks, +1 Int)
 
* Knowledge (nature) +11 (5 ranks, +3 default, +1 Int, +2 nature sense)
 
* Knowledge (nature) +11 (5 ranks, +3 default, +1 Int, +2 nature sense)
 +
* Knowledge (religion) +2 (1 rank, +1 Int)
 +
* Knowledge (the planes) +2 (1 rank, +1 Int)
 
* Perception +11 (4 ranks, +3 default, +4 Wis)
 
* Perception +11 (4 ranks, +3 default, +4 Wis)
 
* Spellcraft +7 (3 ranks, +3 default, +1 Int)
 
* Spellcraft +7 (3 ranks, +3 default, +1 Int)
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* Nature sense: +2 to Know (nature) and Survival.
 
* Nature sense: +2 to Know (nature) and Survival.
 
* Trackless step: leaves no trail in natural surroundings and cannot be tracked.
 
* Trackless step: leaves no trail in natural surroundings and cannot be tracked.
* [[#Wild Empathy]] +5 (Druid level + Cha mod)
+
* [[#Wild Empathy]] +6 (Druid level + Cha mod)
 
* Woodland stride: can move through any sort non-magical 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.
 
* Woodland stride: can move through any sort non-magical 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.
  
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==== Water Elemental ====
 
==== Water Elemental ====
 
==== Deinonychus ====
 
==== Deinonychus ====
 +
:'''Senses''' low-light vision, [[#Scent]].
 +
:'''AC''' 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 NA)
 +
:'''Speed''' 60 ft.
 +
:'''Melee''' 2 talons +4 (1d8), bite +4 (1d6), foreclaws -1 (1d4)
 +
:'''Special Attacks''': pounce (full attack after charge)
 +
:'''Str''' 10 (+2 size), '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
 +
:'''CMB''' +4 (+4 BAB); '''CMD''' 16 (10 +4 BAB, +2 Dex)
 +
 +
:'''Skills''':
 +
:Jump +12 (+0 Str +12 racial)
 +
 +
===== Jump =====
 +
Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).
 +
 +
Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.
 +
 +
Running Jump: For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.
 +
 
==== Cave Bear ====
 
==== Cave Bear ====
 +
:'''N Large humanoid''' (elf, human)
 +
:'''Senses''' low-light vision, scent.
 +
:'''Init''': +1
 +
:'''AC''' 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 NA -1 size)
 +
:'''Ref''' +6 (+1 Dex, +3 feat, +1 Druid, +1 equip)
 +
 +
:'''Speed''' 40 ft.
 +
:'''Melee''' 2 claws +6 (1d6+1 plus [[#Grab]]), bite +6 (1d8+1)
 +
:'''Space/Reach''': 10 ft./ 5 ft.
 +
 +
:'''Str''' 12 (+4 size), '''Dex''' 12 (-2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
 +
:'''Base Atk''' +4; '''CMB''' +6 (+4 BAB, +1 Str, +1 size); +10 for grapple; '''CMD''' 17 (10 +4 BAB, +1 Str, +1 Dex, +1 size)
 +
 +
===== Grab =====
 +
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a [[#Grapple]] as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line.
 +
 +
The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
 +
 +
A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
 +
 +
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
 +
 
==== Dire Tiger ====
 
==== Dire Tiger ====
 +
:'''N Large humanoid''' (elf, human)
 +
:'''Senses''' low-light vision, scent.
 +
:'''Init''': +1
 +
:'''AC''' 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 NA -1 size)
 +
:'''Ref''' +6 (+1 Dex, +3 feat, +1 Druid, +1 equip)
 +
 +
:'''Speed''' 40 ft.
 +
:'''Melee''' 2 claws +6 (2d4+1 plus [[#Grab]]), bite +6 (2d6+1/19–20 plus [[#Grab]])
 +
:'''Special Attacks''': pounce (full attack after charge), rake (2 claws +6, 2d4+1)
 +
:'''Space/Reach''': 10 ft./ 5 ft.
 +
 +
:'''Str''' 12 (+4 size), '''Dex''' 12 (-2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
 +
:'''Base Atk''' +4; '''CMB''' +6 (+4 BAB, +1 Str, +1 size); +10 for grapple; '''CMD''' 17 (10 +4 BAB, +1 Str, +1 Dex, +1 size)
 +
 +
=== Grapple ===
 +
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
 +
 +
;Move
 +
 +
You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
 +
 +
;Damage
 +
 +
You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
 +
 +
;Pin
 +
 +
You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.
 +
Tie Up
 +
 +
If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
 +
 +
;If You Are Grappled
 +
 +
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.
 +
 +
;Multiple Creatures
 +
 +
Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.

Версия 19:28, 4 марта 2013

Base info

Half-Elf Druid 6
N Medium humanoid (elf, human)
Init +2 (+2 Dex)
Senses low-light vision (half-elf); Perception +11

Defense

AC 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +2 shield)
hp 35 (6d8+6); acid resistance 10 (#Earth Domain)
Fort +7 (+1 Con, +5 Druid, +1 equip)
Ref +7 (+2 Dex, +3 feat, +1 Druid, +1 equip)
Will +10 (+4 Wis, +5 Druid, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects

Offense

Speed 20 ft. (due to armor; 30 ft base)
Melee quarterstaff +3 (1d6–1) or sickle +3 (1d6–1)
Ranged mwk sling +7 (1d4–1)
Special Attacks #Wild Shape 2/day
Domain Spell-Like Abilities (CL 6th; concentration +10)
7/day — acid dart (from #Earth domain).

Druid #Spells Prepared (CL 6th; concentration +10)

3rd: #Spike Growth (x2, DC 17), #Stone Shape D, +1
2nd: #Barkskin x2, #Bear's Endurance, #Soften Earth and Stone D, #Summon Swarm
1st: #Cure Light Wounds, #Magic Stone D, #Obscuring Mist, #Shillelagh, #Speak with Animals
0th (at will): #Create Water, #Guidance, #Know Direction, #Light
D: Domain spell; #Earth domain

Statistics

Str 8, Dex 14, Con 13, Int 12, Wis 18, Cha 10
Base Atk +4; CMB +3 (+4 BAB, -1 Str); CMD 15 (10 +4 BAB, -1 Str, +2 Dex)

Feats

  • Dodge: +1 dodge to AC
  • Lightning Reflexes: +2 to Ref
  • Natural Spell: Allows to cast spells while wild shaped
  • Skill Focus (Survival): +3 bonus to skill

Skills

  • Climb +3 (1 rank, -1 Str, +3 default)
  • Fly +6 (1 rank, +2 Dex, +3 default)
  • Handle Animal +6 (3 rank, +3 default, +0 Cha)
  • Heal +10 (3 ranks, +3 default, +4 Wis)
  • Knowledge (dungeoneering) +6 (5 ranks, +1 Int)
  • Knowledge (nature) +11 (5 ranks, +3 default, +1 Int, +2 nature sense)
  • Knowledge (religion) +2 (1 rank, +1 Int)
  • Knowledge (the planes) +2 (1 rank, +1 Int)
  • Perception +11 (4 ranks, +3 default, +4 Wis)
  • Spellcraft +7 (3 ranks, +3 default, +1 Int)
  • Survival +15 (3 ranks, +3 default, +4 Wis, +3 feat, +2 nature sense)

Languages Common, Druidic, Elven, Undercommon, Skald

SQ

  • Elf blood: Counts as elf for purpose of effects working on elves.
  • Nature bond (#Earth domain)
  • Nature sense: +2 to Know (nature) and Survival.
  • Trackless step: leaves no trail in natural surroundings and cannot be tracked.
  • #Wild Empathy +6 (Druid level + Cha mod)
  • Woodland stride: can move through any sort non-magical 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.

Combat Gear:

Other Gear

  • +1 hide armor
  • Heavy wooden shield
  • Masterwork sling with 20 bullets
  • Quarterstaff
  • Sickle
  • Cloak of resistance +1
  • Backpack
  • Healer's kit
  • Holly and mistletoe: used as divine focus
  • Silk rope (50 ft.)
  • Spell component pouch
  • 91 gp

Reference

Earth Domain

Granted Powers
You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Acid Dart (Sp)
As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Acid Resistance (Ex)
At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells:

  1. Magic stone
  2. Soften earth and stone
  3. Stone shape
  4. Spike stones
  5. Wall of stone
  6. Stoneskin
  7. Elemental body IV (earth only)
  8. Earthquake
  9. Elemental swarm (earth spell only)

Wild Empathy

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.

Diplomacy

You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier.

Succeed: If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations.
Fail: If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step.

You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).

Starting Attitude Diplomacy DC
Hostile 25+ creature's Cha Modifier
Unfriendly 20+ creature's Cha Modifier
Indifferent 15+ creature's Cha Modifier
Friendly 10+ creature's Cha Modifier
Helpful 0+ creature's Cha Modifier

If a creature’s attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, using the creature’s current attitude to determine the base DC, with one of the following modifiers. Once a creature’s attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion.

Request Diplomacy Modifier
Give simple advice or directions –5
Give detailed advice +0
Give simple aid +0
Reveal an unimportant secret +5
Give lengthy or complicated aid +5
Give dangerous aid +10
Reveal secret knowledge +10 or more
Give aid that could result in punishment +15 or more

Additional requests +5 per request

Druid

Alignment: Any neutral

Hit Die: d8

Class Skills

The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Levels

Lvl BAB Fort Ref Will Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Nature bond, nature sense, orisons, wild empathy 3 1
2nd +1 +3 +0 +3 Woodland stride 4 2
3rd +2 +3 +1 +3 Trackless step 4 2 1
4th +3 +4 +1 +4 Resist nature's lure, wild shape (1/day) 4 3 2
5th +3 +4 +1 +4 4 3 2 1
6th +4 +5 +2 +5 Wild shape (2/day) 4 3 3 2

Spells

A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

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.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting

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.

Chaotic, Evil, Good, and Lawful Spells

A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons (Sp)

Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spike Growth

School transmutation; Level druid 3, ranger 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area one 20-ft. square/level
Duration 1 hour/level (D)
Saving Throw Reflex partial; Spell Resistance yes

Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.

In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.

Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.

Note: Magic traps are hard to detect. A rogue (only) can use the Perception skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger). Spike growth can't be disabled with the Disable Device skill.

Stone Shape

School transmutation [earth]; Level cleric/oracle 3, druid 3, sorcerer/wizard 4; Domain artifice 3, earth 3
Casting Time 1 standard action
Components V, S, M/DF (soft clay)
Range touch
Target stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Duration instantaneous
Saving Throw none; Spell Resistance no

You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.

Barkskin

School transmutation; Level alchemist 2, druid 2, ranger 2, summoner 2; Domain defense 2, plant 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target living creature touched
Duration 10 min./level
Saving Throw none; Spell Resistance yes (harmless)

Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.

The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

Bear's Endurance

School transmutation; Level alchemist 2, cleric/oracle 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, M/DF (a few hairs, or a pinch of dung, from a bear)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes

The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.

Soften Earth and Stone

School transmutation [earth]; Level druid 2; Domain earth 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft. square/level; see text
Duration instantaneous
Saving Throw none; Spell Resistance no

When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.

A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.

While this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Environment).

A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.

Summon Swarm

School conjuration (summoning); Level bard 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 round
Components V, S, M/DF (a square of red cloth)
Range close (25 ft. + 5 ft./2 levels)
Effect one swarm of bats, rats, or spiders
Duration concentration + 2 rounds
Saving Throw none; Spell Resistance no

You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.


Cure Light Wounds

School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Magic Stone

School transmutation; Level cleric/oracle 1, druid 1; Domain earth 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Targets up to three pebbles touched
Duration 30 minutes or until discharged
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.

Obscuring Mist

School conjuration (creation); Level cleric/oracle 1, druid 1, magus 1, sorcerer/wizard 1, witch 1; Domain air 1, darkness 1, water 1, weather 1
Casting Time 1 standard action
Components V, S
Range 20 ft.
Effect cloud spreads in 20-ft. radius from you, 20 ft. high
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no

A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

Shillelagh

School transmutation; Level druid 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target one touched non-magical oak club or quarterstaff
Duration 1 min./level
Saving Throw Will negates (object); Spell Resistance yes (object)

Your own non-magical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.

Speak with Animals

School divination; Level bard 3, druid 1, ranger 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level

You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

Create Water

School conjuration (creation) [water]; Level cleric/oracle 0, druid 0, inquisitor 0, paladin 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect up to 2 gallons of water/level
Duration instantaneous
Saving Throw none; Spell Resistance no

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large -- possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.

Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Guidance

School divination; Level cleric/oracle 0, druid 0, inquisitor 0, summoner 0, witch 0
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Know Direction

School divination; Level bard 0, druid 0
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration instantaneous

When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.

Light

School evocation [light]; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
Casting Time 1 standard action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Summon Nature's Ally

Beast Shape I

School transmutation (polymorph); Level alchemist 3, magus 3, sorcerer/wizard 3; Domain fur 3
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 min./level (D)

When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Beast Shape II

School transmutation (polymorph); Level alchemist 4, magus 4, sorcerer/wizard 4

This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.

Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.

Elemental Body I

School transmutation (polymorph); Level alchemist 4, magus 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (the element you plan to assume)
Range personal
Target you
Duration 1 min/level (D)

When you cast this spell, you can assume the form of a Small air elemental, Small earth elemental, Small fire elemental, or Small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.

#Air Elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a Whirlwind.
#Earth Elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to Earth Glide.
#Fire Elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the Burn ability.
#Water Elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a Vortex, and the ability to breathe water.

Wild Shape

At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the #Beast Shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

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 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as #Beast Shape II. When taking the form of an elemental, the druid's wild shape functions as #Elemental Body I.

Air Elemental

Fire Elemental

Earth Elemental

Water Elemental

Deinonychus

Senses low-light vision, #Scent.
AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 NA)
Speed 60 ft.
Melee 2 talons +4 (1d8), bite +4 (1d6), foreclaws -1 (1d4)
Special Attacks: pounce (full attack after charge)
Str 10 (+2 size), Dex 14, Con 13, Int 12, Wis 18, Cha 10
CMB +4 (+4 BAB); CMD 16 (10 +4 BAB, +2 Dex)
Skills:
Jump +12 (+0 Str +12 racial)
Jump

Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).

Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.

Running Jump: For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.

Cave Bear

N Large humanoid (elf, human)
Senses low-light vision, scent.
Init: +1
AC 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 NA -1 size)
Ref +6 (+1 Dex, +3 feat, +1 Druid, +1 equip)
Speed 40 ft.
Melee 2 claws +6 (1d6+1 plus #Grab), bite +6 (1d8+1)
Space/Reach: 10 ft./ 5 ft.
Str 12 (+4 size), Dex 12 (-2 size), Con 13, Int 12, Wis 18, Cha 10
Base Atk +4; CMB +6 (+4 BAB, +1 Str, +1 size); +10 for grapple; CMD 17 (10 +4 BAB, +1 Str, +1 Dex, +1 size)
Grab

If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a #Grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line.

The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Dire Tiger

N Large humanoid (elf, human)
Senses low-light vision, scent.
Init: +1
AC 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 NA -1 size)
Ref +6 (+1 Dex, +3 feat, +1 Druid, +1 equip)
Speed 40 ft.
Melee 2 claws +6 (2d4+1 plus #Grab), bite +6 (2d6+1/19–20 plus #Grab)
Special Attacks: pounce (full attack after charge), rake (2 claws +6, 2d4+1)
Space/Reach: 10 ft./ 5 ft.
Str 12 (+4 size), Dex 12 (-2 size), Con 13, Int 12, Wis 18, Cha 10
Base Atk +4; CMB +6 (+4 BAB, +1 Str, +1 size); +10 for grapple; CMD 17 (10 +4 BAB, +1 Str, +1 Dex, +1 size)

Grapple

As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move

You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage

You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Pin

You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC. Tie Up

If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

If You Are Grappled

If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.

Multiple Creatures

Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.