TEXT: �  Divine  Favor  �
  �  Divine  Favor  �
  ™
  ™
  the Druid
  Druid
  Druid
  Druid
  the 
  the 
  the 
  By Stefen Styrsky 
  
  Credits 
  Designer: Stefen Styrsky 
  Additional Design: Wolfgang Baur 
  Developer: Sigfried Trent  
  Cover Artist: Christophe Swal 
  Graphic Design & Layout: Timothy K. Wickham 
  Editor: Michael Kenway 
  Publisher: Wolfgang Baur
  ©2011 Open Design LLC. All rights reserved. 
   
  Open Design and Divine Favor are trademarks of Open Design, LLC Pathfinder is a registered trademark of Paizo Publishing, 
  LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo 
  Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinder-
  RPG/compatibility for more information on the compatibility license. 
   
  www.koboldquarterly.com 
  “The feats in the “New Feats” section, new class abilities in the “New Class Abilities” section, the monsters stats in the “New Animal 
  Companions” section, and the domains in the “New Domains” section are open content.” 
    
  .Table of Contents
  3 • INTRODUCTION 
   
   
  Wildshape, Spells & Healing, Feats 
  5 • NEW CLASS ABILITIES 
   
   
  New Options for Wildshape, Nature’s Multitude, Swarm Shape, Flock Companion 
  7  • NEW DRUID ARCHETYPES 
   
   
  Moon Druids: Full Moon, New Moon, Phase 
   
   
  The Greenmen: Green Warden, Forest Child 
   
   
  Elemental Shaman: Air Shamen, Earth Shamen, Fire Shaman, Water Shaman 
  12 • NEW DOMAINS 
   
   
  Bird, Hunting, Insect, Transformation, Tree 
  15 • NEW ANIMAL COMPANIONS 
   
   
  Brain Ooze, Electric Lizard, Fast Flytrap, Forest Worm, Green Slug 
  17 • NEW FEATS
  the Druid
  Druid
  Druid
  Druid
  the 
  the 
  the 
  �  DIvINE  FAvOr  �
  ™
  ™
  
  3
  The Druid
  The vast expanse of the natural world gives 
  those heroes who channel its forces powers 
  as infinite as nature itself. This supplement 
  defines some of these permutations with new 
  options for a druid’s wild shape ability, animal 
  companions, and druid builds for those nature 
  shamans who revere a primal element or a 
  particular aspect of nature. Also included are 
  five new domains and several new feats. Clerics 
  and rangers can also benefit from the new 
  domains and options for animal companions.
  Examining the Druid
  The druid relies on one characteristic: 
  Wisdom. Depending on his role within 
  the party, a druid might make Strength or 
  Constitution his second-highest ability score. 
  Even though a high Charisma seems necessary 
  for Wild Empathy checks, a druid can soon 
  overcome a low Charisma because he adds his 
  level to such checks.
  WILDSHAPE
  This is a powerful ability and sometimes 
  goes underappreciated, but wildshape makes 
  the druid almost invaluable to an adventuring 
  party. He can take the form of a wolf to 
  become a skirmisher, the form of a bird 
  to act as a scout, or the form of a tiger to 
  engage in melee combat. It can save a druid 
  from drowning or enable him to climb a cliff 
  face. Nothing in the rules say it ends if the 
  druid falls unconscious, meaning he can, for 
  instance, sleep underwater in fish form and 
  retain all his gear while doing so. 
  SPELLS AND HEALING
  Druids should not attempt to act as healers. 
  Their spells are better used for damaging 
  opponents, controlling the environment, or 
  enhancing her animal companion for combat. 
  Druids should not cast summoning spells until 
  higher levels. A summoned creature that exists 
  for only one or two rounds is hardly worth the 
  time or the spell slot.
  FEATS
  The most important feat a druid can take 
  is Natural Spell. After that, depending on his 
  primary role, he might consider melee combat 
  feats such as Cleave, Power Attack, and 
  Rending Claws. Beast Leadership (see Kobold 
  Quarterly issue #18) coupled with nature’s 
  multitude or a flock animal companion (see 
  below) could turn a druid into the leader of a 
  small army.
  
  4
  New Class 
  Abilities
  These abilities replace the usual druid 
  class abilities. As with everything presented 
  in this supplement, all are subject to the 
  GM’s approval.
  New OptiONs fOr 
  wildshape
  As a defining class feature, wildshape is to  
  druids what spells are to wizards. Nature is 
  full of variety and variations, so this ability is 
  worth expanding just as broadly.
  NATURE’S MULTITUDE (SU)
  The druid gains the ability to turn herself 
  into a mass of animals and back again 1/
  day. Her options for new forms include all 
  creatures with the animal type. The effect 
  lasts for 1 hour/druid level, or until she 
  changes back. Changing form (to animal 
  or back) is a standard action and does not 
  provoke an attack of opportunity. The form 
  chosen must be that of an animal with which 
  the druid is familiar.
  A druid loses her ability to speak while in 
  animal form and is limited to the sounds 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 change into a number of Tiny 
  animals based on her total hit points once per 
  day. The number of animals she can change 
  into are equal to her current hp (but not 
  including temporary hp or hp gained through 
  temporary bonuses to Constitution) divided 
  by the average hp of one Tiny animal. For 
  example, a druid with 40 hp can change into a 
  group of 20 bats or 10 weasels (see Pathfinder 
  Roleplaying Game Bestiary). 
  The animals must all be of the same type. 
  A druid cannot use this ability to change 
  into a mixture of various animals—all the 
  individual animals must be the same. This 
  ability functions as beast shape II except as 
  noted above.
  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 nature’s 
  multitude at will. 
  As a druid gains levels, she gradually learns 
  to take on the form of larger animals, vermin, 
  and even magical beasts. Each form expends 
  one daily use of this ability, regardless of the 
  form taken.
  At 6th level, a druid can use nature’s 
  multitude to change into multiple Small 
  animals as determined above. This otherwise 
  functions as beast shape I.
  At 8th level, a druid can change into 
  multiple Medium animals or vermin. This 
  otherwise functions as beast shape I.
   At 10th level, a druid can change into 
  multiple Large animals or vermin, or Small 
  magical beasts. When used to change into 
  animals or vermin, this ability functions as beast 
  
  5
  shape II. When used to turn into magical beasts, 
  this ability functions as beast shape III.
  At 12th level, a druid can change into 
  multiple Huge animals or vermin, or Small or 
  Medium magical beasts. This functions as beast 
  shape III.
  At 16th level, a druid can use nature’s 
  multitude to turn into a number of Tiny or 
  Large magical beasts. This functions as beast 
  shape IV.
  The druid retains her innate intelligence and 
  knowledge while in her alternate form. Each 
  member of the group can communicate with 
  each other no matter the distance, as long 
  they are on the same plane. Killing a member 
  does not slay the druid unless all the group’s 
  members are killed. Each member has a 
  fraction of the druid’s total hp proportional to 
  the number of members.
  Damage to one member may be extended to 
  members elsewhere, even if they are separated 
  by distance. This applies only to a single 
  attack. For instance, a fireball might harm one 
  member of a multitude, and the damage is 
  applied to all. That member is slain, and no 
  further attacks against the dead member can be 
  made. While a multiple close together is quite 
  vulnerable to area attacks, a dispersed multiple 
  is very difficult to kill.
  To return to the druid’s normal form all 
  surviving members must be within at least 
  five ft. of each other. If this condition is not 
  met, the druid must remain in mass form. 
  If suppressed in an antimagic field the druid 
  recombines into her normal form. If not all 
  members of the group are close enough for 
  this to happen, the individual creatures instead 
  fall unconscious until the effect is negated. 
  This ability replaces wild shape.
  SWARM SHAPE (SU)
  At 4th level, a druid can take on the form of 
  swarms. This ability functions as swarm skin 
  (see the Advanced Player’s Guide) but the druid 
  may remain in swarm shape for 1 hour/druid 
  level. She can use this ability 1/day at 4th level, 
  one additional time at 6th level and every two 
  levels beyond 6th level for a total of eight times 
  at 18th level.
  Changing form (to swarm or back) is a 
  standard action that does not provoke an 
  attack of opportunity. This ability replaces 
  wild shape.
  OptiONs fOr aNimal  
  COmpaNiONs
  Druids are cat people, dog people, bird 
  people, and spider people. Animal companions 
  take many forms. This new option expands the 
  druid’s connection to animals beyond the usual 
  winged and furry types.
  FLOCK COMPANION (EX)
  At 1st level a druid may take a flock of 
  creatures for her animal companion instead 
  of a single animal. She gains a number of 
  creatures of the same kind (crows, eagles, rats, 
  etc.) as long as their total number of Hit Dice 
  equal the Hit Dice listed on Table 3-8 in the 
  Pathfinder RPG Core Rulebook. Each creature 
  must also have the same number of Hit Dice. 
  For example, a 6th level druid could possess six 
  bat animal companions or three wolves. 
  In all other respects, these animals advance 
  as normal companions would, with each 
  gaining the benefits listed on Table 3-8 and 
  the improvements for companions from the 
  Pathfinder RPG Core Rulebook.
  
  6
  Instead of adding another creature to her 
  flock when Table 3-8 indicates a Hit Die 
  increase, the druid may instead choose to 
  increase the Hit Dice of all companions in 
  the flock. However, the number of animals 
  in the flock cannot drop below three and the 
  Hit Dice must be evenly divisible between the 
  creatures. For example, when the previous 
  example’s bats would advance to six Hit Dice, 
  the druid may choose to have three of the 
  bats grow to 2 Hit Dice creatures instead (and 
  release the fourth and fifth bat from service) 
  instead of adding a sixth bat.
  When any members of a druid’s flock are 
  slain she may gain new ones by performing a 
  ceremony requiring 24 uninterrupted hours of 
  prayer in the environment where the creatures 
  live. She may also do this to change the type of 
  animals in her flock as long as they follow the 
  rules listed above.
  Wild Speaker (Ex): At 9th level a druid 
  may grant her animal companion the ability of 
  speech. The creature can speak one language 
  the druid understands. The animal companion 
  must have an Intelligence score of 3 or higher 
  for the druid to take this ability. 
  In addition, the animal companion gains the 
  ability to talk to all animals of its type as speak 
  with animals. This ability replaces venom immunity.
  Companion Spells (Su): At 13th level the 
  druid’s animal companion gains the ability to 
  cast spells from the druid spell list. The animal 
  companion can cast a number of spells per day 
  as a druid equal to 1/3 its total hit dice. It does 
  not gain additional spells per day for a high 
  Wisdom score, nor does it gain domain spells. 
  To take this ability the druid must also possess 
  the wild speaker class feature. This replaces a 
  thousand faces.
  Soul Companion (Su): At 13th level the 
  druid may form a soul link with her animal 
  companion. Once per day she may go 
  into a trance and transfer her soul into her 
  companion as per the spell magic jar. The state 
  lasts for 10 minutes/druid level or until she 
  voluntarily ends it. 
  The animal companion’s soul remains in its 
  body. The druid controls the actions of her 
  animal companion and may use any ability she 
  could normally use in wild shape. The druid’s 
  body lives, but she is unconscious and helpless. 
  The druid is unaware of her surroundings 
  while in control of her animal companion.
  If the druid’s body is slain, she can choose 
  to remain in her animal companion until 
  another body is found or she is raised from 
  the dead. If the animal companion is slain, the 
  druid returns to her body as long as it is on the 
  same plane and still lives. If the druid cannot 
  return to her body, she dies.
  Once per day the druid may transfer her 
  soul to her animal companion if she is slain, as 
  long as both are on the same plane. She may 
  reside in her animal companion indefinitely. 
  This replaces a thousand faces.
  
  7
  New Druid  
  Archetypes
  All druids are wardens and protectors of the 
  natural world, but as the natural world takes 
  so many forms, so too do druids specialize 
  and differentiate themselves in various ways. 
  These four new archetypes move the druid to 
  embrace particular elements of the divine 
   
  mOON druids 
  (Life, Death and Transformation)
  Some druids take on nature’s metaphorical 
  aspects. These druids can embody death, life, 
  or transformation, often represented by the 
  phases of the moon.
  FULL MOOD DRUID
  A druid devoted to the full moon promotes 
  growth and renewal, not as the antithesis of 
  death, but rather its partner.
  Spontaneous Casting: The full moon 
  druid loses the ability to spontaneously cast 
  summon nature’s ally and instead casts a spell 
  from the Artifice or Healing domains as long 
  as she is of high enough level to cast the spell.
  Nature Bond (Ex): A full moon druid does 
  not gain an animal companion but instead gains 
  access to either the Artifice or Healing domains.
  Channel Energy (Su): A full moon druid 
  channels positive energy as if she were a cleric 
  equal to her druid level. The druid can take 
  other feats to add to this ability, such as Extra 
  Channeling and Improved Channeling, but not 
  feats that alter this ability, such as Elemental 
  Channeling and Outsider Channeling. This 
  ability replaces wild shape.
  NEW MOON DRUID
  A new moon druid is not evil, nor does she 
  revere destruction. Rather, she understands the 
  necessity of death in the natural order. This 
  grants her power over death and its aspects, 
  and creature’s souls.
  Spontaneous Casting: A new moon druid 
  loses the ability to spontaneously cast summon 
  nature’s ally. Instead, she can spontaneously cast a 
  spell from the Death or Repose domains as long 
  as she is of high enough level to cast the spell.
  Nature Bond (Ex): A new moon druid 
  does not gain an animal companion but 
  instead gains access to either the Death or 
  Repose domains.
  Channel Energy (Su): A new moon druid 
  channels negative energy as if she were a 
  cleric equal to her druid level. The druid can 
  take other feats to add to this ability, such as 
  Extra Channeling and Improved Channeling, 
  but not feats that alter this ability, such 
  as Elemental Channeling and Outsider 
  Channeling. This ability replaces wild shape.
  
  8
  PHASE DRUID
  Embodying the natural flux of 
  nature, a phase druid embraces 
  the roiling, protean aspect of 
  the environment.
  Spontaneous Casting: 
  A phase druid loses the 
  ability to spontaneously cast 
  summon nature’s ally. She instead 
  gains access to spontaneously 
  cast a spell from the Madness or 
  Transformation domains (see page 
  12 for Transformation).
  Transformation (Su): When preparing 
  spells for the day, a phase druid gains a +1 
  enhancement bonus to his Strength, Dexterity, 
  or Constitution. This ability increase by +1 for 
  every five druid levels to a maximum of +5 
  at 20th level. At 20th level, the phase druid can 
  apply this bonus to two physical ability scores.
  Wild Shape (Su): Phase druids are not 
  as in touch with the world around them as 
  other druids and lose the nature bond ability. 
  Instead, the phase druid gains the ability to 
  wild shape as a druid equal to her level + 3, 
  gaining wild shape at 1st level.
  the GreeNmeN
  The traditional druid is about the forests and 
  green lands. These two archetypes expand that 
  role and deepen it with clear connections to 
  their role as tree wardens and forest dwellers.
  GREEN WARDEN 
  The green warden cares for the world 
  of life, growth and renewal. She despises 
  creatures and artifacts that mimic life and its 
  potency, or that pollute the natural order.
  Foe of  Unlife (Su) At 1st level the green 
  warden gains the ability to channel energy as 
  a cleric of her level. However, the druid 
  may not heal other creatures 
  with this ability. She may only 
  use this ability to damage 
  creatures of the aberration, 
  construct, or undead type, as 
  if she channeled positive or 
  negative energy (depending 
  on the creature type). 
  In addition, the druid gains 
  Turn Undead as a bonus feat 
  and may use Turn Undead to 
  panic aberrations and constructs as if they 
  were undead. The druid can take other 
  feats to add to this ability, such as Extra 
  Channeling and Improved Channeling, 
  but not feats that alter this ability, such 
  as Elemental Channeling and Outsider 
  Channeling. This replaces nature bond.
  Resist Undeath (Ex): At 4th level a green 
  warden gains a +4 bonus on saving throws 
  against the spell-like and supernatural abilities 
  of undead. This replaces resist nature’s lure.
  Disease Immunity (Ex): At 9th level 
  a green warden becomes immune to all 
  diseases, including magical diseases. This 
  replaces venom immunity.
  FOREST CHILD
  The forest child exerts power over the 
  mysterious world of the forest and other wild 
  areas. Association with the woods and the 
  mystical creatures that live there grants her a 
  special connection to the deep, dark part of 
  the woods.
  Fey Turning (Su): At 1st level the forest 
  child gains the ability to channel energy as a 
  cleric of her level. However, the druid may 
  not heal with this ability. She may only use this 
  ability to damage creatures of the animal, fey, 
  magical beast, and plant type. 
  
  9
  In addition, the druid may channel energy to 
  cause all creatures of these types within 30 feet 
  to flee, as if panicked. The creatures receive 
  a Will save to negate this effect (DC 10 + ½ 
  druid level + Charisma modifier). Creatures 
  that fail their Will save flee for 1 minute. 
  Creatures with an Intelligence of 3 or more 
  receive a new saving throw each round to end 
  this effect. If used in this way, the channeled 
  energy has no other effect. The druid can take 
  other feats to add to this ability, such as Extra 
  Channeling and Improved Channeling, but not 
  feats that alter this ability, such as Elemental 
  Channeling and Outsider Channeling. This 
  replaces nature bond.
  Tree-kin (Ex) At 15th level, long association 
  with the green infuses the forest child’s body 
  with plant-like characteristics. She becomes 
  immune to sleep effects, cannot be stunned, 
  and no longer needs to sleep. She is considered 
  both a plant and her original creature type for 
  any effect related to race or creature type. This 
  replaces timeless body.
  elemeNtal shamaN
  The Advanced Player’s Guide introduced 
  the animal shaman druid. These druids form a 
  close bond with one type of animal. Elemental 
  shamans form a close bond with one of 
  nature’s creative elements. These elemental 
  shaman gains similar powers depending on 
  their chosen element.
  AIR SHAMAN
  Nature Bond: An air shaman does not 
  gain an animal companion. She instead must 
  take the Air domain as her nature bond. In 
  addition, the air shaman gains Aquan as a 
  bonus language.
  Elemental Empathy (Ex): At 1st level 
  an air shaman gains elemental empathy. She 
  adds her druid level on Diplomacy checks to 
  improve the attitude of air elementals and 
  creatures with the Air subtype.
  Elemental Transformation (Su): At 2nd 
  level, an air shaman may adopt one aspect of 
  an air elemental while retaining her normal 
  form. She gains one of the following bonuses: 
  movement (fly speed 30 feet [average], the druid 
  must be 5th level to select this bonus), skills 
  (+4 racial bonus on Acrobatics, Escape Artist 
  and Fly checks), reactions (+2 racial bonus to 
  initiative, +2 dodge bonus to AC), defenses 
  (resist electricity 5, +2 to CMD to resist or 
  escape a grapple), or elemental weapons (2 wind 
  attacks for 1d6 damage for a Medium druid). 
  While using elemental transformation, an air 
  shaman may speak normally. 
  Using this ability is a standard action at 2nd 
  level, a move action at 7th level, and a swift 
  action at 12th level. The air shaman may use this 
  ability for a number of minutes per day equal 
  to her druid level. These minutes do not need 
  to be consecutive, but they must be used in 
  1-minute increments. This is a polymorph effect 
  and cannot be used while the druid is using 
  another polymorph effect, such as wild shape.
  Totemic Summons (Su): At 5th level, 
  an air shaman may cast summon nature’s ally 
  as a standard action when summoning air 
  elementals. Summoned elementals gain 
  temporary hp equal to her druid level. She 
  can reduce the level of the summoning spell 
  by one by summoning an air elemental one 
  step smaller (e.g., summoning a Medium air 
  elemental instead of a Large air elemental). She 
  can also increase the level of the summoning 
  required by one to apply the advanced 
  template or increase the size of the summoned 
  elemental by one. She may increase the spell 
  level by two to apply the advanced template 
  and increase the size of the summoned 
  elemental at the same time. This ability 
  replaces a thousand faces.
  
  10
  Wild Shape (Su): At 6th level, an air shaman’s 
  wild shape ability functions at her druid level 
  -2. If she takes on the form of an air elemental, 
  she instead uses her druid level +2.
  Bonus Feat: At 9th level and every four 
  levels thereafter, an air shaman gains one of 
  the following bonus feats: Improved Initiative, 
  Lightning Reflexes, Run, Skill Focus (fly), or 
  Wind Stance. She must meet the prerequisites 
  for these bonus feats. This ability replaces 
  venom immunity.
  EARTH SHAMAN
  Nature Bond: An earth shaman does not 
  gain an animal companion. She instead must 
  take the Earth domain as her nature bond. In 
  addition, the earth shaman gains Terran as a 
  bonus language.
  Elemental Empathy (Ex): At 1st level an 
  earth shaman gains elemental empathy. She 
  adds her druid level on Diplomacy checks to 
  improve the attitude of earth elementals and 
  creatures with the earth subtype.
  Elemental Transformation (Su): At 2nd 
  level, an earth shaman may adopt an aspect of 
  the earth element while retaining her normal 
  form. This ability functions as the air shaman 
  ability, but the druid may select from the 
  following bonuses: movement (burrow speed 
  20 feet), senses (tremorsense 60 ft.), defenses 
  (+2 natural armor bonus to AC, resist acid 
  5), or elemental weapons (earthen fist for 1d8 
  damage for a Medium druid, +2 to CMB on 
  bull rush attempts and overrun checks).
  Totemic Summons (Su): At 5th level, 
  an earth shaman may cast summon nature’s 
  ally as a standard action when summoning 
  earth elementals. Summoned elementals gain 
  temporary hit points equal to her druid level. 
  This ability otherwise functions as the air 
  shaman ability.
  Wild Shape (Su): At 6th level, an earth 
  shaman’s wild shape ability functions at her 
  druid level -2. If she takes on the form of an 
  earth elemental, she instead uses her druid 
  level +2.
  Bonus Feat: At 9th level and every four 
  levels thereafter, an earth shaman gains one 
  of the following bonus feats: Diehard, Great 
  Fortitude, Improved Bull Rush, Improved 
  Great Fortitude, or Toughness. She must meet 
  the prerequisites for these bonus feats. This 
  ability replaces venom immunity.
  FIRE SHAMAN
  Nature Bond: A fire shaman does not 
  gain an animal companion. She instead must 
  take the fire domain as her nature bond. In 
  addition, the fire shaman gains Ignan as a 
  bonus language.
  
  11
  Elemental Empathy (Ex): At 1st level 
  a fire shaman gains elemental empathy. She 
  adds her druid level on Diplomacy checks to 
  improve the attitude of fire elementals and 
  creatures with the fire subtype.
  Elemental Transformation (Su): At 2nd 
  level, a fire shaman may adopt an aspect of the 
  fire element while retaining her normal form. 
  This ability functions as the air shaman ability, 
  but the druid may select from the following 
  bonuses: movement (+20 enhancement bonus 
  to land speed), senses (+4 racial bonus to 
  Perception, Blind-Fight feat), defenses (resist fire 
  10, which increases to resist fire 15 at 5th level), 
  or special attack (burn for 1d4 damage).
  Totemic Summons (Su): At 5th level, a fire 
  shaman may cast summon nature’s ally as a standard 
  action when summoning fire elementals. 
  Summoned elementals gain temporary hit points 
  equal to her druid level. She can reduce the level 
  of the summoning spell by one by summoning a 
  fire elemental one step smaller (e.g., summoning 
  a Medium fire elemental instead of a Large fire 
  elemental). She can also increase the 
  level of the summoning required 
  by one to apply the advanced 
  template or increase the size 
  of a summoned elemental by 
  one. Finally, she may increase 
  the spell level by two to both 
  apply the advanced template 
  and increase the size of the 
  summoned elemental at 
  the same time. This ability 
  replaces a thousand faces.
  Wild Shape (Su): At 6th 
  level, a fire shaman’s wild 
  shape ability functions at 
  her druid level -2. If she 
  takes on the form of a fire 
  elemental, she instead uses 
  her druid level +2.
  Bonus Feat: At 9th level 
  and every four levels thereafter, 
  a fire shaman gains one of the following bonus 
  feats: Ability Focus (burn), Dodge, Mobility, 
  Iron Will, or Wind Stance. She must meet the 
  prerequisites for these bonus feats. 
  This ability replaces venom immunity.
  WATER SHAMAN
  Nature Bond: A water shaman does not 
  gain an animal companion. She instead must 
  take the Water domain as her nature bond. In 
  addition, the water shaman gains Aquan as a 
  bonus language. 
  Elemental Empathy (Ex): At 1st level a 
  water shaman gains elemental empathy. She 
  adds her druid level on Diplomacy checks to 
  improve the attitude of water elementals and 
  creatures with the water subtype.
  Elemental Transformation (Su): At 2nd 
  level, a water shaman may adopt an aspect 
  of the water element while retaining her 
  normal form. This ability functions as the air 
  shaman ability, but the druid may select from 
  the following bonuses: movement (swim 
  speed 30 feet), water breathing (as the 
  spell, the druid must be 5th level to select 
  this bonus), skills (+4 racial bonus on 
  Escape Artist and Swim checks), 
  drench (see Pathfinder RPG 
  Bestiary), or elemental weapons 
  (2 water bursts for 1d6 
  damage for a Medium druid, 
  +4 damage against creatures 
  of the fire subtype).
  Totemic Summons (Su): 
  At 5th level, a water shaman 
  may cast summon nature’s ally 
  as a standard action when 
  summoning water elementals. 
  Summoned elementals gain 
  temporary hit points equal to 
  her druid level. She can reduce 
  
  12
  the level of the summoning spell by one by 
  summoning a water elemental one step smaller 
  (e.g., summoning a Medium water elemental 
  instead of a Large water elemental). She can 
  also increase the level of the summoning 
  required by one in order to apply the advanced 
  template or increase the size of summoned 
  elemental by one. Finally, she may increase 
  the spell level by two to both apply the 
  advanced template and increase the size of the 
  summoned elemental at the same time. This 
  ability replaces a thousand faces.
  Wild Shape (Su): At 6th level, a water 
  shaman’s wild shape ability functions at her 
  druid level -2. If she takes on the form of a 
  water elemental, she instead uses her druid 
  level +2.
  Bonus Feat: At 9th level and every four 
  levels thereafter, a water shaman gains one 
  of the following bonus feats: Brew Potion, 
  Cleave, Dodge, Endurance, Great Fortitude, 
  or Skill Focus (swim). She must meet the 
  prerequisites for these bonus feats. This ability 
  replaces venom immunity.
  New Domains
  A druid may take one of these new domains 
  when selecting the domain provided through 
  her nature bond. These domains are also 
  available to clerics. Domain spells marked with 
  an * are taken from the Advanced Player’s Guide. 
  If you do not have the APG use the spell from 
  the core rulebook in parenthesis.
  BIRD DOMAIN
  Granted Powers You celebrate in the 
  freedom of winged creatures. You can fly and 
  are not easily captured or bound. Fly is a class 
  skill for you.
  Hawk’s Sight (Ex): At 1st level you gain a 
  bonus on Perception skill checks equal to your 
  druid level. 
  Wings (Ex): Beginning at 8th level you can 
  grow feathery wings as a free action. You gain 
  a fly speed (average) and can fly for a number 
  of rounds equal to your druid level. These 
  rounds do not need to be consecutive.
  Domain Spells: 1st – aspect of  the falcon* 
  (feather fall), 2nd – owl’s wisdom, 3rd – fly, 4th – 
  freedom of  movement, 5th – overland flight, 6th – owl’s 
  wisdom, mass, 7th – summon nature’s ally VII (birds 
  only), 8th – animal shapes (birds only), 9th – 
  shapechange (birds only)
  SUBDOMAINS: FEATHER, WIND
  Feather Replacement Power: The Eyes of  
  the Hawk power of the subdomain replaces the 
  Hawk’s Sight power.
  Replacement Domain Spells: 2nd—feather 
  fall, 6th—mass fly*.
  Wind Replacement Power: The Wind Blast 
  power of the subdomain replaces the Hawk’s 
  Sight power. 
  
  13
  Replacement Domain Spells: 1st—
  whispering wind, 6th—wind walk, 9th—winds  
  of  vengeance*.
  HUNTING DOMAIN
  Granted Powers: You are master of the 
  hunt. The bounty of the land is yours for the 
  taking. You gain proficiency with the longbow 
  and shortbow.
  Master Tracker (Ex): At 1st level you gain  
  a bonus equal to your cleric level on Survival 
  checks when following tracks or hunting  
  and foraging.
  Game Hunter (Ex):  At 5th level, choose 
  one type of creature from the ranger’s 
  favored enemy list. You gain a +2 bonus on 
  weapon attack and damage rolls and on Bluff, 
  Knowledge, Perception, Sense Motive and 
  Survival checks against creatures of this type. 
  At every five levels thereafter, you can choose 
  to increase this bonus by +2 or you may select 
  an additional favored enemy, gaining a +2 
  bonus on weapon attack and damage rolls 
  and on Bluff, Knowledge, Perception, Sense 
  Motive and Survival checks against creatures 
  of the new type, but not both.
  Domain Spells: 1st – hide from animals, 2nd 
  – hold animal, 3rd – snare, 4th – tireless pursuers* 
  (tiny hut), 5th – mage’s faithful hound, 6th – tree 
  stride, 7th – control weather, 8th – finger of  
  death, 9th -- foresight
  SUBDOMAINS: FUR, TACTICS
  Fur Replacement Power: The 
  Predator’s Grace power of the 
  subdomain replaces the Master 
  Tracker power.
  Replacement Domain 
  Spells: 1st—magic fang, 
  3rd—beast shape I  
  (animals only).
  Tactics Replacement Power: The Seize the 
  Initiative power of the subdomain replaces the 
  Master Tracker power. 
  Replacement Domain Spells: 2nd—
  aid, 5th—command (greater), 8th—planar 
  ally (greater).
  INSECT DOMAIN 
  Granted Powers: The teeming hordes 
  of ants, centipedes and vermin are yours to 
  control. You have a special bond with the 
  small creatures that make up in numbers what 
  they lack in size.
  Sting (Ex): At 1st level you gain a natural 
  bite attack that deals 1d6 points of damage + 
  Strength modifier (or 1d3 if you are Small). 
  On a successful hit with your bite attack the 
  target is also sickened for 1 round. This is a 
  poison effect. You may use this bite attack for 
  a number of rounds per day equal to 3 + your 
  Wisdom modifier.
  Hive Mind (Ex): As a swift action you may 
  enter a mental state akin to that of an insect: 
  aware of your surroundings and able to act 
  but without emotions or complex thoughts. 
  You become immune to fear, compulsion, and 
  enchantment spells and effects. You can do 
  this for a number of rounds each day equal to 
  your cleric level.
  Domain Spells: 1st – ant 
  haul* (jump), 2nd – vomit swarm* 
  [summon swarm (spiders only)], 
  3rd – poison, 4th – giant vermin, 5th 
  – insect plague, 6th – swarm skin* 
  (vermin only) (summon nature’s 
  ally VI [giant scorpion 
  only]), 7th – creeping doom, 8th 
  – summon nature’s ally (purple 
  worm only), 9th – regenerate
  
  14
  SUBDOMAINS: INEVITABLE, TOIL
  Inevitable Replacement Power: The 
  Command power of the subdomain replaces the 
  Sting power.
  Replacement Domain Spells: 3rd—
  command undead, 5th—command (greater), 6th—
  planar binding (inevitables only).
  Toil Replacement Power: The Aura of  
  Repetition power of the subdomain replaces the 
  Hive Mind power. 
  Replacement Domain Spells: 1st—
  command, 5th—waves of  fatigue, 7th—waves  
  of  exhaustion
  TRANSFORMATION DOMAIN
  Granted Powers: You revere the forces 
  of change, understanding that nothing lasts 
  forever. You do not promote life or death, 
  stability or chaos, but the moment in between 
  that ensures no single state gains dominance.
  Protean (Su): You can change your appearance 
  for a number of rounds per day equal to 3 + 
  your Wisdom modifier. This acts as alter self.  
  The rounds do not need to be consecutive.
  Primal Cancellation (Su): At 8th level you can 
  generate a 30-ft. aura of true neutrality 1/day, 
  canceling all moral and ethical distinctions. 
  Spells and effects with a chaotic, death, 
  evil, good, healing, or lawful descriptor are 
  negated within the aura, as is DR based on 
  an alignment. (For example, a creature with 
  DR 10/good loses its DR while in the aura.) 
  Creatures with an alignment subtype no longer 
  have that subtype while in the aura. This aura 
  lasts for a number of rounds equal to ½ your 
  cleric level. 
  Domain Spells: 1st – sanctuary, 2nd – natural 
  rhythm * (align weapon), 3rd – magic circle against 
  chaos/evil/good/law, 4th – true form * (death ward), 
  5th – threefold aspect* (reincarnate), 6th – greater 
  dispel magic, 7th – destruction, 8th – mass inflict 
  critical wounds, 9th – shapechange
  SUBDOMAINS:  
  DECEPTION, PROTEAN
  Deception Replacement Power: The 
  Sudden Shift power of the subdomain replaces 
  the Protean power.
  Replacement Domain Spells: 2nd—mirror 
  image, 7th—project image.
  Protean Replacement Power: The Aura 
  of  Chaos power of the subdomain replaces the 
  Primal Cancellation power. 
  Replacement Domain Spells: 1st—
  lesser confusion, 3rd—displacement, 6th—planar 
  binding (proteans only).
  TREE DOMAIN
  You are the protector of the forest, and you 
  find companionship with the world’s mighty 
  growing things.
  Resistance of  the Wood (Ex): You are as the 
  mighty oak. You gain a +1 inherent bonus to 
  Constitution. This increases by +1 every five 
  levels to a maximum of +4 at 20th level.
  Animate Trees (Su): At 8th level, as a standard 
  action, you can imbue trees with mobility and 
  a semblance of life. This ability functions as 
  animate plants, but only with trees. You can use 
  this ability 1/day at 8th level, and one additional 
  time per day for every four levels beyond 8th to 
  a maximum of 4/day at 20th level.
  Domain Spells: 1st – shillelagh, 2nd – 
  barkskin, 3rd – quench, 4th –  grove of  respite* 
  (secure shelter [in the forest only]), 5th – treestride, 
  6th – live oak, 7th – change staff, 8th – control plants 
  (trees only), 9th – maze (in the forest only)
  
  15
  SUBDOMAINS:  
  GROWTH, SEASONS
  Seasons Replacement Power: The 
  Untouched by the Seasons power of the 
  subdomain replaces the Resistance of  the Wood 
  power.
  Replacement Domain Spells: 1st—
  goodberry, 4th—blight, 8th—sunburst.
  Growth Replacement Power: The Enlarge 
  power of the subdomain replaces the Animate 
  Trees power. 
  Replacement Domain Spells: 1st—enlarge 
  person, 5th—righteous might.
  New Animal 
  Companions
  These creatures are available as animal companions for 
  druids and rangers.
  BRAIN OOZE
  Starting Statistics: Size Small; Speed 20 ft., climb 
  20 ft.; AC +2 natural armor; Attack slam (1d3 
  + 1d4 acid); Ability Scores Str 13, Dex 10, Con 
  17, Int 2, Wis 12, Cha 2; Special Attacks acid; 
  Skills Racial Modifier +4 Escape Artist; Special 
  Qualities blindsight 20 ft., ooze traits.
  7th-level Advancement: Size Medium; Speed 20 
  ft., climb 20 ft.; Attack slam (1d4 + 1d6 acid); 
  Ability Scores Str +2, Dex -4, Con +4; Special 
  Attacks acid; Spell-Like Abilities 1/day – lesser 
  confusion
  Acid (Ex) The acid that covers a brain ooze 
  dissolves flesh and bone. With a successful 
  slam attack it deals the listed amount 
  of damage against living creatures (and 
  creatures that were once living, such as 
  corporeal undead). A brain ooze that manages 
  to grab a creature deals acid damage equal 
  to its 10 + ½ HD + Con modifier, but the gray 
  ooze must remain in contact with the creature 
  for 1 full round in order to deal this damage.
  ELECTRIC LIZARD
  Starting Statistics: Size Small; Speed 30 ft., climb 
  20 ft.; AC +2 natural armor; Attack bite (1d4 
  plus 1d4 electricity); Ability Scores Str 10, Dex 
  17, Con 15, Int 1, Wis 12, Cha 10; Skills Racial 
  Modifier +4 Acrobatics, modifies Climb with 
  Dex; Special Qualities tremorsense 30 ft.
  4th-level Advancement: Size Medium; Attack bite 
  (1d6 plus 1d6 electricity); Ability Scores Str 
  +2, Dex -2, Con +2
  
  16
  FAST FLYTRAP
  Starting Statistics: Size Medium; Type plant; 
  Speed 20 ft.; AC +4 natural armor; Attack bite 
  (1d6 plus grab); Ability Scores Str 14, Dex 13, 
  Con 15, Int 1, Wis 12, Cha 2; Special Attacks 
  swallow whole; Special Qualities plant traits, 
  tremorsense 30 ft.
  4th-level Advancement: Size Large; Speed 20 ft.; 
  Attack bite (1d8 plus grab); Ability Scores Str 
  +4, Dex -2, Con +4
  FOREST WORM
  Starting Statistics: Size Small; Speed 20 ft., climb 
  20 ft., burrow 20 ft.; AC +2 natural armor; 
  Attack bite (1d4 plus grab); Ability Scores 
  Str 10, Dex 17, Con 15, Int 1, Wis 12, Cha 2; 
  Special Attacks constrict (1d4); Skills Racial 
  Modifier +4 Escape Artist; Special Qualities 
  darkvision 60 ft.
  4th-level Advancement: Size Medium; Speed 30 
  ft.; AC +1 natural armor; Attack bite (1d6 plus 
  grab); Ability Scores Str +4, Dex -2, Con +2; 
  Special Attacks constrict (1d6)
  GREEN SLUG 
  Starting Statistics: Size Small; Speed 20 ft., climb 
  20 ft., swim 10 ft.; AC +4 natural armor; 
  Attack bite (1d4); Ability Scores Str 12, Dex 
  10, Con 18, Int 1, Wis 12, Cha 2; Special 
  Attacks spit acid (1d6); Special Qualities 
  malleable, tremorsense 30 ft.
  4th-level Advancement: Size Medium; Speed 
  swim 20 ft.; Attack bite (1d6); Ability Scores 
  Str +4, Dex -2, Con +4; Special Attacks spit 
  acid (1d8)
  Spit Acid (Ex) A green slug can spit acid at 
  an opponent within 20 feet (no range 
  increment). With a successful ranged touch 
  attack, the target takes the listed amount of 
  damage (no save).
  Malleable (Ex) A green slug’s body is very 
  malleable, allowing it to fit into narrow areas 
  with ease. A green slug takes no penalty to 
  its speed or checks when squeezing in an 
  area that is one size category smaller than its 
  actual size. A green slug can squeeze normally 
  through an area two size categories smaller 
  than its actual size.
  
  17
  New Feats
  Druids have their secret skills and masteries. Many are 
  taken directly from nature, others are peculiar to their 
  connection with animal companions or divine power.
  Brothers in Kind
  You gain strength when you take on the form 
  of your animal companion.
  Benefit: When you use your wild shape ability 
  to turn yourself into the same kind of animal 
  as your animal companion, you both gain a +2 
  morale bonus on attack and damage rolls when 
  flanking the same opponent, and a +2 morale 
  bonus to Will saves as long as you remain 
  within 30 ft. of each other.
  Defend the Master
  Your human companion must be  
  saved at all costs.
  Prerequisite: Animal Companion
  Benefit: When the animal companion’s druid 
  is reduced to 0 or fewer hp, the animal com-
  panion goes into a rage and attacks all foes of 
  the druid until it is slain or this ability ends. 
  This functions as a rage spell (but is not magic) 
  and lasts for a number of rounds equal to the 
  animal companion’s Hit Dice.
  Great Paws, Bigger Teeth
  Your wild shape possesses natural attacks 
  much larger than a normal creature of its size.
  Prerequisite: Wild shape ability
  Benefit: Whenever you wild shape into an 
  animal or magical beast, the creature’s natural 
  attacks increase their base damage by one dice 
  step, as if you were one size larger.
  Commentary: This does exactly what Im-
  proved Natural Attack does, but makes that 
  important power available to PCs sooner. The 
  two feats stack.
  Green Force
  Your spells imbue you with the energy of life.
  Prerequisite: Ability to cast creation spells
  Benefit: Whenever you cast a creation spell, you 
  heal a number of hp equal to the spell’s level.
  Healing Tongue
  An animal’s tongue speeds the healing of inju-
  ries and cleanses wounds.
  Benefit: An animal with this feat can lick the 
  wounds of an injured creature (but not con-
  structs or undead) and grant it benefits as if 
  it had performed a Heal skill check to render 
  first aid, provide long-term care, treat deadly 
  wounds, treat poison, or treat disease. A suc-
  cessful Heal skill check is required, but a healer’s 
  kit is not. Only disease or poison contracted 
  through contact or injury can be treated.
  Special: A druid who takes this feat can only 
  use it while in the wild shape of a Small or larger 
  creature.
  Primeval Counsel
  The land speaks to you.
  Benefit: When in a natural area such as a forest, 
  desert, swamp etc., you gain a +2 bonus on 
  Knowledge (geography), Knowledge (nature), 
  and Knowledge (local) skill checks.
  Rampant Growth 
  The creatures of the forest you call 
  grow under you power.
  Prerequisite: Wild Empathy  
  or Knowledge (nature) 5 ranks
  Benefit: When you summon 
  an animal, magical beast,  
  or plant with a conjura-
  tion spell, the creature 
  gains the Giant Crea-
  ture template.
  
  Rapid Growth
  You can cast nature spells faster than other spells.
  Prerequisite: Ability to cast 6th level spells
  Benefit: You can cast spells with the creation 
  descriptor as a swift action without increasing 
  the spell’s level. You cannot cast another spell 
  in the same round you cast a creation spell 
  this way.
  Sudden Ally
  Your call for help is answered immediately.
  Benefit: Once per day when you choose to 
  spontaneously cast a summon nature’s ally spell 
  you can cast it as a swift or immediate action 
  without increasing its level. You cannot cast 
  another spell on the turn you use this ability.
  Totem Aspect
  You can take on an aspect of a totem creature 
  you revere.
  Prerequisite: Wild Shape
  Benefit: Choose one of the aspects below. You 
  may consume one use of your wild shape ability 
  to instead take on that aspect for 1 minute per 
  druid level. Once this choice has been made it 
  cannot be changed.
  Bear aspect:  
  +4 enhancement bonus to Constitution
  Bull aspect:  
  +4 enhancement bonus to Strength
  Cast aspect:  
  +4 enhancement bonus to Dexterity
  Eagle aspect:  
  +4 enhancement bonus to Charisma
  Fox aspect:  
  +4 enhancement bonus to Intelligence
  Owl aspect:  
  +4 enhancement bonus to Wisdom
  Special: You can gain this feat more than 
  once, but its effects do not stack. Each time 
  you take this feat choose a different aspect. 
  You may have only aspect in effect at a time.
  
  OPEN GAME LICENSE 
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