TEXT: undeFEATable
  8: DRUIDS
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
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  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  LPJ9594
  Written By Simon Rocquette And Louis Porter Jr.
  NEW FEATS
  ARBOREAL [GENERAL]
  The character was literally born in the trees and 
  wilderness. As a result, they are highly adept at 
  avoiding falling damage.
  Benefit: The character gains a +4 competence 
  bonus to any Climb checks made to avoid falling 
  damage.
  ATTUNED [DRUID]
  You possess an uncanny knack for detecting 
  danger in a wilderness environment.
  Prerequisites: Alertness, Nature Bond
  Benefit: Attuned is only effective in a wilderness 
  setting and you receive a +2 bonus on initiative 
  checks and retain your Dexterity bonus to Armor 
  Class if you are caught flat-footed. In addition, 
  you also receive a +2 dodge bonus to Armor Class 
  against attacks of opportunity caused when you 
  leave or move into a threatened area. This feat 
  does not function wherever construction or settle-
  ment has replaced the natural surroundings.
  CALLS OF THE WILD [GENERAL]
  You can communicate a brief message to another 
  creature via mimicked animal calls.
  Prerequisite: Handle Animal 8 ranks, Survival 8 
  ranks
  Benefit: You can relay a brief message of less than 
  one sentence to another creature that possesses 
  this feat. To the untrained ear, the message sounds 
  like the chirping of a bird or the cry of an animal; 
  however anyone else with the feat can generally 
  comprehend the message’s contents. Extremely 
  simple messages such as “come here” or “stay 
  there” automatically succeed. More complex 
  messages such as “two orcs approaching from 
  the east” require Wisdom checks by both parties. 
  Typical difficulty classes for such checks are 
  provided below.
  DC 
  Message
  5 
  “Two orcs approaching”
  10 
  “Two orcs approaching from the east”
  15 
   “Two orcs and a bugbear leader 
  approaching from the east”
  20 
   “Two orcs and a bugbear leader sixty feet 
  away and closing from the east.”
  As a general rule, add five to the message’s diffi-
  culty class for every piece of detail, such as the 
  creature type, species, direction, distance etc. For 
  instance, the last message conveys four details, 
  two orcs, bugbear leader, sixty feet and the east. 
  Messages that convey more than four details auto-
  matically fail.
  Failed messages are incomprehensible and auto-
  matically fail if the parties attempt to convey the 
  same message again or a message with a difficulty 
  class equal to or higher than the previous message.
  CARPENTER [METAMAGIC]
  Any spell that creates or manipulates non-living 
  wood is cast as if you were two levels higher. 
  Prerequisites: Ability to cast wood shape.
  Benefit: Whenever you cast a spell that alters, 
  creates, magically enhances or manipulates wood 
  or a wooden object, you cast the spell at your 
  current level plus two. To qualify for the benefits 
  of this feat, the spell cannot be cast on any non-
  wooden material.
  Furthermore, the spell cannot affect any type of 
  living wood such as a treant or a living tree. Spells 
  that fall under these restrictions include liveoak, 
  speak with plants, tree shape and tree stride. 
  Examples of spells affected by this feat include 
  changestaff, ironwood and warp wood.
  
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  CHILD OF THE WILDERNESS [DRUID]
  You are more adept at battling against feys.
  Prerequisites: Druid level 2nd+, Survival 8 ranks
  Benefit: You receive a +2 bonus to AC against all attacks 
  made against you by feys, and you receive a +2 saving 
  throw bonus against the spell-like abilities of feys. This 
  bonus stacks with the Druid class feature to Resist Nature’s 
  Lure.
  CRAFT FETISH [ITEM CREATION]
  You can create fetishes, items that contain spells you or 
  another spellcaster can use.
  Prerequisite: Spellcaster leveI1st+.
  Benefit: This feat works like Scribe Scroll, except it 
  creates a fetish; an object of some type often a small doll; 
  rather than a scroll. Like a scroll, the fetish is consumed 
  after one use.
  Special: Using a charm provokes an attack of opportunity 
  and in all ways is just like reading a scroll.
  CULINARY ASHE [ITEM CREATION]
  This feat is sometimes called “upside-down cooking” is the 
  ability to trap magical powers within common food items, 
  alchemical or herbal drinks. The enchanted foods are magi-
  cally protected from spoilage, and retain their magic indefi-
  nitely until used.
  Prerequisites: Brew Potion, spellcaster level 3rd+
  Benefit: This feat functions exactly like Brew Potion, 
  except that the caster can make the potion appear as any 
  sort of food desired including magical breads, cheeses, 
  or meats, dry goods, fruit, gels, soups or stews and even 
  pastes.  The limits of this feat are left to the imagination of 
  the player and the DM.
  DREAMCHILD [DRUID]
  You bind your being to the magical essence of the wood-
  lands, gaining aspects of fey creatures.
  Prerequisites:  Druid level 5th+, Survival 10 ranks, Fey 
  Blood
  Benefit: You are immune to magical compulsions that 
  affect humanoids like charm person and dominate person.
  EARS OF THE FOX [GENERAL]
  Your sense of hearing is extremely keen.
  Benefit: The character receives a +2 bonus to Perception 
  checks and can make a Perception check with a-5 penalty 
  to rouse from sleep upon hearing a menacing or otherwise 
  loud noise.
  EMPATHIC [GENERAL]
  You sense the feelings of those around you.
  Prerequisites: Wis 13+ or Cha 13+, Sense Motive 6 ranks
  Benefit: You gain a +2 bonus to all Sense Motive checks 
  and Diplomacy checks. In addition, you gain a +1 compe-
  tence bonus to initiative checks.
  EMPOWERED BLOOD [METAMAGIC]
  You magic can be fueled with your own blood, increasing 
  its potency.
  Prerequisites: Druid level 1st+
  Benefit: Prior to casting a spell, you may wound yourself 
  to feed the magical energies you unleash. You may suffer 3 
  points of damage (which cannot be prevented in any way) 
  to generate one of the following effects.
   
  • 
  The target’s spell resistance is reduced by two.
   
  • 
  The spell DC is increased by 2.
   
  • 
  The spell deals +1 damage.
  You may deal damage to your target in multiples of 3 to 
  generate these effects, up to a number of times equal to 1 + 
  your Constitution bonus (if any).
  Special: A spell need not be prepared ahead of time as an 
  empowered blood spell in order to take advantage of this 
  feat.
  EXTRA ANIMAL COMPANION [GENERAL]
  You have an additional animal companion.
  Prerequisites: Nature Bond (Animal Companion), Druid 
  level 5th+
  Benefit: You gain an additional animal companion. This 
  animal companion may be the same type as your first or 
  completely different.
  Special: You can gain this feat multiple times. Each time 
  you may choose another animal companion.
  FEY BLOOD [DRUID]
  You have fey blood running in your veins.
  Prerequisites: Cha 13+, Druid level 1st
  Benefit: When determining bonus spells by spell level and 
  maximum spell level known, you may use your highest 
  ability score in place of the appropriate one. In addition, 
  the saving throw DC for all your spells is increased by 1.
  
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  Special: This feat can only be chosen at 1st level.
  FEY MAGIC [DRUID]
  Your magic is rooted in illusion, but still potent to those 
  without fey blood.
  Prerequisites: Cha 15+, Druid level 4th+, Fey Blood
  Benefit: Your magic draws upon the power of the fey. Fey 
  magic, although rooted in illusionary glamer, is powerful 
  and difficult to resist. All spells you cast are considered 
  Illusion (Glamer) spells in addition to any other spell type. 
  Non-fey creatures targeted by your spells make saving 
  throws (if any) as willpower saves. Due to the strength 
  of your Fey Blood, the saving throw DC of your spells is 
  increase by 4. On a successful save, however, the effect is 
  negated, no matter the terms of the spell.
  This bonus stacks with other DC spell increases.
  Special: You can gain this feat multiple times. Each time 
  you gain this feat, your spell DC increases by 2.
  GARDENER [METAMAGIC]
  All plant-based spells are cast as if you were two levels 
  higher.
  Prerequisites: Ability to cast control plants.
  Benefit: Whenever you cast a spell that alters, controls, 
  creates, repels or summons a living plant, you cast the 
  spell at your current level plus two. This feat has no affect 
  on spells that transmute or manipulate wood. Spells influ-
  enced by this feat include control plants, diminish plants, 
  entangle and plant growth. Spells such as warp wood and 
  wood shape do not receive the benefits of this feat because 
  they alter the properties of non-living plant material.
  GRACE OF THE FEY [DRUID]
  Fey blood makes you swift and graceful, providing you an 
  unnatural combat sense with fey weapons.
  Prerequisites: Dex 15+, Cha 15+, Druid level 1st
  Benefit: You are proficient with the longsword or rapier 
  as well as the short bow, longbow, short composite bow, 
  and long composite bow. If you are already proficient with 
  these weapons you gain a +1 bonus to attack rolls with 
  them.
  Special: This feat can only be chosen at 1st level.
  HIDDEN RUN [GENERAL]
  You are a fleeting shadow, nearly invisible even as you 
  rush past opponents.
  Prerequisites: Dex 13+, Acrobatics 6 ranks, Stealth 6 
  ranks
  Benefit: You may move up to your normal speed with no 
  penalty to your Stealth check.
  KNOW TERRAIN [GENERAL]
  Prerequisites: Int 13+, Survival 6 ranks
  Benefit: Choose a terrain type. You gain a +1 competence 
  bonus to Bluff, Perception, Sense Motive, and Survival 
  checks while in that terrain. You also gain this bonus to 
  melee weapon damage rolls and ranged weapon damage 
  rolls up to 30 ft. This bonus damage does not apply to 
  creatures immune to critical hits. Terrain types include:
  Type 
  Example
  Desert 
  Sand dunes
  Forest 
  Woodlands, jungles
  Hill 
  Foothills
  Marsh 
  Swamp, bog
  Mountains 
  Alpine reaches
  Plains 
  Farmland
  Underground 
  Caverns, dungeons
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take this feat, it applies to a 
  new terrain type.
  MARK OF THE FEY [DRUID]
  You have been marked by the fey, although such a blessing 
  is not without its price.
  Prerequisites: Cha13+, Druid level 1st
  Benefit: You may add your Charisma bonus to all saving 
  throws against spells or spell-like effects. However, you do 
  not gain this bonus against fey opponents.
  Special: This feat can only be chosen at 1st level.
  MUSK [DRUID]
  The character naturally produces a musk that makes him 
  seem more charismatic to others.
  Prerequisites: Druid level 4th+
  Benefit: Once per day the character can produce a faint 
  musk that adds a +2 racial bonus to all of her Charisma-
  based skills for 10 minutes. The bonus does not apply if 
  his is interacting with a construct, elemental, ooze, plant, 
  undead, or vermin.
  
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  NATURAL ARCHER [GENERAL]
  You have come to terms with the tenets of your faith and 
  can use an archaic bow, reflecting your naturalist and prim-
  itive nature.
  Prerequisites: Dex 13+, Wis 13+, Druid level 1st+
  Benefit: You gain Martial Weapon Proficiency (longbow) 
  and Martial Weapon Proficiency (shortbow). You do not 
  gain proficiency with the composite version of these 
  weapons however.
  Normal: Druids are proficient with the following weapons: 
  club, dagger, dart, quarterstaff, scimitar, scythe, sickle, 
  shortspear, sling, and spear.
  RESIST ELEMENTALISM [GENERAL]
  Your belief shields you and sustains you in face of the fury 
  of the elements.
  Prerequisites: Con 13+, Wis 15+, druid level 9th+
  Benefit: You are permanently blessed with Damage 
  Resistance 5/- against magical elemental effects. In addi-
  tion, you gain a +4 divine bonus to all saving throws 
  against acid, cold, electricity, fire, and sonic damage, 
  whether from a magical or natural source.
  RESIST FEY [GENERAL]
  You are naturally resistant to the powers of the fey.
  Prerequisite: Wis 13+
  Benefit: You gain a +4 bonus to all saving throws against 
  effects generated by fey.
  RESISTANT SHAPESHIFTER [DRUID]
  Your draw on your inner magic and can resist forces that 
  would normally end your wild shape form prematurely.
  Prerequisites: Ability to wild shape, Con 15+
  Benefits: When confronted with a dispel effect or anti-
  magic effect that would end your wild shape, you can 
  attempt to retain your form with a Concentration check 
  (DC 20). In an antimagic field, the character must make 
  this check every round until he leaves the area of effect.
  RITUALISTIC ACTION [GENERAL]
  The character knows special rituals for almost everything, 
  and when he takes the time to perform them, they ensure 
  that the gods smile upon him.
  Benefit: Whenever the character takes 20 on a check, he 
  can also perform a special ritual to ensure success. This 
  grants him a +1 morale bonus to that check only; thus, 
  when he takes 20, it becomes 21.
  STRENGTH OF THE STAG [GENERAL]
  You gain short bursts of energy, allowing you to run and 
  fight longer than normal.
  Prerequisites: Con 13+, Great Fortitude
  Benefit: Once per day, you may gain a temporary boost 
  of energy. When this feat is invoked, you gain 1d4 tempo-
  rary hit points for each point of Constitution bonus. These 
  temporary hit points last for 10 minutes per point of 
  Constitution.
  Special: You can gain this feat multiple times. Each time, 
  you may use this feat an additional time per day. You 
  may not take this feat more times that you have points of 
  Constitution bonus.
  THE SIGHT [GENERAL]
  You can view the invisible world, just as well as the phys-
  ical.
  Prerequisite: Wis 13+
  Benefit: You may sense incorporeal spirits within 60 ft. of 
  your position with a successful Perception check (DC 20). 
  This ability works just as detect evil, detect magic or detect 
  un dead and requires a round of concentration to activate.
  SIXTH SENSE [GENERAL]
  You have an uncanny sense for detecting invisible or non-
  corporeal creatures.
  Prerequisites: Wis 13+,Alertness,The Sight
  Benefit: When an incorporeal or invisible creature comes 
  within 30 ft. of you, the DM makes a secret Perception 
  check (DC 25). If this check is successful, you sense the 
  creature’s presence. This does not require any concentra-
  tion, however you do not know its location or nature. You 
  simply feel that something or someone is watching you. 
  Once it is determined that something is there, you may use 
  The Sight feat to determine its location.
  In addition, whenever someone scries your location you 
  may make a Spot check (DC 30) to notice them.
  SUNDER NATURAL WEAPON [GENERAL]
  You have experienced many battles against wild animals 
  and vicious monsters that fight with claws and fangs. 
  You’ve learned a few special moves that allow you to 
  cripple a creature’s natural attacks.
  Prerequisites: Str 13+, Knowledge (Nature) 4 ranks, 
  Survival 4 ranks, Improved Sunder, Power Attack
  Benefit: When fighting a creature of large or greater size 
  that fights with natural weapons, such as claws, a bite 
  
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  5
  attack, or a bludgeoning tail, you may choose to partially 
  cripple one of those attacks. When you score a critical 
  hit against such a creature, you may choose to inflict a -4 
  penalty to one of the creature’s natural attacks and a -2 
  to its damage rather than deal extra damage. This penalty 
  lasts until the creature is healed to its maximum hit points.
  WAR BEAST CARETAKER [GENERAL]
  Animals that you train learn to ignore distractions and 
  better resist spells. In the face of strange supernatural 
  opponents, they keep their resolve.
  Prerequisites: Handle Animal 4 ranks, Nature Bond 
  (Animal Companion)
  Benefit: With three weeks of training and a successful 
  Handle Animal check (DC 20) you can grant a beast under 
  your tutelage a +2 competence bonus on all saving throws 
  and a +4 competence bonus against mind-affecting attacks 
  and spells.
  WAR BEAST TRAINER [GENERAL]
  You are skilled in training animals to fight beside you. You 
  grant them improved abilities in combat, and they fight 
  better with armed warriors than other trained beasts.
  Prerequisites: Handle Animal 6 ranks, Nature Bond 
  (animal companion)
  Benefit: With three weeks of training and a successful 
  Handle Animal check (DC 20), you can grant an animal 
  you train gain +2 competence bonus to any Handle Animal 
  trick they might do  and Weapon Focus with one of its 
  natural attacks.
  
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