The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear — all these and more are at the druid’s command. The druid however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To trespassers in a druid’s sacred grove, and to those who feel her wrath, the distinction is overly fine.
Adventures: Druids adventure to gain knowledge (especially about animals and plants unfamiliar to them) and power. Sometimes, their superiors call on their services. Druids may also bring their power to bear against those who threaten what they love, which more often includes ancient stands of trees or trackless mountains than people. While druids accept that which is horrific or cruel in nature, they hate that which is unnatural, including aberrations (such as beholders and carrion crawlers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when they encroach on the druids’ territory.
Characteristics: Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented towards nature and animals. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level.
The armour of a druid is restricted by traditional oaths to the items noted in Weapon and Armour proficiency (below). All other armour is prohibited. Though a druid could learn to wear full plate, putting it on would violate her oath and suppress her druidic powers. Druids avoid carrying much worked metal with them because it interferes with the pure and primal nature that they attempt to embody.
Alignment: Druids, in keeping with nature’s ultimate indifference, must maintain at least some measure of dispassion. As such, they must be neutral on at least one alignment axis (chaotic-lawful or good-evil), if not both. Just as nature encompasses such dichotomies as life and death, beauty and horror, and peace and violence, so two druids can manifest different or even opposite alignments (neutral good and neutral evil, for instance) and still be part of the druidic tradition.
Religion: A druid reveres nature above all. She gains her magical power either from the force of nature itself or from a nature deity. The typical druid pursues a mystic spirituality of transcendent union with nature rather than devoting herself to a divine entity. Still, some druids revere or at least respect either Obad-Hai (god of nature) or Ehlonna (goddess of the woodlands).
Background: Though their organization is invisible to most outsiders, who consider druids to be loners, druids are actually part of a society that spans the land, ignoring political borders. A prospective druid is inducted into this society through secret rituals, including tests that not all survive. Only after achieving some level of competence is the druid allowed to strike out on her own.
All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any highranking members of the society or participated in druidic gatherings. All druids recognize each other as brothers and sisters. Like true creatures of the wilderness, however, druids sometimes compete with or even prey on each other.
A druid may be expected to perform services for higher-ranking druids, though proper payment is tendered for such assignments. Likewise, a lower-ranking druid may appeal for aid from her higher-ranking comrades in exchange for a fair price in coin or service.
Druids may live in small towns, but they always spend a good portion of their time in wild areas. Even large cities surrounded by cultivated land as far as the eye can see often have druid groves nearby — small, wild refuges where druids live and which they protect fiercely. Near coastal cities, such refuges may be nearby islands, where the druids can find the isolation they need.
Races: Elves and gnomes have an affinity for natural lands and often become druids. Humans and half-elves also frequently adopt this path, and druids are particularly common among savage humans. Dwarves, halflings, and half-orcs are rarely druids.
Few from among the brutal humanoids are inducted into druidic society, though gnolls have a fair contingent of evil druids among them. Gnoll druids are accepted, though perhaps not welcomed, by druids of other races.
Other Classes: The druid shares with rangers and many barbarians a reverence for nature and a familiarity with natural lands. She doesn’t much understand the urban mannerism typical of a rogue, and she finds arcane magic disruptive and slightly distasteful. The typical druid also dislikes the paladin’s devotion to abstract ideals instead of “the real world”. Druids, however, are nothing if not accepting of diversity, and they take little offence at other characters, even those very different from them.
Role: The druid enjoys extraordinary versatility. Though she lacks the sheer healing power of the cleric, she makes up for it with additional offensive power, thanks to her spell selection and wild shape ability. A druid backed up by another secondary healer (such as a paladin) can prove extremely valuable to a group of adventurers. Her animal companion also provides valuable melee combat support.
Druids have the following game statistics.
Abilities: Wisdom determines how powerful a spell a druid can cast, how many spells she can cast per day, and how hard those spells are to resist. To cast a spell, a druid must have a Wisdom score of 10 + the spell’s level. A druid gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a druid’s spell is 10 + the spell’s level + the druid’s Wisdom modifier. Since a druid wears only light or medium armour, a high Dexterity score greatly improves her defensive ability.
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral or neutral evil.
The druid’s class skills (and the key ability for each skill) are:
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Animal Companion, Nature Sense, Wild Empathy |
| 2nd | +1 | +3 | +0 | +3 | Woodland Stride |
| 3rd | +2 | +3 | +1 | +3 | Trackless Step |
| 4th | +3 | +4 | +1 | +4 | Resist Nature’s Lure |
| 5th | +3 | +4 | +1 | +4 | Wild Shape (1/day) |
| 6th | +4 | +5 | +2 | +5 | Wild Shape (2/day) |
| 7th | +5 | +5 | +2 | +5 | Wild Shape (3/day) |
| 8th | +6/+1 | +6 | +2 | +6 | Wild Shape (Large) |
| 9th | +6/+1 | +6 | +3 | +6 | Venom Immunity |
| 10th | +7/+2 | +7 | +3 | +7 | Wild Shape (4/day) |
| 11th | +8/+3 | +7 | +3 | +7 | Wild Shape (Tiny) |
| 12th | +9/+4 | +8 | +4 | +8 | Wild Shape (plant) |
| 13th | +9/+4 | +8 | +4 | +8 | A Thousand Faces |
| 14th | +10/+5 | +9 | +4 | +9 | Wild Shape (5/day) |
| 15th | +11/+6/+1 | +9 | +5 | +9 | Timeless Body, Wild Shape (Huge) |
| 16th | +12/+7/+2 | +10 | +5 | +10 | Wild Shape (elemental 1/day) |
| 17th | +12/+7/+2 | +10 | +5 | +10 | |
| 18th | +13/+8/+3 | +11 | +6 | +11 | Wild Shape (6/day, elemental 2/day) |
| 19th | +14/+9/+4 | +11 | +6 | +11 | |
| 20th | +15/+10/+5 | +12 | +6 | +12 | Wild Shape (elemental 3/day, Huge elemental) |
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 3 | 1 | — | — | — | — | — | — | — | — |
| 2nd | 4 | 2 | — | — | — | — | — | — | — | — |
| 3rd | 4 | 2 | 1 | — | — | — | — | — | — | — |
| 4th | 5 | 3 | 2 | — | — | — | — | — | — | — |
| 5th | 5 | 3 | 2 | 1 | — | — | — | — | — | — |
| 6th | 5 | 3 | 3 | 2 | — | — | — | — | — | — |
| 7th | 6 | 4 | 3 | 2 | 1 | — | — | — | — | — |
| 8th | 6 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | 6 | 4 | 4 | 3 | 2 | 1 | — | — | — | — |
| 10th | 6 | 4 | 4 | 3 | 3 | 2 | — | — | — | — |
| 11th | 6 | 5 | 4 | 4 | 3 | 2 | 1 | — | — | — |
| 12th | 6 | 5 | 4 | 4 | 3 | 3 | 2 | — | — | — |
| 13th | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | — |
| 14th | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | — | — |
| 15th | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — |
| 16th | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | — |
| 17th | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
| 18th | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
| 19th | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
| 20th | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
All of the following are class features of the druid.
Weapon and Armour Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling and spear. They are also proficient with all natural attacks (claw, bite and so forth) of any form they assume with wild shape.
Druids are proficient with light and medium armour but are prohibited from wearing metal armour; thus, they may wear only padded, leather or hide armour. (A druid may also wear wooden armour that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description.) Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armour or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A druid casts divine spells (the same type of spells available to the cleric, paladin and ranger), 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, below. A druid must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells and so forth). 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: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.
A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). 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. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature’s ally IV (also a 4th-level spell).
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). For example, a neutral good druid cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good and law descriptors in their spell descriptions.
Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to non-druids. Druidic has its own alphabet.
Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper) or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.
A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.) For example, a 6th-level druid could select a leopard as an animal companion. The leopard would have characteristics and special abilities as if the druid were 3rd level (taking into account the -3 adjustment) instead of 6th level.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (Nature) and Survival checks.
Wild Empathy (Ex): A druid can use body language, vocalizations and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). 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 (such as a basilisk or a girallon), but she takes a -4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies and sprites).
Wild Shape (Su): At 5th level, a druid gains the ability to assume the form of any Small or Medium creature of the animal type and change back again to natural form once per day. The assumed form must be that of an animal the druid has seen or could know about.
This ability is an alternate form, except as noted here. Changing to an assumed form or back to natural form is a standard action that provokes no attacks of opportunity. The effect lasts for 1 hour per druid level, or until the druid changes back. The assumed form’s Hit Dice cannot exceed the character’s druid level. Each time a druid uses wild shape, she regains 1 hit point per Hit Die.
A druid cannot speak while in animal form because she is limited to the sounds an untrained animal can make. She can communicate with other animals of the same general grouping as her animal form. Any gear worn or carried by the druid melds into the assumed form and becomes non-functional. When the druid reverts to natural form, any objects previously melded into the assumed form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land in the druid’s space.
A druid can use this ability more times per day at 6th, 7th, 10th, 14th and 18th level as noted on Table: The Druid. In addition, the druid can assume the form of a Large animal at 8th level, a Tiny animal at 11th level and a Huge animal at 15th level.
At 12th level, a druid can assume the form of any creature of the plant type, with the same size restrictions as for animal forms.
At 16th level, a druid can assume the form of a Small, Medium or Large air, earth, fire or water elemental once per day. This usage is in addition to normal wild shape usage. In addition to normal wild shape effects, the druid gains all the elemental’s extraordinary, supernatural and spell-like abilities, as well as feats, for as long as she stays in that elemental form.
At 18th level, a druid can assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid can assume the form of a Huge elemental.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid in her natural form can change the appearance of her body (but not her possessions) at will, as if using the disguise self spell. These changes are not an illusion.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a non-druid loses all spells and druid abilities (including her animal companion, but not including weapon, armour and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).
A druid’s animal companion is superior to a normal animal of its kind and has special powers, as described below.
| Class Level | Bonus HD | Natural Armour Adj. | Str/Dex Adj. | Bonus Tricks | Special |
|---|---|---|---|---|---|
| 1st-2nd | +0 | +0 | +0 | 1 | Link, Share Spells |
| 3rd-5th | +2 | +2 | +1 | 2 | Evasion |
| 6th-8th | +4 | +4 | +2 | 3 | Devotion |
| 9th-11th | +6 | +6 | +3 | 4 | Multiattack |
| 12th-14th | +8 | +8 | +4 | 5 | |
| 15th-17th | +10 | +10 | +5 | 6 | Improved Evasion |
| 18th-20th | +12 | +12 | +6 | 7 |
Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.
Class Level: The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion (such as the ranger) for the purpose of determining the companion’s abilities and the alternative lists available to the character.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armour Adjustment: The number noted here is an improvement to the animal companion’s existing natural armour bonus.
Str/Dex Adjustment: Add this value to the animal companion’s Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An animal companion’s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
A druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the druid’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.
1 Available only in an aquatic environment.
Source: Player’s Handbook (Page 33)
Druids choose their spells from the following list:
See Druid Variant: Druidic Avenger.
See Huntsman Druid.
See Changing Nature’s Design: Metal Master.
See The Sidhe Scholar.
See The Storm Druid.
See Totem Druids.
See Dragon Compendium: Urban Druid.
See Changing Nature’s Design: Wild Reaper.
See Changing Nature’s Design: Wind Walker.
See Changing Nature’s Design: Winter Warden.
The list below is a compilation of all animals eligible to be chosen as animal companions, organized by minimum druid level required. Apply the parenthetical adjustment to the druid’s level for purposes of determining the companion’s characteristics and special abilities.
1st Level or Higher
| Baazrag | Badger | Barracuda1 |
| Bat | Brixashulty3 | Camel |
| Caribou | Chordevoc3 | Climbdog |
| Compsognathus, Dinosaur | Dog | Dog, Riding |
| Donkey | Eagle | Eel1 |
| Elk | Flying Squirrel | Hawk |
| Horned Lizard | Horse, Light | Horse, Heavy |
| Hyena | Jackal | Kank |
| Kes’trekel | Moose | Owl |
| Pony | Porpoise1 | Rat, Dire |
| Raven | Rhamphorhyncus, Dinosaur | Sea Lion1 |
| Seahorse, Giant1 | Seal1 | Serval |
| Shark, Medium1 | Snake, Small Sea1 | Snake, Medium Sea1 |
| Snake, Tiny Viper | Snake, Small Viper | Snake, Medium Viper |
| Snapping Turtle1 | Squid1 | Stingray1 |
| Swindlespitter, Dinosaur | Taga’rivvin2 | Tressym |
| Vulture | Wolf | Yallix |
4th Level or Higher (Level -3)
| Ape | Axebeak | Badger, Dire |
| Bat, Dire | Bear, Black | Bison |
| Boar | Brante | Brixashulty4 |
| Cheetah | Chordevoc4 | Dekayi2 |
| Dimetrodon, Dinosaur | Eagle, Dire7 | Eel, Dire1 |
| Erdlu | Fleshraker, Dinosaur | Hawk, Dire5 |
| Jackal, Dire | Jagendar2 | Jhakar |
| Leopard | Lizard, Monitor | Pteranodon, Dinosaur |
| Rat, Horrid | Sailsnake | Seskaran |
| Shark, Large1 | Snake, Constrictor | Snake, Large Sea1 |
| Snake, Large Viper | Toad, Dire | Weasel, Dire |
| Wolverine |
7th Level or Higher (Level -6)
| Ape, Dire | Ankylosaurus, Cave | Baazrag, Boneclaw |
| Badger, Horrid | Barracuda, Dire1 | Bat, Horrid |
| Bear, Brown | Boar, Dire | Crocodile, Giant |
| Crodlu | Cryptoclidus, Dinosaur | Deinonychus, Dinosaur |
| Eagle, Dire | Elasmosaurus, Dinosaur1 | Hawk, Dire6 |
| Horse, Dire7 | Lion | Megaloceros |
| Protoceratops, Dinosaur | Pterrax | Razorwing |
| Rhinoceros | Snake, Huge Sea1 | Snake, Huge Viper |
| Terror Bird | Tiger | Weasel, Horrid |
| Wolf, Dire | Wolverine, Dire |
10th Level or Higher (Level -9)
| Allosaurus, Dinosaur | Ape, Horrid | Bear, Polar |
| Bloodstriker, Dinosaur | Boar, Horrid | Cilops |
| Crodlu, Heavy | Eagle, Legendary | Glyptodon |
| Hippopotamus | Horse, Dire | Horse, Horrid |
| Inix | Lion, Dire | Megaraptor, Dinosaur |
| Pachycephalosaurus, Dinosaur | Puma, Dire | Shark, Huge1 |
| Snake, Dire7 | Snake, Giant Constrictor | Tiger, Saber-Toothed |
| Tortoise, Dire | Triceratops, Cave | Tyrannosaurus, Cave |
| Vulture, Dire | Whale, Orca1 | Wolf, Horrid |
| Wolverine, Horrid |
13th Level or Higher (Level -12)
| Ankylosaurus, Dinosaur | Ape, Legendary | Bear, Dire |
| Diprotodon | Elephant | Elgonn2 |
| Elk, Dire | Fhorge | Ichthyosaur, Dinosaur1 |
| Lion, Horrid | Lizard, Giant Banded | Octopus, Giant1 |
| Parasaurolophus, Dinosaur |
16th Level or Higher (Level -15)
| Archelon, Dinosaur1 | Bear, Dire Polar | Bear, Horrid |
| Elephant, Dire | Elk, Horrid | Hippopotamus, Dire |
| Indricothere | Mammoth, Woolly | Mastyrial |
| Mastodon | Mastodon, Grizzly | Megatherium |
| Quetzalcoatlus, Dinosaur | Rhinoceros, Dire | Roc |
| Shark, Dire1 | Snake, Legendary | Squid, Giant1 |
| Stegosaurus, Dinosaur | Tiger, Dire | Triceratops, Dinosaur |
| Tyrannosaurus, Dinosaur | Zeuglodon1 |
19th Level or Higher (Level -18)
| Elephant, Horrid | Mosasaur, Dinosaur1 | Plesiosaur, Dinosaur1 |
| Rhinoceros, Horrid | Shark, Horrid1 | Tiger, Horrid |
21st Level or Higher (Level -20)
| Diplodocus, Dinosaur | Giganotosaurus, Dinosaur |
24th Level or Higher (Level -23)
| Liopleurodon, Dinosaur |
1 Available only in an aquatic environment.
2 Available only in a subterranean environment.
3 Halfling druids only.
4 Non-halfling druids only.
5 Raptoran druids only.
6 Non-raptoran druids only.
7 Dragon Magazine #335 (Page 87)
Druids can begin play with animal companions, which are something like cohorts, and rangers can gain them during their careers. Use the following rules of thumb to adjudicate situations that may arise when characters have animal companions.
While the class descriptions list the animals available as companions, those lists assume the character spends most of her time in the animals’ home territory and treats them well. If she spends most of her time at sea, in cities, or otherwise in places that the animals don’t like, her animals are likely to desert. Remember, these creatures are loyal friends but not pets or servants. They won’t remain loyal if being the character’s friend becomes too onerous.
The animal is still an animal. It’s not a magical beast, as a familiar or a paladin’s mount is. While it may have learned some tricks, it’s still no more intelligent than any other animal of its kind, and it retains all its bestial instincts. Unlike intelligent followers or cohorts, animals can’t follow complex instructions, such as “Attack the gnoll with the wand”. A character can give a simple verbal command, such as “Attack” or “Come”, as a free action, provided such a command is among the tricks the animal has learned. A more complex instruction, such as telling an animal to attack and pointing out a specific target, is a standard action. Animals are ill-equipped to handle unusual situations, such as combats with invisible opponents, and they typically hesitate to attack weird and unnatural creatures, such as beholders and oozes.
Left to its own judgment, an animal follows a character and attacks creatures that attack her (or that attack the animal itself). To do more than that, it needs to learn tricks as described under the Handle Animal skill.
See Stormwrack Class Features: Aquatic Druid.
See Wild Shape Variant: Aspect of Nature.
See Draconic Class Features: Aspect of the Dragon.
See Cityscape Urban Class Features: City-Shape.
See Cityscape Urban Class Features: City Soul.
See Cityscape Urban Class Features: Crowd-Walker.
See Dead Levels: Druid.
See Druid Domains.
See Drow of the Underdark Class Features: Drow Druid.
See Environmental Weapon Lists.
See Eberron Campaign Setting: Druid.
See Complete Mage Class Features: Elemental Companion.
See Lost Ones: Focussed Animal.
See Frostburn Class Features: Frostfell Druid.
See Cityscape Urban Class Features: Go to Ground.
See Pathfinder Chronicles: Druid.
See Cityscape Urban Class Features: Iron Constitution.
See Draconic Class Features: Phynxkin Companion.
See Plant Companions.
See Cityscape Urban Class Features: Skilled City-Dweller.
See Dungeonscape Class Features: Root Walker.
See Player’s Handbook II: Shapeshift.
See Exemplars of Evil: Spontaneous Affliction.
See Player’s Handbook II: Spontaneous Rejuvenation.
See Cityscape Urban Class Features: Urban Companion.
See Cityscape Urban Class Features: Urban Sense.
See Cityscape Urban Class Features: Voice of the City.
See Sandstorm Class Features: Wasteland Druid.
See Champions of Valor Substitution Levels: Fangshields Druid.
See Races of Stone Substitution Levels: Goliath Druid.
See Races of Destiny Substitution Levels: Half-Orc Druid.
See Races of the Wild Substitution Levels: Halfling Druid.
See Planar Handbook Substitution Levels: Druid.