Class of Aenea: Druid

Druids in Aenea are close followers of Andra, the goddess of nature. They are her version of clerics roaming the world. Her druids conform to all aspects of the druid class found in the 3rd Edition Player's Handbook, except where noted here.

Class Features:

Weapon and Armor Proficiency: Druids are proficient in all types of simple and martial weapons, but are unable to use those made of worked metal. The exception to this is weapons made of silver (not just silvered), a material favored by Andra. Druids are unable to wear metal armor (thus, they may wear only padded, leather, hide, bone, or wooden armors). A druid who wears prohibited armor or wields a prohibited weapon is unable to use his or her magical powers while doing so and for 24 hours afterwards.

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.

Animal Companion: 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: crocodile, 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.)

The Druid's Animal Companion

A druid's animal companion is different from a normal animal of its kind in many ways. The companion is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal's HD, base attack bonus, saves, skill points, and feats). It is superior to a normal animal of its kind and has special powers, as described below.

Class LevelBonus HDNatural Armor Adj.Str/Dex Adj.Bonus TasksSpecial
1st-2nd+0+0+01Link, share spells
3rd-5th+2+2+12Evasion
6th-8th+4+4+23Devotion
9th-11th+6+6+34
12th-14th+8+8+45
15th-17th+10+10+56Improved evasion
18th-20th+12+12+67

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 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 Armor Adj.: The number noted here is an improvement to the animal companion's existing natural armor bonus.
Str/Dex Adj.: Add this value to the animal companion's Strength and Dexterity scores.
Bonus Tasks: The value given in this column is the total number of "bonus" tasks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tasks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tasks known by the animal. The druid selects these bonus tasks, 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 Animal 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 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.

Alternative Animal Companions

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.

4th Level or Higher (Level -3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)

7th Level or Higher (Level -6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus (dinosaur)
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)

10th Level or Higher (Level -9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge (animal)
Snake, giant constrictor (animal)
Whale, orca (animal)

13th Level or Higher (Level -12)
Dire bear
Elephant (animal)
Octopus, giant (animal)

16th Level or Higher (Level -15)
Dire shark
Dire tiger
Squid, giant (animal)
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)

NPCs & Monsters | Rules | Magic | Deities | Resources | History
© 1996 - 2005 www.amethyst-dragon.com
Site created and maintained by Amethyst Dragon Designs.