Spells per Level
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Animal companion, nature sense, wild empathy 3 1
2nd +1 +3 +0 +3 Woodland stride 4 2
3rd +2 +3 +1 +3 Trackless step 4 2 1
4th +3 +4 +1 +4 Resist nature's lure 5 3 2
5th +3 +4 +1 +4 Wild shape (1/day) 5 3 2 1
6th +4 +5 +2 +5 Wild shape (2/day) 5 3 3 2
7th +5 +5 +2 +5 Wild shape (3/day) 6 4 3 2 1
8th +6/+1 +6 +2 +6 Wild shape (Large) 6 4 3 3 2
9th +6/+1 +6 +3 +6 Venom immunity 6 4 4 3 2 1
10th +7/+2 +7 +3 +7 Wild shape (4/day) 6 4 4 3 3 2
11th +8/+3 +7 +3 +7 Wild shape (Tiny) 6 5 4 4 3 2 1
12th +9/+4 +8 +4 +8 Wild shape (plant) 6 5 4 4 3 3 2
13th +9/+4 +8 +4 +8 A thousand faces 6 5 5 4 4 3 2 1
14th +10/+5 +9 +4 +9 Wild shape (5/day) 6 5 5 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Timeless body, wild shape (Huge) 6 5 5 5 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Wild shape (elemental 1/day) 6 5 5 5 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10   6 5 5 5 5 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Wild shape (6/day, elemental 2/day) 6 5 5 5 5 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11   6 5 5 5 5 5 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Wild shape (elemental 3/day, Huge elemental) 6 5 5 5 5 5 4 4 4 4
D8
Int + 4
2d4 x 10 (50 gp)
One aspect must be Neutral

All of the following are class features of the druid.

Weapon and Armor 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 (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor 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 armor 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 the table above. 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 (see Chapter 11: Spells).

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 nondruids. 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 DM's campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the druid's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal's power increases as shown on the table in the sidebar.

Should the animal companion die, the druid may not summon another animal companion for thirty days or until she gains a druid level, whichever comes first, even if the animal companion is somehow returned from the dead. During the thirty days period or until level up, the druid takes a -2 penalty on attack and weapon damage rolls.

A druid of 4th level or higher may select from alternative lists of animals (see the sidebar). 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 in the sidebar 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 turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type (see the Monster Manual). This ability functions like the alternate form special ability (see the Monster Manual), except as noted here. Effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. 

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new 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 at the druid's feet.

The form chosen must be that of an animal the druid is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear.

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

A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on above table. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form's Hit Dice can't exceed the character's druid level. For instance, a druid can't take the form of a dire bear (a Large creature that always has at least 12 HD) until 12th level, even though she can begin taking Large forms at 8th level.

At 12th level, a druid becomes able to use wild shape to change into a plant creature, such as a shambling mound, with the same size restrictions as for animal forms. (A druid can't use this ability to take the form of a plant that isn't a creature, such as a tree or a rose bush.)

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in most cases).

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into 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 gains the ability to change her appearance at will, as if using the disguise self (page 222) spell. This affects the druid's body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid's appearance, within the limits described for the spell.

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.

Ex-Druids

A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).

THE DRUID'S ANIMAL COMPANION

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 Nat Armor 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
18-20th +12 +12 +6 7  

Animal Companion Basics: Use the base statistics for a creature of the companion's kind, as given in the Monster Manual, 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) such 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 (see the Monster Manual).

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 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 (see the Monster Manual for details on this feat) 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

As explained in the text on page 35, 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) Dire weasel
Bear, black (animal) Leopard (animal)
Bison (animal) Lizard, monitor (animal)
Boar (animal) Shark, Large 1 (animal)
Cheetah (animal) Snake, constrictor (animal)
Crocodile (animal) 1 Snake, Large viper (animal)
Dire badger Wolverine (animal)
Dire bat  
7th Level or Higher (Level -6)
Bear, brown (animal) Dire wolverine
Crocodile, giant (animal) Elasmosaurus 1 (dinosaur)
Deinonychus (dinosaur) Lion (animal)
Dire ape Rhinoceros (animal)
Dire boar Snake, Huge viper (animal)
Dire wolf Tiger (animal)
10th Level or Higher (Level -9)
Bear, polar (animal) Shark, Huge 1 (animal)
Dire lion Snake, giant constrictor (animal)
Megaraptor (dinosaur) Whale, orca 1 (animal)
13th Level or Higher (Level -12)
Dire bear Elephant (animal)
Octopus, giant 1 (animal)  
16th Level or Higher (Level -15)
Dire shark 1 Triceratops (dinosaur)
Dire tiger Tyrannosaurus (dinosaur)
Squid, giant 1 (animal))  

 

Alternate Class Features

Druid Variant: Vermin Druid

Spells: A vermin druid can use any druid spell that normally targets animals on vermin instead. She cannot use them on animals. A mindless vermin is considered to have an Intelligence score of 2 when dealing with the vermin druid and can be charmed, calmed, or targeted by vermin empathy or similar abilities. 

Replace animals you can summon with summon nature's ally spell with the following monsters:

1st Level - Monstrous centipede, Medium, Monstrous scorpion, Small , Monstrous spider, Small.

2nd Level - Giant ant, worker , Monstrous centipede, Large; Monstrous scorpion, Medium; Monstrous spider, Medium; Spider swarm.

3rd Level - Giant ant, queen , Giant ant, soldier ; Monstrous centipede, Huge ; Monstrous spider, Large.

4th Level - Giant praying mantis; Giant wasp ; Locust swarm; Monstrous scorpion, Large.

5th Level - Centipede swarm; Carrion crawler; Giant stag beetle.

6th Level - Monstrous centipede, Gargantuan; Monstrous scorpion, Huge.

7th Level - Hellwasp swarm; Monstrous spider, Gargantuan.

8th Level - Monstrous centipede, Colossal; Monstrous scorpion, Gargantuan.

9th Level - Monstrous scorpion, Colossal; Monstrous spider, Colossal.

Vermin Empathy (Ex): A druid can use body language, vocalizations, and demeanor to improve the attitude of a vermin (such as a giant bee or a monstrous spider). 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 vermin empathy check result. The typical wild vermins are usually unfriendly.

A mindless vermin is considered to have an Intelligence score of 2 when targeted by wild empathy, and the vermin druid takes a -4 penalty on the check. Vermin empathy cannot be used on animals.

Vermin Companion (Ex): When choosing an animal companion, a vermin druid chooses a vermin instead. Even though her companion is a vermin, she can cast spells on it that normally target animals as though it were an animal. Your companion gains an Intelligence score of 1 but does not gain any skills or feats. Apply the indicated adjustment to the character's level (in parentheses) to determine the companion's special lowers (see Alternative Animal Companions). 

1st level or Higher (Level -0)
Giant ant, worker Giant fire beetle
Giant bee Monstrous centipede, Large
Monstrous spider, Medium Monstrous scorpion, Medium
4th Level or Higher (Level -3)
Giant ant, soldier Giant bombardier beetle
Monstrous centipede, Huge Monstrous spider, Large
7th Level or Higher (Level -6)
Centipede swarm Giant praying mantis
Giant stag beetle Giant wasp
Locust swarm Monstrous scorpion, Huge
10th Level or Higher (Level -9)
Monstrous centipede, Gargantuan Monstrous spider, Huge
13th Level or Higher (Level -12)
Monstrous scorpion, Huge Monstrous spider, Gargantuan
16th Level or Higher (Level -15)
Monstrous centipede, Colossal Monstrous scorpion, Gargantuan

 

Vermin Shape (Su): A vermin druid can turn into a Small or Medium vermin instead of an animal. She gains the ability to take the shape of a Large vermin when she reaches druid level of 8th, a Tiny vermin at 11th level, and a Huge vermin at 15th level. In no case can the vermin form's Hit Dice exceed her druid level. She cannot use vermin shape to turn herself into an animal, or any other form except vermin.

These abilities replace Spells, Wild EmpathyAnimal Companion, and Wild Shape.

 

Druid Variant: Elemental Druid

Spells: An elemental druid has no spells on her list target animals or plants. Furthermore, she can only summon elementals with her summon nature's ally spells. An elemental druid receives 2 additional spells per spell level each day.

Spontaneous Casting: An elemental druid cannot use spontaneous casting.

Wild Empathy (Ex): An elemental druid cannot use wild empathy.

Elemental Companion (Ex): An elemental druid gains the companionship of a Small elemental (air, earth, fire, water). She must speak the language of her chosen elemental companion (Auran, Terran, Ignan, or Aquan, respectively).

Her elemental companion has normal statistics of an elemental of its kind. It does not gain any extra HD, natural armor adjustment, Strength or Dexterity adjustment, or extra tricks (it is intelligent enough to follow your spoken commands thus needs no tricks). It gains all other special abilities normally granted to an animal companion, with the exception of Multiattack.

At 4th level, your elemental grows into a Medium elemental of the same kind. Its statistics change appropriately.

At 10th level, an elemental druid can choose for her elemental companion to grow to a Large elemental of the same kind, with the appropriate changes to its statistics. If she chooses for her elemental to remain Medium, it instead gains 2 HD, +2 Strength, +2 Constitution, and damage reduction 5/--.

At 16th level, she can choose for her elemental companion to grow to a Huge elemental of the same kind, with the appropriate changes to its statistics. If she chose for her elemental to remain at its current size, it instead gains an additional +4 HD, +4 Strength, +4 Constitution, and damage reduction 5/--. All these benefits stack with existing statistics except for the damage reduction.

Elemental Shape (Su): An elemental druid can turn into a Small or Medium elemental instead of an animal. She gains the ability to take the shape of a Large elemental when she reaches druid level of 8th, and a Huge elemental at 16th level. In no case can the elemental form's Hit Dice exceed her druid level. In addition to the normal effects of wild shape, she gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type. She cannot use elemental shape to turn herself into an animal, or any other form except elemental. 

These abilities replace Spells, Wild EmpathyAnimal Companion, and Wild Shape.

 

Shapeshift (Su): A shapeshift druid can shapeshift at will into powerful bestial hybrid form, similar to a lycanthrope's hybrid form. This is a supernatural ability. 

It requires only a swift action to shapeshift. There's no limit to the number of times per day a druid can change forms, nor to the amount of time a druid can spend in a shapeshifted form. A shapeshifting druid retains her normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of her form. She also retains her normal ability scores, but she gains +4 bonus to her Strength score in this form. She also gains +4 bonus to her natural armor bonus in this form, and her base speed improves by 10 feet.

All her held, carried, or worn gear melds into her new form and becomes nonfunctional until she returns to her normal form. She cannot speak in shapeshifted form, and her limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. She can't cast spells or activated magic items while in shapeshifted form, even if she has the Natural Spell feat or other ability that would allow her to cast spells while wild shaped.

When she shapeshift into a form other than her own, she gains bite as a natural weapon that deals 1d6 damage. A shapeshifted druid can expend one of her spells for the day (of 1st level or higher) and gain a bonus to all of her attack rolls equal to level of the spell sacrificed, as well as bonus damage equal to 1d4 points per level of the spell sacrificed, for until the beginning of your next turn. 

At 4th level and higher, a shapeshifted druid's bite deals 1d8 damage instead. She is also treated as having Mobility feat in this form, even if she does not meet the prerequisites.

At 6th level and higher, a shapeshifted druid also gains two claws as natural weapons that deal 1d4 damage each. She may use them in a full attack as secondary weapons at -5 attack roll. (If she has the Multiattack feat, she suffers only -2 penalty instead.)

At 11th level and greater, a shapeshifted druid gains +8 bonus to her Strength score instead. She also gains +8 bonus to her natural armor bonus in this form instead.

At 14th level and greater, a shapeshifted druid gains two rake attacks that deal 1d4 damage each that she can use in pounce attacks at -5 attack roll.

At 18th level and greater, a shapeshifted druid gains +16 bonus to her Strength score instead. She also gains +16 bonus to her natural armor bonus in this form instead.

If knocked unconscious or slain in shapeshifted form, she reverts back to her original form. 

These abilities replace Animal Companion, and Wild Shape.

 

Druid Variant: Blighter

Spells: A blighter gets access to a different list than a druid. Everything else is the same, except that blighters receive their spells through deforestation. Blights also cannot use or craft spell completion or spell trigger items, such as scrolls and wands. Blighters can use other magic items as normal.

Deforestation (Sp): A blighter can kill all nonsentient plant life within a radius of 20 feet per blighter level as a full-round action once per day. If a potentially affected plant is under the control of another (such as a druid’s liveoak or a dryad’s home tree), the controller can make a Fortitude save (DC 10 + 1/2 blighter level + blighter’s Wis modifier) to keep it alive. Affected plants immediately cease photosynthesis, root tapping, and all other methods of sustenance. Like picked flowers, they appear vibrant for several hours, but within a day, they turn brown and wither. 

Deforestation enables a blighter to cast her allotment of spells. A blighter can refresh her spells twice per day through deforestation. This ability works in any terrain, but deforesting a sandy desert, ice floe, or other environment with only sparse vegetation does not empower the character to cast spells.

Blightfire (Su): Starting at 2nd level, as a standard action, a blighter can unleash a scorching blast of fire by expending one of her spell slots. This effect deals 1d6 points of fire damage per blighter level to all creatures within 10 feet (Reflex half; save DC is 10 + expended spell's spell level + blighter’s Wis modifier) and ignites flammable objects it touches. Blighters delight in starting wildfires and often use this ability to do so.

Sustenance (Ex): At 3rd level and higher, a blighter no longer needs food or water to survive.

Speak with Dead Animal (Su): Starting at 4th level, a blighter can converse with dead animals. This ability functions like a speak with dead spell cast by a cleric of a level equal to the total of the character’s blighter levels, except that it affects only corpses of animal creatures. It is usable once per day per blighter level.

Undead Wild Shape (Su): At 5th level, the blighter gains a version of the wild shape ability. Undead wild shape functions like the druid’s wild shape ability, except that the blighter adds the skeleton template to the animal form he chooses to transform into. The blighter’s animal form is altered as follows:

  • Type changes to undead.
  • Natural armor bonus is +0 (Tiny animal), +1 (Small), +2 (Medium or Large), or +3 (Huge).
  • +2 Dexterity, no Constitution score.
  • Immunity to cold.
  • Damage reduction 5/bludgeoning.

The blighter gains extra uses per day of this ability at the same rate of a druid's wild shape. In addition, she gains the ability to take the shape of a Large skeletal animal at 8th level and a Huge skeletal animal at 15th level.

Animate Dead Animal (Sp): This ability, gained at 6th level, functions like an animate dead spell, except that it affects only corpses of animal creatures and requires no material component. It is usable once per day.

Contagious Touch (Sp): At 7th level and higher, a blighter can produce an effect like that of a contagious touch spell once per day. She gains one extra use per day of this ability for every two additional blighter levels she acquires.

Unbond (Sp): Beginning at 8th level, a blighter can temporarily separate a bonded animal or magical beast (such as an animal companion, familiar, or mount) from its master once per day. The target creature must be within 40 feet of both its master and the blighter. If the master fails a Will save (DC 10 + 1/2 blighter level + blighter’s Wis modifier), the bond terminates as if the servitor had died, though this does not cause experience loss in the case of a familiar. Normally hostile creatures attack their masters but are otherwise unaffected. The bond returns after 1 minute per blighter level, restoring all benefits. Alternatively, the master can regain the servitor through the normal methods of acquisition.

Plague (Sp): At 9th level and higher, a blighter can spread disease over a large area. This ability functions like the contagious touch ability, except that no attack roll is required and it affects all targets the blighter designates within a 20-foot radius. Plague is usable once per day.

These abilities replace all class features except the Weapon and Armor Proficiency.

 

Blighter Spells

0-level Blighter Spells (Orisons)

  • Detect Magic
  • Detect Poison
  • Flare
  • Ghost Sound
  • Inflict Minor Wounds
  • Read Magic
  • Touch of Fatigue

1st-level Blighter Spells

  • Bane
  • Burning Hands
  • Curse Water
  • Detect Undead
  • Doom
  • Endure Elements
  • Inflict Light Wounds
  • Magic Fang
  • Ray of Enfeeblement

2nd-level Blighter Spells

  • Align Fang
  • Chill Metal
  • Chill Touch
  • Darkness
  • Death Knell
  • Drifts of the Shalm (ash only)
  • Fire Trap
  • Flaming Sphere
  • Heat Metal
  • Inflict Moderate Wounds
  • Produce Flame
  • Resist Elements
  • Warp Wood

3rd-level Blighter Spells

  • Contagion
  • Deeper Darkness
  • Desecrate
  • Diminish Plants
  • Dispel Magic
  • Inflict Serious Wounds
  • Magic Fang, Greater
  • Poison
  • Stinking Cloud
  • Vampiric Touch

4th-level Blighter Spells

  • Animate Dead
  • Antiplant Shell
  • Bleakness
  • Blight
  • Bright Worms
  • Death Ward
  • Giant Vermin
  • Flame Strike
  • Inflict Critical Wounds
  • Languor
  • Pyroburst
  • Repel Vermin
  • Rusting Grasp
  • Transmute Mud to Rock
  • Transmute Rock to Mud
  • Wall of Fire

5th-level Blighter Spells

  • Unhallow
  • Toxic Weapon
  • Waves of Fatigue

6th-level Blighter Spells

  • Acid Fog
  • Antilife Shell
  • Circle of Death
  • Chasing Perfection
  • Cometfall 
  • Create Undead
  • Finger of Death
  • Fire Seeds
  • Forbiddance
  • Harm
  • Repel Wood

7th-level Blighter Spells

  • Control Undead
  • Control Weather
  • Earthquake
  • Fire Storm
  • Plague
  • Repel Metal or Stone
  • Repulsion
  • Wrack Earth

8th-level Blighter Spells

  • Horrid Wilting
  • Mind Blank
  • Shambler
  • Waves of Exhaustion

9th-level Blighter Spells

  • Antipathy
  • Foresight
  • Implosion
  • Incendiary Cloud
  • Storm of Vengeance