banner



How Would I Get A Dire Tiger Animal Companion Pathfinder

Druid 360.jpeg

The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the ability of the bear—all these and more than are at the druid'southward command. The druid however, claims no mastery over nature. That merits, she says, is the empty avowal of a urban center dweller. The druid gains her ability not past ruling nature merely past being at i with it. To trespassers in a druid's sacred grove, and to those who feel her wrath, the stardom is overly fine.

This is the core d20 grade. For the Pathfinder version, see Druid (Pathfinder).

The Druid [ ]

Adventures: Druids adventure to gain knowledge (especially about animals and plants unfamiliar to them) and ability. 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 every bit beholders and carrion crawlers) and undead (such as zombies and vampires). Druids sometimes atomic number 82 raids confronting such creatures, especially when they interlope on the druids' territory.

Characteristics: Druids cast divine spells much the same way clerics exercise, though near become their spells from the ability of nature rather than from deities. Their spells are oriented toward nature and animals. In addition to spells, druids gain an increasing assortment of magical powers, including the ability to take the shapes of animals, every bit they advance in level.
The armor of a druid are restricted past traditional oaths to the items noted in Weapon and Armor proficiency (below),All other armor is prohibited. Though a druid could acquire 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'due south ultimate indifference, must maintain at least some measure of dispassion. As such, they must be neutral on at least one alignment centrality (chaotic–lawful or skillful–evil), if not both. Just as nature encompasses such dichotomies as life and death, beauty and horror, and peace and violence, so two druids tin can manifest different or even reverse alignments (Neutral Expert and Neutral Evil, for instance) and still exist 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 marriage with nature rather than devoting herself to a divine entity. Still, some druids revere or at to the lowest degree respect either Obad-Hai (god of nature) or Ehlonna (goddess of the woodlands).

Background: Though their organization is invisible to about outsiders, who consider druids to exist loners, druids are actually office of a society that spans the country, ignoring political borders. A prospective druid is inducted into this society through secret rituals, including tests that not all survive. Merely later 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 loftier ranking members of the guild 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 college-ranking druids, though proper payment is tendered for such assignments. Too, a lower-ranking druid may entreatment for aid from her college-ranking comrades in exchange for a fair cost in coin or service.
Druids may live in small towns, but they always spend a proficient portion of their time in wild areas. Even large cities surrounded by cultivated land as far equally the eye can come across often accept druid groves nearby—pocket-size, wild refuges where druids live and which they protect fiercely. Near coastal cities, such refuges may be nearby islands, where the druids tin discover the isolation they need.

Races: Elves and gnomes have an affinity for natural lands and frequently go druids. Humans and half-elves likewise frequently adopt this path, and druids are particularly common amid savage humans. Dwarves, halflings, and half-orcs are rarely druids.
Few from amid the brutal humanoids are inducted into druidic society, though gnolls take a fair contingent of evil druids amidst them. Gnoll druids are accepted, though mayhap non 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 empathize the urban mannerism typical of a rogue, and she finds arcane magic disruptive and slightly distasteful. The typical druid also dislikes the paladin'southward devotion to abstract ideals instead of "the existent world." Druids, still, are zip if non accepting of diversity, and they take piffling offense at other characters, even those very different from them.

Role: The druid enjoys boggling versatility. Though she lacks the sheer healing ability of the cleric, she makes upward for it with additional offensive power, thanks to her spell option and wild shape ability. A druid back up by another secondary healer (such as a paladin) can testify extremely valuable to a group of adventurers. Her animal companion also provides valuable melee combat back up.

Abilities: Wisdom determines how powerful a spell a druid can cast, how many spells she tin cast per day, and how hard those spells are to resist. To cast a spell, a druid must accept 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'south level + the druid's Wisdom modifier.
Since a druid wears light or medium armor, a high Dexterity score profoundly improves her defensive ability.

Alignment: Neutral Good, Lawful Neutral, Neutral, Chaotic Neutral, or Neutral Evil.

Hitting Die: d8.

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th half-dozenthursday 7th 8th 9th
1st +0 +2 +0 +2 Animal Companion, Nature Sense, Wild Empathy iii 1
2nd +1 +3 +0 +3 Woodland Stride 4 ii
3rd +2 +three +1 +3 Trackless Pace iv ii i
4th +3 +4 +one +4 Resist Nature's Lure five 3 two
fifth +3 +iv +1 +iv Wild Shape (ane/solar day) 5 three 2 one
6th +4 +5 +2 +five Wild Shape (2/mean solar day) 5 three 3 2
7th +5 +5 +two +v Wild Shape (iii/mean solar day) 6 4 three two ane
eighth +half dozen/+one +6 +ii +vi Wild Shape (Big) 6 4 3 3 2
9th +half dozen/+ane +6 +3 +6 Venom Amnesty 6 four 4 iii 2 1
tenth +7/+two +7 +three +7 Wild Shape (4/day) 6 4 4 3 3 2
11th +eight/+3 +7 +3 +vii Wild Shape (Tiny) 6 5 iv iv iii ii one
12th +9/+4 +8 +four +8 Wild Shape (plant) six v 4 iv 3 3 ii
13th +9/+4 +eight +4 +8 A Chiliad Faces vi 5 v 4 4 3 two 1
14th +ten/+five +ix +iv +9 Wild Shape (five/day) half-dozen 5 5 four 4 3 iii 2
15th +11/+6/+1 +nine +5 +9 Timeless Body, Wild Shape (Huge) 6 5 v 5 iv 4 3 2 i
16th +12/+seven/+2 +10 +5 +x Wild Shape (elemental ane/day) half dozen 5 5 5 iv 4 3 three 2
17th +12/+7/+2 +10 +5 +x 6 5 5 5 5 iv 4 three 2 1
18th +13/+eight/+3 +11 +6 +11 Wild Shape (6/day, elemental ii/day) half dozen five five v 5 iv 4 3 3 2
19th +fourteen/+9/+4 +11 +6 +xi 6 5 5 5 5 5 iv four 3 iii
20th +15/+10/+5 +12 +6 +12 Wild Shape (elemental three/day, Huge elemental) 6 5 5 5 v 5 4 4 4 iv

The druid'southward class skills (and the fundamental ability for each skill) are Concentration (Con), Craft (Int), Affairs (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Heed (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × four. Skill Points at Each Additional Level: four + Int modifier.

Class Features [ ]

All of the following are class features of the druid.

Weapon and Armor Proficiency: Druids are adept with the following weapons: club, dagger, sprint, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, seize with teeth, and and so along) of any grade they assume with wild shape (see below).
Druids are good with light and medium armor merely 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 past the ironwood spell then that it functions as though it were steel. Encounter the ironwood spell description, page 246) Druids are adept with shields (except tower shields) but must employ just wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is unable to bandage druid spells or use any of her supernatural or spell-like grade abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells (the same blazon of spells available to the cleric, paladin, and ranger), which are drawn from the druid spell list (page 189). Her alignment may restrict her from casting sure spells opposed to her moral or ethical beliefs; come across Chaotic, Evil, Good, and Lawful Spells, beneath. A druid must choose and fix her spells in advance (see below).
To fix or cast a spell, the druid must have a Wisdom score equal to at least x + 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 confronting a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
Similar other spellcasters, a druid can cast merely a certain number of spells of each spell level per day. Her base of operations daily spell allotment is given on Table 3–viii: The Druid. In addition, she receives bonus spells per 24-hour interval if she has a high Wisdom score (see Table one–i: Ability Modifiers and Bonus Spells, page8). She does not have admission 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 bandage a cure spell in its place (just run across Spontaneous Casting, below). A druid may ready and cast any spell on the druid spell list (page 189), provided that she can cast spells of that level, merely she must cull which spells to prepare during her daily meditation.
Spontaneous Casting: A druid can channel stored spell free energy into summoning spells that she hasn't prepared ahead of fourth dimension. She can "lose" a prepared spell in social club to cast any summon nature'south ally spell of the same level or lower. For case, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature's marry IV (too a 4th-level spell).
Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her ain or her deity'due south (if she has 1). For example, a neutral practiced druid cannot cast evil spells. Spells associated with detail alignments are indicated past the anarchy, evil, practiced, and law descriptors in their spell descriptions (see Chapter 11: Spells).

Bonus Languages: A druid's bonus linguistic communication options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the graphic symbol because of her race (see Race and Languages, page 12, and the Speak Language skill, folio 82).
A druid also knows Druidic, a secret linguistic communication known simply to druids, which she learns upon becoming a 1st-level druid. Druidic is a gratis linguistic communication for a druid; that is, she knows information technology in addition to her regular resource allotment of languages and it doesn't have up a language slot. Druids are forbidden to teach this linguistic communication to nondruids. Druidic has its own alphabet.

Animal Companion (Ex): A druid may begin play with an creature companion selected from the following list: annoy, camel, dire rat, dog, riding dog, hawkeye, militarist, equus caballus (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the DM'southward entrada 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.
A 1st-level druid's companion is completely typical for its kind except as noted in the sidebar on page 36. As a druid advances in level, the animal's power increases every bit shown on the table in the sidebar.
If a druid releases her companion from service, she may proceeds a new i past performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony tin also replace an beast companion that has perished.
A druid of 4th level or college may select from culling lists of animals (run across the sidebar). Should she select an animal companion from one of these alternative lists, the animate being gains abilities as if the graphic symbol's druid level were lower than it really is. Subtract the value indicated in the advisable list header from the graphic symbol's druid level and compare the result with the druid level entry on the table in the sidebar to decide the animal companion'southward powers. (If this adjustment would reduce the druid'south 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 equally an animal companion. The leopard would have characteristics and special abilities equally if the druid were 3rd level (taking into account the –3 adjustment) instead of sixth level.

Nature Sense (Ex): A druid gains a +2 bonus on Noesis (nature) and Survival checks.

Wild Empathy (Ex): A druid can use trunk language, vocalizations, and demeanor to improve the attitude of an brute (such as a acquit or a monitor lizard). This ability functions just similar a Diplomacy cheque made to improve the mental attitude of a person (see Chapter 4: Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy bank check result. The typical domestic creature has a starting attitude of indifferent, while wildlife are usually unfriendly.
To use wild empathy, the druid and the creature must exist able to report each other, which means that they must exist inside xxx anxiety of one another nether normal conditions. Generally, influencing an beast in this manner takes 1 minute but, equally with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical animate being with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), merely she takes a –4 penalty on the bank check.

Woodland Stride (Ex): Starting at 2d 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 harm or suffering any other impairment. Nevertheless, thorns, briars, and overgrown areas that have been magically manipulated to impede move 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 then desired.

Resist Nature'due south Lure (Ex): Starting at fourth level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such equally dryads, pixies, and sprites).

Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into whatever Small-scale or Medium animate being and dorsum again once per day. Her options for new forms include all creatures with the animal type (see the Monster Manual). This power functions like the Polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing class (to animal or back) is a standard action and doesn't provoke an assault of opportunity.
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 non go a polar carry.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained beast can make, but she can communicate usually with other animals of the aforementioned full general grouping as her new form. (The normal audio a wild parrot makes is a squawk, so changing to this grade does not permit speech.)
A druid can employ this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table 3–viii: The Druid. In addition, she gains the ability to have the shape of a Large creature 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'southward druid level. For instance, a druid can't accept the form of a dire bear (a Large animal that always has at least 12 HD) until 12th level, even though she tin can brainstorm taking Large forms at 8th level.
At 12th level, a druid becomes able to apply wild shape to alter into a constitute creature, such as a shambling mound, with the same size restrictions as for creature forms. (A druid can't use this power to take the course of a plant that isn't a animal, such every bit a tree or a rose bush.)
At 16th level, a druid becomes able to apply wild shape to alter into a Small, Medium, or Large elemental (air, earth, fire, or h2o) 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'south 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 fauna type (humanoid, in most cases). At 18th level, a druid becomes able to assume elemental grade twice per solar day, and at 20th level she can do so iii times per mean solar day. At 20th level, a druid may employ this wild shape power to modify into a Huge elemental.

Venom Immunity (Ex): At ninth level, a druid gains amnesty to all poisons.

A Thousand Faces (Su): At 13th level, a druid gains the power to alter her advent at will, as if using the alter self spell (folio 197), but only while in her normal form.

Timeless Body (Ex): Subsequently attaining 15th level, a druid no longer takes ability score penalties for aging (run into Tabular array 6–5: Crumbling Effects, page 109) and cannot exist magically aged. Any penalties she may have already incurred, withal, remain in place. Bonuses still accrue, and the druid nonetheless dies of onetime historic period when her time is upwards.

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 proceeds levels every bit a druid until she atones (see the amende spell description, page 201).

The Druid'southward Creature Companion [ ]

A druid's animal companion is unlike from a normal brute of its kind in many ways. The companion is treated every bit a magical beast, non an animate being, for the purpose of all effects that depend on its type (though it retains an brute'due south 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.

Form
Level
Bonus
Hard disk drive
Natural
Armor Adj.
Str/Dex
Adj.
Bonus
Tricks
Special
1st–2nd +0 +0 +0 1 Link, share spells
3rd–fifth +two +2 +one 2 Evasion
sixth–8th +four +4 +two 3 Devotion
ninth–11th +half-dozen +6 +3 iv Multiattack
12th–14th +8 +8 +4 v
15th–17th +10 +10 +v 6 Improved evasion
18th–20th +12 +12 +6 vii

Animal Companion Basics: Use the base of operations statistics for a creature of the companion's kind, every bit given in the Monster Manual, simply make the following changes.

Class Level: The character's druid level. The druid'southward class levels stack with levels of any other classes that are entitled to an animal companion (such equally the ranger) such for the purpose of determining the companion's abilities and the culling lists available to the character.

Bonus Hard disk drive: Actress eight-sided (d8) Striking Dice, each of which gains a Constitution modifier, as normal. Remember that actress Hit Dice amend the beast companion'southward base set on and base save bonuses. An animal companion's base attack bonus is the same every bit that of a druid of a level equal to the animal's HD. An animal companion has skillful Fortitude and Reflex saves (treat it every bit a character whose level equals the animal'due south HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster'due south Hit Dice (run into the Monster Transmission).

Natural Armor Adj.: The number noted here is an comeback to the beast companion's existing natural armor bonus.

Str/Dex Adj.: Add this value to the animate being companion'southward Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animate being knows in add-on to whatsoever that the druid might choose to teach it (encounter the Handle Brute skill, page 74). These bonus tricks don't require any training fourth dimension or Handle Beast checks, and they don't count against the normal limit of tricks known by the animate being. The druid selects these bonus tricks, and in one case selected, they can't be inverse.

Link (Ex): A druid can handle her animal companion equally a free action, or push button it as a move action, even if she doesn't have whatever ranks in the Handle Brute skill. The druid gains a +iv circumstance bonus on all wild empathy checks and Handle Creature checks made regarding an animal companion.

Share Spells (Ex): At the druid'due south option, she may have any spell (but not any spell-similar ability) she casts upon herself also affect her animal companion. The animal companion must exist within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a elapsing other than instantaneous, it stops affecting the fauna companion if the companion moves further than v feet away and will non touch on the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may bandage a spell with a target of "Yous" on her beast companion (equally a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells unremarkably exercise non affect creatures of the companion's blazon (animal).

Evasion (Ex): If an animal companion is subjected to an set on that ordinarily allows a Reflex saving throw for half impairment, it takes no damage if information technology makes a successful saving throw.

Devotion (Ex): An animal companion'southward devotion to its chief is and then consummate 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 (run across the Monster Manual for details on this feat) and does not already take that feat. If it does non have the requisite iii or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, admitting at a –v penalization.

Improved Evasion (Ex): When subjected to an assault that normally allows a Reflex saving throw for half damage, an creature companion takes no damage if information technology makes a successful saving throw and but half damage if the saving throw fails.

Alternative Animate being Companions [ ]

As explained in the text on page 35, a druid of sufficiently high level tin 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.

quaternary Level or Higher (Level –3)
Ape (animate being)
Dire weasel
Bear, black (animal)
Leopard (brute)
Bison (beast)
Lizard, monitor (animate being)
Boar (animal)
Shark, Largei (animal)
Chetah (animal)
Snake, constrictor (animal)
Crocodile (animal)ane
Snake, Large viper (animal)
Dire annoy
Wolverine (animal)
Dire bat

seventh Level or College (Level –6)
Deport, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Elasmosaurus1 (dinosaur)
Deinonychus (dinosaur)
King of beasts (animal)
Dire ape
Rhinoceros (animal)
Dire boar
Snake, Huge viper (beast)
Dire wolf
Tiger (brute)

10th Level or Higher (Level –9)
Bear, polar (fauna)
Shark, Huge1 (animal)
Dire panthera leo
Serpent, giant constrictor (brute)
Megaraptor (dinosaur)
Whale, orca1 (animal)

13th Level or Higher (Level –12)
Dire bear
Elephant (animal)
Octopus, gianti (animal)

16th Level or Higher (Level –15)
Dire sharkone
Triceratops (dinosaur)
Dire tiger
Tyrannosaurus (dinosaur)
Squid, giantane (fauna)
1 Available just in an aquatic environment.

Source: https://kolidascope.fandom.com/wiki/Druid

Posted by: eldercovis1990.blogspot.com

0 Response to "How Would I Get A Dire Tiger Animal Companion Pathfinder"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel