Archives of Nethys

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Druid Class Details | Animal/Terrain Domains | Herbalism | Archetypes

Animal and Terrain Domains

Description Source: Ultimate Magic
Presented in the section below are new rules for animal and terrain domains—domains for druids whose focus is more specific than the Animal, Plant, Weather, or elemental domains. A druid with the nature's bond ability can choose an animal domain or terrain domain. Just like cleric domains, animal and terrain domains have granted powers and domain spells, and a druid who selects an animal or terrain domain gains a domain spell slot at each level. A druid who worships a deity (as opposed to nature in general) cannot select an animal or terrain domain that contradicts or is outside of the portfolio of her deity.

If an animal or terrain domain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character's druid level + her Wisdom modifier.

Other nature-themed classes with access to domains may select an animal or terrain domain in place of a regular domain.

Aquatic Domain

Source Ultimate Magic pg. 33 (Amazon)

Granted Powers: You master the deeps of the sea, raging rivers, flowing falls, and relentless tides.

Sealord (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the aquatic or water subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.

Seastrike (Su): At 6th level, as a free action, you may use natural and manufactured weapons in water as if you had continuous freedom of movement. As a standard action, you can throw a weapon underwater without the normal penalties for throwing weapons; if your target is in or under the water, the weapon also acts as a returning weapon (see page 471 of the Core Rulebook) for that attack.

Domain Spells: 1st—hydraulic push, 2nd—slipstream, 3rd—water breathing, 4th—freedom of movement, 5th—black tentacles, 6th—freezing sphere, 7th—animal shapes (aquatic creatures only), 8th—seamantle, 9th—tsunami.

Arctic Domain

Source Ultimate Magic pg. 33 (Amazon)

Granted Powers: You master the might of the endless, snow-covered wastes beneath the midnight sun, where icy polar winds blow.

Call Cold (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the cold subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats that add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.

Banish Flame (Su): At 6th level, you may use your call cold ability to damage creatures with the fire subtype (as a cleric channeling negative energy) or to cause them to flee from you (as the Turn Undead feat). Alternatively, you may use this ability to negate magical fire effects as if using a targeted dispel magic; at 12th level, this functions as targeted or area greater dispel magic instead of dispel magic.

Domain Spells: 1st—frostbite, 2nd—aspect of the bear, 3rd—sleet storm, 4th—wall of ice, 5th—aspect of the wolf, 6th—freezing sphere, 7th—wind walk, 8th—polar ray, 9th—polar midnight.

Badlands Domain

Source Faiths and Philosophies pg. 24 (Amazon)

Granted Powers: Your spirit knows both the harshness of the drying wind and the raw beauty of painted canyons.

Subsistence (Ex): You can survive on very little food or water while helping others survive in harsh climates. When determining how long you can withstand starvation and thirst, including checks to avoid nonlethal damage, treat your Constitution score as though it were 10 points higher. Additionally, you gain a bonus equal to one half your druid level (minimum 1) on Survival checks in dry hills or desert terrain.

Wasteland Stride (Ex): At 2nd level, you may move through light or dense rubble, as well as up or down steep slopes, at your normal speed without suffering any impairment. Areas that have been magically manipulated to impede motion still affect you, however. This replaces woodland stride.

Badlands Spirit (Su): At 8th level, whenever you use wild shape to take on the form of an earth elemental, you also gain the following spell-like abilities, depending on your druid class level: geyserAPG (8th); siroccoAPG (12th), scouring windsUM (15th). Each spell-like ability is usable once per day.

Domain Spells: 1st—cloak of shadeAPG, 2nd—feast of ashesAPG, 3rd—cloak of windsAPG, 4th—spike stones, 5th—wind bladesARG, 6th—find the path, 7th—firestorm, 8th—earthquake, 9th—storm of vengeance.

Cave Domain

Source Ultimate Magic pg. 33 (Amazon)

Granted Powers: The wonders and dark secrets of the deepest caves give you strength.

Cavesight (Sp): You can grant darkvision 60 feet to a willing creature you touch. This effect lasts 1 minute, or 1 hour if used on yourself. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tremorsense (Ex): At 6th level, you gain tremorsense 30 feet. At 12th level, you gain tremorsense 60 feet.

Domain Spells: 1st—detect aberration, 2nd—stone call, 3rd—deeper darkness, 4th—blackwing host, 5th—wall of stone, 6th—conjure black pudding, 7th—statue (looking like a stalagmite or stalactite), 8th—earthquake, 9th—imprisonment.

Crocodile Domain

Source Faiths and Philosophies pg. 24 (Amazon)

Granted Powers: You are connected with the primal forces of creation and destruction and with the crocodile spirit’s ancient wisdom.

Familiar: You gain a dwarf caiman familiar (Pathfinder Player Companion: Animal Archive, Pathfinder Adventure Path #55). Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Death Roll (Ex): While grappling an enemy up to one size category larger than you, you may make a grapple check to roll wildly, knocking your enemy prone and dealing 1d8 points of damage. When using this ability, you gain a bonus to your CMB equal to one half your druid level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ambush (Ex): At 6th level, you gain sneak attack +1d6. This increase to sneak attack damage stacks with sneak attack damage you may have from other sources. This sneak attack damage increases by +1d6 for every 5 druid levels you possess beyond 6th, to a maximum of +3d6 at 16th level.

Domain Spells: 1st—touch of the seaAPG, 2nd—savage mawARG, 3rd—water walk, 4th—strong jawAPG, 5th—legend lore, 6th—mass owl’s wisdom, 7th—true seeing, 8th—mass heal, 9th—regenerate.

Desert Domain

Source Ultimate Magic pg. 34 (Amazon)

Granted Powers: The spirits and secrets of the endless wastes are yours to command.

Heat Shimmer (Su): As a free action, you can surround yourself with heat distortion that acts as the blur spell. Creatures that strike you in melee while you're using this ability are dazzled for 1 round (Fortitude negates). You may use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds need not be consecutive.

Servant of the Sands (Sp): At 8th level, once per day, you may call upon the aid of a janni as if using lesser planar ally. At 12th level, you may call upon the aid of any type of common (non-noble) genie as if using planar ally. At 16th level, you may call upon the aid of a noble genie as if using greater planar ally. If you use this power while in desert terrain, you need not make an offering to call the creature(s), and the cost of any service is halved.

Domain Spells: 1st—cloak of shade, 2nd—shifting sand, 3rd—cup of dust, 4th—hallucinatory terrain, 5th—transmute rock to mud (creates loose sand instead of mud), 6th—sirocco, 7th—sunbeam, 8th—sunburst, 9th—horrid wilting.

Eagle Domain

Source Ultimate Magic pg. 34 (Amazon)

Granted Powers: Your spirit soars with the mightiest and noblest of all winged creatures.

Familiar: You gain a hawk familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Hawkeye (Su): As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aerial evasion (Ex): At 6th level, you gain the evasion ability (as a rogue) when you are flying. At 12th level, you gain improved evasion while flying.

Domain Spells: 1st—aspect of the falcon, 2nd—eagle's splendor, 3rd—fly, 4th—river of wind, 5th—overland flight, 6th—eagle aerie, 7th—animal shapes (birds only), 8th—sunburst, 9th—winds of vengeance.

Frog Domain

Source Ultimate Magic pg. 34 (Amazon)

Granted Powers: You venerate the elder amphibians that first brought life to land.

Familiar: You may gain a toad familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Sticky Strike (Su): As a standard action, you can attempt a ranged touch attack with a sticky tendril against a target up to 15 feet away, then use the pull universal monster ability to pull the target 5 feet toward you. You gain a bonus on the pull's combat maneuver check equal to 1/2 your druid level. If the target is larger than you, you may pull yourself 5 feet toward the target without making a check. The target can remove the tendril by making an opposed Strength check as a standard action, or by dealing enough slashing damage to the tendril (hit points equal to your druid level, Armor Class equal to your touch Armor Class). You can dissolve the tendril as a free action. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Webfoot (Ex): At 6th level, you gain the amphibious special quality and a swim speed equal to your land speed. At 12th level, you gain a climb speed equal to your land speed.

Domain Spells: 1st—jump, 2nd—delay poison, 3rd—lily pad stride, 4th—shout, 5th—blessing of the salamander, 6th—confusion, 7th—animal shapes (amphibians only), 8th—greater shout, 9th—summon froghemoth.

Jungle Domain

Source Ultimate Magic pg. 34 (Amazon)

Granted Powers: The spirits of the jungle, both of natural guardians and lost civilizations, whisper in your heart.

Brachiation (Ex): As a free action for a number of rounds per day equal to your druid level, you may climb with a climb speed equal to your land speed, and gain a bonus on Acrobatics checks equal to your druid level. These rounds do not have to be consecutive.

Trap Sense (Ex): At 3rd level, you gain the trap sense ability. This is identical to the rogue class ability. Your effective rogue level is equal to your druid level for the purpose of determining your trap sense bonus. Trap sense bonuses gained from multiple classes stack.

Domain Spells: 1st—glide, 2nd—tar ball, 3rd—venomous bolt, 4th—arboreal hammer, 5th—blessing of the salamander, 6th—swarm skin, 7th—creeping doom, 8th—wall of lava, 9th—shambler.

Monkey Domain

Source Ultimate Magic pg. 34 (Amazon)

Granted Powers: The balanced wisdom, skill, agility, and playfulness of the monkey are the model for your spiritual discipline.

Familiar: You gain a monkey familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Monkey Athletics (Su): As a free action, you may add a competence bonus equal to half your druid level (minimum of +1) on one Acrobatics, Climb, Disable Device, or Sleight of Hand check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ranged Legerdemain (Su): At 6th level, you can use the Disable Device and Sleight of Hand skills at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. You can only use this ability if you have at least 1 rank in the skill being used.

Domain Spells: 1st—beguiling gift, 2nd—spider climb, 3rd—cacophonous call, 4th—freedom of movement, 5th—summon nature's ally V (dire ape or girallon only), 6th—confusion, 7th—animal shapes (apes and monkeys only), 8th—clenched fist, 9th—foresight.

Mountain Domain

Source Ultimate Magic pg. 35 (Amazon)

Granted Powers: You have mastered the mighty powers of the great mountains that pierce the sky and stand aloof above the lowlands.

Foothold (Su): As a standard action, you can cause an adjacent stone surface up to 10 feet square to mold itself into ridges and creases. A foothold that is created on a horizontal surface is treated as difficult terrain, and a Medium or smaller creature standing in the area or moving through it takes a –2 penalty on Acrobatics checks and to CMD due to poor footing. A foothold that is created on a vertical surface grants a +10 bonus on Climb checks to climb it. The stone remains altered for 1 hour. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thin Air (Su): At 8th level, as a free action, you can surround yourself with a 5-foot aura of supernaturally thin air that draws the breath from creatures adjacent to you. Creatures beginning their turn in the aura are fatigued (Fortitude negates). A fatigued creature that begins its turn in the aura must save or suffer from altitude sickness, taking 1 point of ability damage to all ability scores. At 16th level, the aura increases to 10 feet. Creatures that do not breathe are immune to this aura. You can use this ability for a number of rounds per day equal to your druid level; the rounds need not be consecutive.

Domain Spells: 1st—fist of stone, 2nd—stone call, 3rd—cloak of winds, 4th—stoneskin, 5th—geyser, 6th—suffocate, 7th—flesh to stone, 8th—reverse gravity, 9th—clashing rocks.

Panther Domain

Source Faiths and Philosophies pg. 25 (Amazon)

Granted Powers: You share the power of the Hunter in Darkness. The potent magic of an ancient predator spirit f lows through you.

Hunter's Senses (Ex): You gain the ability to augment your senses on command. As a standard action, you grant yourself the scent special ability and improved vision. If you have normal vision, you gain low-light vision. If you have low-light vision, you gain darkvision out to a range of 30 feet. If you have darkvision, the range of your darkvision increases by 30 feet. You may use this ability a number of minutes per day equal to your druid level, in 1 minute increments. Dismissing these augmented senses is a free action.

Move in Darkness (Ex): At 8th level, in areas of normal or magical darkness, you gain a +2 bonus on Stealth skill checks and initiative checks for every 4 druid levels you possess, to a maximum bonus of +10 at 20th level.

Domain Spells: 1st—true strike, 2nd—darkness, 3rd—deeper darkness, 4th—moonstruckAPG, 5th—commune with nature, 6th—mislead, 7th—true seeing, 8th—nine livesARG, 9th—greater spell immunity.

Plains Domain

Source Ultimate Magic pg. 35 (Amazon)

Granted Powers: The wide open spaces of the prairie, savanna, and steppe are yours to master.

Migrating Herd (Su): When you summon an aurochs, bison, elephant, horse, mastodon, pony, or similar quadruped herbivore with a summoning spell, the duration of the spell is increased by 100% (this does not stack with Extend Spell). The creature's land speed is increased by 10 feet.

Pounce (Ex): At 6th level, you may use the pounce special attack once per day. You may pounce one additional time per day for every 3 levels after 6th.

Domain Spells: 1st—mount, 2nd—chameleon stride, 3rd—haste, 4th—aspect of the stag, 5th—control winds, 6th—find the path, 7th—whirlwind, 8th—animal shapes, 9th—worldwave.

Ruins Domain

Source Inner Sea Monster Codex pg. 35 (Amazon)

Granted Powers: You sense nature’s creeping reclamation of what once belonged to the civilized world and understand how to ensure ruins that hold power or significance will persist.

Ruin Touch (Su): You can strengthen or weaken objects with your touch. With a melee touch attack, you can increase or decrease the hardness of an object (up to a 10-foot cube) or construct by an amount equal to half your druid level (minimum 1) for 1 minute. You cannot reduce an object’s hardness below 0, and the same target cannot be affected by this ability more than once. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Remembrance (Sp): At 4th level, when within a ruin or other structure that is no longer claimed by civilization, you can call upon the wisdom of the land and its long-dead residents. Once per day for every 4 druid levels you possess, you can cast divination as a spell-like ability. Additionally, if you are within ruins when you cast commune with nature, you gain information about the crumbling structures around you as though they were part of nature.

Surefooted (Ex): At 8th level, your speed is not reduced by difficult terrain unless the terrain has been magically manipulated to impede motion.

Domain Spells: 1st—magic stone, 2nd—stone callAPG, 3rd—meld into stone, 4th—rusting grasp, 5th—commune with nature, 6th—stone tell, 7th—statue, 8th—earthquake, 9th—clashing rocksAPG

Serpent Domain

Source Ultimate Magic pg. 35 (Amazon)

Granted Powers: You serve ancient serpentine mysteries whose coils still encircle the world.

Familiar: You gain a viper familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Slither (Ex): As a free action, you can distend and stretch your body to fit easily through narrow spaces for 1 round. You can move freely through a tight space that would normally require a creature of your size to squeeze through. While slithering, you gain a +2 dodge bonus to Armor Class against attacks of opportunity provoked by your movement and a +2 bonus on CMB and on Escape Artist checks made to escape from a grapple. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Venom Immunity (Ex): At 6th level, you gain immunity to poisons from snakes, reptiles, and creatures with the reptilian subtype. At 12th level, you gain immunity to all poisons. This replaces venom immunity.

Domain Spells: 1st—charm animal, 2nd—animal trance, 3rd—poison, 4th—strong jaw, 5th—snakestaff, 6th—charm monster, 7th—animal shapes (reptiles and snakes only), 8th—scintillating pattern, 9th—crushing hand.

Swamp Domain

Source Ultimate Magic pg. 35 (Amazon)

Granted Powers: The sour-sweet depths of bogs, marshes, and swamps are your places of power.

Natural Healing (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal animals, plants, and vermin. You may reduce the number of dice healed to cure ability damage (your choice) to all affected creatures, curing 1 point of ability damage for each d6 that the channel energy is reduced. You can take other feats to add to this ability, such as Extra Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel.

Reed Hunter (Ex): At 6th level, you gain blindsense 30 feet with respect to concealment and cover from fog, vegetation, or water. At 12th level, this improves to blindsight 30 feet with respect to these conditions.

Domain Spells: 1st—hydraulic push, 2nd—burst of nettles, 3rd—lily pad stride, 4th—cape of wasps, 5th—insect plague, 6th—mass fester, 7th—animate plants, 8th—blood mist, 9th—shambler.

Vermin Domain

Source Inner Sea Monster Codex pg. 35 (Amazon)

Granted Powers: You share a deep connection with mindless invertebrates.

Familiar: You gain a greensting scorpion familiar (Ultimate Magic 118). Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Vermin Friend (Ex): You can use wild empathy to influence vermin as easily as you influence animals if you do not already possess this ability.

Tremorsense (Ex): At 6th level, you gain tremorsense 30 feet. At 12th level, you gain tremorsense 60 feet.

Domain Spells: 1st—jump, 2nd—vomit swarmAPG, 3rd—darkvision, 4th—insect plague, 5th—swarm skinAPG (spider, crab, centipede, and army ant swarms only), 6th—whip of antsACG, 7th—creeping doom, 8th—mass flyAPG, 9th—mind blank.

Vulture Domain

Source Faiths and Philosophies pg. 25 (Amazon)

Granted Powers: Yours is the power of death and rebirth. Your spirit soars above all and moves with the flow of unseen currents.

Death's Companion (Ex): Your totem grants you protection from the harbingers of death. As an immediate action, you gain a +2 bonus on saving throws against disease, death spells, and death effects that lasts a number of rounds equal to your druid level. This bonus increases by 2 at 6th level and every 5 levels thereafter, to a maximum of +8 at 16th level. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Agent of Rebirth (Sp): At 8th level, you may expend a quantity of special oils worth 1,000 gp to cast reincarnate as a spell-like ability usable once per day. Additionally, when using this ability or casting reincarnate as a prepared spell, you have some influence over the physical form that the reincarnated spirit will take. When rolling against the spell’s incarnation table, you may roll twice and choose between the two results.

Domain Spells: 1st—deathwatch, 2nd—glideAPG, 3rd— death knell, 4th—death ward, 5th—breath of life, 6th—circle of death, 7th—resurrection, 8th—finger of death, 9th—winds of vengeanceAPG.

Wolf Domain

Source Ultimate Magic pg. 36 (Amazon)

Granted Powers: You run with the pack and are the master of the cold hunt of your spirit totem.

Improved Trip: You gain Improved Trip as a bonus feat.

Pack Tactics (Ex): At 8th level, as a free action on your turn, you can designate an adjacent square; your attacks are treated as coming from that square for the purposes of determining whether or not you are flanking (this applies even if that square is occupied by an object or creature). This ends at the start of your next turn or if you move. If you are flanking a creature without using this ability, you may add your Wisdom bonus to your attack roll rather than the normal +2 flanking bonus. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—hunter's howl, 2nd—bloodhound, 3rd—aspect of the wolf, 4th—strong jaw, 5th—tireless pursuers, 6th—find the path, 7th—animal shapes (canines only), 8th—phantasmal revenge, 9th—freedom.