1d8 + Con 4 + Int +1 +1 — +1
Your hit points increase by 1d8 + your Constitution modifier. Unlike at 1st level, you must roll for these hit points.
You also gain a number of skill ranks equal to 4 + your Intelligence modifier. If you’re human, don’t forget the bonus skill rank per level.
Your base attack bonus, Fortitude save bonus, and Will save bonus each go up by 1.
Nature Bond (animal companion): Your animal companion gains a Hit Die (and hit points), +1 base attack bonus (BAB), +1 Will, a skill rank, and a feat. As you increase in level, the animal companion’s Hit Dice, BAB, saves, skills, feats, Natural Armor Bonus, and Strength and Dexterity bonuses increase, as well as the number of bonus tricks it gains. See Table 3–8: Animal Companion Base Statistics on page 52 of the Core Rulebook, and Animal Choices on pages 53–54 of the Core Rulebook.
Woodland Stride: You can now walk easily through much of the difficult terrain you find in the wilderness, which both improves your movement speed and gives you a tactical edge when fighting others in the wilderness.
Spells: You can prepare one additional orison and 1st-level spell per day.
2nd Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int +1 — +1 —
Feat: You gain another feat. You should consider some of the same choices you had at 1st level.
You now also qualify for Power Attack, which allows you to deal more damage, especially with weapons you wield with two hands.
Nature Bond (animal companion): Your animal companion gains evasion. Instead of taking half the normal amount of damage from a spell or effect that deals damage on a successful save, your animal companion takes no damage.
Trackless Step: You never leave tracks for others to follow (though you can choose to leave a trail if desired).
Spells: You can prepare one 2nd-level spell per day (two if your Wisdom score is 14 or higher). Consider barkskin, which grants a long-lasting boost to armor class.
Consider bull’s strength or reduce animal; you can use the former to strengthen your animal companion and the latter to allow your companion to follow you into tight spots in the dungeon.
Consider flaming sphere, gust of wind, heat metal, owl’s wisdom, or resist energy. These spells either deal energy damage, help you resist energy damage, or improve your spells’ saving throw DCs.
Consider bull’s strength or flame blade. You can use either to augment your melee attacks.
3rd Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int +1 +1 +1 +1
Nature Bond (animal companion): Your animal companion gains a +4 morale bonus on saving throws against enchantment spells and effects.
Nature Bond (domain): Most domains available to a druid grant an additional ability at this level.
Wild Shape 2/Day: You gain an additional use of wild shape, and you can now transform into Large and Tiny animals and Small elementals.
Spells: You can prepare one additional 3rd-level and one additional 2nd-level spell per day.
6th Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int +1 +1 — +1
Ability Score Increase: You gain a permanent +1 increase to one ability score of your choice. This should be added to an ability score that’s important to you—like Wisdom—especially if you have an odd number in the score, as your modifier increases at even numbers.
Nature Bond (animal companion): Your animal companion gains a permanent +1 increase to one ability score of your choice.
Nature Bond (domain): If you selected the Animal domain, you gain an animal companion (though it’s weaker than a typical druid animal companion gained through nature bond).
Resist Nature’s Lure: You gain a +4 bonus on saving throws against the effects of fey and plants.
Wild Shape 1/Day: You gain the versatile ability to transform into a Small or Medium animal, often gaining better mobility, ability score modifiers, and natural attacks. You will gain the ability to become bigger or smaller animals as you gain levels, and will be able to take the forms of other types of creatures. Talk with your GM and look through the Pathfinder RPG Bestiary to find a few animal forms that you would like to use, and record their special abilities so you’ll have them at hand when you use this ability.
Spells: You can prepare one additional 2nd-level spell and one additional 1st-level spell per day.
4th Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int — — — —
Feat: You gain another feat. If you plan on frequently utilizing your wild shape ability, consider Natural Spell, which allows you to cast spells even if you’re a bird or a bear.
Spells: You can prepare one 3rd-level spell per day (two if your Wisdom score is 16 or higher).
Consider preparing greater magic fang to boost either your or your animal companion’s attacks.
Consider preparing greater magic fang to boost either your or your animal companion’s attacks.
Consider preparing call lightning, sleet storm, or spike growth.
5th Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int +1 — — —
Feat: You gain another feat. If you enjoy taking the form of fast-moving creatures with one powerful attack, consider Mobility. If you already have that feat, Spring Attack is a good choice that will improve your hit-and-run capabilities.
Nature Bond (animal companion): Some animal companions—especially those that started as Medium creatures—become much more powerful at 7th level.
Spells: You can prepare one 4th-level spell (two if your Wisdom score is 18 or higher) and one additional 1st-level spell per day. Consider freedom of movement, as it completely negates a wide range of debilitating effects for a long period of time, or dispel magic, a versatile spell that can shut down your enemies’ plans in a multitude of ways.
Consider air walk to allow your animal companion to chase after aerial foes.
Consider flame strike or ice storm to rain down punishment over a large area.
7th Level
DRUID
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int +1 +1 — +1
Ability Score Increase: You gain a permanent +1 increase to an ability score of your choice.
Attack Bonus: Now that your base attack bonus is +6, you gain a second attack (at an attack bonus of +1) whenever you make a full attack (see page 122). From now on, any bonuses to your BAB apply to this attack as well.
Nature Bond (domain): If you chose the Weather domain, you gain the ability to call down multiple lightning strikes at once.
Wild Shape 3/Day: You gain an additional use of wild shape, and your list of possible forms expands.
Spells: You can prepare one additional 4th-level spell and one additional 3rd-level spell per day.
8th Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int — — +1 —
Feat: You gain another feat.
Nature Bond (animal companion): Your animal companion gains the multiattack ability, which either grants it the Multiattack feat or allows it to attack one additional time each round. In addition, your animal companion gains a permanent +1 increase to one ability score of your choice.
Venom Immunity: You’re now immune to all poisons, sparing you from one of the most common sources of ability damage.
Spells: You can prepare one 5th-level spell (two if your Wisdom score is 20 or higher) and an additional 2nd-level spell per day. If you’re not already preparing healing spells stronger than cure light wounds, strongly consider using at least one spell slot to prepare a 4th-level or higher “cure” spell; cure light wounds is no longer strong enough for emergency healing at this level.
Consider animal growth to make your animal companion Huge.
Consider call lightning storm or wall of fire to gain even more firepower.
Consider death ward or stoneskin to protect you against physical damage and many negative energy effects.
9th Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int +1 +1 — +1
Wild Shape 4/Day: You gain an additional use of wild shape, and your list of possible forms expands.
Spells: You can prepare one additional 5th-level spell and one additional 4th-level spell per day.
10th Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int +1 — — —
Feat: You gain another feat.
Spells: You can prepare one 6th-level spell (two if your Wisdom score is 22 or higher) and one additional 3rd-level spell per day. Consider spell staff, a druid-only spell that allows you to store one spell for later use, almost as though you had an extra spell slot. Even a nature warrior can make good use of this spell between encounters. You could also consider greater dispel magic in order to remove your enemies’ magical defenses or banish a debilitating effect.
Consider liveoak to acquire a long-lasting, mobile tree ally in addition to your animal companion.
Consider antilife shell and fire seeds to keep your enemies at bay and gain several types of explosive attacks.
11th Level
In addition to Common and whatever languages a druid may gain due to her Intelligence score or Linguistics ranks, all druids speak Druidic, a secret language forbidden to non-druids.
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int — — — —
Feat: You gain another feat.
A Thousand Faces: You can now take the form of any humanoid, as per the spell alter self.
Spells: You can prepare one 7th-level spell (two if your Wisdom score is 24 or higher) and one additional 4th-level spell per day. Consider heal, as it restores many hit points and removes most negative conditions. Changestaff is a nice way to get a long-lasting ally for any type of druid.
Consider creeping doom, fire storm, or sunbeam to expand your repertoire of spells that harass and damage many creatures at once.
13th Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int +1 +1 — +1
Nature Bond (animal companion): Your animal companion gains a permanent +1 increase to one ability score of your choice.
Wild Shape 6/Day: You gain an additional use of wild shape.
Spells: You can prepare one additional 7th-level and one additional 6th-level spell per day.
14th Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int +1 +1 — +1
Ability Score Increase: You gain a permanent +1 increase to an ability score of your choice.
Wild Shape 7/Day: You gain an additional use of wild shape.
Spells: You can prepare one additional 8th-level spell and one additional 7th-level spell per day.
16th Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int +1 — +1 —
Attack Bonus: Now that your base attack bonus is +11, you get a third attack (at an attack bonus of +1) whenever you make a full attack (see page 122). From now on, any bonuses to your BAB apply to this attack as well.
Feat: You gain another feat.
Nature Bond (animal companion): Your animal companion gains improved evasion. Not only does it take no damage on most successful Reflex saves, it only takes half the normal amount of damage even if it fails the saving throw.
Timeless Body: You’re now virtually immune to aging.
Spells: You can prepare one 8th-level spell (two if your Wisdom score is 26 or higher) and one additional 5th-level spell per day. Consider reverse gravity, as it can slow down foes or debilitate them while you take care of more important matters.
Consider animal shapes so your entire party can sneak around as animals.
Consider finger of death, earthquake, sunburst, or whirlwind so nothing can stand against your elemental might.
Consider word of recall as an emergency escape contingency in case you get in over your head.
15th Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int +1 +1 +1 +1
Ability Score Increase: You gain a permanent +1 increase to an ability score of your choice.
Wild Shape 5/Day: You gain an additional use of wild shape, and you can now turn into almost any Huge or smaller animal, plant, or elemental.
Spells: You can prepare one additional 6th-level spell and one additional 5th-level spell per day.
12th Level
DRUID
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int — — — —
Feat: You gain another feat.
Spells: You can prepare one 9th-level spell (two if your Wisdom score is 28 or higher) and one additional 6th-level spell per day. Among these are several powerful ally-summoning spells such as shambler (which is most potent when combined with electricity spells) and elemental swarm.
Consider foresight and shapechange, which grant you long-lasting defensive benefits and a huge set of polymorph options, respectively.
Consider foresight and shapechange, which grant you long-lasting defensive benefits and a huge set of polymorph options, respectively.
Consider storm of vengeance, which can strike down entire armies at once.
17th Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int +1 +1 +1 +1
Wild Shape 8/Day: You gain an additional use of wild shape.
Spells: You can prepare one additional 9th-level and one additional 8th-level spell per day.
18th Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int +1 — — —
Feat: You gain another feat.
Spells: You can prepare one additional 9th-level and one additional 7th-level spell per day.
19th Level
HP SKILL RANKS BAB FORT REF WILL
1d8 + Con 4 + Int +1 +1 — +1
Ability Score Increase: You gain a permanent +1 increase to an ability score of your choice.
Nature Bond (animal companion): Your animal companion gains a permanent +1 increase to one ability score of your choice.
Wild Shape (at will): You can now use wild shape as often as you want.
Spells: You can prepare one additional 9th-level spell and one additional 8th-level spell per day.
20th Level
FIGHTER
Tough and powerful warriors, fighters shrug off enemy attacks and lay their foes low. Your fighter might be a brute brandishing a two-handed weapon or a shield fighter who can survive even the worst punishment.
BRUTE
10 hit points plus your ConstitutionYour Will save bonus is +0 plus your
Most fighters specialize in melee combat with just enough ranged weapon skill to threaten distant or flying foes.
You’ll want a high Strength score to deal more damage and a high Constitution score to stay alive.
Your defense and ranged abilities are based on Dexterity, so you’ll want a solid Dexterity score.
Brute: Because two-handed weapon combat relies on dealing maximum damage, throw everything you can into Strength. Whatever is left over should go into Constitution.
Shield Fighter: Your best ability score should be Strength, but your more well-rounded approach to combat means you can afford a good score in Constitution or Dexterity. Constitution gives you better survivability, while Dexterity helps your Armor Class and ranged attacks.
Remember, if you put at least 1 rank into any of your class skills, you get a +3 bonus to your total for that skill to represent your class training. At 1st level, you can’t put more than 1 rank in a particular skill. If you’re human, you get an additional skill rank to spend at each level, including 1st level.
SKILLS
Fighters are versatile warriors who can fill a lot of different combat roles, but their limited number of skill ranks means they must be choosy about which skills they learn to make the most of advantages like their high Strength.