TEXT:  
   
   
   
  PRODUCT NO. CA408 
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  ABANDONED ARTS©
   PRESENTS: 
   
  TWELVE NEW DRUIDIC DOMAINS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  ANIMAL & TERRAIN DOMAINS  
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Ultimate Magic ™ sourcebook, animal and terrain 
  domains are domains for those druids with a specific focus. As with 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 cannot select an animal or terrain 
  domain that contradicts or falls outside of the portfolio of his or her deity. If a domain ability calls for a 
  saving throw, the DC of the save is equal to 10 + 1/2 the character’s class level + his or her Wisdom 
  modifier. Other nature-themed classes with access to domains may select animal or terrain domains. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BAT DOMAIN 
  The shriek of the bat reverberates through your thoughts and mind. 
   
  GRANTED POWERS:  
   
  Familiar: You gain a bat 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. 
   
  Shriek (Su): As a standard action, you can emit an ear-piercing shriek, 
  deafening all creatures in a 15-foot cone that do not succeed on a 
  Fortitude saving throw. Furthermore, you gain the ability to non-
  visually detect invisible and hidden creatures (but not ethereal 
  creatures) within the area of this effect for 1 round, even if those 
  creatures succeed on their saving throws or subsequently leave the 
  affected area. This ability allows you to detect affected creatures as 
  though you had the blindsense special quality with a range of 60 ft. 
   
  Blind as a Bat (Ex): At 6th level, you gain the ability to use non-visual 
  senses to fight and navigate in perfect darkness. Whenever you are 
  blinded, wearing a blindfold, or simply shutting your eyes (rendering 
  you blind for the round), you gain blindsense with a range of 30 ft. 
   
  DOMAIN SPELLS: 1st–ear-piercing scream2, 2nd–dust of twilight1, 3rd–
  fly, 4th–echolocation2, 5th–sonic thrust2, 6th–find the path, 7th–animal 
  shapes (bats and rodents only), 8th–greater shout, 9th–foresight 
   
  BOAR DOMAIN 
  The obstinate boar exemplifies your ferocious druidic traditions. 
   
  GRANTED POWERS:  
   
  Bristles (Ex): You grow short, bristling hairs all over your body. This 
  coarse covering of fur provides you with a +1 natural armor bonus 
  and also causes creatures grappling you to be pricked and prickled by 
  the abrasive fur. Grappling creatures are distracted and vexed by the 
  bristles; the DCs of concentration checks made to cast spells or use 
  spell-like abilities while grappling you are increased by an amount 
  equal to your current natural armor bonus. 
   
  Boar’s Ferocity (Ex): At 8th level, you gain the ferocity special quality. 
  While you are in a ferocity state, you gain a +2 morale bonus to your 
  Strength and Constitution scores, and a -2 penalty to AC. If you have 
  the rage class feature, you may enter a rage as an immediate action 
  when you enter a state of ferocity. 
   
  DOMAIN SPELLS: 1st–bristle1, 2nd–barkskin, 3rd–rage, 4th–strong 
  jaw1, 5th–stoneskin, 6th– transformation, 7th–animal shapes (boars 
  and pigs only), 8th– mind blank, 9th–freedom 
  EEL DOMAIN 
  The power of the swift and elusive eel swims through your soul. 
   
  GRANTED POWERS:  
   
  Familiar: You gain an eel familiar. Treat an eel as a tiny viper familiar 
  with the aquatic subtype, a +4 racial bonus on all Escape Artist skill 
  checks, a swim speed of 30 ft., and no poison special attack. An eel 
  familiar confers a +3 bonus on Escape Artist skill checks to its master. 
  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. 
   
  Slippery (Su): As a swift action, you may add a bonus equal to half 
  your druid level (minimum +1) on one Reflex save or Escape Artist 
  skill check. You can use this ability a number of times per day equal 
  to 3 + your Wisdom modifier. 
   
  Aquatic Evasion (Ex): At 6th level, you gain the evasion ability (as a 
  rogue) when you are swimming or immersed in water that is at least 
  waist-deep. At 12th level, you gain improved evasion while in water. 
   
  DOMAIN SPELLS: 1st–shocking grasp, 2nd–slipstream1, 3rd–water 
  breathing, 4th–freedom of movement, 5th–lightning arc2, 6th–mislead, 
  7th–animal shapes (eels and fish only), 8th–seamantle, 9th–freedom 
   
  FOREST DOMAIN 
  You weave the great, green powers of the forest into your magics. 
   
  GRANTED POWERS:  
   
  Lash of Leaves (Su): You can call into being a weapon made of lashing 
  leaves as a free action. The weapon takes the shape and properties 
  of any slashing melee weapon with which you are proficient, but 
  deals damage as a weapon one size category larger than would be 
  appropriate for a creature of your size. The weapon has a number of 
  hit points equal to your class level, and 0 hardness. You can dismiss 
  this effect as a free action, scattering the lash to the winds, and you 
  may call a different weapon into being every time you activate this 
  ability. This ability is usable for a number of rounds per day equal to 
  your druid level, and these rounds do not need to be consecutive. 
   
  Greenheart (Su): At 8th level, you gain the ability to pass unhindered 
  through entangle spell effects, and other terrain-altering spell effects 
  that you cast (but not through spell effects cast by other creatures). 
  This ability does not allow you to pass through solid obstructions. 
   
  DOMAIN SPELLS: 1st–entangle, 2nd–tree shape, 3rd–speak with plants, 
  4th–grove of respite1, 5th–wall of thorns, 6th–liveoak, 7th–animate 
  plants, 8th–control plants, 9th–shambler 
  
  3 
   
  FOX DOMAIN 
  The cunning and capricious fox is your spiritual guide. 
   
  GRANTED POWERS:  
   
  Familiar: You gain a fox 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. 
   
  Sly Spells (Ex): Sleight of Hand is a class skill for you, and you can use 
  the Sleight of Hand skill to perform complex somatic gestures quickly 
  and on the sly. You can make a Sleight of Hand skill check in place of 
  a concentration check to cast a spell with a somatic component 
  without provoking an attack of opportunity. Whether or not your skill 
  check is successful, this trick won’t work against the same opponent 
  twice. Once an opponent has witnessed you use this ability, future 
  attempts to use this ability offer you no protection against that 
  creature’s attacks of opportunity for 24 hours. 
   
  Wily Defense (Ex): At 6th level, you may apply your Intelligence modifier 
  to initiative checks and to your Combat Maneuver Defense. You lose 
  the benefits of this ability whenever you are denied your Dexterity 
  bonus to Armor Class. 
   
  DOMAIN SPELLS: 1st–charm animal, 2nd–fox’s cunning, 3rd–major 
  image, 4th–freedom of movement, 5th–false vision, 6th–mass fox’s 
  cunning, 7th–animal shapes (canines only), 8th–mass charm monster, 
  9th–miracle 
   
  HILLS DOMAIN 
  The rough and rolling highlands inspire your druidic practices. 
   
  GRANTED POWERS:  
   
  Kind Earth (Ex): When you stand on a position of high ground, you 
  gain a +1 bonus to the DC of any spell that you cast with the [earth] 
  descriptor which exclusively targets or affects creatures at lower 
  elevations. You must not be prone and you must be in contact with 
  the ground in order to benefit from this ability. 
   
  Highlands Magic (Su): At 8th level, you forge a potent ley connection 
  with the earth that endows your spells with strength. As a free action 
  as a part of casting a divine spell, you may reach down to the ground 
  and pull away a handful of fresh soil which you may elect to use as a 
  material component for the spell that you cast. You must be standing 
  on or adjacent to fresh, fertile earth in order to use this ability. 
     When you cast a spell in this fashion, you may choose to gain one 
  of the following boons. You may select a boon with a ley requirement 
  (see below) that is equal to or less than your Wisdom modifier minus 
  the spell level of the spell that you cast. 
     LEY 
  BOON 
     1  
  You can ignore material component requirements costing 1 
  gold piece or less with regards to the spell that you cast. 
     2 
  You gain a +1 resistance bonus on saving throws for 1 round. 
     3 
  You gain a +1 insight bonus to AC for 1 round. 
     4 
  You gain fast healing 1 for a number of rounds equal to the 
  level of the spell that you cast. 
     5 
  You gain a +2 insight bonus to AC for 1 round. 
     6 
  You gain fast healing 2 for a number of rounds equal to the 
  level of the spell that you cast. 
      
  DOMAIN SPELLS: 1st–expeditious excavation1, 2nd–soften earth and 
  stone, 3rd–burrow, 4th–stoneskin, 5th–hungry pit1, 6th–move earth, 
  7th–rampart1, 8th–earthquake, 9th–world wave 
  LION DOMAIN 
  The majestic lion is the model for your own spiritual paradigm. 
   
  GRANTED POWERS:  
   
  Lion’s Pride (Ex): When you make an attack roll or saving throw, but 
  before you know the results of the roll, you may roll again with a +2 
  luck bonus and take the second result. If you do, you take a -2 
  penalty on all d20 rolls until the start of your next turn unless you 
  immediately expend a second use of this ability. You can use this 
  ability a number of times per day equal to 3 + your Wisdom modifier. 
   
  King of Beasts (Su): At 8th level, you gain the ability to 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 of the animal type, 
  or to command them (similar to using the Command Undead feat). 
  You can take other feats to add to this ability, (such as Extra Channel), 
  but not feats that alter this ability, (such as Alignment Channel). The 
  DC to save against this ability is equal to 10 + 1/2 your druid level + 
  your Charisma modifier. 
   
  DOMAIN SPELLS: 1st–true strike, 2nd–cat’s grace, 3rd–dominate animal, 
  4th–shout, 5th–mass cat’s grace, 6th–greater heroism, 7th–animal 
  shapes (felines only), 8th–overwhelming presence2, 9th–fiery body2 
   
  RAT DOMAIN 
  As the rat, you are determined to endure at any cost. 
   
  GRANTED POWERS:  
   
  Familiar: You gain a rat 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. 
   
  Scurry (Ex): You can move and withdraw at half speed while prone. 
  When you do, you gain a bonus equal to your class level on Acrobatics 
  skill checks made to move through threatened or occupied spaces. 
   
  Plague Bringer (Ex): At 6th level, you no longer take damage or incur 
  any penalties from diseases. You can still contract diseases and spread 
  them to others, but you are otherwise immune to their effects. 
   
  DOMAIN SPELLS: 1st–expeditious retreat, 2nd–pox pustules1, 3rd–
  contagion, 4th–plague carrier2, 5th–greater contagion2, 6th–epidemic2, 
  7th–animal shapes (rodents only), 8th–plague storm2, 9th–screen 
   
  SKY DOMAIN 
  Like the very sky itself, the true limits of your power are unknowable. 
   
  GRANTED POWERS:  
   
  As the Wind (Ex): When you take a move, run, or withdraw action, 
  you can surround yourself with a flurry of debris and swirling air that 
  acts as a blur spell as a free action. This effect lasts for 1 round, but 
  you may disperse this effect before that time as a swift action in 
  order to duplicate the effects of a gust of wind effect with a caster 
  level equal to your druid level. You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier. 
   
  Sky’s Favor (Ex): At 8th level, any spell you cast which grants a fly 
  speed grants a maneuverability category one step higher than it 
  otherwise would, to a maximum of perfect maneuverability. 
   
  DOMAIN SPELLS: 1st–alter winds1, 2nd–glide1, 3rd–fly, 4th–air walk, 
  5th–control winds, 6th– overland flight, 7th–wind walk, 8th–whirlwind, 
  9th–winds of vengeance1 
  
  4 
   
  URSINE DOMAIN 
  The epitome of enduring patience, the great bear is your exemplary. 
   
  GRANTED POWERS:  
   
  Maul (Su): You gain Improved Unarmed Strike as a bonus feat, and 
  you may use your unarmed strikes to qualify for and gain the benefits 
  of the Improved Natural Attack feat. 
   
  Grizzly Fortitude (Ex): At 8th level, you gain the ability to make a 
  Fortitude saving throw in place of a Reflex saving throw, choosing 
  simply to endure the danger. If you do, and your saving throw fails, 
  you lose the benefits of this ability for 24 hours. 
   
  DOMAIN SPELLS: 1st–endure elements, 2nd–bear’s endurance, 3rd–
  nap stack1, 4th–divine power, 5th–spell immunity, 6th–mass bear’s 
  endurance, 7th–animal shapes (ursines only), 8th–earthquake, 9th–
  greater spell immunity 
   
  VOLCANIC DOMAIN 
  Your magic taps into the most ancient and primeval of places. 
   
  GRANTED POWERS:  
   
  Firelord (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 fire subtype, or to command them 
  (similar to using the Command Undead feat). You can take other feats 
  to add to this ability, (such as Extra Channel), but not feats that alter 
  this ability, (such as Alignment Channel). The DC to save against this 
  ability is equal to 10 + 1/2 your druid level + your Charisma modifier. 
   
  Elemental Eruption (Su): At 8th level, you gain the ability to sacrifice 
  one of your commanded creatures as a standard action in order to 
  unleash a devastating eruption. The creature must be commanded by 
  your firelord ability and must be within 60 feet of you. The creature is 
  destroyed and erupts into a fireball with a caster level equal to your 
  class level or the Hit Dice of the sacrificed creature, whichever is less. 
   
  DOMAIN SPELLS: 1st–produce flame, 2nd–fire trap, 3rd–ash storm, 
  4th–fireball, 5th–wall of fire, 6th–move earth, 7th–fire storm, 8th–
  wall of lava1, 9th–clashing rocks1 
  WAVES DOMAIN 
  Your druidic powers mimic the natural rhythms of the tides. 
   
  GRANTED POWERS:  
   
  Ebb and Flow (Su): You can move and act with an alternating, surging 
  grace that mimics the rhythmic ebb and flow of the tides. As a swift 
  action, you may gain a +2 bonus on attack rolls and a+2 dodge bonus 
  to your Armor Class for 1 round. When you do, you may also choose 
  to gain a +30 foot enhancement bonus to your base speed or a swim 
  speed of 60 feet for the same amount of time. On any round after 
  you use this ability, you may take only a single move or standard 
  action, and you are denied your Dexterity bonus to AC for that round. 
  You can use this ability a number of times per day equal to 3 + your 
  Wisdom modifier. 
   
  Crash of Waves (Su): At 8th level, you gain the ability to create a 10-
  foot radius area of crashing waves and surging water, centered on 
  you. The crash of waves moves with you, but does not impede your 
  movement or hinder you in any way. Using this ability is a standard 
  action that does not provoke an attack of opportunity. For creatures 
  other than you, the affected area is treated as difficult terrain. A 
  creature with a swim speed can move through the crashing waves 
  normally. If you activate this ability in the water, treat the affected 
  area as an area of fast-flowing water, instead (if it was not already). 
  In either case, maintaining a crash of waves requires concentration, 
  and you may dismiss this ability as a standard action. Whenever you 
  dismiss this ability, you may choose to direct the waves to make a 
  bull rush maneuver against a single creature inside the affected area. 
  The Combat Maneuver Bonus for this bull rush is equal to your caster 
  level plus your Wisdom modifier. This bull rush maneuver does not 
  provoke an attack of opportunity. 
     Each time you use this ability, you must sacrifice a prepared spell. 
  The effects last for a number of rounds equal to the level of the spell 
  sacrificed or until you cease concentration, whichever comes first. 
   
  DOMAIN SPELLS: 1st–hydraulic push1, 2nd–slipstream1, 3rd–aqueous 
  orb1, 4th–control water, 5th–cone of cold, 6th–fluid form1, 7th–vortex1, 
  8th–seamantle1, 9th–tsunami1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1: This spell is described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™,  sourcebook, by Paizo Publishing, LLC. 
  2: This spell is described in the Pathfinder® Roleplaying Game: Ultimate Magic ™, sourcebook, by Paizo Publishing, LLC. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The following table lists the deific themes and portfolios suitable for each domain described above. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DOMAIN 
   DEIFIC  PORTFOLIOS 
   
  Bat 
   
   bats, blindness, darkness, night, rodents 
   
  Boar 
   
   boars, endurance, ferocity, rage 
   
  Eel 
   
   eels, fish, luck, water 
   
  Forest 
   
   forests, growth, wood 
   
  Fox 
   
   canines, cunning, foxes, luck, trickery 
   
  Hills 
   
   earth, fertility, highlands, hills, ley, mountains 
   
  Lion 
   
   felines, power, pride, nobility 
   
  Rat 
   
   disease, endurance, plague, rodents, survival 
   
  Sky 
   
   air, flight, freedom, winds 
   
  Ursine 
   
   endurance, patience, ursines 
   
  Volcanic 
   
   destruction, fire, mountains, rage, ruin 
   
  Waves 
   
   tides, water 
  
  5 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of 
  Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Class Acts: Druids © 2012, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams. 
   
   
  CREDITS 
   
  Design and editing by Daron Woodson. 
   
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