Alternate Druid Nature Bonds For Pathfinder First Edition: Still Not Done With PF1! (Patreon)
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The nature's bond druid class feature is a wonderful opportunity for character customization... but there are only two broad categories of bonds. Each of those categories is hugely variable, with numerous cleric and druid domains and scores of animal companions to pick from, but they all result in the same general feel in play--broader spell powers, or an animal companion.
To allow for a wider range of possible druid types, we present a set of additional nautre's bond choices. At first level a druid may select any of these in place of the normal nature's bond choices, unless the druid has selected an archetype that eliminates the nature's bond class feature or requires it to be some specific choice. Once the choice of nature's bond is made, it cannot be changed.
Additional Nature's Bonds
Armor Bond: You know a ritual to anoint a suit of armor (or a shield), and bring it in tune with the forces of nature. The first time each day you prepare druid spells, you can also bond to a single suit of armor with which you are proficient. You remain bonded to your armor until the first time you prepare druid spells the next day.
A suit of bonded armor may be metal armor. If the bonded armor is metal, while bonded it does not count toward the druid's prohibition against wearing metal armor, allowing you to wear it without negative consequences from the druid class.
While bonded, a suit of armor has its maximum Dexterity bonus to AC increased by 1, and its Armor Check Penalty reduced by 1 (to a minimum penalty of 0). At 5th level, and every 5 levels thereafter, the max Dexterity bonus to AC increases by 1 more, and the Armor Check Penalty is reduced by 1 more.
At 9th level, when the armor is bonded it gains the wild magic armor quality.
(Once a druid can wear metal armor, or carry a metal shield, they become a bit harder for laypeople to identify. Art by warpaincobra.)
Extract Bond: You can use your knowledge of herbalism and natural materials to create extracts and potions. You gain Brew Potion as a bonus feat. You can turn your prepared druid spells into extracts, as if using the extract function of the alchemy class feature of the alchemist class. Only spells that are not personal and have a 'harmless' entry for their saving throw or spell resistance can be turned into extracts. If you turn a prepared spell into an extract, preparing a new spell in that spell slot when you prepare spells causes the extract to become inert. You have the infusion alchemist discovery for your druidic infusions.
At 3rd level, you may select a single formula from the alchemist class formula list, with a formula level no greater than 1/3 your druid level. You can expend any prepared spell with a level at least as high as the formula's formula level into an extract of that formula. You may select an additional formula at 6th level, and every 3 druid levels thereafter.
Flame Bond: You have formed a strong bond with fire, and can summon it forth as a weapon. You can cast flame blade as a spell-like ability a number of times per day equal to your Wisdom modifier plus 1/3 your druid level. At levels 1 and 2, the flame blade deals only 1d6 fire damage, and lasts 5 rounds. If you are holding a melee weapon in your hand when you summon the flame blade, you can choose to have the flame blade form over the weapon. If you do this, the flame blade stops being a touch attack, but it gains any quality of the physical weapon that could apply to a 1-handed slashing weapon (including being masterwork, appropriate magical qualities, and the benefit of any special material the weapon is made of), and you can add your Strength modifier to the damage dealt.
At 5th level you can make ranged touch attacks with your flame blade, wielding it as if it were a sling, and it can form around a ranged weapon (using the rules for melee weapons, above. (At the beginning of each turn, you decide if your flame blade will function as a scimitar or a sling, and this decision cannot be changed until your next round). At 7th level, you add your Wisdom bonus to any damage you deal with a flame blade. At 9th level, the base damage increases to 2d6. At 11th level, it increases to 2d8. At 13th you may use your Wisdom modifier for attack rolls with your flame blade in place of any other ability score modifiers. At 15th level you may choose for half the damage of your flame blade to be pure divine power (as with flame strike), and not subject to energy resistance. At 17th level, your flame blade gains reach (but can still be used to attack adjacent opponents), the damage increases to 3d8, and you can decide each time you make an attack if you are wielding the flame blade as a sling or a scimitar.
Mystery Bond: You have been inducted into some of the mysteries of nature normally restricted to oracles. You may select one of the following revelations from the nature mystery, using your oracle level as your druid level for the revelation: erosion touch, spirit of nature, or transcendental bond. Alternatively, you may select natural divination, nature's whispers or undo artifice revelation, in either case using your Wisdom modifier for all calculations where the selected revelation normally uses Charisma modifiers.
If you also have levels in the oracle class and have taken the nature mystery, add your druid and oracle levels together for your effective oracle level with your mystery bond. You may not select the same revelation as both a druid and an oracle.
Spirit Bond: You bond to a spirit, selected from the list of shaman spirits. You can prepare the spells granted by that spirit using druid spell slots of the same or higher level and gain its spirit abilities using your druid level as your shaman level. For any calculation a spirit ability makes using your Charisma modifier, you may choose to instead use your Wisdom modifier. You do not automatically gain any hexes or wandering hexes from your spirit, but may take the Extra Hex feat to gain hexes granted by your spirit (and are considered to have the hex class feature for purposes of meeting that feat's prerequisites). If you are 10th level or higher, you may use Extra Hex to select your spirit's wandering hex. For any shaman hex you gain in this way, you use your druid level as your shaman level and your Wisdom modifier for all calculations where the selected revelation normally uses Charisma modifiers.
You also gain a spirit animal, as the shaman spirit animal class feature, using your druid level as your shaman level.
If you have both druid and shaman levels you must have the same spirit for both, and receive only a single spirit animal. Add your class levels together for purposes of determining your effective level for that spirit and your spirit animal.
Summoning Bond: You may choose to cast summon nature's ally as a standard action. If you do so, the summoned creatures do not get a turn until after your next turn, though you place them immediately upon completing the spell. Creatures you summon with druid spells that are within 30 feet of you receive a resistance bonus on all saving throws equal to your Wisdom modifier.
Additionally, you gain Augment Summoning as a bonus feat, even if you do not meet its prerequisites. You are treated as having Spell Focus (conjuration) for purposes of prerequisites of feats that also have Augment Summoning as a prerequisite.