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Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 2 0 2 Animal Companion, Wild Empathy 5 3
2nd +1 3 0 3 Nature Sense, Woodland Stride 6 4
3rd +2 3 1 3 Wild Feat, Wild Emulation (2/day) 6 5
4th +3 4 1 4 Animal Empathy 6 6 3
5th +3 4 1 4 Wild Emulation (3/day) 6 6 4
6th +4 5 2 5 6 6 5 3
7th +5 5 2 5 Wild Feat, Wild Emulation (4/day) 6 6 6 4
8th +6/+1 6 2 6 Venom Immunity 6 6 6 5 3
9th +6/+1 6 3 6 Fast Movement 10', Wild Emulation (6/day) 6 6 6 6 4
10th +7/+2 7 3 7 6 6 6 6 5 3
11th +8/+3 7 3 7 Wild Feat, Wild Emulation (7/day) 6 6 6 6 6 4
12th +9/+4 8 4 8 Fast Healing 1 6 6 6 6 6 5 3
13th +9/+4 8 4 8 Wild Emulation (8/day) 6 6 6 6 6 6 4
14th +10/+5 9 4 9 6 6 6 6 6 6 5 3
15th +11/+6/+1 9 5 9 Wild Feat, Wild Emulation (10/day) 6 6 6 6 6 6 6 4
16th +12/+7/+2 10 5 10 Fast Healing 2, Timeless Body 6 6 6 6 6 6 6 5 3
17th +12/+7/+2 10 5 10 Fast Movement 20', Wild Emulation (11/day) 6 6 6 6 6 6 6 6 4
18th +13/+8/+3 11 6 11 6 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 11 6 11 Wild Feat, Wild Emulation (12/day) 6 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 12 6 12 Fast Healing 3, Wild Emulation (14/day) 6 6 6 6 6 6 6 6 6 6

Alignment: Any Neutral
Hit Die: 1d8
Class Skills: Concentration (Con) ,Craft (Int) ,Diplomacy (Cha) ,Handle Animal (Cha) ,Heal (Wis) ,Knowledge(nature) (Int) ,Listen (Wis) ,Profession (Wis) ,Ride (Dex) ,Spellcraft (Int) ,Spot (Wis) ,Survival (Wis) , and Swim (Str) .
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Spells Known

Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3
2nd 6 4
3rd 6 4
4th 6 4 2
5th 7 5 3
6th 7 5 3 2
7th 7 5 4 3
8th 7 5 4 3 2
9th 7 5 4 4 3
10th 8 6 5 4 3 2
11th 8 6 5 4 4 3
12th 8 6 5 5 4 3 2
13th 8 6 5 5 4 4 3
14th 8 6 5 5 5 4 3 2
15th 8 6 6 5 5 4 4 3
16th 8 6 6 5 5 5 4 3 2
17th 9 7 6 6 5 5 4 4 3
18th 9 7 6 6 5 5 5 4 3 2
19th 9 7 6 6 6 5 5 4 4 3
20th 9 7 6 6 6 5 5 5 4 4

Weapon and Armor Proficiency: Paleros are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.

Paleros are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A palero may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Palero are proficient with shields (except tower shields) but must use only wooden ones.

A palero who wears prohibited armor or carries a prohibited shield is unable to cast palero spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A palero casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a druid must (see below).

To cast a spell, the palero must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a palero’s spell is 10 + the spell level + the palero’s Wisdom modifier.

Like other spellcasters, a palero can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the above table. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A palero’s selection of spells is extremely limited. A palero begins play knowing all 0-level spells and three 1st-level spells of your choice. At each new palero level, she gains one or more new spells, as indicated in the Spells Known table below. (Unlike spells per day, the number of spells a palero knows is not affected by her Wisdom score.) These new spells can be common spells chosen from the druid spell list, or they can be unusual spells that the palero has gained some understanding of by study. The palero can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered palero level after that (6th, 8th, and so on), a palero can choose to learn a new spell in place of one she already knows. In effect, the palero “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level palero spell the palero can cast. A palero may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a druid, a palero need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.

Bonus Languages: A palero’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A palero also knows Druidic, a secret language known only to druids and paleros, which she learns upon becoming a 1st-level palero. Druidic is a free language for a palero; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Paleros are forbidden to teach this language to nondruids or nonpaleros. Druidic has its own alphabet.

Animal Companion (Ex): A palero may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the palero on her adventures as appropriate for its kind.

A 1st-level palero’s companion is completely typical for its kind except as noted below. As a palero advances in level, the animal’s power increases as shown on the table. If a palero releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A palero of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s palero level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s palero level and compare the result with the palero level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the palero’s effective level to 0 or lower, she can’t have that animal as a companion.)

Wild Empathy (Ex): A palero can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The palero rolls 1d20 and adds her palero level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the palero and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A palero can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Nature Sense (Ex): Starting at 2nd level, a palero gains a +2 bonus on Knowledge (nature) and Survival checks.

Woodland Stride (Ex): Beginning at 2nd level, a palero may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Wild Emulation (Su): Starting at 3rd level, a palero gains a number of daily uses of the Wild Emulation supernatural ability as indicated in the palero table above. Wild emulation works in place of Wild Shape as a prerequisite for feats with the [Wild] type and feats that improve wild shape instead improves upon wild emulation unless you also have wild shape. The daily number of uses of wild emulation may only be used in substitution of wild shape for feats and features that use them, such as many [Wild] feats. Wild emulation has no benefits or function alone.

Wild Feat: Upon obtaining 3rd level and every 4 levels after, a palero gains a bonus [Wild] feat of her choice. (See Complete Divine for a large assortment of [Wild] feats.)

Animal Empathy: Starting at 4th level, a palero gains a +2 bonus on Handle Animal and Ride checks. The palero also gains a +2 bonus on survival checks made to track animals or magical beasts.

Venom Immunity (Ex): At 8th level, a palero gains immunity to all poisons.

Fast Movement (Ex): After attaining 9th level, a palero’s land speed improves to faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the palero’s speed because of any load carried or armor worn. This speed increases to +20 feet at 17th level.

Fast Healing (Ex): Beginning at 12th level, a palero has fast healing 1 while she has at least 1 hit point. This improves to fast healing 2 at 16th level and fast healing 3 at 20th level.

Timeless Body (Ex): After attaining 16th level, a palero no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.


A palero who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid or nonpalero loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a palero until she atones (see the atonement spell description).

Shapeshifter Alternative

A palero may use the druid shapeshifter alternative (as decribed in the PHB2). She loses her daily uses of Wild Emulation, her bonus [Wild] feats at 3rd, 7th, 11th, 15th, and 19th levels, and her animal companion instead of the normal replacements.

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