Archives of Nethys

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Alchemist | Antipaladin | Arcanist | Barbarian | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Magus | Monk | Ninja | Oracle | Paladin | Ranger | Rogue | Samurai | Shaman | Skald | Slayer | Sorcerer | Summoner | Swashbuckler | Warpriest | Witch | Wizard

Adept | Aristocrat | Commoner | Expert | Warrior


Castaway CR 11

Source NPC Codex pg. 71
XP 12,800
Half-orc druid 12
LN Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +17


AC 21, touch 15, flat-footed 17 (+3 armor, +1 deflection, +3 Dex, +1 dodge, +3 shield)
hp 79 (12d8+22)
Fort +11, Ref +9, Will +14; +4 vs. fey and plant-targeted effects
Defensive Abilities orc ferocity; Immune poison


Speed 30 ft.
Melee +1 scimitar +12/+7 (1d6+3/18–20) or mwk club +12/+7 (1d6+2)
Ranged dart +12/+7 (1d4+2)
Special Attacks wild shape 5/day
Spell-Like Abilities (CL 12th; concentration +16)
12/day—lightning lord
7/day—storm burst
Druid Spells Prepared (CL 12th; concentration +16)
6th—control windsD (DC 20), greater dispel magic, repel wood
5th—call lightning storm (DC 19), cure critical wounds, ice stormD, tree stride
4th—cure serious wounds, dispel magic, flame strike (DC 18), freedom of movement, sleet stormD
3rd—call lightningD (DC 17), cure moderate wounds, greater magic fang (3), protection from energy (DC 17)
2nd—barkskin (2), bear’s endurance, bull’s strength, cat’s grace, fog cloudD
1st—endure elements, entangle (DC 15), faerie fire, obscuring mistD, shillelagh, speak with animals
0 (at will)—detect magic, guidance, stabilize, virtue
D Domain spell; Domain Weather


Before Combat The druid casts liveoak every 12 days and endure elements every morning.
During Combat The druid commands his treant to protect him while he wild shapes into a Huge air elemental and casts freedom of movement, barkskin, and greater magic fang. He then spontaneously uses summon nature’s ally VI to summon a dire tiger, upon which he casts animal growth, barkskin, greater magic fang, and cat’s grace.


Str 14, Dex 16, Con 13, Int 10, Wis 18, Cha 8
Base Atk +9; CMB +11; CMD 26
Feats Augment Summoning, Combat Casting, Combat Reflexes, Dodge, Power Attack, Spell Focus (conjuration)
Skills Climb +8, Fly +9, Handle Animal +5, Heal +11, Intimidate +1, Knowledge (nature) +13, Linguistics +3, Perception +17, Sense Motive +9, Survival +15, Swim +7
SQ nature bond (Weather domain), nature sense, orc blood, trackless step, weapon familiarity, wild empathy +11, woodland stride
Combat Gear potion of haste, scroll of plant growth; Other Gear +1 light fortification leather armor, +1 darkwood heavy steel shield, +1 scimitar, darts (5), masterwork club, brooch of shielding, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, healer’s kit, holly and mistletoe, spell component pouch, 273 gp

By way of a shipwreck or magical transportation, some druids find themselves alone on far-flung islands.


Passago lives on a lonely tropical island and considers himself its master. He and his daughter were teleported there years ago by a jealous wizard, and quickly came to love it. When wild shaping, he prefers to take on the forms of the animals of his island.

Combat Encounters: Passago loves both his adopted island home and his daughter. If either is threatened, he quickly comes to their defense. He would lay down his life to defend either one of them.

Roleplaying Suggestions: Stubborn and proud, Passago believes he is the master of his island, and as such does not need to explain himself or his actions to anyone.