Spellfused Warden (Druid/Wizard)

Expanding beyond the bounds of druidic circles are those who dabble in the learning of arcane magic. These spellfused wardens fuse the arcane energies they have harnessed with the divine magic inherent in their nature. Viewed as outcasts by their druidic brethren, the spellfused warden often possesses greater diversity, allowing them to perform amazing feats of divine magic that their compatriots cannot. Despite this widely held outlook, druids and even other arcane spellcasters will occasionally seek the advice or aid of the spellfused warden when faced with an impossible challenge. Spellfused wardens are often found traveling the fringes of the wilds and civilization in their unending exploits to fuse wizardly and druidic magic.

Primary Class: Druid.

Secondary Class: Wizard.

Hit Dice: d8.

Bonus Skills and Ranks: The spellfused warden may select three wizard skills to add to her class skills in addition to the normal druid class skills, one of which must be Spellcraft. The spellfused warden gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency

The spellfused warden is proficient with the following weapons: club, dagger, heavy crossbow, dart, light crossbow, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. The spellfused warden is not proficient with any type of armor or shields. Armor interferes with a spellfused warden’s movements, which can cause her spells with somatic components to fail.

Spellcasting: The spellfused warden casts divine spells drawn from the druids spell list, and adds one arcane spell from her arcane school (see Arcane School) at 1st level and adds it to her spell list. At each new spellfused warden level, she adds one additional arcane spell from her school of any spell level or levels that she can cast (based on her new spellfused warden level) to her spell list. These spells are cast as divine spells. A spellfused warden otherwise learns, prepares, and casts spells as a druid equal to her spellfused warden level. A spellfused warden receives bonus spells per day if she has a high Wisdom score.

Arcane School: A spellfused warden learns to wield arcane magic as she does her divine spells. The spellfused warden selects an arcane school and gains all the benefits of that school. Like a specialist wizard, the spellfused warden receives an additional spell slot of each spell level she can cast, from 1st on up. Each day, a spellfused warden can prepare a spell from her specialty school in that slot. This ability replaces wild shape.

Wild Armor (Sp): Beginning at 2nd level, a spellfused warden can toughen her skin into a form of natural armor, as a swift action. While wild armor is in effect, the spellfused warden gains a +1 enhancement bonus to her natural armor. This natural armor bonus increases by +1 at 6th level and every four levels thereafter to a maximum of +5 at 18th level. Wild armor remains in effect for 1 round per level. The spellfused warden can use this ability a number of times per day equal to 3 + her Wisdom modifier. This ability replaces resist nature’s lure and a thousand faces.

Improved Empathy (Ex): A spellfused warden’s influence over wild creatures greatly improves. At 4th level, the spellfused warden can use her wild empathy to improve the attitude of a magical beast. At 8th level, the spellfused warden can use her wild empathy to improve the attitude of a fey creature. At 12th level, the spellfused warden can use her wild empathy to improve the attitude of a plant creature. At 16th level, the spellfused warden can use her wild empathy to improve the attitude of an elemental. This ability replaces venom immunity.

Nature Bond (Ex): This is exactly like the druid’s ability of the same name, except that the spellfused warden gains nature bond at 4th level and her effective druid level is equal to her spellfused warden level –3. The spellfused warden adds the Knowledge and Magic domains (or associated subdomains) to the list of domains she can choose from as part of the bond with nature. Alternately, the spellfused warden can choose to bond with an animal companion, a familiar, or an item, but this item cannot be a weapon. If the spellfused warden bonds with a familiar or item, treat this ability as the wizard’s arcane bond ability, using the spellfused warden’s level –3 as her effective wizard level. The spellfused warden’s reduced effective druid or wizard level does not affect what level spells from a domain chosen as part of the bond with nature are gained, only the effective level of its related powers. This ability otherwise functions as and replaces nature bond.

Supreme Empathy (Ex): At 20th level, the spellfused warden’s empathy is so powerful that she can use her wild empathy to improve the attitude of a dragon or an outsider. This ability replaces timeless body.

Table: Spellfused Warden

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1 2 3 4 5 6 7 8 9
1st +0 +2 +0 +2 Arcane school, nature sense, orisons, wild empathy 3 1
2nd +1 +3 +0 +3 Wild armor +1, woodland stride 4 2
3rd +2 +3 +1 +3 Trackless step 4 2 1
4th +3 +4 +1 +4 Improved empathy (magical beast) 4 3 2
5th +3 +4 +1 +4
4 3 2 1
6th +4 +5 +2 +5 Wild armor +2 4 3 3 2
7th +5 +5 +2 +5
4 4 3 2 1
8th +6/+1 +6 +2 +6 Improved empathy (fey) 4 4 3 3 2
9th +6/+1 +6 +3 +6
4 4 4 3 2 1
10th +7/+2 +7 +3 +7 Wild armor +3 4 4 4 3 3 2
11th +8/+3 +7 +3 +7
4 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 Improved empathy (plant) 4 4 4 4 3 3 2
13th +9/+4 +8 +4 +8
4 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 Wild armor +4 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9
4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Improved empathy (elemental) 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10
4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Wild armor +5 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11
4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Supreme empathy 4 4 4 4 4 4 4 4 4 4

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