Fili

A highly educated scholar of Druidic sciences, poet and a diviner. Obtaining the title of fili required long years of study, involving the memorization of hundreds of stories, poems, and genealogies. They hold priestly offices and are working as historians, diviners, and peacemakers. Filids are also credited with the ability to wield supernatural powers, similar to Druids.

Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

Hit Die: d6.

Level BAB Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2Nature sense, Summon Familiar, Wild empathy
2nd +1 +3 +0 +3 Bardic knowledge, Scribe scroll, Woodland stride, 
3rd +1 +3 +1 +3Trackless Step, Trap sense +1
4th +2 +4 +1 +4 Advanced learning, Resist nature's lure
5th +2 +4 +1 +4 Uncanny dodge
6th +3 +5 +2 +5 Trap sense +2
7th +3 +5 +2 +5 -
8th +4 +6 +2 +6 Advanced learning
9th +4 +6 +3 +6 Trap sense +3, Venom immunity
10th +5 +7 +3 +7 Improved uncanny dodge
11th +5 +7 +3 +7 -
12th +6/+1 +8 +4 +8 Trap sense +4, Advanced learning
13th +6/+1+8 +4 +8 -
14th +7/+2 +9 +4 +9 Timeless body
15th +7/+2 +9 +5 +9 Trap sense +5
16th +8/+3 +10 +5 +10 Advanced learning
17th +8/+3 +10 +5 +10 -
18th +9/+4 +11 +6 +11 Trap sense +6
19th +9/+4 +11 +6 +11 -
20th +10/+5 +12 +6 +12 Advanced learning

Class Features

Weapon and Armor Proficiency: Filis are proficient with all simple weapons and scimitar. They are also proficient with light and medium armor, but not with shields. Unlike druids they are not prohibited from wearing metal armor.

Spellcasting: A fili casts divine spells, drawn primarily from the druid spell list although she can eventually uncover, learn, and prepare non-druid spells. Unlike druids, filis prepare spells from a spellbook, a collection of copied divine spells. To learn, prepare, or cast a spell, a fili must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a fili's spell is 10 + the spell level + the fili's Int modifier.

Like other spellcasters, a fili can cast only a certain number of spells of each level per day. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1—1 on page 8 of the Player's Handbook). She must choose and prepare his spells ahead of time by getting a good night's sleep and then spending 1 hour studying his spellbook. The fili decides which spells to prepare while studying.

Spellbook: Unlike a druid, an fili does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. She cannot prepare any spell not recorded in his spellbook except for read magic, which filis can prepare from memory.

A fili begins play with a spellbook containing all 0-level druid spells plus three 1st-level druid spells of the player's choice. For each point of Intelligence bonus the fili has, the spellbook has an additional 1st-level druid spell. At each new class level, the fili gains two new druid spells for his spellbook; these can be of any spell level or levels that she can cast (based on his new fili level). At any time, a fili can also add spells found on scrolls containing druid spells to his spellbook, but she must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The fili cannot learn and thus prepare non-druid divine spells.

Spontaneous Casting: A fili can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any spell from the Plant domain of the same level or lower.

Bonus Languages: A fili'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 fili also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level fili. Druidic is a free language for a fili; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. As druids, filis are forbidden to teach this language to non-druids nor non-filis. Druidic has its own alphabet.

Nature Sense (Ex): A fili gains a +2 bonus on Knowledge (nature) and Survival checks.

Summon Familiar: A fili can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The fili chooses the kind of familiar he gets. As the fili advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the fili, the fili must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per fili level; success reduces the loss to one-half that amount. However, a fili's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.

Wild Empathy (Ex): A fili can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The fili rolls 1d20 and adds her fili 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 fili 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 fili 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.

Bardic Knowledge: A fili picks up a lot of stray knowledge while studying knowledge and listening to all kind of stories. She may make a special bardic knowledge check with a bonus equal to her fili level + her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the fili has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Scribe Scroll: At 2nd level, a fili gains Scribe Scroll as a bonus feat. This feats enables her to create magic schools (see Scribe Scroll, page 99, and Creating Magic Items, page 282 of the Dungeon Master's Guide).

Woodland Stride (Ex): Starting at 2nd level, a fili 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.

Trackless Step (Ex): Starting at 3rd level, a fili leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure (Ex): Starting at 4th level, a fili gains a +4 bonus on saving throws against the spell-like abilities of fey.

Concentration (Con)
Craft (Int)
Diplomacy (Cha)
Handle Animal (Cha)
Heal (Wis)
Knowledge (all skills, taken individually) (Int)
Listen (Wis)
Perform (Cha)
Profession (Wis)
Ride (Dex)
Spellcraft (Int)
Spot (Wis)
Survival (Wis)
Swim (Str)