Form Shifter Druid

Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls.

Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature’s wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.

Role

Form shifter druids transform into deadly beasts and savagely wade into combat. By taking on various animal forms, the form shifter druid readily adapts to any situation.

Table: The Form Shifter Druid

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
1st2nd3rd4th5th6th7th8th9th
1st+0+2+0+2Nature sense, wild empathy, wild shift1
2nd+1+3+0+3Woodland stride2
3rd+2+3+1+3Trackless step21
4th+3+4+1+4Resist nature's lure32
5th+3+4+1+4Wild shape (1/day, 1st form)321
6th+4+5+2+5Wild shape (2/day)332
7th+5+5+2+54321
8th+6/+1+6+2+6Wild shape (3/day, 2nd form)4332
9th+6/+1+6+3+6Venom immunity44321
10th+7/+2+7+3+7Wild shape (4/day)44332
11th+8/+3+7+3+7Wild shape (3rd form)544321
12th+9/+4+8+4+8Wild shape (5/day)544332
13th+9/+4+8+4+8A thousand faces5544321
14th+10/+5+9+4+9Wild shape (6/day, 4th form)5544332
15th+11/+6/+1+9+5+9Timeless body55544321
16th+12/+7/+2+10+5+10Wild shape (7/day)55544332
17th+12/+7/+2+10+5+10Wild shape (5th form)555544321
18th+13/+8/+3+11+6+11Wild shape (8/day)555544332
19th+14/+9/+4+11+6+11555554433
20th+15/+10/+5+12+6+12Wild shape (at will, 6th form)555554444
Hit Die: d8
Class Skills (4 + Int modifier per level): Athletics, Handle Animal, Heal, Natural Lore, Perception, Persuasion, and Profession.

Class Features

Weapon and Armor Proficiency

A Form Shifter Druid is proficient with Basic weapons and with all natural attacks they may possess.

Druids are proficient with light and medium armor but are prohibited from wearing metal armor. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

If not using weapon groups, a Form Shifter Druid is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks they may possess.

Table: Form Shifter Druid Spells Accessed

Level01st2nd3rd4th5th6th7th8th9th
1st43
2nd54
3rd543
4th654
5th6543
6th7654
7th76543
8th87654
9th876543
10th987654
11th9876543
12th10987654
13th109876543
14th1010987654
15th10109876543
16th101010987654
17th1010109876543
18th10101010987654
19th10101010987654
20th101010101098765

Spellcasting

A

druid casts divine spells, which are drawn from the druid spell list. A druid must choose and prepare her spells in advance during her daily meditation.

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

A druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table. In addition, she receives bonus spells per day if he has a high Wisdom score.

A druid meditates or prays to gain her spells. She must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether she can prepare spells.

Spell Access

A druid’s access to divine spells is limited. A druid begins play with access to six 0-level spells and four 1st-level spells of your choice. At each new druid level, he gains one or more new spells, as indicated on the table: Druid Spell Access. When preparing spells for the day, a druid may choose to prepare any spell to which she has access.

Once per week, a druid may conduct a ritual during her daily meditation to replace one of her accessed spells with a new druid spell. In effect, the druid “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 one level lower than the highest-level druid spell the druid can cast. A druid may swap only a single spell in any given week and must wait a full week between rituals to change spell access.

Orisons

Druids can access a number of orisons, or 0-level spells, as noted on Table: Druid Spells Accessed. These spells are treated like any other spell, but they are always considered prepared, are not expended when cast, and may be used again.

Spontaneous Casting

A form shifter druid can channel stored spell energy into a restorative power. She can “lose” a prepared spell in order to grant all allies within 30 feet fast healing for 5 rounds. The fast healing amount is equal to level of the sacrificed spell.

Bonus Languages

A druid’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 druid also knows Druidic, a secret language known only to druids, which she learns automatically upon becoming a 1st-level druid. Druids are forbidden to teach this language to nondruids.

Druidic has its own unique alphabet.

Nature Sense

A druid gains a +2 bonus on Natural Lore checks.

Wild Empathy

A druid can improve the attitude of an animal. This ability functions just like a Persuasion check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid 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 druid 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 druid 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.

Wild Shift

Once per day, a form shifter druid can spend a swift action to channel primal power into her body, shifting herself into a more feral form and gaining the aspects of animals. Each wild shift lasts for 1 hour or until she dismisses it.

A druid may have as many different wild shifts active as she chooses, but each shift counts as one daily use of this ability. Multiple uses of the same wild shift do not stack. Wild shifts which grant natural attacks deal more or less damage for larger and smaller druids (see Weapon Size).

A druid gains additional daily uses of wild shift at 2nd level and every even-numbered level thereafter (4th, 6th, 8th, and so forth).

Wild Shifts

Arboreal: You gain a climb speed equal to one half your base land speed, which grants a +8 racial bonus on all Athletics checks made while climbing. If you already have a climb speed, it is instead increased by 10 feet. Deep Dive: You gain a swim speed equal to your base land speed, which grants a +8 racial bonus on Athletics checks made while swimming. You can also hold your breath twice as long as normal before you risk drowning. If you already have a swim speed, it is instead increased by 10 feet. Fang Rip: You gain a bite attack as a primary natural weapon which deals 1d6 damage. You can use this as a secondary attack with a –5 penalty on your attack roll. Night Sight: You gain low-light vision and darkvision 60 ft. If you already possess darkvision, its range increases by 30 ft. Plain Stride: Your base land speed increases by 10 feet. Thick Hide: Your natural armor increases by 2. Tiger Claw: You gain two claws as natural weapons which deal 1d4 damage. You can use a claw as a secondary attack with a –5 penalty on your attack roll. Tracker: You gain the Scent special ability.

Woodland Stride

Starting at 2nd level, a druid 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

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape

At 5th level, a form shifter druid gains the ability to turn herself into an animal and back again once per day. At 5th level, she chooses one wild shape form from the list below. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action that doesn’t provoke an attack of opportunity.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid’s feet.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid cannot cast spells while in a wild shape form.

A druid gains one additional use of this ability per day at 6th level and every two levels thereafter, as noted on the table. At 20th level, she can wild shape at will. In addition, she gains access to new wild shape forms at 8th, 11th, 14th, 17th, and 20th level.

A druid retains her normal type and subtype, Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of her form. She also retains her normal ability scores, though each form grants a bonus to her ability scores.

A druid retains the benefits of any active wild shift effects while wild shaped. If her wild shape form has the same natural attack as an active wild shift, she does not gain multiple attacks with that natural weapon. Instead, the damage dealt by her natural attack is increased by one size category, using the larger damage as the base before the increase.

If knocked unconscious or slain in wild shape form, the druid reverts to her original form.

Venom Immunity

At 9th level, a druid gains immunity to all poisons.

A Thousand Faces

At 13th level, a form shifter druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.

Timeless Body

After attaining 15th level, a druid 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.

Ex-Druids

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

 

The Druid’s Wild Shape Forms

When a form shifter druid gains the ability to wild shape, she must choose one of the following forms. A druid can only wild shape into a form she knows. A druid can only have one wild shape form active at a time, but she may combine her wild shift abilities with any wild shape she takes.

When a druid gains access to a new wild shape form, she may instead choose a form she already possesses to improve its benefits rather than gaining access to a new form. Improving a form grants a druid access to its Improved Form. Unless otherwise stated, the benefits of each version of a form stack.

Wild shape forms are not linked to a specific animal, rather a druid is able to select the specific animal she wild shapes into for each form when she gains that form. A druid gains the same benefits from her wild shape form regardless of the animal she changes into. The animals listed with each form below are only suggestions of animals appropriate to each form.

Unless otherwise noted in the descriptions below, a druid retains her normal size and space when she adopts a new form. All damage dice given are for a Medium size druid and must be adjusted for larger or smaller druids (see Weapon Size). If a form changes the druid’s size category, the damage dice have already been modified to account for the size change—assuming the druid started as Medium size.

Wild Shape Forms

Avian Form

You can wild shape into a flying creature, such as an eagle or large bat.

Your size category is reduced by one step. You gain two primary claw attacks that deal 1d4 damage. You gain a +2 bonus to Strength and a +4 bonus to Dexterity. Your natural armor improves by 2. You gain a fly speed equal to 1/2 your base land speed with Average maneuverability.

Improved Avian Form

You gain the benefits of the Spring Attack feat while flying in this form and may attack with two claws or talons when attacking as part of a Spring Attack. You gain an additional +2 to Dexterity, and your fly speed increases to equal to your base land speed.

While already in this form, you can expend a use of wild shift to improve your dive attacks, allowing your claw and talon attacks to deal triple normal damage on a dive rather than only double (note that you may make a dive attack as part of a Spring Attack). This benefit lasts for 1 round per Hit Die.

Bruiser Form

You can wild shape into a large, powerful animal, such as a bear, tiger, or dire wolf.

Your size increases by one category. You gain a primary bite attack which deals 1d8 damage and two secondary claw attacks which deal 1d6 damage. You also gain a +2 bonus to Strength and a +4 bonus to Constitution. Your natural armor improves by 6.

Improved Bruiser Form

You gain an additional +4 bonus to Strength and Constitution.

While already in this form, you can expend a use of wild shift to gain the Improved Grab ability and a +4 bonus on Grapple checks. This benefit lasts for 1 round per Hit Die.

Marine Form

You can wild shape into an aquatic animal, such as a large fish or dolphin.

You gain a swim speed equal to your land speed, which grants a +8 racial bonus on Swim checks. You gain a +2 bonus to Strength and Dexterity.

When you are in this form, you may hold your breath for a number of rounds equal to 5 times your Constitution score before you risk drowning rather than the normal limit of twice your Constitution.

Improved Marine Form

You gain an additional +2 to Strength and Dexterity. You benefit from the effects of freedom of movement when dealing with water hazards (but not other effects) and for determining penalties for fighting underwater. In addition, you gain the Amphibious special quality, allowing you to freely breathe both air and water.

While already in this form, you can expend a use of wild shift to become more agile in avoiding attacks. You gain the benefits of the Spring Attack feat while swimming. After making a melee attack, you may choose to withdraw as a move action (rather than a full-round action). This benefit lasts for 1 round per Hit Die.

Predator Form

You wild shape into a large predator, typically the form of a wolf or panther.

You gain a primary bite attack that deals 1d6 damage. You also gain a +4 bonus to Strength and a +2 bonus to Dexterity. Your natural armor improves by 2, and your base land speed increases by 10 feet.

Improved Predator Form

Your bite attack damage is increased by one size category. You gain an additional +2 to Strength, Dexterity, and natural armor. When you hit with your bite attack, you may immediately make a trip attempt as a free action without provoking an attack of opportunity.

While already in this form, you can expend a use of wild shift to gain a +4 bonus on Stealth checks and on trip attempts. After making a successful trip attempt, you may immediately make a bite attack against that opponent as a free action (this does not stack with the Improved Trip feat). This benefit lasts for 1 round per Hit Die.

Skulking Form

You can wild shape into a small, stealthy animal such as a rat or a squirrel.

Your size category is reduced by two steps. You gain a bite attack which deals 1d2 damage. You gain a +4 bonus to Dexterity. You also gain a climb speed equal to your land speed.

Improved Skulking Form

You gain an additional +4 bonus to Dexterity. Your base land speed increases by 10 feet (which also increases your climb speed), and you can make Hide and Move Silently checks while moving at full speed without penalty.

While already in this form, you can expend a use of wild shift to gain the ability to Hide in Plain Sight. This benefit lasts for 1 round per Hit Die. If you do not have cover or concealment (or other legal place to hide) when this benefit ends, you immediately stop hiding.