wayfare
2010-12-23, 11:16 PM
Ok, after playing with the suggestions on this board, I've come up with something. This is my attempt to create a tier 3 druid who focuses on summoning creatures to assist him in battle. Aside from summoning spells, the class uses spells to emulate the natural abilities of animals (poison, diseased bite, water breathing, fast healing, superior stealth, etc) -- this is a class that fights along side his summoned allies, making them more effective.
But is it tier 3?
Well, here it goes
Hunterheart Warden
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+2|
+0|
+2|Animal Companion|2|0
2nd|
+1|
+3|
+0|
+3|Wild Empathy|3|1|-
3rd|
+2|
+3|
+1|
+3|Speedy Summoning|3|1|0|-
4th|
+3|
+4|
+1|
+4|4|2|1|-|-|-
5th|
+3|
+4|
+1|
+4|Fang and Talon +1|4|2|1|0|-|-
6th|
+4|
+5|
+2|
+5||4|3|2|1|-|-|-
7th|
+5|
+5|
+2|
+5|Dire Companion|4|3|2|1|0|-|-|-
8th|
+6|
+6|
+2|
+6|Extend Summoning (1/day)|4|4|3|2|1|-|-|-|-|-
9th|
+6|
+6|
+3|
+6||4|4|3|2|1|0|-|-|-|-
10th|
+7|
+7|
+3|
+7|Fang and Talon +2|4|4|4|3|2|1|-|-|-|-
11th|
+8|
+7|
+3|
+7||4|4|4|3|2|1|0|-|-
12th|
+9|
+8|
+4|
+8|Swift Summoning|4|4|4|4|3|2|1|-|-|-
13th|
+9|
+8|
+4|
+8|Extend Summoning (2/day)|4|4|4|4|3|2|1|0|-|-
14th|
+10|
+9|
+4|
+9||4|4|4|4|4|3|2|1|-|-
15th|
+11|
+9|
+5|
+9|Fang and Talon +3|4|4|4|4|4|3|2|1|0|-
16th|
+12|
+10|
+5|
+10||4|4|4|4|4|4|3|2|1|-
17th|
+12|
+10|
+5|
+10|Dire Swarm|4|4|4|4|4|4|3|2|1|0
18th|
+13|
+11|
+6|
+11|Extend Summoning (3/day)|4|4|4|4|4|4|4|3|2|1
19th|
+14|
+11|
+6|
+11||4|4|4|4|4|4|4|3|2|1
20th|
+15|
+12|
+6|
+12|Quicken Summoning|4|4|4|4|4|4|4|4|3|2[/table]
Weapon and Armor Proficiency: Hunterheart Wardens are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
Hunterheart Wardens 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 Warden 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) Hunterheart Wardens are proficient with shields (except tower shields) but must use only wooden ones.
A Hunterheart Warden 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.
Spells: A Hunterheart Warden casts divine spells, which are drawn from the hunterheart Warden spell list. The warden can cast his spells without need for preparation.
To cast a spell, the Hunterheart Warden 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 Warden’s Wisdom modifier.
Like other spellcasters, a Warden can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Hunterheart Warden. 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.
Bonus Languages: A Hunterheart Warden’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 Warden also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level Warden. Druidic is a free language for a Warden; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Warden are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Animal Companion (Ex): A druid 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 druid on her adventures as appropriate for its kind.
A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid 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 druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy 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.
Speedy Summoning: When casting spells that summon creatures (such as summon natures ally), the Hunterheart Warden casts the spell as a standard action (instead of a full action).
Fang and Talon: At 5th level, the any creatures summoned by the Hunterheart Warden (as well as his animal companion) have a +1 enhancement bonus to their natural weaponry, alloing them to bypass DR/Magic.
At 10th and 15th level, this bonus increases by +1.
Swift Summoning: When casting summoning spells, the Hunterheart Warden casts the spell as a swift action (instead of a full action). The Hunterheart Warden cannot cast a second spell during a round in which he uses Swift Summoning.
Dire Companion: The Hunterheart Warden can imbue his animal companion with a fierce rage for a short period. As a standard action, the Hunterheart Warden can grant his companion a +4 moral bonus to strength, +10 foot bonus to speed, and immunity to stunning and critical hits. This effect lasts (level/2) rounds.
The Hunterheart Warden can manifest this effect Constitution Modifier +1 times per day.
Extend Summoning: When casting a Summoning spell, the Hunterheart Warden can choose to extend the duration of the spell, as per the Extend Spell metamagic feat. The spell does not occupy a higher spell slot -- its duration is simply doubled.
The Hunterheart Warden can manifest this effect 1/day at 8th level. Additional uses are gained at 13th and 18th level.
Dire Swarm: When activating Dire Companion, the benefits of that ability extend to all creatures summoned by the Hunterheart Warden.
Quicken Summoning: Three times per day, the Hunterheart Warden can quicken a summoning spell he casts, as per the quicken spell feat. The spell does not need to be prepared 4 slots higher, as is normal for that feat.
Spell List
Level 1
Calm Animals: Calms (2d4 + level) HD of animals.
Camouflage (CD): +10 to hide checks for 10min/level
Charm Animal: Makes one animal your friend.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Hawkeye (CD): Gain +5 to spot checks and+50% to range increments
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.
Vigor, Lesser: Grants Fast Healing 1 for up to 15 rounds
Level 2
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Decomposition: Festering wounds inflict 1 damage/round
Delay Poison: Stops poison from harming subject for 1 hour/level.
Hold Animal: Paralyzes one animal for 1 round/level.
Reduce Animal: Shrinks one willing animal
Scent: Grants scent special ability
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Level 3
Beast Claws: Your hands become natural slashing weapons
Contagion: Infects subject with chosen disease.
Dominate Animal: Subject animal obeys silent mental commands.
Embrace the Wild: Gain animal senses for a a short time
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Vigor: Fast Healing 2 up to 25 rounds
Vigor, Mass Lesser: Fast Healing 1 for group, up to 25 rounds
Summon Nature’s Ally III: Calls creature to fight.
Water Breathing: Subjects can breathe underwater.
Level 4
Camouflage, Mass: As camouflage, but targeting group
Forestfold: +20 to hide an move silently while unmoving
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Infestation of Maggots: Touch does 1d4 Con damage each round
Natures Favor: One animal gains attack/damage bonus +1 per 2 levels
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally IV: Calls creature to fight.
Level 5
Animal Growth: One animal/two levels doubles in size.
Awaken X: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Dance of the Unicorn: Purifies small area
Insect Plague: Locust swarms attack creatures.
Summon Nature’s Ally V: Calls creature to fight.
Phantom Stag: Magic Stag appears for 1 hour/level
Plague of Rats: Summon plague of rats to swarm your foes
Quill Blast: Fire quills, inflicting damage and penalties
Rejuvenation Cocoon: Energy cocoon shields creature, then heals it
Vigor, Greater: fast healing 4 up to 25 rounds
Level 6
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Contagious Touch: Infect 1 target/round with chosen disease
Enveloping Cocoon: Envelopes target and denies save for attached spell
Find the Path: Shows most direct way to a location.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Summon Nature’s Ally VI: Calls creature to fight.
Tortoise Shell: Creature gains massive natural armor boost
Vigorous Circle: Fast Healing 3 to group for up to 40 rounds
Level 7
Creeping Doom: Swarms of centipedes attack at your command.
Curse of Lycanthropy: Target becomes a were creature
Summon Nature’s Ally VII: Calls creature to fight.
True Seeing M: Lets you see all things as they really are.
Slime Wave: Creates 15 foot spread of green slime
Level 8
Animal Shapes: One ally/level polymorphs into chosen animal.
Awaken, Mass: Awaken multiple creatures
Finger of Death: Kills one subject.
Phantom Wolf: Incorporeal wolf fights for you
Summon Nature’s Ally VIII: Calls creature to fight.
Level 9
Foresight: “Sixth sense” warns of impending danger.
Natures Avatar: Animal gains +10 on attack and damage, +1d8/level temp hp, extra attack
Phantom Bear: Incorporeal bear fights for you
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shapechange F: Transforms you into any creature, and change forms once per round.
Summon Nature’s Ally IX: Calls creature to fight.
But is it tier 3?
Well, here it goes
Hunterheart Warden
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+2|
+0|
+2|Animal Companion|2|0
2nd|
+1|
+3|
+0|
+3|Wild Empathy|3|1|-
3rd|
+2|
+3|
+1|
+3|Speedy Summoning|3|1|0|-
4th|
+3|
+4|
+1|
+4|4|2|1|-|-|-
5th|
+3|
+4|
+1|
+4|Fang and Talon +1|4|2|1|0|-|-
6th|
+4|
+5|
+2|
+5||4|3|2|1|-|-|-
7th|
+5|
+5|
+2|
+5|Dire Companion|4|3|2|1|0|-|-|-
8th|
+6|
+6|
+2|
+6|Extend Summoning (1/day)|4|4|3|2|1|-|-|-|-|-
9th|
+6|
+6|
+3|
+6||4|4|3|2|1|0|-|-|-|-
10th|
+7|
+7|
+3|
+7|Fang and Talon +2|4|4|4|3|2|1|-|-|-|-
11th|
+8|
+7|
+3|
+7||4|4|4|3|2|1|0|-|-
12th|
+9|
+8|
+4|
+8|Swift Summoning|4|4|4|4|3|2|1|-|-|-
13th|
+9|
+8|
+4|
+8|Extend Summoning (2/day)|4|4|4|4|3|2|1|0|-|-
14th|
+10|
+9|
+4|
+9||4|4|4|4|4|3|2|1|-|-
15th|
+11|
+9|
+5|
+9|Fang and Talon +3|4|4|4|4|4|3|2|1|0|-
16th|
+12|
+10|
+5|
+10||4|4|4|4|4|4|3|2|1|-
17th|
+12|
+10|
+5|
+10|Dire Swarm|4|4|4|4|4|4|3|2|1|0
18th|
+13|
+11|
+6|
+11|Extend Summoning (3/day)|4|4|4|4|4|4|4|3|2|1
19th|
+14|
+11|
+6|
+11||4|4|4|4|4|4|4|3|2|1
20th|
+15|
+12|
+6|
+12|Quicken Summoning|4|4|4|4|4|4|4|4|3|2[/table]
Weapon and Armor Proficiency: Hunterheart Wardens are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
Hunterheart Wardens 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 Warden 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) Hunterheart Wardens are proficient with shields (except tower shields) but must use only wooden ones.
A Hunterheart Warden 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.
Spells: A Hunterheart Warden casts divine spells, which are drawn from the hunterheart Warden spell list. The warden can cast his spells without need for preparation.
To cast a spell, the Hunterheart Warden 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 Warden’s Wisdom modifier.
Like other spellcasters, a Warden can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Hunterheart Warden. 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.
Bonus Languages: A Hunterheart Warden’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 Warden also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level Warden. Druidic is a free language for a Warden; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Warden are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Animal Companion (Ex): A druid 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 druid on her adventures as appropriate for its kind.
A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid 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 druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy 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.
Speedy Summoning: When casting spells that summon creatures (such as summon natures ally), the Hunterheart Warden casts the spell as a standard action (instead of a full action).
Fang and Talon: At 5th level, the any creatures summoned by the Hunterheart Warden (as well as his animal companion) have a +1 enhancement bonus to their natural weaponry, alloing them to bypass DR/Magic.
At 10th and 15th level, this bonus increases by +1.
Swift Summoning: When casting summoning spells, the Hunterheart Warden casts the spell as a swift action (instead of a full action). The Hunterheart Warden cannot cast a second spell during a round in which he uses Swift Summoning.
Dire Companion: The Hunterheart Warden can imbue his animal companion with a fierce rage for a short period. As a standard action, the Hunterheart Warden can grant his companion a +4 moral bonus to strength, +10 foot bonus to speed, and immunity to stunning and critical hits. This effect lasts (level/2) rounds.
The Hunterheart Warden can manifest this effect Constitution Modifier +1 times per day.
Extend Summoning: When casting a Summoning spell, the Hunterheart Warden can choose to extend the duration of the spell, as per the Extend Spell metamagic feat. The spell does not occupy a higher spell slot -- its duration is simply doubled.
The Hunterheart Warden can manifest this effect 1/day at 8th level. Additional uses are gained at 13th and 18th level.
Dire Swarm: When activating Dire Companion, the benefits of that ability extend to all creatures summoned by the Hunterheart Warden.
Quicken Summoning: Three times per day, the Hunterheart Warden can quicken a summoning spell he casts, as per the quicken spell feat. The spell does not need to be prepared 4 slots higher, as is normal for that feat.
Spell List
Level 1
Calm Animals: Calms (2d4 + level) HD of animals.
Camouflage (CD): +10 to hide checks for 10min/level
Charm Animal: Makes one animal your friend.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Hawkeye (CD): Gain +5 to spot checks and+50% to range increments
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.
Vigor, Lesser: Grants Fast Healing 1 for up to 15 rounds
Level 2
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Decomposition: Festering wounds inflict 1 damage/round
Delay Poison: Stops poison from harming subject for 1 hour/level.
Hold Animal: Paralyzes one animal for 1 round/level.
Reduce Animal: Shrinks one willing animal
Scent: Grants scent special ability
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Level 3
Beast Claws: Your hands become natural slashing weapons
Contagion: Infects subject with chosen disease.
Dominate Animal: Subject animal obeys silent mental commands.
Embrace the Wild: Gain animal senses for a a short time
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Vigor: Fast Healing 2 up to 25 rounds
Vigor, Mass Lesser: Fast Healing 1 for group, up to 25 rounds
Summon Nature’s Ally III: Calls creature to fight.
Water Breathing: Subjects can breathe underwater.
Level 4
Camouflage, Mass: As camouflage, but targeting group
Forestfold: +20 to hide an move silently while unmoving
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Infestation of Maggots: Touch does 1d4 Con damage each round
Natures Favor: One animal gains attack/damage bonus +1 per 2 levels
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally IV: Calls creature to fight.
Level 5
Animal Growth: One animal/two levels doubles in size.
Awaken X: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Dance of the Unicorn: Purifies small area
Insect Plague: Locust swarms attack creatures.
Summon Nature’s Ally V: Calls creature to fight.
Phantom Stag: Magic Stag appears for 1 hour/level
Plague of Rats: Summon plague of rats to swarm your foes
Quill Blast: Fire quills, inflicting damage and penalties
Rejuvenation Cocoon: Energy cocoon shields creature, then heals it
Vigor, Greater: fast healing 4 up to 25 rounds
Level 6
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Contagious Touch: Infect 1 target/round with chosen disease
Enveloping Cocoon: Envelopes target and denies save for attached spell
Find the Path: Shows most direct way to a location.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Summon Nature’s Ally VI: Calls creature to fight.
Tortoise Shell: Creature gains massive natural armor boost
Vigorous Circle: Fast Healing 3 to group for up to 40 rounds
Level 7
Creeping Doom: Swarms of centipedes attack at your command.
Curse of Lycanthropy: Target becomes a were creature
Summon Nature’s Ally VII: Calls creature to fight.
True Seeing M: Lets you see all things as they really are.
Slime Wave: Creates 15 foot spread of green slime
Level 8
Animal Shapes: One ally/level polymorphs into chosen animal.
Awaken, Mass: Awaken multiple creatures
Finger of Death: Kills one subject.
Phantom Wolf: Incorporeal wolf fights for you
Summon Nature’s Ally VIII: Calls creature to fight.
Level 9
Foresight: “Sixth sense” warns of impending danger.
Natures Avatar: Animal gains +10 on attack and damage, +1d8/level temp hp, extra attack
Phantom Bear: Incorporeal bear fights for you
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shapechange F: Transforms you into any creature, and change forms once per round.
Summon Nature’s Ally IX: Calls creature to fight.