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Deepbluediver
2012-01-02, 09:55 AM
This is part of an ongoing project of mine to rebalance the 11 core classes so they are closer together in power level. I don't imagine that I can bring everything right down to the same level, but if I can get everything to be around tiers 2.5-3.5 I figure I'll be doing pretty good.

The largest part of this project will be reworking the basic system of magic, including rewriting a fair number of spells. This rebalance won't be complete until I get that finished, but that is a long term goal. For now, this is the basic outline of my new druid.
Major changes include: reworking the Wild Shape feature, removal of the animal companion, and changing certain feats, most prominently Natural Spell.

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

Hit Points Per Level
4+1d4

Class Skills
The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

The Druid
{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|First Wild Form, Wild Shape (2/day), nature sense, illiteracy|1

2nd|
+1|
+3|
+0|
+3|Woodland Stride |2|0

3rd|
+2|
+3|
+1|
+3|Bonus Wild Feat, Wild Empathy|2|1

4th|
+3|
+4|
+1|
+4|Wild Shape (3/day)|3|2|0

5th|
+3|
+4|
+1|
+4|Second Wild Form|3|2|1

6th|
+4|
+5|
+2|
+5|Bonus Wild Feat, Trackless Step|3|3|2|0

7th|
+5|
+5|
+2|
+5|Resist Nature's Lure|4|3|2|1

8th|
+6/+1|
+6|
+2|
+6|Wild Shape (4/day)|4|3|3|2|0

9th|
+6/+1|
+6|
+3|
+6|Bonus Wild Feat|4|4|3|2|1

10th|
+7/+2|
+7|
+3|
+7|Third Wild Form|4|4|3|3|2|0

11th|
+8/+3|
+7|
+3|
+7|Voice of Nature (Animals)|4|4|4|3|2|1

12th|
+9/+4|
+8|
+4|
+8|Bonus Wild Feat, Wild Shape (5/day)|4|4|4|3|3|2|0

13th|
+9/+4|
+8|
+4|
+8|Woodland Sprint |4|4|4|4|3|2|1

14th|
+10/+5|
+9|
+4|
+9|Fourth Wild Form|4|4|4|4|3|3|2|0

15th|
+11/+6/+6|
+9|
+5|
+9|Bonus Wild Feat|4|4|4|4|4|3|2|1

16th|
+12/+7/+7|
+10|
+5|
+10|Wild Shape (7/Day)|4|4|4|4|4|3|3|2|0

17th|
+12/+7/+7|
+10|
+5|
+10|Voice of Nature (Plants)|4|4|4|4|4|4|3|2|1

18th|
+13/+8/+8|
+11|
+6|
+11|Bonus Wild Feat|4|4|4|4|4|4|3|3|2|0

19th|
+14/+9/+9|
+11|
+6|
+11|Timeless Body|4|4|4|4|4|4|4|3|2|1

20th|
+15/+10/+10|
+12|
+6|
+12|Fifth Wild Form, Wild Shape (10/day)|4|4|4|4|4|4|4|3|2|2[/table]

Class Features
All of the following are class features of the druid.

Weapon and Armor Proficiency
Druids are proficient with all simple weapons but are prohibited from using any weapon made predominantly of metal, which includes most swords, maces, and battle-axes (spears are usually acceptable). Druids may use weapons of these types crafted from other materials, such as wooden mauls or stone knives.
They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

Druids are proficient with light armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel.) Druids are not proficient with any form of shield.

A druid who wears prohibited armor or wields a prohibited weapon is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so.
There are also special rules for using armor while Wild-shaped; see below.

Spells
A druid casts elemental spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Part of my magic fix is adding in a third flavor of magic, called elemental; it's used by druids, rangers, and other nature-y types. If you want to use this model before I get my magic fix posted, just assume a druid casts divine spells as normal.
A druid must choose and prepare her spells in advance the way a cleric does. A druid spends one hour every day meditating, during which she selects which spells she wants to prepare for that day. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Intellect score. For any level in which the daily spells is listed as "0" the druid only recieves bonus spells at that level.

A druid Base Spellcraft Bonus is equal to her BAB.
In my fixes, Spellcraft is no longer a skill; it is now a seperate stat. Every time a player wants to cast a spell they must make a spellcraft check. Wisdom improves your spellcraft bonus, just like Strength does for attack rolls.
For a more detailed explanation read the full magic fix in my extended signature.

Spontaneous Casting
A druid 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 summon nature’s ally spell of the same level or lower.

Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks. This bonus increases to +3 at level 6, +4 at level 11, +5 at level 16, and +6 at level 20.

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 upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.

Illiteracy
Druids spend most of their time in the wild parts of the world, and do not automatically know how to read and write any language except for the druidic language. A druid may spend 2 skill points to gain the ability to read and write all languages she is able to speak.

A druid who gains a level in any class without the illiteracy feature automatically gains literacy in all languages she knows.

Wild Shape (Su)
Druids venerate the power of wild creatures, and one of a druid’s greatest strengths is the ability to shapeshift into the form of a wild animal and take on some of that creature’s attributes. A druid can use her Wild Shape ability once per day at first level, and more often as her level increases. The effect lasts for 1 hour per use, or until she changes back. Changing form (to animal or back) is a Full Round Action. It does not provoke attacks of opportunity, but you lose any dexterity bonus to your AC while you do so. Each time you use Wild Shape, you regain lost hit points as if you had rested for a night.
When using your Wild Shape ability, your creature Type does not change, although you gain the Shape-shifter Subtype.

The druid can only shapeshift into a form she is very familiar with and has studied closely. A druid knows one Wild Form at first level, and learns more as she advances. (see below for a list of Wild Forms) Druids can only learn and use Wild Forms that are in the same size category as themselves, unless they have taken the appropriate feats.

While Wild Shaped, a druid retains all her ability scores, skill scores, and any other stats unless otherwise noted. Any class features or feats that the druid has in her natural form also apply when using the Wild Shape ability.
Any clothing that does not provide any kind of AC bonus melds into the druid’s form when they shapeshift. Patterns and colors of the clothing mesh with the natural coloration of the form the druid shifts into, which can result in an animal with an unearthly appearance. Many druids wear clothes in natural colors and earth-tones however, which mostly negates this.
Any other gear worn or carried by the druid must also be worn or carried while in Wild Form; druids rapidly learn to stow their equipment so that it does not interfere with their Wild Form any more than it does their normal form. The druid cannot use weapons while in their Wild Form, relying instead of the natural weapons of teeth, claws, horns, fangs, spikes, etc. The damage from your natural weapons in this form is equal to a monk’s unarmed damage.

Any armor worn by the druid also appears in their Wild Form, and provides any and all benefits and penalties it would normally provide.
A druid can take three days to convert any armor that she is proficient with into special Wild Armor that changes with the druid into whatever wild form they take (including size changes). During this time a druid uses up all their daily spells and all uses of Wild Shape to convert the armor to Wild Armor. If armor was previously converted to Wild Armor, a druid may take just one day to attune it to themselves. Druids starting at level 1 are assumed to have converted any existing armor into Wild Armor.

If a druid attempts to wear armor that has not been converted into Wild Armor when shapeshifting they take penalties as if they were not proficient with the armor. If the druid shifts into a form smaller than the armor was made for they must take 1 full round to wriggle out of the armor before take any other action. If the druid shifts into a form larger than the armor was made for they burst out of it; damaging the armor so it cannot be used until it has been repaired.

-Retraining
At any time you would learn a new wild form (because of either leveling or gaining a feat) you may also replace one existing wild form with another that you meet the prerequisites for. Level 20 druids may do this once per month.

Woodland Stride (Ex)
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.

At 6th level, the druid can move gains a bonus to her speed of 10ft per round when fighting in natural areas, such as forests, caves, or open desert. This bonus increases to 15 ft. at level 12 and 20 ft. at level 18.

At 9th level, a druid can pick out the best routes to avoid trouble and ease travel, meaning they move 25% farther when traveling Overland through undeveloped terrain. The druid can expand this benefit to up to 1 additional person traveling with the druid per 3 levels.

Bonus Wild Feats
A druid gains a bonus Wild Feat at 3rd level, and every 3 levels thereafter. You can select any feat from the list of Wild Feats that you meet the perquisites for.

Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check as described in the Player’s Handbook. 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 or hostile.

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.

Trackless Step (Ex)
Starting at 6th level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. A druid also gains a +4 bonus to Hide and Move Silently checks made in natural areas. These bonuses increase to +6 at 11th level, and +8 at 17th.

Resist Nature’s Lure (Ex)
Starting at 7th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of the fey and magical beasts. These bonuses increase by 1 every 2 levels up to +10 at level 19.

Voice of Nature (Sp)
At 11th level, the druids connection with nature has become strong enough that she can communicate with beasts and animals as if she was one of their own. A druid may use Speak with Animals as a spell-like ability at will.

At 17th level, this connection strengthens further, allowing the druid to use Speak with Plants as a spell-like ability at will.

Woodland Sprint (Ex)
At 17th level, a druid may move at her normal speed through thorns, briars, and overgrown areas that have been magically manipulated. She does not take damage or suffer any other impairment, since she becomes immune to such magical effects.
The druid may also move at full speed over rough terrain.

Timeless Body (Ex)
At 17th level, a druid no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. The druid also ages half as quickly as a character of her race normally would, and has a maximum age equal to twice her race's normal max age.
Bonuses still accrue, and the druid still dies of old age when her time is up.

Spell List
Add Genesis to the druids spell list as a 9th level spell.


Urban Variation Druid
Some druids have found themselves caught up in the ever-advancing spread of civilization and true to their wild nature, these druids where forced to adapt for survival, or face extinction.
For this variation of druid, any ability that only functions in a natural environment now only functions in a man-made or unnatural location. In addition, make the following subsitutions:
A druid loses her Wild Empathy ability. In exchange, she gains Bluff and Sense Motive as class skills and gains a bonus to them equal to 1/2 her druid level.
A druid loses the ability to Spontaneously Cast any Summon Nature's Ally spell.; in exchange they gain the A Thousand Faces ability.
A Thousand Faces (Su)
A druid has 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. A druid may use this ability once per day per druid level.
A druid's Resist Nature’s Lure (Ex) ability is altered to the following:
Starting at 7th level, a druid gains a +4 bonus to her will save against any spell or spell-like ability from the enchantment school when cast by a humanoid. This bonus increase by 1 every 2 levels up to +10 at level 19.

Druid of the Unliving
This variation may be applied at any time you gain a level of Druid, including 1st. You must be of evil alignment to take this variation.
Your Wild Empathy ability now allows you to affect non-intelligent undead instead of wild animals. You may attempt to use it on intelligent undead as you would a magical creature.
All versions of Summon Nature's Ally and Heal spells are removed from your class list, and you are prohibited from casting them even if another class would provide it.
In exchange, you gain the following:
Darkvision out to 60 ft.
When not using your Wild Shape ability, you can channel negative as a cleric of equal level.
When shapeshifted into a Wild form you gain the Undead type in addition to your other types, which has the following effects:
You look and smell obviously undead; most wild creatures will either flee or attack you on sight (or sound, or smell, etc)
+2 HP per Hit Dice
Immunity to poison, sleep effects, and disease.
Not subject to critical hits and nonlethal damage
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

If you are killed while under the effects of this variation, Raise Dead and Reincarnate spells or abilities have no effect on you. Resurrection and True Resurrection can bring you back to life, but you lose the effects of this variation until you select it again when you next gain a level of Druid.
This variation may also be removed at any time with an Atonement spell.

Shimmering Druid of Light
This variation may be applied at any time you gain a level of Druid, including 1st. You must be of good alignment to take this variation.
You remove any spells from the Necromancy school from your spell list, except for those in the Healing subschool.
You gain darkvision out to 60 ft.
When not using your Wild Shape ability, you can channel positive energy as a cleric of equal level.
You lose you ability to spontaneously cast any Summon Nature's Ally spell, and in exchange you gain the ability to spontaneously cast any Cure Wounds spell, like a cleric
When shapeshifted into a Wild form you gain the Angel subtype in addition to your other types, which has the following effects:
Resistance to Acid, Cold, Electricity and Fire.
A Protective Aura against attacks made or effects created by evil creatures, which provides a deflection bonus to AC and a resistance bonus for saving throws to anyone within 20 feet. Your resistance and the bonus from the aura are both dependent on your HD.
{table=head]HD|Energy Resistance|Aura Bonus

1-2|
1|
+1
3-4|
2|
+1
5-6|
3|
+1
7-8|
4|
+2
9-10|
5|
+2
11-12|
6|
+2
13-14|
7|
+3
15-16|
8|
+3
17-18|
9|
+3
19-20|
10|
+4
21+|
Immunity|
+4[/table]

Code of Conduct
A druid with this variation loses the benefits of this feature (but keeps any unaffected druid class abilities) if she ever willingly commits an evil act.

Additionally, the druid's code code requires that she act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents or the balance of nature.

Associates
While she may adventure with characters of any good or neutral alignment, a druid of this variation will rarely (if ever) knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code.

Deepbluediver
2012-01-02, 09:56 AM
Family
Form
Size: a druid can only learn and use Wild Forms of the same size as they are, unless they have learned the appropriate size modifier feats.
Form skills: gain a bonus on these skills equal to your ECL. This bonus does not stack with trained ranks you otherwise have in this skill; it only replaces the trained ranks if it would be higher.
Natural Weapons: natural weapons for the purpose of determining damage types
Features: everything that is different from the druid’s normal stats. If it is not listed here, default to using the druids normal bonus or modifier.
Bonus Feats: The druid is treated as having these feats when in this form. If there is a bracketed number after the feat, you are not treated as having that feat until your Wild Form reaches that level.

Ursa
Black Bear
Size: medium
Form Skills: Climb, Listen, Search, Spot, Swim
Natural Weapons: Bite and Claw
HP: when shifting into this form; you gain 30% of your current HP as Temporary Hit Points. When you shift out of this form, you lose 30% of your current HP (cannot drop HP below 1 if it was above 1 while Wild Shaped).
Strength bonus: gain a Strength Bonus equal to +3 or 1/3 the druid’s level, whichever is higher
AC Bonus: gain a Natural Armor bonus equal to +2 or half the druid’s level, whichever is higher
Bonus feats: Power Attack, Cleave (7), Improved Bull Rush (12)
Special: Your weight increases by 300%

Grizzly Bear
Size: large
Form Skills: Listen, Search, Spot, Swim
Natural Weapons: Bite and Claw
HP: when shifting into this form; you gain 30% of your current HP as Temporary Hit Points. When you shift out of this form, you lose 30% of your current HP (cannot drop HP below 1 if it was above 1 while Wild Shaped).
Strength bonus: gain a Strength Bonus equal to +3 or 1/3 the druid’s level, whichever is higher
AC Bonus: gain a Natural Armor bonus equal to +2 or half the druid’s level, whichever is higher
Bonus feats: Great Fortitude, Power Attack, Cleave (6), Improved Bull Rush (11)
Special: Your weight increases by 300%

Pygmy Jungle Bear
Size: small
Form Skills: Climb, Listen, Search, Spot, Swim
Natural Weapons: Bite and Claw
HP: when shifting into this form; you gain 30% of your current HP as Temporary Hit Points. When you shift out of this form, you lose 30% of your current HP (cannot drop HP below 1 if it was above 1 while Wild Shaped).
Strength bonus: gain a Strength Bonus equal to +3 or 1/3 the druid’s level, whichever is higher
AC Bonus: gain a Natural Armor bonus equal to +2 or half the druid’s level, whichever is higher
Bonus feats: Power Attack, Cleave (8), Improved Bull Rush (14)
Special: Your weight increases by 300%

Dire Bear
Size: Huge
Form skills: Climb, Listen, Search, Spot
Natural Weapons: Bite and Claw
HP: when shifting into this form; you gain 40% of your current HP as Temporary Hit Points. When you shift out of this form, you lose 40% of your current HP (cannot drop HP below 1 if it was above 1 while Wild Shaped).
Strength bonus: gain a Strength Bonus equal to +5 or half the druid’s level, whichever is higher
AC Bonus: gain a Natural Armor bonus equal to +4 or half the druid’s level, whichever is higher
Bonus feats: Great Fortitude, Power Attack, Cleave (4), Improved Bull Rush (9), Great Cleave (14)
Special: Your weight increases by 300%

Felidae
Panther
Size: medium
Form skills: Climb, Hide, Listen, Move Silently, Search, Spot
Natural Weapons: Bite and Claw
Base Attack Bonus: use the best BAB, as a warrior of equal level
Saves: Use the good save bonus for your Reflex saves; use the poor save bonus for your Fortitude saves
Dex Bonus: gain a Dexterity Bonus equal to +3 or 1/3 the druids level, whichever is higher
Bonus feats: Weapon Finesse, Two-Weapon Fighting (6), Improved Two-Weapon Fighting (14)

Ocelot
Size: small
Form skills: Climb, Hide, Listen, Move Silently, Search, Spot
Natural Weapons: Bite and Claw
Base Attack Bonus: use the best BAB, as a warrior of equal level
Saves: Use the good save bonus for your Reflex saves; use the poor save bonus for your Fortitude saves
Dex Bonus: gain a Dexterity Bonus equal to +2 or 1/2 the druids level, whichever is higher
Bonus feats: Weapon Finesse, Two-Weapon Fighting (5), Improved Two-Weapon Fighting (12)
Special: While in this form, you have the low-light vision extraordinary ability.

Lion
Size: large
Form skills: Hide, Listen, Move Silently, Search, Spot
Natural Weapons: Bite and Claw
Base Attack Bonus: use the best BAB, as a warrior of equal level
Saves: Use the good save bonus for your Reflex saves; use the poor save bonus for your Fortitude saves
Dex Bonus: gain a Dexterity Bonus equal to +3 or 1/3 the druids level, whichever is higher
Charisma Bonus: gain a +4 Charisma bonus
Bonus feats: Weapon Finesse, Two-Weapon Fighting (6), Combat Presence (14)
Special: While in this form, you have the low-light vision extraordinary ability.

Cheetah
Size: medium
Form skills: Hide, Listen, Move Silently, Search, Spot
Natural Weapons: Bite and Claw
Saves: Use the good save bonus for your Reflex saves; use the poor save bonus for your Fortitude saves
Dex Bonus: gain a Dexterity Bonus equal to +3 or 1/3 the druids level, whichever is higher
Speed Bonus: gain a bonus to your base land speed; the bonus starts at +10 ft at first level, and increase by 10 ft. for every three levels (+20 at level 4, +30 at level 7, +50 at level 13, etc)
Bonus feats: Weapon Finesse, Two-Weapon Fighting (6), Improved Two-Weapon Fighting (14)
Special: While in this form, you have the low-light vision extraordinary ability.

Dire Tiger
Size: huge
Form skills: Hide, Listen, Move Silently, Search, Spot, Swim
Natural Weapons: Bite and Claw
Base Attack Bonus: use the best BAB, as a warrior of equal level
Saves: Use the good save bonus for your Reflex saves; use the poor save bonus for your Fortitude saves
Dex Bonus: gain a Dexterity Bonus equal to +4 or 1/3 the druids level, whichever is higher
Speed: 40 ft./round
Bonus Feats: Alterness, Stealthy (3), Weapon Finesse (4), Run (6), Weapon Focus (Claw) (8), Weapon Specilization (Claw) 12
Special: While in this form, you have the low-light vision extraordinary ability. While in this form, if you charge an opponent you may make a full attack instead of a single melee attack.


Canis
Hyena
Size: medium
Form skills: Hide, Listen, Search, Survival, Swim
Natural Weapons: Bite
Base Attack Bonus: use the best BAB, as a warrior of equal level
Saves: Use the good save bonus for your Reflex save
Bonus Feats: Track, Endurance, Weapon Focus (Bite) (3), Run (5), Weapons Specialization (Bite) (8), Greater Weapon Focus (Bite) (12), Greater Weapon Specialization (Bite) (15)
Special: While in this Form, you are treated as having the Scent extraordinary ability.
When you hit with an attack in this form you can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip you.

Fox
Size: small
Form skills: Disable Device, Hide, Listen, Search, Survival
Natural Weapons: Bite
Saves: Use the good save bonus for your Reflex save
Bonus Feats: Combat Expertise, Improves Disarm (6)
Special: While in this Form, you are treated as having the Scent extraordinary ability.
While in this Form, you can search for and disarm traps as a rogue would.

Dire Wolf
Size: large
Form skills: Listen, Search, Survival, Swim
Natural Weapons: Bite
Base Attack Bonus: use the best BAB, as a warrior of equal level
Saves: Use the good save bonus for your Reflex save
Bonus Feats: Track, Endurance, Weapon Focus-Fangs (4), Run (6), Weapons Specialization-Fangs (9), Greater Weapon Focus-Fangs (12), Greater Weapon Specialization-Fangs (15), Power Attack (18)
Special: While in this Form, you are treated as having the Scent extraordinary ability.

Wolverine
Size: medium
Form skills: Climb, Listen, Search, Spot
Natural Weapons: Bite & Claw
Base Attack Bonus: use the best BAB, as a warrior of equal level
Speed:
Bonus Feats: Alertness, Endurance (2), Diehard (4), Weapon Focus (Bite) (8), Power Attack (12), Weapon Specialization (Bite) (15)
Special: While in this form you are treated as if you have low-light vision and the Scent extraordinary abilities.
While in this form, any time you take damage you fly into a berserk rage, gaining a +4 bonus to Strength and Constitution, and a -2 penalty to AC. The increase in Constitution increases your hit points by 2 points per level, but these hit points go away at the end of the rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You cannot end this rage voluntarily; it continues until either you or your opponent are dead. At the end of the rage, you lose the rage modifiers and restrictions and become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) until you shift out of this Wild form, or take on another one.


Primate
Gorilla
Size: large
Form skills: Climb, Escape Artist, Jump
Natural Weapons: Slam & Bite
Base Attack Bonus: use the best BAB, as a warrior of equal level
Strength bonus: gain a Strength Bonus equal to +3 or 1/3 the druid’s level, whichever is higher
Bonus Feats: Alertness, Improved Grapple (4), Power Attack (7), Combat Presence (11), Cleave (14)
Special: You get a bonus on your intimidate checks made in combat equal to 1/2 your druid level.

Chimpanzee
Size: small
Form skills: Balance, Climb, Escape Artist, Jump, Perform, Tumble, Use Rope
Natural Weapons: Bite & Claw
Bonus Feats: Alertness, Dodge (3), Mobility (8), Spring Attack (13)
Strength bonus: gain a Strength Bonus equal to +3 or 1/3 the druid’s level, whichever is higher
Special: While in this form, you can always take 10 on a climb check, even if rushed or threatened

Orangutan
Size: medium
Form skills: Balance, Climb, Escape Artist, Jump, Tumble, Use Rope
Natural Weapons: Bite & Slam
Strength bonus: gain a Strength Bonus equal to +3 or 1/3 the druid’s level, whichever is higher
Bonus Feats: Improved Grapple (5), Combat Expertise (6), Power Attack (9), Combat Reflexes (14)
Special: While in this form, you can always take 10 on a climb check, even if rushed or threatened.


Reptilia
Cobra
Size: small
Form skills: Balance, Climb, Escape Artist, Hide, Move Silently
Natural Weapons: Sting (with fangs)
Bonus Feats: Dodge, Lightning Reflexes (4), Combat Reflexes (6)
Special: On a successful attack, the cobra can inject their target with poison. This poison acts quickly, dealing 1 point of damage per druid level every round, for a number of rounds equal to your druid level. A target can only be poisoned by the same druid once at a time, but can be poisoned again once the initial poison wears off.

Anaconda
Size: large
Form skills: Escape Artist, Hide, Intimidate, Move Silently, Swim
Natural Weapons: Bite & Slam
Bonus Feats: Skill Focus-Hide, Improved Initiative(3), Endurance (6),
Special: When you make a successful attack, you can then attempt to start a grapple as a free action without provoking an attack of opportunity. If you win the grapple check, you establish a hold and can Constrict. (Constrict- on a successful grapple check you deal damage equal to your strength bonus)

Komodo Lizard
Size: medium
Form Skills: Climb, Hide, Spot, Swim
Natural Weapons: Bite & Claw
AC Bonus: gain a Natural Armor bonus equal to +2 or half the druid’s level, whichever is higher
Bonus Feats: Improved Critical (Fangs & Claws)
Special: In this form you are treated as if you have low-light vision.

Rock Iguana
Size: small
Form Skills: Climb, Hide, Spot, Swim
Natural Weapons: Bite & Claw
AC Bonus: gain a Natural Armor bonus equal to +2 or half the druid’s level, whichever is higher
Bonus Feats: Improved Critical (Fangs & Claws)
Special: In this form you are treated as if you have low-light vision.

Crocodile
Size: large
Form Skills: Hide, Spot, Survival, Swim
Natural Weapons: Bite & Slam
Base Attack Bonus: use the best BAB, as a warrior of equal level
AC Bonus: gain a Natural Armor bonus equal to +3 or half the druid’s level, whichever is higher
Bonus Feats: Skill Focus-Hide, Weapon Focus-Fangs (3), Improved Critical-Fangs (6), Diehard (10)
Special: When you hit with an attack, you can then attempt to start a grapple as a free action without provoking an attack of opportunity.
When in this form you can hold your breath for a number of rounds equal to 4 times your constitution score before you risk drowning.

Aviarus
Hawk
Size: small
Form skills: Spot, Listen
Natural Weapons: Talon
Base Attack Bonus: use the worst BAB, as a wizard of equal level
Bonus Feats: Dodge (3), Improved Critical- Talons & Beak (10), Spirited Charge (14)
Special: While in this form, you can fly at 60 ft. per round, with average maneuverability.

Giant Eagle
Size: large
Form skills: Spot, Listen
Natural Weapons: Talon
Bonus Feats: Improved Critical- Talons & Beak (8), Spirited Charge (12)
Special: While in this form, you can fly at 80 ft. per round, with average maneuverability.

Bat
Size: small
Form skills: Spot, Listen
Natural Weapons: Claw
Base Attack Bonus: use the worst BAB, as a wizard of equal level
Bonus Feats: Blindfight
Special: While in this form, you can fly at 40 ft. per round, with good maneuverability. While in this form you have Darkvision (60 ft). While in this form, you have the Blindsense extraordinary ability.

Ungulate
Stag
Size: medium
Form skills: Hide, Listen, Move Silently
Natural Weapons: Gore
Base Attack Bonus: use the best BAB, as a warrior of equal level
Saves: Use the good save bonus for your Reflex saves; Use the poor save bonus for your Will saves
Dex Bonus: gain a Dexterity Bonus equal to +3 or 1/3 the druids level, whichever is higher
Speed: 60 ft per round.
Bonus Feats: Endurance, Run, Combat Expertise (5), Improved Feint (8), Power Attack (14), Improved Bull Rush (18)
Special: While in this form you are treated as if you had low-light vision

Moose
Size: large
Form skills: Hide, Listen, Survival
Natural Weapons: Gore & Slam
Saves: Use the good save bonus for your Reflex saves
Speed: 40 ft per round.
Strength bonus: Gain a Strength Bonus equal to +2 or 1/4 the druid’s level, whichever is higher.
Dexterity bonus: Gain a Dexterity Bonus equal to +2 or 1/4 the druid’s level, whichever is higher.
Base Attack Bonus: use the best BAB, as a warrior of equal level
Bonus Feats: Endurance, Run, Improved Bull Rush (3), Power Attack (8), Improved Overrun (12), Spirited Charge (15)

Bison
Size: large
Form skills: Listen, Spot, Survival
Natural Weapons: Gore & Slam
Speed: 50 ft per round.
Strength bonus: Gain a Strength Bonus equal to +3 or 1/3 the druid’s level, whichever is higher
HP: when shifting into this form; you gain 30% of your current HP as Temporary Hit Points. When you shift out of this form, you lose 30% of your current HP (cannot drop HP below 1 if it was above 1 while Wild Shaped).
Bonus Feats: Endurance, Run, Improved Bull Rush (4), Power Attack (9), Improved Overrun (12), Spirited Charge (15)

Boar (ok, boars are technically a different phylum, but I'm trying to fill out existing families rather than make new ones)
Size: medium
Form skills: Listen, Spot, Survival
Natural Weapons: Gore & Slam
Speed: 40 ft per round.
HP: when shifting into this form; you gain 20% of your current HP as Temporary Hit Points. When you shift out of this form, you lose 20% of your current HP (cannot drop HP below 1 if it was above 1 while Wild Shaped).
Bonus Feats: Endurance, Diehard(5), Power Attack (8), Cleave (14)
Special: Once per Wildshape use of this form, you can fly into a rage similar to a barbarian. You gain a temporary +4 bonus to Strength, a +4 bonus to Consitution, and a +2 morale bonus on Will saves, but you take a -2 penalty to Armor Class. The increase in Constitution increases your hit points by 2 points per level, but these hit points go away at the end of the rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. A fit of rage lasts for 3 rounds. At the end of the rage, you lose the rage modifiers and restrictions and become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) until you shift out of this Wild form, or take on another one.

Aquatica
Great Toothed Shark
Size: large
Form skills: Listen, Spot, Swim
Natural Weapons: Bite
Base Attack Bonus: use the best BAB, as a warrior of equal level
HP: when shifting into this form; you gain 30% of your current HP as Temporary Hit Points. When you shift out of this form, you lose 30% of your current HP (cannot drop HP below 1 if it was above 1 while Wild Shaped).
Strength bonus: gain a Strength Bonus equal to +3 or 1/3 the druid’s level, whichever is higher
Bonus Feats: Weapons Focus-Jaws & Teeth (3), Improved Critical-Jaws and teeth (8), Greater Weapon Focus-Jaws & Teeth (13)
Special: While in this form, replace your normal movement speed with a swim speed of 60 ft per round. While in this form, you have the Blindsense extraordinary ability (but only when in water).

Reef Shark
Size: medium
Form skills: Listen, Spot, Swim
Natural Weapons: Bite
Base Attack Bonus: use the best BAB, as a warrior of equal level
HP: when shifting into this form; you gain 30% of your current HP as Temporary Hit Points. When you shift out of this form, you lose 30% of your current HP (cannot drop HP below 1 if it was above 1 while Wild Shaped).
Strength bonus: gain a Strength Bonus equal to +3 or 1/3 the druid’s level, whichever is higher
Bonus Feats: Weapons Focus-Bite (4), Improved Critical- Bite (10), Greater Weapon Focus- Bite (14)
Special: While in this form, replace your normal movement speed with a swim speed of 60 ft per round. While in this form, you have the Blindsense and Scent extraordinary abilities (but only when in water).

Sand Shark
Size: small
Form skills: Listen, Spot, Swim
Natural Weapons: Bite
Base Attack Bonus: use the best BAB, as a warrior of equal level
HP: when shifting into this form; you gain 30% of your current HP as Temporary Hit Points. When you shift out of this form, you lose 30% of your current HP (cannot drop HP below 1 if it was above 1 while Wild Shaped).
Strength bonus: gain a Strength Bonus equal to +3 or 1/3 the druid’s level, whichever is higher
Bonus Feats: Weapons Focus-Bite (5), Improved Critical- Bite (12), Greater Weapon Focus- Bite (16)
Special: While in this form, replace your normal movement speed with a swim speed of 60 ft per round. While in this form, you have the Blindsense and Scent extraordinary abilities (but only when in water).

Turtle
Size: medium
Form skills: Concentration, Hide, Listen, Search, Swim
Natural Weapons: Bite
AC Bonus: gain a Natural Armor bonus equal to your druid level
Speed: Your movement speed on land is one half normal
Bonus Feats: Endurance (2), Diehard (5), Stunning Fist (8)
Special: You gain a swim speed of 30 ft per round.

Squid
Size: medium
Form skills: Disable Device, Escape Artist, Move Silently, Search, Swim
Natural Weapons: Tentacles & Bite
Dex Bonus: gain a Dexterity Bonus equal to +3 or 1/3 the druids level, whichever is higher
Bonus Feats: Weapon Finesse, Multiweapon Fighting (4), Greater Multiweapon Fighting (10), Perfect Multiweapon Fighting (18)
Special: While in this form you can strike as if using a monk’s Flurry of Blows ability as a standard action. While in this form, replace your normal movement speed with a swim speed of 40 ft per round.

Orca
Size: huge
Form skills: Listen, Spot, Swim
Natural Weapons: Bite
HP: when shifting into this form; you gain 30% of your current HP as Temporary Hit Points. When you shift out of this form, you lose 30% of your current HP (cannot drop HP below 1 if it was above 1 while Wild Shaped).
Strength bonus: gain a Strength Bonus equal to +3 or 1/3 the druid’s level, whichever is higher
Bonus Feats: Alterness, Endurance (4), Run (5), Power Attack (7)
Special: While in this form, replace your normal movement speed with a swim speed of 50 ft per round. While in this form, you have the Blindsight extraordinary ability (120 ft. via echo-location). While in this form you can hold your breath for a number of rounds equal to 8x your constitution score before drowning.

Arcana
*in order to learn and use these wild forms, you must have the Magical Wild Form feat
Unicorn
in order to learn and use this Wild Form, you must know one wild form from the Ungulate family, and you must be of Good alignment
Size: large
Form skills: Jump, Listen, Move Silently, Spot, Survival
Natural Weapons: Gore, Slam
Strength bonus: gain a Strength Bonus equal to +2 or 1/4 of the druid’s level, whichever is higher
Dexterity bonus: gain a Dexterity Bonus equal to +2 or 1/4 of the druid’s level, whichever is higher
Bonus Feats: Alterness, Lightning Reflexes, Run (4), Trample (8), Weapon Finesse (10), Improved Overrun (13), Power Attack (16)
Special: You gain Darkvision out to 60 ft. Once per Wildshape use of this form, you can use Detect Evil as a free action, as well as Neutralize Posion by touching the target with your horn.

Nightmare
in order to learn and use this Wild Form, you must know one wild form from the Ungulate family, and you must be of Evil alignment
Size: large
Form skills: Intimidate, Jump, Listen, Move Silently, Spot
Natural Weapons: Slam, Bite (no bludgeoning damage)
Strength bonus: gain a Strength Bonus equal to +3 or 1/3 of the druid’s level, whichever is higher
HP: when shifting into this form; you gain 20% of your current HP as Temporary Hit Points. When you shift out of this form, you lose 20% of your current HP (cannot drop HP below 1 if it was above 1 while Wild Shaped).
Bonus Feats: Alterness, Improved Initiative (3), Run (5), Trample (8), Improved Overrun (12), Power Attack (18)
Special: You gain Darkvision out to 60 ft. When you hit an opponent with your Slam attack, your flaming hooves deal an additional 1d6 points of fire damage per 4 HD (2d6 at 8, 3d6 at 12, etc).
Once per Wild Shape use of this form, you may emit a 10-ft cone of sparks and sulfurous smoke that chokes and blinds your opponents. Anyone who fails on a fortitude save (DC equal to 10+ your druid level) takes a penalty (equal to 1/2 your druid level) to attack and damage rolls for 1 minute.

Pegasus
in order to learn and use this Wild Form, you must know one wild form from the Ungulate family and one from the Aviarus family, and you must be of Nuetral (not good or evil) alignment
Size: large
Form skills: Jump, Listen, Sense Motive, Spot, Survival
Natural Weapons: Slam
Dexterity bonus: gain a Dexterity Bonus equal to +3 or 1/3 of the druid’s level, whichever is higher
Bonus Feats: Alterness, Lightning Reflexes, Flyby Attack (8), Weapon Finesse (10), Trample (13), Power Attack (17)
Special: You gain Darkvision out to 60 ft. While in this Wild Form you can use Detect Evil and Detect Good at will as a free action; these count as spell-like abilities.
While in this wild form you may fly at a speed of 80 ft with average manueverability.

Displacer Beast
in order to learn and use this Wild form, you must know at least 2 forms from the Felidae family
Size: large
Form skills: Hide, Listen, Move Silently, Search, Spot
Natural Weapons: Bite, Claw, Tentacle
Base Attack Bonus: use the best BAB, as a warrior of equal level
Saves: Use the good save bonus for your Reflex saves; use the poor save bonus for your Will saves
Dex Bonus: gain a Dexterity Bonus equal to +4 or 1/3 the druids level, whichever is higher
Bonus Feats: Dodge, Stealthy, Weapon Finesse (6), Improved Initiative (10), Power Attack (12)
Special: When using this form, all melee, ranged attacks, and spells have a 50% chance to miss you. The effect ends if you are hit by an attack or spell, but it recharges as soon as you move at least 10 ft on your turn. Critical hits ignore this effect.

Basilisk
in order to learn and use this Wild form, you must know at least 1 form from the Reptilia family
Size: medium
Form skills: Hide, Listen, Spot
Natural Weapons: Bite
Saves: Use the poor save bonus for your Will saves
HP: when shifting into this form; you gain 30% of your current HP as Temporary Hit Points. When you shift out of this form, you lose 30% of your current HP (cannot drop HP below 1 if it was above 1 while Wild Shaped).
Bonus Feats: Alertness, Blind Fight, Weapon Focus- Bite (5), Weapons Specilization- Bite (10),
Special: When using this form, once per round on your turn as a swift action, you may make a Gaze attack at a range of 30 ft, Fortitude DC 10+your druid level negates. The first time a target is hit by your gaze attack, they are dazed; this effect lasts 3 rounds. If a target is hit by your gaze attack while dazed, they become stunned; this effect lasts 3 rounds. If your target is hit by your gaze attack while stunned, they are turned to stone; this effect lasts 1 hour.

Winter Wolf
in order to learn and use this Wild form, you must know at least 1 form from the Canis family
Size: Medium
Form skills: Hide, Listen, Move Silently, Spot, Survival
Natural Weapons: Bite
Base Attack Bonus: use the best BAB, as a warrior of equal level
Saves: Use the good save bonus for your Reflex saves; use the poor save bonus for your Will saves
Speed: 45 ft/round
Bonus Feats: Track, Endurance, Weapon Focus (Bite) (4), Run (5), Weapons Specialization (Bite) (8), Greater Weapon Focus (Bite) (12), Greater Weapon Specialization (Bite) (15)
Special: While in this Form, you are treated as having the Scent extraordinary ability. While in this form, your bite attacks deal an extra 1d6 point of cold damage, as if your bite was a frost weapon.
While in this form, you have a breath weapon (15 ft. cone) that deals 2d6 cold damage, plus 1d6/2 levels. You may use this breath weapon a max of 5 times per use of this Wild form, and after using it you must wait 1d4 rounds before using it again. Targets may make a Reflex save (DC=10+your druid level) for half damage.

Sea Cat
in order to learn and use this Wild form, you must know at least 1 form from the Aquatica family
Size: medium
Form skills: Listen, Spot, Swim
Natural Weapons: Bite & Claw
Base Attack Bonus:use the best BAB, as a warrior of equal level
Speed: 10 ft./round; swim speed 40 ft./round
Dex Bonus: gain a Dexterity Bonus equal to +3 or 1/3 the druids level, whichever is higher
Bonus Feats: Alertness, Endurance (4), Weapon Finnesse (8)
Special: If you deal damage with 2 or more Claw attacks in a single round, you may Rend your opponent, dealing extra damage equal to your strength bonus.

Shocker Lizard
Size: small
Form skills: Climb, Hide, Jump, Listen, Spot, Swim
Natural Weapons: Bite (no bludgeoning damage)
Saves: Use the good save bonus for your Reflex saves; use the poor save bonus for your Will saves
Bonus Feats: Improved Initiative
Special: While in this form, you have resistance to electrical energy damage equal to your level, and Darkvision (60 ft.).
While in this form, once every 1d4 rounds you may deal a shock of electricity to an opponent within 10 ft, dealing 1d8/2 levels electric damage and dazing them for one round. A reflex save (DC= 10 +your druid level) halves the damage and avoids the dazing effect.
If your ECL is above level 10, once per use of this wild form you may unleash a surge of electricity dealing 1d8/level (max 15d8) electric damage to every creature within 20 ft. A reflex save (DC= 10 +your druid level) halves the damage.

Girallon
in order to learn and use this form, you must know at least one wild form from the primate family
Size: large
Form skills: Climb, Move Silently, Spot
Natural Weapons: Claw & Bite
Strength bonus: gain a Strength Bonus equal to +4 or 1/3 the druid’s level, whichever is higher
Bonus Feats: Improved Grapple (3), Power Attack (6), Improved Bull Rush (9), Cleave (12), Great Cleave (16)
Special: Whenever you make a full attack, you get 2 additional Claw attacks at your full BAB.
While in this form, if you hit with 2 or more claw attacks in a single round you can Rend your opponent, dealing an extra 1d6+5 points of damage.


Please feel free to suggest wild forms, or request wild forms for other animals.
Categories that I am considering adding are Dinosaurs and other Huge wild forms (like Dire bear), plant-creatures, and magic-creatures (added!); the latter two likely requring a feat in order learn.

Edit 1: Altered Natural Weapons to more closely match the existing system, which I did not know existed. :smalltongue:
If you want the full page for reference, go here: www.dandwiki.com (http://www.dandwiki.com/wiki/Natural_weapon)
Edit 2: Started adding magic forms; these will be ongoing as I come up with ideas. I'll probably stick with the most commonly recognized creatures from fantasy, but please feel free to request things.

Deepbluediver
2012-01-02, 09:58 AM
Wild Feats- these feats require the druid Wild Shape ability as a prerequisite. They may be taken at any time you could select either a regular feat or a Wild feat.

Druid of the Flame [Wild]
You learn to draw on the power of the elemental plane of fire to empower your Wild forms
Prerequisite: Druid level 4
Benefit: You can add the fire-creature template to any of the wild forms that you morph into. When doing so, calculate the power of your Wild form as if you where 2 levels lower than you actually are (including HD, BAB, Saves, etc).
Special: Once you select this feat, you are prohibited from selecting “Druid of the Wave” as a feat, even if another class would grant it.

Druid of the Stone [Wild]
You learn to draw on the power of the elemental plane of earth to empower your Wild forms
Prerequisite: Druid level 4
Benefit: You can add the earth-creature template to any of the wild forms that you morph into. When doing so, calculate the power of your Wild form as if you where 2 levels lower than you actually are.
Special: Once you select this feat, you are prohibited from selecting “Druid of the Wind” as a feat, even if another class would grant it.

Druid of the Wave [Wild]
You learn to draw on the power of the elemental plane of water to empower your Wild forms
Prerequisite: Druid level 4
Benefit: You can add the aquatic-creature template to any of the wild forms that you morph into. When doing so, calculate the power of your Wild form as if you where 2 levels lower than you actually are.
Special: Once you select this feat, you are prohibited from selecting “Druid of the Flame” as a feat, even if another class would grant it.

Druid of the Wind [Wild]
You learn to draw on the power of the elemental plane of air to empower your Wild forms
Prerequisite: Druid level 4
Benefit: You can add the air-creature template to any of the wild forms that you morph into. When doing so, calculate the power of your Wild form as if you where 2 levels lower than you actually are.
Special: Once you select this feat, you are prohibited from selecting “Druid of the Stone” as a feat, even if another class would grant it.

Enduring Form [Wild]
Your Wild Shape ability lasts longer than normal.
Prerequisite: must be able to use your Wild Shape ability at least 4 times per day
Benefit: Your Wild Shape ability can now last up to 4 hours per use instead of 1. You can still only shift into a maximum number of different forms per day as you have uses of Wild Shape.
If your wild form grants you special abilities with a limited number of uses, you may use up to that limit every hour, instead of per use.

Extra Wild Form [Wild]
You gain more variety in your shape shifting abilities
Benefit: Choose one additional wild form that you can change into using your Wild Shape ability.
Special: You may take this feat multiple times, each time choosing a different wild form to learn.

Extra Wild Shape [Wild]
You have a natural affinity for your wild shape class ability
Benefit: You can use your wild shape class ability one more time per day.
Special: You may take this feat multiple times, each time allowing you to wild shape once more per day.

Familiar Form [Wild]
You are very practiced with one set of wild forms, and are more comfortable with their abilities
Prerequisite: BAB +3
Benefit: Pick one family of Wild forms (bear, cat, lizard, etc) from which you know at least 2 different forms. When you are shape shifted into any form from that family, you gain a +2 bonus on attack and damage rolls, a +2 bonus to all saves, and a +5 to any skill checks made while in that form.
Special: You may take this feat multiple times, each time picking a new family of Wild forms that you add the bonuses to.

Form of the Dragon [Wild]
You can add the half-dragon template to any wild form that you take
Prerequisite: BAB +8; you must have either survived a fight with a dragon, or had significant friendly contact with one
Benefit: You can add the half-dragon template of any type of dragon you encountered to any Wild form that you can take when using your Wild Shape ability. When doing so, you calculate the strength of your wild form as if you where three levels lower than you actually are (including HD, BAB, Saves, etc).

Huge Wild Shape [Wild]
You can use your Wild Shape ability to morph into much larger creatures than normal
Prerequisite: Large Wild Shape, Character level 10
Benefit: Any wild form you can take that would normally be a large creature can instead be grown to Huge size, if you choose. It weighs 4 times as much, its reach doubles, its max HP is increased by 30%, it gains a strength bonus (+3 or +30%, whichever is larger) and takes a -2 penalty to Dexterity. For moving from large size to huge, you also get a +4 bonus on grapple checks, a -1 to attack rolls and AC, and a -4 penalty to Hide.
You may also learn and use Wild Forms with Huge size.

Large Wild Shape [Wild]
You can use your Wild Shape ability to morph into large sized creatures
Prerequisite: Wild Shape class ability
Benefit: You can learn and morph into large-sized wild forms.
Special: All large-sized druids effectively gain this at level 1. This feat exists so that small and medium druids can learn large wild forms.

Language of the Beasts [Wild]
You gain the ability to speak while in Wild form.
Benefit: While if a wild form, you can speak in any language that you know. Your voice ends up sounding heavily accented and is not recognizable as your own, but is otherwise perfectly understandable. This does not allow you to cast spells while in a wild form.
Normal: You cannot speak while in Wild Shape; the only sounds you can make are growls and other noises native to your Wild Shape.

Magic Wild Shape [Wild]
You can use your Wild Shape ability to morph into magical creatures
Prerequisite: You must be able to cast 3rd level spells.
Benefit: You can apply the Magical Beast template to your wild forms, granting 1 additional HP per HD, a +2 bonus to reflex saves, Darkvision out to 60ft, and gaining a +2 bonus to all skill checks made while in that form. When doing so, you calculate the strength of your wild form as if you where one level lower than you actually are (including HD, BAB, Saves, etc).
You can also learn and use Magic Beast wild forms (family Arcana).

Medium Wild Shape [Wild]
You can use your Wild Shape ability to morph into medium sized creatures
Prerequisite: Wild Shape class ability
Benefit: You can learn and morph into medium-sized wild forms.
Special: All medium sized druids effectively gain this at level 1. This feat exists so that large and small druids can learn medium wild forms.

Natural Spell [Wild]
You can cast druid spells while in your Wild Shape form
Prerequisite: Wis 13
Benefit: You can complete the verbal and somatic components of some druid spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
Special: The first time you take this spell you gain the ability to cast 0th and 1st level druid spells while in wild shape form. You can take this feat multiple times, each time gaining access to the next level of druid spells. So for example: if you took this feat three times, you would be able to cast up to 3rd level druid spells in your Wild shape form.

Small Wild Shape [Wild]
You can use your Wild Shape ability to morph into small sized creatures
Prerequisite: Wild Shape class ability
Benefit: You can learn and morph into small-sized wild forms.
Special: All small sized druids effectively gain this at level 1. This feat exists so that medium and large and druids can learn small wild forms.

Steelskin Druid [Wild]
You no longer suffer penalties from wearing metal armor
Prerequisite: Proficiency with medium armor
Benefit: You can wear armor that is either made of metal or includes metal parts without penalty. You can cast spells and use supernatural and spell-like abilities while wearing metal armor, as well as make it usable in wild form.

Swift-Shifting [Wild]
Using your wild-shape ability takes less time than normal
Benefit: While in a wild form, your base speed increases (+5 ft. at 1st level, +10 ft. at 11th). Also, you can shape-shift into your wild forms as a swift action, and you can shift directly from one wild form to another.
Normal: Shape-shifting with the wild-shape ability requires a full round action to use, and you must shift back into your humanoid form before shifting into a new wild form.

Tiny Wild Shape [Wild]
You can use your Wild Shape ability to morph into much smaller creatures than normal
Prerequisite: Small Wild Shape, Character level 6
Benefit: Any wild form you can take that would normally be a small creature can instead be shrunk to tiny size. It weighs 1/4 as much, its reach becomes 0, and its max HP is decreased by 30%, it takes a small strength penalty (-30% or -3, whichever is larger) and gains a +2 bonus to Dexterity. In addition, for moving from small to tiny size, you gain +1 to attack rolls and AC, a +4 bonus to Hide, and a -4 penalty to grapple.
This feat is mainly useful for hiding and spying.

Weaponized Wild Form [Wild]
You gain any special benefits of your weapon while in Wild Shape
Prerequisite: BAB +5
Benefit: One weapon of your choice that is in your possession is absorbed into your body when using your Wild Shape ability, and any change to the attack roll, damage roll, critical hit chance, or magical effect that your weapon would normally grant now applies to your natural weapons while in a wild form. You may activate any special features of the weapons as if your wielding it normally.
Normal: You cannot wield weapons while in wild form, and do not gain any benefit from having one in your possession.

Yitzi
2012-01-02, 02:14 PM
Looks pretty good.

NeoSeraphi
2012-01-02, 02:30 PM
Natural Weapon Descriptions

Bite

The creature attacks with its mouth, dealing piercing, slashing, and bludgeoning damage.

Why would you change a natural weapon from its current form, for just druids? That's a serious alteration of the SRD system as a whole, and it doesn't really make sense either. Sharp teeth are more than capable of cutting skin open as well as piercing it. Not to mention how you make the bears' teeth deal bludgeoning damage as well, but not the cheetah or the ocelot...it's a really complicated system, and it would just be easier for your players if you stuck to the current natural weapon system.

And of course, you need to update the forms to describe the damage for all natural weapons.

Tiny and Huge wild shape should affect the creature's Dexterity score as well as its Strength score, like enlarge person, reduce person, compression, expansion, animal growth, and other such effects.

Edit: Also, I would really like to see you keep A Thousand Faces. It's not that good, it gives you a 1st level spell that is often useless in combat as an SLA useable at-will. In that respect, it's a lot like the paladin's detect evil ability. It's flavorful, and not that powerful, but it lets the druid do some social stuff that his spells wouldn't let him do before.

The fix itself looks good, will wait to see your full magic fix before I comment further. I like it so far though.

Deepbluediver
2012-01-03, 12:04 PM
Why would you change a natural weapon from its current form, for just druids? That's a serious alteration of the SRD system as a whole, and it doesn't really make sense either. Sharp teeth are more than capable of cutting skin open as well as piercing it. Not to mention how you make the bears' teeth deal bludgeoning damage as well, but not the cheetah or the ocelot...it's a really complicated system, and it would just be easier for your players if you stuck to the current natural weapon system.

And of course, you need to update the forms to describe the damage for all natural weapons.

I did not even know there was a system already set up for natural weapons and their related damage types; thank you. I will update this as soon as I can.


Tiny and Huge wild shape should affect the creature's Dexterity score as well as its Strength score, like enlarge person, reduce person, compression, expansion, animal growth, and other such effects.
It was my intention that all the bonuses/penalties for Attack, Special Attack, AC, Hide, and Carrying capacity modifiers would be applied for changing size; I will try to make this clearer.
I will also try to work out an appropriate Dex modification; although I'm not sure I entirely understand why this is necessary.


Edit: Also, I would really like to see you keep A Thousand Faces. It's not that good, it gives you a 1st level spell that is often useless in combat as an SLA useable at-will. In that respect, it's a lot like the paladin's detect evil ability. It's flavorful, and not that powerful, but it lets the druid do some social stuff that his spells wouldn't let him do before.
I took that out because honestly, it just didn't feel druid-ish to me. I am looking for things to fill those last few dead levels, though, so let me give it some thought. I would also certainly add it back on for an urban-variation druid.


The fix itself looks good, will wait to see your full magic fix before I comment further.
Thanks! My complete magic fix will probably take a while though; its obviously a bit more complex than altering class features. To sum it up in one sentence: I'm trying to rewrite individual spells to reduce their world-breaking power, as well as making magic itself less of a guaranteed-success.