1st level: 20 skill points, Max ranks 4/2
2nd level: +5 Skill points, Max ranks 5/2-1/2
3rd level: +5 Skill Points, Max ranks 6/3
4th level: +5 Skill Points, Max Ranks 7/3-1/2
5th level: +5 Skill Points, Max Ranks 8/4
6th level: +5 Skill Points, Max Ranks 9/4-1/2
7th level: +5 Skill Points, Max Ranks 10/5
8th level: +5 Skill Points, Max Ranks 11/5-1/2
9th level: +5 Skill Points, Max Ranks 12/6
10th Level: +5 Skill Points, Max ranks 13/6-1/2
11th Level: +5 Skill Points, Max ranks 14/7
12th Level: +5 Skill Points, Max Ranks 15/7-1/2
13th Level: +5 Skill Points, Max Ranks 16/8
14th Level: +5 Skill Points, Max Ranks 17/8-1/2
15th Level: +5 Skill Points, Max Ranks 18/9
16th Level: +5 Skill Points, Max Ranks 19/9-1/2
*Armor Check Penalty for # Encumbrance;
Bold=skill ranks taken;
F= Affected by Feat
rb=+2 racial bonus on Listen, Search, and Spot checks.
ns= Nature Sense, +2 on Knowledge(Nature) & Survival checks.
1st level: (1-character)
Spontaneous Healing: Can trade a memorized spell for a Cure spell of the same level.
Spontaneous Summoning:(Free-Druid) Can 'lose' a memorized spell to cast a 'Summon Nature's Ally' spell of same level or lower.
3rd level: (1)
Water Adaptation (Shifter version):When shifting into Predator or other form, the Druid may assume a water-based form instead of land-based. (IE= Predator Form: instead of Wolf or Panther, may assume Shark or Alligator) All of the stats of the change remain the same with the following exceptions: Land speed increase (if any) becomes a Swim Speed, and druid gains the ability to breathe underwater for as long as he maintains an underwater form.
> Spell Focus: (Conjuration)
add +1 to the DC of Conjuration spells
Mobility [General] (Free-ONLY when in Predator form!)
Prerequisites:Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Druid can now cast spells as normal when using wild shape.
>Augment Summoning: +4 Enhancement bonus to Str & Con of summoned creatures for duration of spell
Fly-by Attack (Free-ONLY when in Ariel Form)
11th Level:(1) Greenbound summoner: All of your creatures summoned by a Summon Natures Ally spells gain the Greenbound template.
The greenbound template:-
Type becomes plant (so no crits, mind affecting, or polymorphing..)
NA improves by 6
Gains a slam attack
(Sp) at will - entangle, pass without trace, speak with plants. 1/day - wall of thorns
DR 10/magic and slashing
Fast healing 3
+4 grapple bonus
Resistance to electricity and cold 10
Str +6, Dex +2, Con +4, Cha+4
+16 to hide and move silently in forested areas
(CR +2, LA+8)
The feat is on page 8, the Greenbound template on page 173-175
Bonus-Improved Critical (Bite) and Improved Critical (Claw) When in Ferocious Slayer Form
13th Level: Rapid Summoning: (Metamagic, +1 lvl, Complete Arcane)
You can cast a summons as a standard action
14th Level: Bonus- Improved Overrun in Woodland Avenger form
15th Level: Powerful Shape- When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).
Metamagic School Focus (Rapid Summoning): Subtract one level from the slot needed to add Rapid summoning to a spell (Makes Rapid summoning +0 level!)
Common, Elvish, Sylvan, Druidic
AC: 24; Touch AC: 16; Flat Footed: 22;
(28/16/27 w/+ shield)
*+2 Dodge bonus to AC when Fighting Defensively (-4 to att)
*+4 Dodge bonus to AC when using the Total Defense Standard Action
The following stats are what CHANGES when using shapeshift:
Bite:+15/+11/+5 to Hit; Dmg:1d6+5; (+1d6 Flame,+1d6 Lightning,+1d6 Frost)
4th lvl-Bite counts as MAGIC for purposes of overcoming dmg reduction.
AC:28; Touch:19; Flatfooted:26
Move: 50' Land Speed
Str +4 =14 (+2 to hit/dmg; 16/+3 w/ belt)
AC+4 to Natural Armor (Included Above)
Level 5 gain Feat:Mobility when in this form (+4AC vs AoO)
Claw:+15/+10/+5 to Hit; Dmg:1d6+5; (+1d6 Fire,+1d6 Lightning,+1d6 Frost)
Claws count as MAGIC for purpose of overcoming Dmg Reduction.
AC:26; Touch:16; Flatfooted:24
Reflex save increases to 16 (+2 to Ref save)
+2 to Str
+2 AC to Natural Armor
Move: Fly speed 40’ with Good maneuverability;
7th level- gain Feat: Flyby Attack when in this form
-Size increases to Large- Grants reach 10'
-Bite +17 to Hit, Dmg: 1d8+9 (+1d6 Fire, +1d6 Lightning)
-Secondary Claw att: (2) +12/+12, Dmg: 1d6+9 (+1d6 Fire, +1d6 Lightning)
-Fort save becomes: +16 (+4 to Fort saves)
-+8 to Str
-+8 AC to Natural Armor
-AC becomes: AC:32 Touch:19 Flatfooted:29
Woodland Avenger Form (Treant)
-Size increases to Large- Grants reach 10'
-Slams: +18/+13/+8 to hit, Dmg: 1d8+11 (+1d6Fire,+1d6 Lightning,+1d6 Frost)
-Fort Save becomes: +16 (+4 to Fort saves)
-Will Save becomes: +20 (+4 to Will saves)
+12 Enhancement bonus to Strength;
+8 to Natural Armor
-AC becomes: AC:32 Touch: 19 Flatfooted: 30
-Gain Dmg Red 5/ Slashing
-Improved Overrun (13th lvl, free)
Elemental Fury Form – an elemental form of Air, Earth, Fire or Water.
-size increases by two category, (Huge) grants you Reach 15'
Att; Either (1) 2 slam attacks; +21/+21 Dmg: 2d6+11; 2d6+11 (Plus 1d6 each Electric, Fire, Frost)
OR full att: +21/+16/+11, Dmg: 2d6+11 (+1d6 each Fire, Frost & Electric)
+16 Enhancement bonus to Strength;
AC becomes 40 Touch:17, Flat Footed: 36
+4 Enhancement bonus to all saves; (Fort +16; Ref +12; Will +20)
+16 improvement to your Natural Armor;
-base Land speed is unchanged and you do not gain a Burrow, Fly, or Swim speed;
-gain two primary Slam attacks that does 2d6 each if your original size is Medium;
-gain immunity to Critical Hits;
-you do not breath;
-gain immunity to one type of energy determined by the elemental form you chose (can be different each time): Air – Electricity immunity, Earth – Acid immunity, Fire – Fire immunity, Water – Cold immunity;
-at 18th level, you gain Feat: Great Cleave.
Elf, Wild (MM p104) +2 Dex, –2 Int
• Medium Size
• 30’ movement
• Immunity to magic sleep
• +2 Racial bonus on Listen, Search, & Spot
• Automatic Search check if an Elf passes
within 5’ of a secret or concealed door
• Low-light Vision
• Automatic proficiency with all straight Bows
• Automatic proficiency with Longsword and Rapier
• +2 Racial bonus to saves vs. Enchantments
• Favored Class-Sorcerer
Spells Memorized(Druid): 0= Guidance, Flare, Detect Magic, Create Water, Stabilize, Purify Food & Drink
1= Entangle, Produce Flame, Magic Fang, Longstrider, Lesser Vigor (Touched Subject gains Fast Healing 1 for 15 rounds), Hydraulic Push
2= Barkskin (+5 NatAC), Bear's Endurance, Bulls Strength, Cat's Grace, Wilderness Soldiers (UC),
3= Call Lightning, Prot/Energy (168 points vs energy chosen), Neutralize Poison, Magic Fang:Greater +4 @16 (+1/4 lvls), Remove Disease
4= Ice Storm, Flame Strike, Dispel Magic, Geyser(APG), Strong Jaw (APG)
5= Stoneskin, Baleful Polymorph, Call Lightning Storm, Aspect of the Wolf, Wall of Thorns
6= Wall of Stone, Bull's Str; Mass, Dispel Magic; Greater, Find the Path
7= Wind Walk, Fire Storm, ?
8= Earthquake, Repel Stone or Metal
Druid 'Shapeshift Variant' Class Info:
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.
Nature Sense(Ex):+2 on Knowledge (Nature) & Survival Checks
Wild Empathy(Ex):A druid can improve the attitude of an animal. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
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.
Trackless Step (Ex):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 (Ex):Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Venom Immunity At 9th level, the druid develops an immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Timeless Body (Ex): 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.
‘Druid variant, Shapeshift’ Class Abilities: Level 1
Shapeshift – As a Swift Action, you may change into a creature whose abilities are determined by your level any number of times per day for any duration. Note that shapeshifting does not cause you to heal. You do not need to return to your normal form before changing to a different shape. At first level, you can take a Predator Form, which look like a Wolf, Jaguar, or any other terrain or culturally appropriate creature. No mater what it looks like, its ability scores are the same for all Shapeshifting Druids. You cannot speak or cast spell while Shapeshifting (Feat: Natural Spell does not work with Shapeshifting until you are 5th level). All your possessions meld into your new form and become non-functional until you return to your normal form. Unless noted otherwise, you remain the same size.
Any Natural Weapons that your form has receive an Enhancement bonus on attack & damage equal to 1/4th your Druid level & at 4th level are treated as ‘magic’ for purposes of overcoming Damage Reduction. If you become Unconscious or are killed, you revert to your normal form.
In effect, this is a simplified Wild Shape.
Predator Form – typically a Wolf, Panther, etc.
a) +4 Enhancement bonus to Strength;
b) +4 improvement to your Natural Armor;
c) base Land speed becomes 50’;
d) gain a Bite attack that does 1d6 if you are Medium;
e) at 5th level, you gain Feat: Mobility when in this form.
Level 5 Aerial Form – typically an Eagle, Vulture, Bat, etc.
a) +2 Enhancement bonus to Strength;
b) +2 Enhancement bonus to Reflex saves;
c) +2 improvement to your Natural Armor;
d) gain Fly speed 40’ with Good maneuverability;
e) gain a Talon attack that does 1d6 if you are Medium;
f) at 7th level, you gain Feat: Flyby Attack when in this form.
Level 8 Ferocious Slayer Form – typically Tiger, Bear, Dire Wolf, etc.
a) size increases by one category, which might grant Reach;
b) +8 Enhancement bonus to Strength;
c) +4 Enhancement bonus to Fortitude saves;
d) +8 improvement to your Natural Armor;
e) base Land speed becomes 40’;
f) gain a primary Bite attack that does 1d8 if your original size is Medium;
g) gain two secondary Claw attacks that do 1d6 if your original size is Medium;
h) at 10th level, you gain Feat: Improved Critical (bite) and Feat: Improved Critical (claw) when in this form.
Level 12 Forest Avenger Form – typically Treant, Shambling Mount, etc.
a) size increases by one category, which might grant Reach;
b) +12 Enhancement bonus to Strength;
c) +4 Enhancement bonus to Fortitude & Will saves;
d) +12 improvement to your Natural Armor;
e) base Land speed becomes 20’;
f) gain a Slam attack that does 1d8 if your original size is Medium;
g) gain Damage Reduction 5 / slashing;
h) at 14th level, you gain Feat: Improved Overrun.
Level 16 Elemental Fury Form – an elemental form of Air, Earth, Fire or Water.
a) size increases by two category, which probably grants you Reach;
b) +16 Enhancement bonus to Strength;
c) +4 Enhancement bonus to all saves;
e) +16 improvement to your Natural Armor;
f) base Land speed is unchanged and you do not gain a Burrow, Fly, or Swim speed;
g) gain two primary Slam attacks that does 2d6 each if your original size is Medium;
h) gain immunity to Critical Hits;
i) you do not breath;
j) gain immunity to one type of energy determined by the elemental form you chose (can be different each time): Air – Electricity immunity, Earth – Acid
immunity, Fire – Fire immunity, Water – Cold immunity;
k) at 18th level, you gain Feat: Great Cleave.
Spellbook (Commonly used Spells listed here for easy reference)
Level: Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Duration: 0 min./level
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Focus- A clear crystal or mineral prism.
Level: Clr 0, Drd 0
Components: V, S
Casting Time: 1 standard action
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Spell Component Pouch, Wooden Holy Symbol (around neck),
Magic Items: 2X Wand of CCW 50 charges
Ring of Prot +3 Amulet of Mighty Fists (+0, Flaming +1d6 dmg, Lightning +1d6 dmg, +1d6 Cold)
[b]Belt of Physical Perfection (+2) Pearl of Power (1st Lvl) Gloves of Magic Fang +2 (As Magic Fang Druid spell, 1hr/day)
Scrolls: Longstrider, Magic Fang, Obscuring Mist, Faerie Fire,
Potions: (2X) Enlarge, (2x) CLW, Jump, Mage Armor, Magic Weapon Oil, Bless Weapon Oil
Why are you looking here? You KNOW I gave up my animal companion for the shapeshift ability! At least until I can take another feat and get an animal companion again,... :D
Appearance & Mannerisms
Wild Elf, 5' Tall, 90lbs, 115 years old. Thin and sinewy, ruddy-cheeked, rugged looking from living outdoors, and yet personable and likable. Women find him attractive, (Most call him 'cute', He calls it his 'Animal Magnetism'.) He is amiable and willing to chat, (and on a variety of subjects, not all are always considered proper for 'polite' company.) And is also capable and willing to go for hours just watching others as the world unfolds around him.
He has the basic druid philosophy of 'live & let live', and tries not to interfere with the 'natural order' of things. But he is a big softie at heart, and can't stand to let the little guy get eaten JUST because the other critter is bigger, and meaner, and has teeth the size of daggers,... So he has ended up being the 'defender of the underdog-forest chapter'. Which has caused him some grief.
His skin is tanned to a chestnut brown from living outdoors.
His hair is dark brown, shoulder length, and is usually in disarray with a stray twig or blade of grass in it. (Not quite the dreadlocks of Disney's Tarzan, but you get the idea.)
His eyes are the blue color of a clear sunny day. But they turn dark, almost purple, when he is angry.
Most of his clothes are leather or animal skins. He dresses in tunics and tights that are made of natural browns and greens to blend in with the forest. (And sometimes it's hard to tell if his clothes are that color naturally, or from sleeping outdoors.)
He speaks Common, Elvish, Sylvan, and Druidic fluently. And as he can be fairly charming and an intelligent speaker, his wisdom has been instrumental in settling several disputes between forest denizens. However, he speaks Common with a distinct drawl, (see background), and this has led to him having his intelligence underestimated by some humans he comes across.
Elgan was born to a tribe of Wild Elves that live deep in the heart of the Dreadwood. He was born under several auspicious signs, including (but not limited too,) a shaft of bright sunlight during a rain, Favorable Stars in the sky (the Hunter & the Fox), And the cry of a hunting bird at the same time as the shaft of sunlight appeared. All in all, pretty much great things were expected of him from day one.
His tribe was one of the few scattered tribes who take the defense of the Center of the Dreadwood seriously. Both the defense of the Dreadwood from adventurous interlopers, and protecting said interlopers from the dangers within. Early on Elgan did show the usual signs of magical ability for which his tribe was famous. His parents had high hopes that he would become one of the tribe's powerful sorcerers and become a great shaman, or maybe even leader. But Elgan was was always more interested in playing with the animals or climbing the great trees than studying to control his magic. (In game terms, he is under a constant 'Prestidigitation' that affects only him. Biting insects don't seem to bother him, mud and slime don't want to stick to him, [though good clean dirt has no trouble], etc.)
He learned to speak Common from the few traders that were trusted enough to be allowed near the center of the woods where the village was. These traders tended to be loaners, who lived outside of the comforts of civilization, and had their own way of speaking interlaced with several words from other languages. So while he was raised to be diplomatic, and is considered to be quite the exemplary speaker in Elvish and Sylvan, he speaks Common with with a distinct accent and twang that is considered to be 'uneducated' among the humans.
One day an older Druid, (a servant of the great Druid Robyn herself), who rarely ever came to the settlement, was passing through, took one look at the child, and immediately demanded to know why he had not been handed over to the druids for his proper training. When he the Druid told Elgan to follow him, Elgan politely said 'No thank you', and tried to leave. The older druid immediately Shifted into various forms, a wolf, an eagle, and finally a bear, to block his escape. At the last Elgan tilted his head sideways, looked at the druid through narrowed eyes and said, "Oh, is THAT how it's done?" He then shifted into a kitten and climbed to the top of the nearest tree where the heavier druid could not follow.
That pretty much sealed his fate.
Once he found that he pretty much got to live outdoors and play with his animal friends all the time, he took to his new life as apprentice druid pretty quick. Though he did have a bit of trouble understanding WHY they should always try to remain neutral in conflicts, whether between animals or humanoids. "Survival of the fittest' was fine and good, But sometimes what one humanoid was doing to the others was just wrong, couldn't they see that? Early in his training it was determined that he had been blessed at birth by the Nature Goddess, (all those signs, pretty hard to miss actually), And that explained his preternatural shapeshifting abilities, and the 'Healing Touch' Spontaneous Healing Feat that he possessed. That was fine, but then the druids began talking about his 'destiny', and that only made him more cynical, as he had always been taught that the gods could not overrule free will.
As part of his training he was assigned to guard the woods from the possible depravations of the town of Silglen. And was left to watch it for one year, with STRICT instructions not to let them know they were being watched by an Elf. But the townspeople were pretty good about how they approached the forest (they had learned their lessons long ago), and the masters had not said anything about being seen as an animal, SO,... Before the first month was out, the townsfolk found themselves being aided by various animals. From the wolf who protected their herds from the wild dogs who were getting too bold and comfortable around humans, to the hunting cat that defended them from a gang of would-be bandits that tried to set up camp nearby, The people of Silglen quickly figured that one creature was responsible for all they had seen, and thought that the woods had sent a protector-spirit to aid them. They began to leave out food, and then small items of some value in thanks for his help. (THIS is how he ended up with most of his money and decent gear, as well as the nickname 'The Spirit-Beast of Silglen'.)
The druids were cranky that he had done more protecting of the town instead of the woods, but they had to admit that he had followed their orders almost exactly. They trained him a bit more, then when he was old enough to be considered 'of age', and he was beginning to be a 'wild influence' of the newest crop of young druids-to-be, The elder druid who had 'recruited' him had a vision. ('How convenient.' thought Elgan.) He was to travel south, and follow the 'animal spirits' whom he would meet on the road. They would travel with him to his destiny. Which he would either fulfill and return, one of the greatest champions that his tribe had ever known, in time to aid in the defense of the Center of the Dreadwood from the rise of a great evil,... or he would fail, in which case he likely would never return at all.
Having developed a great love for his goddess of nature, but never being a big believer in destiny, and desiring to see more of the outside world he had heard about from the traders of his youth, Elgan happily accepted.
He traveled south to the region surrounding Bale Keep, where he came upon a group of Goblins attacking a short, rotund, hairy humanoid with a wagon-full of wooden casks. He didn't help because the short humanoid was in no real danger from the fairly incompetent group of goblins. So he settled in to observe the goblins. And not much later, the the short round one returned with a herd of normal humans, who made extremely quick work of the Goblins. He didn't raise a finger to help the goblins because,... well, they WERE goblins, 'survival of the fittest' and all. But this eclectic collection of humanoids captured his attention. Could it be THIS group were the 'animal spirits' he was supposed to find?
The tall, effeminate one who used big words was certainly the spirit of the magpie, much talking but little of substance.(Though useful for finding bright treasures.) The smallest one looked to have the spirit of the Badger or wolverine in his eyes and actions, best not to make him angry if he is within reach. One of the nondescript humans seemed to embody the Stag, observing everything and capable of fighting, but wanted to disappear if he stood still too long.
Elgan continued until he was certain he had identified the right group. This HAD to be what the elder druid had foreseen! He settled in a tree to await their exit from the small walled town. When they came out, he would follow and introduce himself. Maybe this destiny thing would be fun after all!
"Heya dere chere, howy'allare?"
"Don' make me angry. Ya'll wouldna' like me iffen I get angry."
AC 29, touch 9, flat-footed 20 (+3 Dex, +20 natural, –4 size)
hp 249 (18d8+126+36)
Fort +20, Ref +14, Will +10
Resistance to electricity and cold 10; Fast healing 3
Speed 40 ft.
Melee bite +25 (4d6+32/19–20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d8+18, AC 17, hp 15)
Str 38, Dex 16, Con 24, Int 2, Wis 15, Cha 14
Base Atk +13; CMB +31 (+39 grapple, includes Greenbound bonus); CMD 44
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Perception +37; Racial Modifiers +8 Perception
SQ powerful bite
• Spell-like abilities: at will - entangle, pass without trace, speak with plants. 1/day - wall of thorns. CL 18
• Powerful Bite (Ex) A tyrannosaurus applies twice its Strength modifier to bite damage.
• +16 to hide and move silently in forested areas
The plantosaurus measures 40 feet long and weighs 14,000 pounds.