
Master_Crafter |

I know many people think Wild Shape is OP as is, but frankly I disagree & miss the old MoMF from 3.5. Furthermore, while I agree that polymorph effects in 3.5 were broken, I think that the massive overhaul of those effects in PF make the revision of that PrC as Druid archetype feasible, so here's my effort.
Feel free to share your opinions on this archetype or to use it in your campaigns.

Master_Crafter |

Sorry, I forgot to change the file to shared. The new link is below.
Master of Many Forms Druid Archetype
And in all honesty, I'm not convinced that the MoMF should necessarily give up spellcasting all together. The druid spell list is sub-par to begin with as far as dmg and only meh as far as buffing to begin with.
What I've done is simply change the progression to that of an inquisitor, including spontaneous casting and spells per day, but with spells selected from the druid list and remove nature bond and spontaneous casting of summon nature's ally.
Personally, I think that more than justifies the extra forms available, especially as they essentially function as SLAs with extended durations taken from a single casting pool.

Aeroraver |
At first glance, I like the look of this Archetype.
However there's something I don't really get.
How do you justify this archetype being able to use Form of the Dragon III at level 14 as one of the druids wildshapes?
If I look at RAW, it means that a full Sorcerer with the Draconic Bloodline can cast the spell at level 17. If you would take the Dragon Disciple prestige class right at level 6, you would be able to use Form of the Dragon II as a spell-like ability at level 15, but would only have access to the Form of the Dragon I bonus spell.

AnnoyingOrange |

Unfortunately the link doesn't seem to work for me, I wrote up my own quick version which might have something useful to you. I would like to see your version still though, is it possible to spoiler it on here so I can see ?
Give up, medium armor (1) spontaneous casting (1), nature bond (1), woodland stride (2), trackless step (3), resist nature's lure (4), wild shape (4)*, poison immunity (9)
Gain :
* 1st level, shapeshift (su, polymorph) disguise self (1) alter self (3), vermin shape I (5) II (7), monstrous physique I (5), II (7), III (9), IV (11), giant form I (13), II (15), form of the dragon I (11), II (13), III (15)
These are in addition to the normal forms allowed by wildshape, you get to use this ability for a total of 2 hour per level, this ability must be used in 1 hour increments and counts as wildshape for the purposes of feats, spells and abilities. Any feat or ability giving you extra uses of wildshape instead adds 2 hours of use.
* At 2nd level, you gain skill focus (disguise) as a bonus feat
* At 4th level, you gain Wild Speech as a bonus feat
* At 8th level, you get Quick Wildshape as a bonus feat
* At 12th level, you can spend 2 hours of Shapeshift duration available to you to use Quick Wildshape as amove action without penalty or as a swift action when restricted to forms 2 levels lower.
* At 16th level, you get to spend 4 hours of duration to Shapeshift as a swift action without restriction on forms instead
* At 20th level you can shift at will as a swift action without limit on duration
EDIT: I am contemplating to increase the cost for changes into certain shapes, monstrous humanoid, dragon and giant form in particular might come with a double duration tax.
This version is not able to stay morphed in a shape for the entire day at early levels but it has far more flexibility changing forms to adapt to the situation. The multitude of shapes and significant number of feats are balanced by taking away many abilities, spontaneous casting and nature bond in particular, this reduces the number and flexibility of the spells available to the druid significantly.

Master_Crafter |

Well, I know it's been a while, apparently my links didn't work the first time, so I'm going to try and spoiler this archetype. If you have any constructive criticisms, by all means reply, and thanks for bearing with me.
-Overview: A master of many forms sacrifices spellcasting prowess in order to focus on the ability to take on a variety of exotic forms including vermin, monstrous humanoids, giants, and even dragons. Through this focused study they even gain the ability to alter their forms in exotic ways that awe even other spellcasters.
-Spellcasting: A master of many forms has a reduced spell access. They gain a number of spells per day and spells known each level as an inquisitor. However, they must select their spells known from the druid spell list. This replaces the druid's normal spellcasting progression.
-Wild Shape: A master of many forms gains wild shape earlier than a normal druid, can assume wildshape more frequently, and gains access to a broader selection of forms. They can begin wild shaping at 1st level, and gain another use per day at 3rd level and every three druid levels thereafter. They also gain one additional use of wild shape for every four druid levels they possess, up to their wisdom modifier (minimum 0).
Whenever the master of many forms obtains a total of six uses of wild shape per day they gain the shapeshifter subtype, and whenever they are subject to a polymorph effect they may choose to cancel it's effect by using wild shape to gain those bonuses or resume their normal form.
When the druid reaches level 20 or when their daily uses of wild shape exceeds eight uses per day, whichever comes first, they gain wild shape at will. Furthermore, at level 20 the druid's wild shape ability is treated as an extraordinary ability and cannot be dispelled.
Refer to the chart below to determine the spell effects a master of many forms can use when wild shaping by druid level. These effects are cumulative. This otherwise functions as and replaces a druid's normal wild shape class feature.
Druid Level-Wild Shape spell effects
1st-Animal Aspect
2nd-Alter Self
4th-Beast Shape I, Greater Animal Aspect, Monstrous Physique I, Vermin Shape I
6th-Beast Shape II, Elemental Body I, Monsrous Physique II, Vermin Shape II8thBeast Shape III, Elemental Body II, Monstrous Physique III, Plant Shape I
10th-Beast Shape IV, Elemental Body III, Form of the Dragon I, Monstrous Physique IV, Plant Shape II
12th-Elemental Body IV, Form of the Dragon II, Giant Form I, Plant Shape III14thGiant Form II, Form of the Dragon III
-Versatile Shapechange: A master of many forms spends so much time perfecting his shapechanging abilities that he is not subject to the normal limitations of a normal druid's wild shaping.
At 5th level they may use the alter self and animal aspect effects of wild shape at will without using up wild shape uses per day. Furthermore they may alter the size of any form they are capable of taking, within the size limits of the spell effect they are using to assume that form.
At this level they may also take the form of a fey creature when usingany of the monstrous physique effects, gaining any listed DR up to DR 5. Additionally they may select one additional benefit from the list available for Animal Aspect whenever they assume a wild shape.
At 10th level when a master of many forms takes a wild shape they may select one additional special ability not normaly available to that form from the list provided for the spell effect they are using. The druid gains access to that ability until they change shape again.
At this level they may also chose to gain a benefit as though they were under the effects of Greater Animal Aspect whenever they assume a wild shape. This benefit replaces the bonus ability from Animal Aspect when wild shaping gained at 5th level.
In addition they may also use the Beast Shape effects of wild shape at a -2 effective druid level to assume the form of an ooze, treating an ooze as a magical beast with no natural armor. In this form they have no discernable anatomy and are immune to poison, sneak attack, and critical hits.
At 15th level they may expend one use of wild shape to gain the benefit of Enlarge or Reduce Person. These bonuses and penalties stack with those granted by wild shape but do not stack with any other effects which alter size. This effect lasts one minute per druid level and persists even if the druid assumes a new wild shape or resumes their normal form.
At 20th level whenever the druid assumes a wild shape they may select one additional special ability to gain until they change shape again. This ability may be selected from any of the spell effects they are capable of using with wild shape and is in addition to the bonus ability they gain at 10th level.
These abilities replace Nature Bond, Spontaneous Casting, Resist Nature's Lure, and A Thousand Faces.

Master_Crafter |

Hmm. Hadn't realized that apparently someone had been able to view my document. Oh well.
@ aeroraver, the rationale behind the level placement of all the effects (save for Animal Aspect) is that the druid gains access to that effect one level sooner than any other character.
In the case of the dragon form spell tree (which is comprised of a level 6, 7, & 8 spell) they could be cast by any wizard starting at levels 11, 13, and 15, respectively. There for, in order for the druid to gain them one level sooner those effects are listed at levels 10, 12, & 14.
Also consider that the example you mentioned is based on a sorcerer with the draconic bloodline. If the bloodline were discounted the sorcerer (who already gains spells of any given level one level later than a wizard) could simply take DF I at level 12, DF II at level 14, and DF II at level 16.
However, if he wishes to rely on his bloodline bonus spells (a class feature which adds to their list of spells known beyond their normal limit) he has to wait an additional level, leading to the discrepancy you have noted.