Wild Shape
This ability allows you to shapeshift into animal, plant, or elemental forms.
You know all forms of the appropriate rank.
The exact form of wild shape is up to you; the rules provide only the bonuses and traits you acquire. For instance, in offense form, you might be a wolf, a panther, or even an exotic animal specific to a certain campaign world.
Rank 1
- Stealth Form
:* -8 size penalty to Strength (minimum 2)
:* +8 size bonus to Dexterity
:* +12 net bonus to Stealth (+8 size, +4 Dex)
:* Bite attack (1d2)
- Travel Form
:* Base speed increases to 10
:* Leap: move, you jump up to 10 squares.
- Defense Form
:* Bite attack (1d6)
:* +4 racial bonus to Strength
:* +8 racial bonus to Constitution
:* +4 natural armor bonus
:* Growl: swift, melee range; subject is compelled to focus hostilities on you (Will ends).
- Offense Form
:* Bite attack (1d6)
:* Offhand attack: claw (1d6)
:* +8 racial bonus to Strength
:* +4 racial bonus to Dexterity
:* +2 squares of movement
:* Rake: swift, melee; 50% claw damage as ongoing damage for 3 rounds.
Rank 2
- Aerial Form
- Requires: Travel Form
:* Tiny size (+2 to attacks and AC, +8 to Hide and Move Silently, -8 to grapple, trip, and bull rush checks, modifiers to ability scores given below)
:* Talon attack (1d6)
:* +0 net bonus to Strength (-2 size, +2 racial)
:* +8 net bonus to Dexterity (+4 size, +4 racial)
:* Fly speed of 16 tactical
- Aquatic Form
- Requires: Travel Form
:* Bite attack (1d8)
:* +4 racial bonus to Strength
:* +4 racial bonus to Dexterity
:* +4 racial bonus to Constitution
:* +2 natural armor bonus
:* Swim speed of 10
:* You can breathe underwater.
- Burrower Form
- Requires: Travel Form, Stealth Form
:* Tiny size (+2 to attacks and AC, +8 to Hide and Move Silently, -8 to grapple, trip, and bull rush checks, modifiers to ability scores given below)
:* -8 size penalty to Strength (minimum 2)
:* +8 size bonus to Dexterity
:* Bite attack (1d2)
:* Base burrow speed 4
Rank 3
- Forest Avenger Form
- Requires: Defense Form and 3 other forms
:* Large (-1 to attacks and AC, -4 to Hide and Move Silently, ability modifiers below)
:* +12 net bonus to Strength (+8 size, +4 racial)
:* +6 net bonus to Constitution (+4 size, +2 racial)
:* +8 natural armor
:* Plant traits (not including immunity to mental effects)
:* Weapon resist 5 per 5 levels
:* Base land speed 4
:* Entangling Roots: aura, emanation 5; enemies treat all squares as difficult terrain.
:* Root: swift, short range; subject is rooted (Fort ends).
- Ferocious Slayer Form
- Requires: Offense Form and 3 other forms
:* Large (-1 to attacks and AC, -4 to Hide and Move Silently, ability modifiers below)
:* +10 net bonus to Strength (+4 size, +6 racial)
:* +6 net bonus to Constitution (+2 size, +4 racial)
:* +6 net bonus to Dexterity (-2 size, +8 racial)
:* +4 natural armor bonus
:* Bite attack (1d8)
:* Offhand attack: claw (1d8)
:* Base land speed 8
:* Maul: swift, melee; 100% claw damage plus trip attempt.
Rank 4
- Air Elemental Form
- Requires: 5 forms
:* Large (-1 attack, AC, -4 to Hide and Move Silently, +4 to grapple, trip, bull rush checks)
:* Immune to poison and disease
:* +8 Strength
:* +12 Dexterity
:* +6 Constitution
:* Fly 20
:* Melee augment: +100% SP bonus lightning damage per hit, plus a debuff increasing lightning damage by +100% SP per stack (max +500%).
- Fire Elemental Form
- Requires: 5 forms
:* Large (-1 attack, AC, -4 to Hide and Move Silently, +4 to grapple, trip, bull rush checks)
:* Immune to poison and disease
:* +12 Strength
:* +8 Dexterity
:* +6 Constitution
:** Immune to fire, cold vulnerability 10/25/50/100/200
:** Base land speed 10
:** Burn: on melee hit; 100% AP/SP as ongoing fire damage for 3 rds (stacks and refreshes).
:** Fiery Returns: when you are stuck in melee, the attacker suffers 100% SP fire damage plus a debuff increasing damage from Fiery Returns by +100% SP (stacks to 5, lasts 5 rds).
- Earth Elemental Form
- Requires: 5 forms
:* Large (-1 attack, AC, -4 to Hide and Move Silently, +4 to grapple, trip, bull rush checks)
:* Immune to poison and disease
:* +16 Strength
:* +10 Constitution
:* DR 50% (physical)
:** Push: melee augment (at-will), push 5.
:** Pull: swift, close burst 5, pull 5 plus root (Fort ends) plus gain phys vulnerability 100% AP/SP.
:** Earth Glide: you may move through the earth as easily as a fish swims through water.
:** Base land speed 4
- Water Elemental Form
- Requires: 5 forms
:* Large (-1 attack, AC, -4 to Hide and Move Silently, +4 to grapple, trip, bull rush checks)
:* Immune to poison and disease
:* +12 Strength
:* +8 Constitution
:* +6 Wisdom
:* Fast Healing 20%
:* Healing Tide: emanation 5, allies gain Fast Healing 10%, or 20% if bloodied.
:* WR 10/25/50/100/200
Rank 5
- Ice Elemental Form
- Requires: Water Elemental Form
:* Large (-1 attack, AC, -4 to Hide and Move Silently, +4 to grapple, trip, bull rush checks)
:* Immune to poison and disease
:* +16 Strength
:* +14 Constitution
:* WR 10/25/50/100/200
:* Ice Shield: each round, gain a damage shield equal to 200% SP. Once/rd, you may expend this shield as an immediate action to gain 90% resistance to one attack.
:* Icy Talons: melee or spell augment (at-will); -2 movement penalty + 100% SP vulnerability to frost (stacks to 5, 3 rds).
- Storm Elemental Form
- Requires: Air Elemental Form
:* Large (-1 attack, AC, -4 to Hide and Move Silently, +4 to grapple, trip, bull rush checks)
:* Immune to poison and disease
:* +8 Strength
:* +16 Dexterity
:* +6 Charisma
:* Shocking Revelation: retributive damage (short range), inflicts 100% SP lightning. Each time you cast a spell or hit in melee, gains +100% SP (expended on first use).
:* Polarizing Strike: on strike with melee or spell, subject gains lightning vulnerability 10/25/50/100/200.
- Greater Elemental Form (to be replaced)
- Requires: 8 forms
:* Huge (-2 to attacks and AC, -8 to Hide and Move Silently, +8 to grapple, trip, bull rush checks)
:* 100% fortification
:* Immune to poison and disease
:* Weapon resist 10
:* 3 square reach
:* Air elemental:
:** Slam attack (2d8)
:** +12 net bonus to Strength (+8 size, +4 racial)
:** +16 net bonus to Dexterity (-4 size, +20 racial)
:** +6 natural armor bonus
:** Fly 20
:** You may cast spells of the Air and Storm subschools while shifted.
:* Earth Elemental
:** Slam attack (2d12)
:** +24 net bonus to Strength (+8 size, +16 racial)
:** +14 net bonus to Constitution (+4 size, +10 racial)
:** -6 net penalty to Dexterity (-4 size, -2 racial)
:** +18 natural armor bonus
:** Push: swift, close burst 3; enemies suffer push 10.
:** Earth Glide: you may move through the earth as easily as a fish swims through water.
:** Base land speed 6
:** You may cast spells of the Earth subschool while shifted.
:* Fire elemental
:** Slam attack (2d8)
:** Flames: melee attacks inflict +100% base damage as fire damage
:** +16 net bonus to Strength (+8 size, +8 racial)
:** +12 net bonus to Dexterity (-4 size, +16 racial)
:** +6 natural armor bonus
:** Immune to fire, cold vulnerability 20
:** Base land speed 12
:** Burn: swift, melee touch; 100% base slam damage as ongoing fire damage (Ref ends).
:** You may cast spells of the Fire subschool while shifted.
:* Water elemental
:** Slam attack (2d8)
:** +18 net bonus to Strength (+8 size, +10 racial)
:** +6 net bonus to Dexterity (-4 size, +10 racial)
:** +10 net bonus to Constitution (+4 size, +6 racial)
:** +10 natural armor bonus
:** Vortex: swift, close burst 5; enemies suffer pull 5 plus 50% base weapon damage.
:** Base land speed 4, swim speed 20
- You may cast spells of the Water subschool while shifted.
Druids Of Unusual Size
Druids who are not medium-sized have slightly different rules when using Wild Shape.
- When a Large druid shifts into a form that is normally Medium, it is instead Large.
- When a Large druid shifts into a form that is normally Tiny, it is instead Small.
- When a Small druid shifts into a form that is normally Medium, it is instead Small.
- When a Small druid shifts into a form that is normally Tiny, it is instead Diminutive.
- Etc...
The following feats are available for Druids Of Unusual Size.
- Oversize Shifting: Allows a Small druid to shift as if he were one size larger.
- Undersize Shifting: Oh, who are we kidding, nobody wants this feat.