Druid

…they escaped them in the shapes of deer near the standing stones at Lia Mor in the north. For though they were known as the ‘Mellifluous Harpers’, they were druids, men of great cunning and great power of augury and magic.

Táin Bó Cúalnge, Joseph Dunn (translator), 1914

This version of the druid also supersedes the Spirit Shaman (Complete Divine) and the Greenbond (from Arcana Unearthed, Malhavoc Press). Examples include Cathbhadh, Mogh Roith, Amergin, and other druids from Irish legend, as well as Thomas Hengwr (from Charles deLint’s Moonheart), the Voth brothers (from Manley Wade Wellman’s The Old Gods Waken), Zogar Sag (from Robert E. Howard’s “Beyond the Black River”), and the Brotherhood of the Eleventh Commandment (from Sterling Lanier’s Hiero’s Journey).

Table 1: The Druid Hit Dice: d8

Class Level Attack Bonus Spell Capacity Special
1st +0 1st Detect spirits, mark of the wild, wild speech
2nd +1 2nd Favored terrain
3rd +2 3rd Bonus spell, resist nature’s lure
4th +3 4th Druidical initiation
5th +3 5th
6th +4 6th Initiate ability
7th +5 7th
8th +6/+1 8th Initiate ability
9th +6/+1 9th
10th +7/+2 10th Initiate ability
11th +8/+3 11th
12th +9/+4 12th Initiate ability
13th +9/+4 13th
14th +10/+5 14th Initiate ability
15th +11/+6/+6 15th
16th +12/+7/+7 16th Timeless body
17th +12/+7/+7 17th
18th +13/+8/+8 18th Master of all terrains
19th +14/+9/+9 19th Hierophant
20th +15/+10/+10 20th Numinous hierophant

Saving Throws: Druids gain a +2 class bonus to Fortitude and Intuition saves.

Bonus Skills: All druids automatically receive one free rank per class level in Concentration, Handle Animal, and Planar Sense. These are otherwise treated as a class skills, but do not count against your total number of skill points.

Class Skills: Athletics, Craft (all), Fly, Heal, Knowledge (all), Perception, Profession (all), Spellcraft, Survival.

Skill Ranks per Level: 2 + Int modifier.

Bonus Languages: A druid automatically knows Ogham (“Druidic”), a secret language known only to druids, which is taught to all aspirant druids. Ogham is a free language for a druid; that is, you know it in addition to your regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to non-druids. Ogham has its own alphabet. Druids with high Intelligence scores can choose Sylvan as one of their bonus languages, in addition to the bonus languages available to the character because of his or her race.

Favored Class: When gaining a level of druid as a favored class, rather than choosing +1 hp or skill point, you can instead choose one of the following options:

  • Bonded Companion: One animal companion (if any) gains +1 hp and +1 skill point each time you select this option.

  • Energy Resistance: You gain energy resistance 1 against acid, cold, electricity, fire, or sonics. Each time you selects this option, increase your resistance to one of these energy types by 1.

Weapon and Armor Proficiency: Druids have the following weapon proficiencies:

  • Simple proficiency with the cutlass, dagger, dart, great club, guisarme, hand axe, hunting blowgun, light flail, long spear, spear, staff sling, and tonfa;

  • Martial proficiency with the bolas, boomerang, heavy club, light club (ranged option), light hammer, quarterstaff, scimitar, scythe, short bow, short spear, sickle, and sling;

  • Proficiency with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel (Chapter 6). Druids have simple proficiency with shields but must use only those crafted from wood. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Druids can “trade in” one or more proficiencies, as follows:

  • Canny Defense (Ex): You can choose to give up all armor and shield proficiencies in exchange for the Canny Defense feat.

  • Oakheart Brother (Ex): You can choose to take oaths against the use of all weapons other than the quarterstaff, light club, heavy club, natural attacks, and unarmed attacks (the penalties for violating these oaths are the same as for wearing prohibited armor). In exchange, you gain Exotic proficiency with the quarterstaff or heavy club (your choice). The Oak Brother option is from The Quintessential Druid (Mongoose Publishing).

Spellcasting: A druid casts prepared divine spells which are drawn from the druid spell list. Your casting attribute is Wisdom. You require a focus (analogous to a cleric’s holy symbol) to cast spells; traditionally this is a sprig of mistletoe you personally harvest on Midsummer's Eve with a gold or silver sickle, catching the cuttings in a golden bowl before they touch the ground. Other foci are permissible.

You must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain your daily allotment of spells. You may prepare and cast any spell on the druid spell list in the Core Rulebook, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation. Druids can learn spells from other sources, but such spells generally must be learned from distant sects, and they count against the character’s personal numen (Chapter 6) as if they were scrolls being kept on hand.

Add the following to the druid’s list of class spells; they are treated as if they were on the druid spells list in the Core Rulebook; non-core sources (indicated by superscripts) are cited in Chapter 7.

  • 0 Level: ghost sound, ignite, predict weatherAUG.

  • 1st level: detect evil (etc.), detect undead, protection from evil (etc.).

  • 2nd level: augury, charm person, sleep of the deadRR.

  • 3rd level: beast shape I.

  • 4th level: beast shape II, bestow curse, charm monster, hallucinatory terrain, lesser geas.

  • 5th level: beast shape III.

  • 6th level: beast shape IV, flesh to stone, geas, shadow walk.

  • 7th Level: bestow greater curseCD, plane shift (elemental, shadow, faerie, etc.), sequester.

  • 9th level: etherealness.

Bonus Spells: Unless otherwise noted, a druid’s bonus 1st and 2nd level spells (see Spellcasting Table 1 in Chapter 7) can be any spells of the appropriate level from the druid class list. Bonus spells of 3rd level and above are determined by the druid’s initiation instead (see below).

Green Faith: When you cast spells that deal damage, channel negative energy, or otherwise use abilities that harm life, they do not hurt normal or magical plants. Plant creatures are not protected by this feat, but plants that grow or are created as a result of magic are. This supersedes the Green Faith Acolyte feat from the Pathfinder Campaign Setting.

Variant Druids: At 1st level, you may choose to cast spontaneously instead of preparing your spells; once made, this choice cannot be changed.

Detect Spirits (Sp): You can detect spirits (incorporeal creatures, fey, elementals, nature spirits, oni, outsiders, and creatures in astral or ethereal form or with astral or ethereal bodies) at will. Most natural features (trees, rivers, rock formations, etc.) have one or more nature spirits (kami) associated with them; in general, the larger and more imposing the feature, the stronger the spirit. The amount of information revealed depends on how long you study a particular area.

  • 1st Round: Presence or absence of spirits.

  • 2nd Round: Number of spirits and the strength of the strongest present. If a spirit’s strength is overwhelming (see below), and the spirit has HD of at least twice your character level, you are stunned for 1 round and the effect ends.

  • 3rd Round: The strength and location of each spirit. If a spirit is outside your line of sight, then you discern its direction but not its exact location.

Aura Strength: The strength of spirit is determined by its HD, as given on Table 2.

Lingering Aura: A spirit’s presence lingers after the spirit departs or is destroyed. If the detect spirits ability is directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on Table 2.

Each round, you can detect spirits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. This ability supersedes the Spirit Shaman class feature of the same name (Complete Divine), and also the Greenbond’s “percipience” class feature (from Arcana Evolved, Malhavoc Press) and the Menhir Savant’s spirit sense ability (from Ultimate Magic).

Table 2: Spirit Auras

Feature Scale (or) Creature HD Aura Strength Lingering Aura Duration
Tree, pond, boulder, etc. 1 or less Faint 1d6 rounds
Copse, grove, hill, outcrop, etc. 2-4 Moderate 1d6 minutes
Forest, lake, river, mountain, etc. 5-10 Strong 1d6 x 10 minutes
Sea, mountain range, etc. 11+ Overwhelming 1d6 days

Mark of the Wild (Su): Wild things recognize you as one of their own. You gain leadership potential as if from the Leadership feat (Chapter 5), but using your Handle Animal skill in place of Diplomacy. You can retain followers and/or a cohort (ignoring the 6-rank minimum requirement) of the Animal, Plant, or Fey type. If you have less than 5 ranks in Handle Animal, the maximum CR of your animal cohort is as follows:

Skill Ranks Maximum CR
1 ½
2 1
3 1
4 2
5+ No. of ranks -3

Any animals you retain in this manner also gain the Bonded Companion template (see below). You can apply other templates (Giant, Advanced, Young, etc.) and/or class levels in order to fine-tune the CR of specific followers/cohorts; treat awakened (as the spell) as a +1 CR template. You can also choose to advance your companion(s) by racial hit dice, at a rate of +1 CR per 2 additional HD (the animal gains an additional +1 bonus to natural armor per 3 additional hit dice). This supersedes the Core druid’s animal companion nature’s bond.

You can gain and release followers (except your cohort) gained through this ability at will, although it requires a successful Handle Animal check (per “befriending an animal”) to establish control over new followers.

If you still have potential left over after assigning followers, you can perform the following:

Wild Empathy (Su): Any time you are faced with animals, fey, lycanthropes, magical beasts, plants, and/or vermin of total encounter level (EL) less than your remaining potential, these beings must succeed at a Will save (DC 10 + your Handle Animal bonus) or be unable to attack you. Those that are magically controlled use the controller’s Will save instead. This ability does not require an action on your part, but does require you to keep track of your unallocated potential, inform the referee of the amount, and make sure he or she applies the effect against the correct number/CR of creatures. If more creatures are potentially attacking you than can be affected, you decide the order in which the effect is to be applied.

Spontaneous Summons (Sp): If you have sufficient potential, you can spontaneously cast summon nature’s ally spells, as if from the Spontaneous Spell feat. The spell levels you can spontaneously cast depends on the minimum amount of unallocated potential you have remaining:

Spontaneous Spell Minimum CR Available
Summon nature’s ally I ½
Summon nature’s ally I-II 1
Summon nature’s ally I-III 2
Summon nature’s ally I-IV 4
Summon nature’s ally I-V 5
Summon nature’s ally I-VI 7
Summon nature’s ally I-VII 9
Summon nature’s ally I-VIII 11
Summon nature’s ally I-IX 13

Bonded Companion (Template) Cr +0

A bonded companion gains the following abilities, based on your number of ranks in Handle Animal:

  • Link (Ex): You can handle your animal companion as a free action, or push it as a move action, even if you don't have any ranks in Handle Animal. The animal learns a number of additional tricks equal to 1 + 1 per 3 ranks in Handle Animal you possess. You gain a +4 circumstance bonus on Handle Animal checks made regarding a bonded companion.

  • Share Spells (Ex): You may cast a spell with a target of “You” on your animal companion (as a spell with a range of touch) instead of on yourself. You may cast spells on your animal companion even if the spells normally do not affect creatures of the companion's type (animal). This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

  • Evasion (Ex): If you have at least 3 ranks in Handle Animal, your bonded companion gains Evasion (as the rogue class feature of the same name). At 15th level, this improves to Improved Evasion.

  • Devotion (Ex): If you have at least 6 ranks in Handle Animal, your bonded companion gains Arcane Defense (enchantment) as a bonus feat.

  • Multiattack: If you have at least 9 ranks in Handle Animal, your bonded companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains iterative attacks with one of its natural weapons as its BAB allows, albeit with the normal -5 penalty.

Wild Speech (Sp): As you gain experience, you learn to speak with the spirits. You gain the following suite of spell-like abilities (as per Racial Spell-Like Abilities in Chapter 7): 1stspeak with animals, 2ndspeak with verminWotC, 3rdspeak with plants, 4thtongues, 5thcommune with nature, 6thstone tell, 7thspeak with woodUM, 8thspeak with anythingMW. These powers all have a range of “personal.”

Favored Terrain (Ex): Starting at 2nd level, you gain one favored terrain (see Ranger class for details). Your favored terrain bonus is equal to half your class level, but you do not automatically gain additional favored terrains as a ranger does. If you have levels in Ranger, your druid levels instead provide Full synergy with your ranger levels for purposes of determining your number of favored terrains and their bonuses.

Resist Nature's Lure (Ex): Starting at 3rd level, you gain a +4 bonus on saving throws against the extraordinary, spell-like, and supernatural abilities of animals, elementals, fey, and plants. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood. Note that certain initiations (see below) add other creature types as well.

Druidical Initiation (Su): At 4th level, you become initiated into the deeper mysteries of nature. Choose one of the options described in Appendix A. Each of these initiations provides an initial ability at 4th level, and improvements and/or additional abilities at 6th, 8th, 10th, 12th, and 14th levels. They also determine your bonus spells, as noted above.

Timeless Body (Ex): After attaining 16th level, you stop ageing. You no longer take attribute score penalties for aging, cannot be magically aged, and will not die of old age. Any age penalties you may have already incurred, however, remain in place.

Master of All Terrains (Ex): Starting at 18th level, all natural terrains are treated as favored terrains for you with a +2 bonus (your existing favored terrain bonus is not affected). In addition, the following planar terrains are considered favored terrains: Astral, Ethereal, Elemental (all), Faerie, Shadow. Specific planes included in the campaign that fit this general motif, such as the Beastlands, should be treated as favored terrains (+2) as well.

Hierophant (Sp): At 19th level, your insights into nature have superseded the normal limitations on druidical magic. You gain one of the Hierophant abilities described below.

Numinous Hierophant: At 20th level, you come into the full power of your druidical initiation, as described below.

Hierophant Abilities

The most common hierophant abilities are summarized in the table below and described thereafter. Other abilities can be added at the referee’s discretion.

Ability Name Description
Bonus Feat Gain bonus feat
Freedom of Movement Continuous supernatural effect
Hollow Hill Permanent magnificent mansion
Improved Spell Capacity Gain 10th level spell slot
Mastery of Elements Change energy types freely
Mastery of Shaping Leave gaps in area of effect
Mind over Matter Substitute Wis modifier for others
One with Nature Commune with nature freely
Powerful Shape Larger form in wild shape
Reach Spells Use touch spells as 30-ft. rays
Spell Power +1 to effective caster level
Unimpeded Magic Your spells function normally on other planes

Bonus Feat: You can select a bonus feat in place of the special ability. You must meet all prerequisites normally.

Freedom of Movement (Su): You have perpetual freedom of movement, as the spell, except this is an supernatural ability that cannot be dispelled.

Hollow Hill (Su): Upon gaining this ability, designate one doorway: a tree, a spot on a rock wall, a ring of standing stones, a circle of toadstools, or whatever. That doorway becomes the opening to a permanent, Widened (2x dimensions) magnificent mansion spell, with you as the caster.

Improved Spell Capacity (Sp): You gain one spell slot per day of any level up to one level higher than the highest-level spell you can already cast (which can be used to hold lower-level spells or spells whose level has been increased beyond 9th by the application of metamagic feats). You must have a Wisdom score of at least 20 in order to prepare a 10th level spell. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spells for this spell level. This supersedes the feat of the same name from the 3.5 edition System Reference Document (“Epic Feats”).

Mastery of Elements (Sp): You can alter a divine spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. You decide whether to alter the spell’s energy type, and choose the new energy type when you begin casting.

Mastery of Shaping (Sp): You can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube.

Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. Spells cast in this way always have a somatic component that you must perform, even if this would not otherwise be the case (for spells normally without one, or by using a Stilled spell or having a familiar to perform the somatic component for you).

Mind Over Matter (Ex): You can use your knowledge of the secrets of nature to gain an advantage in situations that usually demand some other faculty. Any time you would normally use some other attribute modifier (attribute check, skill check, attack and damage rolls, CMB, etc.), you may instead apply your Wisdom modifier as an insight bonus. For example, to force open a stuck door, you can make a Wisdom check to understand the disposition of the departed spirits of the wood of the door, and therefore more easily open it than by making a Strength check. This mimics the Magister class feature of the same name, from Arcana Unearthed (Malhavoc Press).

One with Nature (Sp): As a standard action, you can use commune with nature as a spell-like ability a number of times per day equal to your Wisdom bonus. This ability supersedes the Archdruid class feature of the same name, from The Quintessential Druid (Mongoose Publishing).

Powerful Shape (Su): Choose one form into which you can wild shape. When taking this form, add the Giant simple template as well. This ability supersedes the feat of the same name from Mythic Adventures.

Reach Spells (Su): You can use spells with a range of touch on a target up to 30 feet away. Spells cast in this way always have a somatic component that you must perform, even if this would not otherwise be the case (for spells normally without one, or by using a Stilled spell or having a familiar to perform the somatic component for you). You must make a ranged touch attack.

Spell Power (Ex): This ability increases your effective caster level by +1 (for purposes of concentration, penetrating SR, dispelling and counterspelling DCs, and determining level-dependent spell variables such as damage or range). You do not gain new spells known or spells per day.

Unimpeded Magic (Su): Your spells function normally on all planes except those that are dead-magic, without the need to succeed at Spellcraft checks to alter them, or to prepare them specifically to suit the conditions of those planes. This ability supersedes the wizard substitution feature of the same name, from the Planar Handbook.

Appendix A: Druidical Initiations

Note: It is possible to acquire abilities from more than one initiation. Abilities gained in initiations other than your primary one (i.e., the one chosen at 4th level) are always at least one “step” lower than the initiation you would have gained by continuing in your primary initiation. For example, a 14th level druid could gain, at best, a 12th level initiate ability from a different initiation. Abilities that are improvements of lower “step” abilities cannot be gained unless the relevant lower-step abilities are gained first. For example, you cannot take the greater wild shape ability unless you already have wild shape and improved wild shape.

Unless otherwise noted, the save DC against initiate abilities and druidic feats that allow a saving throw is equal to 10 + half your class level + your Charisma modifier.

Animal Shaman

This variant druid is from the Advanced Player’s Guide. Each animal shaman selects a single totem animal, which provides spiritual guidance. The types described here are those listed in the APG and in Ultimate Combat; others may be allowed at the referee’s discretion.

Initiate Spells: Upon choosing this initiation, you gain Domain Access (as the feat) to either the Animal domain or one domain associated with your totem animal, as follows:

  • Ape: Community, Fury, Strength;

  • Bat: Air, Animal, Darkness, Trickery;

  • Bear: Earth, Protection, Strength;

  • Boar: Destruction, Protection, Strength;

  • Eagle: Air, Nobility, Weather;

  • Lion: Glory, Nobility, Sun;

  • Serpent: Charm, Trickery, Water;

  • Wolf: Community, Liberation, Travel.

Your initiate bonus spells are drawn from the appropriate domain list.

Resist Nature’s Lure (Ex): Add magical beasts to the creature types listed.

Totem Transformation (Su): At 4th level, you can adopt an aspect of your totem animal while retaining your normal form. While using totem transformation, you may speak normally. Using this ability is a standard action at 4th level, a move action at 8th level, and a swift action at 12th level. You can use this ability for a number of minutes per day equal to your class level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a [polymorph] effect and cannot be used while you are using another polymorph effect (such as wild shape). While under a totem transformation, you gain one bonus appropriate to your animal type:

  • Ape: Movement (climb speed 20 ft., +4 racial bonus on Climb checks), senses (low-light vision, scent), natural weapons (2 slams [1d6 for a Medium druid], +2 on combat maneuver checks to grapple), or toughness (+2 natural armor bonus to AC, +2 to Endurance checks).

  • Bat: Movement (fly speed 30 ft. [average]; you must be at least 6th level to select this bonus), natural weapons (bite [1d4 for a Medium shaman]), or senses (blindsense 20 ft.).

  • Bear: Movement (+10 enhancement bonus to land speed, +4 racial bonus on Swim checks); senses (low-light vision, scent); natural armor (+2); or natural weapons: bite (1d6) and 2 claws (1d4) for a Medium shaman, +2 to CMB on grapple checks.

  • Boar: Movement (+10 enhancement bonus to land speed), senses (low-light vision, scent), natural weapons (gore [1d8 for a Medium druid], +2 on combat maneuver checks to overrun), or +2 natural armor bonus to AC.

  • Eagle: Movement (fly speed 30 feet (average); senses (low-light vision, +4 racial bonus to Perception); or natural weapons: bite (1d4), 2 talons (1d4) for a Medium shaman.

  • Lion: Movement (+20 enhancement bonus to land speed); senses (low-light vision, scent); or natural weapons: bite (1d4), 2 claws (1d4) for a Medium druid, rake, +2 CMB to grapple.

  • Serpent: Movement (climb speed 20 feet, swim speed 20 feet); scales (+2 natural armor bonus to AC); senses (low-light vision, scent); or natural weapons: bite (1d4), poison (Con-based DC, 1 Con/rd. for 6 rounds, cure 1 save), +2 CMB to grapple.

  • Wolf: Movement (+20 enhancement bonus to land speed); senses (low-light vision, scent, +4 racial bonus to Survival when tracking by scent); or natural weapons: bite (1d4 plus trip) for a Medium druid, +2 CMB to trip.

Totemic Summons (Sp): Also starting at 4th level, you can cast summon nature’s ally as a standard action when summoning animals appropriate to your totem, and these summoned totem animals gain temporary hit points equal to your druid class level.

Wild Shape (Su): As per the Wild Shaper ability of the same name (q.v.), except you gain this ability at 6th level, rather than 4th, and you can wild shape only into a form that matches that of your totem animal. You gain improved wild shape at 8th level and greater wild shape at 10th.

Bonus Feats: An animal shaman receives bonus feats at 10th, 12th, and 14th levels. These feats must be drawn from the list corresponding to the animal shaman’s totem, as follows:

Animal Bonus Feat Choices
Ape Animal Devotion (ape’s fury), Improved Grapple, Great Fortitude, Toughness
Bat Blind-Fight, Improved Initiative, Lightning Reflexes, Skill Focus (Perception)
Bear Fast Recovery, Great Fortitude, Skill Focus (Endurance), Toughness
Boar Diehard, Great Fortitude, Iron Will, Vital Strike
Eagle Animal Devotion (hawk’s flight), Lightning Reflexes, Skill Focus (Perception), Wind Stance
Lion Animal Devotion (cheetah’s sprint), Lunge, Skirmish, Iron Will
Serpent Animal Devotion (serpent’s strike), Combat Expertise, Deep Intuition, Improved Feint
Wolf Dodge, Improved Trip, Skill Focus (Endurance). Skirmish

Numinous Hierophant (Su): At will as a standard action, you can command or rebuke animals as an evil cleric or archivist with the Command Undead feat commands undead.

Arcane Hierophant

This option is intended to allow viable multiclassing between the druid class and an arcane spellcasting class, along the lines of the prestige class of the same name in Races of the Wild. The Geomancer (q.v.) also presents a similar option.

Prerequisite: 1 level in an arcane spellcasting class.

Initiate Spells: Bonus spells are gained according to those for your arcane spellcasting class.

Spell Theurgy (Ex): Starting at 4th level, ignore your druid spellcasting progression. Instead, your druid level advances your arcane spellcasting ability (for purposes of determining your caster level, spells known, spells per day, and bonus spells), according to the “Strong” column for theurgy in Spellcasting Table 3 in Chapter 7. For example, a wizard 6/druid (arcane hierophant) 6 would prepare and cast spells as a 10th level wizard, with access to the druid and wizard spell lists. The maximum level of arcane spells you can access is equal to your arcane casting class level, however, so that a druid 12/wizard 6 has a spell capacity of 16th, but can cast only 0 – 6th level arcane spells. This limitation does not apply to bonus (initiate) spells, which are always those appropriate to the arcane casting class.

Armored Caster (Ex): Starting at 6th level, when wearing any form of armor (or using a shield) permitted to druids (see above), you suffer no arcane spellcasting failure chance from that armor and/or shield.

Channel Animal (Sp): Starting at 8th level, twice per day you can establish a magical conduit between yourself and a single animal that you touch (including an animal companion and/or familiar, if applicable). For each use of this ability, a single spell with a range of touch or greater can originate from the animal instead of from you, provided you have a line of sight and effect from you to the animal. The spell’s line of effect then extends from the animal to the target, based on the senses of the animal. If the spell has a range of touch, the animal is considered to be holding the charge, once the spell has been cast. For every 2 class levels beyond the 8th, you can use this ability an additional time per day.

Channel Plant (Sp): As channel animal (q.v.), but the conduit extends from you to a single plant. For non-animated plants, use your senses to extend the line of effect from the plant to the target; touch spells are discharged when the plant conduit is touched. Plant creatures are entitled to a Will save to resist the effects. You gain 1 daily use of this ability at 10th level. For every 4 class levels thereafter, you gain an additional daily use.

Wild Shape (Su): Starting at 12th level, you can wild shape as a Wild Shaper initiate of 4th level. For every class level thereafter, your effective Wild Shaper level increases by 1 (granting you improved wild shape 2/day at 14th level, greater wild shape 3/day at 16th, and superior wild shape 4/day at 18th level).

Numinous Hierophant (Su): At 20th level, you learn the secrets of spell synthesis. Once per day, you can cast one druid spell and one arcane spell using one action (total). Both of the spells must have the same casting time. You can make any decisions concerning the spells independently.

Ascetic Druid

Some sects of druids seek oneness with nature through mediation and physical discipline. Monks of this initiation generally select the Canny Defense option in lieu of armor proficiencies. In conjunction with the monk’s “sacred fist” sutra, this initiation can be used to create a viable multi-classed druid/monk.

Initiate Spells: These work as do monk ki powers, with respect to being attack or personal powers, and in that spellcasting disruption and concentration do not apply. 3rdcure serious wounds, 4th—sudden dimension door, 5th--slay living (Strike; effect can be delayed up to 1 day per caster level), 6thheal (self only), 7thethereal jaunt, 8thmind blank, 9thastral projection.

Martial Artist (Ex): Starting at 4th level, you gain Dodge as a bonus feat and Exotic proficiency in unarmed attacks, as a monk of your druid level. If you have levels in monk, your druid levels provide Weak synergy with your monk levels for purposes of determining your unarmed damage and weapon form bonus; if you also have the sacred fist monk sutra, this improves to Full synergy (this is a specific exception to the general rule prohibiting stacking of synergy features between the same two classes).

Monk Sutras (Su): At 6th, and 10th levels, you gain a monk sutra in place of a druidical initiate ability. Your monk levels and druid levels (if any) provide Full synergy for purposes of determining the effects of these sutras.

Combat Style Feats (Ex): At 8th and again at 12th level, you gain a bonus feat chosen from the list of monk Combat Style feats. Also add the following to the list of options: Adaptability, Beginner's Luck, Chaotic Mind, Nameless. You must meet all prerequisites normally.

Advanced Sutras (Su): At 14th level, you gain an advanced monk sutra in place of a druidical initiate ability.

Numinous Hierophant (Su): At 20th level, you become a magical creature. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects. Your ki strike ability (if any) is permanently active, and no longer requires you to have any unused spells. Additionally, you gain damage reduction 10/chaotic. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.

Aspect of Nature

This initiation is similar to the Wild Shaper (q.v.), but rather than assuming the form of an animal, elemental, or plant, the druid merely takes on specific aspects (more complete transformations are made using the initiation bonus spells). This variant is from Unearthed Arcana.

Initiate Spells: 3rdbeast shape I, 4thbeast shape II, 5thbeast shape III, 6thplant shape II, 7thelemental body IV, 8thform of the dragon III, 9thshapechange.

Aspect of Nature (Su): At 44h level, once per day you may take on one aspect from those described below. Taking on one or more aspects is a standard action which does not provoke attacks of opportunity, and the effect lasts for up to 1 minute per druid level. Unless otherwise noted in an aspect's description, you retain your own type and subtype(s), keep your extraordinary, supernatural, or spell-like abilities, and retain your ability to communicate and cast spells. You are considered proficient with any natural attacks granted by the aspect.

You can use the Aspect of Nature ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, you can use this ability at will.

Aspects available at 4th level include the following:

  • Night vision: You gain darkvision 60 ft. and low-light vision.

  • Physical prowess: You gain a +4 enhancement bonus to your physical attribute scores, divided up as you see fit.

  • Scent: You gain the scent ability.

  • Speed: You gain a +30-foot enhancement bonus to your base land speed.

  • Tooth and Claw: You gain a primary bite attack (at your full base attack bonus) and two primary claw attacks that do damage as normal for your size (1d6 and 1d4, respectively, for a Medium druid).

Improved Aspect (Su): At 6th level, you gain access to the following aspects:

  • Aquatic: You grow gills, enabling you to breathe underwater (while retaining your ability to breathe air). Webbing between your fingers and toes grants you a swim speed of 40 feet (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load) and a +8 racial bonus on Swim checks.

  • Flight: You grow wings (feathery or batlike, at your option) that enable you to fly at a speed of 40 feet with average maneuverability (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load).

  • Improved Physical prowess: You gain a +6 enhancement bonus to your physical attribute scores, divided up as you see fit. When you gain access to multiple aspects, you can select this aspect more than once, but the total bonus to one attribute cannot exceed +6.

  • Poison: You gain a bite attack that delivers a lethal venom (Fortitude save; damage 1d2 Con/round for 6 rounds; cure 2 consecutive saves).

Multiple Aspects (Su): At 8th level, you can take on up to two aspects simultaneously. Each aspect taken on counts as one daily use of the ability. Multiple versions of the same aspect don't stack. Some aspects can only be combined with certain other aspects, as indicated in their descriptions.

Plant Aspect (Su): At 10th level, you gain access to the following aspect.

  • Plant: Your body becomes plantlike. While in this form, you gain a +8 favored terrain bonus on Stealth checks made in areas of forest, overgrowth, or similar terrain. You are immune to poison, sleep, paralysis, and stunning. You gain a slam attack that deals bludgeoning damage equal to a light mace (1d6 for Medium druids, 1d4 for Small druids). Your natural armor bonus becomes +4 (replacing any other natural armor bonus you have, though enhancement bonuses to natural armor still apply normally). You can't combine this aspect with any other aspect except for physical prowess (and its improvements).

Improved Multiple Aspect (Su): Starting at 12th level, you can take on up to three aspects simultaneously as a standard action.

Primal Aspect (Su): At 14th level, you can take on up to four simultaneous aspects. You also gain access to the following additional aspects:

  • Elemental Air: Your body becomes gaseous (as the gaseous form spell, except that you can fly at a speed of 100 feet with perfect maneuverability and don't lose your supernatural abilities while in this form). While in this form, you are immune to poison, sleep, paralysis, and stunning, and gain other immunities provided by the gaseous form spell. You cannot cast spells while this aspect is in effect. You can't combine this aspect with any other aspect except for agility and endurance.

  • Elemental Earth: Your body becomes stony and rocklike. While in this form, you are immune to poison, sleep, paralysis, and stunning. You gain a slam attack that deals bludgeoning damage equal to a heavy mace (1d8 for Medium druids, 1d6 for Small druids). Your natural armor bonus becomes +8 (replacing any other natural armor bonus you have, though enhancement bonuses to natural armor still apply normally). You also gain damage reduction 10/+5 or adamantine. You cannot cast spells while this aspect is in effect. You can't combine this aspect with any other aspect except for physical prowess (and its improvements).

  • Elemental Fire: Your body bursts into flame. While in this form, you are immune to fire, poison, sleep, paralysis, and stunning. In addition, any creature struck by you in melee (whether with a weapon, unarmed attack, or natural weapon) takes an extra 1d6 points of fire damage and must succeed on a Reflex save or catch fire for 1d4 rounds. The save DC is 10 + half your class level + your Con modifier. Creatures hitting you with natural weapons or unarmed attacks while this aspect is in effect take 1d6 points of fire damage and also catch fire unless they succeed on the Reflex save noted above. You also gain damage reduction 10/+5 or adamantine. You cannot cast spells while this aspect is in effect. You can't combine this aspect with any other aspect except for physical prowess (and its improvements).

  • Elemental Water: Your body becomes semi-fluid. While in this form, you gain a +8 racial bonus on Escape Artist checks, resistance to fire 10, and immunity to poison, steep, paralysis, and stunning. You gain a swim speed of 90 feet and a +8 racial bonus on Swim checks. Your touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are Large or smaller. You can dispel magical fire you touch as if you had cast greater dispel magic on it. You also gain DR 10/adamantine. You cannot cast spells while this aspect is in effect. You can't combine this aspect with any other aspect except for physical prowess (and its improvements).

  • Primal physical prowess: You gain a +14 enhancement bonus to your physical attribute scores, divided up as you see fit. You can select this up to three times, although the bonus to any one score cannot exceed +14.

Numinous Hierophant (Su): At 20th level, you become a living aspect of nature. Your creature type becomes Fey, and you gain damage reduction 5/cold iron. You can have up to four aspects active at all times; you may change these at will as a standard action.

Ashvawg Tamer

Many ashvawg tamers worship the demon queen Lamashtu, although a few have discovered these baleful practices independently. As they gain power, tamers can gain monstrous animal companions, but they are far more limited in wild shaping than are standard druids. This initiation duplicates the variant druid of the same name, in Pathfinder Adventure Path volume 5: “Sins of the Saviors.”

Initiate Spells: 3rdgreater magic fang, 4thcharm monster, 5thanimal growth, 6thantilife shell, 7thblasphemy, 8thmass charm monster, 9thmass hold monster.

Resist Nature’s Lure (Ex): Add magical beasts to the creature types listed.

Bestial Bond (Sp): At 4th level, you can call out to the savage powers of the wilds to aid you and your animal companion. As a standard action, you can use aid, cure serious wounds, neutralize poison, or remove disease as a spell-like ability on any creature bound to you by your Mark of the Wild ability.

Exotic Companion (Ex): At 6th level, you can have a magical beast instead of an animal as a Bonded Companion (the CR limitations are the same). With the referee’s permission, certain aberrations might also be allowed. For example, a 6th level Ashvawg tamer could select an Advanced worg or an ettercap (CR 3) as a bonded companion. Whatever your bonded companion’s actual type, it is affected by your spells as if it were an Animal, however.

Undying Bond (Sp): Starting at 8th level, add heal and resurrection to the list of spell-like abilities duplicated by your bestial bond class feature (q.v.).

Eyes of the Beast (Su): At 10th level, your companion’s devotion bonus on saves against enchantments increases to an amount equal to half your class level. You may scry on any of your bonded companions at will as if using the scrying spell, except you need no focus or divine focus, and this ability requires only a move action to activate. You may view the area around your companion, or see through its eyes and listen through its ears.

Iron Claws (Su): At 12th level, your bonded companion(s) and any creatures you summon with summon nature’s ally gain DR/cold iron, to an amount equal to half your druid level (maximum DR 10/cold iron at 20th level). In addition, their natural weapons are considered +3 weapons for the purpose of overcoming damage reduction.

Savage Wild Shape (Su): Starting at 14th level, you can wild shape into the form of a magical beast (as per beast shape IV) once per day. See the Wild Shape initiation (q.v.) for more details on wild shaping.

Numinous Hierophant (Ex): At 20th level, whenever you cast a summon nature’s ally spell, you can automatically Quicken or Empower the spell (your choice) without increasing the casting time and without using a higher-level slot. Additionally, add magical beasts of the appropriate HD and CR range to the lists of nature’s allies you can summon.

Blighter

When a druid turns away from the land, the land turns away from him or her. Some druids make peace with this change; others seek to restore the bond. A few, however, actually embrace their disconnection from growth and become forces of destruction and decay. These few, called blighters, leave their mark wherever they tread. This initiation combines the prestige class of the same name (Complete Divine) with the Blight Druid archetype from the Advanced Players Guide.

Initiate Spells: 1stbane or doom or inflict light wounds, 2nddeath knell or defoliate, 3rdanimate dead animal, 4thantiplant shell or blight, 5threpel wood, 6thpestilenceBVD, 7thfire storm, 8thhorrid wilting, 9thwail of the banshee. Alternatively, choose one domain: Darkness, Cultist (Cyth-V’sug, Deskari, or Zuggtmoy), Death, or Destruction; you gain Domain Access to that domain and use that bonus spells list.

Resist Nature’s Lure (Ex): Add vermin to the creature types listed.

Deforestation (Sp): You regain your spellcasting ability by stripping the earth of life; a swath of deforested land always marks your path through the wilderness. Upon becoming a blighter, you lose your green faith spellcasting feature and instead gain the ability to kill all non-sentient plant life within a radius of 20 feet per blighter level as a full-round action once per day. If a potentially affected plant is under the control of another (such as a druid's liveoak or a dryad's home tree), the controller can make a Fortitude save to keep it alive. Except for plants saved by a controller, nothing can grow in a deforested area until it has a hallow spell cast upon it and it is reseeded. Deforestation enables you to regain your daily allotment of spells. This ability works in any terrain, but deforesting a sandy desert, ice floe, or other environment with only sparse vegetation does not empower you to cast spells.

Blighted Druid (Ex): Upon becoming a blighter, your Mark of the Wild ability works only on molds, fungi, and vermin. In addition, your summon nature’s ally spells can no longer be used to call beings other than molds, fungi, and vermin. Your speak with animals and speak with plants spell-like abilities allow you to speak only with dead animals or plants.

Blightfire [Reserve] (Sp): Also starting at 4th level, as a standard action, you can invoke a 15-ft. cone of fire from your hands or a 10-ft. burst of fire surrounding you, dealing fire damage equal to 1d6 x the level of the highest-level spell you have prepared (Reflex half). Flammable objects within the area catch on fire.

Sustenance (Su): Starting at 6th level, you no longer need food and water to survive.

Undead Wild Shape (Su): Starting at 8th level, you gain the ability to wild shape once per day (as the wild shaper druid ability), but you take on an undead form, as by an undead anatomy I spellUM. At 10th level, this improves to undead anatomy II; at 12th, to undead anatomy III, and at 16th to undead anatomy IV. At 12th, 16th, and 20th levels, you gain an additional daily use.

Blightblooded (Ex): At 10th level, you become immune to [affliction] conditions (Chapter 1).

Miasma (Su): Also starting at 10th level, you gain a 5-ft. aura; at the beginning of its turn, each creature within the miasma must succeed at a Fortitude save or become sickened for 1 round. A creature of the animal, fey, or plant type that fails its save is nauseated for 1 round and sickened for 1 minute thereafter. If the creature makes its save, it is immune to this effect for 24 hours, as are creatures immune to disease.

Plaguebearer (Su): Starting at 12th level, any creature that strikes you with a touch attack, unarmed strike, or natural weapon must succeed at a Fortitude save or contract a disease, as the contagion spell. You can also inflict contagion at will by touch.

Unbond (Su): Starting at 14th level, you can temporarily sever the bond between an animal companion, familiar, ranger’s favored weapon, etc. and its master as a full-round action. The target must be within 60 ft. of both its master and you. If the master fails a Will save, the bond terminates as if the servitor had died or been destroyed. Normally hostile creatures attack their masters but are otherwise unaffected. The bond returns after 1 minute per class level you possess, restoring all benefits; or it can be restored before then by the usual methods listed for that bond.

Numinous Hierophant (Su): At 20th level, you are a living embodiment of decay. You gain an aura of disease; those within 60 ft. must save vs. Fortitude or contract a disease of your choice (select from those listed for the contagion spell). In addition, wooden objects and structures are weakened in this area, taking 1d6 points of structural damage per hour (this bypasses the hardness of the wood).

Corpselight Whisperer

The bogs of the Bane Mires are stagnant and reek with the stench of decay. But while they are a boundless well of sickness and death, they are also part of nature, at least according to the merciless will-o-wisps that live there. There are few even among the druids who are willing to make their home in such an inhospitable land. But there are secrets to be learned, for those who with a keen ear and a light step. For while the corpse lights may share their secrets, they may also lead one into the fast bogs from which there is no escape.

―Frank Trollman and “K,” The Tome of Necromancy

This is one of the more flavorful efforts from The Gaming Den; this particular prestige class seemed like a good addition here, albeit somewhat shoehorned to fit the slightly lower-power spellcaster options in these rules.

Prerequisites: A would-be corpselight whisperer must have chosen marshes and swamps as a favored terrain at 2nd level. His or her spontaneous summon nature’s ally V and higher-level spontaneous nature’s ally spells always summon one or more will-o’-the-wisps, according to the following table.

Spell Number of Will-o’-Wisps
Summon nature’s ally V 1
Summon nature’s ally VI 1d3
Summon nature’s ally VII 1d4+1
Summon nature’s ally VIII 2d4+4
Summon nature’s ally IX 3d6

You have normal access to the full list of nature’s allies when preparing the spell; this restriction to will-o’-wisps applies only when casting one of the listed spells spontaneously using your Mark of the Wild ability.

Initiate Spells: 3rdanimate dead, 4thsolid fog, 5thinsect plague, 6thcreate undead, 7th--programmed image, 8thcreate greater undead, 9thshambler.

Resist Nature’s Lure (Ex): Add undead to the creature types listed.

Wild Shape (Su): As the wild shaper druid class feature of the same name, but the form chosen must be appropriate to a marsh or swamp.

Death Domain (Su): At 6th level, you gain Domain Access (Death domain) and the use of one Death domain feat or granted power. You can also use dancing lights at will as a spell-like ability.

Terrible Nectar (Su): At 8th level you begin to gain sustenance from the terror of others. If you are within 60 feet of an intelligent creature that is affected by a fear effect, you need one less meal that day and can get by with 2 hours less sleep (the effects do not stack for multiple victims). If such a creature is killed while demoralized or under the influence of a fear effect and within 60 feet of you, you do not need to eat or sleep that day at all.

Plant Wild Shape (Su): At 10th level, you gain the ability to wild shape into a Large plant once per day, per the plant shape II spell.

Hands of the Corpselight [Reserve] (Su): Like a will-o’-wisp, a corpselight whisperer of 12th level can deliver powerful electric shocks. Any touch or natural weapon attack you deliver also inflicts additional electricity damage (even if it would already inflict electricity damage) equal to 1d6 per 2 levels of the highest-level spell you have prepared.

Sanctum (Su): At 14th level, you gain Sanctum Spell as a bonus feat; it must apply to a place in a marshy setting (generally a ramshackle shack, although this need not be the case as long as the swamp setting is adhered to).

Bog's Heart (Su): At 16th level, you do not gain the Timeless Body class feature. Instead, if you are killed, you are reincarnated (as the spell) 1d10 days later in the middle of your designated sanctum, provided that no one has cut off access in the meantime (either by physically making the area into something other than a swamp, or through magic such as desecrate). Being reincarnated in this fashion does not result in level loss. Unlike the normal spell effect, you return with a new young adult body if you die by reaching your maximum age.

Numinous Hierophant (Su): At 20th level, you gain the incorporeal wild shape ability; you can use your wild shape ability to assume the form of an undead creature of the [incorporeal] subtype, as if using an undead anatomy IVUM spell.

Dinosaur Cultist

This initiation supersedes the prestige class of the same name from Villains: Rebirth (Bastion Press).

Prerequisite: You must survive the test of meat by allowing a tyrannosaurus (or similar dinosaur) to swallow you whole. You must then begin praying to the dinosaur god for acceptance. Each round you remain inside the dinosaur’s gizzard, you suffer normal damage and must make a level check (modified by your Wisdom modifier; DC 20) to be heard by the dinosaur god. Failure indicates nothing happens, but you may attempt the level check again next round. Success indicates that the dinosaur god has heard your pleas and accepts you as a new cultist; the tyrannosaurus immediately regurgitates you, cleans you off with its tongue, then leaves you in peace to serve the dinosaur god.

Initiate Spells: 3rd—Personal greater magic fang (can be re-assigned if change shape), 4thshout, 5thrighteous might, 6th—Extended bull’s (self only; +6 for 1 hour/level), 7thanimal shapes (dinosaurs), 8thgreater shout, 9thsummon nature’s ally IX (1d4+1 advanced tyrannosaurs).

Resist Nature’s Lure (Ex): The save bonus applies against the extraordinary abilities of dinosaurs.

Dinosaur Wild Shape (Su): At 4th level you gain wild shape (as the Wild Shaper druid class feature of the same name), except your forms are limited to Medium or Small dinosaurs (deinonychus, velociraptor, etc.). You can use this ability once per day per 4 class levels you possess (maximum 5/day at 20th level).

Savagery (Ex): At 6th level, you gain 1 rank per class level in Endurance as a class skill, and also gain Stamina Training as a bonus feat. In addition, you suffer a –2 circumstance penalty to Diplomacy checks, but gain a +2 circumstance bonus to Handle Animal checks against dinosaurs and to Bluff checks to demoralize. Your spells gain a +1 sacred bonus to the save DCs when targeting dinosaurs.

Greater Dinosaur Wild Shape (Su): At 8th level, you can use wild shape to change into a Large or Tiny dinosaur (as beast shape II): compsognathus, dimetrodon, etc.

Superior Wild Shape (Su): At 10th level, you can use wild shape to change into a Huge dinosaur (as beast shape III): allosaurus, ankylosaurus, elasmosaurus, triceratops, etc.

Primal Wild Shape (Su): At 12th level, you can use wild shape to change into a Gargantuan dinosaur (as beast shape III, but also with the Giant simple template): brachiosaurus, kronosaurus, spinosaurus, tylosaurus, tyrannosaurus, etc.

Improved Savagery (Ex): At 14th level, you gain Diehard as a bonus feat. In addition, you gain the scent special quality. Finally, the sacred bonus to your spells’ save DCs against dinosaurs increases to +2.

Numinous Hierophant (Su): At 20th level, you gain the Ti-Khana template, from the 3.0 edition Fiend Folio; this does not change your effective character level.

Feral Child

This initiation represents characters like Tarzan or Mowgli or Romulus and Remus, raised by animals in the wild. Along with the favored terrain class feature, it supersedes the human archetype of the same name from the Advanced Race Guide.

Prerequisite: You must have one or more bonded companions of the appropriate type.

Initiate Spells: 3rddominate animal, 4thsummon nature's ally IV, 5thbeast shape III, 6thantilife shell, 7thanimal shapes, 8thsummon nature's ally VIII, 9thsummon nature’s ally IX.

* Animals native to your favored terrain only.

Native Cunning (Ex): At 4th level, you gain Alertness and Dodge as bonus feats, and you gain 1 bonus rank in Perception per class level. While in your favored terrain, you also gain the effects of Trapfinding (as the rogue skill talent).

Native Fortitude (Ex): At 6th level you gain Fast Recovery as a bonus feat. You also apply your Alertness bonus as a competence bonus to saving throws against [affliction], [debilitation], and [fear] effects (Chapter 1). When in your favored terrain, apply your favored terrain bonus instead (if higher).

Strength of the Wild (Ex): At 8th level, you gain a +2 inherent bonus to Strength and Constitution. These bonuses improve by +1 per 4 levels thereafter (maximum +5 at 20th level).

Extended Summoning (Su): Starting at 10th level, any summon nature's ally spells you use to summon animals that are native to your favored terrain last twice the normal duration, as if under the Extend Spell feat (but with no increase to spell level or casting time).

Augmented Summoning (Su): At 12th level, any animals you summon that are native to your favored terrain gain the effects of the Augmented Summoning feat, even if you do not meet the prerequisite. If you already have that feat, you instead gain Animal Devotion as a bonus feat, even if you do not meet the prerequisite.

Native Call (Su): Starting at 14th level, when you use summon nature's ally spells to summon animals native to your favored terrain, those animals gain a +2 sacred bonus to Strength and Constitution. This stacks with the effects of the Augmented Summoning feat.

Numinous Hierophant (Sp): At 20th level, you can use shapechange at will to take the form of any creature native to your favored terrain.

Gatekeeper

You have been trained in the ancient druidic tradition of the Gatekeepers, founded originally to ward off an extraplanar assault by aberrations (Eberron Campaign Setting). This initiation also incorporates some of the abilities of the Green Faith Acolyte (Paths of Prestige).

Initiate Spells: 1stprotection from evil, 2ndzone of natural purityECS, 3rddimensional anchor, 4thnature’s wrathECS, 5thbanishment, 6thdimensional lock, 7threturn to natureECS, 8thmind blank, 9thimprisonment.

Resist Nature’s Lure (Ex): Add aberrations to the creature types listed.

Repel Aberration (Su): At 4th level, you gain the ability to channel energy (as the cleric class feature), using your druid level in place of your cleric level. Your channeled energy damages aberrations and evil outsiders. In addition, any creature taking full damage is held at bay, unable to move toward you for as long as you maintain concentration. The creature's actions are not otherwise restricted: it can fight other creatures, use its supernatural or spell-like abilities, or attack you with ranged weapons. If you move closer to it, nothing happens; the creature is not forced back. The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it can't move any closer.

Hounds at the Gates (Su): At 6th level, any animal companion(s) gained through your Mark of the Wild ability gain the following:

  • They share your saving throw bonuses against aberrations’ spell-like and supernatural abilities;

  • They gain the Eldritch Claws feat, using your druid level in place of their BAB (if higher);

  • Their melee attacks gain the bane property against aberrations. The +2 enhancement from this ability does not stack with the effective bonus from the Eldritch Claws feat.

Invest Byeshk Weapon (Su): Starting at 8th level, as a swift action you can enable any weapon you wield to overcome any form of damage reduction possessed by an aberration or evil outsider for 1 round. Additionally, any aberration struck by the weapon during this time is dazed for 1 round unless it succeeds on a Fortitude save.

Aberration Banemagic (Su): At 10th level, you gain Bane Magic (aberrations and evil outsiders) as a bonus feat. You also gain Bane Magic against undead.

Slippery Mind (Ex): At 12th level, you gain Deep Intuition and Iron Will as bonus feats, using your Concentration skill in place of Bluff and Perception. Any bonded animal companion(s) gained through your Mark of the Wild also share this ability.

Purifying Arc (Su): Starting at 14th level, your spells, spell-like abilities, and supernatural abilities that damage aberrations also affect them as if by the Sickening Spell feat. Any aberration taking full damage from your repel aberration ability is nauseated for 1 round, in addition to the other effects.

Numinous Hierophant (Su): At 20th level, you are constantly surrounded in a 20-ft. radius by a holy aura (as the spell, but cannot be dispelled); aberrations and evil outsiders are stunned instead of blinded.

Geomancer

This initiation supersedes the prestige class of the same name from Complete Divine.

Prerequisite: At least 1 level in another spellcasting class.

Initiate Spells: Bonus spells are gained according to those for your other spellcasting class.

Spell Versatility (Ex): Upon being initiated, you learn to blend divine and arcane magic. Your druid level provides Weak theurgy towards your other spellcasting class, and vice versa. You still acquire and prepare spells in the normal manner for your individual spellcasting classes. When you cast them, however, you can mix or match spellcasting parameters from any of your classes to gain the maximum possible advantage for any spell of 1st level or lower. Thus, as a 4th level geomancer, you can cast any of your 1st level sorcerer/wizard spells with no chance of arcane spell failure from armor. (The druidic prohibition against metal armor still applies to geomancers, however, since this stricture stems from a spiritual oath rather than a practical limitation.) If a spell requires either an arcane material component or a divine focus, you may use either. A geomancer who also has levels of wizard, sorcerer, or bard can spontaneously summon nature’s ally (see Mark of the Wild) by sacrificing arcane spells.

The maximum level of spell you can use your spell versatility ability with increases by +1 per class level after the 4th, subject to the maximum spell level you can cast.

Stage 1 Drift (Ex): Drift represents your gradual devolution into some other form. At 6th level, and again at 7th, you gain one of the following: leopard spots or zebra stripes appear on your body; you grow a cat's tail; you sprout feathers (but not wings); your eyebrows become green and bushy; your hair becomes a tangle of short vines; light, downy fur covers your skin; your skin turns green and scaly; your touch causes flowers to wilt; your voice sounds like a dog's, though it is still intelligible.

Stage 2 Drift (Ex): At 8th level, and again at 9th, you gain one of the following:

  • A small camel's hump grows on your back (you can go without water for up to five days).

  • You grow a coat of white fur like a polar bear's (you gain Favored Terrain (arctic) as a bonus feat).

  • The pads of your feet become sticky, like those of a lizard (you gain continuous spider climb).

  • You become as swift as an elk (your land speed increases by +5 feet).

  • You become as comely as a dryad (you gain a +4 enhancement bonus to Comeliness and on Diplomacy checks).

  • You become as graceful as a cat (you gain a +4 enhancement bonus on Acrobatics checks.)

  • You sprout leaves and become photosynthetic (you can subsist on 1 hour/day of sunlight in lieu of food, though you still require the same amount of water as before).

  • Your blood flows as slowly as tree sap (the speed at which progressive damage, such as that from wounding or decomposition, affects you is halved).

  • Your eyes become as sharp as a rat's (you gain low-light vision).

  • Your skin adapts like that of an octopus (you can change color to blend with your surroundings, gaining a +4 enhancement bonus on Stealth checks).

Stage 3 Drift (Ex): At 10th level, and again at 11th, you gain one of the following:

  • Deer antlers grow from your forehead (you gain a gore attack for 1d6 damage).

  • Thorns grow on your body (your unarmed attacks do piercing damage, and those striking you with natural weapons take 1d3 points of piercing damage per successful hit).

  • You can constrict like a snake (you gain Improved Grapple as a bonus feat).

  • You can spin a web like a spider (you can use your web to snare prey as described in the giant spider entry in the Bestiary, but you cannot attack with it).

  • You sprout fish gills (you can breathe both water and air).

  • Your eyes become as sharp as an eagle's (you gain a +4 enhancement bonus on Perception checks).

  • Your fingers grow talons (you gain Weapon Finesse and can make two claw attacks per round for 1d4 damage each).

  • Your mouth extends like a crocodile's (you gain a bite attack for 1d6 damage).

  • Your toes grow lionlike claws (you can make two rake attacks for 1d4 damage each if you gain a hold on your target).

Stage 4 Drift (Ex): At 12th level, and again at 13th, you gain one of the following:

  • You grow an acid stinger like that of a giant ant (you can sting for 1d4 piercing damage + 1d6 acid damage).

  • You can trip like a wolf (you gain Improved Trip as a bonus feat; this automatically activates on a successful bite attack).

  • You can rage similar to a wolverine (if you take damage, you rage as a 1st level barbarian, or gain +1 effective level of any class you have that grants rage as a class feature, but only for determining the benefits of rage).

  • You gain a boar's ferocity (you gain Diehard as a bonus feat and 1 free rank per class level in Endurance).

  • You can grab like a bear (you gain Improved Grapple as a bonus feat; it activates automatically on a successful claw attack).

  • You can pounce like a leopard (you gain Skirmish as a bonus feat).

  • Your hands become as strong as a gorilla's (you gain a +2 sacred bonus on Strength checks to break objects).

  • Your jaw becomes as powerful as a weasel's (you can attach to an opponent with a successful bite and inflict 1d3 points of damage per round until unattached. However, you lose your Dexterity bonus to AC while attached).

  • You can fire an ink cloud as a squid does (in water, you can emit a cloud of jet-black ink 10 ft. on a side once per minute as a free action; this provides total concealment and those within the cloud suffer the effects of total darkness).

  • Your nose becomes as sensitive as a hound's (You gain the scent special quality).

Stage 5 Drift (Ex): At 14th level, and again at 15th, you gain one of the following:

  • You grow a unicorn horn (you gain a +4 sacred bonus on saves vs. poison, and a gore attack for 1d8 damage).

  • Feathered or batlike wings grow from your back (you gain a fly speed of 60 feet).

  • You can curl into a spiny ball like a hedgehog (when curled, you gain a +4 natural armor bonus to AC, but you may not move or attack; curling or uncurling is a move action)

  • You are as graceful as a pixie (you gain a +2 sacred bonus on Reflex saves).

  • You gain the tremorsense of an earthworm (you gain tremorsense 30 ft.).

  • Your canine teeth exude poison (if you hit with a bite attack, your target must make a Fortitude save against poison: injury, Fortitude save, damage 1d2 Dex/round for 6 rounds; cure 2 saves).

  • Your senses become as sharp as a bat's (you gain blindsense 30 ft.).

  • Your feet extend to elephantine width (you gain Improved Overrun and Vital Strike as bonus feats and can make trample attacks).

  • You can move like a cheetah (once per hour, you can take a charge action to move ten times your normal speed).

  • Your skin becomes tree bark (your natural armor bonus to AC increases by +1).

Numinous Hierophant (Su): At 20th level, you learn the secrets of spell synthesis. Once per day, you can cast one druid spell and one arcane spell using one action (total). Both of the spells must have the same casting time. You can make any decisions concerning the spells independently.

Greenbond Initiate

The greenbond initiate simulates the Greenbond base class from Arcana Unearthed (Malhavoc Press).

Initiate Spells: Upon gaining this initiation, you gain Domain Access (Healing); your initiate bonus spells are chosen from the list of Healing domain spells.

Infuse with Life (Su): At 4th level, you gain Domain Channeling (healing) and any one other Healing domain feat or granted power.

Bond with the Green (Su): At 6th level, in a four-hour ritual that you conducts in your favored terrain, you gain an intuitive sense of the condition of the land—a literal bond with the Green. This means that if an area of your favored terrain is harmed in any way (for instance, a forest fire, a famine, or a disease) within one mile per class level, you become aware of it and gains a general understanding of what is happening. If you succeed at a DC 25 Concentration check, you gain more details, such as distance and direction.

In order for an event to trigger the bond, it must affect an area at least 100 yards across or involving at least 25 creatures or large plants (such as trees). Natural, daily events, such as predators hunting, do not alert you. For example, if a bestial cyclops band is hacking down trees to burn in a huge pyre, a 7th level druid four miles away becomes alerted once they chop down about 25 trees. All the druid knows is that numerous trees are dying rapidly. If he or she succeeds at the concentration check, the appoximate distance and direction are revealed. The druid still does not know specifically that the cyclops band is the culprit.

Speak With Nature Spirits (Su): Starting at 8th level, your bond allows you to speak with the spirit of a tree, a brook, the air, or any other part of nature that you touch. Once per day, you can ask a spirit a question that requires an answer of up to one word per class level or a series of yes/no questions (one per class level). Only natural things have spirits you can speak with—wood made into a door or water in a fountain usually has lost its spirit. The spirit is not omniscient. It knows all observable facts about its surroundings, and can answer any such question with 100 percent accuracy. For example, if you asked the spirit of a river if any people on horseback had crossed it in the last three days, it would be able to answer the question. A spirit's surroundings are never more than a 300-ft. radius, however—a river miles long has many spirits. A spirit has a 75 percent chance, plus 1 percent per class level you possess, to know the answer to a question about things farther afield, such as, “Is the dragon still over the next hill?” It never knows the answer to a question pertaining to the future or to the thoughts of another: “Can I defeat the dragon in battle?” or “Does the dragon know I'm here?” To convince the spirit to give an answer, you must make a Diplomacy check. A failed check might result in no answer, or it might result in a lie (DM's discretion). The check's Difficulty Class depends on the type of spirit, per the following table:

Spirit Type Diplomacy DC
Water 10
Wood 15
Air 18
Animal 20
Stone 30

Speak with Nature Spirits, Greater (Su): Starting at 10th level, you can talk freely with nature spirits, asking any number of questions with any types of answers. Also, spirits can talk with one another and relay answers back to you; the range of awareness is expanded to one mile from any edge of a particular geographic feature (forest, plain, mountain range, river, swap, or ocean, for example).

Nature’s Gift (Su): Starting at 12th level, at will as a standard action you can draw on the power of nature and infuse it within yourself. You must be touching something solid and natural (the ground, a bit of unworked stone, a plant, an animal, or a beast) to activate this ability. You gain a sacred bonus equal to half your class level that you can add to any one d20 roll you make per round; this lasts for 1 round per 4 class levels you possess. Alternatively, you can impart some or all of this gift to any allies you touch, giving each a portion of the bonus as you decide, with the same duration and 1/round usage.

Plant Bond (Ex): At 14th level, the greenbond undergoes a three-day solitary trek into the wilderness, eating and drinking nothing other than special herbs and water. This experience increases your bond with the Green so that plants surrounding you infuse into your body. From that point on, you are no longer considered a humanoid (or whatever type you are), but a plant. Anything that specifically does not harm plants will not harm you (including most mind-affecting spells and effects).

Numinous Hierophant (Su): At 20th level, the fusion with plants that occurred at 14th level becomes so complete that your anatomy changes to resemble a plant’s. Your skin takes on a greenish sheen, and you become immune to sneak attacks and critical hits. You can take the shape of a tree as a standard action, if standing on solid ground where a tree could potentially grow. There is no way to determine that the tree is actually other than what it seems—even magic does not reveal you to be anything but the tree you appear to be. While a tree, you cannot move or take actions other than to cast spells or use abilities that affect only you. For example, you could cast barkskin on yourself while you were a tree or use infuse with life upon yourself. None of this requires movement of any kind on your part.

You must root himself in natural earth and take on the form of a tree for eight hours each day rather than sleeping. During this time, you remain completely aware of your surroundings and can change back as a move action. The eight hours need not be consecutive. Due to this transformation, you need only sunlight, water, and the touch of the earth to sustain you. You no longer require sleep, air, or food.

Holt Warden

You draw on the inherent spiritual power of nature and make that power accessible to the larger spiritual community. Above all else, you are a spiritual seeker and guide. This initiation is based on the prestige class of the same name from Complete Champion, and includes some abilities of the Nature Warden from the Advanced Player’s Guide.

Initiate Spells: 3rdprotection from energy, 4thspike stones, 5thhallow, 6thliveoak, 7thheal, 8thantipathy/sympathy, 9threfuge.

Mystic Harmony (Su): At 4th level, you gain the Terrain Defense feat (see Ranger).

Guardian of the Green (Ex): Starting at 6th level, you can use Swift divine favor at will as a spell-like ability. You can use this ability only when in a natural setting; it cannot be used in cities, dungeons, etc.

Earth's Communion (Sp): At 8th level, you learn to heal and replenish yourself and others by communing with the earth once per day. At the end of 10 full minutes of concentration, you are affected as if by a heal spell. If you so choose, you can allow others to sit with you in a circle, holding hands, during your communion. In that case, you can choose to divide the hit points and other benefits provided by your communion among the people in the circle. Each other benefit of the heal spell can affect only one person in the circle, at your discretion. Thus, only one person can be cured of blindness, and so forth. You do not gain the advantages of any healing benefits that you distribute to others.

You can use this ability twice per day at 10th level, three times per day at 12th level, and four times per day at 14th level.

Guarded Lands (Ex): At 10th level, you may designate an area as your guarded lands, allowing you to treat it as favored terrain with a bonus of +1 per 2 druid levels you possess (if the terrain of the area is already favored terrain, the bonuses overlap, and do not stack). The area must be no larger than 1 square mile, and you must spend 24 hours carefully studying the entire area. You may also designate one creature type as a favored enemy within those guarded lands, gaining a favored enemy bonus against the creature type of +1 per 4 druid levels you possess; this stacks with any favored enemy bonus you already have against that type of creature (if any).

Allies who can see and hear you gain an initiative bonus equal to half your favored terrain bonus for that terrain. You may have a number of guarded lands equal to your Wisdom bonus (minimum 1). When you reach your maximum number of guarded lands, you can select a new guarded land by abandoning an existing one and performing the ritual for a new area.

Whispers of the Forest (Sp): Starting at 12th level, the spirits of plants, trees, and rocks speak to you, bringing you news. These voices give you a short answers to any simple question you pose pertaining to current events in the area, as an augury spell. When in your favored terrain, the effect improves to be equal to a divination spell. Questions about distant events require 1 minute per mile of distance to answer. At the referee's discretion, when the forest deems an issue important, the whispers bring you news without your request. This supersedes the Forest Reeve’s “whispers of the forest” prestige class feature, from Complete Champion, and the Spirit Ranger’s spirit bond and wisdom of the spirits variant class features from the Advanced Player’s Guide.

Web of Life (Sp): At 14th level, you can lead your community in spiritual union with the interconnected web of all life. Once per day, when you sing, chant, or speak inspiringly for at least 1 full minute, every living creature that hears your voice gains a +2 bonus to Wisdom for the next ld4 hours. In addition, each divine spellcaster who hears you, including yourself, gains back ld4 levels of spells (up to four lst level spells, two 2nd level spells, one 3rd level and one 1st level, or one 4th level spell). These regained spells must be spells you've cast since you last prepared spells. No spellcaster can be affected by this spell-regaining ability more than once per day, even if it is activated by multiple holt wardens.

Numinous Hierophant (Su): At 20th level, the spirits of the forest constantly whisper news to you; your whispers of the forest ability is continually active. Additionally, the spirits give you insights into other beings. Once per day, you can ask the voices of the forest about a single creature. For the rest of that day, you gain a +10 insight bonus on all Bluff and Diplomacy checks pertaining to that creature. Again, at the referee's discretion, the forest might occasionally volunteer information about a person or creature, but only if it considers the being remarkable in some way.

Moonspeaker

This initiation is adapted from the prestige class of the same name, from Races of Eberron.

Initiate Spells: 3rddeep slumber, 4thmoonstruckAPG, 5thdream or moon pathFR, 6thbite of the werebearSC or lunar revelationRRO, 7thinsanity or waxing healthRRO, 8thwere-doomBVD, 9thgate.

Resist Nature’s Lure (Ex): Add creatures with the [shapechanger] subtype to the list.

Augmented Summons (Su): Upon being initiated, you gain Spell Focus (Conjuration) and Augment Summoning as bonus feats. In addition, add the following to your possible summons lists: summon nature’s ally IV—yeth hound; summon nature’s ally V—bralani azata or nightmare; summon nature’s ally VI—lillend azata, hellcat, or invisible stalker; summon nature’s ally VII—nymph.

Lunar Resistances (Ex): At 6th level, you gain a the following blessings from the moons:

  • Blessing of Luna: You gain damage reduction 1/silver. This increases by 1 hp per class level thereafter, to a maximum of DR 15/silver at 20th level.

  • Blessing of Celene: You gain resistance 5 to one energy type (choose acid, cold, electricity, fire, force, negative energy, or sonic). For every 2 levels thereafter, this resistance increases by 5. At 18th level, you are immune. At 14th level, choose a second energy type from the list. You gain resistance 5 to that energy type; this also increases by 5 per 2 levels thereafter (maximum resistance 20 at 20th level).

Wild Shape (Su): At 8th level, you gain wild shape (as the 4th level wild shaper druid initiation ability). This ability does not automatically improve, however, except as noted below.

Moonlight Summons (Ex): Starting at 10th level, all summon nature’s ally spells you cast last twice their normal duration (as if by the Extend Spell feat, but with no increase in spell level or casting time). In addition, the creatures you summon with them shed light as a light spell, are immune to confusion and sleep effects, and their natural weapons are treated as silver for the purposes of overcoming damage reduction.

You treat the planar ally spells as if they were on the druid class list.

Improved Natural Attacks (Ex): At 12th level, all of your natural attacks (including unarmed attacks and any natural attacks gained in wild shape) gain the effects of the Improved Natural Attack feat. In addition, you and your animal companion(s), if any, gain Eldritch Claws as a bonus feat.

Improved Wild Shape (Su): At 14th level, you gain improved wild shape, as a 6th level wild shaper druid (animal forms only). In addition, if you have levels in lycanthrope (Chapter 2), your druid levels above 12th provide Weak synergy towards your hybrid form’s abilities (maximum +4 effective levels, at 20th level).

Numinous Hierophant (Su): At 20th level, you are at home in the Dreamlands. You longer need to sleep, although you can still regain spells only once per day (at moonrise). You are immune to sleep effects, fatigue, exhaustion, and hostile transmutation effects.

Naga Aspirant

The naga aspirant follows the ancient beliefs and engages in the rituals of a druidic sect dedicated to the transcendence of his or her form through absolute devotion to nagas and naga gods. Through acting as a herald to the naga deities, the aspirant is rewarded with the ability to unlock his or her ultimate spirit form and become a true naga. This initiation is taken from the Advanced Race Guide.

Initiate Spells: Upon being initiated, you gain Domain Access (Scalykind domain); initiate spells are selected from the list for that domain.

Resist Nature’s Lure (Ex): Add creatures with the [reptilian] subtype, including naga, dragons, etc., to the list of creature types.

Naga Magic (Sp): Upon being initiated, add the following arcane spells to your druid spell list: 0--acid splash, bleed, daze, mage hand, open/close, ray of frost; 1stcharm person, divine favor, expeditious retreat, mage armor, magic missile, ray of enfeeblement, shield, shield of faith, silent image, true strike; 2ndacid arrow, detect thoughts, invisibility, mirror image, scorching ray, see invisibility; 3rddispel magic, displacement, fireball, lightning bolt, suggestion; 4thdivine power, greater invisibility.

Naga Shape (Su): At 6th level, you can wild shape once per day into the form of a true naga. When taking naga form, your body transforms into that of a large serpent and you lose your limbs, though you keep your own head. Your size increases by one category, granting you a +4 size bonus to Strength and Constitution, a –2 size penalty to Dexterity, and a +2 enhancement bonus to natural armor. You gain a +10 ft. enhancement bonus to land speed and a bite attack that deals 1d6 points of damage. You can cast verbal spells in this form, but cannot cast spells with other components without metamagic or feats such as Natural Spell.

Augmented Form (Su): At 8th, 10th, 12th, and 14th levels (each), you can choose one of the following abilities to enhance your naga form. Once chosen, this augmentation cannot be changed and always applies to your naga form.

  • Charming Gaze (Sp): You gain a gaze attack that affects creatures within 30 feet as a charm person spell (Intuition negates).

  • Guarded Thoughts (Ex): You gain Arcane Defense (enchantment) as a bonus feat, and immunity to any form of mind reading (such as detect thoughts).

  • Hypnosis (Su): Once per day, by weaving and coiling your body as a standard action, you can force all creatures within 30 ft. to make a Will save to avoid becoming fascinated. You can maintain this fascination effect as long as you concentrate; fascinated creatures follow you if you move, as long as you maintain the effect by concentrating.

  • Naga’s Senses (Su): You gain darkvision 60 ft. and can use detect thoughts at will.

  • Poison Immunity (Ex): You gain immunity to all poisons.

  • Poisonous Sting (Ex): You grow a stinger on the end of your tail, dealing 1d6 piercing damage plus poison (injury; Fortitude save; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save).

  • Spit Venom (Ex): You can spit venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Any opponent hit by this attack must make a successful save (see above) to avoid the effect. You must already have a poisonous bite to gain this ability.

  • Water Scales (Ex): Your enhancement bonus to natural armor increases by +2. You also gain a swim speed equal to your base land speed, and a +4 racial bonus to Escape Artist checks.

  • Venomous Bite (Ex): Your bite attack becomes poisonous. Bite—injury; Fortitude save; damage 1 Con/round for 6 rounds; cure 1 save.

Numinous Hierophant (Su): At 20th level, you metamorphose into a unique naga. Your wild shape form becomes your natural form, though you can transform into your original shape at will. Your creature type permanently changes to aberration, and you stop aging.

Oakheart Initiate

This initiation represents the fighting style of the same name, from The Quintessential Druid (Mongoose Publishing).

Prerequisite: You must have the Oakheart Brother option (see Weapon and Armor Proficiencies, above) to gain this initiation, which further expands on your abilities with the quarterstaff in the form of spell-like abilities and bonus feats (for which you do not need to meet the prerequisites).

Initiate Spells: 3rdmagic vestment, 4thdivine power, 5thrighteous might, 6thspellstaff, 7thchangestaff, 8th—persistent bull’s strength (self only; +10 enhancement bonus for 24 hours), 9thcrushing hand.

Oakheart Adept (Ex, Sp): Starting at 4th level, you gain Weapon Focus and Weapon Specialization (quarterstaff) as bonus feats. Any wooden club or quarterstaff you wield is treated as if it were under the effects of a shillelagh spell; treat this as a continuous spell-like ability with a caster level equal to your druid caster level. If dispelled, you can recreate the effect as a swift action.

Foot Sweep (Ex): Starting at 6th level, you gain Improved Trip with the quarterstaff, and treat the quarterstaff as if it had the trip weapon property. You also gain Improved Two-Weapon Fighting (quarterstaff only) as a bonus feat.

Improved Staff Fighting (Ex): At 8th level, you gain Two-Weapon Defense and Pulverize Foe (quarterstaff) as bonus feats, even if you do not meet the prerequisites.

Magic Staff (Sp): At 10th level, any quarterstaff you wield is treated as if it were under the effects of the greater magic weapon and weapon of impactMF spells (both ends). Treat these as continuous spell-like abilities. If dispelled, you can renew the effects as a swift action.

Stunning Jab (Ex): At 12th level, you gain Sickening Strike and Staggering Strike as bonus feats; these can be applied only to attacks made with a quarterstaff.

Blur of Oak (Ex): At 14th level, you gain Crushing Blow and Two-Weapon Strike as bonus feats; these can be applied only to attacks made with a quarterstaff. You also gain Superior Two-Weapon fighting (as the Fighter talent of the same name) with the quarterstaff.

Numinous Hierophant (Ex): At 20th level, you gain weapon mastery with the quarterstaff, as the fighter’s capstone feature of the same name. When wielding a quarterstaff, you automatically confirm all critical threats, and gain a critical multiplier of x4 rather than x3. You cannot be disarmed while wielding a quarterstaff.

Ooze Master

This initiation supersedes the prestige class of the same name from Masters of the Wild.

Prerequisite: You must have chosen Underground as your favored terrain in order to select this initiation.

Initiate Spells: 3rdresinous skinUC, 4thtouch of slimeUM, 5thfluid formAPG, 6thooze shape II or tar poolUC, 7thslime waveCD, 8thskeletal delequescenceMF, 9thquagmire vortexWotC.

From Quid Novi, XIII:I (Spes Magna Games).

Resist Nature’s Lure (Ex): Add oozes to the creature types listed. In addition, you gain resistance to acid 5; this resistance improves by an additional 5 points per 2 class levels thereafter.

Friend to Oozes (Ex): Upon being initiated, you treat oozes as if they were animals for purposes of your Wild Empathy ability, and you can select oozes instead of animals as Bonded Companions. You add the following choices to your summon nature’s ally choices: II—giant amoeba; III—garden ooze, slime mold; IV—gelatinous cube, gray ooze, slithering tracker; V—globster, ochre jelly; VI—black pudding; IX—carnivorous blob.

Touch of Ooze [Reserve] (Su): At 6th level, you gain a melee touch attack that does not provoke attacks of opportunity; it deals acid damage equal to 1d6 points per level of the highest-level druid spell you have prepared and uncast. This damage is dealt automatically to any creature you grapple. Any melee attack you make also deals +1d6 acid damage.

Indiscernible Anatomy (Ex): At 8th level, you gain light fortification, providing a 25% chance to ignore the effects of critical hits, sneak attacks, and Vital Strikes. This improves to 50% at 12th level, 75% at 16th level, and 100% at 20th level.

Malleability (Su): Starting at 10th level, you can compress your body enough to squeeze through an inch-wide crack. You cannot expand inside a space that offers any resistance, such as an occupied suit of armor. You gain a competence bonus to Escape Artist checks equal to half your class level.

Paralyzing Touch (Su): Starting at 12th level, any living creature that takes damage from your touch of ooze must succeed at a Fortitude save or be paralyzed for 1 round per rank in Concentration you possess.

Ooze Limbs (Ex): Starting at 14th level, you can extend your limbs like pseudopodia, increasing your reach by 5 ft. In addition, your hands and feet become sticky at will, giving you a continuous spider climb effect. Finally, you gain the ability to spit gobs of acid, allowing you to use your touch of ooze ability as a ranged touch attack.

Numinous Hierophant (Ex): At 20th level, you are as slimy as the creatures you favor. Your type changes to Ooze. You gain blindsight 100 ft. and become immune to acid, flanking, poison, sleep, paralysis, stunning, all mind-influencing effects, and baleful polymorph.

You also gain the ability to engulf creatures in your path. You merely have to move over opponents, affecting as many as you can cover. Targeted creatures can make attacks of opportunity against you, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed―on a success, they are pushed back or aside (target's choice) as you move forward. Engulfed opponents gain the pinned condition, begin suffocating, are trapped within your body until they are no longer pinned, and are subject to your touch of ooze and paralyzing touch abilities each round they remain pinned.

Order of Storms

This initiation represents the Storm Druid described in Dragon magazine, issue 328; it also supersedes the Storm Druid archetype from Ultimate Magic.

Initiate Spells: Upon being initiated, you gain Domain Access (Weather domain); initiate spells are selected from that domain list.

Resist Nature’s Lure (Ex): Add spells, spell-like, and supernatural abilities with the [electricity] and/or [sonic] descriptors.

Storm Resistances (Ex): You are immune to deafness, gain resistance to electricity 10 and sonic 10, and receive a +1 insight bonus on Reflex saves. The penalties from natural or magical wind effects are treated as one step less severe for you. Finally, you can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant.

Thunder Strike (Su): Starting at 6th level, all of your melee attacks are treated as if you were wielding a shock weapon (+1d6 electrical). thundering weapon At 10th level, all melee attacks you make are treated as if they had the thundering property (+2d6 sonic and deafness as a [strike] effect; Fort negates). At 14th level, all melee attacks you make are treated as if you were wielding a thundering shocking burst weapon.

Frightful Presence (Ex): At 8th level, you gain the ability to frighten opponents whenever you attack or charge. Opponents within 30 ft. become shaken for 4d6 rounds (Will save negates). This ability affects only opponents with fewer Hit Dice or levels than you have. An opponent that succeeds on the saving throw is immune your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.

Improved Storm Resistances (Ex): At 10th level, your storm resistances improve. You gain resistance to electricity 20 and sonic 20, and the insight bonus on Reflex saves increases to +2. You can see through 60 feet of fog, mist, etc.

Improved Initiative: At 12th level, you gain Improved Initiative as a bonus feat.

Greater Storm Resistances (Ex): At 14th level, your storm resistances improve again. You gain resistance to electricity 30 and sonic 30, and the insight bonus on Reflex saves increases to +3. Finally, you become immune to natural and magical wind effects, and can see through any distance of fog and mist.

Numinous Hierophant (Su): At 20th level, your being is infused with the power of storms. You are immune to electricity and sonic effects, and gain a +4 insight bonus to all Reflex saves. All melee attacks you make are treated as if you were using a thundering lightning blast weapon (+3d6 electrical damage, which multiplies on a confirmed critical).

Spirit Shaman

Migizi was familiar with the Manitou, enough to recognize and put a name to all the mysteries, great and small. Some came―wind shadows and small thunders―for the smoke of the tobacco Migizi offered from his spirit pipe: they told him secrets in return. Others came only to watch, though they, too, would accept his tobacco.

―Charles deLint, Spiritwalk (1992)

A druid with the Spirit Shaman initiation supersedes the Spirit Shaman base class, from Complete Divine.

Initiate Spells: 3rdremove curse or speak with dead, 4thdismissal, 5thdispel evil/good/law/chaos, 6thplanar binding or undeath to death, 7thbanishment, 8thmind blank, 9th--etherealness.

Resist Nature’s Lure (Ex): Add oni, outsiders, incorporeal creatures, and creatures in astral or ethereal form or with astral or ethereal bodies.

Spirit Guide (Su): You can use unallocated leadership potential from your Mark of the Wild ability to gain a spirit guide, an incorporeal familiar (see Wizard). Your effective wizard level is equal to twice the CR of Leadership potential you devote to the spirit guide.

Chastise Spirits (Su): At 4th level, you gain the ability to chastise spirits (undead, fey, elementals, oni, and creatures in astral form or with astral bodies). This works similarly to channeling negative energy to damage living creatures, except only the listed creature types are affected. Damage is not reduced for incorporeal spirits. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This ability counts as channeling energy for purposes of qualifying you for channeling feats.

Ghost Warrior (Su): Beginning at 6th level, you gain Ghost Strike as a bonus feat, even if you do not meet the prerequisites. For purposes of determining the effects of this feat, use your number of ranks in Concentration in place of your base attack bonus. In addition, when you are personally on the ethereal plane, add your Wisdom modifier as an insight bonus to your Strength, Dexterity, and Constitution scores.

Blessing of the Spirits (Sp): Starting at 8th level, you can perform a special rite to gain the blessings of spirits friendly to you. You go into a meditative state in which you travel to the spirit world. Performing this rite requires 10 minutes. The blessing functions as a protection from evil or magic circle against evil spell, except that it protects against spirits and lasts until dismissed or dispelled.

Spirit Form (Sp): At 10th level, you learn to temporarily transform yourself into a spirit. Once per day as a standard action, you can become ethereal for up to 1 round per class level, as if by an ethereal jaunt spell. Starting at 15th level, you can use this ability twice per day; at 20th level, you can assume spirit form 3 times per day.

Greater Chastise (Su): Starting at 12th level, you can use your chastise spirits ability (q.v.) to affect any creature with a spirit or soul.

Recall Spirit (Sp): At 14th level, you gain the ability to call back the spirit of a dead creature before it has arrived at its planar destination. To be effective, this ability must be used within 1 round of the victim’s death. It functions like resurrection, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. Resurrection survival checks apply as usual. The creature is restored to –1 hp and stabilized.

Numinous Hierophant (Su): At 20th level, you become one with the spirit world. Your creature type becomes Fey. You gain damage reduction 5/cold iron. You also learn to perform a special rite that bargains part of your life force for protection from death. The rite requires 8 hours; after its conclusion, the first time you are reduced to 0 hp or below, or have any ability damaged or drained to 0 or below, you instantly receive the benefits of a heal spell. You receive this benefit immediately, as the damage takes effect; you may thus survive an otherwise fatal blow. The rite’s protection is discharged once it is triggered, and you must perform a new rite to gain this protection again.

Verdant Lord

This initiation mirrors the prestige class of the same name from Masters of the Wild, and also subsumes the Treesinger druid from the Advanced Race Guide.

Initiate Spells: Upon being initiated, you gain Domain Access (Plant domain); your initiate bonus spells are chosen from the list of Plant domain spells.

Green Magic (Su): The Verdant Lord initiation confers a number of plant-related abilities on you:

  • You are treated as if continuously under the effects of a speak with plants spell.

  • You gain 1 free rank per class level in Profession (horticulture).

  • Your spells that normally affect only animals also work on plants.

  • You gain any one Plant domain feat or granted power.

Plant Master (Su): At 6th level, you gain Domain Channeling (Plant Domain) as a bonus feat. You can also use plant growth at will as a spell-like ability.

Plant Immunities (Ex): At 8th level, you gain Arcane Defense (enchantment) and are immune to sleep, paralysis, and stunning. Given water and sunlight, you no longer need food.

Animate Tree (Sp): At 10th level, you gain the ability to cause trees to uproot themselves and attack your enemies. You can use liveoak as a spell-like ability once per day.

Treant Wild Shape (Su): At 12th level, you can wild shape into a treant once per day. This works like a wild shaper druid’s primal wild shape ability (as a plant shape III spell). Because a treant has a voice and manipulative appendages, you can cast spells normally while in treant wild shape.

Fast Healing (Ex): Starting at 14th level, you gain fast healing 5 as long as you are in sunlight or the equivalent (such as the effects of a daylight spell). Your need to eat and sleep are reduced as if you were wearing a ring of sustenance.

Numinous Hierophant (Ex): At 20th level, your type changes to Plant. You gain low-light vision, are immune to poison, polymorph, critical hits, and mind-influencing effects. You no longer suffer penalties for aging and cannot be magically aged. Any aging penalties you may already have suffered, however, remain in place. Your life span is extended by a thousand years, like an old sequoia.

Vermiurge

This option draws from the Vermin Lord prestige class from the Book of Vile Darkness and the Master of Flies from Savage Species.

Initiate Spells: Upon being initiated, you gain Domain Access (Vermin domain) as a bonus feat. Your initiate bonus spells are chosen from the list of Vermin domain spells, and your spontaneous summon nature’s ally spells always summon swarms or vermin.

Resist Nature’s Lure (Ex): Add vermin to the creature types listed.

Master of Vermin (Su): At 4th level, you gain the Vermin Heart feet (see Appendix). You treat vermin as if they were animals with Intelligence 2 for purposes of your spell targeting and effects (this includes spells with the mind-affecting descriptor). In addition, you gain and use vermin domain powers at your full class level (rather than at a reduced number of ranks in Knowledge: the planes; see Domain Access feat). You also gain immunity to webs, including the web spell.

Cloak of Vermin (Su): Also starting at 4th level, you are constantly surrounded by a 5-ft. radius swarm of Diminutive biting, flying insects. Those within the area (except you) are subject to being attacked by the swarm (damage 1d6 per 4 class levels you possess, plus distraction). Your cloak of vermin has Hit Dice equal to your druid level, and uses your Constitution modifier, AC, and saving throws. If your attendant vermin swarm is destroyed, it recovers at the rate of 1 effective druid level per day.

Venomous Vermin (Ex): Starting at 6th level, your cloak of vermin is poisonous (injury; Fortitude save; damage 1d2 Dex per round for 1 round per 3 class levels; cure 1 save).

Swarm Armor (Ex): Starting at 8th level, the insects swarming around you provide you with a natural armor bonus of +1 per 4 class levels. In addition, half of all damage inflicted on you by targeted attacks is taken by your cloak of vermin instead.

Verminsight (Su): Starting at 10th level, your growing hive mind with flying insects alerts you to danger. You gain the equivalent of blindsense with a range of 5 ft. per class level you possess.

Swarm Shape (Su): Starting at 12th level, you can wild shape (as a wild shaper druid) at will into one or more swarms. This works as the swarm skinUM spell.

Hive Mind (Su): Starting at 14th level, you can form a hive mind with up to one willing ally per 3 class levels you possess. Those affected are in constant telepathic communication. If one is aware of a particular danger, you all are. If one in the group is not flat-footed, none of you are. None of the members of the group are considered flanked unless all of you are. You can activate this ability once per day as a full-attack action that provokes attacks of opportunity; the effect lasts for up to 1 hour. Starting at 18th level, you can use it twice per day.

Numinous Hierophant (Su): At 20th level, you gain the Worm that Walks template (Bestiary 2), with no increase to your CR. If gravely threatened, you can discorporate as a free action, simply falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house your intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, you stand a good chance of losing all your equipment. However, discorporation almost assures that at least one vermin (if not dozens) will manage to crawl away, and so provide for your continued existence.

Wild Shaper

The wild shaper initiate represents the standard Pathfinder druid, and allows access to the class’ signature wild shape abilities.

Initiate Spells: Wild shaper druids are extremely versatile. Your initiate spell slots can be filled with any spells of the appropriate levels from the druid class list. A variant is the Master of Many Forms (Complete Adventurer), who has the following: 1stenlarge self, 2ndalter self, 3rdvermin shape I, 4thvermin shape II, 5thpolymorph, 6thform of the dragon I, 7thform of the dragon II or giant form I, 8thform of the dragon III or giant form II, 9thshapechange.

Wild Shape (Su): Starting at 4th level, you gain the [shapechanger] subtype and the ability to turn yourself into any Small or Medium animal and back again once per day. Your options for new forms include all creatures with the animal type that could reasonably be found in your favored terrain (an arctic druid could become a lynx, but not a jaguar). This ability functions like a beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until you change back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which you are familiar.

You lose your ability to speak while in animal form because you are limited to the sounds that a normal, untrained animal can make, but you can communicate normally with other animals of the same general grouping as your new form. The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.

All of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form.

You can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, you can use wild shape at will.

Improved Wild Shape (Su): At 6th level, you can use wild shape to change into a Large or Tiny animal (as beast shape II) or a Small elemental (as elemental body I).

Greater Wild Shape (Su): At 8th level, you can use wild shape to change into a Huge or Diminutive animal (as beast shape III), a Medium elemental (as elemental body II), or a Small or Medium plant creature (as plant shape I).

Superior Wild Shape (Su): At 10th level, you can use wild shape to change into a magical beast (as beast shape IV), a Large elemental (as elemental body III) or a Large plant creature (as plant shape II).

Primal Wild Shape (Su): At 12th level, you can use wild shape to change into a Huge elemental (as elemental body IV) or a Huge plant creature (as plant shape III).

A Thousand Faces (Su): At 14th level, you gain the ability to change your appearance at will, as if using the alter self spell, but only while in your normal form.

Numinous Hierophant (Su): At 20th level, your wild shape ability ripples through your being. You are immune to harmful Transmutation effects, and you can shift to become at home anywhere in the multiverse: your Terrain Mastery ability expands to include all planes of existence, and you gain Power over Shadow as a bonus feat.

Appendix B: Druid Feats

These feats are listed here, rather than in Chapter 5, because they pertain specifically to druids. Feats with the [Wild Shape] descriptor require wild shape or aspect of nature as a prerequisite. Many druids also take Arcane Bond as a feat, gaining a staff, a familiar, or a “spirit guide” (incorporeal familiar).

Aspect of the Beast

Whether by magic or a curse of your blood, some part of you is more beast than man.

Prerequisite: Wild shape, aspect of nature, or lycanthrope.

Benefit: Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it.

  • Night Senses (Ex): You gain low-light vision. If you have low-light vision, you gain darkvision 30 ft. instead. If you have darkvision as well, the range of your darkvision increases by 30 feet.

  • Predator’s Leap (Ex): You can make a running jump without needing to run 10 feet before you jump.

  • Wild Instinct (Ex): You gain a +2 insight bonus on initiative checks and Survival checks.

Source: Advanced Player’s Guide. This feat also subsumes the Cougar’s Vision feat from Complete Adventurer.

Boar's Ferocity [Wild Shape]

Prerequisite: Wild shape or aspect of nature.

Benefit: If your hit points are reduced to 0 or less (but you aren't killed), you can spend one wild shape as an immediate action to continue acting as if not disabled or dying. The effect lasts for one minute.

Normal: When reduced to 0 hp, you are disabled and can take only a single move or standard action each round. When reduced to -1 to -Con hp, you are dying and drop unconscious.

Source: Complete Divine.

Druid of Earth and Metal [Skill]

Prerequisites: Druid level 1st, Craft (smith).

Benefit: You can wear and wield any weapons or armor that you make with your Craft (smith) skill, even those not on the list of allowable druid weapons and armor. You do not gain proficiency with these items, but you suffer a –2 penalty rather than a –4 penalty on attacks with non-proficient weapons you have personally constructed. In the case of magical weapons and armor, you must also imbue them yourself in order to use them without restriction.

Source: Book of Hallowed Might II: Portents and Visions (Malhavoc Press).

Eldritch Blast [Reserve]

Reserve Spell: 1st level druid spell.

Benefit: You gain the spell-like ability to fire a bolt of red-gold fire from your hands as a standard action. This strikes as a ranged touch attack (a ray) with close range (25 ft. + 5 ft. per 2 caster levels), dealing 1d6 damage per level of the highest-level druid spell you have prepared and ready to cast. Half this damage is fire damage; the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. It is otherwise similar to the sorcerer’s eldritch blast ability, but gains no automatic improvements as you increase in power.

Fast Wild Shape [Wild Shape]

You assume your wild shape faster and more easily than you otherwise could.

Prerequisites: Wild shape or aspect of nature.

Benefit: You gain the ability to use wild shape or aspect of nature as a move-equivalent action.

Normal: Use of wild shape or aspect of nature is a standard action.

Source: Complete Divine.

Grove Defender [Skill]

You are tied to a specific sacred druidical grove.

Prerequisites: Mark of the Wild class feature, Survival 1 rank, able to cast druid or ranger spells.

Benefit: You receive a sacred bonus to AC, attacks, and damage equal to +1 per 4 ranks in Survival you possess, but only when fighting within close proximity of your sacred grove (half a mile per rank in Survival you possess).

  • If you have at least 6 ranks in Survival, while within your sacred grove, you receive the benefits of one full hour of sleep for every half hour you rest. For every four hours spent therein, you heal as if a full day had passed, and you can recover spells as if you had slept 8 hours.

  • If you have at least 11 ranks in Survival, all druid and ranger spells you cast within your grove receive a +1 sacred bonus to the save DCs.

  • If you have at least 16 ranks in Survival, all druid and ranger spells you cast within your grove receive a +2 sacred bonus to the save DCs, and druid/ranger spells you cast in close proximity to your grove (see above) receive a +1 sacred bonus to the save DCs.

Special: You weaken and die if you remain away from your chosen grove for too long. Each week away from the grove, you must succeed at a DC 15 Fortitude save or suffer 1d6 points of damage per day spent away thereafter. The save DC increases by an additional +1 per week thereafter. This damage can be healed only within the boundaries of the chosen grove.

Source: This feat largely supersedes the Grove Defender prestige class, from The Quintessential Druid (Mongoose Publishing).

Oaken Resilience [Wild Shape]

Prerequisite: Greater wild shape.

Benefit: You can spend a wild shape use to gain immunity to critical hits, poison, sleep, paralysis, polymorph, and stunning. You also gain great stability, which gives you a +8 bonus on checks to avoid being bull rushed or tripped. The effect remains for 10 minutes.

Source: Complete Divine.

Practiced Initiate

Prerequisites: Druidical initiation.

Benefit: Your effective druid level for your druidical initiation abilities increases by +4. This applies to initiate powers gained and the level-dependent effects of your existing abilities; it does not grant you any other druid class features.

This feat can't increase your total effective druid level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain non-druid HD you may be able to apply the rest of the bonus.

Special: The effects of feat stack with class synergy features improving your effective druid level; this a specific exception to the non-stacking rule. Your total limit based on effective character level remains in force.

Spirit Spell

Prerequisite: Chastise spirits class ability.

Benefit: As a standard action, you can spend 3 uses of your chastise spirits ability to maximize the next spell you cast, with no adjustment to spell level or casting time.

Source: Dragon magazine, issue 343.

Spontaneous Affliction

You punish those who would despoil the wilderness

by infecting them with a mild illness.

Prerequisite: Able to cast druid spells.

Benefit: You can transform the stored energy of a spell you have prepared and use it as a spell-like ability to weaken your enemies. To use spontaneous affliction, you must spend a standard action and sacrifice a prepared spell. All humanoids within 30 feet of you must succeed on a Fortitude save or become sickened for a number of rounds equal to the level of the spell sacrificed.

Source: Exemplars of Evil.

Venom’s Gift [Wild Shape]

Prerequisite: Greater wild shape.

Benefit: As a standard action, you can expend one daily use of your wild shape ability to envenom your natural attacks for up to 1 round per class level you possess. An ordinary unarmed strike does not qualify for this benefit; you must have a true natural attack, though it can be the result of a transmutation spell or other shapechange effect. Poison: Injury, Fortitude negates, ld2 Str/round for 6 rounds, cure 1 save

Source: Complete Champion.

Vermin Heart

You have a special bond with creeping things.

Prerequisites: Mark of the Wild class feature.

Benefit: You may target Vermin with spells and special abilities that normally only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to influence vermin as easily as you influence animals.

If you would normally gain an animal companion, you can gain a monstrous vermin companion instead.

Source: Advanced Player’s Guide.

Wild Shape, Planar [Wild Shape]

You can infuse your wild shape with planar strength.

Prerequisites: Wild shape, Knowledge (the planes) 6 ranks.

Benefit: When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the celestial template or fiendish template to your animal form. (Good druids must use the celestial template, while evil druids must use the fiendish template.)

If your form has the celestial template and you score a critical threat against an evil creature while using your form’s natural weapons, you gain a +2 bonus on the attack roll to confirm the critical hit. The same bonus applies if your form has the fiendish template and you score a critical threat against a good creature.

Source: Ultimate Combat.

Wild Shape, Swift [Wild Shape]

Prerequisite: Fast Wild Shape.

Benefit: You can activate your wild shape or aspect of nature ability as a swift action.

Normal: Activating these abilities is a standard action.

Source: Complete Champion.

Wolverine's Rage [Wild Shape]

Prerequisite: Wild shape or aspect of nature ability

Benefit: If you have taken damage during the last round, you may spend a wild shape or aspect of nature use as a free action on your turn to enter a rage, as a 1st level barbarian. This rage lasts a number of rounds equal to 4 + your (pre-rage) Constitution modifier, and cannot be ended voluntarily.

Source: Complete Divine.