Masters of the Wild - 3.5e

Page 12

CHAPTER 1 : NATURE'S LORE Wild Shape

At sth level, a druid gains the spell-like ability to turn herself into a Small or Medium-size animal (but not a dire animal or a legendary animal) and back again once per day. The druid may adopt only one animal form per use of this ability. The creatures available as wild Shape forms include some giant animals (as described in Appendix I of the Monster Manual) but not beasts, magical beasts, or anything with a type other than animal. The druid may use wild Shape to become a dog or a giant lizard, for example, but not an owlbear. The form chosen must be that of an animal she is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear. The druid can freely designate the new form's minor physical qualities (such as fur, feather, or skin color and texture) within the normal ranges for an animal of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under her control but must fall within the norms for the animal's species . The druid is effectively disguised as an average member of the new form's species, gaining a +10 bonus on her Disguise checks as long as she maintains the form. This change of form never disorients the druid . Upon changing to an animal form, she regains lost hit points as ifshe had rested for a day, though this healing does not restore temporary ability damage or provide any other benefits of resting for a day, and changing back does not heal her further. If slain, the druid reverts to her original form, though she remains dead. When the change occurs, the druid's equipment, if any, melds into her new form and becomes nonfunctional. Material components and focuses melded in this way cannot be used to cast spells. When the druid reverts to her true form, any objects previously melded into the animal form reappear in the same locations they previously were and are once again functional. Any new items the druid wore in animal form (such as a saddle, rider, or halter) fall off and land at her feet; any that she carried in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. The druid acquires the physical and natural abilities of the creature whose form she has taken while retaining her own mind. Physical abilities include size as well as Strength, Dexterity, and Constitution scores . Natural abilities include armor, natural weapons (such as claws, bite, or gore), sensory abilities (such as low-light vision), and similar gross physical qualities (presence or absence of wings or gills, number of extremities, and so forth) . Natural abilities also include mundane movement capabilities, such as walking, swimming, and flying with wings. The druid also gains all the racial bonuses and feats of the animal form selected. She does not gain any supernatural or spell-like abilities (such as breath weapons or gaze attacks) ofher new form, but does gain all the form's extraordinary abilities . All these alterations last until the wild Shape ends. The druid's new scores and faculties are average ones for the species into which she has transformed . She cannot, for example, turn herself into a wolf with a

Strength of20. Likewise, she cannot change into a bigger or more powerful version of a creature (or a smaller or weaker version). The druid retains her own Intelligence, Wisdom, and Charisma scores, level and classes, hit points (despite any change in her Constitution score), alignment, base attack bonus, and base save bonuses . (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses .) The druid also retains her own type (for example, humanoid), extraordinary abilities, and spell-like abilities, but not her supernatural abilities . She loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) Though the druid retains any spells she previously carried, her new form may not permit her to use them. Unless the chosen form is one with prehensile hands (such as a monkey or an ape) or some other manipulative appendage, the druid may not be able to manipulate material components and focuses for spells-even if those are not melded into her new form. Likewise, her lack of a humanlike voice means she cannot cast spells with verbal components or activate command word items . In the same manner, the lack of appropriate appendages may prevent her from using manufactured weapons and magic items. If the usability of a particular spell or item is in doubt, the DM makes the decision. The druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table 3-8 in the Player's Handbook. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level . At 12th level and beyond, she can take the form of a dire animal. At 16th level, the druid may use wild Shape to change into a Small, Medium-size, or Large elemental (air, earth,


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New Sorcerer/Wizard Spells . . . . . . . . . . . . . . . . . . . . 81 Table 5-20 : The Windrider

4min
page 77

Training Mounts

8min
pages 79-80

Table 5-21 : The Windrider's Mount

4min
page 78

New Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Table 5-19 : The Watch Detective

10min
pages 75-76

New Ranger Spells . . . . . . . . . . . . . . . . . . . . . . . . . . .81 Table 5-18 : The Verdant Lord

6min
pages 73-74

New Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Table 5-17 : The Tempest

5min
page 72

Chapter G: Spells . . . . . . . . . . . . . . . . . 80 Table 5-16 : The Tamer of Beasts

7min
pages 70-71

Watch Detective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Table 5-10 : The Frenzied Berserker

5min
page 60

What's a Mount? . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Table 5-13 : The King/Queen of the Wild

3min
page 66

The Order of the Verdant Grove . . . . . . . . . . . . . 74 Table 5-9 : The Forsaker

7min
pages 58-59

Table 5-15 : The Shifter

5min
page 69

Verdant Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73 Table 5-7 : The Eye of Gruumsh

3min
page 55

Organization : The Bloodhounds

3min
page 51

Eye of Gruumsh

4min
page 54

Totems

2min
page 45

Bane of Infidels

5min
page 46

Shifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Table 5-4 : The Bloodhound

5min
page 50

Terrain-Dependent Features . . . . . . . . . . . . . . . . . . 66 Table 5-2 : The Bane of Infidels

4min
page 47

Bloodhound

3min
page 49

Hide

5min
page 19

Legendary Animals

2min
page 40

Geomancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Table 3-2 : New Magic Items

11min
pages 28-30

Choosing a Favored Enemy

9min
pages 16-17

The Ranger in Perspective

4min
page 12

Sidebar : Level Equivalent

5min
page 6

The Druid and Other Classes

9min
pages 10-11

Race and the Ranger

5min
page 13

The Ranger and Other Classes

4min
page 14

Choosing When to Rage

5min
page 7

Variant: Urban Rangers

5min
page 15

Race and the Barbarian

3min
page 5
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