Wild Shape

Wild shape is a druid class ability allowing them to change form of their body to that of an animal or elemental. Each form offers unique passive and active abilities.

Druids can access multiple forms as they progress to higher levels:
 * At level 2, you must choose between Wolf or Bear.
 * At level 5, you get the shape you didn't select at level 2.
 * At level 8, you must choose between Winter Wolf or Dire Bear.
 * At level 11, you get the shape you didn't select at level 8.
 * At level 13, you must choose between Fire Elemental or Water Elemental.
 * At level 17, you get the shape you didn't select at level 13.

All forms act as an Active feat that you can toggle on/off. It costs 5 spell points to change into a form. Returning to a humanoid form is free.

Animal Forms
You are considered an animal. If you are a Warforged, you are no longer considered a Construct, and can now be healed normally by positive energy spells and you have become immune to repair spells. Your equipped weapon's treasure effects, such as the 1d6 fire damage from the flaming effect, are still applied to your attacks. You cannot use wands or scrolls while in animal form.

Wolf form
This gives you 1d6 sneak attack, +3 to attack while flanking, +10% enhancement bonus to movement speed (does not stack with haste), and has an attack animation 30% faster then the normal one (stacks with haste by multiplication). Your attacks count as Slashing/Piercing(. Your equipped weapon damage is replaced by your natural attacks, in the case of wolf, it's 1d6 base with a 19-20/x2 crit.

Winter Wolf form
Has an attack animation 30% faster then the normal one, +5 to attack while flanking, +2d6 sneak attack, -2 int/cha, 2.5 times cooldown on non-animal form spells. 15% enhancement movement speed bonus. Your equipped weapon damage is replaced by your natural attacks, base damage: 1d10 with a 19-20/x3 crit. (description says 18-20x3). Your attacks count as Slashing/Piercing(?). (In-game tooltip for Winter Wolf clearly states damage is Piercing and Bludgeoning. Despite this, at present time skeletons still get their bludgeoning DR against winter wolf. Something is bugged, either tooltip or damage types.)

Bear form
This gives +10 % AC and +2 racial bonus to Constitution. Your Int and Cha are reduced by 2. Your equipped weapon damage is replaced by your natural attacks, In the case of bear, it's 1d8 with a 20/x2 crit. Your attacks count as Slashing/Bludgeon.

Dire Bear form
+4 racial bonus to con, +15% AC, -2 int/cha, 2.5 times cooldown on non-animal form spells. Base damage: 1d12 with a 20/x3 crit

Note

 * If you have monk levels, the damage of your animal form matches that of your monk unarmed damage, which means at low levels it will decrease your damage in bear form, but as you progress, the damage will increase as normal for monk.
 * Two Weapon Fighting does not affect your attacks in animal form, irrespective of any levels in monk.
 * Monk stances can be used in animal form, as long as you are centered.
 * If you are a monk, and have two non druid (eg kama) weapons equipped, your damage in animal form will revert to the base damage of the animal, instead of the monk Unarmed Strike damage. You will also get no benefit of the magical properties of either weapon. (to work around this, only have one weapon equipped as you shift, then the damage will be calculated properly)

Elemental forms
You are considered an elemental. You gain a +10 racial bonus to your saving throws against magical poisons, and racial immunity to natural poisons, sleep, paralysis and stun, and 100% bonus to fortification. If you are warforged you are no longer considered a living construct, you are healed normally by positive energy and are immune to repair spells.

Water Elemental form
+1 bonus to caster level and max caster level to water and cold spells, but your air/earth/fire spells get a -3 penalty to caster level and max caster level. +10 racial bonus to cold resistance, +20 swim and -10 electric resistance.

Fire Elemental form
+1 bonus to caster level and max caster level to fire spells, but your air/earth/water spells get a -3 penalty to caster level and max caster level. +10 racial bonus to fire resistance, -10 cold resistance.