Wild Shape

Animal Forms
At levels 2 and 5 a druid may use their 'Wild Shape' feat to change into an animal.
 * You are considered an animal.
 * You have a -2 penalty to Intelligence and Charisma.
 * When in animal form, your equipped weapon attacks are replaced by natural attacks that are specific to the form you are in.
 * These natural attacks benefit from all the treasure effects on your equipped melee main hand (such as the Flaming effect). Offhand weapons/shields only provide bonuses that are applied to the character - stat bonuses, skill bonuses, stunning, etc. If they have effects that trigger when you hit an enemy, they do nothing. So having procs and the like in the off-hand weapon won't do you any good, but you can still use an off-hand item that gives other bonuses.
 * They also benefit from feats that grant bonuses to Unarmed weapons, such as Weapon Focus: Bludgeoning.
 * You still gain AC and other bonuses from any shields you may be using. You cannot use wands or scrolls while in animal form. Shield Bash doesn't proc while in animal form.
 * Animal forms increase the cooldown times of your non-animal form spells to 2.5 times their normal length.
 * You must prepare your animal form spells as normal and do not receive additional spell preparation slots for them.

Wolf

 * Your base attack speed is 30% faster, you gain a +3 bonus to attack while flanking, +1d6 sneak attack damage, and a +10% enhancement bonus to movement speed.
 * Your natural attacks do 1d6 damage, do both piercing and slashing damage, and critically hit for double damage on a roll of 19-20.
 * Form specific spells: Takedown, Baiting Bite, Harrowing Pack, Howl of Terror

Bear

 * You gain a +2 racial bonus to constitution and +10% AC.
 * Your natural attacks do 1d8 damage, do both slashing and bludgeoning damage, and critically hit for double damage on a roll of 20.
 * Form specific spells: Maul, Roar, Shred, Rising Fury, Tremor

Magical Beast Forms
At levels 8 and 11 a druid may use their 'Wild Shape' feat to change into a magical beast.
 * You are considered a magical beast.
 * You have a -2 penalty to Intelligence and Charisma.
 * When in animal form, your equipped weapon attacks are replaced by natural attacks that are specific to the form you are in.
 * These natural attacks benefit from all the treasure effects on your equipped melee main hand (such as the Flaming effect). Offhand weapons/shields only provide bonuses that are applied to the character - stat bonuses, skill bonuses, stunning, etc. If they have effects that trigger when you hit an enemy, they do nothing. So having procs and the like in the off-hand weapon won't do you any good, but you can still use an off-hand item that gives other bonuses.
 * They also benefit from feats that grant bonuses to Unarmed weapons, such as Weapon Focus: Bludgeoning.
 * You still gain AC and other bonuses from any shields you may be using. You cannot use wands or scrolls while in animal form. Shield Bash doesn't proc while in animal form.
 * Animal forms increase the cooldown times of your non-animal form spells to 2.5 times their normal length.
 * You must prepare your animal form spells as normal and do not receive additional spell preparation slots for them.

Winter Wolf

 * You attack 30% faster, you gain a +5 bonus to attack while flanking, +2d6 sneak attack damage, and a 15% enhancement bonus to movement speed.
 * Your natural attacks do 1d10 damage, do both piercing and slashing damage, and critically hit for triple damage on a roll of 19 or 20.
 * Form specific spells: Takedown, Baiting Bite, Harrowing Pack, Cold Breath, Frostbite, Jaws of Winter, Howl of Terror, Snowslide

Dire Bear

 * You gain a +4 racial bonus to constitution, and +15% AC.
 * Your natural attacks do 1d12 damage, do both slashing and bludgeoning damage, and critically hit for triple damage on a roll of 20.
 * Form specific spells: Maul, Roar, Shred, Rising Fury, Tremor, Relentless Onslaught, Unstoppable

Elemental Forms
At levels 13 and 17 a druid may use their 'Wild Shape' feat to change into an elemental.
 * You are considered an elemental.
 * You gain a +10 racial bonus to your saving throws against magical poisons
 * You have racial immunity to natural poisons, sleep, paralysis and stun, and 100% bonus to fortification.
 * Elemental forms keep their equipped weapons after the transformation.
 * You must prepare your elemental form spells as normal and do not receive additional spell preparation slots for them.

Water Elemental

 * You gain +1 bonus to caster level and max caster level to water and cold spells, a +10 racial bonus to cold resistance, and -10 electric resistance.
 * You have +20 swim skill
 * Your air/earth/fire spells get a -3 penalty to caster level and max caster level.
 * Form specific spells:Elemental Toughness, Freezing Spray, Ice Flowers, Mantle of the Icy Soul

Fire Elemental

 * You gain +1 bonus to caster level and max caster level to fire spells, a +10 racial bonus to fire resistance, and have -10 cold resistance.
 * Your air/earth/water spells get a -3 penalty to caster level and max caster level.
 * Form specific spells: Body of the Sun, Elemental Toughness, Fires of Purity, Anger of the Noonday Sun