Animal Companion and Wild Shape Druid Build [Archive] - Wizards Community

Post/Author/DateTimePost
SakiroA

10-28-07, 02:19 PM
I want to make a Druid build that focuses both on Wild Shape AND Animal Companion, forgoing mostly the Druid's spell casting ability in return, since I think it'd be a pretty fun build to play. But pretty much every single prestige class I've found either focuses on one or the other, often complementing the Druid's spell casting abilities rather than the other ability I am interested in. Does anyone have any suggestions for this kinda build?

My DM is running this game allowing both 3e and 3.5 supplements.

Side note, I was thinking about going with a Tamer of Beasts level (from Masters of the Wild 3e) since it powers companions up and makes them Magical Beasts (higher HD, higher BaB), and I was wondering, since it's not very clear, how Animal Mastery might translate to 3.5. Would it allow you to have as many Animal Companions as you'd like with total HD up to twice your Druid caster level + Tamer of Beasts class level?

Thanks for any suggestions and help!
diegosephroth

10-28-07, 02:50 PM
I actually have a non-spellcasting druid that I adjusted for one of my players

dunno if its exactly what youre lookig for but here it goes...

No-Spellcasting Druid
GAME RULE INFORMATION
Druids have the following game statistics.
Abilities: Same as in Player’s Handbook.
Alignment: A druid must be either neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Die: d8.

Class Skills
The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.


Table 1: Non Spellcasting Druid


Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +2 +0 +2 Animal companion, nature sense,
wild empathy
2nd +1 +3 +0 +3 Lord of the wild (1st ability)
3rd +2 +3 +1 +3 Trackless step
4th +3 +4 +1 +4 Resist nature’s lure
5th +3 +4 +1 +4 Lord of the wild (2nd ability)
6th +4 +5 +2 +5 Shapeshift
7th +5 +5 +2 +5 Aspect of Nature
8th +6/+1 +6 +2 +6 -
9th +6/+1 +6 +3 +6 Venom immunity, Lord of the wild
(3rd ability)
10th +7/+2 +7 +3 +7 Morphic Might
11th +8/+3 +7 +3 +7 Shared Link
12th +9/+4 +8 +4 +8 -
13th +9/+4 +8 +4 +8 A thousand faces
14th +10/+5 +9 +4 +9 Morphic Immunities
15th +11/+6/+1 +9 +5 +9 Timeless body
16th +12/+7/+2 +10 +5 +10 One
17th +12/+7/+2 +10 +5 +10 -
18th +13/+8/+3 +11 +6 +11 Flashmorph
19th +14/+9/+4 +11 +6 +11 -
20th +15/+10/+5 +12 +6 +12 Evershifting Form


CLASS FEATURES
All of the following are class features of the druid.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with any shape-changing ability granted by their class (if any).
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. See the ironwood spell description) Druids are not proficient with shields and if a druid gains shields proficiency, she can use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield instantaneously feels 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.

Animal Companion (Ex): A druid is accompanied by an animal friend. A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.
A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.). Check Player’s Handbook for additional information on animal companions.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. This bonus increases by +2 at 5th level and each 5 levels there after (10th, 15th, 20th).

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Lord of the Wild (Ex): Druids hail form various lands and environments, and no two druids are alike. Upon reaching 2nd level, druid must decide what kind of wilderness will be her home. This choice determines what abilities will she gain at 2nd, 5th and 9th levels. The choices are: arctic, deserts, forests, mountains, plains, seas, skies, swamps, travels, and underground. Whenever in her environment, a druid benefits from the endurance feat, and enjoys +2 extra competence bonus on knowledge (nature) and survival checks that stacks with those from nature sense. In case of sky druids, their environment begins at the height of 100 feet in the outdoor area.

1. Arctic Druid: Arctic druids champion winter, frost, ice, and snow.
• Drift Stride (Ex): A 2nd level, a druid can move across ice and not step into it or be impeded in her progress over an icy area, similar to the effects of a water walk spell. She does not take two squares to enter the icy area, and Balance, Tumble or Climb DCs in the area are not increased for her. This ability does not protect the druid from the cold of the ice or the negative effects due to long contact. Ice enchanted or magically manipulated to impede movement no longer affects the druid.
• Frozen Lungs (Ex): At 5th level, a druid gains high resilience to the ill effects of cold. He earns the cold endurance feat, except that his bonus apply to all cold effects, not only climatic ones.
• Arctic Survivalist (Ex): At 9th level, a druid’s bonus from cold endurance increases to +4 and he gains cold resistance 10.

2. Desert Druid: Desert druids champion sand, hot, dry air, and endless seas of dunes.
• Desert Stride (Ex): A 2nd level, a druid can move across the sand (including quicksand) and not step into it or be impeded in her progress over a sandy area, similar to the effects of a water walk spell. Sand enchanted or magically manipulated to impede movement still affects the druid.
• Dry Soul (Ex): At 5th level, a druid no longer needs to drink to survive and he earns the heat resistance feat.
• Desert Survivalist (Ex): At 9th level, a druid gains +5 bonus on saving throws against all fire and heat-related spells and effects (including all spells causing fire damage, spells with fire descriptor, saves to resist hot weather, lava, and so on).

3. Forest Druid: Forest druids champion forests, jungles, and plants (this is your basic D&D druid).
• Woodland Stride (Ex): At 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede movement still affect the druid.
• Keen Sight (Ex): At 5th level, a druid gains the ability to lessen concealment, diminishing 15% from whatever concealment she is forced to make.
• Venomous Blood (Ex): At 9th level, a druid’s blood become poisonous as venom, and whatever creature that hits the druid with a natural, touch or unnarmed attack must make a fortitude saving throw DC 13+ druid’s constitution modifier or take 1d4 dexterity damage / Paralysis.

4. Mountain Druid: Mountain druids champion mountains and heights.
• Fast Climbing (Ex): A 2nd level, a druid can use accelerated climbing option without suffering penalty to skill check. She also gains a +2 competence bonus on Climb checks.
• Slow Fall (Ex): At 5th level, a druid within arm’s reach of a wall can use it to slow her descent. When using this ability, she takes damage as if the fall were 20 feet shorter than it actually is.
• Slopecrawler (Ex): At 9th level, a druid gains climb speed 20. If she already has one, her climb speed increases by 10 feet instead.

5. Plains Druid: Plains druids champion savannas, steppes and grasslands.
• Run: A 2nd level, a druid gains run feat for free.
• Fast Movement (Ex): At 5th level, a druid’s land speed increases by 10 feet.
• Eagle Eye (Ex): At 9th level, a druid gains +5 competence bonus on all Spot and Search checks.

6. Sea druid: Sea druids champion seas, oceans and underwater world.
• Fisheye(Ex): At 2nd level, a druid's sight is not distorted by water. She can see through water as easily as through air.
• Natural Swimmer (Ex): At 5th level, a druid gains swim speed 20. If she already has one, her swim speed increases by 10 feet instead. Thought she has swim speed, she doesn’t gain the ability to breathe water until 9th level.
• Amphibious (Su): At 9th level, a druid can breathe water and air as easily as normal human breathes air.

7. Sky Druid: Sky druids champion air, wind and clouds.
• Turbulences (Su): At 2nd level, a druid can treat strength of wind as if it was two categories lighter (see Dungeon Master Guide, page 95). For example, sky druid treats all severe (including magical) winds as moderate winds, if it suits her.
• Air Combat (Ex): At 5th level, a druid gains +1 competence bonus on attack rolls and +1 dodge bonus to AC against flying creatures.
• Fast Flyer (Ex): At 9th level, a druid’s fly speed (if she has any) increases by 20 feet.

8. Swamp druid: Swamp druids champion bogs, marshes and swamps.
• Weightless Step (Ex): A 2nd level, a druid can move across the marshes and bogs and not step into it or be impeded in her progress over a swampy area, similar to the effects of a water walk spell. Bog enchanted or magically manipulated to impede movement still affects the druid.
• Poison Resistance (Ex): At 5th level, druid enjoys a +4 bonus on saves against poisons.
• Disease Immunity (Ex): At 9th level, a druid becomes immune to all diseases.

9. Traveling druid: Traveling druid has no land on her own, she travels the world instead.
• Wanderlust (Ex): A 2nd level, a druid enjoys +2 competence bonus on knowledge (nature) and survival checks in any environment.
• Journeyman (Ex): At 5th level, a druid gains Endurance feat for free.
• Traverser (Ex): At 9th level, a druid may traverse any natural terrain (such as briars, quicksand, slippery ice, or bogs) without stepping on it or being impeded. Natural terrain that has been magically manipulated to impede movement still affects the druid. (Thanks Donnavin Snowolf)

10. Underground druid: Underground druids champion grottos, caverns and the underworld.
• Undercrawler(Ex): At 2nd level, a druid gains +4 bonus on Escape Artist checks to squeeze through tight or low spaces. She can also sense incoming earthquake if the earthquake is going to affect location she is in. She can sense it up to 1 minute/level before first tremor happens.
• Darkvision (Ex): At 5th level, a druid gains darkvision. If she already has darkvision, her existing darkvision range increases by 30 feet.
• Lungs of Earth (Ex): At 9th level, a druid does no longer need to breathe while underground. This includes underground rivers and lakes.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against enchantment effects. This bonus increases to +6 against enchantment effects created by fey.

Aspects of Nature (Ex): At 7th level, a druid gains a gift of nature, an animal or plant graft, resembling his connection with nature. He gains on gift, and another one at each other odd level thereafter. He can choose from any of the listed aspects, as long as he possess the level requisites for that. Unless noted otherwise the druid cannot choose the same graft more than once.
• Armor of the crocodile: The natural armor of the druid toughens, increasing his natural armor by +2
• Blaze of power: The druid gets attuned to the chaotic forces of nature, gaining resistance 10 to one energy type. The second time she takes this graft if must apply to a different element.
• Claws of grizzly: The druid’s claws grow and become keen, granting a +2 bonus on damage rolls made with them.
• Earth’s resilience: The body of the druid toughens like stone, granting damage reduction 2/-.
• Robe of clouds: Three times per day the druid can exhale fumes, ensnaring the surroundings with mist as the obscuring mist spell for up to one minute. The druid can see through the concealment with no hindrance.
• Serpent’s coils: The druids muscles become elastic and grappling, granting him a +4 bonus on grapple checks.
• Water’s flow: Once per day, as a part of her move action, the druid can suffuse his body, becoming a flowing rush of water. She may move at double her base land speed without provoking attacks of opportunity and passing through physical obstacles. Targets hit by the flow must make strength checks (DC 20) or fall prone. At the end of her move she immediately converts to his normal form. Each time the druid chooses this ability he earns another usage per day. Druid level 11.
• Roots of Sun: As long as the druid is under sunlight, she gains fast healing 1.
• Wings of hurricane: The druid gains eagle, bat or insect like wings, allowing him to fly at his base land speed with poor maneuverability. Druid level 13.
• Lizard’s Fiber: The druid’s muscles earn the ability of becoming elastic, increasing the reach of his attacks by 5ft.
• Frog’s Legs: The druid’s legs gains unnatural strength and potency, giving him a +10 bonus on jump checks.
• Cobra Spit: The druid begins to inoculate acid within his tongue and throat, being able to spit it as a ranged touch attack up to three times per day. The attack deal 1d6+1d6 points of acid damage per point of constitution modifier.
• Dog’s Nose: The druid’s nose becomes so accurate he can sense smells farther away. He earns the Scent Ability.
• Cheetah’s Sprint: The druid earns a +20ft to his base speed.
• Flame Wrath: The druid infuses the chaotic forces of nature, making her natural weapons to catch fire, dealing +1d6 fire damage.
• Lion’s Roar: Once per day, the druid can call upon the rage of lions, unleashing a mighty roar that affects a 30ft cone. Targets caught by the roar must make a reflex saving throw DC 10 + ½ druid’s level + druid’s constitution modifier or suffer 1d6 points of sonic damage per two druid levels(Max 10). Each time the druid chooses this ability he earns another usage per day. Druid level 9.
• Tauren Horn: The druid grows horns similar to those of tauren. She may then, whenever making a charge attack, earn an extra +2 to hit and damage if making a gore attack.
• Spider Grab: The druid earns a Climb speed equal to her base land speed.
• Sea Lungs: The druid is capable of breathing underwater.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.


Shapeshift (Su): At 6th level, a druid learns to shapeshift, assuming at will powerful animal or nature-oriented forms. Each time you use this ability, you can choose the exact look that your shapeshifted form takes. Druids pick animals from the terrain and climate they’re most familiar with. For example, a druid from a jungle might adopt the form of a black panther when in predator form, while one from the taiga might shapeshift into a white wolf. The two forms look different, but functionally they’re identical. This is a supernatural ability.

It requires only a move action to shapeshift. If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. There’s no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form.

You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your new form. You also retain your normal ability scores, though each form grants a bonus to your ability scores. Particular forms might give you different abilities.

You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have.
All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. You can speak while in shapeshifted form, however communication is limited to squirls and bark-like sounds, which prevents all spellcasting. Your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can’t cast spells or activate magic items while in shapeshifted form, even if you have the Natural Spell feat or other ability that would allow you to cast spells while wild shaped.

Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the nature of the form assumed. You don’t gain any special attacks or qualities while shapeshifted except as described below.

When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to ¼ your druid level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice given are for Medium druids, smaller or larger druids should adjust these values according to the table on page 28 of the Dungeon Master’s Guide.

If knocked unconscious or slain in shapeshifted form, you revert to your original form.

Predator Form: This form, traditionally that of a wolf, panther, or other predatory mammal, is the first one a shape-shifting druid learns, at 6th level.

While in predator form, you gain a primary bite attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +4 enhancement bonus to Strength, +2 enhancement bonus to dexterity and your natural armor bonus improves by 4. Your base land speed becomes 50 feet. You also gain the Mobility feat while on predator form.

• The predator can, at will, unleash a frightening howl as a standard action that frightens enemies up to 60ft. They must make a will save DC 10 + ½ druid’s hd + Druid’s charisma bonus. Enemies who fail this check are shaken. Those who fail by 5 or more and frightened and those who fail by 10 or more are panicked. Creatures who successfully saves against the howl becomes immune to that specific predator’s howl for 24 hours. The predator must wait 5 rounds in order to use the howl again.

Aerial Form: At 8th level, you can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm’s way.

While in aerial form, you gain a primary talon attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +2 enhancement bonus to Strength, +4 enhancement bonus on Dexterity and a +2 enhancement bonus on Reflex saves, and your natural armor bonus improves by 2. You gain a fly speed of 40 feet (good maneuverability). You also gain the Flyby Attack feat while on aerial form.

• The aerial form can, at will, unleash a gust of wind, similar to the spell with the same name. The DC to resist the effect is 10 + ½ druid’s hd + Druid’s constitution bonus. The aerial form must wait 5 rounds in order to use the gust of wind again.

Ferocious Slayer Form: At 10th level, you can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or dire wolf.

While in ferocious slayer form, you gain a primary bite attack that deals 1d8 points of damage, and two secondary claw attacks that each deal 1d6 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size (5 feet for Medium or Large). You gain a +8 enhancement bonus to Strength, a +4 enhancement bonus to Dexterity, a +4 enhancement bonus on your Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet. You also gain the Improved critical feat with your natural weapons whenever on feracious slayer form.

• The feracious slayer gains an advanced form of howl – it functions exactly like the predator’s howl, but creatures who fail the save becomes frightened, creatures who fail by 5 or more are panicked and creatures who fail by 10 or more are paralyzed for 1d4 rounds.

Forest Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or a treant. (Druids not native to forest terrains typically rename this form to fit their environment.)

While in forest avenger form, you gain a pair of primary slam attacks that deal 1d8 points of damage each. Your size increases by one category (to a maximum of Colossal) and you have the reach of a tall creature of your size (5 feet for Medium, 10 feet for Large). You gain a +12 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude and Will saves, and your natural armor bonus improves by 12. Your base land speed becomes 20 feet. You gain damage reduction 5/slashing while in forest avenger form and becomes immune to ability damage and mind-effecting effects. You also gain the Improved Overrun as a bonus feat while in forest avenger form (even if you don’t meet the normal prerequisites).

• The forest avenger can, at will, inoculate a strong poison, as the spell, delivering it as a touch attack. The DC to resist the effect is 10 + ½ druid’s hd + druid’s constitution modifier. The druid must wait 10 rounds in order to inoculate the poison again.

Elemental Fury Form: At 16th level, you can shapeshift into a giant form of air, earth, fire, or water (your choice each time you shapeshift).

While in elemental fury form, you gain a pair of primary slam attacks that deal 2d6 points of damage each. Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature of your size (10 feet for Large, 15 feet for Huge). You gain a +16 enhancement bonus to Strength, +4 enhancement bonus on Dexterity a +4 enhancement bonus on Fortitude, Reflex, and Will saves, and your natural armor bonus improves by 16. You do not gain any new modes of movement in elemental fury form, nor does your base land speed change.

You gain immunity to extra damage from critical hits while in elemental form. You gain immunity to the element chosen (air = electricity, earth = acid, fire = fire, water = cold). You don’t need to breathe or eat while in elemental fury form. You also gain the Great Cleave feat as a bonus feat while in forest avenger form (even if you don’t meet the normal prerequisites).

• A druid in elemental fury form is able to create at will a barrier of elements around him that function like a wall of fire spell. The element of the barrier depends on the element chosen by the druid.

Morphic Might (Ex): At 10th level, a druid shapeshift forms toughens, increasing her resilience. The druid earns two extra hp per hit dice, whenever in shapeshift form. This bonus hit points are treated as temporary hp, which converts to subdual damage, should the druid fall uncouncious and revert to normal form.

Shared Link (Ex): At 11th level, a druid grows more attached with his animal companion, which grants them great synergy. Whenever attacking the same opponent, the druid and his animal companion’s flank bonuses increase to +4, and they gain a +2 morale bonus to AC. In addition to that, whenever the druid is within 10ft of his animal companion and is forced to make a saving throw, he may use his, or his animal’s save bonus, whichever is higher.

Morphic Immunities (Ex): At 14th level, a druid learns to distribute her form’s vital organs while shapeshifted, to keep them safe from harm. While in shapeshift form, druid becomes immune to stunning and critical hits.

One (Ex): At 16th level a druid has grown such a connection with his animal companion that he can share his pain and feelings with it. At any time, the druid may transfer up to half the damage he takes from an attack to his animal companion. Should the animal companion dies, the druid loses 100xp per Hd of the animal, and is filled with a great sense of loss, giving him a -2 morale penalty on all attack rolls, saves and skill checks until the companion is revived or he acquires a new one.

Flashmorph (Ex): At 18th level a druid is able to shapeshift as a swift action instead of a move action.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging (see Table 6–5: Aging Effects, page 109) and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

Evershifting Form (Ex): At 20th level a druid has reached the pinnacle of her abilities, becoming part of nature itself. From this point on her type changes to shapechanger and whenever on wild shape form, she becomes stronger and heartier. In addition to regular abilities of the forms, the druid gains a +4 enhancement bonus to Strength and Dexterity, and may benefit from the bonus feats from all forms, if applicable. For example: a 20th level druid on Aerial form may benefit from great cleave, as well as a 20th level druid on elemental fury form may benefit from improved critical.
SakiroA

10-28-07, 03:09 PM
Eh, no, but it's a nice try. That doesn't really improve your animal companion in any way. I'm more looking for something along the lines of a prestige class that combines Beastmaster and Master of Forms in some way, or a combination of either that doesn't detriment them both too badly, or through whatever similar classes/Prestige classes might exist. Though including some Nature's Warrior in there is nice. Nature Bond will only give me three levels of leeway for the animal companion, and I don't think there is any feat at all that will add to my effective Druid level for Wild Shape!