Staff of the Ancient Forest
|4||+2 Concentration||Spell Storing|
|5||+2 Mental Stat Bonus A||Natural Staff|
|7||–||Improved Animal Companion|
|8||+2 Concentration, Stealth||Natural Selection|
|9||+2 Mental Stat Bonus A, B||Spell Storing (2x)|
|11||–||Improved Animal Companion, Fast Wild Shape|
|12||+2 Concentration, Stealth, Handle Animal||Natural Selection (2)|
|13||+2 Mental Stat Bonus A, B, C||Spell Storing (3x)|
|15||–||Improved Animal Companion|
|16||+2 Concentration, Stealth, Handle Animal||Spell Like abilities|
|17||+2 Mental Stat Bonus B, C||Natural Selection|
|18||–||Improved Animal Companion|
|19||–||Natural Selection (3)|
|20||+2 Concentration, Stealth, Handle Animal||Spell Storing (4x), Dragon Shape|
The staff counts as masterwork. Any additional magic enhancements must be added normally.
Spell Storing: At 4th level the staff can store a total number of levels of spells equal to your character level. At 9th level it becomes double your level. At 13th level, it becomes three times your level. At 20th it become four times.
Mental Stat Bonus: The bearer of the Dagger gains an enhancement bonus to one mental stat (Int, Wis, Cha) at the indicated levels. The owner decides which stat is A, B and C.
Natural Staff: The wielder gains all the uses of this staff while in his wild shape form
Natural Spell: The character gains the use of the Natural Spell feat. If he already has this feat than he gains two additional uses of his wild shape ability.
Improved Animal Companion: At 7th level the druid counts as two levels higher for determining the animal companion’s abilities. At 11th level the animal companion gains a + 1 to hit for all its attacks and + 1 hp per level. At 15th level it gains the multiattack feat. If the animal already has multiattack or only has one attack than its attacks increase by one damage die. At 18th level they get + 2 damage for all of its attacks and additional + 1 hp per level.
Natural Selection: Whenever you use your wild shape ability you can chose to make some alterations to the animal to adapt to your environment. You may select one of the abilities to add to your wild shape.
8th: You may decide to add gills (gain a swim speed equal to base land speed) or multi-attack feat.
10th: In addition to the others, you may decide to add Weapon Focus (One natural attack) or wings (Fly speed is equal to base land speed).
12th: You may select two abilities when you wild shape. In addition you may select to have rhino hide (+4 to Natural Armor).
14th: In addition to the others, you may decide to add the ability to have your Natural weapons count as magic for determining damage reduction or an additional set of limbs. Arms: Extra claw attacks and the rend ability (same damage as 2 claw attacks). Legs: Double base movement and pounce (full attack on a charge action).
17th: In addition to the others, you may decide to add the ability to have your Natural weapons count as adamantine or cold iron for determining damage reduction or Blindsense (30’).
19th: You may select two abilities when you wild shape. In addition you may select to change the creatures’ size by one category.
Fast Wild Shape: Your wild shape now takes a move action instead of a standard action.
Dragon Shape: You may take the shape of any small, med or large dragon. You gain the Ex and Su abilities but not the Spell like abilities or spellcasting abilities.