Apprentice Classes 4th ed Expansion
-Richard
H. Schurz
This article is written supporting Dungeons and
Dragons 4.0 edition. You will need the Player’s Handbook II to use most of
the material presented here. The Eberron Player’s
Guide for the Artificer apprentice class, and the Forgotten Realms Player’s
Guide for the Swordmage apprentice class. You will
also need the material presented in my Apprentice
Classes in 4th Edition.
You already have the apprentice tier for all the
core classes in 4th edition. But what if your players decide to play something
from one of the many supplements? And why shouldn't they? Fighter/wizard has
been one of the most popular combinations since 1st edition and Forgotten
Realms' Swordmage is the natural blending of swordfighting and magic. The Player's Handbook II's Barbarian is the best the class has ever looked. And Eberron’s Artificer takes a whole new approach to a
magic-item based class. Not to mention the Avenger, Bard, Druid, Invoker, Shaman, Sorceror, and Warden.
This expansion brings all these classes to the
apprentice tier, and provides additional power choices for apprentices of
divine and arcane classes.
New
Variant Rules
You may allow the Paladin, Barbarian, and Spellsword to choose from apprentice martial encounter and
daily power lists as well from the arcane power lists.
You may allow the Ranged to choose from
apprentice primal encounter and daily lists as well as the martial lists.
New
Apprentice Classes
Artificer
(as featured in the Eberron Player’s Guide)
Primary stat:
Intelligence
Lv 1/4: 6 hit points. Trained skill: Arcana. Choose one
skill from the artificer skill list. Healing infusion.
Lv 1/2: 12 hit points.
Gain a trained skill from the artificer skill list. Gain arcane empowerment.
Lv 3/4: 12 + 1/2
constitution score hit points. Gain a trained skill from the artificer skill
list. Gain Ritual Casting.
Lv 1: 12 +
constitution score hit points. Gain a trained skill from the artificer skill
list. Arcane rejuvenation.
Avenger
(as featured in the Player’s Handbook II)
Primary stat: Wisdom
Lv 1/4: 7 hit points. Trained skill: Religion. Armor of Faith,
Oath of Enmity.
Lv 1/2: 14 hit points.
Gain a trained skill from the avenger skill list. Gain Avenger's Censure
Lv 3/4: 14 + 1/2
constitution score hit points. Gain a trained skill from the avenger skill
list. Gain Channel Divinity.
Lv 1: 14 + constitution
score hit points. Gain a trained skill from the avenger skill list.
Barbarian
(as featured in the Player’s Handbook II)
Primary stat: Strength
Lv 1/4: 8 hit points. Barbarian agility, rampage.
Lv 1/2: 15 hit points.
Gain a trained skill from the barbarian skill list. Feral might.
Lv 3/4: 15 + 1/2
constitution score hit points. Gain a trained skill from the barbarian skill
list.
Lv 1: 15 +
constitution score hit points. Gain a trained skill from the barbarian skill
list. Gain rage strike.
Bard
(as featured in the Player’s Handbook II)
Primary stat: Charisma
Lv 1/4: 6 hit points.
Trained skill: Arcana, choose one skill from the bard skill list. Bardic Virtue.
Lv 1/2: 12 hit points.
Gain a trained skill from the bard skill list. Gain Song of Rest, Gain Majestic
Word.
Lv 3/4: 12 + 1/2
constitution score hit points. Gain a trained skill from the bard skill list.
Gain words of friendship, gain skill Versatility.
Lv 1: 12 +
constitution score hit points. Gain a trained skill from the bard skill list.
Gain multiclass versatility, gain Bardic
Training.
Druid
(as featured in the Player’s Handbook II)
Primary stat: Wisdom
Lv 1/4: 6 hit points. Trained Skill: Nature, choose one additional skill from the ranger
skill list. Wild shape, balance of nature.
Lv 1/2: 12 hit points.
Gain a trained skill from the druid skill list. Primal
aspect.
Lv 3/4: 12 + 1/2
constitution score hit points. Gain a trained skill from the druid skill list.
Lv 1: 12 +
constitution score hit points. Gain a trained skill from the druid skill list.
Ritual casting
Invoker (as featured in the
Player’s Handbook II)
Primary stat: Wisdom
Lv 1/4: 5 hit points. Trained Skill: Religion. Divine covenant
Lv 1/2: 10 hit points.
Gain a trained skill from the invoker skill list.
Channel divinity.
Lv 3/4: 10 + 1/2
constitution score hit points. Gain a trained skill from the invoker skill list.
Lv 1: 10 +
constitution score hit points. Gain a trained skill from the invoker skill list. Ritual casting
Shaman
(as featured in the Player’s Handbook II)
Primary stat: Wisdom
Lv 1/4: 6 hit points. Trained skill: Nature. Companion spirit.
Lv 1/2: 12 hit points.
Gain a trained skill from the shaman skill list. Healing
spirit.
Lv 3/4: 12 + 1/2
constitution score hit points. Gain a trained skill from the shaman skill list.
Speak with spirits.
Lv 1: 12 +
constitution score hit points. Gain a trained skill from the shaman skill list.
Sorcerer
(as featured in the Player’s Handbook II)
Primary stat: Charisma
Lv 1/4: 6 hit points. Trained skill: Arcana. Spell
Source
Lv 1/2: 12 hit points.
Gain a trained skill from the sorcerer skill list.
Lv 3/4: 12 + 1/2
constitution score hit points. Gain a trained skill from the sorcerer skill
list.
Lv 1: 12 +
constitution score hit points. Gain a trained skill from the sorcerer skill
list.
Swordmage (as featured in the Forgotten Realm’s
Player’s Guide)
Primary stat:
Intelligence
Lv 1/4: 8 hit points. Trained skill: Arcana. Swordmage
Warding, Swordbond.
Lv 1/2: 15 hit points.
Gain a trained skill from the swordmage skill list. Swordmage Aegis.
Lv 3/4: 15 + 1/2
constitution score hit points. Gain a trained skill from the swordmage skill list.
Lv 1: 15 +
constitution score hit points. Gain a trained skill from the swordmage skill list.
Warden
(as featured in the Player’s Handbook II)
Primary stat: Strength
Lv 1/4: 9 hit points. Trained Skill: Nature. Guardian might. Nature's
wrath.
Lv 1/2: 17 hit points.
Gain a trained skill from the warden skill list.
Lv 3/4: 17 + 1/2
constitution score hit points. Gain a trained skill from the warden skill list.
Font of life.
Lv 1: 17 +
constitution score hit points. Gain a trained skill from the warden skill list.
New
at-will Powers
Predator
in the Shadows Druid attack 1
Few things are as terrifying as knowing there’s
a beast ready to pounce upon you, but not knowing from where.
At-will
* Beast Form, Fear, Implement, Primal, Psychic
Standard
Action Ranged
5
Target:
One Creature
Attack:
Wisdom vs. Will
Hit:
1d6 + Wisdom modifier psychic damage and you gain concealment until the end of
your next turn.
Sink
Your Fangs In Druid attack 1
Like the great serpent, you coil around your
hapless foe and then deliver a poison bite.
At-will
* Beast Form, Implement, Poison, Primal
Standard
Action Melee
weapon
Target:
One Creature
Attack:
Wisdom vs. Fortitude
Hit:
1d8 + Wisdom modifier poison damage.
Special:
If you have the target in a grab you gain a +2 bonus to your
attack roll with this power.
Protection
of Gaia Warden attack 1
As the primal spirits protect your body, so do
you protect your allies.
At-will
* Primal, Weapon
Standard
Action Melee
weapon
Target:
One Creature
Attack:
Wisdom vs. AC
Hit:
1[W] + Strength modifier damage.
Effect:
An adjacent ally gains a +1 power bonus to all their defenses until the end of
your next turn.
Primal
Apprentice encounter powers
Spirits
of the North Primal attack 0
Your foe already feels the sting of the arctic, you incite the spirits of frost already present to
bring even greater harm upon him.
Encounter
* Cold, Implement, Primal
Standard
Action Ranged
5
Target:
One Creature that has taken cold damage since the start of your last turn,
Attack:
Primary -1 vs. Fortitude
Hit:
2d6 + Primary modifier damage and the target is slowed
until the end of your next turn.
Spirits
of the Night Primal attack 0
You laugh as the spirits reduce your foes to a
drowsy stupor.
Encounter
* Implement, Primal
Standard
Action Close
Burst 20
Targets:
Creatures within the burst.
Attack:
Primary -1 vs. Will
Hit:
The target is dazed and suffers a –4 penalty to attack rolls until the end of
your next turn.
Clear
Sight Primal attack 0
You ask the spirits to reveal your foe’s exact
location, and surprise your hidden foe with a sudden, and precise, strike.
Encounter
* Primal, Weapon
Standard
Action Melee
weapon or Ranged weapon
Target:
One Creature
Attack:
Primary +2 vs. AC
Hit:
1[W] + Primary modifier damage.
Special
This attack ignores any bonus to AC the target has from cover or concealment.
Spirit
Wings Primal attack 0
The spirits of wind and storm imbue your strike
with power and then carry you to your next foe.
Encounter
* Lightning, Primal, Weapon
Standard
Action Melee
weapon
Target:
One Creature
Attack:
Primary -1 vs. AC
Hit:
1[W] + Primary modifier lightning damage.
Effect:
Until the end of your next turn you’re flying. You effectively have a fly speed
equal to your base land speed.
Twin
Tigers Primal attack 0
The spirits come to assist you and one comrade,
allowing you to move and strike in unison against a common foe.
Encounter
* Primal, Weapon
Standard
Action Close
burst 5
Targets:
You and one ally within burst
Effect:
Shift 2 squares and make a basic melee attack.
Special:
If both you and the ally you targeted attack the same creature, that creature
grants combat advantage to both you and your ally.
Barkskin Arm Primal attack 0
Just as your foe moves in for the kill against
your ally you interpose yourself, and then drive it back with a forceful punch.
Encounter
* Implement, Primal, Unarmed
Immediate
Reaction Personal
Trigger:
An adjacent ally is about to be hit by a melee or ranged attack.
Effect:
The attack targets you instead. You receive +2 to all defenses against the
triggering attack and may make a basic unarmed attack against the creature that
made the triggering attack if it’s within 2 squares of you. If you hit with
this basic attack the target is pushed 1 square.
Cry
out for Vengeance
Primal attack 0
You call to the spirits around you demanding retribution, they painfully tear open his defenses exposing
him to your coming blade.
Encounter
* Implement, Primal, Psychic
Standard
Action Ranged
5
Target:
One Creature
Attack:
Primary -1 vs. Will
Hit:
2d4 + Primary modifier psychic damage and the target suffers
a –2 penalty to AC until the end of your next turn.
Special:
If you’re bloodied increase the damage to 2d8 + primary modifier.
Fury
of the Wolverine Primal attack 0
With savage fury none of your foes could have
foreseen you drive them all away and then leap upon your choice of the prey.
Encounter
* Primal, Weapon
Standard
Action Close
Burst 1
Targets:
Creatures within the burst
Attack:
Strength –1 vs. AC
Hit:
Strength modifier damage and push the target 1 square.
Effect:
Shift 1 and make a secondary attack.
Target:
One creature hit by the primary attack.
Attack:
Strength vs. Reflex
Hit:
1[W] damage.
Endurance
of the Stag Primal attack 0
Where others would fall, you stand tall.
Encounter
* Primal, Weapon
Standard
Action Melee
Weapon
Target:
One creature
Attack:
Primary –1 vs. AC
Hit:
1[W] damage.
Effect:
You can make a saving throw and gain temporary hit points equal to your
constitution modifier.
Lesser
Consuming Flame Primal attack 0
Flames slowly gather around your foe, growing
and forming into a great pyre. The power of the leylines
is a frightening thing to behold.
Encounter
* Fire, Implement Primal
Standard
Action Ranged
3
Target:
One Creature
Attack:
Primary -1 vs. Reflex
Hit:
At the end of your next turn the target takes 2d8 + Primary modifier fire
damage.
Effect:
If the target hits you before the end of your next turn the damage is negated
and this power instead does nothing.
Inauspicious Primal attack 0
Spirits of good fortune flee your foe, and leave
in their place only those which bring bad luck
Encounter
* Primal, Psychic, Weapon
Standard
Action Ranged
5
Target:
One Creature
Attack:
Primary -1 vs. Will
Hit:
1d6 + Primary modifier psychic damage.
Effect:
The next time the target damage it must roll the damage twice and use the lower
result.
Primal
Apprentice Daily powers
Cycle
of Life and Death
Primal attack 0
It is an inescapable law of this world, one dies
to feed another.
Daily
* Implement, Necrotic, Primal
Minor
Action Ranged 5
Target:
One Creature
Attack:
Wisdom -1 vs. Will
Hit:
2d6 + wisdom modifier necrotic damage.
Miss:
Half damage. This power will destroy a minion even on a missed attack.
Special:
If the target is reduced to 0 or less hit points by this attack one ally within
5 squares can spend a healing surge.
Lesser
Wandering Explosion
Primal attack 0
You take one of the lesser leylines,
the very veins through which nature’s power flows, and cross it with another. Resulting in a destructive imbalance.
Daily
* Fire, Implement, Primal
Standard
Action Area
Burst 1 within 10
Targets:
Creatures within the burst
Attack:
Intelligence -1 vs. Reflex
Hit:
2d8 + intelligence modifier fire damage.
Effect:
The burst creates a zone of perpetual explosions and fire until the end of your
next turn. Any creature that starts it's turn inside
the zone or moves through it takes fire damage equal to your intelligence
modifier. You can move this zone up to 5 squares as a standard action.
Sustain
Minor: The zone persists
Serpent’s
Fangs Primal attack 0
Your facial structure shifts to become more
snakelike and two great fangs sprout from your upper jaw, dripping with poison.
Daily
* Implement, Poison, Primal
Minor
Action Melee 1
Target:
One Creature
Attack:
Primary –1 vs. Fortitude
Hit:
1d8 poison damage.
Effect:
Starting on your next turn, for the duration of the encounter you can repeat
this attack as a minor action once per round.
Wolf
Pack
Primal attack 0
You and your allies briefly channel the spirits
of a pack of predators, easily singling out and tearing apart your foes.
Daily
* Primal, Weapon
Standard
Action Melee
Weapon
Target:
One Creature
Attack:
Primary -1 vs. AC
Hit:
1[W] + primary modifier damage and the target grants combat advantage to you
and all your allies until the end of your next turn.
Miss:
Half damage.
Effect:
You and your allies gain a +4 bonus to damage rolls against enemies that grant
them combat advantage until the end of your next turn.
Empty
Rage Primal attack 0
You open yourself to the spirits, as your
fathers did, and their fathers, and their fathers. And yet, you are filled with
nothing. There is only emptiness. Emptiness and fury
Daily * Primal, Rage
Standard
Action Personal
Effect:
Make a basic melee attack. For the duration of the encounter you receive a +2
bonus to melee attack and melee damage rolls.
Call
Ancestor Primal attack 0
You call to your warrior ancestors to aid you in
this battle, and one of them appears by your side.
Daily
* Primal
Standard
Action Close
Burst 1
Effect:
You call an ancestral warrior to aid you and it acts immediately.
Note:
Use the starts of the Angel from the 4th
Edition Bard for your ancestral warrior.
Just as you are struck down, you rise again.
Daily
* Fire, Primal, Weapon
Standard
Action Melee
Weapon
Target:
One Creature
Attack:
Primary vs. AC
Hit:
1[W] + primary modifier fire damage.
Effect:
You spend a healing surge.
Special:
If you an attack reduces you to 0 hit points you may
make this attack as an immediate reaction, if you do so you become stunned
until the end of your next turn.
A
new spirit is born Primal attack 0
The spirits claim your foe as one of their own.
Then impart to you some of the insights it held in life.
Daily
* Implement, Primal, Psychic
Standard
Action Ranged
5
Target:
One Creature
Attack:
Primary -1 vs. Will
Hit:
2d8 + primary modifier psychic damage.
Miss:
Half damage. This power will destroy a minion even on a missed attack.
Special:
If the target is reduced to 0 or less hit points by this attack you gain a +2
bonus to your AC and reflex defenses for the duration of the encounter.
Bloody
Path Primal attack 0
You charge into the wall of foes and tear a path
through them.
Daily
* Primal, Weapon
Standard
Action Melee
weapon
Targets:
One, two, or three Creatures.
Attack:
Primary -1 vs. AC
Hit:
1[W] + primary modifier damage and you slide the target 1 square.
Special:
You can shift 1 square after each attack.
Special:
When charging, you can use this power in place of a melee basic attack. If you
charge you gain an additional +1 bonus to each attack you make with this power.
Heartbeat
of Fire Primal attack 0
The spirits syphon
away the fire of life from your opponent and give the energy to your attacks.
Daily
* Implement, Primal
Standard
Action Ranged
5
Target:
One Creature
Attack:
Primary -1 vs. Will
Hit:
The target takes ongoing 3 cold damage and your melee attacks deal an
additional 3 points of fire damage. (save ends both).
Miss:
The target takes ongoing 3 cold damage (save ends).
New
Arcane Apprentice Encounter powers
Dazzling
Slash Arcane attack 0
Your blade flashes as bright as the sun, and
then cuts deep into your foe.
Encounter
* Arcane, Weapon
Standard
Action Melee
weapon
Target:
One creature
Attack: Primary
-1 vs Will
Hit:
1[W] damage and the target suffers a –2 penalty to attack rolls and a –2
penalty to it’s AC and reflex defenses until the end
of your next turn.
Imbue
Armor With Fire Arcane attack 0
With a quick gesture your armor erupts with
flames, forcing your foes to rethink their attacks on you.
Encounter
* Arcane, Fire
Minor
Action
Personal
Effect:
Until the end of your next turn you receive a +2 bonus to AC and any creature
that hits or misses you with a melee attack takes 1d8 fire
damage.
Special:
When using your second wind or taking a total defense action you may use this
power as a free action.
Crash
of Thunder Arcane attack 0
You loose a bolt of lightning that strikes with
a deafening crash.
Encounter
* Arcane, Implement, Lightning, Thunder
Standard
Action
Ranged 3
Target:
One creature
Attack: Primary -1 vs Reflex
Hit:
1d8 + Primary modifier lightning damage and the target is
deafened until the end of your next turn, make the following secondary attack.
Secondary
Targets All creatures adjacent to the primary target.
Secondary
Attack: Primary –1 vs. Fortitude
Hit:
The target is deafened until the end of your next turn.
Dragon’s
Claws Arcane attack 0
It’s strange, but for some reason striking with
claws just feels natural to you.
Encounter
* Arcane, Force, Implement
Standard
Action
Melee 1
Target:
One creature
Attack: Charisma -1 vs Reflex
Hit:
2d8 + charisma modifier force damage and the target is
knocked prone.
Effect:
Until the end of your next turn you can’t use powers. (you
may still make basic melee and basic ranged attacks)
New
Arcane Apprentice Daily powers
Lightning
Dash Arcane attack 0
You are as a lightning bolt charging through
your foes to find a better vantage point to assault them from.
Daily
* Arcane, Implement, Lightning, Thunder
Move
Action
Special
Effect:
Shift 6 squares, you can move through other creature’s space with this
movement, make the following attack against each creature who’s space you move
through,
Attack: Primary -1 vs Reflex
Hit:
1d6 + Primary modifier lightning damage.
Imbue
Weapon with lightning Arcane attack 0
Though you are not yet able to make your
enchantments permanent, your studies have been fruitful.
Daily
* Arcane, Lightning
Minor
Action Close
Burst 5
Target:
One creature within burst
Effect:
All weapon attacks the target makes deal lightning damage and receives a +1
bonus to attack and damage rolls and deal an additional +1d6
damage on a critical hit, for the duration of the encounter. Once during the
encounter it can make the following attack.
Free
Action
Trigger:
You hit with a weapon attack.
Target:
The creature hit by the attack.
Hit:
1d6 lightning damage to target and all adjacent creatures.
Perplex Arcane attack 0
Your music has a way of getting deep inside
those you want to hear it, saying that it’s
distracting would be like saying that standing in a swarm of angry bees is
mildly uncomfortable.
Daily
* Arcane, Implement, Psychic, Resonating,
Thunder
Standard
Action
Ranged 5
Target:
One creature
Attack: Primary
-1 vs Will
Hit:
1d6 + Primary modifier thunder and psychic damage and the target suffers a –2 penalty on all attack rolls until the end of
your next turn.
Miss:
Half damage and the target suffers a –1 penalty on all
attack rolls until the end of your next turn.
Sustain
minor: The penalty to attack rolls remains.
Mirror
Breaker
Arcane attack 0
You hold up a mirror and show your foe his own reflection. Then you shatter it.
Daily
* Arcane, Implement, Psychic
Standard
Action
Ranged 5
Target:
One creature
Attack: Primary
-1 vs Will
Hit:
1d8 + primary modifier psychic damage and the target is
dazed (save ends).
Miss:
Half damage and the target is dazed until the end of
your next turn.
Volatile
Explosion Arcane attack 0
Your foe becomes filled with unstable energies,
and rupture or strong jolt causing him to literally explode from within.
Daily
* Arcane, Fire, Implement
Standard
Action
Ranged 5
Target:
One creature
Attack: Primary -1 vs Fortitude
Hit:
Until the end of the encounter, the next time the target is hit by an attack it
takes 2d8 + primary modifier fire damage and you make a secondary attack
against all adjacent creatures.
Miss: The target
takes 1d8 + primary modifier fire damage. No secondary attack.
Secondary
attack: Primary vs. Reflex
Hit:
1d8 + Primary modifier fire damge.
New
Divine Apprentice Encounter Powers
Flash
Dash Divine attack 0
You rush past you foe so fast that he doesn’t
even realize he’s been cut until he sees the blood running off your blade.
Encounter
* Divine, Weapon
Minor
Action
Melee weapon
Special:
Shift 2 squares before and after this attack.
Target:
One creature
Attack: Primary -1 vs AC
Hit: 1[W]
damage.
Punishment
by Fire Divine attack 0
It’s not enough just to destroy evil. All those
that befriend the wicked must feel the fires.
Encounter
* Divine, Fire, Implement
Standard
Action
Melee weapon
Target:
One creature
Attack: Primary -1 vs Reflex
Hit: Primary modifier fire
damage and the target takes ongoing 5 fire damage (save ends).
Special:
Whenever the target takes damage from the ongoing fire damage all adjacent
enemies also take 5 fire damage.
Fury
of the Sun Divine attack 0
No light can ever match that which you carry in
your soul.
Encounter
* Divine, Implement, Radiant
Standard
Action
Area Burst 1 within 5
Targets:
Creatures within burst
Attack: Primary -1 vs Reflex
Hit: Primary modifier radiant
damage and the target is blinded until the end of your
next turn.
Inescapable
Justice Divine
attack 0
There can be no escape for the wicked, your blade will always find their hearts.
Encounter
* Divine, Weapon
Standard
Action
Melee weapon
Special:
Pull the target 2 squares before making this attack.
Target:
One creature
Attack: Primary -1 vs AC
Hit:
1[W] + Primary modifier damage and the target is
slowed until the end of your next turn.
New
Divine Apprentice Daily Powers
Oath
of Destruction Divine
attack 0
You have seen the evil in their hearts and
actions, there can be no mercy, there can be no pity. Only annihilation.
Daily
* Divine, Weapon
Standard
Action Melee weapon
Target:
One creature
Attack: Primary -1 vs AC
Hit: 2[W] + primary modifier
damage.
Effect:
Starting with this attack, until the end of the encounter, whenever you hit the
target with a melee attack the target takes an extra 1d4 damage and you take an
equal amount of damage.
Drive
Out Divine attack 0
No longer tolerating their presence, you drive
the base creatures away.
Daily
* Divine, Implement, Radiant
Standard
Action
Close Blast 5
Targets:
Creatures within burst
Attack: Primary -1 vs Fortitude
Hit: 1d8 + primary modifier
radiant damage and the target is pushed 3 squares.
Miss:
Half damage and the target is pushed 1 square.
Divine
Hammer
Divine attack 0
With your fist you make a striking motion like a
hammer and your foe drops to the ground.
Daily
* Divine, Implement
Standard
Action
Ranged 10
Target:
One creature
Attack: Primary -1 vs Fortitude
Hit: The target is knocked prone
and stunned until the end of your next turn.
Miss:
The target is knocked prone and dazed until the end of your next turn.
Divine
Vengeance Divine attack 0
You and your allies have been tormented long
enough, You call upon your deity and holy flames
consume your foe’s body and bring down his defenses.
Daily
* Divine, Fire, Implement
Standard
Action
Ranged 5
Target:
One creature
Attack: Primary, +1 for each
bloodied ally vs Reflex
Hit: 1d4 + primary modifier fire
damage. This attack deals an extra 1d4 fire damage for
each ally you have that is currently bloodied.
Effect:
Each bloodied ally receives a +2 to attack rolls against the target until the
end of your next turn.
New
Feats
Serpent’s
Coils
Requirements:
Druid
Benefit:
While in beast form you can use your wisdom modifier in place of strength to
make grabs.
Stalking
Prey
Requirements:
Druid
Benefit:
You become trained in the stealth skill. In addition, while in beast form,
whenever you attack a creature that couldn’t see you, you gain a +1 bonus to
your damage roll.