→ Nature Sense: +2 bonus on Knowledge (Nature) and Survival checks.
→ Wild Empathy: The 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.
→ Woodland Stride: The 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 motion still affect her.
→ Trackless Step: The 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: +4 bonus on saving throws against the spell-like abilities of fey.
→ Wild Shape: The druid gains the ability to turn herself into any small or medium animal and back again once per day. Her options for new forms include all creatures with the animal type. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. She loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form.
→ Summon Familiar: The sorcerer can obtain a familiar, and chooses the kind of familiar she gets. As the sorcerer advances in level, her familiar also increases in power. A character with more than one class that grants a familiar may have only one familiar at a time.
FEATS
→ Simple Weapons Proficiency: Character makes attack rolls with simple weapons normally.
→ Archaic Weapons Proficiency: Character takes no penalty on attack rolls when using any kind of archaic weapon.
→ Iron Will: +2 bonus on all Will saving throws.
→ Combat Casting: +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while grappling or pinned.
→ Magical Aptitude: +2 bonus on all Spellcraft and Use Magic Device checks.