This is a PrC I whipped up when I realized that the Jade Phoenix Mage and Ruby Knight Vindicator didn't have any offerings for the druid. Note, that a lot of this is assuming some house-rules, namely that the Druid is using the Shapeshift variant from PHB II and my
Raging Storm discipline. I don't think this class contains any other references to any house rules I'm working on, although I am assuming that any passive magical items are melded into the form and remain functional.
So, what do you think?
Feral Blade
Sorry. I had to.

Feral Blades are warriors who blend the path of Sublime Way with ferocious aspects of nature, fighting in the form of beasts. They can be terrifying opponents to behold in combat, and often take people by surprise when they assume that they’re just a common animal.
RequirementsSkills: Concentration 4 ranks, Knowledge Nature 8 ranks, Survival 4 ranks
Special: Able to Shapeshift (as the Druid alternate class feature)
Martial Maneuvers: Must know at least one maneuver from the Tiger Claw or Raging Storm discipline.
Martial Stances: Must know at least one stance from the Tiger Claw or Raging Storm discipline.
Spells: Able to cast 1st level divine spells
The Feral Blade Hit Die: d8
Level BAB Fort Ref Will Special
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1 +1 +0 +0 +2 Shifting recovery, Shapeshift
2 +2 +0 +0 +3 Stance of ferocity
3 +3 +1 +1 +3 Scent
4 +4 +1 +1 +4 Darkvision
5 +5 +1 +1 +4 -
6 +6 +2 +2 +5 Stormbringer stance
7 +7 +2 +2 +5 -
8 +8 +2 +2 +6 Shifted healing
9 +9 +3 +3 +6 -
10 +10 +3 +3 +7 Feral strike
Level Maneuvers Maneuvers Stances Spells
Known Readied Known
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1 1 0 1 -
2 0 0 0 +1 level of divine casting class
3 1 0 0 +1 level of divine casting class
4 0 0 0 +1 level of divine casting class
5 1 1 0 +1 level of divine casting class
6 0 0 1 -
7 1 0 0 +1 level of divine casting class
8 0 0 0 +1 level of divine casting class
9 1 1 0 +1 level of divine casting class
10 0 0 0 +1 level of divine casting class
Class Skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Class FeaturesAll of the following are class features of the Feral Blade class:
Weapon and Armor Proficiency:The Feral Blade gains no new proficiencies.
Spellcasting:At each level except 1st and 6th, the Feral Blade gains new spells per day and an increase in caster level (and spells known, if applicable) as if he had gained a level in a divine spellcasting class to which he belonged to before entering this prestige class. He does not gain any other benefits a character would have gained from a level in that divine casting class. If he had more than one divine casting class, he must choose which one to advance each level.
Maneuvers:At each odd-numbered level, the Feral Blade gains one new maneuver known from either the Raging Storm or Tiger Claw disciplines. He must be high enough level to learn the maneuver. You add your full Feral Blade class level to your total initiator level.
At 5th and 9th level, he gains an additional maneuver readied per day.
Shifting Recovery (Ex):A Feral Blade may recover one expended maneuver as a free action whenever he uses his Shapeshift feature. He may use this ability once per round, and may not recover a maneuver he already used this round. He may not use the maneuver he recovered on this round, either.
Shapeshift (Su):Levels of the Feral Blade class stack with any class levels you have to determine power of your Shapeshift ability. For example, a Swordsage 2/Druid 3/Feral Blade 3 would Shapeshift as a 6th level Druid.
Stance of Ferocity (Ex):At 2nd level, the Feral Blade learns a special stance. This stance is learned in addition to any stances already known and does not count against the number known. It is initiated and switched with a swift action, just like any other stance. The only notable exception, however, is that this stance is only effective when the Feral Blade is shapeshifted into another form. It has no effect while in his normal form. If he resumes his normal form, he loses the benefits of this stance and must spend a swift action to initiate it again, should he chose to, later.
While in this stance, the damage the Feral Blade deals with natural attacks is increased as though he were one size larger, and his critical threat range is doubled with these attacks.
In addition, when initiating the stance, he may expand a divine spell slot to toughen his defenses. So long as the stance is active, he gains damage reduction equal to double the expended spell’s level. This damage reduction is overcome by cold iron weapons. The benefit gained from expending a spell slot in this way is a Supernatural ability.
Scent (Ex):At 3rd level, anytime the Feral Blade is shapeshifted into a form other than his normal form, he gains the scent ability.
Darkvision (Ex):At 4th level, anytime the Feral Blade is shapeshifted into a form other than his normal form, he gains darkvision to a range of 60 feet.
Stormbringer Stance (Su):At 6th level, the Feral Blade learns another new stance. This stance is learned in addition to any stances already known and does not count against the number known. It is initiated and switched with a swift action, just like any other stance.
While in this stance, the Feral Blade gains resistance to cold, electricity, and sonic equal to double his initiator level. In addition, all attacks he makes with a natural attack, unarmed strike, or weapon deal an extra 1d6 points of damage. This damage can be either cold or electric damage, chosen before rolling the attack roll.
Shifted Healing (Su):At 8th level, the Feral Blade may heal himself when shapeshifting. As a free action, he may expend a readied maneuver while he shapeshifts. This heals an amount of damage to the Feral Blade equal to double his initiator level. In addition, he may remove any one of the following conditions: blinded, confused, dazzled, deafened, entangled, exhausted, fatigued, shaken, and sickened.
Note that if the Feral Blade is located in some ongoing effect, he may again be affected by the condition he just removed. For example, if he uses this ability remove the entangled effect while standing in the area of an Entangle spell, he could become entangled again on the caster’s next turn if he doesn’t leave the area of the spell.
Feral Strike (Ex):At 10th level, anytime the Feral Blade is shapeshifted into a form other than his normal form, he may initiate a strike as part of a full attack. The strike must have an initiation action of a standard action. When taking the full attack, he makes his usual number of attacks, but any one of them can be used to deliver the strike. He must decide to use the strike before he rolls the attack roll. The maneuver is expended as normal when using this ability.