Wild Shape

While Obsidian has not confirmed the existence of wild shape in NWN2, it is a class feature of the druid class which have been confirmed.

3.5 Wild shape
A character with this feature can turn into another creature.

Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.

Restrictions
The form chosen must be that of an animal the character is familiar with and a creature-type available to the character.

The new form’s hit dice can't exceed the character’s wild shape class level.

The character 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. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.

If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

Attributes retained

 * Your class, level, hit points, alignment, base attack bonus, base save bonuses, intelligence, wisdom and charisma scores all remain the same.
 * You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).
 * You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.
 * You acquire the physical qualities of the new form while retaining your own mind.

Attributes gained
The character gains attributes of the new form. These are:
 * creature type and subtype (if any)
 * attributes: strength, dexterity, and constitution scores
 * all extraordinary special attacks possessed by the form
 * physical qualities including natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth).

Attributes not gained

 * do not gain any supernatural or spell-like abilities.
 * do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.
 * A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

Racial appearance
You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your disguise check.

Merging equipment
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

Duration
The effect lasts for 1 hour per class level, or until she changes back.

Elemental wild shape

 * Druids gain elemental wild shape 1/day at 16th level of small, medium or large size:
 * At 18th level: 2/day. At 20th level: 3/day.
 * At 20th level: huge elemental.

Improved wild shape

 * A Master of many forms gains improved wild shape at 1st level for humanoid shape.
 * per day usage increase per shifter level.
 * At level 2-large, 4-tiny, 6-huge, 8-diminutive, 10-gargantuan.
 * At level 2-giant, 3-monstrous humanoid, 4-fey, 5-vermin, 6-aberration, 7-plant, 8-ooze, 9-elemental, 10-dragon.

Shifter's speech

 * At 1st level, masters of many forms gain shifter's speech

Fast wild shape

 * At 3rd level, masters of many forms gain fast wild shape

Extraordinary wild shape

 * At 7th level, masters of many forms gain extraordinary wild shape

NWN comparison

 * Wild shape only had a small group of creatures to turn into in NWN.

External resources
NWNWiki:Wild Shape