Here we go.
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Dire Human said:
Suggested Name Changes
No offense, but some of the power names sound a little generic or awkward. Mind if I make some suggestions? If you hadn't noticed, I had a theme going.
Rake -> Raking Talons
Tear -> Tearing Claws
Stomp -> Stomping Hooves, Crushing Hooves
Pack Tactics -> Hunt with the Pack
Pounce -> Pouncing Leap
Nip -> Snapping Jaws
Armadillo Cloak -> Natural Armor, Nature's Armor
Pummel -> Pummeling Slam
Defenestrating Sphere -> Dust Devil, Whirlwind
Slap -> Whipping Tail
Maul -> Mauling Grasp, Mauling Grab
Cobra Strike -> Striking Fangs
Wolverine Strike -> Raging Strike, Feral Rage, Nature's Rage
Headbutt -> Charging Horns
Razorboar Flurry -> Thrashing Fury
Leaps and Bounds -> Darting Leap
Manticore Spines -> Shooting Spines, Piercing Spines
Turbo Charge -> Static Aura, Scent of Ozone, Scent of Rain
EMP -> Thunderous Crash, Thunderclap
Crushgrip -> Crushing Grip, Warshaper's Grip
Old Dog, New Tricks -> Wild Warrior, Warshaper's Training
I'd like to thank you for such better name suggestions. I'll certainly use most of them.
Dire Human said:
I must say, I'm very impressed, and I absolutely love it. As I read through the PDF, I wrote down things that stuck out or seemed awkward, and copied-and-pasted it here. Even though my "complaints" are long, I'm definitely recommending this to a friend who loves his 3.5 bear-form Druid. Maybe it'll finally get him to convert.
awesome, thank you for considering this.
Dire Human said:
Make Feral Warrior, Master of Rites, and Nature's Protector the names of the Builds, and give the Favored Forms different names.
suggestions?

you have good one's above.
Dire Human said:
Could a Human Master of Rites have all four Level 1 At-Will Powers?
nope, Master of rites only lets you get an additional encounter power.
Dire Human said:
I don't remember that chapter very well, but wasn't Goodberry a Ritual? In any case, I like it.
Don't think so, haven't seen it yet anyway.
Dire Human said:
Tree Shape seems odd. Poor wording? I understand the concept, it just pokes out as something that should be a very versatile ability that's constrained to being a glorified Stealth power.
It has more out of combat or start of combat utility. If your party is being charged, it's a great surprise option. The same is true if you're on guard at your camp during a rest. In battle, it'll see only a little use that I can think of. But, it is good for somebody who can get concealment and then "hide" using it. Sets up a sneak attack if somebody else gets the mob to you.
Dire Human said:
I know I have the 'Suggested Name Changes' thing going below, but Defenestrating Sphere is a terrible name. I'm sorry if I sound rude, but I doubt the ancient tribal societies of the old forests, crafting their rites and rituals in dank caves and sunny meadows, would ever use the word "Defenestrate"... if only because there's no such thing as a window in the wild. You have plenty of weather-themed rites; call it Dust Devil, or Whirlwind, or anything but Defenestrating Sphere.
Reason is, I was replicating the spell from 3.5 PHBII. Can and will change name, no problem.
Dire Human said:
Giant Vermin is confusingly worded; I have no idea what the power's supposed to do. It looks like it summons a creature that can help you flank, but "Close burst 5" and "Targets: All enemies in area" make it look like either you create multiple Giant Vermin, or the vermin are everywhere in the burst at once. Maybe I'm just not getting it.
Break down of this:
GIANT VERMIN (name from phb 3.5 for reference) Druid Attack 9
Daily * Implement, Conjuration, Primal
Standard Action Close burst 5
Targets: All enemies in area
Effect: You threaten one square adjacent to the target
every target within the burst area is threatened by you.
and can make a Wisdom attack vs. AC. The square is considered a minion which deals 4 + your Wisdom modifier damage on a successful hit and remains adjacent to the target until either of the two dies.
There is a creature next to each target that continues to stand next to it until the target kills said creature.
Sustain standard: Make a Wisdom attack vs. AC from each square you threaten other than your own.
You give up your standard action to attack every enemy still within range that has a vermin next to it.
Dire Human said:
Maybe it's just the wording, but Empower Staff looks laughably broken as well. So, if I multiclass my Druid to Rogue as my Paragon Path, I can use Unbalancing Attack or Stunning Strike over and over again as a minor action for the rest of the encounter? Make sure you make it clear that you are expending the 1/encounter use of that power when you take that minor action. Also, rather than risking that you're out of encounter powers by the time you get around to using Empower Staff, just make it a Strength vs. AC, 2[W]+Wisdom.
fixing it to say use as a minor action once.
Dire Human said:
I'll get to them immediately.
Dire Human said:
Faerie Clone is an odd power; while the rest seem generically Natural, this seems overtly Fey. In any case, the Clone should use the target's at-will powers, flat-out as-written. Also, if it's Sustain Standard, how can you make at-will attacks? I think you mean Sustain Move.
I'll clean up the wording, that's exactly how it works. Sustain standard means you cannot take your own standard action, but can attack with the duplicate.
Dire Human said:
Wildshape: Lupine should only work with the Offensive Form, since Wildshape: Mount only works with the Defensive Form and everything else works with both, just to balance it out. Besides, it's a very Striker-ish power.
4e is not symetrical; that said, i agree it can be changed, but the option is there for Defenders who don't want to be a mount.
Dire Human said:
Challenging Trumpet should deal Thunder damage.
noted, will change
Dire Human said:
No offense, but Control Weather is the third "make a stormcloud" spell I've seen in this list: Gust of Wind, Defenestrating Sphere, Call Storm, Lightning Strike, and Summer Storm all have the same shtick. Could one of them be a blizzard or hailstorm instead, dealing Cold damage instead of Lightning and Thunder? Maybe one could be a swarm of insects, or a brushfire. They're all very cool, very thematic abilities, but you have untapped themes all over the place: Spore Cloud's fungus theme, Faerie Clone's Fey theme, Stoneskin's earth theme, Overheat's fire theme... I'd suggest tightening it up a bit.
The powers are left generally natural for the very reason that the druid isn't a focused class with any one aspect of nature. The druid (in particular the master of rites) gets many abilities which are natural as a whole, but probably would stand out as elemental or different when viewed separately. If we included enough fire spells to make a fire druid, it'd be well out of left field for the concept. I think an elementalist may better fit the ideal of a tight synergy with one or two elements at a time.
Dire Human said:
Spore Cloud has the same flavor text as Wildshape: Elemental, and is a bit confusingly-worded. If the Target is Each creature in burst, which target grants the healing surge when it dies? Also, change "dies" to "reduced to 0 or fewer hit points".
will change to the 0 hp, but any target which dies, friend or foe. It's a very strange power, yes, but it shows that sometimes the druid will preserve life even at the cost of one individual.
Dire Human said:
Huge Form doesn't have Large Form as a prerequisite. Intentional?
yes
Dire Human said:
No Small Form or Tiny Form, giving bonuses to Reflex, AC, and Stealth?
good idea, I'll look into this.
Dire Human said:
There's exactly one way to make your Druid fly, and that's by burning a feat for Travel Form's painfully slow Flight Speed. Even that's hidden in other options. Why make a Paragon Path with that theme, then? I see most of The Sky Marshal's abilities belonging to a "cunning wolf/jackal" theme, but that's just me. It's either in desperate need of reflavoring, or a flying Wildshape form needs to become more common.
agreed, I'll place it at one utility higher than the wizard gets fly.
Dire Human said:
Old Dog, New Tricks (12th Level): You gain one 10th level Fighter or Paladin utility power. This power now has the Primal and Wild keywords and can be used while Wildshaped.
There are going to be more defender type classes than just the fighter/paladin. Also, this lets the druid technically pick another 10th level utility from his own class if he so chooses.
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