Fort: Bad, Rfx: Bad, Will: Good
Same Spells/Day, and all Druid Spells are Spells Known. Same stuff w/Sylvan being a bonus language and not being able to wear metal armor.
Skill Points... I have no idea... I think 4 + Int is nice, but going to 2 + Int would make sense (since the Druid is going farther into Spells and away from everything else).

1: Nature's Teachings
2
3: Nature's Teachings
4
5: Nature's Teachings
6: Wild Shape (1/day)
7: Wild Shape (2/day)
8: Wild Shape (3/day)
9: Nature's Touch
10: Wild Shape (tiny)
11
12: Wild Shape (4/day)
13: Wild Shape (Large)
14: Nature's Touch
15: Timeless Body
16: Wild Shape (Plant)
17
18: Wild Shape (6/day)
19: Nature's Touch
20: Nature's Companion
Nature's Teachings: A Druid chooses one of the following each time they gain this (all are defined by the SRD: Druid, except for Track). You cannot take an ability multiple times.
- - nature sense
- wild empathy
- woodland stride
- trackless step
- resist nature's lure
- Track (as a bonus feat. From the PHB)
Nature's Touch: A Druid chooses one of the following each time they gain this (parentheticals for the items say where they are defined). You cannot take an ability multiple times.
- - Venom Immunity (SRD Druid)
- A Thousand Faces (SRD Druid)
- Exalted Wild Shape (A feat from the "Book of Exalted Deeds")
- Natural Awareness (defined below)
Nature's Companion: You get an animal, beast, or magical beast of CR 15 or less. Basically your animal companion. But WAY late-game and epically awesome.
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I know I didn't cut enough to give the Druid complete spontaneous casting, but I'm wondering what to cut... what stuff can I take out?