Shapeshifter Varient:
Goal: Make the forms more focus in a niche, keep them potentially useful at all levels. Such a level 20 druid can have as much reason to assume the form of a 'wolf' (pred form) as elemental fury, what matters is the situation and the tactics.
Moved the enhancement modifiers to be independent of the particular form to achieve part of this result. Also to hopefully provide even easier record keeping. Rather than your ability scores and saving throws having 6 versions; each has two shifted and unshifted.
***********************
Changes/Basics:
Dependent upon druidic spellcaster level rather than druid level. Make prcs and multi-classing more of an option rather than a non-option, similar to clerics and wizards. You still miss out on features akin to the wizard's bonus feats or cleric's turning ability improving, but the 'heart' of the class continues. This is 'part' of the trade off of losing your animal companion.
A multi-class/prc druid still misses out on improving wild empath, venom immunity, timeless body, and alter-self at will.
Still: Replaces wild shape, and removes animal companion feature.
Enhancement bonus to hit and damage are the same as before
The 'form'/appearance of a shift is chosen at will rather than being 'locked'.
level 1: +4 strength, +4 natural armor
Level 5: +4 strength, +4 natural armor, +2 reflex save
level 8: +8 strength, +8 natural armor, +4 fort save, +2 reflex save
Level 12: +12 strength, +12 natural armor, +4 fort save, +2 reflex save, +4 will save
Level 16: +16 strength, +16 natural armor, +4 fort save, +4 reflex save, +4 will save
(possible/simpler alternative): +1/level to strength and natural armor, save bonuses are the same as/tied to the enhancement bonus to hit and damage. Smoother progression but slight power increase overall.
**************************
Stalker/Pred:
Vipers, wolves, cats, rats. Assume this form if you want to stalk, hunt things down, perform assassinations, or engage in wolf-pack tactics.
Level 1:
Normal size or up to two sizes smaller
Base speed: 50ft
Bite: 1d6
level 4:
Track
Scent (or improves scent range by 2x)
level 8:
Sneak Attack: +2d6
Wolven Trip
Level 12:
Sneak attack: +3d6
+4 to Trip checks
+4 to Hide and Move Silently
Level 16:
Sneak attack: +4d6
+8 to trip checks
+8 to hide and move silently
***************************************
Mobility:
Flying birds and bats, sharks, monkeys, cheetahs, and other such creatures. Assume this form when you want to get around or perform hit and run attacks.
5th level:
Slam or Talons: 1d6
One of the following (choosen with each shift):
--Swim 50ft
--Fly 40ft (good)
--60ft base speed + sprint
--Climb 30ft
--Burrow 20ft
7th level:
Move-by Action
Speed of all modes increase by 10ft
9th:
Spirited Charge
12th level:
Speed of all modes increase by 10ft
16th:
Size +1 (optional)
Trample
****************************
Slayer:
Often preditory cats, apes, and bears. Assume this form if you want to just raw damage and leave foes bloody and dying in your wake.
8th level:
Increase size 1 step (long)
Bite: 1d8
Claw: 1d6
10th level:
Rake or Rend: 2x claw damage + 1.5 strength
12th level:
Bite: 2d6
Claw: 1d8
16th level:
Improved Grab
Rake and Rend
***************************
'Tank'/Plant:
Assume this form if you want to take a beating and keep on ticking, hide as a tree, or place yourself between your foes and the rest of your party.
Level 12
Size +1 (tall)
Slam/Slam: 1d8
Speed: 20ft
Improved Grab
DR 5/slashing
14th level:
Defensive Roots and Vines: Area within reach is treated as difficult terrain to foes
Combat Reflexes
16th level:
Size +2 (tall)
Constrict (slam + 1.5 strength)
No penalty for using one only limb to maintain grapple.
****************************
Elemental Fury:
Versitile and adaptable, the other forms can be better at their focus. Mobility is still best at hit and run, slayer at straight up damage, and plant at defending the party. But combinations and clever uses can prevail.
Level 16
Size +2 (tall)
Slam/Slam: 2d6
Air: Immune Electricity, Fly 60ft (perfect)
Fire: Immune Fire, +2d6 fire damage to natural attacks, burn (DC: 10 + Str mod)
Earth: Immune Acid, Earthglide
Water: Immune Cold, Swim 70ft
Level 20:
Air: Whirlwind (slam damage, DC: 10 + Str mod)
Fire: Searing Flames: Vulnerable foes take 2x fire damage (rather than 1.5), ignores resistance, immune still takes half-damage.
Earth: DR 10/--
Water: Vortex (slam damage, DC: 10 + Str mod), +2d6 cold damage
Goal: Make the forms more focus in a niche, keep them potentially useful at all levels. Such a level 20 druid can have as much reason to assume the form of a 'wolf' (pred form) as elemental fury, what matters is the situation and the tactics.
Moved the enhancement modifiers to be independent of the particular form to achieve part of this result. Also to hopefully provide even easier record keeping. Rather than your ability scores and saving throws having 6 versions; each has two shifted and unshifted.
***********************
Changes/Basics:
Dependent upon druidic spellcaster level rather than druid level. Make prcs and multi-classing more of an option rather than a non-option, similar to clerics and wizards. You still miss out on features akin to the wizard's bonus feats or cleric's turning ability improving, but the 'heart' of the class continues. This is 'part' of the trade off of losing your animal companion.
A multi-class/prc druid still misses out on improving wild empath, venom immunity, timeless body, and alter-self at will.
Still: Replaces wild shape, and removes animal companion feature.
Enhancement bonus to hit and damage are the same as before
The 'form'/appearance of a shift is chosen at will rather than being 'locked'.
level 1: +4 strength, +4 natural armor
Level 5: +4 strength, +4 natural armor, +2 reflex save
level 8: +8 strength, +8 natural armor, +4 fort save, +2 reflex save
Level 12: +12 strength, +12 natural armor, +4 fort save, +2 reflex save, +4 will save
Level 16: +16 strength, +16 natural armor, +4 fort save, +4 reflex save, +4 will save
(possible/simpler alternative): +1/level to strength and natural armor, save bonuses are the same as/tied to the enhancement bonus to hit and damage. Smoother progression but slight power increase overall.
**************************
Stalker/Pred:
Vipers, wolves, cats, rats. Assume this form if you want to stalk, hunt things down, perform assassinations, or engage in wolf-pack tactics.
Level 1:
Normal size or up to two sizes smaller
Base speed: 50ft
Bite: 1d6
level 4:
Track
Scent (or improves scent range by 2x)
level 8:
Sneak Attack: +2d6
Wolven Trip
Level 12:
Sneak attack: +3d6
+4 to Trip checks
+4 to Hide and Move Silently
Level 16:
Sneak attack: +4d6
+8 to trip checks
+8 to hide and move silently
***************************************
Mobility:
Flying birds and bats, sharks, monkeys, cheetahs, and other such creatures. Assume this form when you want to get around or perform hit and run attacks.
5th level:
Slam or Talons: 1d6
One of the following (choosen with each shift):
--Swim 50ft
--Fly 40ft (good)
--60ft base speed + sprint
--Climb 30ft
--Burrow 20ft
7th level:
Move-by Action
Speed of all modes increase by 10ft
9th:
Spirited Charge
12th level:
Speed of all modes increase by 10ft
16th:
Size +1 (optional)
Trample
****************************
Slayer:
Often preditory cats, apes, and bears. Assume this form if you want to just raw damage and leave foes bloody and dying in your wake.
8th level:
Increase size 1 step (long)
Bite: 1d8
Claw: 1d6
10th level:
Rake or Rend: 2x claw damage + 1.5 strength
12th level:
Bite: 2d6
Claw: 1d8
16th level:
Improved Grab
Rake and Rend
***************************
'Tank'/Plant:
Assume this form if you want to take a beating and keep on ticking, hide as a tree, or place yourself between your foes and the rest of your party.
Level 12
Size +1 (tall)
Slam/Slam: 1d8
Speed: 20ft
Improved Grab
DR 5/slashing
14th level:
Defensive Roots and Vines: Area within reach is treated as difficult terrain to foes
Combat Reflexes
16th level:
Size +2 (tall)
Constrict (slam + 1.5 strength)
No penalty for using one only limb to maintain grapple.
****************************
Elemental Fury:
Versitile and adaptable, the other forms can be better at their focus. Mobility is still best at hit and run, slayer at straight up damage, and plant at defending the party. But combinations and clever uses can prevail.
Level 16
Size +2 (tall)
Slam/Slam: 2d6
Air: Immune Electricity, Fly 60ft (perfect)
Fire: Immune Fire, +2d6 fire damage to natural attacks, burn (DC: 10 + Str mod)
Earth: Immune Acid, Earthglide
Water: Immune Cold, Swim 70ft
Level 20:
Air: Whirlwind (slam damage, DC: 10 + Str mod)
Fire: Searing Flames: Vulnerable foes take 2x fire damage (rather than 1.5), ignores resistance, immune still takes half-damage.
Earth: DR 10/--
Water: Vortex (slam damage, DC: 10 + Str mod), +2d6 cold damage
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