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Attempt at Improving/Balancing the Druid Shapeshifter varient
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<blockquote data-quote="Suldulin" data-source="post: 4210372" data-attributes="member: 1976"><p>Shapeshifter Varient:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>***********************</p><p></p><p>Changes/Basics:</p><p></p><p>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.</p><p></p><p>A multi-class/prc druid still misses out on improving wild empath, venom immunity, timeless body, and alter-self at will.</p><p></p><p>Still: Replaces wild shape, and removes animal companion feature.</p><p></p><p>Enhancement bonus to hit and damage are the same as before</p><p></p><p>The 'form'/appearance of a shift is chosen at will rather than being 'locked'.</p><p></p><p>level 1: +4 strength, +4 natural armor</p><p>Level 5: +4 strength, +4 natural armor, +2 reflex save</p><p>level 8: +8 strength, +8 natural armor, +4 fort save, +2 reflex save</p><p>Level 12: +12 strength, +12 natural armor, +4 fort save, +2 reflex save, +4 will save</p><p>Level 16: +16 strength, +16 natural armor, +4 fort save, +4 reflex save, +4 will save</p><p></p><p>(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.</p><p></p><p>**************************</p><p></p><p>Stalker/Pred:</p><p>Vipers, wolves, cats, rats. Assume this form if you want to stalk, hunt things down, perform assassinations, or engage in wolf-pack tactics.</p><p></p><p>Level 1:</p><p>Normal size or up to two sizes smaller</p><p>Base speed: 50ft</p><p>Bite: 1d6</p><p></p><p>level 4:</p><p>Track</p><p>Scent (or improves scent range by 2x)</p><p></p><p>level 8:</p><p>Sneak Attack: +2d6</p><p>Wolven Trip</p><p></p><p>Level 12:</p><p>Sneak attack: +3d6</p><p>+4 to Trip checks</p><p>+4 to Hide and Move Silently</p><p></p><p>Level 16:</p><p>Sneak attack: +4d6</p><p>+8 to trip checks</p><p>+8 to hide and move silently</p><p></p><p>***************************************</p><p></p><p>Mobility:</p><p>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.</p><p></p><p>5th level:</p><p>Slam or Talons: 1d6</p><p>One of the following (choosen with each shift):</p><p>--Swim 50ft</p><p>--Fly 40ft (good)</p><p>--60ft base speed + sprint</p><p>--Climb 30ft</p><p>--Burrow 20ft</p><p></p><p>7th level:</p><p>Move-by Action</p><p>Speed of all modes increase by 10ft</p><p></p><p>9th:</p><p>Spirited Charge</p><p></p><p>12th level:</p><p>Speed of all modes increase by 10ft</p><p></p><p>16th:</p><p>Size +1 (optional)</p><p>Trample</p><p></p><p>****************************</p><p></p><p>Slayer:</p><p>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.</p><p></p><p>8th level:</p><p>Increase size 1 step (long)</p><p>Bite: 1d8</p><p>Claw: 1d6</p><p></p><p>10th level:</p><p>Rake or Rend: 2x claw damage + 1.5 strength</p><p></p><p>12th level:</p><p>Bite: 2d6</p><p>Claw: 1d8</p><p></p><p>16th level:</p><p>Improved Grab</p><p>Rake and Rend</p><p></p><p>***************************</p><p></p><p>'Tank'/Plant:</p><p>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.</p><p></p><p>Level 12</p><p>Size +1 (tall)</p><p>Slam/Slam: 1d8</p><p>Speed: 20ft</p><p>Improved Grab</p><p>DR 5/slashing</p><p></p><p>14th level:</p><p>Defensive Roots and Vines: Area within reach is treated as difficult terrain to foes</p><p>Combat Reflexes</p><p></p><p>16th level:</p><p>Size +2 (tall)</p><p>Constrict (slam + 1.5 strength)</p><p>No penalty for using one only limb to maintain grapple.</p><p></p><p>****************************</p><p></p><p>Elemental Fury:</p><p>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.</p><p></p><p>Level 16</p><p>Size +2 (tall)</p><p>Slam/Slam: 2d6</p><p></p><p>Air: Immune Electricity, Fly 60ft (perfect)</p><p>Fire: Immune Fire, +2d6 fire damage to natural attacks, burn (DC: 10 + Str mod)</p><p>Earth: Immune Acid, Earthglide</p><p>Water: Immune Cold, Swim 70ft</p><p></p><p>Level 20:</p><p>Air: Whirlwind (slam damage, DC: 10 + Str mod)</p><p>Fire: Searing Flames: Vulnerable foes take 2x fire damage (rather than 1.5), ignores resistance, immune still takes half-damage.</p><p>Earth: DR 10/--</p><p>Water: Vortex (slam damage, DC: 10 + Str mod), +2d6 cold damage</p></blockquote><p></p>
[QUOTE="Suldulin, post: 4210372, member: 1976"] 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 [/QUOTE]
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Attempt at Improving/Balancing the Druid Shapeshifter varient
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