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General Tabletop Discussion
*Pathfinder & Starfinder
Attempt at Improving/Balancing the Druid Shapeshifter varient
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<blockquote data-quote="Suldulin" data-source="post: 4214924" data-attributes="member: 1976"><p>First of all thank you for replying <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>re: Arkhandus:</p><p>*nods* the second one is still quicker/more balance than wildshape I think? with power remaining consistance regardless of the monster books you may or may not have. (see: wildshape: fleshripper)</p><p></p><p>None natural forms would be a definite problem aye, but that's something that a DM can and should clamp down on unless it is somehow fitting rp-wise.</p><p></p><p>Excellent point on the mobility form, my main concern was being able to imitate birds, diggers, climbers, and dolphins.</p><p></p><p>*checks* ah, I did typo and give the slayer only one claw</p><p></p><p>Good point on the air elemental, the speed should likely be dropped to 30ft for it? Though the spirited (should likely be changed to 'powerful'? the intention is 2x damage on a charge) may keep the flying version relevant, especially given the extra speed.</p><p></p><p></p><p>True on earthglide being better, but the mobility burrowing is faster. So it's a speed vs power thing. And the Being better than plant/tank in durability and power is semi-intentional (else what's the point of going earth?) You trade off the ability to help control the battle-field and protect your allies in exchange for being slightly tougher and stronger.</p><p></p><p>How would you change the various forms exactly to keep each one relevant in their role but not overpowering? (I'm thinking the sneak attack of the stalker form should be dropped by one dice?)</p><p></p><p>***************************</p><p>re: nifft:</p><p></p><p>Hrm I kinda like that idea. The goal though is to make it so that all the forms remain relevant. Where once you get slayer you can pretty much dump pred form, and can pretty much dump slayer once you get plant and/or elemental fury forms.</p><p></p><p>Make it so each is useful, depending on the tactical situation.</p><p></p><p>While making it so that the druid is. . . acceptable to prc or multiclass. But not like the cleric and sorcerer are (where there's nothing that you really lose).</p><p></p><p>Though mobility seems like one of the 'big ones' to grab. Maybe have the form availability and power based on caster level still.</p><p></p><p>But give the druid core class extra benefits in regards to shifting?</p><p></p><p>Like maybe at level 15 the druid can shift an extra time in a round for example? So you can cast from the air without dropping like a stone, but you can't hide as a tiny sparrow while doing so?</p><p></p><p>Or ability to cast level 0, level 1, level 2, and level 3 spells while shifted at druid levels 5, 10, 15, and 20 respectfully?</p><p></p><p>*pondering* feel free to suggest such <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>****************************</p><p></p><p>personally I'm at a toss up as to which I like better</p><p></p><p>I came up with the 'base modifier, then select some traits' idea after I recently tried statting up an 8th level version of a druid using the first set of rules. </p><p>Due to noticing how much better the stalker form seemed than the slayer at that level (especially if you facter in either improved/superior unarmed strike and/or the warshaper morphic weapons ability)</p></blockquote><p></p>
[QUOTE="Suldulin, post: 4214924, member: 1976"] First of all thank you for replying :) re: Arkhandus: *nods* the second one is still quicker/more balance than wildshape I think? with power remaining consistance regardless of the monster books you may or may not have. (see: wildshape: fleshripper) None natural forms would be a definite problem aye, but that's something that a DM can and should clamp down on unless it is somehow fitting rp-wise. Excellent point on the mobility form, my main concern was being able to imitate birds, diggers, climbers, and dolphins. *checks* ah, I did typo and give the slayer only one claw Good point on the air elemental, the speed should likely be dropped to 30ft for it? Though the spirited (should likely be changed to 'powerful'? the intention is 2x damage on a charge) may keep the flying version relevant, especially given the extra speed. True on earthglide being better, but the mobility burrowing is faster. So it's a speed vs power thing. And the Being better than plant/tank in durability and power is semi-intentional (else what's the point of going earth?) You trade off the ability to help control the battle-field and protect your allies in exchange for being slightly tougher and stronger. How would you change the various forms exactly to keep each one relevant in their role but not overpowering? (I'm thinking the sneak attack of the stalker form should be dropped by one dice?) *************************** re: nifft: Hrm I kinda like that idea. The goal though is to make it so that all the forms remain relevant. Where once you get slayer you can pretty much dump pred form, and can pretty much dump slayer once you get plant and/or elemental fury forms. Make it so each is useful, depending on the tactical situation. While making it so that the druid is. . . acceptable to prc or multiclass. But not like the cleric and sorcerer are (where there's nothing that you really lose). Though mobility seems like one of the 'big ones' to grab. Maybe have the form availability and power based on caster level still. But give the druid core class extra benefits in regards to shifting? Like maybe at level 15 the druid can shift an extra time in a round for example? So you can cast from the air without dropping like a stone, but you can't hide as a tiny sparrow while doing so? Or ability to cast level 0, level 1, level 2, and level 3 spells while shifted at druid levels 5, 10, 15, and 20 respectfully? *pondering* feel free to suggest such :) **************************** personally I'm at a toss up as to which I like better I came up with the 'base modifier, then select some traits' idea after I recently tried statting up an 8th level version of a druid using the first set of rules. Due to noticing how much better the stalker form seemed than the slayer at that level (especially if you facter in either improved/superior unarmed strike and/or the warshaper morphic weapons ability) [/QUOTE]
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