Base Class - Feral Druid

JiffyPopTart

Bree-Yark
Greetings All

In an effort to cut down on paperwork and complexity in our new campaign, and in an effort to cover for nobody playing a rogue, I discussed with the GM a druid-variant-variant. Tell me what you think.

Feral Druid (A variant of the Shapeshifting Druid from the PHBII)

Lose
*****
1. Ability to cast any spell that affects or targets anything besides the druid him/herself. (Also losing ability to swap for Summon Natures Ally since its no longer a valid spell choice)
2. Wild Empathy
3. Timeless Body
4. Diplomacy as a class skill

Gain
*****
+2 Skill Points per level
Sixth Sense ability (can notice traps as a rogue, although not able to disable them)
Search, Climp, Jump as class skills
Spontaneous Casting instead of Prepared Casting


Thoughts/Ideas welcome.
DS
 

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Noticing traps -- if no one can disable them -- isn't a huge help.

What's more, by removing all spells that don't target the druid only, you've removed three of the four main roles for a druid. You won't be able to heal, summon, or blast. All that's left is a sneak-attack-free rogue that can get a few melee bonuses. (Nice melee bonuses, don't get me wrong, but still...)

I think you've erred on the weak side in your casting restriction.
 


Correct....he gets spontaneous casting from all the druid spells available that fit his M/O.

He would get healing or other spells but only would be able to do those things on himself.

DS
 

Sabathius42 said:
Lose
*****
1. Ability to cast any spell that affects or targets anything besides the druid him/herself. (Also losing ability to swap for Summon Natures Ally since its no longer a valid spell choice)
What does this mean? Could you list the legal spells? It sounds like there won't be that many.

Cheers, -- N
 

If you're gonna cut back spells that much, I'd suggest taking it all the way: Remove Spells, add other sweet stuff :)
Make 'im a sneaky, skilled meleeist shifter :p
 

Aage said:
If you're gonna cut back spells that much, I'd suggest taking it all the way: Remove Spells, add other sweet stuff :)
Make 'im a sneaky, skilled meleeist shifter :p

I actually would have like to have done that, but as printed up, when you shift into your non-standard form, you can no longer use any equipment that you have on. This kind of makes the shifter impossible to play at higher levels.

Thus I had to keep in the buff spells.

Thus I kept Personal and Touch (self only) spells and a few oddballs that are neither but can still only affect the caster on the list for him to use. The most obvious necessity is barkskin and its tree of protections.

DS
 

Nifft said:
What does this mean? Could you list the legal spells? It sounds like there won't be that many.

Cheers, -- N

1st-Level Feral Druid Spells (PHB only)
* Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
* Detect Animals or Plants: Detects kinds of animals or plants.
* Detect Snares and Pits: Reveals natural or primitive traps.
* Endure Elements: Exist comfortably in hot or cold environments.
* Hide from Animals: Animals can’t perceive one subject/level.
* Jump: Subject gets bonus on Jump checks.
* Longstrider: Your speed increases by 10 ft.
* Magic Fang: One natural weapon of subject creature gets +1 on attack and damage.
* Pass without Trace: One subject/level leaves no tracks.
* Speak with Animals: You can communicate with animals.

2nd-Level Feral Druid Spells (PHB only)
* Barkskin: Grants +2 (or higher) enhancement to natural armor.
* Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
* Bull’s Strength: Subject gains +4 to Str for 1 min./level.
* Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
* Delay Poison: Stops poison from harming subject for 1 hour/level.
* Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
* Resist Energy: Ignores 10 (or more) points of damage/attack from energy type.
* Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
* Spider Climb: Grants ability to walk on walls and ceilings.
* Tree Shape: You look exactly like a tree for 1 hour/level.

Also, any spell that could normally target an ally (Cure Wounds or Bears Endurance for example) can only target the druid himself.

Also appropriate spells from the Spell Compendium will be added to this list.

DS
 

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