druid feat

hmm... I didn't play BGII, but that does look like a good idea. Would emulating the DII druid be worth it or should I totally rethink it?

Also, how did it work in BGII?
 
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Try this variant class on for size - I was doing this up right about when this thread started. Good timing.

Lycanthropic Druid

In place of the druid class presented in the Player's Handbook, there exists an order that dabbles with the art of lycanthropy. They do consider this disease, or affliction an art; they strive to perfect it, and employ it in for the druidic order. Like standard druids, the lycanthropic druids rever and protect nature, and they get along with natural creatures and fey. Their rites and rituals for afflicting those of their order with lycanthropy are held sacred and secret. Those found divulging the order's secrets will be cast out from the order forever.

BAB, Saves, Spell Progression as Druid
1st Nature sense
2nd Woodland stride
3rd Trackless step
4th Resist nature's lure
5th Form of the Rat
6th Form of the Fox
7th Form of the Badger
8th Form of the Raven
9th Venom immunity
10th Form of the Boar
11th Form of the Bat
12th Form of the Wolf
13th A thousand faces
14th Form of the Cheetah
15th Form of the Tiger, timeless body
16th Form of the Bear
17th
18th Form of the Lion
19th
20th

Alignment: Neutral Good, Lawful Neutral, Neutral, Chaotic Neutral, or Neutral Evil.
Hit Die: d8.

Class Skills:
Animal Empathy (Cha), Concentration (Con), Control Shape (Wis), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge [nature] (Int), Profession (Wis), Scry (Int), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features:
Weapon and Armor Proficiency: Lycanthropic druids are proficient with the following weapons: club, dagger, dart, longspear, quarterstaff, scimitar, sickle, shortspear, and sling. Their spiritual oaths prohibit them from using weapons other than these. They are proficient with light and medium armors but are prohibited from wearing metal armor (thus, they may wear only padded, leather, or hide armor). They are skilled with shields but must use only wooden ones. A lycanthropic druid who wears prohibited armor or wields a prohibited weapon is unable to use any of her magical powers while doing so and for 24 hours thereafter.

Spells: A lycanthropic druid casts divine spells according to Table 3-18 on page 34 of the Player's Handbook. A lycanthropic druid may prepare and cast any spell on the druid spell list (page 166 of the Player's Handbook) provided she can cast spells of that level. She prepares and casts spells the way a cleric does (though she cannot lose a prepared spell to cast spontaneously). To prepare or cast a spell, a lycanthropic druid must have a Wisdom score of at least 10 + the spell's level. The Difficulty Class for a saving throw against a lycanthropic druid's spell is 10 + the spell's level + the lycanthropic druid's Wisdom modifier. Bonus spells for lycanthropic druids are based on Wisdom.

Chaotic, Evil, Good, and Law Spells: A lycanthropic druid can't cast spells of an alignment opposed to her own.

Bonus Languages: A lycanthropic druid may substitute Sylvan for one of the bonus languages available to her because of her race. In addition, a lycanthropic druid knows the Druidic language. This secret language is known only to druids, and lycanthropic druids are forbidden from teaching it to nondruids. Druidic has its own alphabet.

Nature Sense: A lycanthropic druid can identify plants and animals (their species and species traits) with perfect accuracy. She can determine whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Woodland Stride: Starting a 2nd level, a lycanthropic druid may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid.

Trackless Step: Starting at 3rd level, a lycanthropic druid leaves no trail in natural surroundings and cannot be tracked.

Resist Nature's Lure: Starting at 4th level, a lycanthropic druid gains a +4 bonus to saving throws against the spell-like abilities of feys.

Form of the Rat: At 5th level, a lycanthropic druid gains an affliction of rat lycanthropy. Once per day, using her Control Shape skill, the lycanthropic druid may alter to a hybrid or animal form: that of a wererat or a dire rat, and back again. Refer to the template on pages 217-219 of the Monster Manual regarding changes. The following exceptions to that template are as follows: No changes are made to humanoid form. Cannot confer Curse of Lycanthropy to another. Damage reduction is 1/silver. No alignment change is made. While the changes might not always be voluntary, the lycanthropic druid's actions in hybrid or animal form are. There is no involuntary rage, and no associated memory loss.

Form of the Fox: At 6th level, a lycanthropic druid gains an affliction of fox lycanthropy. Once per day, using her Control Shape skill, the lycanthropic druid may alter to a hybrid or animal form: that of a werefox or a fox, and back again. Refer to the template on pages 217-219 of the Monster Manual and the below table regarding changes. All exceptions to that template mimics that of Form of the Rat save the following: Damage reduction is 2/silver.

Form of the Badger: At 7th level, a lycanthropic druid gains an affliction of badger lycanthropy. Once per day, using her Control Shape skill, the lycanthropic druid may alter to a hybrid or animal form: that of a werebadger or a badger, and back again. Refer to the template on pages 217-219 of the Monster Manual and the below table regarding changes. All exceptions to that template mimics that of Form of the Rat save the following: Damage reduction is 3/silver.

Form of the Raven: At 8th level, a lycanthropic druid gains an affliction of raven lycanthropy. Once per day, using her Control Shape skill, the lycanthropic druid may alter to a hybrid or animal form: that of a wereraven or a raven, and back again. Refer to the template on pages 217-219 of the Monster Manual and the below table regarding changes. All exceptions to that template mimics that of Form of the Rat save the following: Damage reduction is 3/silver.

Venom Immunity: At 9th level, a lycanthropic druid gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas.

Form of the Boar: At 10th level, a lycanthropic druid gains an affliction of boar lycanthropy. Once per day, using her Control Shape skill, the lycanthropic druid may alter to a hybrid or animal form: that of a wereboar or a boar, and back again. Refer to the template on pages 217-219 of the Monster Manual regarding changes. All exceptions to that template mimics that of Form of the Rat save the following: Damage reduction is 4/silver.

Form of the Bat: At 11th level, a lycanthropic druid gains an affliction of bat lycanthropy. Once per day, using her Control Shape skill, the lycanthropic druid may alter to a hybrid or animal form: that of a werebat or a bat, and back again. Refer to the template on pages 217-219 of the Monster Manual regarding changes. All exceptions to that template mimics that of Form of the Rat save the following: Damage reduction is 4/silver.

Form of the Wolf: At 12th level, a lycanthropic druid gains an affliction of wolf lycanthropy. Once per day, using her Control Shape skill, the lycanthropic druid may alter to a hybrid or animal form: that of a werewolf or a wolf, and back again. Refer to the template on pages 217-219 of the Monster Manual regarding changes. All exceptions to that template mimics that of Form of the Rat save the following: Damage reduction is 5/silver.

A Thousand Faces: At 13th level, a lycanthropic druid gains the supernatural ability to change her appearance at will, as if using the spell alter self.

Form of the Cheetah: At 14th level, a lycanthropic druid gains an affliction of cheetah lycanthropy. Once per day, using her Control Shape skill, the lycanthropic druid may alter to a hybrid or animal form: that of a werecheetah or a cheetah, and back again. Refer to the template on pages 217-219 of the Monster Manual and the below table regarding changes. All exceptions to that template mimics that of Form of the Rat save the following: Damage reduction is 5/silver.

Form of the Tiger: At 15th level, a lycanthropic druid gains an affliction of tiger lycanthropy. Once per day, using her Control Shape skill, the lycanthropic druid may alter to a hybrid or animal form: that of a weretiger or a tiger, and back again. Refer to the template on pages 217-219 of the Monster Manual regarding changes. All exceptions to that template mimics that of Form of the Rat save the following: Damage reduction is 8/silver.

Timeless Body: After achieving 15th level, a lycanthropic druid no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, and the lycanthropic druid still dies of old age when her time is up.

Form of the Bear: At 16th level, a lycanthropic druid gains an affliction of bear lycanthropy. Once per day, using her Control Shape skill, the lycanthropic druid may alter to a hybrid or animal form: that of a werebear or a brown bear, and back again. Refer to the template on pages 217-219 of the Monster Manual regarding changes. All exceptions to that template mimics that of Form of the Rat save the following: Damage reduction is 10/silver.

Form of the Lion: At 18th level, a lycanthropic druid gains an affliction of elephant lycanthropy. Once per day, using her Control Shape skill, the lycanthropic druid may alter to a hybrid or animal form: that of a werelion or a dire lion, and back again. Refer to the template on pages 217-219 of the Monster Manual and the below table regarding changes. All exceptions to that template mimics that of Form of the Rat save the following: Damage reduction is 15/silver.

Then table w/ stats and forms:
Name Animal Form Ability Score Adjustments Feats / Special Qualities
Werebadger Dire badger Str +2, Dex +4, Con +6 Rage [pg. 58 Monster]
Werebat Bat Dex +4 Blind-Fight, Blindsight (10 ft.), Flight (40 ft, average)
Werebear Brown bear Str +16, Dex +2, Con +8 Blind-Fight, Multiattack, Power Attack
Wereboar Boar Str +4, Con +6 Blind-Fight, Improved Initiative
Werecheetah Cheetah Str +6, Dex +10, Con +2 Improved Trip, Sprint (charge at 10x speed)
Werefox Fox Dex +8 Blind-Fight, Scent
Werelion Dire lion Str +14, Dex +6, Con +8 Blind-Fight, Improved Trip, Multiattack, Power Attack
Wererat Dire rat Dex +6, Con +2 Multiattack (despite only one natural weapon), Weapon Finesse [bite], Weapon Finesse [any]
Wereraven Raven Dex +4 Flight (40 ft, average), Weapon Finesse [claws]
Weretiger Tiger Str +12, Dex +4, Con +6 Blind-Fight, Multiattack, Power Attack
Werewolf Wolf Str +2, Dex +4, Con +4 Blind-Fight, Improved Initiate, Weapon Finesse [bite]
 


Torx, you should think to have some minumum stats (at least for wisdom and charisma, both representing forces of will, and constitution, due to the particular process of transformation) for each form, so we can have druid that probably will not have the 'power' to choose all the forms, and so solving the problem of balance. I say so because it all seems a little bit overpowered to me, even if the results are -overall- pretty good. So if we want to keep this table, with SO MANY choices, we have to put limits elsewhere.

Just another restriction: he may not wear armor because of this special wild shaping, or at least he have to undone it before the transformation....

Steven McRownt
 

Do you think limiting class powers by ability scores is the way to go? That seems kinda lame if a character works up to level 16 and can't use bear form because he's too low on Constitution.

How about if there are temp penalties for the other three stats (Int, Wis, Cha) along with the bonuses - to represent the animal nature coming through at the same time?

And the armor problem is expressed in the lycanthrope template - the fact that it's destroyed if the form grows any larger. Should I make it explicit in the description? There are a lot of other things I should make explicit as well then (skill bonuses, method and time of xformation, involuntary changes, etc)
 

What if you dumped some of the forms and granted form specific abilities (ie. d 2). Like in B2 where the form steadily gets strongy, eventually granting spell like abilities (posibly). But that is just an idea. I apologize if I make too many D2 references, but I really like their idea.:D
 

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