Druid in PHB II

Shawn_Kehoe

First Post
Hi all,

Have you tested the optional shapeshifting system in Player's Handbook II? I am curious how it works in action. I'm creating a new low-level Druid, and since I don't fancy animal companions anyhow, I'm thinking that this might be a more attractive option than the standard wild shape. Less versatile, but easier to apply and capable of continuous use.

Any thoughts?

Thanks,
Shawn
 

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It is a little weaker than a normal druid, but the ease-of-use advantage more than makes up for it.

It is also very nice at levels 1-4, where the normal druid doesn't have many cool abilities. (Well, I do enjoy flame blade and produce flame.)
 


Has anyone attempted to get the whole "Plant type" or "Elemental type [subtype]" benefits in there in a balanced way?

As it stands, I REALLY like the look of it. It makes it a rather more worthwhile ability without having to reference the MM and write out entire stat-blocks. At the same time, I wouldn't mind a bit of possible variation among druids using the same form.

Eh. It's still really nice.
 

I started playing one, straight druid 20 prolly. No combat experience yet.

Improved Unarmed Strike
Improved Grapple
Augment Healing
Spontaneous Healer

Those are my 4 benchmark feats to start with. The rest is still open.

Got the impression on paper that the first 7 levels will be tough, 8-11 average, good 12+.
 


I dont like the fact that the druid alternative has no aquatic form.

The druid still gets access to Water Breathing and Freedom of Movement. If you add in Spell Compendium spells the druids underwater capabilities go though the roof. I think it would be cool to have a feat or two that open up new forms to fill the aquatic gap for those who want it.

I'm currently playing a Shapeshift Druid/Natures Warrior, 10th lv so far and I love it. Good armor, excellent damage, and tons and tons of mobility options. Sure I don't get improved grab or pounce but my AC is much better. At 12th lv when I get plant form I'll have an AC of 34 (+12 form, +5 barkskin, +3 dex, +5 Natures Warrior Armor buff, -1 size). Not being able to cast spells at all in animal form is a bit of a downer, but it does lead to more interesting tactical play. Do I shift out and heal/cast or shift to a different form and get some distance then cast next round?
 


My shapeshifting druid just hit level 6, and I've had a blast so far. IME, the lack of flexibility in forms is pretty well offset by the unlimited uses, and I haven't had an issue with the inability to cast spells while shapeshifted. Normal sequence is to buff, then shapeshift & head for melee-ville. If a situation comes up where I need to cast something, it's a swift action to switch back to elf form, then I can cast my spell that same round, and next round another swift action to turn back into predator/flyer & still get a full action. Not a major handicap. And with a barkskin from myself & a mage armor from the wizard, my AC is right up there with the paladin's, although I don't deal quite as much damage. I still make as good a meatshield for the offensive spellcasters and the archer, which is what our group really needs since we lost our barbarian (temporarily, I hope).
 

Make no mistake about it, the PHBII's variant rules are a downgrade. Trade in an animal companion and wild shape for a +4 enhancement bonus to Str, a movement increase, a 1d6 bite attack, and...well, that's about it really. All your magic gear goes away in that form, so I really don't see the AC bonus as a big plus. Note that it explicitly states that the Natural Spell doesn't work with this variant.

It's nice that the druid can shift back and forth as a swift action though.

Wrathamon said:
I dont like the fact that the druid alternative has no aquatic form.

Of course, it's pretty darned easy to take the avian and trade out flying for swimming.
 

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