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Less "Celtic" Druid?
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<blockquote data-quote="Nyaricus" data-source="post: 2836192" data-attributes="member: 35678"><p>Okay, well Norse Mythology is ripe, and I mean ripe with shapeshifters of all types. Loki, Odin, Sea Giants, et al.</p><p></p><p>So one option is simply using the new Animal Shape from PHBII, in conjunction with some proper flavour/crunch changes in other areas. I actually *highly*, and I mean *HIGHLY* recommend this over polymorph because the bonuses gained from animal shape are independant of the animals form. You simply get X, Y and Z at level one, which upgrade to X+1, Y+3 and Z+2 once level 14 is reached (well, this isn't exactly how it works, but you got it). Essentually it looks <em>a lot</em> like my Bearsark/Ulfhednar Norse PrCs - the wolf gets a set +something to dex, while the bear gets +something to Str - and both get +something else to Con, IIRC. Point is that you, the DM, need not worry about the new polymorph errata and whatnot, and you now have a much more balanced (and, in my opinion, flavourful) Druid. The shape is just that - a shape. Ability boons are gained with level. Possibly the <em>only</em> thing I don't like is that this also gives you bonus feats while in animal shape - stuff like Great Cleave while in elemental form at <u>level 20</u>. Id rather see original abilities than a low level feat.</p><p></p><p><strong>Huw</strong> makes a very good point with "water" over "forest". Since Animal Shape (assuming we are using this) gets rid of the Animal Companian and Wildshape, ets focus on the other abilities for the moment:</p><p></p><p>Spells - stay as is</p><p>Spontaneous Casting - stay as is</p><p>Nature Sense (Ex) - stay as is</p><p>Wild Empathy (Ex)- stay as is</p><p>Trackless Step (Ex) - stay as is</p><p>Timeless Body (Ex) - stay as is</p><p></p><p>Resist Nature’s Lure (Ex) - stay as is (maybe not - how can we incorperate Giants into this better? I'd personally love to see something here instead of fey, whihc are just not as appropriate. Maybe something like favoured enemy, except half bonuses and no combat bonuses, or something?)</p><p></p><p><s>A Thousand Faces (Su)</s></p><p><s>Venom Immunity (Ex)</s> - replaced with:</p><p><strong>Control Winds</strong> - as the spell, usable at will. This is primarily used at sea, though if used on land, the winds strength is decreased by 2 levels and this is not usable while in Animal Shape or WildShape. See <a href="http://www.d20srd.org/srd/weather.htm#tableWindEffects" target="_blank">here</a> for more details. His levels in Druid determine Caster level (if applicable).</p><p></p><p>Also, please note the following restrictions: at level 9, you may only have the Light Wind Force. At level 12, you may now use up to Moderate Wind Force. At 14, you may now have Strong Wind Force. At level 17 you may now have the Severe Wind Force and at 19th level you may have 'Windstorm Wind Force.</p><p></p><p>Reasoning: I devised this (on the fly) because If these are Shamans/Druids of a more seafaring people, they need to be able to call the winds to their favour. Windstorm is pretty powerful, and since this is useably at will, I didn't want acess immediatly - which would have happened using RAW. Also, allowing to use this on land is important too, and genreally I think This adds alot to this class. Taking out both of those abilitites for soemthing *quite* powerful is more than fair, IMO.</p><p></p><p><s>Woodland Stride (Ex)</s></p><p>Water Breathing at will, gained at level 5, usable only on self.</p><p></p><p>Reasoning: level 5 is when this spell is/could be gained and usable on self only because it would otherwise be too powerful.</p><p></p><p></p><p>----</p><p></p><p></p><p>All-in-all, This is themed more like a druid who can hold his own on the high seas with the rest of his people, but still be functionable in other terrain. I particularily like the Control Winds ability out of the whole set, and if Using the new Animal Shape from PHBII, you have a versatile, diverse, and flavourful class.</p><p></p><p>Hope that helps guys <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></blockquote><p></p>
[QUOTE="Nyaricus, post: 2836192, member: 35678"] Okay, well Norse Mythology is ripe, and I mean ripe with shapeshifters of all types. Loki, Odin, Sea Giants, et al. So one option is simply using the new Animal Shape from PHBII, in conjunction with some proper flavour/crunch changes in other areas. I actually *highly*, and I mean *HIGHLY* recommend this over polymorph because the bonuses gained from animal shape are independant of the animals form. You simply get X, Y and Z at level one, which upgrade to X+1, Y+3 and Z+2 once level 14 is reached (well, this isn't exactly how it works, but you got it). Essentually it looks [i]a lot[/i] like my Bearsark/Ulfhednar Norse PrCs - the wolf gets a set +something to dex, while the bear gets +something to Str - and both get +something else to Con, IIRC. Point is that you, the DM, need not worry about the new polymorph errata and whatnot, and you now have a much more balanced (and, in my opinion, flavourful) Druid. The shape is just that - a shape. Ability boons are gained with level. Possibly the [i]only[/i] thing I don't like is that this also gives you bonus feats while in animal shape - stuff like Great Cleave while in elemental form at [u]level 20[/u]. Id rather see original abilities than a low level feat. [b]Huw[/b] makes a very good point with "water" over "forest". Since Animal Shape (assuming we are using this) gets rid of the Animal Companian and Wildshape, ets focus on the other abilities for the moment: Spells - stay as is Spontaneous Casting - stay as is Nature Sense (Ex) - stay as is Wild Empathy (Ex)- stay as is Trackless Step (Ex) - stay as is Timeless Body (Ex) - stay as is Resist Nature’s Lure (Ex) - stay as is (maybe not - how can we incorperate Giants into this better? I'd personally love to see something here instead of fey, whihc are just not as appropriate. Maybe something like favoured enemy, except half bonuses and no combat bonuses, or something?) [s]A Thousand Faces (Su)[/s] [s]Venom Immunity (Ex)[/s] - replaced with: [b]Control Winds[/b] - as the spell, usable at will. This is primarily used at sea, though if used on land, the winds strength is decreased by 2 levels and this is not usable while in Animal Shape or WildShape. See [url=http://www.d20srd.org/srd/weather.htm#tableWindEffects]here[/url] for more details. His levels in Druid determine Caster level (if applicable). Also, please note the following restrictions: at level 9, you may only have the Light Wind Force. At level 12, you may now use up to Moderate Wind Force. At 14, you may now have Strong Wind Force. At level 17 you may now have the Severe Wind Force and at 19th level you may have 'Windstorm Wind Force. Reasoning: I devised this (on the fly) because If these are Shamans/Druids of a more seafaring people, they need to be able to call the winds to their favour. Windstorm is pretty powerful, and since this is useably at will, I didn't want acess immediatly - which would have happened using RAW. Also, allowing to use this on land is important too, and genreally I think This adds alot to this class. Taking out both of those abilitites for soemthing *quite* powerful is more than fair, IMO. [s]Woodland Stride (Ex)[/s] Water Breathing at will, gained at level 5, usable only on self. Reasoning: level 5 is when this spell is/could be gained and usable on self only because it would otherwise be too powerful. ---- All-in-all, This is themed more like a druid who can hold his own on the high seas with the rest of his people, but still be functionable in other terrain. I particularily like the Control Winds ability out of the whole set, and if Using the new Animal Shape from PHBII, you have a versatile, diverse, and flavourful class. Hope that helps guys :) [/QUOTE]
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