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PHII druid shifter variant experiences

Voadam

Legend
All right, the PH II has been out a while and it has that nifty wildshape/shifting variant for druids. Useable at 1st level, unlimited uses, gives one set of stat boosts to normal stats regardless of form, druid chooses any appearance each time, gives up normal wildshape and animal companion.

I like its availability from 1st level, unlimited use, single set of other form stats, as well as reducing the number of pets I have to track as a DM. I'm a little leery of the unlimited disguise form aspect, I'd think it would be cooler if there was some trait that carried over regardless of form so that druids could be visually ID'd by those in the know who knew them.

What are your experiences in using this druid variant?
 

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I just built one of these for a short term game, and am anxious to try it out.

If this works as well as I think it might, I'd be interested in seeing Polymorph head down this road as well.
 

I really like the one set of stats and abilities. I've liked the new polymorph spells in PHII and Complete Mage that go along the same general idea.
 

Enkhidu said:
If this works as well as I think it might, I'd be interested in seeing Polymorph head down this road as well.
That's pretty interesting. Make polymorph a power that wizards and sorcerers can just do from a certain level onward? I'm pretty much in favour of that - lots of wizards in fantasy have that power pretty much at will.

Voadam said:
I really like the one set of stats and abilities. I've liked the new polymorph spells in PHII and Complete Mage that go along the same general idea.
Yeah, I like those too. Making them distinct spells rather than just one spell with a myriad of different forms makes them infinitely easier to balance.
 

Voadam said:
What are your experiences in using this druid variant?
I haven't seen it used yet, but its probably my favorite variant rule in the book, for 2 primary reasons:

1) No dealing with the obtrusive polymorph spell anymore. Sure poly still exists in spell form, but now the druid's shapechanging ability no longer hinges on how wacked out the spell currently is.

2) It doesn't make your physical stats useless. Now, if you want to play a feral, shapechanging focused druid, having high physical ability becomes important. I always thought it was weird that almost as soon as druids got wild shape, their physical scores became.... less useful.
 

I've seen 2 PCs make use of the new rule, and it's really great.

Two reasons:
* Swift changing is cool, especially from a mobility point of view.
* It's _so_ much simpler.

It may not always have the sheer power of the old wildshape rules, but it causes so many less headaches that I really prefer it.

Cheers!
 

Love it, love it, love it. There's no doubt it's a little bit of a power-down from the wildshaping druid, but the bookkeeping reduction is so worth it. My druid is getting close to 9th level, and I've really enjoyed playing him so far. (At 10th, I plan to multi-class into a variant Nature's Warrior [from Complete Warrior] that's adjusted for the shapeshifting ability.)
 

Haven't used it in depth, but I did get a chance to play a halfling druid with it. I think it makes the druid more of a combat class, which does hurt the "halfling druid" concept (normally a strong character build). It also makes the druid considerably weaker, but much easier to handle. Really, I like the idea, and I'm using it in my games (no one's played a druid, is all).
 

Yeah, I had the shapeshifting variant thrust upon me at 2nd level *after* deciding to go for the "halfing druid" concept. This is in an Eberron game, so it's not as twinky as it might sound -- a dinosaur-themed druid is pretty damn cool. :)

I *did* get to readjust his stats at that point, though. Due to poor choices by the fighter (monkeygripped Large trident and tower shield make for a lot of to-hit penalties) I have the same to-hit bonus as the main fighter, though I'm still doing only a d4 for my small bite attack.
 

*YES*

The Halfling Druid in my Night Below campaign can hit and do as much damage as the parties main tank. He doesn't have the hit points to back it up, but when needed - he swift shifts into elemental form, blasts them, gets out of there, casts a spell, and is generally a really really really effective member of the party.
 

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