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General Tabletop Discussion
*Pathfinder & Starfinder
Shapeshift druid vs regular druid
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<blockquote data-quote="Shayuri" data-source="post: 2867096" data-attributes="member: 4936"><p>It's worth pointing out, I think, that Shapeshift/Wildshape/Whatever are ancilliary powers for druids. A druid is, by and large, meant to be a primary spellcaster class. The ability to take animal forms is meant to help them gain some versatility and ability in direct combat...but not to the point where they can confidently charge up to the front line and tank it out with the fighter or other warrior class.</p><p></p><p>That's my take on it, anyway. I played a druid from level 5 to 13 in a game, and I found that Wildshape...with some clever item making...allowed me to do exactly that. A brown bear with AC 27 and magic claws does nasty nasty damage, and can take hits as well as a fighter of the same level. AND cast spells. AND has an animal companion.</p><p></p><p>Granted, clerics can tank too. And cast spells. But the merits of clerics aren't really what we're addressing here. <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><p></p><p>Shapeshift gives druids a fun (I especially like how the visual form isn't fixed, which offers RP potential) ability that gives them a little boost in melee, without making them effective replacements for a fullbore fighter. Certainly someone who closes to melee with a druid might get a nasty surprise if he was expecting a soft and meaty spellcaster.</p><p></p><p>And admittedly, I haven't played Shapeshift much yet...so my opinion my wane. I'm especially tempted to let Natural Spell work in Shapeshift forms, so druids always have access to their primary function. This wouldn't be such a problem, since Shapeshift forms aren't as powerful, by and large, as wildshapes. Adding an aquatic form and/or elemental movement styles (fly, earth meld, swim, etc) are also attractive, non-overpowering ideas.</p><p></p><p>But I'll have to play it first.</p></blockquote><p></p>
[QUOTE="Shayuri, post: 2867096, member: 4936"] It's worth pointing out, I think, that Shapeshift/Wildshape/Whatever are ancilliary powers for druids. A druid is, by and large, meant to be a primary spellcaster class. The ability to take animal forms is meant to help them gain some versatility and ability in direct combat...but not to the point where they can confidently charge up to the front line and tank it out with the fighter or other warrior class. That's my take on it, anyway. I played a druid from level 5 to 13 in a game, and I found that Wildshape...with some clever item making...allowed me to do exactly that. A brown bear with AC 27 and magic claws does nasty nasty damage, and can take hits as well as a fighter of the same level. AND cast spells. AND has an animal companion. Granted, clerics can tank too. And cast spells. But the merits of clerics aren't really what we're addressing here. :) Shapeshift gives druids a fun (I especially like how the visual form isn't fixed, which offers RP potential) ability that gives them a little boost in melee, without making them effective replacements for a fullbore fighter. Certainly someone who closes to melee with a druid might get a nasty surprise if he was expecting a soft and meaty spellcaster. And admittedly, I haven't played Shapeshift much yet...so my opinion my wane. I'm especially tempted to let Natural Spell work in Shapeshift forms, so druids always have access to their primary function. This wouldn't be such a problem, since Shapeshift forms aren't as powerful, by and large, as wildshapes. Adding an aquatic form and/or elemental movement styles (fly, earth meld, swim, etc) are also attractive, non-overpowering ideas. But I'll have to play it first. [/QUOTE]
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Shapeshift druid vs regular druid
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