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First Post
I guess that a thread talking about whether druids are too powerful or not might not be the perfect place to advertise our first release to pdf, but what the hey.
Guardians of the Underhalls
The book deals with a core class variant for subterranean druids. Given the dangerous environs of the UnderEarth we opted to up the power a little bit for the druid, but in specific ways. One of the biggest changes we made revolves around the Wildshape ability naturally.
We took the whole thing one step farther for those who STILL think the Wildshape feat is too powerful.
To answer the original poster's question though, I think druids ARE tough because they can hold their own. They can cast spells, they have a companion, they can become a tough opponent, they can heal themselves, and most importantly they can flee quickly if they get into trouble. Some designers, myself included, still feel that for all that they do they never really shine. If you dont agree, ask yourself how many people you know play druids. Before we wrote the GotU book no one else in my play group had EVER played a druid. Their spells are weak, compared to arcanists, and their armor is severely restricted too compared to the cleric. They are weaker fighters than the fighters, except for when they are in their animal forms, but then only from an offensive point of view. The natural armor of the animal is almost ALWAYS inferior to the tanks platemail.
Well, this is a long post. Im cutting it off. Cant wait to hear where we go from here.
Guardians of the Underhalls
The book deals with a core class variant for subterranean druids. Given the dangerous environs of the UnderEarth we opted to up the power a little bit for the druid, but in specific ways. One of the biggest changes we made revolves around the Wildshape ability naturally.
At 5th level, a druid gains the ability to turn himself into an animal the same size as the deep druid himself. Thus a human Druid could transform into a dog but not a grizzly bear while a troll Druid could transform into a grizzly bear but not a dog. While the original version of the rule functioned much like the polymorph spell, this sourcebook presents a significantly different option for druids that not only will help make them more effective in combat but also help to balance the fears of many that the class has become overpowered.
When a druid initiates his wild shape ability he makes a conscious choice that is a free action. During that moment the druid decides the amount of natural divine energy he will call upon to effect the transition. If he chooses the lesser amount the effect lasts for 1 hour per deep druid level, or until he changes back. While changing form (to animal or back) is a standard action that does not provoke an attack of opportunity, the effect may still be dispelled by an enemy spellcaster. By investing more energy into the transformation the druid effects a supernatural level of change. The new form can not be dispelled by enemy casters and the type is fully in compliance with the 3.5 edition rules. As a drawback, the shape may only be maintained for a few minutes. It lasts one minute per caster level. Regardless of which form is taken the rest of the specifics are the same.
The form chosen must be that of an animal the druid is familiar with. While a knowledge (nature) check (DC 10) might reveal animals (and in the case of deep druids, vermin) native to the UnderEarth, more exotic creatures from the surface may warrant higher DCs. Generally, creatures not native to the area should be DC 15 and rare creatures not native to the area can be 20. Since the knowledge is really a matter of “you know it or you do not”, you may not take twenty on your skill check. Your chosen form may not have more hit dice than you. The GM is the ultimate authority on what animals your deep druid is familiar with.
Contrary to popular stories and what “common sense” might suggest the deep druid loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make. Fortunately, other magics have manifested themselves to deep druids over the years to allow for perfect speech, but these are not communicated with the ability itself.
Without any further investment in research, time, and experience the druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted in the class table above. In addition, the deep druid gains the ability to take the shape of a larger animal at 8th level (one size larger), a smaller animal at 11th level (one size smaller), and a huge animal at 15th level (two sizes larger than normal). At 12th level or higher, she can take the form of a plant.
At 16th level or higher, the druid may use wild shape to change into a Small, Medium-size, or Large earth elemental once per day. The druid gains all the elemental's special abilities. At 19th level, the druid can do this three times per day.
A myriad of ways exist for the deep druid to expand upon these abilities that grow with their understanding of their “occupation”, including taking up the role of a Shifting Guardian or taking new feats when the opportunity arises.
When a druid initiates his wild shape ability he makes a conscious choice that is a free action. During that moment the druid decides the amount of natural divine energy he will call upon to effect the transition. If he chooses the lesser amount the effect lasts for 1 hour per deep druid level, or until he changes back. While changing form (to animal or back) is a standard action that does not provoke an attack of opportunity, the effect may still be dispelled by an enemy spellcaster. By investing more energy into the transformation the druid effects a supernatural level of change. The new form can not be dispelled by enemy casters and the type is fully in compliance with the 3.5 edition rules. As a drawback, the shape may only be maintained for a few minutes. It lasts one minute per caster level. Regardless of which form is taken the rest of the specifics are the same.
The form chosen must be that of an animal the druid is familiar with. While a knowledge (nature) check (DC 10) might reveal animals (and in the case of deep druids, vermin) native to the UnderEarth, more exotic creatures from the surface may warrant higher DCs. Generally, creatures not native to the area should be DC 15 and rare creatures not native to the area can be 20. Since the knowledge is really a matter of “you know it or you do not”, you may not take twenty on your skill check. Your chosen form may not have more hit dice than you. The GM is the ultimate authority on what animals your deep druid is familiar with.
Contrary to popular stories and what “common sense” might suggest the deep druid loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make. Fortunately, other magics have manifested themselves to deep druids over the years to allow for perfect speech, but these are not communicated with the ability itself.
Without any further investment in research, time, and experience the druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted in the class table above. In addition, the deep druid gains the ability to take the shape of a larger animal at 8th level (one size larger), a smaller animal at 11th level (one size smaller), and a huge animal at 15th level (two sizes larger than normal). At 12th level or higher, she can take the form of a plant.
At 16th level or higher, the druid may use wild shape to change into a Small, Medium-size, or Large earth elemental once per day. The druid gains all the elemental's special abilities. At 19th level, the druid can do this three times per day.
A myriad of ways exist for the deep druid to expand upon these abilities that grow with their understanding of their “occupation”, including taking up the role of a Shifting Guardian or taking new feats when the opportunity arises.
We took the whole thing one step farther for those who STILL think the Wildshape feat is too powerful.
If your DM believes that the wildshape ability is too tough he may restrict its use. One suggestion might include restricting the total number of forms your deep druid can assume. While one form for every 5 levels might be too restrictive, each DM is encouraged to consider a number that would balance the power of the class.
Restricting the number of forms has another advantage for a game. It reduces the chance of a druid “breaking” an encounter with an unplanned wildshape and it also speeds up combat, which typically slows while players search for just the right form to take.
Restricting the number of forms has another advantage for a game. It reduces the chance of a druid “breaking” an encounter with an unplanned wildshape and it also speeds up combat, which typically slows while players search for just the right form to take.
To answer the original poster's question though, I think druids ARE tough because they can hold their own. They can cast spells, they have a companion, they can become a tough opponent, they can heal themselves, and most importantly they can flee quickly if they get into trouble. Some designers, myself included, still feel that for all that they do they never really shine. If you dont agree, ask yourself how many people you know play druids. Before we wrote the GotU book no one else in my play group had EVER played a druid. Their spells are weak, compared to arcanists, and their armor is severely restricted too compared to the cleric. They are weaker fighters than the fighters, except for when they are in their animal forms, but then only from an offensive point of view. The natural armor of the animal is almost ALWAYS inferior to the tanks platemail.
Well, this is a long post. Im cutting it off. Cant wait to hear where we go from here.