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Wilding Clasps vs. Wild Armor or Beastskin armor
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<blockquote data-quote="Dagredhel" data-source="post: 3899766" data-attributes="member: 3421"><p>Note that the Shapeshift alternative class feature <em>isn't</em> a variant wildshape ability; it is a separate ability in it's own right that replaces wildshape (and animal companion.)</p><p></p><p>So by the RAW, shapeshift is never the equivalent of wildshape for the purposes of PrCs, feats, magic items, and etc.</p><p></p><p>On the other hand, as DM, you can surely rule differently on a case-by-case basis, and even <em>should</em> do so. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>For example, the Nature's Warrior PrC is perfect for a Druid with shapeshift, and probably should be allowed. However, the Bestial Charge tactical feat definitely should not, since the primary balancer on the bonuses it grants is the limitation that it can only be used immediately after shifting into animal form, which wildshape allows only a limited number of times per day. Since shapechange allows a shift into animal form as a swift action, the balance is lost.</p><p></p><p>Wildling Clasps are hard to judge.</p><p></p><p>They used to (pre-MIC) explicity allow for ("polymorph") abilities other than wildshape that allow a change in form. The MoF version also had the limitation that they only worked on items that fill the throat ('amulet or similar item') or torso ('vest or similar item) body slots. (It seems like this was often forgotten.)</p><p></p><p>So, the older version would have been fine, I'd say.</p><p></p><p>With the newer write-up, any item worn on the body is fair game, which opens things up much, much more.</p><p></p><p>Also keep in mind that a shapeshifted Druid can't <em>activate</em> any magic item powers, only benefit from constant or active ones.</p><p></p><p>Even so, if you allow them, it'll likely mean a bunch of constant buffs on the Druid characters.</p><p></p><p>Wild Armor is a similar call. Allow it, and you have to expect that the Druid characters will get a big bonus to Armor Class (say +8 from special material plate armor and at least +1 from enhancement.)</p><p></p><p>So it really comes down to whether your campaign would be impacted by the power creep, or conversely the Shapeshift Druids would be underpowered without it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Dagredhel, post: 3899766, member: 3421"] Note that the Shapeshift alternative class feature [I]isn't[/I] a variant wildshape ability; it is a separate ability in it's own right that replaces wildshape (and animal companion.) So by the RAW, shapeshift is never the equivalent of wildshape for the purposes of PrCs, feats, magic items, and etc. On the other hand, as DM, you can surely rule differently on a case-by-case basis, and even [I]should[/I] do so. ;) For example, the Nature's Warrior PrC is perfect for a Druid with shapeshift, and probably should be allowed. However, the Bestial Charge tactical feat definitely should not, since the primary balancer on the bonuses it grants is the limitation that it can only be used immediately after shifting into animal form, which wildshape allows only a limited number of times per day. Since shapechange allows a shift into animal form as a swift action, the balance is lost. Wildling Clasps are hard to judge. They used to (pre-MIC) explicity allow for ("polymorph") abilities other than wildshape that allow a change in form. The MoF version also had the limitation that they only worked on items that fill the throat ('amulet or similar item') or torso ('vest or similar item) body slots. (It seems like this was often forgotten.) So, the older version would have been fine, I'd say. With the newer write-up, any item worn on the body is fair game, which opens things up much, much more. Also keep in mind that a shapeshifted Druid can't [I]activate[/I] any magic item powers, only benefit from constant or active ones. Even so, if you allow them, it'll likely mean a bunch of constant buffs on the Druid characters. Wild Armor is a similar call. Allow it, and you have to expect that the Druid characters will get a big bonus to Armor Class (say +8 from special material plate armor and at least +1 from enhancement.) So it really comes down to whether your campaign would be impacted by the power creep, or conversely the Shapeshift Druids would be underpowered without it. ;) [/QUOTE]
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