Talk:Druid: Difference between revisions

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* gets a standard action each round for 'free', but druid must donate their own actions to the animal companion if they want it to do more than a standard action's worth of stuff in a round.
* gets a standard action each round for 'free', but druid must donate their own actions to the animal companion if they want it to do more than a standard action's worth of stuff in a round.
* need some rules for resummoning a killed companion; I think the companion should be akin to a familiar -- it is a spirit imbued with a body, so it can't really 'die', but its body can be destroyed.  Bringing it back takes a 1-day ritual, or something similarly reasonable.
* need some rules for resummoning a killed companion; I think the companion should be akin to a familiar -- it is a spirit imbued with a body, so it can't really 'die', but its body can be destroyed.  Bringing it back takes a 1-day ritual, or something similarly reasonable.
== Animal Companion ==
* your animal companion can only act if you allocate one or more of your actions to it.  That is, it can only move if you grant it your move action. It can only attack if you give up one or more of your attacks. 
:* during a full attack action, a character could make their first attack themselves, and then let their animal companion make all their other (secondary/tertiary) attacks of the full attack.  Since its the animal companion's first attack of the round, it would not suffer the -5 penalty to BAB.
::* Letting the AC take the other attacks (w/o -5) is a bad rule, IMO.  It's non-obvious and not really appropriate, IMO. --[[User:Bstern|Bstern]] ([[User talk:Bstern|talk]]) 00:59, 2 October 2018 (UTC)
this is just a spitball idea, and as I recall, the player would have to give up all of their other attacks to allow the animal companion to make only one. plus, to be honest, the companion damage is almost certainly going to scale as monster damage, meaning its essentially cosmetic. pets/summons have many potent benefits, but they are not a good source of damage even with extensive feat support. the eidolon it is not. :)
* at higher levels, may grant some bonus abilities which allow the animal companion to act more efficiently - attack with a move action, move with a swift, etc.  But in all cases, an action must be sacrificed by the controlling character for the animal companion to act.
:* mostly avoid free actions for animal companions, as that completely negates the fairness of this approach
:* one exception to the 'no free actions for animal companions' may be to allow the animal companion to remain adjacent to their master (free move, if they begin and end adjacent). 
::* however, even this could be achieved with a swift action without severely hampering the character's action economy.
:::* perhaps at higher levels, this "come to me" command could be expanded to "end in any space within 10 feet of the master", still as a swift.  Would allow very efficient flanks.


== Druid Example Build ==
== Druid Example Build ==

Revision as of 13:23, 31 October 2018

Wild Shape

  • uses Transmogrified Creature template of the CR equal to character level
  • does not lay a charge; druids can be buffed while transmogged
  • small tables for movement, senses, special attacks -- pick one ability from one or more tables, depending on druid level
  • chosen at time wild shape is activated; can change choices each time
  • not random, but limited in power based on character level.
  • e.g. "greater flight, speed equal to 5-feet per 2 character levels, drop fractions; can't take before level 8"
  • use different scaling speeds to make weaker movements more attractive; i.e. lesser flight is always faster than greater flight.
  • should druids really need a feat to cast spells while in wild shape? Isn't every druid ever going to take this feat? Shouldn't we just bake it into the class?

Animal Companion

  • works like summoned monsters -- uses summoned creature template
  • gets senses, movement, and powers, like a summoned monster, but they are not changeable. Once picked, cannot be changed. Some powers will not be useful until the companion levels up high enough (e.g. teleport).
  • gets a standard action each round for 'free', but druid must donate their own actions to the animal companion if they want it to do more than a standard action's worth of stuff in a round.
  • need some rules for resummoning a killed companion; I think the companion should be akin to a familiar -- it is a spirit imbued with a body, so it can't really 'die', but its body can be destroyed. Bringing it back takes a 1-day ritual, or something similarly reasonable.

Druid Example Build

(Probably not actually a legal build; needs reviewed; keeping it here in case we get around to building a viable sample build later, so we can steal ideas from this one)


Spell-Flinging Naturalist

Human, base stats: Str 14, Dex 14, Con 14, int 8, Wis 18, Chr 14.

Example Feats

1st Level: Dodge, Still Spell. These are always useful. Always.

3rd Level: Spell penetration. Because caster level checks are HARD.

5th Level: Natural Spell. Dude. This is WHY you play a Druid.

7th Level: Wild Speech. Because talking bears are AWESOME.

9th Level: Spell focus. Let's see them make THIS saving throw.

11th Level: Selective Spell. This means a lot less apologizing after the Firestorm goes off.

13th Level: Maximize Spell. heh heh he ha ha HAHAHAHAHAHAHAHAH!!!!!

15th Level: Greater Spell Penetration. Punch it through, baby.

17th Level: Greater Spell Focus. Even harder saves.

19th Level: Spell Perfection. What? Double the effects of four feats on my favorite kill-o-zap spell? YES, PLEASE.