Talk:Druid: Difference between revisions

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'''Implement Bonus:''' druids get an implement bonus, but they do not have a holy symbol.  This means, in order to get their bonus, they must wield a rod, staff, or wand.


== 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?
* druid's can speak normally while in wild shape form, but cannot cast spells in this shape without the feat.


==Animal Companion==
work up feats for this, maybe write up a couple class feats as well
* works like summoned monsters -- uses summoned creature template, but they are NOT summoned monsters; summoning feats and abilities cannot be applied to an animal companion.


at certain (dead) levels, the druid can pick permanent upgrades to their animal companion.  This will be a choice of four powers (likely drawn from the existing movement and powers tables of summoned monsters, but could also pull from the patterns (e.g. celestial, etc.) or even new powers.  This should be relatively good stuff... generally better than a summoned monster.


* 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.
* may want to give animal companions a special 'come to me' command which allows them to move via the druid's own swift action, up to their speed, as long as they end adjacent to the druid, or as close to the druid as the move would allow. 
:* at higher levels, this 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 20:32, 28 November 2020


work up feats for this, maybe write up a couple class feats as well


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.