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==
  druid feats
* 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.
* 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 ==
1st [[Boon Companion (Feat)]]
(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)
3rd [[Selective (Feat)]]
5th [[Heighten Spell (Feat)]]
6th-bonus [[Spell Focus (Feat)]]
7th [[Enhance Spell (Feat)]]
9th [[Aspect of the Beast (Feat)]]
11th [[Quicken Spell (Feat)]]
11th-bonus [[Maximize Spell (Feat)]]
13th [[Burning Spell (Feat)]]
15th [[Combat Casting (Feat)]]
16th -bonus [[Spell Focus, Greater (Feat)]]
17th [[Collateral Spell (Feat)]]
19th [[Destructive Dispel (Feat)]]
21st [[Spell Focus, Epic (Feat)]]
21st -bonus [[Spell Opportunity (Feat)]]
23rd [[Wild Shape, Enlarged (Feat)]]
25th [[Planar Wild Shape (Feat)]]
26th -bonus [[Wild Shape, Towering (Feat)]]
27th [[Combat Casting, Improved (Feat)]]
29th [[Perfect Spell (Feat)]]
31st [[Absolute Spell (Feat)]]
31st -bonus [[Truemagic Scribe (Feat)]]
33rd [[Reach Spell (Feat)]]
35th [[Widen Spell (Feat)]]




Spell-Flinging Naturalist
Druid Spells:


Human, base stats: Str 14, Dex 14, Con 14, int 8, Wis 18, Chr 14.
1st Lightning Arc x 2, Jolt x7
 
6th Call Lightning x2, Aggressive Thundercloud x3, Lightning Arc x4
Example Feats
11th Hungry Earth x2, Ice Storm x3, Call Lightning x4, Aggressive Thundercloud x4, Lightning Arc x4, Jolt x1
 
  16th Stormbolts x2, Call Lightning Storm x3, Hungry Earth x4, Ice Storm x4, Call Lightning x4, Aggressive Thundercloud x1
1st Level: Dodge, Still Spell.  These are always useful.  Always.
  21st Polar Midnight x5, Stormbolts x4, Call Lightning Storm x4, Hungry Earth x4, Ice Storm x1
 
  26th Max Polar Midnight x5, Max Stormbolts x3, Ice Storm x4, Call Lightning x4, Aggressive Thundercloud x2
3rd Level: Spell penetration.  Because caster level checks are HARD.
  31st Perf Hellball x1, Max Hellball x8, Max, Quick Call Lightning x9
 
  35th            Abs Hellball x3, Perf Hellball x6, Max, Quick, Call Lightning Storm x9
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.

Latest revision as of 21:14, 10 December 2020


druid feats
1st		Boon Companion (Feat)
3rd		Selective (Feat)
5th		Heighten Spell (Feat)
6th-bonus	Spell Focus (Feat)
7th		Enhance Spell (Feat)
9th		Aspect of the Beast (Feat)
11th		Quicken Spell (Feat)
11th-bonus	Maximize Spell (Feat)
13th		Burning Spell (Feat)
15th		Combat Casting (Feat)
16th -bonus	Spell Focus, Greater (Feat)
17th		Collateral Spell (Feat)
19th		Destructive Dispel (Feat)
21st		Spell Focus, Epic (Feat)
21st -bonus	Spell Opportunity (Feat)
23rd		Wild Shape, Enlarged (Feat)
25th		Planar Wild Shape (Feat)
26th -bonus	Wild Shape, Towering (Feat)
27th		Combat Casting, Improved (Feat)
29th		Perfect Spell (Feat)
31st		Absolute Spell (Feat)
31st -bonus 	Truemagic Scribe (Feat)
33rd		Reach Spell (Feat)
35th		Widen Spell (Feat)


Druid Spells:
1st		Lightning Arc x 2, Jolt x7
6th		Call Lightning x2, Aggressive Thundercloud x3, Lightning Arc x4
11th		Hungry Earth x2, Ice Storm x3, Call Lightning x4, Aggressive Thundercloud x4, Lightning Arc x4, Jolt x1
16th		Stormbolts x2, Call Lightning Storm x3, Hungry Earth x4, Ice Storm x4, Call Lightning x4, Aggressive Thundercloud x1
21st		Polar Midnight x5, Stormbolts x4, Call Lightning Storm x4, Hungry Earth x4, Ice Storm x1
26th		Max Polar Midnight x5, Max Stormbolts x3, Ice Storm x4, Call Lightning x4, Aggressive Thundercloud x2
31st		Perf Hellball x1, Max Hellball x8, Max, Quick Call Lightning x9
35th            Abs Hellball x3, Perf Hellball x6, Max, Quick, Call Lightning Storm x9