Talk:Druid: Difference between revisions
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== Possible Changes == | |||
* '''pre-defined forms:''' consider defining a fixed number of forms for the druid, instead of "any animal" - a tank form, a striker form, a caster/hybrid form, and their normal humanoid form. | |||
:* would allow us to create feats to allow specialization into one or more of the forms, making that particular form better than normal -- a skill tree, basically. The deeper into the tree you go, the stronger/better the improvements for that form, at the expense of the other forms remaining "normal" for your level. | |||
* '''more like monster summoning:''' alternatively, consider creating a table of stats for each CR for a "PC" instead of a monster, which define a shape-shifted character's HP's, AC, To-Hits, Damage, Saves. | |||
:* at time of shapeshifting, would also select from a list of possible senses, movement types, and possibly special abilities | |||
:* this would also apply to all spells which allow you to change shape. Works akin to the monster summoning rebuild - generic form which gets updated with a few select special things at time of casting, to make them less generic. | |||
== Druid Example Build == | == 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) | (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) | ||
Revision as of 20:34, 24 November 2017
Possible Changes
- pre-defined forms: consider defining a fixed number of forms for the druid, instead of "any animal" - a tank form, a striker form, a caster/hybrid form, and their normal humanoid form.
- would allow us to create feats to allow specialization into one or more of the forms, making that particular form better than normal -- a skill tree, basically. The deeper into the tree you go, the stronger/better the improvements for that form, at the expense of the other forms remaining "normal" for your level.
- more like monster summoning: alternatively, consider creating a table of stats for each CR for a "PC" instead of a monster, which define a shape-shifted character's HP's, AC, To-Hits, Damage, Saves.
- at time of shapeshifting, would also select from a list of possible senses, movement types, and possibly special abilities
- this would also apply to all spells which allow you to change shape. Works akin to the monster summoning rebuild - generic form which gets updated with a few select special things at time of casting, to make them less generic.
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.