Talk:Druid

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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.