Nature Bond - Shifter Option - Druids [W.I.P. / P.E.A.C.H.]


Homebrew and House Rules

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Final/Final Rough Draft version.

anything bolded is what I added, and then everything for the third option, obviously.

Quote:

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of three forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

The third option is to form a bond with nature, and its most animalistic aspects. By doing so the druid gains the ability to more efficiently and effectively use their wildshape ability. This results in a few critical changes.

Nature Bond (Shifter Option)

Training Shape
Starting at level 1 you may study and take the form of a single animal of small or medium size At Will. When taking this form you get bonuses depending upon the taken forms size.

Small Creature: +1 Dex bonus, and a +1 Natural Armor Bonus.

Medium Creature: +1 Str, and a +1 Natural Armor Bonus.

Nature's Magic
You gain a magic enhancement bonus to your natural attacks equal to 1/4 your Druid level. This bonus functions like that of a normal magical weapon for the purposes of attack, damage, and damage reduction.

Student of Minor Forms
At level 4 you may use Wild Shape (Beast Shape I) At Will.

Tactical Wildshape
Instead of uses per day your wildshape ability functions off of rounds per day. This means that at sixth level you may use wildshape for a number of rounds per day equal to 14 plus your Wisdom Modifier. At each additional level your total rounds per day increases by 2.

This does not allow you to use a level of Wildshape earlier than you would be normally granted. Thus Wildshape (Beast Shape II) can only be used at level 6, and Wildshape (Beast Shape III) can only be used at level 8, and so on and so forth.

Lord of Minor Forms
At 7th level your WildShape (Beast Shape I) allows you to gain the following traits if the animal form taken has them; Grab, Pounce, and Trip.

At 9th level your WildShape (Beast Shape 1) allows you to gain the following traits if the animal form taken has them; Ferocity.

Quickened Shape
At level 11 using WildShape becomes a move equivalent action instead of a standard action.

At level 20 using Wild Shape becomes a swift action instead of a move action.

This is not necessarily part of the option, but it could be. I made it as a sort of method for understanding how a Druid becomes familiar with an animal. I put limits on it for this option alone pretty much. So if you think this goes well with the third option. Then I guess it goes well and shall be part of the option itself.

Quote:

Becoming Familiar with a Form

In order to assume the form of a creature you must be familiarized with the creature. In order to familiarize yourself with a creature you must study either sufficient informative documents on the creature, or the creature itself for a total of 24 hours. You may study in blocks of time as low as 2 hours, but no less. The studying is represented by a Knowledge Check DC 10 plus the studied creature's Challenge Rating.

If you fail to familiarize yourself with the studied creature you may not attempt to study another creature until you have rested for 8 hours.

You may only familiarize yourself with a number of forms equal to Half your Druid Level plus your Intelligence Modifier. You may replace a previously familiarized form with another by studying.


Wait, so if I understand this right, you gain the ability to use Beast Shape I at will, but you can only use higher versions of Wild Shape for a few minutes per day? Is this in addition to the normal usage per day a druid would normally get, or does this replace the normal Wild Shape advancement? If this is in addition to it, I like it; if it replaces it, then I really don't like it.

Shapeshifting has already been nerfed enough; for storytelling purposes I would prefer the ability to remain in an assumed form for a longer period of time than to take a shape many times but only for a few seconds at a time. If you can only take higher-level forms for 14+Wis mod rds per day, then you can no longer use traditional druid tactics such as masquerading as a horse or rat to spy on/infiltrate groups or even act as an effective mount when necessary. I realize you can still take on lesser forms literally whenever you want, which is cool and definitely something I support, but I would personally try to retain the normal Wild Shape advancement instead of nerfing it this way.

I've had ideas like this before, but they were typically based on prestige classes instead of an alternate class feature. I'll see what I can come up with and post it here to see if it gives you any ideas.


Eyolf The Wild Commoner wrote:
Final/Final Rough Draft version....

Again - houserules are not my speciality - but I will evaluate this on your request:

Training Shape Not nearly enough detail. Does it operate like Beast shape I other than what you have listed? Are there limits beyond size for animal shapes? If the Druid can take a bird shape and fly at level 1, this is something to be considered very carefully, as no other class in the game can get a flight ability at this level. Also - does the Druid get all the natural attacks? If so you may find a level 1 Druid with 3 - 4 attacks per round...pretty nasty.

Nature's Magic I like this ability. Very common sense and not unbalancing.

Student of Minor Forms I like this one as well. Very cool without wrecking the game.

Tactical Wildshape Either I'm reading this wrong, or it is a nasty, painful nerfing to wildshape. Personally, I would never take your variant based on this "ability" alone. If you don't want specific x/day restrictions, you can be more generous than rounds/day without destroying the game I think.

Lord of Minor Forms Now you need to be careful. You've given the Druid unlimited use of Beast shape I - and now you are giving Beast shape I the "pounce" ability. I can't think of any game breaking combinations right off the top of my head...but that doesn't mean they don't exist.

Quickened Shape Makes sense to me.

Personally - my suggestion would be to strengthen Tactical Wildshape and bring Quickened shape into play at earlier levels. On the other hand, I wouldn't give pounce with Lord of Minor forms. Instead I might allow a better fly speed and maneuverability, swim speed, etc.

Then I would give some specifics on training shape. I would make sure that movement types are restricted as well as number of attacks.

IMO


I really don't like rounds per day, as I much prefer the half as long for twice as often option. It's much less strategic management. I would also like to see them gain BS IV at some point.

Training Shape really shouldn't give an odd bonus to stats and, as Treantmonk says, really needs more description.

Nature's Magic would also allow you to bypass metal or alignment DR (as per +3 to +5 weapons) or not?

I like Quickened Shape :)


Alrighty, Think then that I'll revert back to half durations maybe.

Then I'll get treantmonks opinion again and I'll fix up the rest.

You have no clue how much I love (In a friend way) you guys right now. >.>

lol, One second gonna put some music on, and then get to work.


CHANGE LOG

Quote:


  • Removed Pounce from Lord of Minor forms.

  • Altered Tactical Wildshape back to uses per day with a twist.

    Am contemplating double uses, but thought that would be too powerful so went with something else.

  • Possibly alternative for Tactical Wildshape

    150 rounds per every two levels, meaning that ...

    Level 6 = 150 Rounds / Day
    Level 8 = 300 Rounds / Day
    Level 10= 450 Rounds / Day

    And so on, and so forth. Opinions???
    ===============================
    Decided to redesign it a bit more and now we have --> Major alterations.

  • Massive changes to training shape, it's now a mainstay of the option.

  • Removed Student of Minor Forms.
  • Removed Lord of Minor Forms

  • Altered Quickend Shape to grant the modifications at levels 5, and 13.

  • Changed the Natural AC bonus from small sized animals from +1 -> +0.

Final Draft version 1.0???

Quote:

Nature Bond (Shifter Option)

Training Shape
Starting at 1st level you gain the ability to take the form of a single Animal of Small or Medium size At Will. When taking this form you get bonuses depending upon the form, and size adopted. This ability functions like that of Wild Shape (Beast Shape) except for the listed limits in Training Shape's description. In addition as you level up, so does the usefulness of Training Shape increase.

If the form you assume has any of the following abilities, you gain the listed ability: climb 10 feet, fly 10 feet (clumsy maneuverability), swim 10 feet, darkvision 30 feet, low-light vision, and scent.

Small animal: If the form you take is that of a Small animal, you gain a +1 size bonus to your Dexterity and a +0 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +1 size bonus to your Strength and a +1 natural armor bonus.

--- Starting at 4th level you are able to take the form of a Large or Tiny animal with Training Shape.

--- In addition if the form you assume with Training Shape has any of the following abilities, you gain the listed ability: climb 20 feet, fly 20 feet (poor maneuverability), swim 20 feet, darkvision 60 feet, low-light vision, and scent.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +2 size bonus to your Dexterity, a –1 penalty to your Strength, and a +0 natural armor bonus.

Large animal: If the form you take is that of a Large animal, you gain a +2 size bonus to your Strength, a –1 penalty to your Dexterity, and a +2 natural armor bonus.

--- Starting at 7th level if the form you assume with Training Shape has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (Average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent, grab, pounce, and trip.

--- Starting at 9th level if the form you assume with Training Shape has any of the following abilities, you gain the listed ability: burrow 15 feet, climb 40 feet, fly 40 feet (Average maneuverability), swim 40 feet, blindsense 15 feet, darkvision 60 feet, low-light vision, and scent, grab, pounce, and trip, ferocity, poison, rake, constrict, trample, web.

Nature's Magic
You gain a magic enhancement bonus to your natural attacks equal to 1/4 your Druid level. This bonus functions like that of a normal magical weapon for the purposes of attack, damage, and damage reduction.

Tactical Wildshape
Instead of the normal uses per day of wildshape granted at level 4 and up, you get additional uses equal to half the normal uses per day rounded down, minimum 1. This means that if you would normally be granted 5 uses per day of Wildshape, you'd instead get 7.
(5 / 2 = 2.5 rounded down = 2 + 5 = 7.) Your duration for wildshape is also equal to 30 minutes per Druid level instead of 1 hour per Druid level

--- New Wildshape Duration equal to 30 minutes / level.

--- New Uses Per Day Progression.
Level 4 = 2 Uses Per Day
Level 6 = 3 Uses Per Day
Level 8 = 4 Uses Per Day
Level 10 = 6 Uses Per Day
Level 12 = 7 Uses Per Day
Level 14 = 9 Uses Per Day
Level 16 = 10 Uses Per Day
Level 18 = 12 Uses Per Day
Level 20 = Unlimited

Quickened Shape
At level 5 using WildShape becomes a move equivalent action instead of a standard action.

At level 13 using WildShape becomes a swift action instead of a move action.


I aim to please. I'm also glad to help. :P

I'm not fond of the name "Training Shape". Can't you just call it Wild Shape, especially if this ability then dovetails straight into the standard power from 4th-level onwards.

Will there be any love for BS IV? :)


I forgot about BS IV, I will do it.

Dove tails??

You mean that it is a partial power of those wild shapes??

It's not as strong, it's a lesser, and to me, I see it as a Training version of a further permanent stronger wildshape = Level 20 At Will.

However, I do sort of agree with you, the name "Training Shape" although accurate I believe, don't have a ... kick to it, or a fondness. At least not to those who are not me.

Then again, maybe maybe not, give me some ideas for names, but lets NOT call it wildshape as that would get confusing ><

You'd have two VERY different Wildshape abilities, one that has uses, and one that is at will and weaker.

>.>

I'm using Wildshape!
Which one?
Uhm... The use one??
Do you even know the difference?
No...


You could try Wild Form, Beast Form and so on.

If you wanted something zesty, how about severely limiting their "training shape" to one specific class of creature, such as bears or wolves or ravens and giving this animal totem those various bonuses. These bonuses would be lesser than WS itself, but they would of course be at will.

You could choose your first totem at 1st-level, your 2nd at 5th and your 3rd at 9th, similar the Shifter option from 3.5, and then maybe get a +2 floating physical stat boost when using a totem form as a reward. Perhaps a bonus feat, a la the 3.5 option, would be a better idea.

You could then have all your training shape bonuses as listed, but they'd be limited to 1-3 specific animals usable at will, or the normal Wild Shape according to your tactical limits. You would also be able to permanently swap your brown bear in for a dire bear when you achieve Huge "training shape".


There is no huge training shape, but may I ask why add that in???

Perhaps I should, but, I want to keep things balanced.

Why add in animal totems, are you suggesting that there is a balance reason??


Then ignore the huge option, as I was just splatting down examples. Totems aren't a balance consideration at all, but I think it would make things more flavourful. You can have the druid who can Training Shape into a dormouse or you have the druid call on his inner totem and become the grizzled wolf that the whole party has seen many times before.

Just my opinion :)


Actually..

I was sort of thinking on giving the Druids Favored Terrain, removing two or three abilities, possibly make it a variant for removal of 9th level spells or something.

I dunno.

But they would get favored terrain, and then perhaps one could incorporate that into the familiarity DC's

or something, I dunno.

Hey, if Huge option wouldn't unbalance.

Just give me a second.


Hinata is distracting me >.>

One minute.


I'm unsure why you want to allow BS IV.

I removed the ability to turn into magical beasts.

If it doesn't O.P. it, I suppose that I could put it back in.

Let me finish up the training shape though.

Also, as for your totems, the same thing can be done while using my mechanic, or the normal mechanic. Better using mine, all it takes is a totem, and then just stick to the types of animal you choose >.>


Change Log

Quote:

  • Upgraded Training Shape Sizes Large and Tiny to be available from level 4 -> 5

  • Added Training Shape BS III equivalent at level 7.

  • Upgraded Training Shape listed abilities movements from 10 ft - > 15 ft.

  • Decreased darkvision to 20 ft increments.

  • Added BS IV training shape progression for purpose of determining forms abilities.

  • May add Magical beast forms if it doesn't break balance.

I am desiring some 1-10 rating so that I can get an idea of where it stands balance wise.

I got a 7-8 Rating already from a friend, which is an improvement from my last rating of 7.

Though I just did change it.

As you can see, you get the training shape for the actual wild shape 1 level prior to actually obtaining the official form.

Quote:
    Training Shape
  • Starting at 1st level you gain the ability to take the form of a single Animal of Small or Medium size At Will. When taking this form you get bonuses depending upon the form, and size adopted. This ability functions like that of Wild Shape (Beast Shape) except for the listed limits in Training Shape's description. In addition as you level up, so does the usefulness of Training Shape increase.

    If the form you assume has any of the following abilities, you gain the listed ability: climb 15 feet, fly 15 feet (clumsy maneuverability), swim 15 feet, darkvision 20 feet, low-light vision, and scent.

    Small animal: If the form you take is that of a Small animal, you gain a +1 size bonus to your Dexterity and a +0 natural armor bonus.

    Medium animal: If the form you take is that of a Medium animal, you gain a +1 size bonus to your Strength and a +1 natural armor bonus.

  • Starting at 5th level you are able to take the form of a Large or Tiny animal with Training Shape.

    In addition if the form you assume with Training Shape has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (poor maneuverability), swim 30 feet, darkvision 40 feet, low-light vision, and scent, grab, pounce, and trip.

    Tiny animal: If the form you take is that of a Tiny animal, you gain a +2 size bonus to your Dexterity, a –1 penalty to your Strength, and a +0 natural armor bonus.

    Large animal: If the form you take is that of a Large animal, you gain a +2 size bonus to your Strength, a –1 penalty to your Dexterity, and a +2 natural armor bonus.

  • Starting at 7th level you are able to take the form of a Huge or Diminutive animal with Training Shape.

    In addition if the form you assume with Training Shape has any of the following abilities, you gain the listed ability: burrow 15 feet, climb 60 feet, fly 60 feet (poor maneuverability), swim 60 feet, blindsense 15 feet, darkvision 60 feet, low-light vision, and scent, constrict, ferocity, grab, jet, poison, pounce, , rake, trample, trip, and web.

    Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +3 size bonus to your Dexterity, a –2 penalty to your Strength, and a +0 natural armor bonus.

    Huge animal: If the form you take is that of a Huge animal, you gain a +3 size bonus to your Strength, a –2 penalty to your Dexterity, and a +3 natural armor bonus.

  • Starting at 9th level if the form you assume with Training Shape has any of the following abilities, you gain the listed ability; burrow 30 feet, climb 75 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 75 feet, low-light vision, scent, tremorsense 30 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 10 to those elements. If the creature has vulnerability to an element, you gain resistance 25 to that element.

So yeah, should I add in the magical beasts?

Should I make elemental bodies, and plant forms available through training shape.

How many votes for a name change on training shape.

Oh, the rest of the abilities.

Quote:

Nature's Magic

You gain a magic enhancement bonus to your natural attacks equal to 1/4 your Druid level. This bonus functions like that of a normal magical weapon for the purposes of attack, damage, and damage reduction.

Tactical Wildshape
Instead of the normal uses per day of wildshape granted at level 4 and up, you get additional uses equal to half the normal uses per day rounded down, minimum 1. This means that if you would normally be granted 5 uses per day of Wildshape, you'd instead get 7.
(5 / 2 = 2.5 rounded down = 2 + 5 = 7.) Your duration for wildshape is also equal to 30 minutes per Druid level instead of 1 hour per Druid level

--- New Wildshape Duration equal to 30 minutes / level.

--- New Uses Per Day Progression.
Level 4 = 2 Uses Per Day
Level 6 = 3 Uses Per Day
Level 8 = 4 Uses Per Day
Level 10 = 6 Uses Per Day
Level 12 = 7 Uses Per Day
Level 14 = 9 Uses Per Day
Level 16 = 10 Uses Per Day
Level 18 = 12 Uses Per Day
Level 20 = Unlimited

Quickened Shape
At level 5 using WildShape becomes a move equivalent action instead of a standard action.

At level 13 using WildShape becomes a swift action instead of a move action.

Becoming Familiar with a Form

In order to assume the form of a creature you must be familiarized with the creature. In order to familiarize yourself with a creature you must study either sufficient informative documents on the creature, or the creature itself for a total of 24 hours. You may study in blocks of time as low as 2 hours, but no less. The studying is represented by a Knowledge Check DC 10 plus the studied creature's Challenge Rating.

If you fail to familiarize yourself with the studied creature you may not attempt to study another creature until you have rested for 8 hours.

You may only familiarize yourself with a number of forms equal to Half your Druid Level plus your Intelligence Modifier. You may replace a previously familiarized form with another by studying.


What about Vermin??

>.>


Alright, I've got your magical beasts.

lol

I've gone and done some changes.

Give a full opinion on balance and the such?

Final Draft version 1.0

Quote:

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of three forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

The third option is to form a bond with nature, and its most animalistic aspects. By doing so the druid gains the ability to more efficiently and effectively use their wildshape ability. This results in a few critical changes.

Nature Bond (Shifter Option)

Training Shape
Starting at 1st level you gain the ability to take the form of a single Animal of Small or Medium size At Will. When taking this form you get bonuses depending upon the form, and size adopted. This ability functions like that of Wild Shape (Beast Shape) except for the listed limits in Training Shape's description. In addition as you level up, so does the usefulness of Training Shape increase.

If the form you assume has any of the following abilities, you gain the listed ability: climb 15 feet, fly 15 feet (clumsy maneuverability), swim 15 feet, darkvision 20 feet, low-light vision, and scent.

Small animal: If the form you take is that of a Small animal, you gain a +1 size bonus to your Dexterity and a +0 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +1 size bonus to your Strength and a +1 natural armor bonus.

  • Starting at 5th level you are able to take the form of a Large or Tiny animal with Training Shape.

    In addition if the form you assume with Training Shape has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (poor maneuverability), swim 30 feet, darkvision 40 feet, low-light vision, and scent, grab, pounce, and trip.

    Tiny animal: If the form you take is that of a Tiny animal, you gain a +2 size bonus to your Dexterity, a –1 penalty to your Strength, and a +0 natural armor bonus.

    Large animal: If the form you take is that of a Large animal, you gain a +2 size bonus to your Strength, a –1 penalty to your Dexterity, and a +2 natural armor bonus.

  • Starting at 7th level you are able to take the form of a Huge or Diminutive animal, or a Small or Medium magical beast with Training Shape.

    In addition if the form you assume with Training Shape has any of the following abilities, you gain the listed ability: burrow 15 feet, climb 60 feet, fly 60 feet (poor maneuverability), swim 60 feet, blindsense 15 feet, darkvision 60 feet, low-light vision, and scent, constrict, ferocity, grab, jet, poison, pounce, , rake, trample, trip, and web.

    Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +3 size bonus to your Dexterity, a –2 penalty to your Strength, and a +0 natural armor bonus.

    Huge animal: If the form you take is that of a Huge animal, you gain a +3 size bonus to your Strength, a –2 penalty to your Dexterity, and a +3 natural armor bonus.

    Small magical beast: If the form you take is that of a Small magical beast, you gain a +2 size bonus to your Dexterity, and a +1 natural armor bonus.

    Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +2 size bonus to your Strength, and a +2 natural armor bonus.

  • Starting at 9th level you are able to take the form of a Tiny or Large magical beast with Training Shape.

    In addition if the form you assume with Training Shape has any of the following abilities, you gain the listed ability; burrow 30 feet, climb 75 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 75 feet, low-light vision, scent, tremorsense 30 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 10 to those elements. If the creature has vulnerability to an element, you gain resistance 25 to that element.

    Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a –1 penalty to your Strength, a +4 size bonus to your Dexterity, and a +1 natural armor bonus.

    Large magical beast: If the form you take is that of a Large magical beast, you gain a +3 size bonus to your Strength, a –1 penalty on your Dexterity, a +1 size bonus to your Constitution, and a +3 natural armor bonus.

    Nature's Magic
    You gain a magic enhancement bonus to your natural attacks equal to 1/4 your Druid level. This bonus functions like that of a normal magical weapon for the purposes of attack, damage, and damage reduction.

    Enhanced Wildshape
    Your wildshape ability also grants you the capability to shift into Magical Beasts at the appropriate level using Wildshape.

    In addition, you gain the power to use WildShape (Beast Shape IV) at level 10.

    Tactical Wildshape
    Instead of the normal uses per day of wildshape granted at level 4 and up, you get additional uses equal to half the normal uses per day rounded down, minimum 1. This means that if you would normally be granted 5 uses per day of Wildshape, you'd instead get 7.
    (5 / 2 = 2.5 rounded down = 2 + 5 = 7.) Your duration for wildshape is also equal to 30 minutes per Druid level instead of 1 hour per Druid level

    --- New Wildshape Duration equal to 30 minutes / level.

    --- New Uses Per Day Progression.
    Level 4 = 2 Uses Per Day
    Level 6 = 3 Uses Per Day
    Level 8 = 4 Uses Per Day
    Level 10 = 6 Uses Per Day
    Level 12 = 7 Uses Per Day
    Level 14 = 9 Uses Per Day
    Level 16 = 10 Uses Per Day
    Level 18 = 12 Uses Per Day
    Level 20 = Unlimited

    Quickened Shape
    At level 5 using WildShape becomes a move equivalent action instead of a standard action.

    At level 13 using WildShape becomes a swift action instead of a move action.

  • Becoming Familiar with a Form

    In order to assume the form of a creature you must be familiarized with the creature. In order to familiarize yourself with a creature you must study either sufficient informative documents on the creature, or the creature itself for a total of 24 hours. You may study in blocks of time as low as 2 hours, but no less. The studying is represented by a Knowledge Check DC 10 plus the studied creature's Challenge Rating.

    If you fail to familiarize yourself with the studied creature you may not attempt to study another creature until you have rested for 8 hours.

    You may only familiarize yourself with a number of forms equal to Half your Druid Level plus your Intelligence Modifier. You may replace a previously familiarized form with another by studying.


    Vermin could certainly be a fun idea, yes. I like what you've done, although Training Shape really needs a better name :)

    I'm just worried that perhaps the "option" is getting too complicated. Just to throw it out there, have you possibly considered getting rid of Wild Shape altogether for the Shifter option and making their "Training Shape" the only shifting power they have? That way, you could cut out all the slight variations from Wild Shape and simply make their Shifting power identical to Wild Shape, except at will.

    Of course, to balance that, instead of making them the highly varied shapechanger (like a wizard and his spellbook), you would make them the highly focussed shapechanger (like a sorcerer), who chooses a fixed number of creatures, such as wolf, bear, raven, spider and treant, and can only transform into those shapes and nothing else.

    I realise you're then getting completely away from the "I can be anything" shifter into what is essentially a totem shifter, but it would make the option a lot less wordy to read and understand. Don't get me wrong - I would still love to play a Shifter as you've detailed above, but I think you're in severe danger of falling over from the sheer weight of the option, particularly as you have two similar abilities which work in two very similar (and also significantly different) ways.


    I agree with you in the fact that it's becoming rather mechanics heavy.

    I would be very open to removing the variations to wildshape, and the ability itself, and then adding the training shape as the more so mainstay than it already is, with a name change.

    However, wether or not this would be powerful enough to give up the animal comp, or the domain and its powers/spells.

    I'm not sure.

    However, I'll draw up a variant right now.

    Though, I don't necessarily think you're getting into a totem like stat---- you just gave me a very good idea....

    One moment. I'll go work out a system and we'll see how it fairs against this.

    I really want to get an option that is both balanced, and useful, not to mention easy to use. Be fun to see my work being used by others, lol.

    Anyway, it's not just my work at this point really, it's the OUR work.

    By that I mean, myself, yourself, treantmonk, and a few others.

    So yeah, be cool to have our mechanic be used and played by others, lol.

    Anyway, this is just my desires of our mechanic, lol.

    Let me go work out something, hopefully it will be balanced.


    So what if we gave the Druid the Favored Terrain ability, but ONLY for one choice.

    Along with the following. We could alter the favored terrain to be more balanced, or whatever, and could possibly limit forms to creatures with that environment, or give penalties/bonuses to creatures in/out of those environments. Would this be balanced for the option?

    Quote:

    Nature Sense, removed

    Trackless Step, removed.

    Should Knowledge (Geography remain in the favored terrain?)

    Quote:

    Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

    Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (nature), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

    At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

    If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

    +2 = 1
    +4 = 8
    +6 = 13
    +8 = 18

    Favored Terrains
    Cold (ice, glaciers, snow, and tundra)
    Desert (sand and wastelands)
    Forest (coniferous and deciduous)
    Jungle
    Mountain (including hills)
    Plains
    Planes (pick one, other than Material Plane)
    Swamp
    Underground (caves and dungeons)
    Urban (buildings, streets, and sewers)
    Water (above and below the surface)

    Training Shape

    Starting at 1st level you gain the ability to take the form of a single Animal of Small or Medium size At Will. When taking this form you get bonuses depending upon the form, and size adopted. This ability functions like that of Wild Shape (Beast Shape) except for the listed limits in Training Shape's description. In addition as you level up, so does the usefulness of Training Shape increase.

    If the form you assume has any of the following abilities, you gain the listed ability: climb 15 feet, fly 15 feet (clumsy maneuverability), swim 15 feet, darkvision 20 feet, low-light vision, and scent.

    Small animal: If the form you take is that of a Small animal, you gain a +1 size bonus to your Dexterity and a +0 natural armor bonus.

    Medium animal: If the form you take is that of a Medium animal, you gain a +1 size bonus to your Strength and a +1 natural armor bonus.

  • Starting at 5th level you are able to take the form of a Large or Tiny animal with Training Shape.

    In addition if the form you assume with Training Shape has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (poor maneuverability), swim 30 feet, darkvision 40 feet, low-light vision, and scent, grab, pounce, and trip.

    Tiny animal: If the form you take is that of a Tiny animal, you gain a +2 size bonus to your Dexterity, a –1 penalty to your Strength, and a +0 natural armor bonus.

    Large animal: If the form you take is that of a Large animal, you gain a +2 size bonus to your Strength, a –1 penalty to your Dexterity, and a +2 natural armor bonus.

  • Starting at 7th level you are able to take the form of a Huge or Diminutive animal, or a Small or Medium magical beast with Training Shape.

    In addition if the form you assume with Training Shape has any of the following abilities, you gain the listed ability: burrow 15 feet, climb 60 feet, fly 60 feet (poor maneuverability), swim 60 feet, blindsense 15 feet, darkvision 60 feet, low-light vision, and scent, constrict, ferocity, grab, jet, poison, pounce, , rake, trample, trip, and web.

    Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +3 size bonus to your Dexterity, a –2 penalty to your Strength, and a +0 natural armor bonus.

    Huge animal: If the form you take is that of a Huge animal, you gain a +3 size bonus to your Strength, a –2 penalty to your Dexterity, and a +3 natural armor bonus.

    Small magical beast: If the form you take is that of a Small magical beast, you gain a +2 size bonus to your Dexterity, and a +1 natural armor bonus.

    Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +2 size bonus to your Strength, and a +2 natural armor bonus.

  • Starting at 9th level you are able to take the form of a Tiny or Large magical beast with Training Shape.

    In addition if the form you assume with Training Shape has any of the following abilities, you gain the listed ability; burrow 30 feet, climb 75 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 75 feet, low-light vision, scent, tremorsense 30 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 10 to those elements. If the creature has vulnerability to an element, you gain resistance 25 to that element.

    Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a –1 penalty to your Strength, a +4 size bonus to your Dexterity, and a +1 natural armor bonus.

    Large magical beast: If the form you take is that of a Large magical beast, you gain a +3 size bonus to your Strength, a –1 penalty on your Dexterity, a +1 size bonus to your Constitution, and a +3 natural armor bonus.

    Nature's Magic
    You gain a magic enhancement bonus to your natural attacks equal to 1/4 your Druid level. This bonus functions like that of a normal magical weapon for the purposes of attack, damage, and damage reduction.

    Quickened Shape
    At level 5 using WildShape becomes a move equivalent action instead of a standard action.

    At level 13 using WildShape becomes a swift action instead of a move action.

    Becoming Familiar with a Form

    In order to assume the form of a creature you must be familiarized with the creature. In order to familiarize yourself with a creature you must study either sufficient informative documents on the creature, or the creature itself for a total of 24 hours. You may study in blocks of time as low as 2 hours, but no less. The studying is represented by a Knowledge Check DC 10 plus the studied creature's Challenge Rating.

    If you fail to familiarize yourself with the studied creature you may not attempt to study another creature until you have rested for 8 hours.

    You may only familiarize yourself with a number of forms equal to Half your Druid Level plus your Intelligence Modifier. You may replace a previously familiarized form with another by studying.


  • However, now that we've officially declared to remove the wildshape ability itself and replace it.

    I've got another idea instead of the favored terrain stuff.

    Just... hope it's balanced.

    Writing it up.


    Okay, this is my idea.

    It's to allow the Druid to use his Nature Bond ability to lose Wildshape and gain Bonded Shape.

    Bonded Shape allows the Druid to gain a few nifty abilities to his shape like natural magical enhancements to his attacks that scale as he levels.

    And the ability to more quickly change his shape, along with possibly the ability to change from shape to shape, instead of having to revert back to human form (Unsure if Core Druid can do this or not)

    The bonded shape ability acts like that of Wildshape EXCEPT that the Bonded Shape druid can shift at will starting from level 1. This is balanced however, by the fact that the Druid only gets a portion of the bonus that a normal Wildshape druid would have for shifting.

    (Half the normal bonuses, until higher levels where they become full)

    However, as the druid levels his bonded shape ability bonuses become equal to that of a normal wildshape druid.

    If this option is balanced, I am unsure, but I would hopefully think so.

    If it's too weak, I'm not sure, but we'll find out.

    If this doesn't work, then perhaps we could work with my prior idea of giving the druid a single favored terrain however, that's if I can't fix this version.

    So yeah, abilities name is now Bonded Shape for this version, and if you notice something about a pure immunity not being where it should, that's because I'm fooling around with absolutes for my own homebrews. So.. I'll put that back to immune later, and keep that project separate from this one.

    Wildshape or training shape may still be referred to,that's because I've not yet fully changed everything to list "Bonded Shape" The name is a work in progress, unsure if I should keep, nor am I sure if this alternative version of my option is balanced or likable.

    I think that's all....

    Anyway, here it is!

    Quote:

    Nature Bond (Bonded Shape)

    Bonded Shape

    Starting at 1st level you gain the ability to take the form of a single Animal of Small or Medium size At Will. When taking this form you get bonuses depending upon the form, and size adopted. This ability functions like that of Wild Shape (Beast Shape) except for the listed limits in Training Shape's description. In addition as you level up, so does the usefulness of Training Shape increase.

    If the form you assume has any of the following abilities, you gain the listed ability: climb 15 feet, fly 15 feet (clumsy maneuverability), swim 15 feet, darkvision 20 feet, low-light vision, and scent.

    Small animal: If the form you take is that of a Small animal, you gain a +1 size bonus to your Dexterity and a +0 natural armor bonus.

    Medium animal: If the form you take is that of a Medium animal, you gain a +1 size bonus to your Strength and a +1 natural armor bonus.

  • Starting at 5th level you are able to take the form of a Large or Tiny animal, or a Small sized Elemental with Bonded Shape.

    In addition if the form you assume with Training Shape has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (poor maneuverability), swim 30 feet, darkvision 40 feet, low-light vision, and scent, grab, pounce, and trip.

    Tiny animal: If the form you take is that of a Tiny animal, you gain a +2 size bonus to your Dexterity, a –1 penalty to your Strength, and a +0 natural armor bonus.

    Large animal: If the form you take is that of a Large animal, you gain a +2 size bonus to your Strength, a –1 penalty to your Dexterity, and a +2 natural armor bonus.

    --- The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.

    Air elemental: If the form you take is that of a Small air elemental, you gain a +1 size bonus to your Dexterity and a +1 natural armor bonus. You also gain fly 30 feet (Good), darkvision 30 feet, and the ability to create a whirlwind.

    Earth elemental: If the form you take is that of a Small earth elemental, you gain a +1 size bonus to your Strength and a +2 natural armor bonus. You also gain darkvision 30 feet, the push ability, and the ability to earth glide.

    Fire elemental: If the form you take is that of a Small fire elemental, you gain a +1 size bonus to your Dexterity and a +1 natural armor bonus. You gain darkvision 30 feet, resist fire 10, vulnerability to cold, and the burn ability.

    Water elemental: If the form you take is that of a Small water elemental, you gain a +1 size bonus to your Constitution and a +2 natural armor bonus. You also gain swim 30 feet, darkvision 30 feet, the ability to create a vortex, and the ability to breathe water.

  • Starting at 7th level you are able to take the form of a Huge or Diminutive animal, or a Small or Medium magical beast with Training Shape.

    In addition if the form you assume with Training Shape has any of the following abilities, you gain the listed ability: burrow 15 feet, climb 60 feet, fly 60 feet (poor maneuverability), swim 60 feet, blindsense 15 feet, darkvision 60 feet, low-light vision, and scent, constrict, ferocity, grab, jet, poison, pounce, , rake, trample, trip, and web.

    Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +3 size bonus to your Dexterity, a –2 penalty to your Strength, and a +0 natural armor bonus.

    Huge animal: If the form you take is that of a Huge animal, you gain a +3 size bonus to your Strength, a –2 penalty to your Dexterity, and a +3 natural armor bonus.

    Small magical beast: If the form you take is that of a Small magical beast, you gain a +2 size bonus to your Dexterity, and a +1 natural armor bonus.

    Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +2 size bonus to your Strength, and a +2 natural armor bonus.

  • Starting at 9th level you are able to take the form of a Tiny or Large magical beast with Training Shape.

    In addition if the form you assume with Training Shape has any of the following abilities, you gain the listed ability; burrow 30 feet, climb 75 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 75 feet, low-light vision, scent, tremorsense 30 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 10 to those elements. If the creature has vulnerability to an element, you gain resistance 25 to that element.

    Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a –1 penalty to your Strength, a +4 size bonus to your Dexterity, and a +1 natural armor bonus.

    Large magical beast: If the form you take is that of a Large magical beast, you gain a +3 size bonus to your Strength, a –1 penalty on your Dexterity, a +1 size bonus to your Constitution, and a +3 natural armor bonus.

  • Starting at 11th level your ability to take on Small or Medium animal form becomes more effective.

    If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

    Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

    Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

  • Starting at 13th level your ability to take on Tiny or Large animal forms becomes more effective.

    If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

    Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.

    Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.

  • Starting at 15th level your ability to take on a Huge or Diminutive animal, or a Small or Medium magical beast form becomes more effective.

    If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.

    Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.

    Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.

    Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.

    Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.

  • Starting at 17th level your ability to take on a Tiny or Large magical beast form becomes more effective.

    If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.

    Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a –2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 natural armor bonus.

    Large magical beast: If the form you take is that of a Large magical beast, you gain a +6 size bonus to your Strength, a –2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.

    Nature's Magic
    You gain a magic enhancement bonus to your natural attacks equal to 1/4 your Druid level. This bonus functions like that of a normal magical weapon for the purposes of attack, damage, and damage reduction.

    Quickened Shape
    At level 5 using WildShape becomes a move equivalent action instead of a standard action.

    At level 13 using WildShape becomes a swift action instead of a move action.

  • ============================

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    With this you'd gain the abilities to shape into the forms at the following levels.
    ((Unsure if I got the level progression right, but any, to save time, I didn't bother writing out the rest and just put how it would work.))

    Leve 7 = Elemental Body 2, Plant Shape 1, bonuses at half (rounded down if need be).

    Level 9 = Elemental Body 3, Plant Shape 2, bonuses at half (rounded down if need be).

    Level 11 = Elemental Body 4, Plant Shape 3, bonuses at half (rounded down if need be.

    Level 13 = Elemental Body 1, Full bonuses.

    Leve 15 = Elemental Body 2, Plant Shape 1, Full bonuses.

    Level 17 = Elemental Body 3, Plant Shape 2, Full Bonuses.

    Level 19 = Elemental Body 4, Plant Shape 3, Full Bonuses.


    Okay, I did a quick show of what the Bonded Shape option is.

    Hopefully this will help people judge if it's balanced or not.

    Quote:


    Nature Bond - 3rd Option (Bonded Shape)

    The Druid loses his Wildshape ability and in return gains Bonded Shape.

    (Lvl's 1-9 all shapes/forms are abilities, bonuses, penalties at half, rounded down if necessary.)
    (Lvl's 11-19 all shapes/forms opperate as normal).

    Starting at level 1 the Druid may use Bonded Shape at will to take on the form of a Small or Medium animal. This functions as Beast Shape I except that all the abilities, bonuses and penalties are halved, bonuses are rounded down if need be.

    Starting at level 3 the Druid may use his Bonded Shape as (Beast Shape II, or Elemental Body I)
    Once again, all abilities, bonuses, or penalties are halved, and rounded down if necessary.

    Nature's Magic
    You gain a magic enhancement bonus to your natural attacks equal to 1/4 your Druid level. This bonus functions like that of a normal magical weapon for the purposes of attack, damage, and damage reduction.

    Starting at level 5 the Druid may use his Bonded Shape as Beast Shape III, Elemental Body II, or Plant Form I)
    Once again, all abilities, bonuses, or penalties are halved, and rounded down if necessary.

    Quickened Shape
    At level 5 using WildShape becomes a move equivalent action instead of a standard action.

    At level 13 using WildShape becomes a swift action instead of a move action.

    Starting at level 7 the Druid may use his Bonded Shape as Beast Shape IV, Elemental Body III, or Plant Form II)
    Once again, all abilities, bonuses, or penalties are halved, and rounded down if necessary.

    Starting at 9th level the Druid may use his Bonded Shape as Elemental Body IV, or Plant Form III)
    Once again, all abilities, bonuses, or penalties are halved, and rounded down if necessary.

    Starting at 11th level the Druid may use Bonded Shape as Beast Shape I.

    Starting at 13th level, the Druid may use Bonded Shape as Beast Shape II, and Elemental Body I.

    Starting at 15th level, Beast Shape III, Elemental Body II, or Plant Form I.

    Starting at 17th level, Beast Shape IV, Elemental Body III, or Plant Form II.

    Starting at 19th level, Elemental Body IV, Plant Form III.


    You mentioned levels 1 - 9 and 11 - 19. What about 10 and 20? :)

    What capstone would they have? Also, are we going to incorporate vermin? I assume there are vermin polymorph spells too. Since the ability is at will, there's no need for times per day or hours per level, which is probably also good for clarity.

    This is certainly simpler. Well done!


    I'll work on the rest of the modifications, and although this is simpler, what about balance??

    Also, thank you very much, would never have been able to do it without feedback from you, and everyone else


    Well, they’re not getting extra spells or a tanky companion to back them up and, by focussing on animal changing, they’ll also want Str & Con to fulfil a melee spell-caster role, so in return for the much increased versatility, you’re forcing MAD upon the normally Wis & Cha druid. I think that’s probably fair enough.


    If you wanted to completely divorce the spellcasting druid from the animal druid, simply state that the Natural Spell feat does not apply to their Bonded Shape at all, so that they simply cannot cast spells in any form other than their own.

    If you wanted to take it a little further, you could also only give them light armour and druidic weapons (no medium armour or shields) and say that all equipment worn merges into their beast form, wilding ability or otherwise. To make up for that, I'd then give them a +2/+4/+6 enhancement bonus to their Str/Dex/Con at 6th, 12th & 18th-level whilst they are in animal form only.


    Do you have anything further on this yet, Eyolf?


    Was looking at the vermin..

    There is not much in the way of abilities aside from little tiny things that are either non-combative, or acid spray.

    I think that those should all be DM decision, but anyway. I'll just state that they can turn into vermin. One moments.


    +++ A Druid may take the form of a Vermin, or Magical Beast with the appropriate level using Bonded Shape. Taking on the form of a Vermin grants the same benefits of taking on an Animal form. The Abilities gained in the form of a Vermin are up to the DM. Until level 11, all those abilities are half as effective.

    Quote:

    Nature Bond - 3rd Option (Bonded Shape)

    The Druid loses his Wildshape ability and in return gains Bonded Shape. Bonded shape acts exactly like wildshape except for the differences noted within Bonded Shapes Description.

    +++ A Druid may take the form of a Vermin, or Magical Beast with the appropriate level using Bonded Shape. Taking on the form of a Vermin grants the same benefits of taking on an Animal form. The Abilities gained in the form of a Vermin are up to the DM. Until level 11, all those abilities are half as effective.

    +++ Starting at level 1 the Druid may use Bonded Shape at will to take on the form of a Small or Medium animal. This functions as Beast Shape I except that all the abilities, bonuses and penalties are halved, bonuses are rounded down if need be.

    (Lvl's 1-9 all shapes/forms abilities, bonuses, penalties are at half, rounded down if necessary).
    (Lvl's 11-19 all shapes/forms opperate as normal).

    +++ Starting at level 3 the Druid may use his Bonded Shape as (Beast Shape II, or Elemental Body I)
    Once again, all abilities, bonuses, or penalties are halved, and rounded down if necessary.

    Nature's Magic
    You gain a magic enhancement bonus to your natural attacks equal to 1/4 your Druid level. This bonus functions like that of a normal magical weapon for the purposes of attack, damage, and damage reduction.

    +++ Starting at level 5 the Druid may use his Bonded Shape as Beast Shape III, Elemental Body II, or Plant Form I)
    Once again, all abilities, bonuses, or penalties are halved, and rounded down if necessary.

    Quickened Shape
    At level 5 using WildShape becomes a move equivalent action instead of a standard action.

    At level 13 using WildShape becomes a swift action instead of a move action.

    +++ Starting at level 7 the Druid may use his Bonded Shape as Beast Shape IV, Elemental Body III, or Plant Form II)

    Once again, all abilities, bonuses, or penalties are halved, and rounded down if necessary.

    +++ Starting at 9th level the Druid may use his Bonded Shape as Elemental Body IV, or Plant Form III)

    +++ Once again, all abilities, bonuses, or penalties are halved, and rounded down if necessary.

    +++ Starting at 11th level the Druid may use Bonded Shape as Beast Shape I.

    +++ Starting at 13th level, the Druid may use Bonded Shape as Beast Shape II, and Elemental Body I.

    +++ Starting at 15th level, Beast Shape III, Elemental Body II, or Plant Form I.

    +++ Starting at 17th level, Beast Shape IV, Elemental Body III, or Plant Form II.

    +++ Starting at 19th level, Elemental Body IV, Plant Form III.

    Becoming Familiar with a Form
    In order to assume the form of a creature you must be familiarized with the creature. In order to familiarize yourself with a creature you must study either sufficient informative documents on the creature, or the creature itself for a total of 24 hours. You may study in blocks of time as low as 2 hours, but no less. The studying is represented by a Knowledge Check DC 10 plus the studied creature's Challenge Rating.

    If you fail to familiarize yourself with the studied creature you may not attempt to study another creature until you have rested for 8 hours.

    You may only familiarize yourself with a number of forms equal to Half your Druid Level plus your Intelligence Modifier. You may replace a previously familiarized form with another by studying.

    So yeah, 1-10 balance rating, what's it need?


    I like this, but the druid is now completely missing a capstone, as the previous 20th-level ability was to use their Wild Shape at will :P

    I would still tweak it further, but then I'm an inveterate tweaker! I think you have a very useful third option here as it is.


    Why will you still not rate from 1-10 >.>

    lol

    I think I may agree with you, but I still think I need to get more feedback ><


    I never give quantitative opinions, just qualitative ones :)


    <.< Ninja


    FINALLY got around to fixing this up, will be posting an updated version tomorrow after school.


    It's about time.

    Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of three forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

    The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

    Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

    The third option is to form a bond with nature, and its most animalistic aspects. By doing so the druid gains the ability to more efficiently and effectively use their wildshape ability. This results in a few critical changes.

    Presenting ---- The Option

    The Druid loses his Wildshape ability and in return gains Bonded Shape. Bonded shape acts exactly like wildshape except for the differences noted within Bonded Shapes Description.

    +++ A Druid may take the form of a Vermin, or Magical Beast with the appropriate level using Bonded Shape. Taking on the form of a Vermin grants the same benefits of taking on an Animal form. The Abilities gained in the form of a Vermin are up to the DM. Until level 11, all those abilities are half as effective. You can assume the form of an a Vermin of equal size to that of your Animal Forms.

    (Lvl's 1-9 all shapes/forms abilities, bonuses, penalties are at half, rounded down if necessary).
    (Lvl's 11-19 all shapes/forms opperate as normal).

    +++ Starting at level 1 the Druid may use Bonded Shape at will to take on the form of a Small or Medium animal. This functions as Beast Shape I except that all the abilities, bonuses and penalties are halved, bonuses are rounded down if need be.

    +++ Starting at level 3 the Druid may use his Bonded Shape as (Beast Shape II, or Elemental Body I)

    Nature's Magic
    You gain a magic enhancement bonus to your natural attacks equal to 1/4 your Druid level. This bonus functions like that of a normal magical weapon for the purposes of attack, damage, and damage reduction.

    +++ Starting at level 5 the Druid may use his Bonded Shape as Beast Shape III, Elemental Body II, or Plant Form I)

    Quickened Shape
    At level 5 using WildShape becomes a move equivalent action instead of a standard action.
    At level 13 using WildShape becomes a swift action instead of a move action.

    +++ Starting at level 7 the Druid may use his Bonded Shape as Beast Shape IV, Elemental Body III, or Plant Form II)
    Once again, all abilities, bonuses, or penalties are halved, and rounded down if necessary.

    +++ Starting at 9th level the Druid may use his Bonded Shape as Elemental Body IV, or Plant Form III)

    +++ Once again, all abilities, bonuses, or penalties are halved, and rounded down if necessary.

    +++ Starting at 11th level the Druid may use Bonded Shape as Beast Shape I.

    +++ Starting at 13th level, the Druid may use Bonded Shape as Beast Shape II, and Elemental Body I.

    +++ Starting at 15th level, Beast Shape III, Elemental Body II, or Plant Form I.

    +++ Starting at 17th level, Beast Shape IV, Elemental Body III, or Plant Form II.

    +++ Starting at 19th level, Elemental Body IV, Plant Form III.

    Magical Beast, and Vermin Abilities.

    Beast Shape I
    Mallaeble, Susceptible to Salt, Water Dependency, Pull (Filament), Luminescence, Flash Burst, Attach, Blood Drain, Breath Weapon/Spit Acid 2d6
    Poison 1/round for 2 rounds (1d2 Ability Type Damage), cure 1 save.

    BeastShape II
    Lunge, Mandibles, Sudden Strike, Gnaw, Breate Weapon/Spit Acid 4d6
    Poison 1/round for 4 rounds (1d3 Ability Type Damage), cure 2 consecutive saves.

    Beast Shape III
    Leap, Savage Bite, Breath Weapon/Spit Acid 6d6, Poison
    Poison 1/round for 6 rounds (1d4 Ability Type Damage), cure 3 consecutive saves.

    Becoming Familiar with a Form
    In order to assume the form of a creature you must be familiarized with the creature. In order to familiarize yourself with a creature you must study either sufficient informative documents on the creature, or the creature itself for a total of 24 hours. You may study in blocks of time as low as 2 hours, but no less. The studying is represented by a Knowledge Check DC 10 plus the studied creature's Challenge Rating.

    If you fail to familiarize yourself with the studied creature you may not attempt to study another creature until you have rested for 8 hours.

    You may only familiarize yourself with a number of forms equal to Half your Druid Level plus your Intelligence Modifier. You may replace a previously familiarized form with another by studying.


    I said I'd cross-reference our threads, so here is my version of the shapeshifting-focused druid.

    Now, reading yours:
    - Heh. Nothing is wrong with it ;-)
    - can Bonded Shape be used as Wild Shape as a prerequisite for feats and/or prestige classes?
    - I see you incorporated the 1/4 level magic bonus from the shapeshifter alternate class feature. Nice.
    - in shapes, except that your druid has access to vermin and magical beast shapes, he seems less powerful than the Pathfinder vanilla. I might balance out with the previous point, though.
    - I also see you changed the number of uses and the total duration, like I did. However, you start right away with "at will" which I don't really like. To each his own.
    - You downgraded the spells' benefits, but did you do something for the special abilities? What happens, for instance, if your 12th level druid morphs into a Medium animal, does he get the benefit of special abilities from Beast Shape IV he got at level 7?
    - Have you thought of folding the druid's Thousand Faces into wild shape/bonded shape? If so, you could mix Alter Self into the mix (and also Giant Form, at later levels).
    - You could have a peek at Warshaper for some other abilities.

    That's all for now.


    goal was to sort of get the feature done without making him o.p. so that he can be powered up later if need be.

    Best to undershoot than overshoot, I can make corrections later.

    May I ask why you dislike the at will?

    Hmm, good question, that'd have to be a balance factor, now wouldn't it.

    I'd say that your druid gets the best benefits that he can acquire. Thus if he is using his max level BeastShape 1. He would gain the best benefits from that, combined with his minor Beast Shape IV benefits that BS 1 would not grant him.

    Any balance issues remain to be seen/fixed.

    I may have thought of folding those in, but at the moment I cannot recall if I ever did.

    I REALLY DO NOT want to give him alter self, it would take away from the flavor of the Druid. He's not meant to take on other humanoid forms, but rather the forms of other animals. Yes I know that humans are still animals, but... not quite so.

    To me it would just ruin the Druid flavor, and make it quite silly. Might as well just build a bran new class, The Transmutor (A Wizard that can take on any damned form he well pleases)

    Which we pretty much already have with the schools, but ANYWAY.

    Never heard of Warshaper, where is that from?


    So now we need to get balance posts going, discussing the balance of my option.

    A pal of mine brought up a concern.

    If you take on a Tiny form, you'd get the following benefits.

    At 3rd level = +2 AC, and To Hit, +2 Size Bonus to Dex.

    At 13th Level = +2 AC, and To Hit, +4 Size Bonus to Dex, +3 Enhancement Bonus to Hit, and Damage.

    That's a +4 to AC, and a +5 to Hit, as well as +3 Damage.

    To me this doesn't seem to bad for the trade of either an animal companion, or bonus spells, and domain power. But, I don't know.


    Final Beta

    It's about time.

    Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of three forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

    The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

    Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

    The third option is to form a bond with nature, and its most animalistic aspects. By doing so the druid gains the ability to more efficiently and effectively use their wildshape ability. This results in a few critical changes.

    Presenting ---- The Option

    The Druid loses his Wildshape ability and in return gains Bonded Shape. Bonded shape acts exactly like wildshape except for the differences noted within Bonded Shapes Description.

    +++ A Druid may take the form of a Vermin, or Magical Beast with the appropriate level using Bonded Shape. Taking on the form of a Vermin grants the same benefits of taking on an Animal form. The Abilities gained in the form of a Vermin are up to the DM. Until level 11, all those abilities are half as effective. You can assume the form of an a Vermin of equal size to that of your Animal Forms.

    (Lvl's 1-9 all shapes/forms abilities, bonuses, penalties are at half, rounded down if necessary).
    (Lvl's 11-19 all shapes/forms opperate as normal).

    +++ Starting at level 1 the Druid may use Bonded Shape at will to take on the form of a Small or Medium animal. This functions as Beast Shape I except that all the abilities, bonuses and penalties are halved, bonuses are rounded down if need be.

    +++ Starting at level 3 the Druid may use his Bonded Shape as (Beast Shape II, or Elemental Body I)

    Nature's Magic
    You gain a magic enhancement bonus to your natural attacks equal to 1/4 your Druid level. This bonus functions like that of a normal magical weapon for the purposes of attack, damage, and damage reduction.

    +++ Starting at level 5 the Druid may use his Bonded Shape as Beast Shape III, Elemental Body II, or Plant Form I)

    Quickened Shape
    At level 5 using WildShape becomes a move equivalent action instead of a standard action.
    At level 13 using WildShape becomes a swift action instead of a move action.

    +++ Starting at level 7 the Druid may use his Bonded Shape as Beast Shape IV, Elemental Body III, or Plant Form II)
    Once again, all abilities, bonuses, or penalties are halved, and rounded down if necessary.

    +++ Starting at 9th level the Druid may use his Bonded Shape as Elemental Body IV, or Plant Form III)

    +++ Once again, all abilities, bonuses, or penalties are halved, and rounded down if necessary.

    +++ Starting at 11th level the Druid may use Bonded Shape as Beast Shape I.

    +++ Starting at 13th level, the Druid may use Bonded Shape as Beast Shape II, and Elemental Body I.

    +++ Starting at 15th level, Beast Shape III, Elemental Body II, or Plant Form I.

    +++ Starting at 17th level, Beast Shape IV, Elemental Body III, or Plant Form II.

    +++ Starting at 19th level, Elemental Body IV, Plant Form III.

    Magical Beast, and Vermin Abilities.

    Beast Shape I
    Mallaeble, Susceptible to Salt, Water Dependency, Pull (Filament), Luminescence, Flash Burst, Attach, Blood Drain, Breath Weapon/Spit Acid 2d6
    Poison 1/round for 2 rounds (1d2 Ability Type Damage), cure 1 save.

    BeastShape II
    Lunge, Mandibles, Sudden Strike, Gnaw, Breate Weapon/Spit Acid 4d6
    Poison 1/round for 4 rounds (1d3 Ability Type Damage), cure 2 consecutive saves.

    Beast Shape III
    Leap, Savage Bite, Breath Weapon/Spit Acid 6d6, Poison
    Poison 1/round for 6 rounds (1d4 Ability Type Damage), cure 3 consecutive saves.

    Becoming Familiar with a Form
    In order to assume the form of a creature you must be familiarized with the creature. In order to familiarize yourself with a creature you must study either sufficient informative documents on the creature, or the creature itself for a total of 24 hours. You may study in blocks of time as low as 2 hours, but no less. The studying is represented by a Knowledge Check DC 10 plus the studied creature's Challenge Rating.

    If you fail to familiarize yourself with the studied creature you may not attempt to study another creature until you have rested for 8 hours.

    You may only familiarize yourself with a number of forms equal to Half your Druid Level plus your Intelligence Modifier. You may replace a previously familiarized form with another by studying.


    Eyolf The Wild Commoner wrote:
    Nature Bond (...)

    Sorry to start abruptly, but is there a need to repeat what the book says?

    Eyolf wrote:

    The third option is to form a bond with nature, and its most animalistic aspects. By doing so the druid gains the ability to more efficiently and effectively use their wildshape ability. This results in a few critical changes.

    Presenting ---- The Option
    The Druid loses his Wildshape ability and in return gains Bonded Shape. Bonded shape acts exactly like wildshape except for the differences noted within Bonded Shapes Description.

    Is there a reason to have a new ability (Bonded Shape) instead of saying “using this third option allows for several changes in Wild Shape”? As Wild Shape can be used as a prerequisite for several things, a druid taking Bonded Shape would be quite sorry... unless you add something like “Bonded Shape can be substituted for Wild Shape as a prerequisite for feats, prestige classes, etc.”

    Eyolf wrote:


    +++ A Druid may take the form of a Vermin, or Magical Beast with the appropriate level using Bonded Shape. Taking on the form of a Vermin grants the same benefits of taking on an Animal form. The Abilities gained in the form of a Vermin are up to the DM. Until level 11, all those abilities are half as effective. You can assume the form of an a Vermin of equal size to that of your Animal Forms.
    (Lvl's 1-9 all shapes/forms abilities, bonuses, penalties are at half, rounded down if necessary).
    (Lvl's 11-19 all shapes/forms opperate as normal).

    Magical Beasts aren’t quite natural. I don’t think they should be available for druids (I know I wrote that in the first version of my proposal, but I got over it). If you really want to have them, I think they shouldn’t be available until later level (like, say, 10th level).

    And it has already been pointed out, but you haven’t changed it: what happens at levels 10 and 20? You wrote “Lvl’s 1-9” and “11-19”, did you mean 1-9/10-20 or 1-10/11-20?

    Eyolf wrote:


    +++ Starting at level 1 the Druid may use Bonded Shape at will to take on the form of a Small or Medium animal. This functions as Beast Shape I except that all the abilities, bonuses and penalties are halved, bonuses are rounded down if need be.

    How are penalties rounded?

    And, if you read my thread, you know what I think about being able to morph at will...

    Eyolf wrote:


    +++ Starting at level 3 the Druid may use his Bonded Shape as (Beast Shape II, or Elemental Body I)
    Nature's Magic
    You gain a magic enhancement bonus to your natural attacks equal to 1/4 your Druid level. This bonus functions like that of a normal magical weapon for the purposes of attack, damage, and damage reduction.

    I was confused for a short moment. You ought to add “bypassing” in front of DR, because, as it is, it could be understood as “you gain DR”.

    Eyolf wrote:


    +++ Starting at level 5 the Druid may use his Bonded Shape as Beast Shape III, Elemental Body II, or Plant Form I)
    Quickened Shape
    At level 5 using WildShape becomes a move equivalent action instead of a standard action.
    At level 13 using WildShape becomes a swift action instead of a move action.

    As there are feats in D&D 3.5 giving you these betterment of wild shape speed, I don’t thing they need to be there (if you must know, I removed them from my version).

    Also: if you have opted to name your option “Bonded Shape”, you should use that term instead of Wild Shape everywhere in your option’s description.

    Eyolf wrote:


    +++ Starting at level 7 the Druid may use his Bonded Shape as Beast Shape IV, Elemental Body III, or Plant Form II)
    Once again, all abilities, bonuses, or penalties are halved, and rounded down if necessary.

    Is the creature’s size halved too? I mean, using Elemental Body IV can give you a Huge Elemental creature, and at level 9 to boot. Is your creature’s reach halved? Is their natural damage halved? Is their natural speed halved?

    Eyolf wrote:


    +++ Starting at 9th level the Druid may use his Bonded Shape as Elemental Body IV, or Plant Form III)
    +++ Once again, all abilities, bonuses, or penalties are halved, and rounded down if necessary.
    +++ Starting at 11th level the Druid may use Bonded Shape as Beast Shape I.
    +++ Starting at 13th level, the Druid may use Bonded Shape as Beast Shape II, and Elemental Body I.
    +++ Starting at 15th level, Beast Shape III, Elemental Body II, or Plant Form I.
    +++ Starting at 17th level, Beast Shape IV, Elemental Body III, or Plant Form II.
    +++ Starting at 19th level, Elemental Body IV, Plant Form III.

    Insert some separation here, and/or format titles.

    Earlier, you wrote “The Abilities gained in the form of a Vermin are up to the DM.” So, is the following a list of what the DM can select abilities from, or what the character gains automatically (depending on his shape)? I hope these abilities are explained in the Bestiary, because I don’t know what most of them do.

    Eyolf wrote:


    Magical Beast, and Vermin Abilities.
    Beast Shape I
    Mallaeble, Susceptible to Salt, Water Dependency, Pull (Filament), Luminescence, Flash Burst, Attach, Blood Drain, Breath Weapon/Spit Acid 2d6
    Poison 1/round for 2 rounds (1d2 Ability Type Damage), cure 1 save.
    BeastShape II
    Lunge, Mandibles, Sudden Strike, Gnaw, Breate Weapon/Spit Acid 4d6
    Poison 1/round for 4 rounds (1d3 Ability Type Damage), cure 2 consecutive saves.
    Beast Shape III
    Leap, Savage Bite, Breath Weapon/Spit Acid 6d6, Poison
    Poison 1/round for 6 rounds (1d4 Ability Type Damage), cure 3 consecutive saves.

    Is the damage listed for breath weapon and poison halved at levels 1-10? Because a Breath Weapon doing 6d6 at level 7 is a bit much.

    Eyolf wrote:


    Becoming Familiar with a Form
    In order to assume the form of a creature you must be familiarized with the creature. In order to familiarize yourself with a creature you must study either sufficient informative documents on the creature, or the creature itself for a total of 24 hours. You may study in blocks of time as low as 2 hours, but no less. The studying is represented by a Knowledge Check DC 10 plus the studied creature's Challenge Rating.
    If you fail to familiarize yourself with the studied creature you may not attempt to study another creature until you have rested for 8 hours.
    You may only familiarize yourself with a number of forms equal to Half your Druid Level plus your Intelligence Modifier. You may replace a previously familiarized form with another by studying.

    Intelligence isn’t the most sought-after stat for a PF shapeshifting-focused druid (they already have to raise Str, Dex, Con, and Wis). On top of that, you wrote “modifier”, not “bonus”, so any penalty applies. Imagine a level 7 druid with an Int score of 7. Despite having access to Beast Shape IV, Elemental Body III, and Plant Form II, and even if he could morph into a Vermin or a Magical Beast, this druid only knows (7/2=3.5->3; 3-2=1) ONE form... and NONE at levels 1-5. Is this right?

    Also, how can you interact with a Huge Fire Elemental for 24 hours? (rereading) Forget this, the druid can read “sufficiently informative documents.” I suppose you’ll let the DM choose if the local library has such documents.

    See? I posted in your thread :-)
    I also tried to be as constructive as possible, so I hope you won’t take my comments too badly.


    Prerequisites
    Bonded Shape can already be used as a PreReq for WildShape, however, I shall take your suggestion of the rename under advisement.

    Observing/Studying
    You can stay a distance away and observe the elemental for said period of time, doesn't have to be straight 24 hours. It's not a matter of letting the DM choose, the DM has full reign over if the local library has sufficient informative documents on said subject.

    And although I myself highly doubt any old local library would have said documents, except perhaps the local library of a highly magical mageocratic metropolis or something.

    Errors/Inclusions left in from previous versions
    Next on the list, there are some errors/inclusions from previous versions of this option that were not fixed as I forgot about them.

    Thank you for pointing those out.

    Magical Beasts
    A Magical Beast is merely an animal that has magic involved within its natural evolution.
    A Druid is a humanoid animal which uses magic to take on the forms of other animals.
    A Bonded Shape Druid is a humanoid animal more in tune with their magical abilities to take on the forms of other animals, be they magical or not.

    Levels Available
    The magical beast forms are available according to the Beast Shape Spell.

    Your bonded shape operates exactly like beast shape except that you are capable of using it from level 1 and onward. Your beastshape is HALF as effective however, at the lower levels.

    As for your level suggestions, I'm not sure what you mean, but will go research a bit and get back to you. (Has done some research) Yeah.. I'm confused, why are you talking about lvl 10 and up, instead of 9 and up?

    Breath Weapon Damage
    Yes the breath weapon damage is halved, everything listed under the Beast Shape Spell is halved as well.

    At current however, the following are not halved. Natural Attack Damage, speed, and size. I will look into it however, may alter the option a bit.

    Intelligence
    I know intelligence isn't the primary stat of Druids, but a Druid should not be intellectually challenged either and should at least have an average intelligence score IMO.

    However, if they do not, fine then, but it's there as a balancing factor in order to keep the amount of forms that they can assume limited, and such.

    Though I shall look into it.


    You're welcome.

    Eyolf The Wild Commoner wrote:


    As for your level suggestions, I'm not sure what you mean, but will go research a bit and get back to you. (Has done some research) Yeah.. I'm confused, why are you talking about lvl 10 and up, instead of 9 and up?

    Because you wrote "levels 1-9 give something", and "levels 11-19 give something else", and we don't know what the druid gets when he's level 10 (which is between 9 and 11: which abilities does he get?) or level 20 (although in this last case it can be inferred from level 19). To clear things up, you should write "levels 1-10 (...)" and "11-20 (...)".


    Louis IX wrote:

    You're welcome.

    Eyolf The Wild Commoner wrote:


    As for your level suggestions, I'm not sure what you mean, but will go research a bit and get back to you. (Has done some research) Yeah.. I'm confused, why are you talking about lvl 10 and up, instead of 9 and up?
    Because you wrote "levels 1-9 give something", and "levels 11-19 give something else", and we don't know what the druid gets when he's level 10 (which is between 9 and 11: which abilities does he get?) or level 20 (although in this last case it can be inferred from level 19). To clear things up, you should write "levels 1-10 (...)" and "11-20 (...)".

    Considering the fact of Mid, and End Caps. Yes, you're right, I shall take this into consideration, and am looking over that now.

    Am also revising the version and taking out the errors, as well as renaming it.

    Bonded WildShape.
    =================
    As for those feats considering shape speed.

    There is one which lowers to a move equivalent, none that does swift.

    Also those Wild Shape feats are not Open Content to my knowledge, BUT if they are, they are not PF to my knowledge.

    ANYWAY!

    Thinking of keeping my basic shape concept but rearranging the levels.

    Thus you'd get Beast Shape 1 at half starting at level 1, then at like lvl 3 you'd get Full Beast Shape 1

    Then moving on in order of Shapes/Forms according to their numbers.

    Instead of the 1h, 2h, 3h, 4h. 1f, 2f, 3f, 4f.

    Go for = 1h, 1f, 2h, 2f, 3h, 3f, 4h, 4f.

    Thinking about it, would make more sense to me.

    Intelligence Modifier
    As far as I've been educated in the matter, Modifier is the appropriate word when referring to the +1 bonus to (insert subject{s}) granted by an ability score.

    Thus it is your ability modifier.

    I do not believe that I'm wrong in this matter, though perhaps I could be.


    My alternative, more simple version. I believe it's underpowered, but before I go boosting it up, I want to get some opinions.

    Bonded Wild Shape Druid Option

    A druid has the option of using their Nature's Bond Ability to enhance their WildShape ability, thus increasing its effectiveness, however, they do forgo their choice of Animal Companion, or Extra Domain by making this decision.

    The Changes

    Quickened Shape
    At 5th level your Wild Shape ability becomes a move action.

    At 10th level your Wild Shape ability becomes a swift action.

    At 15th level your Wild Shape ability becomes a free action.

    At 20th level your Wild Shape ability becomes an immediate action.

    Nature's Magic
    Starting at 4th level you gain a magical enhancement bonus to your natural attacks equal to 1/4 your Druid level. This bonus functions like that of a normal magical weapon for the purposes of attack, damage, and bypassing damage reduction.

    +++ Starting at 1st level you are capable of using Beast Shape I at will.

    +++ All other instances of your Wild Shape ability function as normal except that your uses per day become hours per day. Thus at 6th level where you would normally have 2 uses of Wildshape per day, you'd instead have 2 hours of Wildshape per day. You can use this time in any manner in which you desire.

    Example: You could Wildshape for 45 minutes, then for 25 minutes at another time, then for 50 more minutes later on.

    +++ A Bonded WildShape druid is capable of taking on the forms of Vermin. Add the following list of Vermin abilities to the appropriate Beast Shape levels.

    Vermin Abilities.

    Beast Shape I
    Malleable, Susceptible to Salt, Water Dependency, Pull (Filament), Luminescence, Flash Burst, Attach, Blood Drain, Poison 1/round for 2 rounds (1d2 Ability Type Damage), cure 1 save.

    BeastShape II
    Lunge, Mandibles, Sudden Strike, Gnaw, Poison 1/round for 4 rounds (1d3 Ability Type Damage), cure 2 consecutive saves.

    Beast Shape III
    Poison 1/round for 6 rounds (1d4 Ability Type Damage), cure 3 consecutive saves.

    Becoming Familiar with a Form
    In order to assume the form of a creature you must be familiarized with that creature. Becoming familiar with the creature is done by studying the creatures form, and its way of life. This is represented by a Knowledge check appropriate for the type of creature against DC 10 plus the creature's Challenge Rating. You must spend a total of 24 hours studying however, you may not study in periods less than 2 hours.

    If you fail to succeed the Knowledge check after having studied, you may attempt to make another knowledge check at half the time requirement, after you have fully rested.

    You are only capable of memorizing a total amount of forms equal to half your Druid level plus your Intelligence Modifier. You are able to learn new forms by replacing a familiarized form through study.

    Example: Leila, a female Druid has spent three to four days studying the habits and general life of a squirrel family. She has accumulated at least 24 hours of time studying these animals and is now capable of taking their form.

    If Leila had failed to study these animals, she would need to have a full night's rest, and then study them for 12 hours, if she once again failed the check then she would require another full night's rest and only 6 hours of study the next day.

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