Hello,
I'm trying to make a character archetype that will be more relevant to druids in form. such as gaining armor and weapons, along with leveling. I need some balancing help. I don't want to loose the versatility of the druid, but I see many spells as being caster oriented and not needed as I'm making a druid to not be based so much around this casting. I willing to give up additional spells or move things around. Please provided advice and feel free to tell me what you think. If you have any questions I'll do my best to answer them. Be aware that I am in the military and I am not always able to be online on a regular basis and might not be able to respond to you in a reasonable amount of time and I apologize for this in advance.
My work in progress as follows:
please help. I'm trying to create and archetype for a druid that specializes around shape shifting "wild shape" and will allow the druid to take on more of a melee class roll but still keep many of the versatility of casting druid. here is what I can come up with so far. Please share or make any comments or suggestions. I'd like to make this happen.
Druid: Pathfinder
Archetype: Feral/Savage
0 level spells
create water
detect magic
detect poison
guidance
know direction
mending
purify food & water
read magic
resistance
stabilize
virtue
1st level spells
calm animals
charm animal
detect animals or plants
detect snares and pits
endure elements
entangle
goodberry
hide from animals
jump
longstrider
pass w/out trace
speak with animals
cure light wounds
produce flame
2nd level spells
animal messenger
animal trance
barkskin
bear's endurance
bull's strength
cat's grace
delay poison
fog cloud
gust of wind
hold animal
owl's wisdom
resist energy
soften earth & stone
spider climb
tree shape
warp wood
wood shape
*shillelagh
3rd level spells
dominate animal
melt into stone
neutralize poison
plant growth
poison
protection from energy
quench
remove disease
sleet storm
snare
speak with plants
spike growth
stone shape
water breathing
wind wall
cure moderate wounds
call lighting
4th level spells
antiplant shell
blight
control water
dispel magic
freedom of movement
giant vermin
reincarnate
repel vermin
rusting grasp
scrying
spike stones
*restoration, lesser
flame strike
5th level spells
atonement
awaken
baleful polymorph
commune with nature
control winds
death ward
hallow
stoneskin
transmute mud to rock
transmute rock to mud
tree stride
unhallow
wall of thorns
*ice storm
6th level spells
antilife shell
bear's endurance, mass
bull's strength, mass
cats' grace, mass
dispel magic, greater
find path
word of recall
fire seeds
heal
ironwood
move earth
owl's wisdom, mass
repel wood
spellstaff
stone tell
transport via plants
wall of stone
*cure serious wounds
cure light wounds, mass
7th level spells
control weather
scrying, greater
transmute metal to wood
true seeing
*call lightning storm
8th level spells
animal shapes
earthquake
finger of death
repel metal or stone
reverse gravity
9th level spells
anipathy
foresight
regenerate
shapechange
sympathy
*cure critical wounds
*cure moderate wounds, mass
*fire storm
Level
1st *Savage Form I, nature sense, orisons, wild empathy
2nd woodland stride, wild shape (1/day)
3rd trackless step
4th resist nature's lure, *savage form II
5th
6th Wild shape (2/day)
7th
8th *savage form III
9th venom immunity
10th Wild shape (3/day)
11th
12th Wild shape (4/day)
13th *Wild Shape Master
14th *savage form IV
15th timeless body
16th Wild shape (5/day)
17th *Heart of the Wild
18th Wild shape (6/day)
19th
20th *savage form V
spells per day
0-3, 1st-1
0-4, 1st-1
0-4, 1st-2 0=4 from now on
1st-2, 2nd-1
1st-2, 2nd-1, 3rd-1
1st-3, 2nd-1, 3rd-1
1st-3, 2nd-1, 3rd-1, 4th-1 1st=3 from now on
2nd-2, 3rd-1, 4th-1
2nd-2, 3rd-1, 4th-1, 5th-1
2nd-2, 3rd-2, 4th-1, 5th-1 2nd=2 from now on
3rd-2, 4th-1, 5th-1, 6th-1
3rd-2, 4th-2, 5th-1, 6th-1 3rd=2 from now on
4th-2, 5th-1, 6th-1, 7th-1
4th-2, 5th-2, 6th-1, 7th-1 4th=2 form now on
5th-2, 6th-1, 7th-1, 8th-1
5th-2, 6th-2, 7th-1, 8th-1 5th=2 from now on
6th-2, 7th-1, 8th-1, 9th-1
6th-2, 7th-2, 8th-1, 9th-1 6th=2 form now on
7th-2, 8th-2, 9th-1
7th-2, 8th-2, 9th-2
**All other states remain the same as the base druid**
*Savage Form
*Savage Form - Works just as Wild Shape but with no time limit and is considered an at will spell. Beast must be chosen prior to accepting these spells and can not be changed after. I.E. works like Mythic Wild Shape. In addition only one magical effect can be cast onto the druid at any time while in Savage Form and only one casted magical effect will transition into and out of Savage Form.
*Savage Form I
allows the druid to pick one affinity beast to use with Savage form functioning like beast shape I
*Savage Form II
allows an additional form to Savage Form I and continues to function like beast shape II
*Savage Form III
allows an additional form to Savage Form II and now functions like beast shape III
*Savage Form IV
allows an additional form to Savage Form III
*Savage Form V
allows an additional form to Savage form IV and allows one form to be a magical beast like with beast shape IV
*Hear of The Wild
*Heart of The Wild – You add your PC ability modifiers to the Savage Form beast's ability score, You also add your armor type to your Savage Form beast's AC and receive any additional Natural armor as that beast. Only one magical effect found on the armor can be added to the Savage Form beast's AC (I.E. Barkskin). Any additional modifiers from armor is added into the Savage Form beast's AC at a ½ reduced rate (I.E. +2 armor becomes +1). This magical effect and modifier rate also applied to one weapon (I.E +1 nature damage and +2 normal damage becomes +1).
Armor Type Bonus'
None +0
Light +1
Medium +2
Heavy +1 due to restrictive movement
*Wild Shape Master
allows the druid to control his Wild Shape polymorph with incredible precision and may now take on the hybrid form of the PC and Savage Form beast. This allows the druid to play as a lycanthrope of beast from only. (aka were[animal]) This does not allow the use of hand weapons, does not grant damage reduction, nor does the druid carry the lycanthrope disease because it is not a true lycanthrope. This also allows the druid while in Savage form the ability to speak.
*Explanation – A druid that is not gifted in the art of nature magic (but still able to perform spells), and is gifted in the art of Wild Shape. When he polymorph's his items (mainly armor and weapon) now morphy's with him and is displayed on the creature in a limited form. He has an even more limited number of spell that he can cast and many spells he is now unable to cast or finds the spell too difficult to cast. I have done what I can to do what I think is balancing. what do you have to say?