| D_R_024 |
Alright, I could really ues some insight - as I seem to be fresh out.
First, some background:
So, my group just started a new campaign and Im considering my options.
Thus far, the starting level was 20 (game already started; so I would enter at the average of the party's current XP, lvl 23).
As opposed to making up epic-level progressions, we are instead using multi-classing at higher levels (BAB ends at Lvl 20, saves and such still use epic progression).
However, players choose 2 'base' classes and 1 PrC; with a requirement that each class is leveled singly (that is, once you take the 1st lvl of a class/PrC, you cannot multi-class until youve completed that class/PrC). As such, lvls 1-20 must be the first base class.
We're using the point buy system for abilities (62 pts I think - yes, its very high). Gold is equivalent for level (meaning Im looking at about 1.5 million GP for spending - not looking to *exploit* this in any way), so Ive got alot of options in that area.
Im focusing on a human char (was considering an Aladdin-ish char; so I can tie-in a background involving Sandstorm material later on); and the game's alignment is... well, lets just say that 'good' is the best way to go.(Quoted from game info: "LG, NG, CG - But don't be a d*ck. Be party oriented. Excuses not welcome.")
The group is currently made up of: Fighter20/Barb4, Wizard20/Swashbuckler3, Sorc20/Bard3, Rogue20/Whisperknife3, Cleric20/Fighter3...
Given the way the party is set up, melee-combatants arent *really* needed (and really would only serve as another target to draw fire away from the barb/fghter - theres no way to compare to the damage that char can put out, or the attack bonus, without encroaching into that player's "role"), ranged combat (bows n such) isnt something I really want to get into, and the rogue-ish area has been covered (all the good bits at least)....
That leaves casters and with the group already having two full-level arcane casters, I figured that having someone to cover the arcane utility spells while offering some extra divine backup would be nice - but since cleric was already taken, Ive turned towards Druid.
Before learning that it was a requirement that the levels be done singly (and 1-20 be a full class), I was planning on running a Druid6/Sorc4/Arcane Hierophant10. We have a house-rules feat that allows you to increase effective caster level for one class (including spells/day, etc) by +1; but you must be able to cast 4th lvl spells via that class, and CL cannot exceed HD. This was designed to make certain PrCs more viable to casters; but served my uses well.
Effectively, I was looking at a character that (after taking that feat 4 times - lvl 13, 15, 17 and 19) was casting as a Druid 20/Sorc 14, had the Companion Familiar of a 19th lvl druid(with a feat), wild shape of a 16th lvl druid, and the first 2 sorc bloodline powers.
Sorcerer (went with the Destined bloodline) was focused on aiding the party for the most part, with a few utility/offensive spells(focusing on spells that dont allow saves) thrown in. The druid spells were to be the character's primary 'offensive' focus; as Im currently under the impression that the changes to wild-shape have left druids at a disadvantage in that regard. I focused on high Dex/Con and Wis/Cha; figuring that Str would be something that I could compensate for with wild-shape (while minimizing loss from Dex penalties).
Now the plan above seems to have been seriously hindered - if not obliterated.
Im still considering this build - Im hoping to convince the group to let us break up post-lvl20 classes into 5-lvl blocks (essentially, at lvl 30 the char would be a Druid 20/Sorc 5(+1 effective CL from feat)/Arc. Hiero. 5 - casting as Druid25/Sorc11, with wild-shape/comp. familiar of lvl 25 Druid as well as other druid powers); but I have little hope of pulling that off, and have doubts that it would be really viable even then.
Starting, Id be a Druid20/Sorc 4.... Assuming what Ive mentioned so far, is this likely to be worth it in the long run; or should I just figure out another concept?
Whats 'the word' on Druids in PF? Ive seen alot of back and forth regarding how much they were effected by the changes to wild shape (note: I agree it needed a fix *badly*; but I think a nerf of the given level was too much), and am not sure what to think.
The bonuses from wild-shape are Enhancement, but do those include the changes in size stat-changes? Or do said changes (for changing sizes) count as un-named bonuses?
Even if I dont go with Arc Hiero; what would be a good mix for Druid/Sorc?
I was looking at Ashworm Dragoon (from Sandstorm); but it seems like it just wouldnt be all that useful at really high levels (ashworm mount at level 20? pretty cool... lvl 40? yeah, not so much).
*sigh*
Im just kinda at a loss at the moment - any input to offer on the matter? My foresight isnt the best, so it helps to have someone/folks to bounce things off of - especially that arent harsh when it comes to things they dont like (as some of my group mates can be - thus far, my mentioning to the primary-DM 'Have you looked at wild shape in PF at all?' essentially got me a 'No, and I have no intentions of doing so. Get over it.'{<- cleaning up the language used *alot*).
Any/all responses appreciated.
| KaeYoss |
The changes to polymorph (and, by extension, wildshape) went too far. Sure, it was powerful before, but since you don't get size bonuses to ability scores (it's all enhancement, which won't stack with spells like bull's strength and items like belts of strength), the cleric is now the class with the best "wildshape" like ability (righteous might inexplicably still grants you size bonuses).
The best solution is to introduce size bonuses into the equation, but I'm not quite sure how. Should they be in addition to what polymorph spells do, or should the existing bonuses be split.
I had the idea of changing the way those spells work: you don't get to change to a specific size and gain enhancement bonuses. No, you get to change your size by a number of steps (beast shape I: one step down and so on), with each step giving you size bonuses (maybe a flat +2 str per category, or you could have a table) and then you might get enhancement bonuses on top of that.)
So the size bonuses depend on your actual size change (which does depend on what spell you use, but you can still use beast shape XXVII to turn into a small animal), while the enhancement bonuses depends on the spell (even if you use beast shape MCM to just turn into a critter one step above you, you'll still get better enhancement bonuses than the guy who uses best shape III to turn into a critter two steps above)
| D_R_024 |
From original post:
..." thus far, my mentioning to the primary-DM 'Have you looked at wild shape in PF at all?' essentially got me a 'No, and I have no intentions of doing so. Get over it.' "...
Not that I dont appreciate the information provided(another viewpoint is always valueable :D); but I can/could figure much of that out myself - wild shape, for as much emphasis as the druid class puts on it, *needs* a fix in my eyes to really be competitive (by which I mean 'still having something to offer the group that one of the other characters dosnt - or at least being the best in the group at offering what that char does). Personally, I think a change to allowing the bonuses for changing size (which are unnamed bonuses, I believe) would at least make WS reasonable again - without making it ridiculously overpowered... Unfortunately, I dont think Ill be able to convince my DMs of this.
My personal problem here is abit more complex - I dont see any chance of getting my DM(s) in this group to consider altering wild shape (and infact, they have already told me that A. they hate druids, B. they dont care if they got over-nerfed and C. they have no intentions of even considering a change); so I thought perhaps I could find out if taking Druid(and ignoring the weakness of WS) would be reasonable at this level/with this group {which, btw, Im thus far thinking that it is not} - and perhaps have something to show my DM in order to aid my 'arguement' (as my personal understanding of 'balance' is somewhat limited).
As of the moment, taking a full 20 levels of Druid seems like a waste - your cleric is better at healing/offense, arcanists outdo you in terms of magical offense, and (in groups that have such a char) hard-core melee will always ALWAYS out do you with almost no trouble.
Playing Druid seems like driving a Corvette in a world of Lambos/McClarens: yeah, your car is nice and all - its faster/nicer/prettier/etc than a Hyundai(commoner) - but it pales in comparison to every other quality car on the road.
Im trying to be group oriented in making use of the Druid, so I guess my real question is - is there ANYTHING of value in the druid when compared to, say, the Cleric?
It really seems like I could just switch to Cleric (saying 'screw you' to the cleric already in our group - which I dont want to do), being more useful/powerful right from the get-go... Am I wrong here? Is there something about Wild Shape *as it is described in the book* that makes it really WORTH 20 levels of advancement?
(as of the moment, the answer Im taking from what Ive read on these boards is 'No.')
| DM_Blake |
No matter how much you like druids, it sounds like utter suicide to play a druid in this campaign.
Your DM, in your own words, hates druids. Further, he seems inflexible in his willingness to do nothing to make them playable.
So, essentially, you would be playing an under-powered (IMO broken) class with a big bullseye on your chest saying "Hey, DM, you hate me - I bet you can't find a monster capable of eating me!"
And, just from your brief comments, my best guess is you're playing with the kind of DM who would rise to that challenge.
I may be wrong.
But sounds like suicide.
| Xaaon of Korvosa |
| Majuba |
Just to clarify, when in "Beast Shape" do you gain the base AC of the creature and then add the bonuses granted via the appropriate Beast Shape spell? and do you gain the base attacks also?
No, you only gain the bonuses from the spell. It's quite limited. Read in the Magic chapter about polymorph spells, under Transmutation.
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I personally think Druids get enough toys to play with, without Wild Shape, to be quite effective. You've already said that trying to outmatch the Fighter for melee is pointless - so why consider your wild shaping anything more than utility?
You do lose quite a bit with no access to the epic wildshape feats, or epic spellcasting feats (I'm presuming here - if you do have those, you've a lot of options). You also do have Shapechange remember.
You can certainly go the summoner route, with augment summoning and all.
Take Spell Focus and Greater Spell Focus (Evocation) and pick up a greater rod of metamagic maximize and go to town with firestorms. Change your spells up often to keep your DM guessing. Pearls of power are also your friend (pray for a wide variety of spells, and keep using them). Use the Domain option instead of Animal Companion.
As for what next class to take? Without Heirophant I can't really think of much that combines well - your fellows are in about the same boat anyhow. How about Assassin? (wait, Good only, right). Perhaps Duelist (claws are light piercing/slashing weapons right?)
If you're wanting to fill a support niche, don't worry about needing to dominate any aspect too much.
| D_R_024 |
Having read the wild shape entry abit more carefully, it dosnt seem to make much sense - do you actually change size when you become, say, a chipmunk; or do you just take on the properties of that creature?
I mean, theres a BIG difference between changing appearance and changing form; especially in a game like this.
For some comparison, I thought I would take a look at Enlarge/Reduce Person...
"...This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1),and a –1 penalty on attack rolls and AC due to its increased size....
....The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size...."
So, essentially, a change in size DOES result in a (size) bonus/penalty- theres no two ways about it. Although, they appear to have changed heavily from 3.5(which I had guessed they did, given the CMB bonuses)
...
Old Size_____New Size_____Str Dex Con_____Natural Armor_____AC/Attack
Fine _____Diminutive _____Same -2 Same_____ Same _____-4
Dim _____Tiny _____+2 -2 Same _____Same _____-2
Tiny _____Small _____+4 -2 Same _____Same _____-1
Small _____Medium _____+4 -2 +2 _____Same _____-1
Medium _____Large _____+8 -2 +4 _____+2 _____-1
Large _____Huge _____+8 -2 +4 _____+3 _____-1
Looking at the beast shape spells...
"...When you cast this spell, you can assume the form of any Small or Medium creature of the animal type...
Small animal: If the form you take is that of a Small animal, you gain a +2 enhancement 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 enhancement bonus to your Strength and a +2 natural armor bonus..."
...Uh huh... Ok, I now notice - these spells merely say you 'take the form' of something. And given there dont appear to be stats for the size change computed into the spells descriptor... Does that mean that when a gnome druid takes the form of an elephant he simply becomes a 3' tall elephant?
So while your abilities won’t exactly match those of the form you take, you will look like the creature and be able to do a number of the things the creature can do. Give these spells a try and let us know what you think.
... I think something is off here. It sounds like Druid has effectively gone from 'Warrior that changes into animals' to 'Warrior who turns into hybridized animal-creature'... The furries are gonna love it.
Im thinking that size bonuses MUST be an un-mentioned aspect of these spells; otherwise there isnt ACTUALLY a size change - when an ogre becomes a chipmunk, he becomes an 8' tall chipmunk; when a gnome becomes an elephant, you can still rest your feet on his head- and something about that just dosnt add up.For my purposes, Im likely going to try to push for the UA Druidic Avenger variant (no wildshape or armor prof; gain Wis to AC, fast movement, and a few ranger abilities). Combined with Sorc, he should be a very useful de/buffer and generalist; with a very nice armor class (considering taking a 3-part feat set; which finalizes with a feat that lets you add Cha modifier to AC - which would give me at least +10 Cha, +12 Wis and +9 Dex to armor class). Given the hate for Druid shown by my DM so far, Im assuming Arc. Hiero.'s ability to increase effective level for animal companion would be null (having already reached lvl 20, which i think they would say is where it maxes - plus not having the benefits of a familiar's abilities; since sorc dosnt have one) and likely wont have access to wild shape; so Ive turned my attention elsewhere.
Any thoughts on Mystic Theurge? It looks to have gotten a slight improvement, and being a lvl 30 Druid/Sorc sounds pretty nice - granted, I wont see that until level 50 (if at all ;-;).
But it really irks me that wild-shape isnt really viable anymore. Dont get me wrong - it was way out of whack before.
I personally think Druids get enough toys to play with, without Wild Shape, to be quite effective. You've already said that trying to outmatch the Fighter for melee is pointless - so why consider your wild shaping anything more than utility?
Yeah, druid has alot of nice aspects - but having a druid with wild shape and not making use of it (be it to turn into a rhino and charge/hummingbird and rain death from above) is similar to a Sorc ignoring their bloodline features, or a Barbarian ignoring rage - their 'defining' class ability is wild shape, and if wild shape sucks that will undoubtedly have effects.
If the size modifiers are meant to be an unmentioned aspect of the power, then I would say that makes it more than viable again - but if wild shape grants only (and exactly) what the beast shape spell defines, then... well, as I said - PF, I think somethings off.
| DM_Blake |
a lot of stuff about changing size via wildshape
If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, combat maneuver bonus, and Stealth skill modifiers. You ability scores are not modified by this change unless noted by the spell.
So no stat bonuses, but the other size mods apply.
For example:
let's take a lvl 6 human druid (Str, Dex and Con all 14) with a roughly average 46 hp (8+(40/2)+12+6)(First level+(Max HP for next 5 lvls/2)+Con+Preferred Class Bonus) taking the same shape.
First we take the ability score bonuses from the spell of +4 Str and -2 Dex. Then we DON'T factor in the ability score bonuses from going up to a Large creature from Medium of +8 Str, +4 Con, -2 Dex. This brings the human druid up to a meagre 18 Str and 14 Con, while dropping Dex to 12. He also loses -2 from his attack modifier (which offsets the +2 he gains for his bonus STR) and takes -2 to his AC for size and -1 to his AC for reduced DEX, but gains +4 AC from the spell, so gains a whole +1 AC (but he cannot wear armor, unless he has magical armor that works in wildshape forms). His CMB goes up by 2, and his Stealth skill drops by 2.
Net effect (assuming he was wearing simple leather armor):
He gains +2 CMB, and +2 damage
He loses -1 AC, -1 REF save, -1 Initiative, -2 Stealth
He breaks even on HP, Fort Save, etc.
So, basically, he's a weak fighter (druid with poor melee stats - 14 isn't poor, but it's poor for a fighter) in a foam rubber bear suit. His AC sucks (12 + his reduced DEX modifier). His HP are that of a druid, his attacks are weak (Druid BAB and no enhancement for the Wildshape), his damage is mediocre (bear damage with weak druid STR and a minor benefit from the Wildshape). He is slower and easier to kill with fireballs (etc.) and less sneaky.
And this is a core, defining class feature of the druid.
Wildshape used to be overpowered, but now it's a joke.
Here's a post of mine in the druid playtest forum (now closed).
| D_R_024 |
Indeed, Im pretty sure I saw that post (and its what made me really consider saying something about the wild shape issue).
It seems like either someone really dosnt like Druids in the PF camp, they (or we) dont appreciate how much that class has suffered or... well, I just dont know.
Having the Enlarge/Reduce spells as they are, right alongside other spells that dont offer the benefits of the size de/increase, just dosnt make a whole lot of sense to me...
| Daniel Moyer |
So no stat bonuses, but the other size mods apply.
And this is a core, defining class feature of the druid.
Wildshape used to be overpowered, but now it's a joke.
Here's a post of mine in the druid playtest forum (now closed).
I agree, having enjoyed concept shapshifter Druids in the past of all variants. My thoughts are that, if you can’t use Spells or Equipment to Enhance your Wildshape due to “Enhancement Bonus” conflicts, you should at least get the SIZE bonus added in or vice-versa. Equipment aside, some of the Druid's coolest spells are the Enhancement spells...Bull's, Bear's, Cat's... and the current situation just makes them useless to the WildShaper.
The only way I could see justifying the current Wildshape rules would be to see that all the animals in the Monster Manual be reduced in stats accordingly,particularly STR & DEX. So turning into an animal during mating season wouldn't lead to a potentially embarrassing Druid rape scene. As most of the LARGE animals readily whoop a strong Half-Orc Druid's STR by 8-10 points... HELLO CMB GRAPPLE SURPRISE ROUND!
My DM and I were discussing it and came to the conclusion that we probably would just rather see the WildShape become a "tree choice" within the Druid class, like Ranger has Bow vs. Two-Weapon. The Druid would then have 3 choices being WildShaper, Animal Companion or Pure Caster(aka Elementalist). Not to mention add a ton of flavor to the Druid like Bloodlines have done for Sorcerers.
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DM_Blake... As for the previously now closed post, I wouldn't have chosen an Elephant with BeastShape III, but instead a Tiger for the "Charge -> Pounce & Rake". (Rake opens with BSIII.) I would probably use something like an Elephant for its Trample on smaller high-quantity minions. But I that's probably just personal preference since the Fighter would still likely wreck you in under 5 rounds anyway, you'd just have a slightly better damage output.
Purple Dragon Knight
|
If I would play a druid I would take a half-orc for the added STR and WIS, and take a light or heavy horse animal companion, take the whole Mounted Combat feat tree, and fully min/max the fact that when I activate wild shape, I'm just getting uglier and no longer changing into a tiger, which won't affect my horseriding skill in the slightest!
:P
| DM_Blake |
So far the only thing our group did to help rescue the tragic druid class is make their level 1 decision not a decision any more. Our druids get a companion and 1 cleric domain.
That gives them an at-will laser beam like all the other pure casters get, so they don't have to resort to firing sling bullets or at-will daze spells in combat.
The extra power will be really noticeable at low levels, but by level 5 or so, the beauty of at-will laser beams will fade into a weak attack that doesn't accomplish much.
By then, our druid will be experimenting with wildshape, and getting practically no combat benefit from it, so I will be helping her to find tactical uses for it, like becoming a hummingbird and floating 30' over a battlefield zotting enemies with her laser beam.
I'm sure she will at least have fun with wildshape, playing around with it, even if it has become worthless as a combat tactic in its own right.
I am guessing that by the time she's reaching double-digits in level, we're going to really feel like we're dragging along a sorry NPC expert rather than a real class.
Oh well, we haven't gotten that far yet, so it remains to be seen.
I agree with what has already been said on this thread, that getting the full spread of size modifiers would go a long way to restoring druids as a worthy adventuring class without overpowering them.
Snorter
|
- thus far, my mentioning to the primary-DM 'Have you looked at wild shape in PF at all?' essentially got me a 'No, and I have no intentions of doing so. Get over it.'{<- cleaning up the language used *alot*).
Have they explained what their objection is?
IE: is it based on a previous campaign being derailed by D&D3.5 style wild-shaping?
Or is it that they dislike the concept of wild-shaping at all? (eg; 'Druids don't fit my idea of fantasy')
While I can't say I've sat down to do a detailed comparison between old and new rules, if a player was really interested in playing a certain class, I'd make the effort to check out the main differences of its iconic ability.
| Majuba |
No stat bonuses, but the other size mods apply.
For example:
let's take a lvl 6 human druid (Str, Dex and Con all 14) ...
First we take the ability score bonuses from the spell of +4 Str and -2 Dex. This brings the human druid up to 18 Str, while dropping Dex to 12. He also loses -1 from his attack modifier and takes -1 to his AC for size and -1 to his AC for reduced DEX, but gains +4 natural armor from the spell (note, this is not an enhancement bonus to natural armor, so it stacks with Barkskin), so gains +2 AC (but he cannot wear armor, unless he has magical armor that works in wildshape forms). His CMB goes up by 1, and his Stealth skill drops by 4.
Net effect (assuming he was wearing leather armor):
He gains +3 CMB, and +2 damage
He loses 0 AC, -1 REF save, -1 Initiative, -4 Stealth
Fixed/added the items in bold. Size modifier change from Medium to Large is 1 (+1 CMB, -1 AC), -4 for Stealth.
Also note, permanent items such as Rings of Protection, Amulets, belts, headbands, etc., all continue to work in wild shape form. Armor and Shield (and weapons and charged items) are about all that doesn't.
For the record D_R_024, I was not agreeing that Wild Shape is useless. I really don't know. I was merely saying if you found it useless for you, plenty else to enjoy - so I think you should stick to you guns and play it.