Expanding the druid


Rules Questions


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Hi Folks,

i thought about playing a druid in Pathfinder, but i was a little shocked to see this class so nerfed. He's only a pale shadow of his former self, especially in regard of his wild shape abilities.

Wait, before you jump on me and tear me a new one, let me finish ;)

I realize hat the druid was always a very powerful class. Combined with the Master of many Forms, every fighter would have paled in comparison.
So in essence i agree that the class needed some serious work.
BUT, i think the gutting down of abilities was a tad overdone.

So i would like my DM to consider a few extra options, and would really like your opinion about them.

First of all, the absence of the "Extra Wild Shape" feat really hurts. I would like to ask the DM for a reinsertion of this feat, because i see no serious harm done by increasing the number of uses. Its mostly a utility option now.

Furthermore, i would like him to consider the integration of 2 new feats.

1. Beast Shape IV.

I know, i know, magical beast are not animals. But i read some of the common arguments against it, and i really can't see the problem. Most people say: "The druid can't! Magical beasts are not animals!". While this is technically correct, someone has to ask: If the druid has no business meddling with magical beasts, why is it possible to summon them via Summon Nature's Ally? Why would a Druid summon beasts he wants nothing to do with? The druid can't shift into an abberation, thats understandable. They are mostly unnatural things, born out of twisted experiments and so on. But magical beasts. They are mostly..animals with magical abilities or some magical background. Why is magical suddenly unnatural? Sorry, i don't see the greater logic here.

2. Vermin

I think there are some interesting vermin forms, which could be very useful. Vermin are animals. I think there is no denying that. Its just a "misunderstood" subgroup of animals ;)
So i would like him to consider a feat that opens this door.
To be honest, i haven't looked through all of the vermin forms, so if there are forms which are potential balance-breakers, please tell me.

I would really welcome your opinions, insights and bashings ;)

kind regards

Brakiri

PS: Please take into account, that i don't want anything for free. All 3 options would cost a feat.

Dark Archive

I'd be careful allowing Extra Wild Shape, but other than that, I don't see any problems in allowing (some) magical beast forms and vermin.


Hi Bruno,

thank you for your opinion.

Would you care to elaborate, why you think Extra Wild Shape would be problematic?

Thanks!

Bruno Kristensen wrote:
I'd be careful allowing Extra Wild Shape, but other than that, I don't see any problems in allowing (some) magical beast forms and vermin.

Dark Archive

Well, perhaps I'm biased due to a "bad" experience with a druid recently (in-game, nothing serious ;)), but one of the things that prevents a druid optimized for wild shaping (e.g. with good physical stats) is that he can only do it so many times in a day).

An alternate to allowing Extra Wildshape could be to put the Beast Shape spells on the Druid spell list, so he can use spells to take more forms, if he needs to. Perhaps even give a feat that allows him to convert other spells to these...


Thats a very interesting idea. By adding the spell to the druids spell list, he can change more often, but with a lower duration.

Nice! :)

As for your bad experience. As i understand, it's really hard to build a shifter-druid primarily for combat nowadays. The low stats are a serious counterweight.

In my experience, there are very few sessions with more encounters than wild shape uses. So i'm not sure, that more shaping would be a serious influence towards combat performance.

Lets say, you save 2 uses for combat a day, then you lack the ability to use your talents for utility purposes. And to be honest: I think that utility options are the thing that really makes the wild shape interesting now.

Was that the only time you had some bad experiences with a druids wild shape ability?

Dark Archive

Brakiri wrote:

Thats a very interesting idea. By adding the spell to the druids spell list, he can change more often, but with a lower duration.

Nice! :)

As for your bad experience. As i understand, it's really hard to build a shifter-druid primarily for combat nowadays. The low stats are a serious counterweight.

In my experience, there are very few sessions with more encounters than wild shape uses. So i'm not sure, that more shaping would be a serious influence towards combat performance.

Lets say, you save 2 uses for combat a day, then you lack the ability to use your talents for utility purposes. And to be honest: I think that utility options are the thing that really makes the wild shape interesting now.

Was that the only time you had some bad experiences with a druid?

First time I was a player in Pathfinder including a druid. As a game master, I've never seen any problems with the PF druid...not too powerful, but certainly not too weak either.

Must admit, I'm starting to think the player of the specific druid had misread some rules regarding wildshape, so perhaps it isn't a problem...


Hmm..thats very possible. I had to read some clarifications myself to finally get, how severly the wild shape ability has been reduced in strength.

I think it's very difficult to build a purely combat focused shifter-druid in Pathfinder. Mostly the fact that you don't get the stats of the form and the inability to shape into abberations are responsible for that.

Without any serious help in form of wild armor, and items with wilding clasps i don't see how a druid could be a serious threat to a full fledged fighter.

At least not anymore ;)

Dark Archive

You don't need Wilding Clasps for "always on" items (except armor) anymore, so that Cloak of Resistance, for instance, still works.

Well, in 3.5, you could put a 3 into Str as a Druid...at least that isn't adviceable anymore :)


Ah..you see? I misinterpreted the rules again. Damn.
I had real difficulties to find something about wild shape, let alone what happens to the magic items you have.

Do you know where i can find these passages in the rule books?
The core rulebook is no big help. I only found 2 infos, the short introduction of the ability for the druid and the Beast Shape spell description.

Nothing there said anything about the stats or what happens to your items in shaped form.

@STR

To be honest. I never thought of that. It is possible to play with a St of 7 or somethng like that, but that would mean even your garments would be a serious strain on your ability to WALK! ;)
Nah, i was never the type for uber-powergaming.

Dark Archive

Beast Shape is a Transmutation (Polymorph) spell. There's a section on Polymorph spells in the Magic chapter (not the Spells chapter)...don't have the book in front of me right now, so can't give you page ref, but you should be able to find it, or try the index :)


Ahh..found it..thanks.
The structure is different to the 3.5 books. Have to get used to it :)

One question remains however. Lets say your armor has an enchantment bonus. What about that bonus? Do you still get it in wild shape, or does it vanish together with the armor bonus?

Dark Archive

Disappears, unless it is Wild armor, or whatever it is called.


I wouldn't create a feat named Beast Shape IV.
I'd add Beast Shape IV to the spell-like wildshape abilities but not add magical animals immediately.
I'd allow the feats Vermin Shape and Magical Animal Shape for the druid.


Hi Louis,

Beast Shape IV was not meant as the name for the feat, it was just a description for what its effect should be.

So your suggestion would be, to integrate Beast Shape IV at an appropriate level as special ability of the druid but without the ability to shape into magical beasts?

In effect just improving the array of abilities a druid will be granted when shaping into another form(like rend etc.)?

Louis IX wrote:

I wouldn't create a feat named Beast Shape IV.

I'd add Beast Shape IV to the spell-like wildshape abilities but not add magical animals immediately.
I'd allow the feats Vermin Shape and Magical Animal Shape for the druid.


What happens to your extra wildshape feats when you reach 20th level and have unlimited uses per day?

There's the idea of having a spell that grants wildshape uses at limited duration... except.. isn't Pathfinder Wildshape just based off of spells now?

My suggestion would simply to allow the Beastshape spells as Druid spells (they are 3rd through 6th level spells, gained at 5th, 7th, 9th, and 11th levels, close to the same levels they gain their improvements, their natural ability being one level sooner).
I'd probably add the elemental body and plant shape spells too.

The nice thing is that this one spell list improvement kills two birds with one stone, as the spell has no limitations (so Beastshape III grants small/medium magical animals) and it would add Beastshape IV (for tiny/large magical animals).

.

One option I'd like to see come back is the "Aspect of Nature" option, allowing small changes to the body, granting claws or flight or scent abilities without changing the whole form.
This was usually balanced with limited bonuses (a single stat bonus or ability per wildshape use) and limited duration (minutes instead of hours), but it allowed keeping your normal body with regards to weapons/armor and speaking ability.


Wildshape means you get the attack forms of the critter, senses, swim, fly and a little stat boost dependent on size adopted.

If you have a STR7 Druid who shapes into a squid you have a STR9 squid (+2STR and +2Natural Armor).

You use the Druid's base stats for the critter NOT the stats in the bestiary. This has balanced the old wildshape which hasn't been nerfed but it has been made balanced and not "broken" which the old wildshape really was. You cannot wildshape to get good physical stats. Read the beast shape spell description.

To get the most out of wildshape the Druid needs to boost STR. In the game I play in the Druid is a killer. He has boosted STR over his WIS cos he uses his spells to buff so save DCs doesn't come into it. Five attacks a round doing d6+8 damage with each attack (STR+Power Attack).
An over high WIS is a trap!

A focussed Wildshaped Druid at mid levels will do more damage a round than a fighter but the power curve flattens out as everyone else "catches up". This is more down to attacks per round. Save DCs don't come into it so WIS doesn't need to be maxed out. Get enough to cast the spells and forget.

All magic items remain functional with the exception of armor (debate about shields still ongoing).


Kaisoku wrote:

What happens to your extra wildshape feats when you reach 20th level and have unlimited uses per day?

Thats a valid thought. I haven't thought about that. In effect it would completely devalue the taken feat. Maybe that's one of the reasons, Paizo abolished the feat altogether.

Quote:


There's the idea of having a spell that grants wildshape uses at limited duration... except.. isn't Pathfinder Wildshape just based off of spells now?

My suggestion would simply to allow the Beastshape spells as Druid spells (they are 3rd through 6th level spells, gained at 5th, 7th, 9th, and 11th levels, close to the same levels they gain their improvements, their natural ability being one level sooner).
I'd probably add the elemental body and plant shape spells too.

The nice thing is that this one spell list improvement kills two birds with one stone, as the spell has no limitations (so Beastshape III grants small/medium magical animals) and it would add Beastshape IV (for tiny/large magical animals).

Yeah, as suggested above that would also be a nice addition to the druids portfolio.

Quote:


One option I'd like to see come back is the "Aspect of Nature" option, allowing small changes to the body, granting claws or flight or scent abilities without changing the whole form.
This was usually balanced with limited bonuses (a single stat bonus or ability per wildshape use) and limited duration (minutes instead of hours), but it allowed keeping your normal body with regards to weapons/armor and speaking ability.

Hmm...interesting.

Why don't you think of something balanced in this regard?
I think that would also be a beneficial discussion :)


The Aspect of Nature thing was an option from Unearthed Arcana (I think, at work so I can't double check), so complete rules have already been figured out.

I'll have to go check them out and see if the balance changes much between 3.5e and Pathfinder... probably not much, although I need to compare it to the Beastshape spells now.

If I recall, +8 strength/ -4 Dex was one option, at druid level minutes per day duration. Giving up natural attacks, natural armor, etc, but you have +8 strength in your normal form... balanced?

Polymorphing has always been a tough balancing act.


Spacelard wrote:


To get the most out of wildshape the Druid needs to boost STR. In the game I play in the Druid is a killer. He has boosted STR over his WIS cos he uses his spells to buff so save DCs doesn't come into it. Five attacks a round doing d6+8 damage with each attack (STR+Power Attack).
An over high WIS is a trap!

I'm not sure about that. You also have the problem of spell access. If your Wis is below your attainable spell level, you lose alot of options and power. I think a balanced approach would be best for players, who are not interested in stealing the show combatwise.

Quote:


All magic items remain functional with the exception of armor (debate about shields still ongoing).

To be honest, i'm not sure what to discuss about the shield. A shield functions as an active blocking device. If you don't have the shield, why would it provide any AC at all? The physical object is no longer in the way of an enemies blow.

If the shield provides another permanent magical effect, i would grant this effect, but the bare shield bonus...don't see any pro-arguments here.
But that's another discussion altogether :)


A small summary of the ideas up to this point:

Add the Beast-, Elemental- and Plant Shape spells to the druids spell list.

Add the Beast Shape 4 abilities(as another Wild Shape improvement at level 10-12), but without access to magical beasts.

Feats:

Magical Beasts
Vermin

Does anybody think, that these additions would break the balance?


Brakiri wrote:
Spacelard wrote:


To get the most out of wildshape the Druid needs to boost STR. In the game I play in the Druid is a killer. He has boosted STR over his WIS cos he uses his spells to buff so save DCs doesn't come into it. Five attacks a round doing d6+8 damage with each attack (STR+Power Attack).
An over high WIS is a trap!

I'm not sure about that. You also have the problem of spell access. If your Wis is below your attainable spell level, you lose alot of options and power. I think a balanced approach would be best for players, who are not interested in stealing the show combatwise.

5th level Druid 15 point stat buy, Human.

STR 18 (+2Racial, +1 level)
CON 14
DEX 12
INT 10
WIS 16 (+2 Stat boost item)
CHA 7

Feats: Toughness, Power Attack, Natural Spell + one other.

Deinonychus form
BAB +3
STR +4
PA -2
2 Talons +5 (d8+8), Bite +5 (d6+8), 2 Claws +0 (d4+8)

No issues will spell access, keep boosting WIS with level ups and/or Stat boost items.
Most Druid spells are WILL saves and animals have poor WILL saves (as do Fighters and Rogues. Leave Clerics and Wizards to the party Wizard) so a high save DC isn't that important. Most of the time he will be self buffing anyway.
Not the Druid's fault he is out fighting the Fighter :)


Brakiri wrote:

A small summary of the ideas up to this point:

Add the Beast-, Elemental- and Plant Shape spells to the druids spell list.

Add the Beast Shape 4 abilities(as another Wild Shape improvement at level 10-12), but without access to magical beasts.

Feats:

Magical Beasts
Vermin

Does anybody think, that these additions would break the balance?

Beast Shape 4 lasting 10 hours is overpowered.

10th level Druid 15 point stat buy, Human.
STR 20 (+2Racial, +1 level)
CON 14
DEX 12
INT 10
WIS 16 (+2 Stat boost item)
CHA 7

Feats: Toughness, Power Attack, Natural Spell, Improved natural Attack + some others .
Gorgon form
BAB +7
STR +8
PA -2

Gore +13(3d8+12) Hoovesx2 +8(d8+12) plus Breath Weapon DC 13 Fort save or turn to stone.

Now I haven't done any boosting with buffs or magic items but personally having a PC being able to create a cone 60' every d4 rounds for 10 hours a day will disrupt a game.

I haven't seen if I can frighten myself with vermin but Beast Shape 4 is a big no for me as a GM.

As for adding the various Beast/Plant/Elemental Shape spells again I would say no. That's what Wildshape is for.

EDIT
Again I will mention (as you have already) that Druids deal with natural animals NOT magical animals. Adding magical animals to the list makes no sense to me fluff wise. Adding them has balance issues Beast Shape 4 gives the PC Immunity to elemental attacks (if the magic beast has them), breath weapons(gorgon, chimera, ankheg), poison (phase spider), roar(dragonne), spikes(manticore)...

Shadow Lodge

I would like to see a Swarm Wildshape myself, but I know it would have to be pretty limited in it's power.


Spacelard wrote:

Beast Shape 4 lasting 10 hours is overpowered.

Now I haven't done any boosting with buffs or magic items but personally having a PC being able to create a cone 60' every d4 rounds for 10 hours a day will disrupt a game.

I agree. That is very "effective" to put it mildly. How about integrating this ability into a feat, with the duration limitation of the spell?

This can't be overpowered, because so would be the access to this spell Wiz/sorc-wise.

Quote:


As for adding the various Beast/Plant/Elemental Shape spells again I would say no. That's what Wildshape is for.

The problem i see here is: The wizard/Sorcerer can simulate the wild shape ability of the druid, even in a stronger version, but the druid, which innate ability it is, cannot. If there is a deeper logic, please show it to me, because i can't see it.

Quote:


EDIT
Again I will mention (as you have already) that Druids deal with natural animals NOT magical animals. Adding magical animals to the list makes no sense to me fluff wise. ...

Sorry but i strongly disagree here. Why magical animals are fluff-wise nonsensical is beyond me. In FR, Mielikkis favored animal is the unicorn, which is a magical beast. If we follow your argument, it would be fluff-wise "unnatural" for druids of Mielikki to shape into a unicorn.

Sorry, this logic escapes me.
I see your balance-reasoning, but fluff-wise the druid is as near to the source of nature, nature-based magic and magical animals as anyone except pixies/dryads can get.

But thats just my humble opinion.

Shadow Lodge

Brakiri wrote:
The problem I see here is: The wizard/Sorcerer can siumlate the wild shape ability of the druid, even in a stronger version, but the druid, which innate ability it is, cannot. If there is a deeper logic, please show it to me, because i can't see it.
Quote:

"But the Wizard is supposed to be the best at everything!"[/meaningless argument]

I agree that the best class for turning into an animal is the druid.

On the other hand, Druids(sorcerers/wizards too) get shapechange on their 9th level list. This allows all of the other shape/form spells to be used.


Brakiri wrote:


1)I agree. That is very "effective" to put it mildly. How about integrating this ability into a feat, with the duration limitation of the spell?
This can't be overpowered, because so would be the access to this spell Wiz/sorc-wise.

2)The problem i see here is: The wizard/Sorcerer can simulate the wild shape ability of the druid, even in a stronger version, but the druid, which innate ability it is, cannot. If there is a deeper logic, please show it to me, because i can't see it.

3)Sorry but i strongly disagree here. Why magical animals are fluff-wise nonsensical is beyond me. In FR, Mielikkis favored animal is the unicorn, which is a magical beast. If we follow your argument, it would be fluff-wise "unnatural" for druids of Mielikki to shape into a unicorn.

Sorry, this logic escapes me.
I see your balance-reasoning, but fluff-wise the druid is as near to the source of nature, nature-based magic and magical animals as anyone except pixies/dryads can get.

But thats just my humble opinion.

1) Sure a Wizard/Sorcerer can "simulate" the ability but the spell lasts 1 minute per level not an hour. So a 10th level Druid can burn a feat to use Beast Shape 4 for 1 minute a level instead of one of his wildshapes per day? Are you the player of the Druid or GM?

2) So what if the arcane casters can simulate it. They can do it for 1 minute per level. They will never do it as well as a Druid. Let them go and do it with their STR8, poor hit points, rubbish BAB. They'll soon stop and leave it to those who do it best. The Druid. Fluff wise the best I can give is that it isn't on their spell lists because they don't need it, again that is what Wildshape is for. They don't need a spell. And see below for my take on why Druids have nothing to do with magical beasts.

3)Druids get to wildshape into Elementals, Animals and Plants all "natural" world stuff (okay not so much Elementals but thats the old four elements of the world thing going on). Beast Shape 4 gives access to Magical Animals which, by their nature, are not natural, they have (sometimes) greater intelligence and often have supernatural or extraordinary abilities. They don't have a place in the "natural ecology" and are created by magical means. Classic examples the Owlbear. Created by a "deranged wizard (gygax) a long time ago (early '70s)", Cockatrice (from a rooster egg), Griffin (lion/horse/eagle), Sphinx (god only knows how that happened there), Girallions (Stupid humans and their pacts with demons) and Chimera (Dragon/goat/lion hybrid) none of which have a place in "the natural world" from a Druids point of view. These creatures are NOT part of nature but have been created, magically. Hence Animal (Magical).

Now I understand its your game and all that but I believe that is why the Druid is limited to Elemental/Plants/Animals. I'm really just explaining my view point I'm not trying to change your mind.


Spacelard wrote:

1) Sure a Wizard/Sorcerer can "simulate" the ability but the spell lasts 1 minute per level not an hour. So a 10th level Druid can burn a feat to use Beast Shape 4 for 1 minute a level instead of one of his wildshapes per day? Are you the player of the Druid or GM?

2) So what if the arcane casters can simulate it. They can do it for 1 minute per level. They will never do it as well as a Druid. Let them go and do it with their STR8, poor hit points, rubbish BAB. They'll soon stop and leave it to those who do it best. The Druid. Fluff wise the best I can give is that it isn't on their spell lists because they don't need it, again that is what Wildshape is for. They don't need a spell. And see below for my take on why Druids have nothing to do with magical beasts.

I would be the player. But honestly your problem with the Beast Shape 4 was, that it is to powerful if you give it a duration in the hour range.

While i totally agree, i don't see why it would be a sacrifice for the druid, if he uses a WS use for BS 4 for 10 minutes. You said before a shape that can blow out breath weapons for 10 hours is killing the balance. So why should a wizard go for a melee-strong form? Or a dexterous one, if he can turn into a form with formidable EX/SU-powers like gazes, strong breath weapons and so on. I don't think BS IV was made for melee forms(also because of the size limitation "large").
As a druid with access to those forms i also wouldn't mind if the duration would be in the 10min-range. But thats just me :)

Quote:


3)Druids get to wildshape into Elementals, Animals and Plants all "natural" world stuff (okay not so much Elementals but thats the old four elements of the world thing going on). Beast Shape 4 gives access to Magical Animals which, by their nature, are not natural, they have (sometimes) greater intelligence and often have supernatural or extraordinary abilities. They don't have a place in the "natural ecology" and are created by magical means. Classic examples the Owlbear. Created by a "deranged wizard (gygax) a long time ago (early '70s)", Cockatrice (from a rooster egg), Griffin (lion/horse/eagle), Sphinx (god only knows how that happened there), Girallions (Stupid humans and their pacts with demons) and Chimera (Dragon/goat/lion hybrid) none of which have a place in "the natural world" from a Druids point of view. These creatures are NOT part of nature but have been created, magically. Hence Animal (Magical).

While i agree, that some forms like owlbears, which in my opinion would be better classified as abberations, are problematic, i think your "natural"-fundament is somewhat flawed.

In our world, you would be correct. But in Pathfinder and D&D-Games in general, magic is a part of nature. Why is a unicorn "unnatural"?
Would the druid itself not be unnatural, because he has the ability to wild shape(Su!!!)? Thats not a natural thing is it?
So how does that fit together? The druid is all about nature, but in itself is an unnatural being.

But as you said before, its ok to have a different opinion on that topic.

Nevertheless, i thank you very much for your imput :)


Brakiri wrote:


I would be the player. But honestly your problem with the Beast Shape 4 was, that it is to powerful if you give it a duration in the hour range.
While i totally agree, i don't see why it would be a sacrifice for the druid, if he uses a WS use for BS 4 for 10 minutes. You said before a shape that can blow out breath weapons for 10 hours is killing the balance. So why should a wizard go for a melee-strong form? Or a dexterous one, if he can turn into a form with formidable EX/SU-powers like gazes, strong breath weapons and so on. I don't think BS IV was made for melee forms(also because of the size limitation "large").
As a druid with access to those forms i also wouldn't mind if the duration would be in the 10min-range. But thats just me :)

Okay, apologies for spelling throughout!

1) "I don't think BS IV was made for melee forms(also because of the size limitation "large")."

This is a false assumption I'm afraid. If there was a BS5 then that would allow diminuative and Huge sizes.

BS1 Small/med animals
BS2 Tiny/large animals
BS3 Diminutive/Huge animals. Small/Medium Magical Beasts
BS4 Tiny/Large Magical Beasts

By extension BS5 (if it existed) would include Dim/Huge Magical Beasts.

2) Lets compare the Druid and Wizard if the Druid had the Feat for BS4. For ease I'll use the Gorgon example from earlier.

10th level Druid 15 point stat buy, Human.
STR 20 (+2Racial, +2 level)
CON 14
DEX 12
INT 10
WIS 16 (+2 Stat boost item)
CHA 7
HPS 77

Feats: Toughness, Power Attack, Natural Spell, Improved natural Attack + some others .
Gorgon form
BAB +7
STR +8
PA -2

Gore +13(3d8+12) Hoovesx2 +8(d8+12) plus Breath Weapon DC 13 Fort save or turn to stone.

Again we have no buffs going like Bull's Strength (+2 to hit/damage), Bear's Endurance (+40 hps and +2 to save DC for breath)

11th Wizard 15 point stat buy, human.
STR 8
CON 12
DEX 14
INT 24 (Stat item, Racial, levels)
WIS 10
CHA 10
HPS 49
Feats: Realistic...he ain't going to have physical stuff so I'll say nothing useful.
Again no buffs.
Gorgon form
BAB +5
STR +2
Gore +7(2d8+2), Hooves +2(d6+2) plus Breath Weapon DC12 Fort save.

The balance comes from:
Difference of hps by a third, Wizard can't cast spells in the form (which is a HUGE difference), DPR output for the Wizard (all hit average damage) 22hps, DPR output for the Druid (again all hit, all average) 58.5hps. Essentially thats why Wizards can Beast Shape 4 and Druids can't. And the Druid is a level behind.

For me the Feat would be a must have for any Druid PC which is the first step in the slippery slope. Look at the old Abjurant Warrior, it gave tons of goodies and asked nothing much in return. If you were a Wizard there was no reason not to take it. This Feat is in danger of becoming like that, there is no reason not to have it. It isn't such a big deal for the Wizard to have it as a spell but he wouldn't take three castings of it (which is what the Druid would have effectivly).

3)"So why should a wizard go for a melee-strong form? Or a dexterous one, if he can turn into a form with formidable EX/SU-powers like gazes, strong breath weapons and so on."
The real $64,000 question is why wouldn't a Druid? He gets to be a melee monster AND a whole bunch of Ex/Su powers AND still cast spells, sweet!

4)The Swarm idea I like but have an issue of a single being becoming multiples but thats just fluff and easy to address. And Vermin, the only possible issue there is poison. Try and abuse it with a few test builds and see what happens.

5) Beast Shape has a target of "you". I would suspect there is a darn good reason for this. Imagine a 10th level Paladin BS into a Chimera or a raging Barbarian as a Gorgon. Most of the DC saves are from Constituton and neither class is going to dump that stat. No one cares if a Wizard Beast Shapes because unless the form has any Ex/Su abilities he might as well summon an Erynies and let that do the dirty work. The spell is balanced because the normal user of the spell is weak in melee or has potentially better spells to cast. This is another reason why it could/will cause problems if a Druid could BS4 or wildshape into Magical Beasts. Its not the spell but who receives it that's the problem.

6) Yep the duration of one hour per level for a BS4 scared the cr@p out of me! I hope you understood why. As a GM and Player I'm always trying my hardest to squeeze any mechanical advantage out of the game that I can. I close loop holes and never twist interpretation to suit me but if you were a 20INT Wizard in a world where nasty painful death is just around the corner in your chosen career so would you :)

Can I ask why the urge for Magical Animals as a shape form?

The best suggestion I can give is do some builds and just see how you can unbalance it, really munchkin to death the idea with all the loop holes you can think of.

I hope I'm not coming across like an ar$e, I'm trying to answer this from a balanced perspective and not let any personal opinions get in the way. All the best...errr...beast!


Spacelard wrote:


1) "I don't think BS IV was made for melee forms(also because of the size limitation "large")."

This is a false assumption I'm afraid. If there was a BS5 then that would allow diminuative and Huge sizes.

BS1 Small/med animals
BS2 Tiny/large animals
BS3 Diminutive/Huge animals. Small/Medium Magical Beasts
BS4 Tiny/Large Magical Beasts

By extension BS5 (if it existed) would include Dim/Huge Magical Beasts.

You are right. But it doesn't exist.

So this part of the discussion is highly theoretical :)
I looked through the forms, and i can't see anything really worthwhile without colliding with my perception what would be prudent to turn into.
As i said before, i don't share your fluff-argument about magical beast in general, HOWEVER, i see there are a lot of magical beast which a druid would rather not turn into. The owlbear was a good example, the phase spider, and all the other "hybrid" creatures. So there are only 3 or 4 forms left(Great Eagle, Unicorn, Pegasus), which in my opinion makes this whole discussion rather pointless ;)

Quote:


3)"So why should a wizard go for a melee-strong form? Or a dexterous one, if he can turn into a form with formidable EX/SU-powers like gazes, strong breath weapons and so on."
The real $64,000 question is why wouldn't a Druid? He gets to be a melee monster AND a whole bunch of Ex/Su powers AND still cast spells, sweet!

Thats a good argument. Not much i can say about it. With the druids fundament for a melee-monster BS4 is better for him, as it would be for a standard wizard. But there is one fallacy in this argument. There are a lot of animals which provide a far better melee choice, than a gorgon. The gaze attack is really weak, because it has a very low DC(Most melee-enemies at this level have to roll a natural 1 to fail this save). In the level ranges we are talking about, there are tons of better melee forms than the gorgon.

Quote:


6) Yep the duration of one hour per level for a BS4 scared the cr@p out of me! I hope you understood why. As a GM and Player I'm always trying my hardest to squeeze any mechanical advantage out of the game that I can. I close loop holes and never twist interpretation to suit me but if you were a 20INT Wizard in a world where nasty painful death is just around the corner in your chosen career so would you :)

Can I ask why the urge for Magical Animals as a shape form?

To be honest, it sounded like fun and it seemed like a logical step in the druid wild shape advancement. Now that i've seen how sparsly populated the beastiary lists are in this regard, my interest in this has dropped considerably.

Please don't misunderstand. I don't ask these questions and opinions to get myself any advantages. I'm just a little bit disappointed, that the druid has lost so much of its power and versatility.
I will speak to my DM, and we will figure something out. Most of these "questions" are years of gameplay away anyway.

Quote:


The best suggestion I can give is do some builds and just see how you can unbalance it, really munchkin to death the idea with all the loop holes you can think of.

I hope I'm not coming across like an ar$e, I'm trying to answer this from a balanced perspective and not let any personal opinions get in the way. All the best...errr...beast!

Don't worry about it. If i wouldn't be interested in the opinions of other players and DMs, i wouldn't have asked. :)

So thanks again for your input. It helped quite a lot.
I think i can barter with my DM for the vermin feat and maybe a wild shape advancement allowing gargantuan animals somewhere in the level 14+-range. BS4 is off the list ;)


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Thanks for a reasoned polite discussion!

Using the logical advancement of the BS spells the only reason I can think of that Druids don't get the equivilant of BS4 is that there isn't anything smaller than Diminuative. The BS4 for animals would read "The Druid could change to Miroscopic/Gargantuan animals at 10th level as per Beast Shape spell.

So how about approaching your GM with this suggestion. 10th level Druid can Wildshape like BS4 but it allows him to adopt Swarm/Gargantuan size? The extension is logical and fits with the previous advancment of BS. It might be too much but like I said do a few builds and abuse the hell out of it and see what happens. Just a thought.


Spacelard wrote:

Using the logical advancement of the BS spells the only reason I can think of that Druids don't get the equivilant of BS4 is that there isn't anything smaller than Diminuative. The BS4 for animals would read "The Druid could change to Miroscopic/Gargantuan animals at 10th level as per Beast Shape spell.

I think the real reason you can't get "fine" form from the spells is because that would allow the caster to sit on the Paladin's head as a flea. No real chance to attack or detect, and Druids can still cast spells as flea's.

You could even hide among other fleas, like on the Ranger's dog or the Druid's own Wolf. It's basically just too exploitable.


Mirror, Mirror wrote:
Spacelard wrote:

Using the logical advancement of the BS spells the only reason I can think of that Druids don't get the equivilant of BS4 is that there isn't anything smaller than Diminuative. The BS4 for animals would read "The Druid could change to Miroscopic/Gargantuan animals at 10th level as per Beast Shape spell.

I think the real reason you can't get "fine" form from the spells is because that would allow the caster to sit on the Paladin's head as a flea. No real chance to attack or detect, and Druids can still cast spells as flea's.

You could even hide among other fleas, like on the Ranger's dog or the Druid's own Wolf. It's basically just too exploitable.

That's really good point!

What about the Swarm suggestion?


I'm not sure about this (not a designer), but I imagine the decision to not include vermin as a potential wildshape target was intentional. Same with constructs, undead, oozes, outsiders, aberrations, etc. It's very difficult to balance PCs as these particular exotic creature types, so it's much easier to limit choices to this list.

That said, I don't think it's completely ridiculous to allow monstrous scorpion forms and the like. Just be specific to what you'll allow if you do allow vermin.


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Spacelard wrote:
Mirror, Mirror wrote:

I think the real reason you can't get "fine" form from the spells is because that would allow the caster to sit on the Paladin's head as a flea. No real chance to attack or detect, and Druids can still cast spells as flea's.

You could even hide among other fleas, like on the Ranger's dog or the Druid's own Wolf. It's basically just too exploitable.

That's really good point!

What about the Swarm suggestion?

I think BS-IV should be high enough to justify a mediun swarm. You can get into places similar to a Gaseous Form, but have a variety of drawbacks. Druids can still cast, and I suppose you could hide yourself among a Summon Swarm spell, but it still is just prime for a Fireball.

Seeing as how no medium swarm is going to be effective in combat vs CL appropriate encounters, I think it's just fine. And very cool.


Mirror, Mirror wrote:
Spacelard wrote:
Mirror, Mirror wrote:

I think the real reason you can't get "fine" form from the spells is because that would allow the caster to sit on the Paladin's head as a flea. No real chance to attack or detect, and Druids can still cast spells as flea's.

You could even hide among other fleas, like on the Ranger's dog or the Druid's own Wolf. It's basically just too exploitable.

That's really good point!

What about the Swarm suggestion?

I think BS-IV should be high enough to justify a mediun swarm. You can get into places similar to a Gaseous Form, but have a variety of drawbacks. Druids can still cast, and I suppose you could hide yourself among a Summon Swarm spell, but it still is just prime for a Fireball.

Seeing as how no medium swarm is going to be effective in combat vs CL appropriate encounters, I think it's just fine. And very cool.

Yea, the OP BS4 as Wildshape which in itself is fine without Magical Animals in the mix. I pointed out various reasons why as a GM I would say no to it and I think he understands the reasons why.

He also fancied a Swarm form so I think BS4 allowing swarm/gargantuan wouldn't be too OTT. Having said that I haven't tried munchkining it to death yet so I don't really know.


I just envision the Druid becoming a Locust Swarm and directing other such swarms as retaliation against local farmers for draining the swamp where the Sacred Grove was...


Mirror, Mirror wrote:
I just envision the Druid becoming a Locust Swarm and directing other such swarms as retaliation against local farmers for draining the swamp where the Sacred Grove was...

Flavorwise I think it is great.

But I would like to see what you could do with the opposite end of the BS4 spell! How nasty would a Druid be wildshaped into a T-Rex be? Would it be OTT? If not then I can't see any reason why any GM would disallow it as a houserule.


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Hi,

to be honest: I don't see a big problem.
The gargantuan animal list is very short, and the T-Rex don't seem to be a good choice. It has only one attack, modified by the druids own strength and con, he would make a single +12 attack with 4d6+6 damage.
This is based on my character(including a potential st-bonus from a magic item or spell AND the BS4-Bonus).

The Roc is far more powerful, with 3 attacks in the 2d6+x range.
But even that doesn't strike me as overpowered, considering that the druid has to keep his own stats.

At level 12 most fighters have a higher melee, 3 attacks, and do comparable, or more damage.

In any case, if someone is concerned about fighting power, why not cancel the attack-option? Invent some reason why you can't attack in these forms. Handling is to awkward, because ist so much different from the other forms size-wise, or some other reasonable explaination.

I'm interested in the versatility, not the combat :)


Brakiri wrote:

Hi,

to be honest: I don't see a big problem.
The gargantuan animal list is very short, and the T-Rex don't seem to be a good choice. It has only one attack, modified by the druids own strength and con, he would make a single +12 attack with 4d6+6 damage.
This is based on my character(including a potential st-bonus from a magic item or spell AND the BS4-Bonus).

The Roc is far more powerful, with 3 attacks in the 2d6+x range.
But even that doesn't strike me as overpowered, considering that the druid has to keep his own stats.

At level 12 most fighters have a higher melee, 3 attacks, and do comparable, or more damage.

In any case, if someone is concerned about fighting power, why not cancel the attack-option? Invent some reason why you can't attack in these forms. Handling is to awkward, because ist so much different from the other forms size-wise, or some other reasonable explaination.

I'm interested in the versatility, not the combat :)

The Roc is a situational as is T-Rex. 10' corridor is the GMs friend!

As a GM I would have no problem with wildshape as BS4 at 10th lvl with the swarm/gargantuan options.


Spacelard wrote:


The Roc is a situational as is T-Rex. 10' corridor is the GMs friend!
As a GM I would have no problem with wildshape as BS4 at 10th lvl with the swarm/gargantuan options.

Exactly! Gargantuan creatures or even huge/large are only of any use, if you have enough space. Underground, in ruins, cities etc. this is definately not good idea ;)

Spacelard, maybe you can help me with another druid-topic.
There are very few feats for the druid available.
Are they any indications for a supplement in the near future which could include more feats for the druid?

If not, are there any good conversion rules regarding druid feats? I know its very difficult, because the wild shape ability has been changed so radically.

For help in this regard i would be grateful :)


Brakiri wrote:
Spacelard wrote:


The Roc is a situational as is T-Rex. 10' corridor is the GMs friend!
As a GM I would have no problem with wildshape as BS4 at 10th lvl with the swarm/gargantuan options.

Exactly! Gargantuan creatures or even huge/large are only of any use, if you have enough space. Underground, in ruins, cities etc. this is definately not good idea ;)

Spacelard, maybe you can help me with another druid-topic.
There are very few feats for the druid available.
Are they any indications for a supplement in the near future which could include more feats for the druid?

If not, are there any good conversion rules regarding druid feats? I know its very difficult, because the wild shape ability has been changed so radically.

For help in this regard i would be grateful :)

What style of Druid do you want to play?

Or would you just like for me to make assumptions and create a list of feats and why?


Spacelard wrote:


What style of Druid do you want to play?
Or would you just like for me to make assumptions and create a list of feats and why?

I thought about a mixture of shapeshifter and summoner. I know, if i try both, i won't be very effective at both, but thats ok.

I've taken Spell Focus (Conjuration) and Augment Summoning.
The next ones would be Thoughness and the Vermin feat we talked about. But are there any further summoning-strengthening feats, or feats like Extra Wild Shape i could use from 3.5 books, without breaking the game?

Stuff like that..:)

BUT, if you have a list of feats YOU think would be a good idea, and why, i would really like that too.


Brakiri wrote:
Spacelard wrote:


What style of Druid do you want to play?
Or would you just like for me to make assumptions and create a list of feats and why?

I thought about a mixture of shapeshifter and summoner. I know, if i try both, i won't be very effective at both, but thats ok.

I've taken Spell Focus (Conjuration) and Augment Summoning.
The next ones would be Thoughness and the Vermin feat we talked about. But are there any further summoning-strengthening feats, or feats like Extra Wild Shape i could use from 3.5 books, without breaking the game?

Stuff like that..:)

BUT, if you have a list of feats YOU think would be a good idea, and why, i would really like that too.

Feat wise I think you are going to be spot on for a Nature's Ally spammer. This is a great route to take for a Druid as you can take a wide selection of spells as you can swop out anything not used for NA.

Stats WIS>DEX>CHA>CON>INT>STR
Personally I would start with a WIS16, you won't need anything higher really as the focus won't be on save spells. Let the party Wizard worry about that. A good CHA is needed to help "push" NA summoned animals to do exactly what you want. Good DEX for a ranged weapon. Other stats can be dumped as you don't want to be in combat. Let your NA or Animal Companion do that.

Use a NET!
Accept the -4 penalty to hit from non-prof its a touch attack and can entangle (-2 for them to hit and -4 to DEX) its a ranged weapon so you DEX will help out.

Think about giving up your Animal Companion! Take Weather Domain. Have a look, seriously.

Feat wise you're spot on for that type of Druid. Anything else is gravy
Agile Maneuvers: Help with CMB if you wildshape into a critter with lots of grapple.
Animal Affinity
Improved Initiative: Always handy
Heavy Armor Prof: For when you get your ironwood/dragonhide plate with "wild" enchantment.
Natural Spell: Obviously!
Point Blank Shot Feat Tree: If you plan to use ranged weapons a lot.
Power Attack: If you want to give your Wildshapes a boost.
Toughness: Always good.

Bestiary Feats
Ask first if your GM will allow them.
Quicken SLA: 3xQuickened Wildshapes?
Improved Natural Attack
Improved Natural Armor

Skills
Knowledge Nature
Perception
Handle Animal

Magic Items:
Druid's Robes for extra wildshape.

I try and stick to PF core as 3.5 stuff can be overpowered or just don't work the same way in PF.

Search the boards for DRUID'S CODE. Its a brief write up which I gave out to the party's Druid for some background fluff.


My personal 1st level Druid would be Human
15 point buy. Racial Bonus into STR or DEX (depending on style)
STR:18 CON:12 DEX:14 INT:10 WIS:14 CHA:8
Feats: Spell Focus(Conj), Augment Summoning.
Focussed on Buffs and Summoning. Later levels can wildshape into a decent combat form (medium dino). Using a net and with a decent CMB he can entangle critters or wildshpe into a grapple form.
Downside is his animal handle skill which will be a bit gimped so "pushing" them will be harder to do something other than attack.
Pump the WIS up as the Druid goes up levels and he can by a Headband to give a boost later.
DEX Druid would focus on stealth and scoutyness in wildshape.
If playing a higher stat buy game push WIS higher or CON dependent on Toughness feat and style of play.


We are using the 20 point buy, so i had a little more freedom.

My stats are: St 14, Dex 14, Con 14, Int 12, Wis 16 Ch 8
A jack of all trades so to speak ;)

Maybe i can work an St later. Buffs and items will help later on.

Thanks again for your insights.


Brakiri wrote:

We are using the 20 point buy, so i had a little more freedom.

My stats are: St 14, Dex 14, Con 14, Int 12, Wis 16 Ch 8
A jack of all trades so to speak ;)

Maybe i can work an St later. Buffs and items will help later on.

Thanks again for your insights.

No problem.

I think you'll have a blast playing a Druid.
Personally I think the Net is a neat "weapon" as it is a touch attack. Give it a go in game and just see.


Spacelard wrote:


No problem.
I think you'll have a blast playing a Druid.
Personally I think the Net is a neat "weapon" as it is a touch attack. Give it a go in game and just see.

The net is neat, but there are a few problems. Its exotic, so i get a -4 penalty for using it. Even with the ranged touch-advantage i won't hit s~%$ the first 5 or so levels. But maybe its an option for later.

Will try it ;)


Brakiri wrote:
Spacelard wrote:


No problem.
I think you'll have a blast playing a Druid.
Personally I think the Net is a neat "weapon" as it is a touch attack. Give it a go in game and just see.

The net is neat, but there are a few problems. Its exotic, so i get a -4 penalty for using it. Even with the ranged touch-advantage i won't hit s#&@ the first 5 or so levels. But maybe its an option for later.

Will try it ;)

Touch AC is generally a lot lower than a "normal" AC. Mr Nasty Fighter with an AC24 probably has a touch AC around 11-13. That is when the net gets thrown about. Even with a -4 NWP your odds of hitting are improved.

And it will give your GM a surprise!


Spacelard wrote:


Touch AC is generally a lot lower than a "normal" AC. Mr Nasty Fighter with an AC24 probably has a touch AC around 11-13. That is when the net gets thrown about. Even with a -4 NWP your odds of hitting are improved.
And it will give your GM a surprise!

I know, but druids don't have a very good BAB progression, so the -4 penalty pushes my chances below 50% in almost every case. So i have to wait for a higher level. Even at level 5 i can barely compensate the penalty.

So as soon as i reach a melee of 5+ i can try.
And i think you are right..it will be a nice surprise. ;)

There is one alternative though...investing a feat..

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