
Sphynx |

Have a new player joining the group that wants to focus on Shifting as a Druid, and doesn't want any spells or Companions as a payoff for it. He's use to 3.5 (never played Pathfinder), and feels that Druids were "nerfed" (which I assume translates to over-balanced?).
After some discussion, I have tried to write up a fair House Rule for char-gen with him that will let him play his shapeshifter type. Can anyone help me make sure this is balanced please? Personally, I'm afraid it will seem over-"nerfed" again to him, since Druid strength really seems to be from spells and companion, neither which he will have. As a matter of fact, I don't think he'd even need Wisdom with this, which means pre-calculating the balance levels of it is near impossible for me... but maybe not for some of you?
Here's my thoughts:
Shifter Druid
Defenders of the animal kingdom, a Shifter does not endanger or allow the endangerment of his fellow beasts through his actions. Rather, he takes on the qualities of the beasts and uses these qualities to defend them and himself.
I Am My Own Companion (Su): The Shifter may, as a Simple Action, take on the 1st level Attack value of any valid Druid Companion Choice which has a 4th level Advancement option. He also gains the 1st level Special Qualities of that Animal in doing so while in that shifted form. Attacks gained this way are considered to be Natural Weapons and use the Druid Level in place of the BAB. This effect lasts until the Shifter deactivates it with a Simple Action, or falls unconscious.
At 4th level the Shifter may also take on the AC and Size quality of the Companion he is emulating, and use the 4th level upgrade version of the Companion for Size, Attacks and AC instead of the base level. AC gained in this way stacks with any AC modifiers the Shifter already has. At this level, the Shifter also gains any Speed traits of the Companion with the exception of Fly. Worn Armor may interfere with AC gained due to the shifting and growth, at the GM’s discretion.
Upon reaching 8th level, he gains the 4th level Advancement Ability Score modifiers of the Companion as well as may use any Fly speed they may have, while in his Shifted form. The Shifter may also, at this level, gain any Special Attacks the 4th level form gives,
These modifications are a result of partial shifting of form, such as a Horn to Gore, satyr type legs to run, extended canine jaw to bite, or growing wings for flight. Shifters can only emulate a single Animal Companion at a time. This replaces Nature Bond, and Spells.
Wild Shape (Su): Your Druid level is considered 2 higher for the purpose of Wild Shape, but is otherwise similar to the Druid Wild Shape power. If your game uses the Ultimate Magic book, you may replace Plant Form with Monstrous Physique at 8th level. This replaces Wild Shape.
Transmutive (Su): Shifters are masters of transforming their own bodies, and starting at 2nd level may use the Alter Self spell upon themselves at will.
Admittedly, at this point it feels like it's own Class, and maybe I should just write it up as a new class... I'm not really familiar with 3.5, so I can't reference that game. Thoughts?

chaoseffect |

In 3.5 if you used a polymorph effect (like Wildshape) you took the physical stats of the thing you transformed into... so a Druid with 7 strength could suddenly turn into a gigantic creature with 28. In Pathfinder you just get a plus to your physical stats instead of a complete replacement, so yeah, it got a deserved nerf. When he says he wants to trade spells and companion for a buff, he probably means he wants it be like it was in 3.5... that's up to you but I wouldn't.
As for your house-rule idea, it seems very weak especially for what it gives up.
How set on Druid is your player? Synthesist Summoner might be something he would like: it lets you replace your physical scores with your Eidolons and gives you access to its Evolutions.

Taku Ooka Nin |
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Druids, Cleric, and Wizards were the gods of 3.5. If you were not playing one of those then you were failing. When things came to Pathfinder what made those three classes stupidly powerful were brought down in power.
My honest advice to you is to ban all 3.5 material, and stick to pathfinder material only. No consideration needed.
Offer him this:
Recommend he play a caster druid with the Domain.
Allow him to be a Natural Born Werewolf or other lycanthrope. Werewolves are nice because wolf is a CR1, and a level 1 PC is CR1.
Now he has a fantastic wildshape, DR, spells, and is probably going to be tough. Keep in mind that he is using a +1 template, so apply that. He should be a level behind everyone else, or have 1 level in commoner with -15 point buy if you decide to use the system I use for calculating templates.

Sphynx |

Well, no worries on the 3.5, I don't have anything 3.5. I'm just looking to allow for a character he'll enjoy. :P
The problem with the Summoner is that it's still a spell-caster. He finds spells to be "too much". Too much tracking, selecting, etc... My initial reaction was to suggest Barbarian (Beast Totem, and change the 'theme' of various Rage Powers so that it looks like shapeshifting), but that didn't fly well.
I ask him how he sees his character, and he replies that if there's a clue underwater, he's the one that can get to it, if something is too heavy, he can shift his muscles to be able to lift it, if they're tied up, he's able to grow 2 additional arms to get them out, fly, burrow, swim, etc... be able to shift into an Orc an infiltrate a camp, etc...
Magical stuff, but not magic. Just shapeshifting.

chaoseffect |

Out of curiosity what level are you starting this game? If it's at a decent level maybe consider a quick and dirty fix and just give him the spell Polymorph (or Greater Polymorph depending on level) at will. That would give him the versatility he seems to be craving. With spells and companion stripped out Druid really doesn't have a lot left in the class.

Sphynx |

I start everyone at 2k XP, 2k Gold. And he gets to use his Druid Level when fighting with the Companion's Natural Weapons (multiple attacks), so he's not weak really, and without a need to take spell feats, he can do pretty decently as a fighter. Can take Ape for 3 Natural Attacks all at Druid level (As long as he doesn't go changing classes), or Wolverine also fir 3 natural attacks plus a Berserker Rage...
I don't think he'll be weak (after all, Wisdom becomes a dump stat), I just want to make sure it's all fair...

chaoseffect |

He could go monk, do a full attack and get his 2 claws and bite on top.
You can't use natural attacks with Flurry of Blows unfortunately. Closest you can get is Feral Combat Training (which only applies to one type of nat attack) which lets you use them as though they were monk weapons... which means that they just replace your unarmed strikes instead of being additional attacks in the rotation.

XMorsX |
Taku Ooka Nin wrote:He could go monk, do a full attack and get his 2 claws and bite on top.You can't use natural attacks with Flurry of Blows unfortunately. Closest you can get is Feral Combat Training (which only applies to one type of nat attack) which lets you use them as though they were monk weapons... which means that they just replace your unarmed strikes instead of being additional attacks in the rotation.
Actually you could use them, in addition to your unarmed strikes. Monk's unarmed strikes count as natural weapons for the purpose of effects that enchant or improve natural weapons. This means that you can flurry with your unarmed strike and still use your natural attacks without making them secondary. What you cannot do is flurry with your natural weapons and apply style effects on them, this is for what you need feral combat training if you are interested.

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Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

XMorsX |
PRD wrote:Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
This is important indeed and I had missed it. You can make a full-attack with unarmed strikes and follow them with your natural attacks, but you cannot make a flurry in addition to your natural attacks. This means that only archetypes that give up flurry of blows will really benefit from natural attacks, like MoMS.

XMorsX |
On topic, there is the Shapeshifter archetype available to Rangers with the natural weapon style. It is a pretty poor archetype because the Strenght bonus is enchantment, exactly what you gain with magic items and they do not stack. But is is easy enough to make them be some other kind of bonus like size bonus. It is not exactly what the player wants, but you should present it to him in case he likes it.

XMorsX |
So, the advice is to not house-brew such a Druid archetype? Is this because there's something off about the Archetype, or just a preference to use canon material?
I cannot judge so easily how balanced your home-brew is. I just though that maybe the Shapeshifter ranger is close to what your player wants.

Taku Ooka Nin |

So, the advice is to not house-brew such a Druid archetype? Is this because there's something off about the Archetype, or just a preference to use canon material?
Basically unless you make homebrew classes a lot or reverse engineer the system to find out why some things are the way they are you are probably better off not doing it.