| DominusMegadeus |
I'm gonna cut right to the point here, and then explain my case. I want to make a full BAB class with Wildshape at 1st level.
My argument for this being okay:
Druids are not exactly balanced, but we're accepting the fact that they exist in the game and people play them without serious issues, yes? They have 3/4ths BAB, Wild Shape, an animal companion and 9 levels of spellcasting. I'm willing to give up:
9th Level Spellcasting and a Full Progression Animal Companion
For:
Full BAB and at will Wild Shape at some point before 20.
That 'at will', I know it sounds scary. Wildshape isn't just a stat boost or a pounce generator. It has the utility of swim speeds, flight, burrowing, earthglide, size changing, stealth mods, the list goes on. I figure that's probably not okay all day at 1st level. Even more so if it means people can dip one level and cause the same problems with another class. Any ideas on a level it would be balanced at? What sort of progression would be good if he's getting it 3 levels before Druids?
The basic idea is a martial class that is obviously magical (turning into giraffes and s*$@) and versatile (see my wildshape utility list) without actually casting any spells. No access to scrolls or wands or such, but still able to solve generally magical problems most of the day, and all day eventually.
Saves and HD are on the table, but I expect this to be a frontliner, so there is a bare minimum required. d8? d10? Reflex and Fort sounds fine.
Skills, I'm willing to concede to even the lowest point. If I have to put up with 2 + int, I will, but I think 4 + Int is justified for all non-caster classes.
Is the idea balanced? If not, why not? How do we balance it? Thanks for your help in advance.
| Cyrad RPG Superstar Season 9 Top 16 |
The class really shouldn't get it before level 4 since beast shape I is a 3rd level spell. That being said, they could receive other kinds of shapeshifting abilities and class features early on, even if it's something as simple as natural attacks.
Shapeshifting is such a broad subject. There's plenty more to it than just turning into animals.
| My Self |
This would be an entirely unfair trade.
You'd be giving up one of the best class features in the game for slightly better and more use of an admittedly good secondary class feature. That said, if you're willing to nerf yourself that hard, your character will be balanced after the trade.
I'd personally build off of a Bloodrager chassis instead of the Druid chassis, then replace the bloodline abilities with Wild Shape and have it not tied to rage.
Karui Kage
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Yeah, as a GM, I'd be 100% fine with this... because it's a supremely BAD trade-off. Spells, Animal Companion, and Wild Shape are the 3 best features of the Druid. Trading off the first two for unlimited use of the last... big self-nerf. Especially when you get so many wild shape uses by 20th level as it is. Even with full BAB.
Marc Radle
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Have you looked at the Skin-Changer class in the New Paths Compendium from Kobold Press?
It's pretty much exactly what you are describing!
Here's a bit more info (now that I'm not posting from my phone :)
Skin-Changer class in the New Paths Compendium
A few snippets from various reviews:
"... the Skin Changer is ... the best spell-less shape shifter you can play."
"... very evocative in its versatile options - the variant class remains one of the more iconic ones I've seen and makes for a great addition - once again - fine work indeed!"
"The Skin-changer .... great idea: Beorn from the Hobbit is not well represented in fantasy games, and this does the trick."
| thejeff |
This is what I threw together as a first pass at a martial shapeshifter a awhile back. Based on Ranger not Druid.
Wild Shape (Su)
At 1st level, a wild shaper can turn himself into any small or Medium animal and back again a number of times per day equal to his level as the Druid Wild Shape ability.
At 3th level a wild shaper can Wild Shape to take additional forms as a Druid of 6th level.
At 6th level a wild shaper can Wild Shape to take additional forms as a Druid of 8th level.
At 9th level a wild shaper can Wild Shape to take additional forms as a Druid of 10th level.
At 12th level a wild shaper can Wild Shape to take additional forms as a Druid of 12th level.
These abilities replace the martial weapon, medium armor and shield proficiencies and the Hunter's Bond and Spells class features.
Combat Style Feat (Ex)
At 2nd level, a shapeshifter Ranger must choose the natural weapon combat style.
It doesn't quite match the normal archetype format in terms of trading abilities out, but I doubt it's overpowered, at least at higher levels.
In fact, I'd like to add more forms, especially at higher level, but there really isn't a template in PF for such abilities. Form of the Dragon, I guess.
I gave it more uses of the ability because I really don't want him to have to only pick one combat form for the day even at low levels.
I haven't playtested this, so I've got no idea how it will work out. My suspicion is that it'll be weak in combat, at least at low levels, but will have good flexibility and utility. Flight at level 1 is pretty sweet, but since he won't have any casting or ranged ability while flying, not too broken.
| DHAnubis |
Yeah, as usual, when I saw this, I was either going to suggest the Skin Changer that Marc Radle mentioned, or the Sphere's of Power method. Both of have aspects that I really really enjoy in a shape shifting class. The Skin Changer is full bab, gets a pseudo wild shape at 1, normal shape at 4, and gets a lot of other bonuses throughout. The Spheres of Power Shifter (and the Alteration sphere in general) allows for more fluid and customizeable shape shifting.
| Taperat |
I made a homebrew base class that has full BAB, Wild Shape, full animal companion, and martial maneuvers (a la Tome of Battle or Path of War). It ended up not being any more or less powerful than any martial initiator class, and felt very balanced. That being said, I didn't give it 'at will' unlimited Wild Shape until level 20, as part of the capstone. After seeing it in play, I can tell you that unless your group or play style is significantly different from mine, you won't ever need to Wild Shape more than a handful of times per day. If you feel like you need more, plead for the existence of an 'Extra Wild Shape' feat. They have 'extra' feats for just about everything else, after all.
| thejeff |
I made a homebrew base class that has full BAB, Wild Shape, full animal companion, and martial maneuvers (a la Tome of Battle or Path of War). It ended up not being any more or less powerful than any martial initiator class, and felt very balanced. That being said, I didn't give it 'at will' unlimited Wild Shape until level 20, as part of the capstone. After seeing it in play, I can tell you that unless your group or play style is significantly different from mine, you won't ever need to Wild Shape more than a handful of times per day. If you feel like you need more, plead for the existence of an 'Extra Wild Shape' feat. They have 'extra' feats for just about everything else, after all.
Personally I'd like more Wild Shapes mostly for utility and so I don't feel I have to be sure to just get into a good combat form and stick with it, just in case.
Especially at low levels when I'd still want to be able to play like a shapeshifter but when I'd be most limited.
| Kobold Catgirl |
There's also the Evolver, which I've had success with. It could still use some tweaking, though.