| Post/Author/DateTime | Post |
|---|---|
| HalfMunchkin03-20-06, 11:14 PM | What would be a good exchange for a druids spellcasting? I want a Druid whos main magical ability is Wildshape. Any ideas? |
| Kurama Youko03-21-06, 12:06 AM | give them the all the wildshape related feats from the various sources books as bonus feats every other level, bump up wildshape from 5th lv to 1st lv. (Not that there will be much to turn into.) Think about working in the benefits of The Master of Many Forms as well. Yeah that seems about fair, bonus wildshape feats to compensate for lvs 1-10 spellcasting, and all the benefits of master of many forms to compensate for lvs 11-20 spellcasting. |
| Lina_Inverse03-21-06, 12:32 AM | For the value of spellcasting? Nothing, nothing is worth full spellcasting. For my sanity. WHAT THE HECKS THE POINT>_< WHATS NEXT MAGICLESS WIZARDS >_> |
| Kari03-22-06, 02:49 AM | How 'bout for those of us doing away with normal D&D spellcasting, hmm? I'm doing the exact same thing as HalfMunchkin, although I'm using the Aspect of Nature variant instead of standard Wildshape. |
| Seldriss03-22-06, 09:53 AM | As an alternative, you might also reconsider dropping your spells, and play a shifter druid. And here you go : shifting, wildshape and spells. |
| Ravenwillow03-22-06, 11:00 AM | For the value of spellcasting? Nothing, nothing is worth full spellcasting. For my sanity. WHAT THE HECKS THE POINT>_< WHATS NEXT MAGICLESS WIZARDS >_> Two angles - 1. Magicless campaign with 'fantastical abilities'. 2. Play a ranger? (sans spells) |
| Lina_Inverse03-22-06, 04:14 PM | Two angles - 1. Magicless campaign with 'fantastical abilities'. 2. Play a ranger? (sans spells) 1.Which would not be D&D considering the extensive overworking the system needs to remove magic item dependancy from it. |
| LCD2YOU03-22-06, 06:49 PM | A druid without spell casting is a beautiful thing. |
| Verelor03-22-06, 08:03 PM | A druid without spell casting is a beautiful thing. A druid without spellcasting is hardly a druid at all. Dungeons & Dragons low-power and low-magic (or non-magic) is comparable to Star Wars, except the Force doesn't exist and all the jedi have been replaced with clowns. May you all prosper. :angel: |
| HalfMunchkin03-25-06, 01:53 AM | Here is what I am thinking of replacing the spellcasting with: -Favored Terrain (variant favored Enemy) as Ranger -Wildshape extra number of times per day equal to Wis modifier(minimum +1) -Fast Movement as Barbarian -Drift as Geomancer starting at 2nd level and every two levels until 20th level -Bonus feats (not sure how many) -Allowing Aspect of Nature in addition to regular Wildshape (counts as Wildshape for number of times used each day) Too much? |
| Zack221603-27-06, 03:04 AM | Well, lets think of all the things that druids have through spellcasting. They are secondary healers, they are summoners, they have minor buffs, aswell as nature related crowd control. At later levels they can blast mobs, resurrect (albeit limited), and Shapechange (a very potent spell, it outshines wildshape in every way excluding duration). But then, you also have to consider that without a feat, your spellcasting and your wildshape are seperate (balancing it out a little bit). And even with the feat, you can't do both at the same time, you're either attacking, or casting a spell. I would say that wildshape needs a buff (what with the lost versitility). How many times per day you want wildshape to be used is up to you, but I image that 1/day for every odd level for your non-elemental wildshape starting at first would be good, that way he can enjoy what the class is all about from the beginning. Also, you might want to change the HD cap on your wildshape. I would say 1+ druid level +1 per 5 levels rounded down (coming out to 25 HD at level 20). He would start with a 2 hd wildshape at 1st level, which means that he will be able to turn into combat oriented forms faster (hyena till he hits 2nd, which means black bear from there). I would also give him a couple additional creature types for him to turn into at different levels, and speed up the later abilities. Vermin type at 2nd level, bring plant down to 7th or so, add magical beast at 12th, and keep elemental where it is. I like the idea of the druid improving his forms as he gets stronger, with maybe extra strength, dexterity, and con at different levels, probably each at +1 per 5 levels when the HD cap increases, giving the druid fast healing 1 or 2 in his forms (that doesn't stack with other forms of fast healing) at around 5, improved reach (5 ft.) at 8th, and improved speed at 13th (just a 10 ft. unnamed bonus that stacks with anything), and improved natural attack damage at 15 as if he was 1 size larger. Another possibility is giving the druid a list of abilities that he can choose from, similar to the natures avenger PrC in Complete Warrior, each with varying strengths and utitilities (like sharing his improved animal for buffs with his animal companion when he's transformed, stuff like that) that each have varying level requirements. This gives druids in your campaign the ability to be unique, maybe having different sects prefering specific abilities over others to identify themselves. Well, those are my ideas, hopefully they get you on the right foot. |
| MasterOfPsychic03-27-06, 07:51 AM | Or nothing... Simply nothing... That would make the druid comparable to an 'ordinary' (eg. non-CoD) class... A druid without spells could still match a fighter in combat... Seriously.. |
| HalfMunchkin03-27-06, 10:35 PM | I am trying to do a variant like in Unearthed Arcana, with as little altering to current abilities as possible. Wildshape is fine as is, I just want to replace spellcasting with equally powered abilities. |
| folxnumeroso03-28-06, 11:41 AM | I would say that wildshape needs a buff (what with the lost versitility). How many times per day you want wildshape to be used is up to you, but I image that 1/day for every odd level for your non-elemental wildshape starting at first would be good, that way he can enjoy what the class is all about from the beginning. Well, those are my ideas, hopefully they get you on the right foot. Just add magical beast. Then, at level 48... Terrask! |
| HalfMunchkin05-02-06, 04:45 AM | Druid Variant Alignment: Unchanged Hit Die: Unchanged Class Skills: Remove diplomacy and Spellcraft and add Intimidate and Bluff. Skill points at first level: Unchanged Skill points at each additional level: Unchanged BAB: Unchanged Saves: Fortitude and Reflex high, Will low Lvl__Special 1st__Drift I, Nature Sense 2nd__Wildshape (1/day), Wild Empathy 3rd__Drift I, Favored Terrain 4th__Wildshape (2/day), Track 5th__Drift II, Wild Feat 6th__Wildshape (3/day), 7th__Drift II, Endurance 8th__Wildshape (4/day),Favored Terrain 9th__Drift III, 10th__Wildshape (5/day), Wild Feat 11th__Drift III, Wildshape (Large) 12th__Wildshape (6/day), 13th__Drift IV, favored Terrain 14th__ Wildshape (7/day), Wildshape (Tiny) 15th__Drift IV, Wild Feat 16th__Wildshape (8/day), 17th__Drift V, Wildshape (Huge) 18th__Wildshape (9/day), Favored Terrain 19th__Drift V, 20th__Wildshape (1/round), Wild Feat Armor and Weapons Proficiency: Unchanged Too much, not enough? |
| Arem_K05-02-06, 09:24 AM | I don't know, I think a regular spell casting druid is actually better at wildshaping than that. Your model gets free wild feats and more uses, but a regular druid will be able to wildshape to large froms at level 8 and huge forms at 15. They also get plant and elemental forms. |
| JulesCARV05-02-06, 09:37 AM | Hmm... I was thinking that one approach would be to combine the UA Wildshape Ranger for the CWar Non-Spellcasting ranger -- but they both get a +10 bonus to speed as one of their class features. So... a super-fast wildshaping non-spellcasting ranger? +10 bonus to speed at first level and +20 bonus at 6th? Eh, I dunno. |
| Kurama Youko05-03-06, 11:34 AM | and why did you take away some of the non spellcasting related abilities. you wanted a non spellcasting druid so why take away some of its other extraordinary/supernatural non spellcasting related abilities. add back all the non spellcasting related abilities like, timeless body, and thousand faces, and the thing that makes them immune to all natural poisons. then add your new ideas, keep elemental and plant wild shape as well. It looks like your Druid is becoming more animalistic, .... maybe make it become more magicial beast would be better basically, add DR 10/magic and cold iron at like 20th lv |
| Fuzzy_Logic05-03-06, 12:02 PM | How about this: Take ranger, remove his spellcasting abilities, and add wildshape as a druid of his level. it sounds overpowered, I know, since ranger spellcasting is relatively minor. but, remember that wildshape doesn't benefit the ranger as mucha s the druid. he'll want good physical stats anyway, so that reduces the stat override problem. niether of the ranger's combat styles work with wildshape, emaning he gives up several feats as well to be in wildshape. and, with supplements, the ranger's spells actually did make him a much mroe effective combatant. on the whole, i think it shoiuld be reasonably balanced. |