It may not be time to discuss Druids Revision, but I'd want to share my ideas that I've tried to make myself.
I'll write down the parts of kits revisions only, I was considering revising additional spell slot bonuses from Wisdom, THAC0 progression table, etc. though. My ideas assume using the SRv4's druidic spells.
True Druid
"The Druid serves the cause of nature and neutrality, the wilderness his community, and he uses special powers to protect it and to preserve balance in the world."
Class Features:
- Rolls d8 for hit points.
- May wear all types of non-metal armor.
- May not equip shields larger than medium shields
- May only use the following weapons: scimitar, dagger, club, spear, quarterstaff, dart, sling, shortbow, longbow.
- May only become Proficient (one slot) in any weapon class.
- May only become Proficient (one slot) in any fighting style.
- May cast druidic spells.
- At 3rd level, can shapeshift into a bear or lion once every 3 levels (up to 5 times at 15th level).
- At 13th level, becomes immune to poison.
- At 15th level, gains 15% resistance to cold, fire, electricity, and acid, gains a further 5% resistance at levels 17, 19, 21, 23, 25, 27, and 29.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
SHAPESHIFT: Shapeshift into a bear or lion. Turning back into human form or shapeshifting another animal form heals small amount of HP. Shapeshifting forms grow more powerful with the Druid’s level.
Notes:
Druids now can use Bows and the shaftshifting forms are revised. The bear form is a defensive form which provides HP regen, higher HP, physical resistance, and so on. On the other hand, the lion form is a aggressive form which have higher apr, movement speed, etc. I've considered adding "physical penetration" ability to the lion form, which is the opponent of physical resistance, but I couldn't find such effect in DLTCEP so that I gave it up.
Anyway, the shapeshifting forms share the number of shapeshifting and each shapeshifting form is improved according to the level up. I'll write down the details of each shapeshifting form later.
In summary, the shapeshifting forms are the main characteristic of True Druid; the other kits can not shapeshift into any animal form. True Druid can not only cast all of druidic spells without penalties but also can shapeshift an aggressive form or a defensive form according to the situation in combat.
Totemic Druid
"This Druid closely identifies with a particular animal that he feels represents his spirit. This grants him a special connection to the animal kingdom, and he is able to call upon the spirit to aid him."
Advantages:
- May summon a special spiritual animal (spiritual panther) once per day at level 1.
Disadvantages:
- Can not cast any animal summoning spell.
- Can not shapeshift.
SUMMON SPIRITUAL ANIMAL, PANTHER: Totemic Druid may summon a powerful spiritual panther as his totem. Since Totemic Druid strongly connects with the spiritual animal he can summon only one spiritual animal to maintain the spirit link. Totemic Druid receives small amount of Hit Points as bonus hit points through sharing the spiritual power. In addition, the panther also shares the effects of beneficial druidic spells with the Totemic Druid, e.g., if Totemic Druid casts Regenerate wounds to himself, the panther is also healed. However, Totemic Druid loses the bonus Hit Points and additional Hit Points which he has as damage when the spiritual animal died. Furthermore, when the link is broken Totemic Druid stuns during 1 round.
Notes:
I remain the summoning characteristic from the Totemic Druid. Actually, I makes the druid to be more specialized about the summoning. According to the AD&D Handbook, Totemic Druid should admires only one animal. So Totemic Druid should not be able to summon the other animals I thought. The spiritual animal, panther, is likely to the lion as I mentioned in the True Druid part. The panther is strong attacker, however, can hide into shadows and perform backstabbing. The panther is a companion of Totemic Druid; It is permanently summoned unless killed in combat (similar with Familiars).
I want to make sharing beneficial druidic spells, such as Barkskin, Longstrider, Regenerate wounds, Resist energy, etc., between the panther and Totemic Druid, but I'm not sure this is doable...
Shapeshifter
"Shapeshifter masters shapechanging powers at a lower experience level than other druids. This ability takes a special gift and intense training. Shapeshifter gains a great variety of forms, transforms a portion of his body, and shapeshifts more frequently than the other druids."
Advantages:
- May shapeshift partially, inward and outward respectively, once every 2 levels (starts at 1st level with one use, up to 10 times at 19th level).
- Receives a +2 bonus to Saving Throws vs. Petrifaction/Polymorph.
At 6th, 11th, and 16th level, this bonus increases by an additional +1.
Disadvantages:
- May not wear armor heavier than hide.
- Cannot shapeshift into the other animal forms.
- Suffers a 1 point penalty to spell casting speed.
- May not equip any shield.
INNER SHAPESHIFT: Shapeshifter can reflect an animal's natural powers into his/her body. Shapeshifter receives additional bonuses according to the shapeshifting form; BULL'S STRENGTH, BEAR'S ENDURANCE, and CHEETAH’S QUICKNESS. During the shapeshifting, the Shapeshifter suffers 2 points penalties to spell casting speed. The penalties will be mitigated by level up.
OUTER SHAPESHIFT: Shapeshifter can transform his/her hands into a specific animal's part. The Shapeshifter can attack an opponents with special abilities according to the shapeshifting form; TIGER’S CLAW, SNAKE'S FANG, and ELECTRIC EEL’S TAIL. During the shapeshifting, the Shapeshifter suffers 2 points penalties to spell casting speed. The penalties will be mitigated by level up.
Notes:
Comparing to Shapeshift forms of True Druids, the partial shapeshiftings have merits like these: can cast druidic spells while receiving penalties to spell casting speed, can shapeshift more flexibly according to the situation, and can shapeshift much more time with diversity. The disadvantage is that turning back into human form or shapeshifting another animal form can not heal small amount of HP anymore. The rough characteristics of each form are as follows. You can combine an Inner Shapeshift with an Outer Shapeshift.
BEAR'S ENDURANCE: more CON, more HP, more physical resistance, HP regen, more bonuses to saving throws, and so on.
BULL'S STRENGTH: more damage/THAC0, more STR, physical penetration (if it can be implemented), and so on.
CHEETAH'S QUICKNESS: more APR, more movement speed, and so on.
TIGER'S CLAW: more APR, higher damage/THAC0, bleeding effect or stunning effect, and so on.
SNAKE'S FANG: more APR, poison effect, acid damage type, bonuses to saving throws vs. poison, and so on.
ELECTRIC EEL'S TAIL: more APR, shocking effect, electric damage type, elemental resistance against electricity, and so on.
Avenger
"The Avenger druid has seen Nature suffer great wrongs. The Avenger no longer holds the defensive. Instead, he roams the world seeking wrongs to right and foes to fight. And whether his opponent is a brutal king cutting down an ancient forest to build a fleet of war galleys, or an evil vampire menacing a peaceful halfling village, the Avenger acts to stop him. Permanently."
Advantages:
- Can use Nature's Wrath
once per day. For every 4 levels, the ability can be used an additional time per day. This ability improves significantly according to level up.
- Can achieve specialization (++) in weapons that druids can use.
- May receive +4 casting level bonuses when casting direct damage spells (such as Call Lightning, Sunscorch, Fire Trap, and so on).
- Receives a 1 point bonus to spell casting speed while casting direct damage spells.
- May receive spell (magic) penetration ability at higher level.
Disadvantages:
- May not wear armor heavier than Splint Armor.
- Can not shapeshift.
- Can not cast Regenerate wounds.
- Suffers a 1 point penalty to spell casting speed while casting summoning spells.
- May not gain resistance to cold, fire, electricity, and acid at higher level.
NATURE'S WRATH:
While enraged, the avenger gains a +2 bonus to attack rolls, damage, movement speed, and spell casting speed. His spell casting never be interrupted by enemy's attack during the rage. Furthermore, the next spell casting after a spell casting will be performed immediately without waiting for end of the round. However, he suffers a -2 penalty to AC and receives +25% damage from the opponents. The duration is 5 rounds. It will be further improved according to the level up.
After the rage, the Avenger becomes fatigued for 5 rounds. While fatigued, the Avenger suffers a -2 penalty to damage, attack rolls, and spell cast speed.
Notes:
The Avenger becomes the most aggressive druid who can use a rage-like ability. The ability is mainly designed to provide semi-Improved Alacrity effect which allows caster casting much more spells during a round, this also provides some physical strength though. In addition to the
casting level bonuses of direct damage spells, the Avenger would become a Siege Tank during the rage.
Edited by leania, 31 May 2013 - 01:19 AM.