[Tome] Druid
Posted: Mon Jan 11, 2010 9:28 pm
After reading Frank & K's Tome stuff, I became a pretty big fan. I started writing up this druid class for my own use, but I thought I'd share it here to get some feedback and comments from those more familiar to game balancing.
So here it is.
Hit Die: d8
Class Skills: Balance, Climb, Concentration, Disguise, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Spellcraft, Survival, Swim
Skills/Level: 4+Int
BAB: 3/4
Saves: Fortitude: Good; Reflex: Poor; Will: Good
Lv Class Feature
1 Spellcasting; Animal Affinity; Combat Form; Natural Finesse
2 Thick Hide
3 Prowl
4 Imbued Claws; Feral Aggression +1d6
5 Fleet of Foot
6 Swift Swipe (1)
7 Infectious Bite
8 Feral Aggression +2d6
9 Combat Prowess
10 Leaf on the Wind
11 Swift Swipe (2)
12 Feral Aggression +3d6
13 Improved Prowl
14 Improved Infectious Bite
15 Improved Combat Prowess
16 Swift Swipe (3); Feral Aggression +4d6
17 Spirit of the Earth
18
19 Tooth and Nail
20 Feral Aggression +5d6
Proficiencies: Simple weapons, Light armor, medium armor
Spellcasting: The Druid is a Divine Spellcaster with the spells per day progression as a Bard. A Druid knows all of the spells on her list, and must prepare them ahead of time. To cast a Druid spell, she must have a Wisdom score of at least 10+ spell level. The DC of the Druid's spells and bonus spells are Wisdom Based.
Animal Affinity: At first level the Druid gains Animal Affinity as a bonus feat.
Combat Form: At first level the Druid may spend a standard action that does not provoke attacks of opportunity to assume or drop a Combat Form, conferring bonuses and physical alterations to the Druid. When the Druid transforms, she does not gain any enhancement bonuses from equipment, and attacks are made as natural attacks. While in Combat Form the Druid gains the following bonuses depending on her Druid level:
1st: +2 Str; +2 Dex; +5 Natural Armor; 1d6
3rd: +4 Str; +4 Dex; +6 Natural Armor; 1d6
6th: +6 Str; +6 Dex; +8 Natural Armor; Considered Large; 1d8
9th: +8 Str; +8 Dex; +9 Natural Armor; Considered Large; 1d8
12th: +10 Str; +10 Dex; +11 Natural Armor; Considered Large; 1d8
15th: +12 Str; +12 Dex; +12 Natural Armor; Considered Huge; 2d6
18th: +14 Str; +14 Dex; +14 Natural Armor; Considered Huge; 2d6.
Natural Finesse: While in Combat Form, the Druid adds her Dex modifier to attack rolls rather than her Str modifier.
Thick Hide: At 2nd level, the Druid gains damage reduction equal to DR X/- where X is half her Druid level, rounded down.
Prowl: At 3rd level, the Druid may take an additional 5-foot step in any round when she doesn't perform any other movement other than a 5-foot step.
Feral Aggression: At 4th level, and every 4 levels thereafter, the Druid adds +1d6 on all damage rolls made as natural attacks.
Imbued Claws: At 4th level, the Druid's natural attacks are considered magic for the purposes of overcoming DR. At 8th level, the Druid's natural attacks are considered either Adamantine, Silver, Iron, Stone or Wood for the purposes of overcoming DR. The Druid must choose one of these attributes each time she enters her Combat Form.
Fleet of Foot: At 5th level, each time the Druid enters Combat Form, she may choose a movement mode that is usable only while in Combat Form, selected from the following:
• Burrow speed equal to 1/2 base land speed.
• Climb speed equal to 1/2 base land speed.
• Flight speed 60' (good).
• Swim speed 60'.
• Instead of gaining a new mode of movement the Druid may instead add 30' to her land speed.
Swift Swipe: At 6th level, the Druid may make an additional attack when making a full attack at her highest base attack bonus -5. At 11th and 16th level, the Druid gains a second and third additional attack when making a full attack. This ability does not stack with Haste effects or anything else that would grant extra attacks.
Infectious Bite: At 7th level the Druid has poisony bites and claws and whatever. If the Druid hits with at least one attack in a round the creature struck must make a fortitude save (DC 10+1/2 level+Con modifier) or suffer from one of the following effects:
• Poison (initial and secondary 1d6 Dex)
• Disease (initial and secondary 1d6 Str)
• Bleed: The creature takes 1d6 damage per round and moves at half speed. Lasts for a number of rounds equal to half the Druid's level.
• At 14th level the Druid's Poison may do Con damage instead of Dex
• At 14th level the Druid's Bleed increases to 2d6 per round, and the creature hit suffers 20% spell failure as if they were wearing armor impeding their spellcasting.
Combat Prowess: At 9th level, the Druid is more attuned with her Combat Form. Each time the Druid enters her Combat Form, she may gain either Pounce, Multiattack or Improved Grab.
Leaf on the Wind: At 10th level, the Druid may cast any spell two spell levels lower than the highest level spell she can cast as a swift action if she chooses herself as the target.
Improved Prowl: At 13th level, the Druid may take a third 5-foot step in any round where she doesn't make any movement other than 5-foot steps (including one granted by her Prowl ability).
Improved Combat Prowess: At 15th level, the Druid becomes closer with her bestial nature. Each time the Druid enters her Combat Form, she may gain either Blindsight 60' or a Trample attack.
Spirit of the Earth: At 17th level, the earth itself watches over the soul of the Druid. If the Druid dies but her body is preserved, she returns to life in 1d4 days with no loss of level.
Tooth and Nail: At 19th level, the Druid attacks with an unprecedented ferocity. If the Druid rolls a critical threat on a natural attack while in her Combat Form, she may make an additional attack at her iterative attack bonus on that same round. This can trigger wether the attack was a standard action or part of a full attack, but can only occur once per round.
Druid Spell List
0th: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1st: Cure Light Wounds; Beastland Ferocity; Endure Elements; Entangle; Jump; Longstrider; Magic Fang; Obscuring Mist; Omen of Peril; Speak with Animals
2nd: Align Fang; Barkskin; Bear's Endurance; Bite of the Wererat; Bull's Strength; Cat's Grace; Cure Moderate Wounds; Darkvision; Fog Cloud; Gust of Wind; Reduce Animal; Resist Energy; Restoration, Lesser; Scent; Spider Climb
3rd: Bite of the Werewolf; Cure Serious Wounds; Dispel Magic; Freedom of Movement; Jagged Tooth; Magic Fang, Greater; Neutralize Poison; Protection from Energy; Remove Disease; Resistance, Greater; Tremorsense; Water Breathing
4th: Air Walk; Animal Growth; Antiplant Shell; Atonement; Bite of the Wereboar; Cure Critical Wounds; Commune with Nature; Reincarnate; Scrying; Tree Stride
5th: Cure Light Wounds, Mass; Antilife Shell; Bear's Endurance, Mass; Bite of the Weretiger; Bull's Strength, Mass; Cat's Grace; Mass; Death Ward; Dispel Magic, Greater; Find the Path; Hallow; Unhallow; Resistance, Superior; Stoneskin;
6th: Cure Moderate Wounds, Mass; Bite of the Werebear; Heal; Nature's Avatar; True Seeing; Whirlwind; Regenerate
So-
Before I get ripped a new asshole because I don't know shit about game balance and whatever (and I anticipate that- this is my first attempt at designing something like this), here are a few of my own thoughts on issues I'm not sure aren't addressed yet, or need fixing:
• Equipment while in Combat Form: You don't get the enhancement bonuses from equipment while transformed, but being able to use the special abilities of equipment still makes them desired, or possibly necessary to keep up with other melee classes. I am concerned with the player not giving a shit about items because they're a fucking bear or whatever.
• Stat bonuses in Combat Form: I tried to make these scale to fit bonuses other classes would gain from equipment. Forcing Weapon Finesse means that Strength bonuses only really mean a few points of damage per attack, and big bonuses to grappling or whatever else. Does this throw shit out of whack or does it provide an interesting niche feature for the class?
• Natural Armor scaling: I don't know very well what kind of attack bonuses monsters level appropriate monsters have. I wanted to keep AC relevant to the druid, but are the natural armor values I posted too high, low, or moderately acceptable?
• Spell list: I imagine this still needs refinement. I obviously designed this to be a more combat oriented version of the druid with some buffs and utility spells to keep up. Does this, as it appears now, appear to be a sufficient spell list, or one that is either too powerful/bloated, or one that is too skimpy/weak?
Related: I am typing up a prestige class that works similar to Sublime Chord so that the rest of the Druid spells can be utilized, if desired in a game where this version of druid exists. Thoughts/suggestions?
• Level Eighteen: Only level missing something cool and kinda sticks out.
I'm sure there are other things missing or in need of review. I didn't pay much attention to the skill list, for example. I'm sure you guys will find more problems, but that's kind of the point of me posting this here.
So here it is.
Hit Die: d8
Class Skills: Balance, Climb, Concentration, Disguise, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Spellcraft, Survival, Swim
Skills/Level: 4+Int
BAB: 3/4
Saves: Fortitude: Good; Reflex: Poor; Will: Good
Lv Class Feature
1 Spellcasting; Animal Affinity; Combat Form; Natural Finesse
2 Thick Hide
3 Prowl
4 Imbued Claws; Feral Aggression +1d6
5 Fleet of Foot
6 Swift Swipe (1)
7 Infectious Bite
8 Feral Aggression +2d6
9 Combat Prowess
10 Leaf on the Wind
11 Swift Swipe (2)
12 Feral Aggression +3d6
13 Improved Prowl
14 Improved Infectious Bite
15 Improved Combat Prowess
16 Swift Swipe (3); Feral Aggression +4d6
17 Spirit of the Earth
18
19 Tooth and Nail
20 Feral Aggression +5d6
Proficiencies: Simple weapons, Light armor, medium armor
Spellcasting: The Druid is a Divine Spellcaster with the spells per day progression as a Bard. A Druid knows all of the spells on her list, and must prepare them ahead of time. To cast a Druid spell, she must have a Wisdom score of at least 10+ spell level. The DC of the Druid's spells and bonus spells are Wisdom Based.
Animal Affinity: At first level the Druid gains Animal Affinity as a bonus feat.
Combat Form: At first level the Druid may spend a standard action that does not provoke attacks of opportunity to assume or drop a Combat Form, conferring bonuses and physical alterations to the Druid. When the Druid transforms, she does not gain any enhancement bonuses from equipment, and attacks are made as natural attacks. While in Combat Form the Druid gains the following bonuses depending on her Druid level:
1st: +2 Str; +2 Dex; +5 Natural Armor; 1d6
3rd: +4 Str; +4 Dex; +6 Natural Armor; 1d6
6th: +6 Str; +6 Dex; +8 Natural Armor; Considered Large; 1d8
9th: +8 Str; +8 Dex; +9 Natural Armor; Considered Large; 1d8
12th: +10 Str; +10 Dex; +11 Natural Armor; Considered Large; 1d8
15th: +12 Str; +12 Dex; +12 Natural Armor; Considered Huge; 2d6
18th: +14 Str; +14 Dex; +14 Natural Armor; Considered Huge; 2d6.
Natural Finesse: While in Combat Form, the Druid adds her Dex modifier to attack rolls rather than her Str modifier.
Thick Hide: At 2nd level, the Druid gains damage reduction equal to DR X/- where X is half her Druid level, rounded down.
Prowl: At 3rd level, the Druid may take an additional 5-foot step in any round when she doesn't perform any other movement other than a 5-foot step.
Feral Aggression: At 4th level, and every 4 levels thereafter, the Druid adds +1d6 on all damage rolls made as natural attacks.
Imbued Claws: At 4th level, the Druid's natural attacks are considered magic for the purposes of overcoming DR. At 8th level, the Druid's natural attacks are considered either Adamantine, Silver, Iron, Stone or Wood for the purposes of overcoming DR. The Druid must choose one of these attributes each time she enters her Combat Form.
Fleet of Foot: At 5th level, each time the Druid enters Combat Form, she may choose a movement mode that is usable only while in Combat Form, selected from the following:
• Burrow speed equal to 1/2 base land speed.
• Climb speed equal to 1/2 base land speed.
• Flight speed 60' (good).
• Swim speed 60'.
• Instead of gaining a new mode of movement the Druid may instead add 30' to her land speed.
Swift Swipe: At 6th level, the Druid may make an additional attack when making a full attack at her highest base attack bonus -5. At 11th and 16th level, the Druid gains a second and third additional attack when making a full attack. This ability does not stack with Haste effects or anything else that would grant extra attacks.
Infectious Bite: At 7th level the Druid has poisony bites and claws and whatever. If the Druid hits with at least one attack in a round the creature struck must make a fortitude save (DC 10+1/2 level+Con modifier) or suffer from one of the following effects:
• Poison (initial and secondary 1d6 Dex)
• Disease (initial and secondary 1d6 Str)
• Bleed: The creature takes 1d6 damage per round and moves at half speed. Lasts for a number of rounds equal to half the Druid's level.
• At 14th level the Druid's Poison may do Con damage instead of Dex
• At 14th level the Druid's Bleed increases to 2d6 per round, and the creature hit suffers 20% spell failure as if they were wearing armor impeding their spellcasting.
Combat Prowess: At 9th level, the Druid is more attuned with her Combat Form. Each time the Druid enters her Combat Form, she may gain either Pounce, Multiattack or Improved Grab.
Leaf on the Wind: At 10th level, the Druid may cast any spell two spell levels lower than the highest level spell she can cast as a swift action if she chooses herself as the target.
Improved Prowl: At 13th level, the Druid may take a third 5-foot step in any round where she doesn't make any movement other than 5-foot steps (including one granted by her Prowl ability).
Improved Combat Prowess: At 15th level, the Druid becomes closer with her bestial nature. Each time the Druid enters her Combat Form, she may gain either Blindsight 60' or a Trample attack.
Spirit of the Earth: At 17th level, the earth itself watches over the soul of the Druid. If the Druid dies but her body is preserved, she returns to life in 1d4 days with no loss of level.
Tooth and Nail: At 19th level, the Druid attacks with an unprecedented ferocity. If the Druid rolls a critical threat on a natural attack while in her Combat Form, she may make an additional attack at her iterative attack bonus on that same round. This can trigger wether the attack was a standard action or part of a full attack, but can only occur once per round.
Druid Spell List
0th: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1st: Cure Light Wounds; Beastland Ferocity; Endure Elements; Entangle; Jump; Longstrider; Magic Fang; Obscuring Mist; Omen of Peril; Speak with Animals
2nd: Align Fang; Barkskin; Bear's Endurance; Bite of the Wererat; Bull's Strength; Cat's Grace; Cure Moderate Wounds; Darkvision; Fog Cloud; Gust of Wind; Reduce Animal; Resist Energy; Restoration, Lesser; Scent; Spider Climb
3rd: Bite of the Werewolf; Cure Serious Wounds; Dispel Magic; Freedom of Movement; Jagged Tooth; Magic Fang, Greater; Neutralize Poison; Protection from Energy; Remove Disease; Resistance, Greater; Tremorsense; Water Breathing
4th: Air Walk; Animal Growth; Antiplant Shell; Atonement; Bite of the Wereboar; Cure Critical Wounds; Commune with Nature; Reincarnate; Scrying; Tree Stride
5th: Cure Light Wounds, Mass; Antilife Shell; Bear's Endurance, Mass; Bite of the Weretiger; Bull's Strength, Mass; Cat's Grace; Mass; Death Ward; Dispel Magic, Greater; Find the Path; Hallow; Unhallow; Resistance, Superior; Stoneskin;
6th: Cure Moderate Wounds, Mass; Bite of the Werebear; Heal; Nature's Avatar; True Seeing; Whirlwind; Regenerate
So-
Before I get ripped a new asshole because I don't know shit about game balance and whatever (and I anticipate that- this is my first attempt at designing something like this), here are a few of my own thoughts on issues I'm not sure aren't addressed yet, or need fixing:
• Equipment while in Combat Form: You don't get the enhancement bonuses from equipment while transformed, but being able to use the special abilities of equipment still makes them desired, or possibly necessary to keep up with other melee classes. I am concerned with the player not giving a shit about items because they're a fucking bear or whatever.
• Stat bonuses in Combat Form: I tried to make these scale to fit bonuses other classes would gain from equipment. Forcing Weapon Finesse means that Strength bonuses only really mean a few points of damage per attack, and big bonuses to grappling or whatever else. Does this throw shit out of whack or does it provide an interesting niche feature for the class?
• Natural Armor scaling: I don't know very well what kind of attack bonuses monsters level appropriate monsters have. I wanted to keep AC relevant to the druid, but are the natural armor values I posted too high, low, or moderately acceptable?
• Spell list: I imagine this still needs refinement. I obviously designed this to be a more combat oriented version of the druid with some buffs and utility spells to keep up. Does this, as it appears now, appear to be a sufficient spell list, or one that is either too powerful/bloated, or one that is too skimpy/weak?
Related: I am typing up a prestige class that works similar to Sublime Chord so that the rest of the Druid spells can be utilized, if desired in a game where this version of druid exists. Thoughts/suggestions?
• Level Eighteen: Only level missing something cool and kinda sticks out.
I'm sure there are other things missing or in need of review. I didn't pay much attention to the skill list, for example. I'm sure you guys will find more problems, but that's kind of the point of me posting this here.