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  1. #1
    Community Member Rofaust's Avatar
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    Default My Proposed Future Wildshapes

    Following up on a previous post (https://www.ddo.com/forums/showthrea...uid-Wildshapes) I fleshed out some of my earlier ideas for new wildshape forms for druids and here they are:


    [spell descriptions also at the bottom of page]


    Wildshape Form: Lion – (available as a choice at level 2, autogranted at 5) gives +2 to Str; natural attacks do 1d10 (18-20/x2 crit) and deal piercing, slashing and bludgeoning damage; armor piercing - lion form bypasses 10% enemy fortification (I was going to give evasion here and improved evasion to razorcat but that seemed a little OP). The Lion is a no nonsense fighter that specializes in straight forward dps

    Lion Spells: 1st Takedown (same as wolf form), 2nd Roar (same as bear form) 3rd Bloodbath (Enchantment; 15sp; duration 24sec +6sec/level; your attacks gain the bloodletter I ability, every 4 caster levels this improves one tier – bloodletter II at level 9, III at 13 and possibly scaling into epics), 6th King of the Pride (Evocation; 25sp; duration 1minute +6sec/level (buff); You let out a massive roar dealing 1d3+3 per 2 caster levels (cap 10d3+30; will save for half) and causing enemies that fail their save to flee in terror for 6sec/level (as per Fear). For the rest of the duration of the spell your attacks cause your target to become shaken for 6 seconds, multiple attacks extend duration; this effect does not work on bosses.)


    Wildshape Form: Razor Cat – (available as a choice at level 8, autogranted at 11) gives +4 to Str; natural attacks do 2d8 (18-20/x3 crit) piercing, slashing and bludgeoning; armor piercing – bypass 15% fortification and 3% dodge.

    Razor Cat Spells: Same as Lion plus 5th Razorback (Transmutation; 20sp; duration 1min/level; successful attacks against you deal 3d6 slashing to the attacker and give them a stack of bleeding – multiple attacks lead to multiple stacks and extended duration), 7th Relentless Onslaught (same as dire bear), 8th Storm of Talons (45sp; duration 1min/level; Every time you kill an enemy you get a stack of Storm of Talons, this give 1% double strike and can be stacked up to 25%. Stacks expire one at a time every 10 seconds and can be triggered up to once per second, refreshing the current stack's duration. Comparable to paladin's Zeal.)



    Wildshape Form: Bat – (available as a choice at level 2, autogranted at 5) gives +2 Dex and -2 Str; natural attacks do 1d4 (20/x2 crit) piercing and bludgeoning damage; +8% dodge, hover - immunity to trip, knockdown, slippery surfaces and move full speed over shallow water. The bat is agile and hard to hit – a survivor, though its bite doesn't pack much of a punch.

    Bat Spells: 1st Sonic Blast (same as wiz/sor spell), 2nd Levitation (15sp; duration 6sec/level; hold the spacebar to slowly rise and maintain the height of you maximum current jumping height. You can not attack or cast spells while levitating, and you may move horizontally but at a reduced speed as with the Stormreaver's Fly spell [I realize this is a slight departure from the pnp spell of the same name for utility's sake]), 3rd Night's Hunger, Lesser (20sp; duration 1min/level; while in bat form, your attacks drain a tiny portion of the enemy's health and gain the lesser vampirism ability. This spell, like other form specific spells, ends when you change forms.), 6th Night's Hunger (35sp; duration 1min/level; your fangs drain life with every bite. Your natural attacks gain the vampirism special ability and inflict 1 negative level on a natural roll of 20 confirmed as a critical hit.)


    Wildshape Form: Griffon – (available as a choice at level 8, autogranted at 11) gives +2 Str and +2 Str; natural attacks do 2d6 (19-20/x2 crit.) piercing and slashing; hover - immunity to trip, knockdown, slippery surfaces and move full speed over shallow water, +10% chance to doublestrike.

    Griffon Spells: 2nd Levitation (as above), 3rd Eyegouge (9sp; an attack that deals +4[W] damage and blinds the target for 6sec per caster level if they fail a reflex save equal to 13 + wis mod + any bonuses for sundering you might have; 12sec cooldown.), 8th Storm of Talons (as above)... feeling a little uninspired here, suggestions welcome



    Wildshape Form: Scorpion – (not sure whether to limit this choice to characters with the child of winter feat or just standard 2 and 5 form) gives +2 Con; natural attacks do 1d6 (20/x3 crit) piercing and slashing; +8 to balance and +3 racial bonus to natural armor. The scorpion balances modest tanking, with decent offensive and special abilities – a good multipurpose form.

    Scorpion Spells: 1st Poison Sting (3sp; 6sec cooldown; deals +2[W] damage and your target must make a fortitude save or take 1d4 constitution damage) 2nd Burrow (15sp; duration 3 sec; you are briefly invulnerable and can move through areas occupied by enemies; 30 sec cooldown; good for escape from melee) 3rd Launch Venom (10sp; 8sec cooldown; does 1d6 poison and 1d6 acid damage every 2 seconds for 12 seconds. For every 6 caster levels after 5th this spell does another 1d6 poison and 1d6 acid. Can be stacked up to 3 times. Enemies get a fortitude save for half damage every tic and three successful saves ends the spell [I think that will balance an otherwise effective and cheap to cast DoT effect, that and/or make it unmaximizable and unempowerable].) 8th Stone Exoskeleton (45sp; duration 1min+6sec/level; you gain 10prr +1prr per 2 caster levels)


    Wildshape Form: Phase Spider – (as for scorpion, I'm not sure about feat and level placement but definitely at least level 8/ level 11) gives +4 dex; natural attacks do 1d8 (20/x2) piercing; +8 to balance and jump

    Spider Spells: 1st Tremorsense (10sp; duration 1min/level; gives caster +10 enhancement to listen and +1 more per 2 caster levels - comparable to Merfolk's or Pass Without Trace) 2nd Web (Same as Wiz/Sor), 3rd Launch Venom (as above), 6th Poison Jaws (30sp; duration 1min/level; your natural attacks do an additional 1d6 poison damage and on a critical do a further 1d10 poison and 2d6 Str damage.), 7th Ethereal Jaunt (40sp; duration 6sec/level; you gain 35% concealment and your natural weapons gain the ghost touch ability [also a departure from the pnp spell of the same name])



    Wildshape Form: Stag/Deer – (available as a choice at level 2, autogranted at 5) gives Fast movement 10% +1% to movement speed per druid level; natural attacks do 1d8 (20/x2 crit) piercing damage; +2 racial bonus to saving throws. The deer is elusive and hard to catch.

    Deer Spells: 1st Graze (10sp; duration 1min/level; while you remain motionless you heal 1 point of damage per 2 seconds. This healing increases 1 point at every odd level, healing 2hp per 2 seconds motionless at level 3, 3hp per 2 seconds motionless at level 5 and so on. Being attacked, attacking, casting a spell, using an item, etc. interrupts your being motionless but this spell continues on after the interruption, so when ever you have a minute to pull to the side and heal, you may.) 2nd Gore (6sp; melee attack that does +3[W] with a +2 competence bonus to critical threat range; 6sec cooldown), 5th Charging Dash (15sp; 12sec cooldown; Abundant Step type rush forward that damages enemies in the area with and attack that does +4[W] damage and makes a trip attack (DC 15 + Wis + any bonuses to trip you might have) 7th Evasive Dance (35sp; duration 6sec/level; Everytime you get hit [at most once per 2 seconds], get a stack of Evasive Dance that increases dodge % and prr by 1. Stacks expire one at a time every 8 seconds. The cap is 15 stacks.)


    Wildshape Form (should the devs bless us with creatures of entirely new coding): Unicorn – (available as a choice at level 8, autogranted at 11) gives +2 Con and +2 Cha; natural attacks do 1d10 (20/x3 crit) Piercing; +10% +1% per druid level to movement speed, and +2 to saving throws.

    Unicorn Spells: Same as deer plus 3rd Magic Circle Against Evil (same as clr/fvs), 4th Panacea (same as clr/fvs), 6th Cure Light Wounds, Mass (same as clr/fvs) 9th Horn of The Guardian (50sp; duration 1min/level; your natural attacks gain the metalline quality and do an additional +2d6 bane damage to aberrations, constructs, undead and evil creatures


    Earth and Air elemental forms seemed pretty obvious so not really worth a write up – I'll let you imagine the earthgrab and knockdown spells :P


    I might edit this later and add a plant form as druids deserve, though the forms we have in game now are kind of limited...


    To make my new spells easier to read I've arranged them below

    1st
    Poison Sting (3sp; 6sec cooldown; deals +2[W] damage and your target must make a fortitude save or take 1d4 constitution damage)
    Tremorsense (10sp; duration 1min/level; gives caster +10 enhancement to listen and +1 more per 2 caster levels - comparable to Merfolk's or Pass Without Trace)
    Graze (10sp; duration 1min/level; while you remain motionless you heal 1 point of damage per 2 seconds. This healing increases 1 point at every odd level, healing 2hp per 2 seconds motionless at level 3, 3hp per 2 seconds motionless at level 5 and so on. Being attacked, attacking, casting a spell, using an item, etc. interrupts your being motionless but this spell continues on after the interruption, so when ever you have a minute to pull to the side and heal, you may.)

    2nd
    Levitation (15sp; duration 6sec/level; hold the spacebar to slowly rise and maintain the height of you maximum current jumping height. You can not attack or cast spells while levitating, and you may move horizontally but at a reduced speed as with the Stormreaver's Fly spell [I realize this is a slight departure from the pnp spell of the same name for utility's sake])
    Burrow (15sp; duration 3 sec; you are briefly invulnerable and can move through areas occupied by enemies; 30 sec cooldown; good for escape from melee)
    Gore (6sp; melee attack that does +3[W] with a +2 competence bonus to critical threat range; 6sec cooldown)

    3rd
    Bloodbath (Enchantment; 15sp; duration 24sec +6sec/level; your attacks gain the bloodletter I ability, every 4 caster levels this improves one tier – bloodletter II at level 9, III at 13 and possibly scaling into epics)
    Night's Hunger, Lesser (20sp; duration 1min/level; while in bat form, your attacks drain a tiny portion of the enemy's health and gain the lesser vampirism ability. This spell, like other form specific spells, ends when you change forms.)
    Eyegouge (9sp; an attack that deals +4[W] damage and blinds the target for 6sec per caster level if they fail a reflex save equal to 13 + wis mod + any bonuses for sundering you might have; 12sec cooldown.)
    Launch Venom (10sp; 8sec cooldown; does 1d6 poison and 1d6 acid damage every 2 seconds for 12 seconds. For every 6 caster levels after 5th this spell does another 1d6 poison and 1d6 acid. Can be stacked up to 3 times. Enemies get a fortitude save for half damage every tic and three successful saves ends the spell [I think that will balance an otherwise effective and cheap to cast DoT effect, that and/or make it unmaximizable and unempowerable].)

    5th
    Razorback (Transmutation; 20sp; duration 1min/level; successful attacks against you deal 3d6 slashing to the attacker and give them a stack of bleeding – multiple attacks lead to multiple stacks and extended duration)
    Charging Dash (15sp; 12sec cooldown; Abundant Step type rush forward that damages enemies in the area with and attack that does +4[W] damage and makes a trip attack (DC 15 + Wis + any bonuses to trip you might have)

    6th
    King of the Pride (Evocation; 25sp; duration 1minute +6sec/level (buff); You let out a massive roar dealing 1d3+3 per 2 caster levels (cap 10d3+30; will save for half) and causing enemies that fail their save to flee in terror for 6sec/level (as per Fear). For the rest of the duration of the spell your attacks cause your target to become shaken for 6 seconds, multiple attacks extend duration; this effect does not work on bosses.)
    Night's Hunger (35sp; duration 1min/level; your fangs drain life with every bite. Your natural attacks gain the vampirism special ability and inflict 1 negative level on a natural roll of 20 confirmed as a critical hit.)
    Poison Jaws (30sp; duration 1min/level; your natural attacks do an additional 1d6 poison damage and on a critical do a further 1d10 poison and 2d6 Str damage.)

    7th
    Ethereal Jaunt (40sp; duration 6sec/level; you gain 35% concealment and your natural weapons gain the ghost touch ability [also a departure from the pnp spell of the same name])
    Evasive Dance (35sp; duration 6sec/level; Everytime you get hit [at most once per 2 seconds], get a stack of Evasive Dance that increases dodge % and prr by 1. Stacks expire one at a time every 8 seconds. The cap is 15 stacks.)

    8th
    Stone Exoskeleton (45sp; duration 1min+6sec/level; you gain 10prr +1prr per 2 caster levels)
    Storm of Talons (45sp; duration 1min/level; Every time you kill an enemy you get a stack of Storm of Talons, this give 1% double strike and can be stacked up to 25%. Stacks expire one at a time every 10 seconds and can be triggered up to once per second, refreshing the current stack's duration. Comparable to paladin's Zeal.)

    9th
    Horn of The Guardian (50sp; duration 1min/level; your natural attacks gain the metalline quality and do an additional +2d6 bane damage to aberrations, constructs, undead and evil creatures
    Please give me a rep point. I need them to live

  2. #2

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    I could see a lion, panther, or even a stag but some of the druid wild shapes listed here might be too far afield to be workable or believable.

  3. #3
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    Here's mine:
    Wild Shape (Su)
    At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

    Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

    The form chosen must be that of an animal the druid is familiar with.

    A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

    A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

    The new form’s Hit Dice can’t exceed the character’s druid level.

    At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)

    At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

    At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.
    Alternate Form
    A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the creature’s natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the following changes to the creature:

    • The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well.
    • The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
    • The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
    • The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
    • The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form.
    • The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.
    • The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    • Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    • The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
    • The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    • Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
    Just for reference, a phase spider is a magical beast.


    Any type of wildshape that deviates from these rules is doing it wrong (and that includes wildshape as it currently stands). This ability needs to be fixed.

  4. #4
    Community Member Rofaust's Avatar
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    Quote Originally Posted by DDOKillingMachine View Post
    Here's mine:




    Just for reference, a phase spider is a magical beast.


    Any type of wildshape that deviates from these rules is doing it wrong (and that includes wildshape as it currently stands). This ability needs to be fixed.
    Winter wolf is also a magical beast and for some stupid reason it says your type changes to magical beast when you take dire bear form too (though in pnp it's just an animal). Magical beasts are fair game and this post is based on that premise. I covered all of this in the first post I linked should you care to read it, as well as vermin wildshape derived from the child of winter feat in the Eberron campaign handbook.
    Please give me a rep point. I need them to live

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