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Moose Man
2010-11-05, 07:58 PM
Shapeshifting Avenger Druid
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Points|AC Bonus|Speed Bonus

1st|
+0|
+2|
+2|
+2|Nature Sense, Track, Spells (Level 0), Predator Form, Whirling Berserker Frenzy, Bonus Feat|1|+0|+10'

2nd|
+1|
+3|
+3|
+3|Woodland Stride, Spells (Level 1)|2|+0|+10'

3rd|
+2|
+3|
+3|
+3|Trackless Step|3|+0|+20'

4th|
+3|
+4|
+4|
+4|Resist Nature’s Lure, Spells (Level 2)|4|+0|+20'

5th|
+3|
+4|
+4|
+4|Travel Form|7|+1|+20'

6th|
+4|
+5|
+5|
+5|Bonus Feat|11|+1|+30'

7th|
+5/0|
+5|
+5|
+5|Spells (Level 3)|15|+1|+30'

8th|
+6/1|
+6|
+6|
+6|Swift Tracker, Ferocious Slayer Form|21|+1|+30'

9th|
+6/1|
+6|
+6|
+6|Venom Immunity|27|+1|+40'

10th|
+7/2|
+7|
+7|
+7|Spells (Level 4)|35|+2|+40'

11th|
+8/3|
+7|
+7|
+7|Greater Whirling Berserker Frenzy|43|+2|+40'

12th|
+9/4|
+8|
+8|
+8|Forest Avenger Form|53|+2|+50'

13th|
+10/5/0|
+8|
+8|
+8|A Thousand Faces, Spells (Level 5)|65|+2|+50'

14th|
+11/6/1|
+9|
+9|
+9|Evasion|77|+2|+50'

15th|
+12/7/2|
+9|
+9|
+9|Bonus Feat|92|+3|+60'

16th|
+12/7/2|
+10|
+10|
+10|Elemental Fury Form, Spells (Level 6)|105|+3|+60'

17th|
+12/7/2|
+10|
+10|
+10|Faster Rage|123|+3|+60'

18th|
+13/8/3|
+11|
+11|
+11|Bonus Feat|139|+3|+70'

19th|
+14/9/4|
+11|
+11|
+11|Bonus Feat|158|+3|+70'

20th|
+15/10/5/0|
+12|
+12|
+12|Mighty Whirling Berserker Frenzy, Spells (Level 7)|174|+4|+70'[/table]

Spells: A Shapeshifting Avenger casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Shapeshifting Avenger must choose and prepare her spells in advance (see below). To prepare or cast a spell, the Shapeshifting Avenger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Shapeshifting Avenger‘s spell is 10 + the spell level + the Shapeshifting Avenger’s Wisdom modifier. Like other spellcasters, a Shapeshifting Avenger can cast only a certain number of spells per day. Her base daily spell point allotment is given on Table: The Shapeshifting Avenger. In addition, she receives bonus spell points per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does. A Shapeshifting Avenger may prepare and cast any spell on the Shapeshifting Avenger spell list, provided that she can cast spells of that level, but she must choose the level of spells when prepared during her daily meditation.
Spell Point Cost
{table=head]Spell Level|Spell Point Cost
0|0*

1|1

2|3

3|5

4|7

5|9

6|11

7|13

8|15

9|17[/table]
*0-level spells cost no spell points to cast. Shapeshifting Avenger can cast 6 per day.

Chaotic, Evil, Good, and Lawful Spells: A Shapeshifting Avenger can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

AC Bonus (Ex): When in light or no armor and encumbered with a light load or unencumbered, the Shapeshifting Avenger adds her Wisdom bonus (if any) to her AC. In addition, a Shapeshifting Avenger gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Shapeshifting Avenger levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the Shapeshifting Avenger is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Nature Sense (Ex): A Shapeshifting Avenger gains a +2 bonus on Knowledge (nature) and Survival checks.

Shapeshift (Su): At 3rd level, a Shapeshifting Avenger gains the ability to turn herself into powerful animals or different nature-oriented forms. Her options for new forms depend on the “form” you shift into. The effect has no time limit, and has unlimited uses. Changing form (to animal or back) is a swift action and doesn’t provoke an attack of opportunity. Any gear worn or carried by the Shapeshifting Avenger melds into the new form and becomes nonfunctional. When the Shapeshifting Avenger 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. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, trained 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). The Natural Spell feat doesn’t work in conjunction with Shapeshift. A Shapeshifting Avenger keeps all Extraordinary, Spell-like and Supernatural abilities and qualities of their normal form, excluding those which require a body part the form doesn’t possess. Unless otherwise noted by the entries below, you retain your size and space when you adopt a new form. You always retain your types and subtypes, regardless of the nature of the form assumed. You don’t gain any special attacks or qualities from your new form except as described below. When you Shapeshift into forms other than your own, you gain natural weapons and reach with those weapons as described below. These natural weapons gain an enhancement bonus on attack rolls and damage equal to ¼ druid level. At fourth level and higher, they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice are given for medium druids, smaller or larger Shapeshifting Avengers should adjust those values according to the table on page 28 or the Dungeon Master’s Guide. If knocked unconscious or slain in shapeshifted form, you revert to your original form.
Predator Form: This form, traditionally that of a wolf, is the first one a Shapeshifting Avenger learns. While in predator form, you gain a primary bite attack that deals 1d6 points of damage. You have the reach of a long creature for your size (5’ for small or medium). You now have the scent special ability when you are in predator form. You gain a +4 enhancement bonus to Strength and your natural armor bonus increases by 4. Your base land speed increases to 60’. If your speed is already 65’ or higher, increase it by 30’. At 4th level, you gain Mobility whenever you are in predator form. At 6th level, you gain your choice of either A) the Pounce (Ex) special ability while shifted (When while charging, it can follow with a full attack) or B) an increase of your base land speed while shifted by 50’. Once made, the choice is permanent.
Travel Form: At 5th level, you gain the ability to shift into the form of a flying, climbing, swimming, or burrowing creature (choose one). You traditionally take the form of an eagle or bat (flying), weasel or lizard (climbing), snake or caiman (swimming), or wolverine or badger (burrowing). You gain a primary natural attack, depending on the type of Travel form assumed: a bite that deals 1d6 damage (in climbing or swimming form), or a claw that deals 1d4 damage (in flying or burrowing form). Your size decreases by one category, and your reach becomes that of a long creature of your new size (0 feet if Tiny or Small, 5 feet if Medium). You gain a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and your natural armor increases by +2. Your base land speed becomes 20 feet, and you also gain a new movement mode depending on the form assumed:
Flying: Fly 50 ft. (good maneuverability)
Climbing: Climb 40 ft.
Swimming: Swim 30 ft.
Burrowing: Burrow 20 ft.
At 7th level, you gain the equivalent of the Flyby Attack feat while shifted, though its benefit applies to the special movement gained by shifting. At 9th level, you gain a new special ability while shifted, depending on the Travel Form assumed:
Flying - Keen Eyesight (Ex): gain a +8 competence bonus on Spot checks.
Climbing - Perfect Balance (Ex): gain a +8 competence bonus on Balance checks.
Swimming - Hold Breath (Ex): you can hold your breath for (8 x Constitution score) rounds before you risk drowning.
Burrowing - Keen Hearing (Ex): gain a +8 competence bonus on Listen checks.
At 11th level, you may assume a Travel Form of 2 size categories smaller than that of your normal form, gaining the following abilities (same as above unless noted): your primary natural attack's damage becomes 1d4 (bite) or 1d3 (claw), and your reach becomes that of a long creature of your new size (0 feet if Diminutive, Tiny, or Small); you lose your +2 enhancement bonus to Strength, but your enhancement bonus to Reflex saves increases to +4.
Ferocious Slayer Form: At 8th level you can Shapeshift into a large predatory form, such as a tiger, brown bear or dire wolf. While in ferocious slayer form, you gain a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that each deal 1d6 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size. +8 enhancement bonus to Strength, +4 enhancement bonus to fortitude saves, and your natural armor bonus increases by 8. Your base land speed changes to 60’. At 10th level you gain Improved Critical (bite) and Improved Critical (claw) as bonus feats whenever you are in ferocious slayer form. At 13th level, you gain your choice of either A) the Pounce (Ex) special ability while shifted (if you charge a foe, you can make a full attack at the end of the charge) or B) the Improved Grab (Ex) special ability while shifted (if you hit with a claw or bite attack, you can attempt to start a grapple as a free action without provoking an attack of opportunity). Once made, the choice is permanent. This form can be combined with predator form.
Forest Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or treant. While in ferocious slayer form, you gain a pair of primary slam attacks that deal 1d8 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a tall creature your size. You gain a +12 enhancement bonus to your Strength, a +4 enhancement bonus to Fortitude and Will Saves, and a +12 increase to your natural armor. Your base land speed becomes 40’. You gain damage reduction 5/slashing while in forest avenger form. At 14th level you gain Improved Overrun as a bonus feat whenever in forest avenger form. 17th level, you gain your choice of either A) the Double Damage Against Objects (Ex) special ability while shifted (you deal double damage to objects and structures when making a full attack) or B) an increase of your Damage Reduction while shifting to DR 10/slashing. Once made, the choice is permanent.
Elemental Fury Form: At 16th level, you are able to take on the embodiment of water, earth, air, or fire (chosen each time you ‘shift). While in elemental fury form, you gain a pair of primary slam attacks that deal 2d6 points of damage. Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature your size. You gain a +16 enhancement bonus to your Strength, a +4 enhancement bonus to Fortitude, Reflex and Will Saves, and a +16 increase to your natural armor. You gain immunity to critical hits, sneak attacks and energy type related to the elemental chosen (Air=Electricity, Earth=Acid, Fire=Fire, or Water=Cold). At 18th level you gain Great Cleave as a bonus feat whenever you assume elemental fury form. At 20th level, you gain additional elemental damage to your slam attacks while shifted, depending on the elemental form currently assumed. The amount of extra damage is the same as that of your base slam damage (i.e. 2d6 for a Medium druid shifted into Elemental Fury Form), and is comprised of the same energy as your current elemental form's immunity (Air=Electricity, Earth=Acid, Fire=Fire, or Water=Cold).

Fast Movement (Ex): At 1st level, a Shapeshifting Avenger gains an enhancement bonus to her speed, as shown on Table: The Shapeshifting Avenger Druid. A Druid in medium armor or carrying a medium or heavy load loses this extra speed.

Whirling Berserker Frenzy (Ex): Whenever your current hit point total is below 1/2 of your total hit points, your whirling berserker frenzy automatically activates. You gain a +6 bonus to your Strength score, a +2 bonus on saves, damage reduction 2/--. The damage reduction granted by berserker strength stacks with any similar kind of damage reduction. There is no limit to the number of times per day your Whirling Berserker Frenzy can activate. While Whirling Berserker Frenzy is active, you have the same limitation on actions as a barbarian in rage (PH 25). You cannot voluntarily end your berserker strength, although you automatically drop out of it while unconscious, helpless, or (most likely) when you receive healing to bring your current hit points above the threshold. While in a Whirling Berserker Frenzy, the Druid may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action. This penalty lessens to -1 at 5th Level and disappears at 9th level. Any effect that would normally apply only during your rage applies whenever your Whirling Berserker Frenzy is active.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Trackless Step (Ex): Starting at 3th level, a Druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Swift Tracker (Ex): Beginning at 8th level, a druid can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

Greater Whirling Berserker Frenzy: At 11th level, your Whirling Berserker Frenzy improves. The bonus to your Strength score improves to +8, your bonus on saves improves to +3, you gain damage reduction 3/-- (or your existing damage reduction of the same kind improves by 3) and you gain a +1 dodge bonus to AC. When unconscious, the druid gains temporary hp equal 1/2 to his/her druid class level multiplied by her Constitution modifier once per rage.

Evasion (Ex): At 14th level and higher, a druid can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.

Faster Rage (Ex): At 17th level and higher, while in a Whirling Berserker Frenzy, the Druid may make two extra attacks in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round.

Mighty Whirling Berserker Frenzy: At 20th level, your Whirling Berserker Frenzy improves again. The bonus to your Strength score improves to +10, your bonus on saves improves to +4, you gain damage reduction 4/-- (or your existing damage reduction of the same kind improves by 4) and you gain a +2 dodge bonus to AC.When unconscious, the druid gains temporary hp equal 3/4 to his/her druid class level multiplied by her Constitution modifier once per rage.

Edit: Accomplished Major toning down.

monkman
2010-11-05, 08:13 PM
please bold all of your titles and please use this (http://www.giantitp.com/forums/showthread.php?t=10313) to make the table.Afterwards I'll see what's wrong with it.

Kilbourne
2010-11-05, 09:41 PM
This is an... ironic class?

Full BAB, all-good saves, full caster, speed and armor enhancements, and 3 class abilities do not a balanced class make.

Moose Man
2010-11-05, 09:50 PM
if you have any suggestions, I'm open and ready. (please god don't tell me that i misspelled the)

Zeta Kai
2010-11-05, 09:54 PM
Yeah, I'm gonna say that this is way overpowered. It'd like a gestalt druid/barbarian, with some ranger thrown in as an ACF. This is madness. Or is it Sparta?

Pyromancer999
2010-11-05, 09:56 PM
First, I would recommend reducing the number of spell points by quite a bit, at least by half. Secondly, I would reccomend that you not include all of the class features from each of the three classes, at least not at the level they're obtained in Druid, Barbarian and Ranger. I would reccomend not giving some of the improvements to Rage and Ranger, and also moving Berserker Frenzy and Track to 2nd level and then all the other 1st level class feature of this class as-is to third, excepting elemental companion and spell points. Thirdly, you should reduce the BAB to at least 3/4 HD, and also just decide on one good save for the class.

As it is, the only thing I can compare this class to is the Mary Sue class I saw somewhere.

flabort
2010-11-05, 09:58 PM
Heh. This is a joke, right?
Oh please, let it be a joke.
The life... Is being... sucked out of me...
Ugh......... Why? Why?...


Really, you need to tone that WAY down. If a tier one class is "Turned up to 11", this is turned up to 10 TO THE 11. Seriously, no DM would allow it. Even a first timer.

monkman
2010-11-05, 10:01 PM
Spells: A Shapeshifting Avenger casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Shapeshifting Avenger must choose and prepare her spells in advance (see below). To prepare or cast a spell, the Shapeshifting Avenger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Shapeshifting Avenger‘s spell is 10 + the spell level + the Shapeshifting Avenger’s Wisdom modifier. Like other spellcasters, a Shapeshifting Avenger can cast only a certain number of spells per day. Her base daily spell point allotment is given on Table: The Shapeshifting Avenger. In addition, she receives bonus spell points per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does. A Shapeshifting Avenger may prepare and cast any spell on the Shapeshifting Avenger spell list, provided that she can cast spells of that level, but she must choose the level of spells when prepared during her daily meditation.
for the spell casting, Do like psionic, give points equal to casting sta.


AC Bonus (Ex): When unarmored and unencumbered, the Shapeshifting Avenger adds her Wisdom bonus (if any) to her AC. In addition, a Shapeshifting Avenger gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Shapeshifting Avenger levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the Shapeshifting Avenger is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. i dont really think you should add this unless you limit it to light armor,


Favored Enemy (Ex):At 1st level, a Shapeshifting Avenger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Shapeshifting Avenger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the Shapeshifting Avenger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Shapeshifting Avenger’s bonuses do not stack; he simply uses whichever bonus is higher.
I think that you should put the table or indicate a source for this


Nature Sense (Ex): A Shapeshifting Avenger gains a +2 bonus on Knowledge (nature) and Survival checks.
NO prombleme here


Elemental Companion (Ex): Your elemental companion has the normal stat of an element of its kind and does not gain any extra HD, NA adjustment, Str or Dex adj, or extra tricks (which it has no need of). It gains other special abilities normally granted to an animal companion except Multiattack. At 4th level, it grows into a Medium elemental. At 10th level, it grows into a Large elemental. At 16th level, it grows to a Huge Elemental.
Why exacly did you give it an elemental companoin, Isn't it suppost to be more nature based?


Shapeshift (Su): At 3rd level, a Shapeshifting Avenger gains the ability to turn herself into powerful animals or different nature-oriented forms. Her options for new forms depend on the “form” you shift into. The effect has no time limit, and has unlimited uses. Changing form (to animal or back) is a swift action and doesn’t provoke an attack of opportunity. Any gear worn or carried by the Shapeshifting Avenger melds into the new form and becomes nonfunctional. When the Shapeshifting Avenger 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. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, trained 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). The Natural Spell feat doesn’t work in conjunction with Shapeshift. A Shapeshifting Avenger keeps all Extraordinary, Spell-like and Supernatural abilities and qualities of their normal form, excluding those which require a body part the form doesn’t possess. Unless otherwise noted by the entries below, you retain your size and space when you adopt a new form. You always retain your types and subtypes, regardless of the nature of the form assumed. You don’t gain any special attacks or qualities from your new form except as described below. When you Shapeshift into forms other than your own, you gain natural weapons and reach with those weapons as described below. These natural weapons gain an enhancement bonus on attack rolls and damage equal to ¼ druid level. At fourth level and higher, they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice are given for medium druids, smaller or larger Shapeshifting Avengers should adjust those values according to the table on page 28 or the Dungeon Master’s Guide. If knocked unconscious or slain in shapeshifted form, you revert to your original form.
Say that it can use the same transformation as the wild shape ability and give an number of times per day.


Predator Form: This form, traditionally that of a wolf, is the first one a Shapeshifting Avenger learns. While in predator form, you gain a primary bite attack that deals 1d6 points of damage. You have the reach of a long creature for your size (5’ for small or medium). You now have the scent special ability when you are in predator form. You gain a +4 enhancement bonus to Strength and your natural armor bonus increases by 4. Your base land speed increases to 60’. If your speed is already 65’ or higher, increase it by 30’. At 4th level, you gain Mobility whenever you are in predator form. At 6th level, you gain your choice of either A) the Pounce (Ex) special ability while shifted (When while charging, it can follow with a full attack) or B) an increase of your base land speed while shifted by 50’. Once made, the choice is permanent.
What would be consider a predator from?Use the druid list or indicate what can be used

Travel Form: At 5th level, you gain the ability to shift into the form of a flying, climbing, swimming, or burrowing creature (choose one). You traditionally take the form of an eagle or bat (flying), weasel or lizard (climbing), snake or caiman (swimming), or wolverine or badger (burrowing). You gain a primary natural attack, depending on the type of Travel form assumed: a bite that deals 1d6 damage (in climbing or swimming form), or a claw that deals 1d4 damage (in flying or burrowing form). Your size decreases by one category, and your reach becomes that of a long creature of your new size (0 feet if Tiny or Small, 5 feet if Medium). You gain a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and your natural armor increases by +2. Your base land speed becomes 20 feet, and you also gain a new movement mode depending on the form assumed:
Flying: Fly 50 ft. (good maneuverability)
Climbing: Climb 40 ft.
Swimming: Swim 30 ft.
Burrowing: Burrow 20 ft.
At 7th level, you gain the equivalent of the Flyby Attack feat while shifted, though its benefit applies to the special movement gained by shifting. At 9th level, you gain a new special ability while shifted, depending on the Travel Form assumed:
Flying - Keen Eyesight (Ex): gain a +8 competence bonus on Spot checks.
Climbing - Perfect Balance (Ex): gain a +8 competence bonus on Balance checks.
Swimming - Hold Breath (Ex): you can hold your breath for (8 x Constitution score) rounds before you risk drowning.
Burrowing - Keen Hearing (Ex): gain a +8 competence bonus on Listen checks.
Same as above,Would a giant eagle be considered a travel form? you have to specify and i dont really thin that you should put numbers for damage, it's the creature that he transform in that give him his damage.
For ability scores,at the first part, Write that in animal from it gains X to str,con,dex natural armor,damage,etc.


At 11th level, you may assume a Travel Form of 2 size categories smaller than that of your normal form, gaining the following abilities (same as above unless noted): your primary natural attack's damage becomes 1d4 (bite) or 1d3 (claw), and your reach becomes that of a long creature of your new size (0 feet if Diminutive, Tiny, or Small); you lose your +2 enhancement bonus to Strength, but your enhancement bonus to Reflex saves increases to +4.
same as above.


Ferocious Slayer Form: At 8th level you can Shapeshift into a large predatory form, such as a tiger, brown bear or dire wolf. While in ferocious slayer form, you gain a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that each deal 1d6 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size. +8 enhancement bonus to Strength, +4 enhancement bonus to fortitude saves, and your natural armor bonus increases by 8. Your base land speed changes to 60’. At 10th level you gain Improved Critical (bite) and Improved Critical (claw) as bonus feats whenever you are in ferocious slayer form. At 13th level, you gain your choice of either A) the Pounce (Ex) special ability while shifted (if you charge a foe, you can make a full attack at the end of the charge) or B) the Improved Grab (Ex) special ability while shifted (if you hit with a claw or bite attack, you can attempt to start a grapple as a free action without provoking an attack of opportunity). Once made, the choice is permanent. This form can be combined with predator form.
Forest Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or treant. While in ferocious slayer form, you gain a pair of primary slam attacks that deal 1d8 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a tall creature your size. You gain a +12 enhancement bonus to your Strength, a +4 enhancement bonus to Fortitude and Will Saves, and a +12 increase to your natural armor. Your base land speed becomes 40’. You gain damage reduction 5/slashing while in forest avenger form. At 14th level you gain Improved Overrun as a bonus feat whenever in forest avenger form. 17th level, you gain your choice of either A) the Double Damage Against Objects (Ex) special ability while shifted (you deal double damage to objects and structures when making a full attack) or B) an increase of your Damage Reduction while shifting to DR 10/slashing. Once made, the choice is permanent.
Elemental Fury Form: At 16th level, you are able to take on the embodiment of water, earth, air, or fire (chosen each time you ‘shift). While in elemental fury form, you gain a pair of primary slam attacks that deal 2d6 points of damage. Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature your size. You gain a +16 enhancement bonus to your Strength, a +4 enhancement bonus to Fortitude, Reflex and Will Saves, and a +16 increase to your natural armor. You gain immunity to critical hits, sneak attacks and energy type related to the elemental chosen (Air=Electricity, Earth=Acid, Fire=Fire, or Water=Cold). At 18th level you gain Great Cleave as a bonus feat whenever you assume elemental fury form. At 20th level, you gain additional elemental damage to your slam attacks while shifted, depending on the elemental form currently assumed. The amount of extra damage is the same as that of your base slam damage (i.e. 2d6 for a Medium druid shifted into Elemental Fury Form), and is comprised of the same energy as your current elemental form's immunity (Air=Electricity, Earth=Acid, Fire=Fire, or Water=Cold).


Fast Movement (Ex): At 1st level, a Shapeshifting Avenger gains an enhancement bonus to her speed, as shown on Table: The Shapeshifting Avenger Druid. A Druid in medium armor or carrying a medium or heavy load loses this extra speed.
indicate that this only appiles in light or no armor.

[
B]Whirling Berserker Frenzy (Ex):[/B] Whenever your current hit point total is below 6 x your druid level, your whirling berserker frenzy automatically activates. You gain a +6 bonus to your Strength score, a +2 bonus on saves, damage reduction 2/--. The damage reduction granted by berserker strength stacks with any similar kind of damage reduction. There is no limit to the number of times per day your Whirling Berserker Frenzy can activate. While Whirling Berserker Frenzy is active, you have the same limitation on actions as a barbarian in rage (PH 25). You cannot voluntarily end your berserker strength, although you automatically drop out of it while unconscious, helpless, or (most likely) when you receive healing to bring your current hit points above the threshold. While in a Whirling Berserker Frenzy, the Druid may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action. This penalty lessens to -1 at 5th Level and disappears at 9th level. Any effect that would normally apply only during your rage applies whenever your Whirling Berserker Frenzy is active.
It should be at 1/2hp that your allowed to activate and at 1/4Hd that it activates automaticly.


Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
DRUID.


Trackless Step (Ex): Starting at 3th level, a Druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Druid


Swift Tracker (Ex): Beginning at 8th level, a druid can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
DRuid


Greater Whirling Berserker Frenzy: At 11th level, your Whirling Berserker Frenzy improves. The bonus to your Strength score improves to +8, your bonus on saves improves to +3, you gain damage reduction 3/-- (or your existing damage reduction of the same kind improves by 3) and you gain a +1 dodge bonus to AC.
not bad, maybe an hp boost but after he's bleeding& unconicus


A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.
No point being here, should be tooken out.


Evasion (Ex): At 14th level and higher, a druid can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Druid

[
B]Timeless Body (Ex):[/B] After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
Why would an avenger get this?


Faster Rage (Ex): At 17th level and higher, while in a Whirling Berserker Frenzy, the Druid may make two extra attacks in a round at his highest base attack bonus, but this attack takes a -1 penalty, as does each other attack made that round.
make it -2.


Mighty Whirling Berserker Frenzy: At 20th level, your Whirling Berserker Frenzy improves again. The bonus to your Strength score improves to +10, your bonus on saves improves to +4, you gain damage reduction 4/-- (or your existing damage reduction of the same kind improves by 4) and you gain a +2 dodge bonus to AC.
same as above

This class is way overpowered.3 classes mashes up in one.This will have seroius balancing promblemes,

Zeta Kai
2010-11-05, 10:12 PM
Seriously, this smacks of the Lightning Warrior all over again. Horrifically OP, with no balancing factors to mitigate the ridiculous power level. This is Tier 0, which is bad design. Tone it down A LOT, or don't expect to be taken seriously. Mary-Sue, I-Win classes are good for a chuckle, but nothing more.

Moose Man
2010-11-05, 10:22 PM
1) issues for shape shift: [phb II] Very clear. less paperwork, anything you shift into is functionality the same, doesn't matter if you change into a hellhound look alike or a massive cat.
2)Fast movement: Barbarian/monk speed. it should apply in light or no armor.
3)wbf: blend of whirling frenzy[??] and beserker strength[phb2]
i'm ok w/the rest of the changes monkman suggested.

centuriancode
2010-11-06, 01:25 AM
1) issues for shape shift: [phb2] Very clear. less paperwork, anything you shift into is functionality the same
2) Issues for elemental companion: [complete Mage]
3)Fast movement: Barbarian/monk speed. it should apply in light or no armor.
4)wbf: blend of whirling frenzy[??] and beserker strength[phb2]
i'm ok w/the rest of the changes monkman suggested.

There are indeed precedents for these things, and yet Monkman's points about simplicity and ease of understanding are still valid, as are the questions of the appropriateness of the flavour of the class. It's your call, though I agree with Monkman.

The thing that you still haven't addressed is the issue of balance. The Druid is a sufficiently powerful class that already has DMs who won't allow it unless there are severe limitations put on its power. The Barbarian and the Ranger are often thought of as slightly underpowered classes, but in conjunction even the two of them are overtly powerful. Add the Druid into the mix, and the power level becomes absurd. Here is how I would suggest rebalancing it:

1) Reduce BAB to 3/4 HD

2) Don't give it full casting capabilities. With Barbarian and Ranger abilities, and the shapeshifting, this class is perfectly able to be a close-combat class. If you look at the Paladin, which is designed as a close-combat class with minor magic enhancements, its spells cap out at fourth level and are designed to be boosting spells rather than offensive spells. I would not recommend that level of reduction in casting ability because that would remove the elements of Druid (though this could be a perfectly functional and powerful class purely with Ranger and Barbarian plus shapeshifting, it would defeat the stated purpose of the class). Instead, I would cap the spells at sixth level. It could still have the full complement of spells, but would gain them significantly later than it would as a Druid.

3) Take the ability and class feature progressions of each of the classes and stop them two-thirds of the way to completion. If it can cast sixth-level spells, it really doesn't need to be able to use a full beserker rage from a Barbarian. If you want to combine the elements of different classes, then you can't simply create a gestalt that has full access to all the abilities of all the classes. Take a look at classes like the Ultimate Magus. Instead of functioning as two complete casters in one, it gets only two-thirds of the spells of either class, and cannot access the highest level spells. While it still has more spells than any single class caster, it does not simply double the abilities of a caster. Remember, for every benefit beyond a normal class, you must impose a suitable penalty.

Admiral Squish
2010-11-06, 08:05 PM
I like the concept of this, but the execution, unfortunately, leaves much to be desired. Mind if I take a shot at this?

Moose Man
2010-12-09, 03:29 PM
no, i dont. go ahead

Also i noticed that some of the later forms increase your size. http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases

Dead_Jester
2010-12-09, 05:18 PM
As much as I would like to agree with Zeta on this, I can't call this ridiculous. It is still sadly weaker than a normal druid with wildshape, even without removing 9th level spells and full bab. Wildshape is just that good.

However, I do agree with the power reduction, as druidzilla is definitely the power level you want to aim for. As it sits right now, this class seems decent, probably high tier 3.

And seriously, the font and formatting are killing me. Why don't you have the normal one, and put some space between paragraphs?

Starbuck_II
2010-12-09, 06:47 PM
I like it:
3/th BAB, but spells should be reduced to 6th (I don't think 7th level is a normal limit).

I like that you can only activate the Rage when 1/2 life.
Shapeshift is the balanced Wild Shape version.

I say it is Balanced. High Tier 3 easily.

You need to find a name for this combo:
While listing what you are (Shapeshifting Avenger Druid + ranger) is nice: you need a good name that evokes what you would call it.