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Thread: A Druid argument
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2007-10-11, 08:23 PM (ISO 8601)
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A Druid argument
A friend of mine, in a game we're playing, is a druid, as am I. He focused on his animal companion, I on Wild Shape. I took the aberrant feats that allow aberrant shapeshifting.
Now, the argument is over Wild Shape - I look through books to find cool new aberrations (of which there seem to be lot more than animals), and always try to match the form to the job. My friend says that doing so is cheating, and I have to wait until I see one to become one. True?
(Also, anyone got any really obscure aberrations good for wild shaping? Just to bug him.)
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2007-10-11, 08:28 PM (ISO 8601)
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2007-10-11, 08:39 PM (ISO 8601)
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2007-10-11, 08:55 PM (ISO 8601)
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Re: A Druid argument
Thank you! I'll see if having to roll a Knowledge check if I haven't seen one goes over well.
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2007-10-11, 09:24 PM (ISO 8601)
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Re: A Druid argument
Well, it isn't really cheating. It all depends on how strict your DM is about metagame knowledge. Still, I agree with Sikyon. Go with a knowledge check. As far as I know aberrations fall under Knowledge (dungeoneering).
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2007-10-11, 10:00 PM (ISO 8601)
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Re: A Druid argument
(Also, anyone got any really obscure aberrations good for wild shaping? Just to bug him.)
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2007-10-11, 10:08 PM (ISO 8601)
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Re: A Druid argument
Will O' Wisp
Tough to beat 29 Dex, natural invisibility and immunity to magic.
With a Tsochar you can climb into still-living bodies and wear their flesh as your own.Last edited by Dode; 2007-10-11 at 10:29 PM.
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2007-10-11, 10:11 PM (ISO 8601)
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2007-10-11, 10:12 PM (ISO 8601)
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2007-10-11, 10:29 PM (ISO 8601)
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Re: A Druid argument
More good abberations: Grell (flight, reach, lots of natural weapons, paralysis, grappling; Lords of Madness), cloaker (moan, engulf), darktentacles (many tentacles, absurd grappling, low mobility; MM2), wyste (...lots of natural attacks and grappling... MM2).
Huh. Maybe you should consider Improved Grapple. It seems like a lot of abberations like grappling.Avatar by GryffonDurime. Thanks!
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2007-10-11, 10:44 PM (ISO 8601)
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Re: A Druid argument
Improved grapple sounds good. I should also get that one form Savage Species that allows you to take a supernatural ability.
Thanks for all the ideas, all! Will O' Wisp should make him really annoyed, and Tsochar and Darktentacles sound awesome. Hope I make the knowledge check.
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2007-10-11, 11:35 PM (ISO 8601)
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Re: A Druid argument
make sure you take the feat that allows you to use abberitions special abilities, Assume Supernatural Ability from savage species.
taken from http://forums.gleemax.com/showthread...7#post10552967
Aberration:
If you take Aberration Wild Shape (LoM), you can use Wild Shape to turn into aberrations, subject to the other usual limitations of Wild Shape.
This is another section still in development. As such, take the advice with a grain of salt. Any suggestions would be appreciated.
In the meantime, here's some advice on Aberration Wild Shape.
Quote:
Originally Posted by Alansmithee
Generally, you can find more attacks with abberations than with animal forms, but usually at a lower Str. Many creatures with these attacks will have poison, grab, or both with them. Obviously, these forms get the most milage out of Greater Magic Fang, as usually 4+ of the attacks are with the same type of natural weapon. As was said above, having access to assume supernatural form makes abberation wildshaping stupidly good (a prime target for this feat would be the Beholder's Eye Ray ability, which nets all 10 rays for use). Another benefit of abberation wildshaping is the humanoid form many take, which makes using equipment much easier, and often will allow for speech.
And from the above list, some of my favorites are the cloaker for casting early on (if you don't want to waste a spell, fly up and moan), the rukanyr for it's multiple attacks and stun/poison, the darktentacles for it's insane grapple, and the lifeleech otyugh for it's grab and high stats.
* Level 5
o Rust Monster - Useful for sabotage, removing metal walls, etc.
o Tako (OA) - Seven arms for weapons or Improved Grab/Constrict, aquatic, Multidexterity bonus feat.
* Level 8
o Cloaker - Area-effect moan, and goofy Engulf ability.
o Ineffable Horror (Und) - Flight, grapple and blood drain.
o Rukanyr (FF) - High AC at 7hd, one stunning attack, 3 poisoning attacks, 6 other claw attacks
o Mimic - adhesive (auto-grapple, can trap weapons)
* Level 9
o Stonesinger (MM3) - High nat armour, burrow+climb speed, poison bite+6 claws, decent Str
o Lifeleech Otyugh (MM3) - 4 tentacles+bite, imp grab+Constrict, high Str
* Level 10
o Hook Horror (MM2) - Imp Grab, power sunder, decent stats, climb speed
* Level 11
o Chuul - An alternative to Dire Bear. Lower grapple check and less damage in straight attacks because of lower Str, but its Constrict does comparable damage in a grapple, it can paralyze grappled foes, and it has better AC.
* Level 12
o Death Kiss Beholderkin (MonOF) - 10(!) tentacle attacks, each doing Con damage
o Urophion (LoM) - 50' range melee touch attack that does strength damage and lets you drag the victim in to eat his brain. One of the best aberration forms.
o Ocularon (FF) - Large 12HD, 90' fly speed (perfect) decent ac (21), imp grab w/ 4 tentacles, steal eyes and gain poison attack with those eyes
o Darktentacles (MM2) - 12 attacks (up to 3 at a single square), can use weapons at lowered penalties, decent stats, imp grab w/ +16 racial bonus
* Level 15
o Athach - Human-shaped form, with high stats and a poison bite.
o Deepspawn (PGtF) - Three "hands," great reach, good stats, lots of natural attacks, Improved Grab/Constrict
o Delver - High AC and an acid attack that is exceedingly effective against metallic or stony foes.
* Level 18
o Nagahydra (Serp) - seven bites with potent poison, massive stats
o Moonbeast (MM2) - 10(!) powerful attacks, plus Constrict AND bite on a grapple
* Level 20
o Chilblain (Frost) - A flier that deals respectable damage and has massive AC.
o Maulgoth (FF) - Send enemies (or allies) to ethereal plane with a touch.
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2007-10-12, 12:43 AM (ISO 8601)
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Re: A Druid argument
The aberration list has Mimic but not Will-O-Wisp?
That's... not a very good list.
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2007-10-12, 12:49 AM (ISO 8601)
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Re: A Druid argument
I'm sorry to say, but your friend is right. From the SRD (emphasis 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.
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2007-10-12, 05:10 AM (ISO 8601)
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Re: A Druid argument
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2007-10-12, 06:48 AM (ISO 8601)
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Re: A Druid argument
Wait a sec! Aren't aberrations anathema to Nature's order?
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2007-10-12, 06:54 AM (ISO 8601)
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Re: A Druid argument
Yes, but so are CoDzillas, and she ain't complainin', 'aight?
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2007-10-12, 07:14 AM (ISO 8601)
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Re: A Druid argument
Yes. However, that's easily remedied by casting a simple Summon Nature's Ally spell to meet one. Summon Monster may work for some aberrations as well.
Aslo, Dode, please note that unless he is also a level 7 Master of Many Forms, he won't be getting the Natural Invisibility or Immunity to Magic. Wild Shape naturally only grants EX attacks, not EX qualities or anything SU or SP.
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2007-10-12, 07:14 AM (ISO 8601)
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2007-10-12, 07:16 AM (ISO 8601)
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2007-10-12, 07:21 AM (ISO 8601)
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Re: A Druid argument
Look, just say he mentored under a planar shepard, and the Far Realm/Xoriat was his 'time out' zone.
Last edited by martyboy74; 2007-10-12 at 09:19 PM.
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2007-10-12, 07:24 AM (ISO 8601)
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Re: A Druid argument
Last edited by Arbitrarity; 2007-10-12 at 07:24 AM.
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2007-10-12, 07:31 AM (ISO 8601)
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Re: A Druid argument
Touche!
I find knowledge checks rather lame for this purpose (and also, entirely too random). I would instead prefer something fitting in the character's backstory or ongoing adventures.
Also, personally I would disallow some of the weirder aberrations on grounds of them not existing in my campaign world. But I do find the aberdruid concept rather intriguing. My nature god would not approve, but there are a few other gods that would (and thus could "sponsor" a druid).Guide to the Magus, the Pathfinder Gish class.
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2007-10-12, 08:01 AM (ISO 8601)
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Re: A Druid argument
Avatarcred: HELL YEAH to THE Oneris! Ma'am, thank you, ma'am.
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2007-10-12, 08:16 AM (ISO 8601)
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2007-10-12, 10:10 AM (ISO 8601)
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Re: A Druid argument
Wouldn't a knowledge: dungeoneering be required to know about aberrations, not nature?
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2007-10-12, 12:17 PM (ISO 8601)
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Re: A Druid argument
You say he is focusing on his companion? Ask him when in the campaign he ran into this creature. Point out that if the default is not having any knowledge of the things that you in touch with that he doesn't know about whatever his animal companion is either.
Use knowledge checks.
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2007-10-12, 12:40 PM (ISO 8601)
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Re: A Druid argument
You would need Knowledge(Dungeoneering), because it covers aberrations. Yeah, I don't know why, either, but it also covers oozes.
Anyway, as a rule of thumb, I don't allow a player to use creatures that doesn't exist in that specific world setting they are in.
The DM may notice that he can veto some creatures that usually exists in a campaign setting if he so wishes (and being careful to don't forbid a creature, and later notice that he will need to use it).
The skill check would need a high DC, as the player tries to find "a creature that'll help in the present situation".
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2007-10-12, 01:24 PM (ISO 8601)
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2007-10-12, 01:31 PM (ISO 8601)
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Re: A Druid argument
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