Just to add on to the shifter post I put up for balancing:
Every shape Druids can shift into should have ALL of their items merge over. That includes combat properties of gloves onto their creature weapons.
They should be able to cast while shifted, but I understand that's never going to happen, so they need serious help in getting well deserved power.
Having all items merge, and the extra damage from having offensive powers on gloves merge over to augment their creature weapons would go a LONG way to giving them much needed power.
Also the stats for the shapes are all over the place. They should all have the same total boost, just allayed differently based on type. They should be:
Huge Elemental shape:
Fire: 20 str 20 dex 26 con
Special: fire immune/ cold vulnerable
Water: 26 str 22 dex 18 con
Special: fire immune/ drown attack
Earth: 30 str 10 dex 26 con
Special: rock hurl
Air: 20 str 30 dex 16 con
Special: whirlwind
Elder Elemental:
Fire: 26 str 20 dex 26 con
Special: fire immune/cold vulnerable
Water: 30 str 22 dex 20 con
Special: fire immune/drown attack
Earth: 34 str 10 dex 28 con
Special: rock hurl
Air: 22 str 34 dex 16 con
Special: whirlwind
Wild shape:
Badger: 8 str 18 dex 16 con
Special: +7 hide/move silently
Bear: 28 str 14 dex 18 con
Special: knockdown
Boar: 18 str 14 dex 28 con
Special: rage 3/day
Panther: 18 str 28 dex 14 con
Special: 3d6 sneak damage
Wolf: 20 str 20 dex 20 con
Special: fear howl 3/day
Dire wild shape:
Badger: 14 str 26 dex 16 con
Special: +15 hide/move silent
Bear: 32 str 14 dex 18 con
Special: improved knockdown
Boar: 18 str 14 dex 32 con
Special: greater rage 3/day
Panther: 18 str 32 dex 14 con
Wolf: 22 str 24 dex 18 con
Special: fear howl 5/day increased dc
These probably look like "Zomg! That's way too powerful!" But again: no casting, and no item usage while shifted. Also, nothing stacks, so you can not get above +4 to any stat, saves, or AC. Meaning they can be incredibly difficult to play. They are a melee build that is actually pretty terrible at melee.
It's been brought up elsewhere, but to reiterate: Druids (and Rangers) should have an animal companion similar to blackguards and shadow dancers. 1-2 levels below their character level with decent ac, ab, and saves that they can then buff as needed.
With these changes, Druid would be one of the few classes that would really be rewarded for remaining pure. Eventually the shapes, would give them a decent level of power to survive the rigors of thay.
Just to add on to the shifter post I put up for balancing:
Every shape Druids can shift into should have ALL of their items merge over. That includes combat properties of gloves onto their creature weapons.
They should be able to cast while shifted, but I understand that's never going to happen, so they need serious help in getting well deserved power.
Having all items merge, and the extra damage from having offensive powers on gloves merge over to augment their creature weapons would go a LONG way to giving them much needed power.
Also the stats for the shapes are all over the place. They should all have the same total boost, just allayed differently based on type. They should be:
Huge Elemental shape:
Fire: 20 str 20 dex 26 con Special: fire immune/ cold vulnerable Water: 26 str 22 dex 18 con Special: fire immune/ drown attack Earth: 30 str 10 dex 26 con Special: rock hurl Air: 20 str 30 dex 16 con Special: whirlwind
Elder Elemental:
Fire: 26 str 20 dex 26 con Special: fire immune/cold vulnerable Water: 30 str 22 dex 20 con Special: fire immune/drown attack Earth: 34 str 10 dex 28 con Special: rock hurl Air: 22 str 34 dex 16 con Special: whirlwind
Wild shape:
Badger: 8 str 18 dex 16 con Special: +7 hide/move silently Bear: 28 str 14 dex 18 con Special: knockdown Boar: 18 str 14 dex 28 con Special: rage 3/day Panther: 18 str 28 dex 14 con Special: 3d6 sneak damage Wolf: 20 str 20 dex 20 con Special: fear howl 3/day
Dire wild shape:
Badger: 14 str 26 dex 16 con Special: +15 hide/move silent Bear: 32 str 14 dex 18 con Special: improved knockdown Boar: 18 str 14 dex 32 con Special: greater rage 3/day Panther: 18 str 32 dex 14 con Wolf: 22 str 24 dex 18 con Special: fear howl 5/day increased dc
These probably look like "Zomg! That's way too powerful!" But again: no casting, and no item usage while shifted. Also, nothing stacks, so you can not get above +4 to any stat, saves, or AC. Meaning they can be incredibly difficult to play. They are a melee build that is actually pretty terrible at melee.
It's been brought up elsewhere, but to reiterate: Druids (and Rangers) should have an animal companion similar to blackguards and shadow dancers. 1-2 levels below their character level with decent ac, ab, and saves that they can then buff as needed.
With these changes, Druid would be one of the few classes that would really be rewarded for remaining pure. Eventually the shapes, would give them a decent level of power to survive the rigors of thay.