Category Archives: druid

D&D Next: Wild Shape & Oaths

This for realsies last last playtest packet updates the druid’s Wild Shape and adds a new paladin oath, the Oath of Vengeance.

Wild Shape
You cannot do this at all until 2nd-level, but you can now do it once between short and long rests. At 8th-level you can use it twice between rests. There are many forms available at the start, including flying critters and a horse. The time limit is one-half your level in hours. Finally, Circle of the Moon grants access to more dangerous animals like dire wolves, tigers, and cave bears (oh my).

I still do not like it.

Shocking, I know.

You cannot change your shape at all until 2nd-level. Why? Wild Shape is a very unique and iconic class feature for the druid, so why make them wait while barbarians can still rage, monks can flurry, and rogues can sneak attack? Would it really unbalance anything to allow players access all of one level sooner?

The forms are also not made equally: unless you have a major need for Speed, owls are better than hawks, and anything weasels can do, cats can do better (at least until they inevitably start adding more animal forms in splatbooks). Why make each animal its own statblock? All you are doing is downplaying certain animals when they are not rendered obsolete. You could just as easily make thematic benefit packages for a druid to choose from, and let them determine what form they take.

EDIT: I am also opposed to the inclusion of animal statblocks with only slight mechanical variation. The time and space could be better devoted than giving us numerous blocks for cats, dogs, birds, and other critters that probably will only end up having differing skill bonuses, maybe a movement mode or special sense.

Again I am voicing my dislike of Druid Circles (and the whole paths thing in general). With the current system if I choose Circle of the Land then I irrevocably cut off access to “battle forms” for the rest of the campaign, even if I want to delve into them later. There is no reason why characters cannot make more choices, opting into certain concepts down the road if it suits them. The current model is just…lazy.

ANOTHER EDIT: The fact that forms do not scale is another problem. What if I want to make a druid of, say, a wolf clan? Right now I have to wait until 2nd-level before I can turn into a dire wolf, and…that is it. There are no other wolf forms beyond 2nd-level. If forms were based on your level you would not only not have to wait until you could become a triceratops, but if you wanted to stick around as a wolf it would still be viable.

Also, it would be cool if druids could pick up form-based “maneuvers”.

Oath of Vengeance
You gain access to a set of oath spells, including the very unpaladin-sounding misty step (short-range teleport). One Channel Divinity option lets you frighten a creature (with a bonus against fiends and undead despite undead being largely immune to fear), while the other lets you gain attack advantage against a creature that hits you or something else.

At higher levels you can move after making an opportunity attack against a creature affected by your oath, make an attack against a creature affected by your oath before they attack (assuming they are in range), and eventually transform into a angel with flight and a fear aura.

The flavor behind the oath of vengeance makes it sound like something that a paladin swears once they hear of something bad going down, and that once they handle said bad thing that they are free to swear another kind of oath. Of course oaths are just another path that you lock in at 3rd-level, so once you pick divine Batman from the list you are stuck with it for no discernible reason except that it is how 3rd Edition handled character advancement.

Being able to swear oaths and gain benefits from them would actually make paladins more interesting and diverse from clerics (or fighter/clerics). Dungeon World lets you do something similar: you gain benefits when undertaking a quest, and once you wrap it up you can gain new ones the next time around. In this instance oaths could be thematic packages to choose from, or the Dungeon Master could assign appropriate bonuses from a list.

Legends & Lore: Mildshape

One of the druid’s most iconic features is wildshape.

In 3rd Edition you had to wait until 5th-level before you could change your form into a Small or Medium animal just once per day. As you leveled up you could change more times in a daily period, and you gained access to more size categories and creature types. The only limitation was that the form’s Hit Dice could not exceed the druid’s level, which was not much of a limitation when you could still, say, change into a dinosaur capable of charging while still making multiple poisonous attacks.

A level before the fighter could make her second attack.

Assuming she does not take more than a 5-foot step.


Not eclipsing the fighter–or really any other class–as a melee combatant based on one choice is one of several reasons why 4th Edition’s take on the druid is by far my favorite, but what makes it really interesting is how dynamic it is. Unlike other classes a druid’s evocations require her to be either in a human or beast form, which you can change at-will from the start. This allows you to change up tactics on the fly: do you stand back and blast enemies from a distance, or do you get close and personal with your beast form? Daily evocations could grant you more bonuses, and there are even feats that get in on that form-based action.

The only drawback is that you are limited to Small or Medium size critters, and you do not gain any special features or movement modes. I mean, you could change into a Medium-sized bird, you just cannot fly. To do that you have to choose special evocations, which are generally limited to a per-day basis. I also recall that you could not manipulate objects in those forms, even if you changed into something like a monkey. This was an instance where I feel that they erred way too far on the side of game balance.

Currently 5th Edition’s stab at wildshape is that aside from your mental ability scores, you replace your stat block with that of the creature you change into. I guess each form will have its own hit points, and when those run out you automatically revert back. I do not mind any of this in concept. I think that just swapping out stat blocks streamlines the process while hopefully preventing 3rd Edition’s abusive forms (though I think 4th Edition made it much simpler by just enabling beast form evocations, assuming you took any).

The problem is that wildshape has per-day uses (makes no sense) and that the forms are limited by what the designers feel you should be able to change into, meaning that there is no customization: at 1st-level you get hound, at 5th-level you get steed, etc. I know that there will apparently be a menu to choose from, but I am guessing it will just be more of the same, which is boring and restrictive.

See, aside from re-skinnable daily evocations 4th Edition allowed you to determine what you were changing into, and even let you determine for the most part how much you cared about wildshape through evocation and feat choice. If you want to get in touch with your wild side, take beast form powers and load up on feats that give you benefits in beast form. Feel like wildshape is for the birds? Well you still have to take all of one beast form at will, but otherwise you are free to cultivate your nature magic.

I think druids should be able to not only choose whether they can wildshape at all, but do so whenever they please. I think it would also make sense to limit them based on terrain and/or season (kind of like how Dungeon World does it). You could let the druid determine what she changes into based on these parameters, as well as size and type (which are expanded upon via wildshape class feature selection).

Wildshape benefits could just be a package deal depending on if you are going with a combat/predator or exploration/prey form. Predator forms would make you tougher, stronger, faster, etc, while prey forms would make you faster, harder to hit, and give you skill bonuses. Druids could also have access to something like fighter maneuvers, they just need to be in a suitable animal form to utilize them.

D&D Next Podcast

From what I can tell instead of a Legends & Lore column, this week we are instead getting a podcast with Mike, Jeremy and Rodney talking about the latest packet and upcoming changes to a few classes.

I mentioned back when the packet was released that I feel like they are going out of their way to make sure that certain groups of people see that they are clearly marking races as unusual and “officially” cordoned off to a campaign setting. I guess to be fair gnomes and half-orcs are in the mix with warforged, though this should really be a campaign setting decision on the DM’s part.


I am baffled that playtesters seemed mostly happy with the druid, except when it came down to wildshape. Granted I have a lot of issues with wildshape, but what about the rigid, arbitrary class features? Everyone satisfied with the fact that no matter what you are just like every other druid until 3rd level, and that at 15th-level you can always take on the for some reason nonspecific appearance of another creature? What about spellcasting: do you actually think that slots and spell levels sufficiently evokes the flavor of someone calling on “the divine essence of nature itself”?

Okay, got that out of my system. Again. For now. As for details on the changes to wildshape the current proposal is to basically keep it the same as before, except that your animal form has a separate hit point pool, because it was apparently difficult to track hit points otherwise. So if you change into a bear you use the bear’s hit points, and if you run out or shift back to human form you just go back to what you had before. Oh and there will be more forms to choose from, which you can choose from at any time.

Strange, I would have thought it would be easier if a druid had to choose what forms she could shift into ahead of time, so that you could make cards with form stats. After all fighters have to choose their maneuvers when they get whatever class feature says that they get maneuvers. Personally I think it would make more sense for a druid to have to learn animal shapes, or at least restrict them to terrain types as in Dungeon World. It is okay to force spellcasters to have to choose.

The justification is that this will be simpler to manage, not that I think having to track up to two hit point pools is particularly complicated or difficult. It sounds like they are very interested in making this game as simple as possible at the sacrifice of good, interesting, and/or elegant rules. Who needs an evocative, engaging magic system when you can just nonsensically divide spells into levels and force everyone to use spell slots? Why give players choices when you can just force them down a preset track?

The justification for moving cunning action from the thief subclass to the rogue, because it was apparently incredibly popular, is a prime example of why I dislike their subclass model. You know what would have avoided the issue of shifting class features into arbitrary categories? Letting players pick the class features they want. There is absolutely no reason why a character should wait a few levels before having to choose a preset that possibly lets them evoke they concept that they wanted to from the start.

Except, I guess, because that is how it was done before.

D&D Next: Drafting the Druid

I had a number of complaints regarding the druid just from reading it since its initial release—per day wildshaping and spells, and set-in-stone class features—but I figured that my criticisms would be more accurate and helpful if I saw it in action first. The characters in my Epiro campaign just hit 4th-level, meaning that I have seen the first three levels of the druid and so feel a bit more qualified when I say that I pretty much still dislike the class as a whole.

Since the 2nd Edition druid adhered to a bizarre interpretation of the (True) Neutral alignment (which I swear included an example of the druid changing sides mid-combat), I never bothered to give it a shot, and barely remember anything else about it except that high-level druids had to
fight other high-level druids to level up after a certain point.

3rd Edition’s druid eased up on this a bit by allowing you to be any alignment that had Neutral somewhere in the mix (and as an added plus, Neutral became less silly), but I still only played one once. The animal companion was nice, and usually twice a day you could do something druid-y like summon entangling roots or animals, but since there was no cleric I ended up doling out cure x wounds. Really nothing about the class stood out; when I was not healing I was hitting things with a metal scimitar (and not wearing metal armor or shields).

It was not until higher levels that you got the ability to change your shape, but even then you were limited to per-day uses. Another downside was that the shapes you could assume were limited by size and Hit Dice, which lead to balance issues where a 5th-level druid could turn into a dinosaur capable of making multiple attacks per round (some with poison), while the fighter could still only make one.

4th Edition broke the mold by not only having no restrictions on weapons, armor, or alignment, but also unlimited wildshaping and druidic magic in some form thanks to the at-will/encounter/daily power structure. One thing I found particularly interesting was that unlike other classes, what she could do depended on whether she was in her human or animal form; nature magic required you to be in human form, while “beast” powers required you to be an animal of some sort.

The downside was that while your animal form was unrestricted, no matter what you you turned into you were Medium-sized, and what you could do was limited without access to certain evocations. So you could wildshape into a bird, but you would be Medium-sized and unable to fly. Fish? Medium-sized and no swim speed. Now if you had the daily evocation form of the hunting falcon, you could change into a Small creature with a fly speed, but you could not manipulate objects, even things that you would expect a bird to be able to interact with or carry.

Despite these issues I still find it unfortunate that 5th Edition’s druid strays closer to 3rd Edition’s model. Yeah you can wildshape at 1st-level, but still only a set number of times per day and only into one of two forms (one of which you only get with the right Circle Initiate choice). Spells are a bit more flexible in that you do not have to specify how many of which one you want to prep ahead of time, but for the most part have a per-day cap (like every spellcaster in the current playtest). Oh, and with the exception of your Circle Initiate choice you only get specific class features at specific levels.

In play the druid is not particularly interesting. Randy’s go-to spell is fire seeds, an at-will that lets you throw up to two exploding acorns, pinecorns, or holly berries at a target for all of two fire damage. Compare to 4th Edition’s druid; yeah, you could throw a flame seed, except it was more like an area-effect grenade, but you could also opt to conjure a thorny vine to yank creatures around, unleash swarms of insects, channel bolts of lightning, and more. Otherwise aside from the odd use of fog cloud or entagle he pretty much uses his magic to heal everyone else.

Really the most druid-y thing he regularly does is turn into some kind of animal and maul something to death. Mechanically the shapes are fine, and I am surprised that they do not eclipse the paladin in terms of attack and damage output, but it disappointing that as with every class feature except Circle Initiate you are stuck with whatever they arbitrarily give you at whatever level: hound at 1st, rodent at 2nd, and at 4th you get both steed and fish. Yep, fish.

4th-level druids, one half of a delicious appetizer.

In changing the druid I would take a similar approach as the monk, dividing its class features into categories like seasons, circles, maybe even some terrain-based features (like we got with 4th Edition’s hunter and berserker sub-classes):

  • Seasons would determine for the most part kind of magic you could use. For example summer druids would have fire/radiant and healing magic, while winter druids would have cold and “de-buffing” magic. I could see a case for seasons also establishing what animals you can choose from, but that might be more appropriate for terrain.
  • Circles are fine conceptually, and would love to see more class features that are limited by the circle you chose. I would also use them for prestige class/paragon path requirements.
  • Terrain could give you bonuses on skills, maybe even something like “terrain tricks” (which would tie in nicely to the Exploration pillar), but like Dungeon World could also be used to establish the animals you can choose from.

Building a druid from these categories would go a long way to making them more diverse and interesting right from the start. One druid might be able to conjure freezing winds, draw strength from a dying creature, transform into a wolf, and easily find shelter to fend off the cold, while another might channel fire (perhaps healing an ally at the same time), assume the shape of a bear, and locate sources of food in the forest. Much more diverse than what spells you prepped for the day.

Another problem is how their magic works. According to the playtest packet, they live in harmony with the land and call upon the gods to wield the magic of the moon, sun, storm, forest, and beast. I am not sure if it means gods in the cleric’s sense, or gods as powerful nature spirits. Linking them with nature spirits could let them cannibalize some of the best parts of the shaman while helping to make them distinct from god-gods. At any rate, cleric-gods or no, like the cleric how their magic works does not make any sense at all:

  • Why can they only prepare two spells per day at 1st-level? Are they making deals with specific spirits? Does it have something to do with their headspace?
  • Why do they need to prepare spells at all? Is it because whoever they are phoning these into when they set them is too busy to take another call?
  • Why can they only cast a set number of spells each day? If these are the result of calling on gods, then what happens if they are acting on the behalf of a god? Is the god tired?
  • How come they can use a higher-level spell to cast a lower-level spell, but no matter how many lower-level slots they have access to they cannot cast a single spell of a higher level?

Calling upon gods is all well and good, even if it treads on the toes of the cleric, but then like the cleric aside from “this is how it was done before” I do not understand why they have a daily limit, why they have to set miraculous acts ahead of time, and why there is no way for them to beseech their benefactor for aid in a time of need.

I would go with something more like a wizard. They learn their magic from a circle of druids and/or powerful nature spirit/god. Couple this with the proposal for more flexible and varied mechanics from above, and you could make a pretty thematic druid. Their magic is physically demanding, to the point where I could see some spells having a hit point cost. Some spells might require buildup, so instead of entangle dealing damage and requiring a saving throw to avoid getting trapped, it would start out with thick growth that makes it easier to trip creatures up and slow them down, but if they stick around then they risk getting caught taking damage. Maybe you could burn hit points to speed up the process, representing the druid sacrificing her strength to fuel the magic?

As for wildshaping, someone mentioned druids being unable to remain in an animal’s form for too long because they begin to lose themself. While that is not stated, and at least in the latest packet any flavor reasons for the duration is not even hinted at, I think that that is an excellent mechanic idea. Let them transform whenever, but make it so that they start taking penalties to some Intelligence and Charisma checks over time until they return to normal. I would even keep it so that the penalties linger until you are in your human form for awhile, too.

In order to keep animal shapes viable, I would have many aspects of it scale as the druid levels up, but also allow her to choose features/perks/talents that let that form do more things. So that way if a druid really wants to stick with a wolf theme, she can without falling behind the curve. I am not even just referring to combat stuff; you could attack Exploration elements to animal forms, so that a falcon could be good at scouting and keeping watch, while a horse could travel incredibly fast.

Legends & Lore: Wednesday Packet

There is a new playtest packet coming out this week, and just in time for the debut of my sandbox playtest campaign, to boot. There will be new classes and spells, as well as some changes to the math, fighter, skills, two-weapon fighting, and more.

Druid
The druid sounds like a kitbash of 3rd and 4th Edition; you can wildshape at 1st-level (but it is a daily thing), you get to choose a circle that makes you better at either spellcasting or wildshaping, and it has healing on par with the cleric.

Having played a druid in 4th Edition and seen a druid in action in Dungeon World, I am not a fan of making wildshape (and most things, actually) a per-day ability. If it must be usable a specific number of times per day, it would be nice to explain why. I would also take a page from Dungeon World and restrict a druid to terrain types/animal forms that they are familiar with.

I like the non-combat forms, which was an issue in 4th Edition as they tried to balance it out by preventing you from having a fly or swim speed if you changed into a bird or fish. Even more bizarre was the inability to manipulate things, even if your form should have allowed it (such as a monkey or bird carrying things).

I dislike the healing, because I do not think that the game should assume someone is playing a healing class, and think that it would greatly benefit by foregoing that assumption, but at least according to them it will meet the threshold as established by the cleric.

Paladin
I am going with the more charitable interpretation of the statement that they are giving us paladins of various alignments “for the first time ever”, to mean that they are giving us a trio of more distinct classes from the start, instead of adding new things (like the warden and blackguard) down the line, because we could already make paladins of any alignment at the start of 4th Edition.

While I think it is nice that they are paring down detect evil to just undead and fiends, I think this is kind of odd for blackguards, and especially so for wardens (at least, if they are going to be as nature associated as their 8th-level mount implies). For blackguards I can at least get behind it insofar as it allows her to sense where the evil dead are hanging out, presumably so she can help them plot to swallow souls or defeat chainsaw-wielding protagonists.

For wardens I think that undead are still pretty good as affronts to nature go, but that aberrants/aberrations work better than fiends as symbols of all things unnatural. That, along with the 4th Edition warden’s pseudo-shapechanging dailies, would go a long way to help differentiate them.

Finally, I think that 8th-level is a bit much for a summoned mount, especially one that is “fairly weak” without specializing, and as seen in 4th Edition’s cavalier sub-class would be a lot better to grant early on, if the player even opts to choose it at all.

Ranger
1st-level spellcasting? Automatically part of the the class? Really? I am of the mind that spells should be one of several options that rangers can pick up, along with favored enemy and whatever it was that those terrain-based options that the hunter in one of the Essentials books were called.

Speaking of favored enemy, I like the idea of thematic bonuses that can be applied to various monster types. 3rd Edition’s favored enemy was too rigid, and often became obsolete as you leveled up and things like orcs were no longer viable threats. 4th Edition’s hunter’s quarry changed it into a hefty damage bonus, which made it effective all the time if maybe a bit boring. This could make for a more dynamic middle-ground.

Everything Else
Martial Damage Dice is getting changed back to Expertise Dice (yay), fighters (and other martial characters) are getting multiple attacks (yay?), and they have to spend actions to regain spent dice (again, yay?). It will be interested to see what fighters can do, especially given that they no longer have to decide between dealing more damage or doing something potentially more interesting.

I hope that rogues do not scale at the same rate, and that fighters will have ways of regaining spent dice in other ways, such as by landing a critical hit, defending an ally, watching a nearby ally drop, getting “bloodied”, and so on. I think those could make for interesting class feature choices.

Not sure what to make of skills, but I am glad to hear that two-weapon fighting is being changed to reflect a “options make you good, not competent” approach. I think it is interesting that they changed words of power to swift spells. Sounds like they are one step away from just re-creating 3rd Edition’s swift action, which I am totally okay with.

Hierophant Druids

In case you’re one of those people that think that the Essentials line divided classes pre-and-post release well, this article is geared for both druids and sentinels, as indicated by the Player’s Handbook 2 and Heroes of the Forgotten Kingdoms stamps of approval. So, ha. You know, if they’re going to put little icons in the article that denote which book they pertain to, they could at least make them not so blurry/more stylish.

The article is kind of a throwback to 2nd Edition, in which you could only advance to a certain level before you had to start offing other druids of your level, as there could be only a set number of a given level. Mostly, it’s about an organization that tries to blend primal magic with elemental forces, something that most druids don’t like due to the Primordials’ prior agenda of keeping the world in a constant state of elemental flux.

The article also provides a couple new evocations, intended as benefits for Hierophant members, but technically anyone can pick them up. Unfortunately, you have to be at least 22nd level, which severely limits the scope.

  • Elemental passage is a 22nd-level daily utility that lets you vanish, presumably into the Elemental Chaos, and reappear when your turn starts. When you return, there are four different effects that can occur, each tied with an element: push, pull, create difficult terrain around you, or impose fire vulnerability. It’s a standard action to use, which is a turn-off.
  • Summon elemental warrior is a 25th-level daily attack that, as the name implies, lets you summon an elemental. The exact element is up to you, and there are four stat blocks to choose from. They all mark targets that they hit (along with a kicker effect, like ongoing damage or forced movement), and have an opportunity action that works on marked creatures. About what I’d expect.

EDIT: A buddy of mine pointed out that the evocations have the Elemental keyword (and Primal). Does this mean that Wizards is considering a class with the Elemental power source, or is this just a keyword that serves to globally encompass the four classic elements (instead of printing out a bunch of keywords). Frankly, I don’t see how much different an Elemental class could be, especially considering that wizards can summon elementals, and chaos sorcerers tap into it a bit as well.

And to wrap things up, the master hierophant epic destiny. I think the coolest part is the Immortality part: you eventually leave the world, drift through the Astral Sea, and become a new world. It’s kind of like radiant child, but for druids instead of warlocks…and a planet instead of a star. I could see this being used for an adventure hook, where the players have to explore the Astral Sea for a new world forged from the body of an ancient druid. Hell, you could use this as the basis for having a solar system, as the worlds don’t have to look like our own.

  • Level 21: You gain a Wisdom bonus, as well as a bonus to something else.
  • Level 24: You are immune to disease, stop aging, and can enter suspended animation once per encounter, during which you gain regeneration and make saves when you turn starts and ends. The regen only works while bloodied, and it renders you unconscious. On the plus side, you can end it when your turn also ends.
  • Level 26: You gain elemental transmogrification, which makes you a Huge elemental with a variable benefit based on the element you choose.
  • Level 30: You can use two options from elemental transmogrification, and once per day if you get dropped below 1 hit point, you immediately regain a shitload of them.

The article has some nice inspiration for campaigns of any level, but the provided crunch is intended entirely for epic-tier play, which reduces its utility. Personally, I’d like to see elemental evocations for a wider level spread, allowing players to be Hierophants from a lower level. Great for druid players approaching epic tier, also good for DMs.

Essentials: Druid

This re-imagining of the druid, or sentinel as it’s called, somewhat hearkens back to the 3rd Edition druid in that it  can…well, heal, I guess. Skimming the Heroic tier class features there’s no mention of wildshape, which combined with it’s ability summon an animal spirit makes this class more like a hybrid of the druid and shaman. Sentinels get to pick from either bears or wolves, each granting a set of passive bonuses and the spirit you get to summon (obviously); bear sentinels deal a shitload of damage with clubs and staffs, and get a +2 to Athletics to boot. Wolf sentinels, on the other hand, can use scimitars, spears, daggers, sickles, get a +1 to hit with them, and gain a +2 to Heal.

As spirits, the Animal Companion doesn’t impose some ridiculous XP tax when killed, or otherwise penalize you in the long term. Rather, you can use a minor action or wait until you stop for a breather. Both cost a healing surge, but if you wait til combat is over it reappears with all of its hit points instead of just your bloodied value. The spirits come with their own stat blocks, making them more like ranger animal compnaions than shaman spirit companions, and have auras that either cause enemies to grant combat advantage, or grant a defense bonus to allies. The last two features class, er, features, are Primal Guardian and Combined Attack. Primal Guardian lets you use your Constitution instead of Dexterity or Intelligence while in light-or-no armor. Combined attack is their encounter attack that lets both you and your companion attack with the same action.

It’s not nearly enough like a druid from an older edition, but that’s okay because I didn’t like druids from older editions. This looks like a melee-oriented shaman, and that’s also okay because I really like shamans. My only gripe is that like all Essentials classes its not flexible enough to carry my attention for long, and I prefer bear shamans for my bear-summoning primal leader goodness.

Saying Yes, Or How I Winged It

On Tuesday I ran Songs of Erui after about a month of down time. The party had traveled to the mostly-dwarf city, Cindervault, looking for the second fragment of a song that’s been the primary focus of the campaign since the ass-end of the first adventure. When they arrived they found that it was mostly abandoned, but figured out later that night that it was now under the occupation of a shit-ton of drow. Not wanting to end up as spider-chow, they made a beeline for Cindervault’s fortress under the assumption that something really expensive would be locked up there.

En route they ran into various drow entries cribbed from the Monster Manual (de-leveled of course to account for the fact that they were only level 9), in addition to a web golem, blade spiders, and some summoned mezzodemons (a drow demonologist needs him some demons). Now, after a few encounters they got to choose which way to take trying to get into the castle: the main gate or the access ramp for wagons and cripples, and deciding to tackle the main gate. Unfortunately, the gate was guarded by a purple dragon that I had to change to a black dragon after I realized that purple dragons go as’plode in the sun (WHOOPS), but in the end a summoned unicorn took it down and they got a level for their troubles. The session ended with the party on top of the ramparts observing 20+ drow and a drider communicating to a formorian king through a visual- and audio-only window.

That was all just pointless recap. The actual point to this post is that the following session they decided to stick to the wall and attempt to loop around the side of the walls where they hoped drow wouldn’t be skulking about as they so often do. Now, my plans were to have them more or less make a direct assault, using the various siege engines on the walls to give them an edge. I did not think that they would just side-step all the encounters I’d had planned. So…time to wing it.

There was a lot of wall to cover, and several towers, so I used towers as indicators for where encounters could still rationally occur. It was just a matter of rapidly populating them in the span of a few seconds. Blade spiders were level 10, so in the first tower I just had one using it as a lair. Inside they found that there was one lurking on the ceiling amidst the suspended, putrefied corpses of dwarves. One of the characters opened the doors, and they had the druid go in under the guise of a Medium-sized spider. Discovering the spider, she tried to communicate with it, and trick it into thinking that there was a threat just outside. A few Bluff and Nature checks later, the druid was able to distract it long enough for the ranger and cleric to take a few pot-shots at it.

The highlight of the combat was when the druid used pounce to latch onto its face and pull it off of the ceiling, and then the ranger made a very nice grab and bull rush checks to slam in onto a ballista, which the cleric used to launch it off of the ramparts, taking a total of, “enough damage to say it died without bothering to roll.”

That was the first instance of the session where I had to make up rules on the fly. How much damage does a ballista do? I dunno, 3d8 plus Intelligence modifier? How do I resolve the attack?  Make a level plus Intelligence modifier attack. I didnt want to make it just deal a shitload of damage, for fear the party would try and lug them around and potentially backstab shit with them. So, going off of damage that ogres can dole out with boulders, I think it was a nice benchmark that made it worthwhile. Anyway, it wasn’t the bolt that killed the spider, but the push effect that knocked it over the edge. A fairly easy kill, but all those nice rolls (including the use of memory of a thousand lifetimes)…fuck it. It was awesome.

The second moment came when the party decided to look for hidden passages into Cindervault so that they could avoid taking the door. I thought, sure, fuck it, give me a roll. After a Perception of 33 I was like, okay, you find a narrow crevasse that a halfling or gnome could safely get through. I figured that they could squeeze into it and that I could throw in some insect or vermin swarms to mix things up. Nope, not gonna happen: the druid used some level 10 daily that let her turn everyone into ferrets. Or rather, spider-ferrets (its D&D, animal combinations happen) and rapidly scurry through the opening.

And that was last night’s session. The players easily steamrolled my encounters through liberal use of bull rush, push-effects, and clever thinking. Easy XP, awesome session.

Devotees of the Gibbous Moon

Devotees of the Gibbous Moon: Secrets of the Beast Form, aside from having an insanely long fucking title, is a focused druid article that contains roughly an equal mix of fluff and crunch pertaining to (what else) wild shape. This is the defining feature for the druid, and I’m hoping to see additional “official” content that allows players to make very thematic characters, since I love me my themes (damnit). I would also like to see added content that lets you take shapes that are not just animals, such as dragons and elementals…

…and if there already are, then let me know, cause I want to make an elemental druid that isnt broken or takes a bajillion fucking levels to do that. >_>;

It does ask some interesting questions of the player, such as how your character regards wild shape, do you retain any animal features in human form, do you have a favorite animal form, do you prefer a beast or human form, etc. Obviously a player can get away without answering shit, and I’m sure many players dont bother, but this is a prime case of a show-not-tell method of delivering character traits and quirks: you can describe your appearance and retain animal features, or you can spend much of your time in beast form to illustrate your preference.

The feats are also really cool, and reinforce a preferred animal theme that I initially saw in Silent7Seven’s Favored Forms supplement (which is like, one fucking dollar). Ape’s Reach gives you an Athletics bonus, as well as increased Reach when you are bloodied and in beast form (which I assume to be some kind of monkey). Monkey Rush also grants a typed Athletics bonus, but lets you slide instead of push on a bull rush. The only shitter is that they are both feat bonuses


Aside from that, there’s two feats for snakes and then about six others that pertain to their own animal. I particularly like Turtle’s Shell, which gives you resistance to all damage types when you take a total defense action or burn your second wind. Logically, each feat demands that you be in beast form (and often bloodied), so that should allay much multiclassing abuses. Hopefully. ^_^;

The last few pages have nine daily evocations ranging from levels 1-9 that let you assume the form of some primeval animal. These are exactly like warden daily attacks mechanically, except you can use wild shape to end them: you get an effect that lasts the entire encounter as well as a one-shot attack form. I think that these are also great for effecting a theme, allowing a player that really likes wolves to just take a bunch of shit that mechanically enforces the flavor.

Character Concepts: Warforged Druid

Could be a warforged prototype, or perhaps a heavily damaged warforged left inert too long in the Eldeen Reaches before being repaired or just spontaneously reactivating. Commissioned by a druid or maybe the Gatekeepers as a more permanent guardian? Oh! A warforged that prefers to be alone in the wilderness. Lots of ways for this to work.

====== Created Using Wizards of the Coast D&DI Character Builder ======
Howl, level 1
Warforged, Druid
Primal Aspect: Primal Predator

FINAL ABILITY SCORES
Str 13, Con 15, Dex 16, Int 10, Wis 16, Cha 8.

STARTING ABILITY SCORES
Str 11, Con 13, Dex 16, Int 10, Wis 16, Cha 8.

AC: 16 Fort: 12 Reflex: 14 Will: 15
HP: 27 Surges: 9 Surge Value: 6

TRAINED SKILLS
Nature +8, Athletics +5, Perception +8, Endurance +10

UNTRAINED SKILLS
Acrobatics +2, Arcana, Bluff -1, Diplomacy -1, Dungeoneering +3, Heal +3, History, Insight +3, Intimidate +1, Religion, Stealth +2, Streetwise -1, Thievery +2

FEATS
Druid: Alchemist
Level 1: Ferocious Tiger Form

POWERS
Druid at-will 1: Pounce
Druid at-will 1: Call of the Beast
Druid at-will 1: Savage Rend
Druid daily 1: Savage Frenzy
Druid encounter 1: Darting Bite

ITEMS
Ritual Book, Adventurer’s Kit, Spiked gauntlet (2), Hide Armor
RITUALS
Animal Messenger, Create Campsite
====== Created Using Wizards of the Coast D&DI Character Builder ======