draxar wrote:Dragonic form. Probably a level restricted form. Firebreath with a cooldown, flight, various sizes, fair bit of natural armour, stat increases, lots of natural attacks, possibly flyby attack, Elemental damage resistance, possibly immunity (at 10th). Probably get to pick a number of different dragons equal to your class level that you can turn into.
DaTedinator wrote:Wyrm Form
Size increased two steps.
+12 enhancement bonus to Strength
+12 enhancement bonus to Natural Armor
+4 enhancement bonus to Fortitude and Will saves
Gain bite attack that deals 2d6 if your base size is Medium
Gain two claw attacks that deal 1d8 if your base size is Medium
Gain two wing slap attacks that deal 1d8 if your base size is Medium
Gain a tail slap attack that deals 2d6 if your base size is Medium
Gain a fly speed of 120' with Poor maneuverability
Gain immunity to fire, cold, electricity, or acid (chosen upon entering the form)
Gain a breath weapon that deals (class level*2) damage in a 60' line usable every 1d4 rounds; damage is of the same type as elemental immunity, and a Reflex save (DC 10 + 1/2 class level + Con mod) is allowed for half damage
Upon reaching Druid level 18, you may breathe in either a 60' line or a 30' cone.
Aquatic form: Fairly fast, blindsense underwater. Not sure what else to give this one. Possibly get huge and be a ship sinking sea monster at high levels.
TheDementedOne wrote:Ocean Terror
The ocean terror form allows you to become a powerful aquatic sea predator, like a shark or a squid. You gain your choice of a bite attack that deals 1d8 damage, or four tentacle attacks, each with reach 10 ft. greater than normal, that deal 1d4 damage. Your size increases by one category, to a maximum of Colossal, and you gain the reach of a long creature of your kind. You gain a +8 enhancement bonus to Strength, and gain a +5 enhancement bonus on Fortitude. Your natural armor bonus increases by 6. You gain a swim speed of 40 ft., and gain the aquatic subtype. At effective druid level 10th, you gain Swim-By Attack as a bonus feat while in ocean terror form.
Thousand Faces: Look like who you want. Not sure what to stick on this.
Kobold-Bard wrote:Humanoid Form:
Unless their behaviour would lead to doubt being placed on their identity, the Druid automatically passes for a member of the chosen race. They do not however gain any additional knowledge regarding the race in question, no do they gain any special ability to speak the race's language.
In addition the Druid gains these abilities whilst in the particular racial form:
Choose 2 skills that either use Str, Dex or Con as their connected stat, or Intimidate. You gain a +1 bonus on these skills, plus a further +1 for every three Druid levels. These skills are set for each race and cannot be changed.
+5 on Bluff checks to convince others that you are a member of the appropriate race.
Race Stat Bonus Other Bonus Dwarf +2 Con +2 Saves vs. Poison Elf +2 Dex Immune: Sleep Half-Elf +2 Cha Low Light Vision Half-Orc +2 Str Darkvision 60ft Human N/A Form skill bonuses may be changed 1/day Lizardfolk +2 Con +2 Natural Armour Orc +4 Str N/A Gnome +2 Con +2 Saves vs. Illusions Goblin +2 Dex Darkvision 60ft Halfling +2 Dex +1 Any one Save Kobold +2 Dex
Aerial form (from Shapeshift Druid): Get faster and maybe perfect manuverability, possibly get extra attacks, get improved flyby attack, adroit flyby attack.
Predator form (from Shapeshift Druid): Get a bit faster, possibly more attacks, scent and track, Stealth bonuses, HiPS at 10th?
Ferocious Slayer form (from Shapeshift Druid): Get even bigger, stronger, etc. Cleave/Great Cleave, or Power attack?
Venomous stalker form: Decent poison, good stealth, climb. Sneak attack? Quite possibly let it get pretty tiny, whilst retaining strong poison. Tremorsense? Probably medium level restricted.
Forest Avenger (from Shapeshift Druid): Talk to plants, better DR, treewalk? Probably level restricted.
Elemental Fury (from Shapeshift Druid): Earthglide for Earth, flight for Fire and Air, ability to flow through anywhere water can fit as water. Whirlwind as Air, Vortex as Water, earth tremor ability as Earth, Burn as fire. Probably level restricted.
Fey form: Charm/Illusion abilities. Possibly sneak, possibly flight, possibly invisibility. DR/cold iron.
Ooze form: Blindsight, squeezyness, acid. Not sure what else. Probably level restricted.
Titan: Get steadily huger, to Gargantuan or Collosal. Get rock thowing. Overrun/stamp. Possibly some ability to (relatively) easily rip apart/break down walls/buildings that aren't magically protected. Gain Throw Ally and Thrown Enemy feats.
Animated Item: Turn into something that looks like an ordinary item, but is animated. Immunity to crits, strong, the utility of having your cart being a party member.
TheDementedOne wrote:Creeping Tendrils
The creeping tendrils battle form allows you take on plant form, gaining long, vine-like tentacles and a body of plant matter. You gain two tentacle attacks, which have a reach of 10 ft. longer than your normal reach, that each deal 1d6 damage. You can constrict a creature with a successful grapple check, dealing damage to it as with one of your tentacles. Whenever you successfully hit a creature of your size or smaller with a tentacle attack, you may attempt to start a grapple as a free action without provoking an attack of opportunity. If you win the check, you establish a hold and can constrict. Your size increases by one category, to a maximum of Colossal, and you gain the reach of a tall creature of your kind. You gain a +12 enhancement bonus to Strength, and gain a +4 enhancement bonus on Fortitude and Will saves. Your natural armor bonus increases by 10, and you gain damage reduction 5/slashing. Your base land speed changes to 20 ft. At effective druid level 15th, you gain Improved Disarm and Improved Trip as bonus feats while in creeping tendrils form.
TheDementedOne wrote:Shifting Swarm
The bizarre shifting swarm battle form allows you to become a swarm of insects or similar vermin. You gain the swarm subtype, and all the traits of the swarm subtype. Your size decreases by two categories, to a minimum of Fine, but your space increases to 10 ft. You have no reach. You gain a swarm attack that deals 3d6 damage, to which you do not add your Strength score. In addition, any creature that begins its turn in your space while your are in shifting swarm form must make a Fortitude save, DC 10 + ½ your effective Druid level + your Constitution score, or be nauseated for that round. Spellcasting or concentrating on spells within your space requires a Concentration check, DC 20 + spell level. Using skills that involve patience and concentration requires a DC 20 Concentration check. You take a -10 penalty to your Strength score, to a minimum of one, but gain a +8 enhancement bonus to your Dexterity score, and a +5 enhancement bonus on all Reflex saves. You lose your base land speed, and gain a fly speed of 30 ft., with good maneuverability. You gain Weapon Finesse as a bonus feat while in shifting swarm form. At effective Druid level 12th, you gain Mobility as a bonus feat while in monstrous vermin form, and at effective Druid level 14th, you gain Spring Attack as a bonus feat. You must be at least a 4th level Battle Shifter in order to gain the shifting swarm form.
draxar wrote:Finally, some kind of incorporeal shadow spirit form with incorporeal (but not draining) attacks.
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