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| Otto the Bugbear06-14-06, 01:04 PM | Well, I wasn't going to post this until the new boards were up, but what he heck. Currently, my imagination has been working overtime with a new campaign. Once upon a time, I would make up stuff for everything, but being able to just use FR veered me away from that habit. Now, I keep imagining an entire campaign with elements from many different sources. One of the things I always go back to is changing spellcasters. Now, I know that a lot of people love the way casters are handled. I'm not here to say they suck because of one reason or another. I like them too. I'm just looking for something a little different. The Mage (in my sig) is a good example of what I'm talking about. Different, but it isn't overblown, nor does it blow. What I've done is taken the druid and made a few adjustments. It probably shouldn't be called a druid anymore, but if I get it worked out just right it would replace the druid anyway. THE DRUID Game Rule Information Druids have the following game statistics. Abilities: Wisdom determines how easily a druid may learn new spells, as well as how powerful a spell that a druid may cast. Charisma determines the number of bonus spells a druid may cast, as well as how hard they are to resist. Constitution and Strength is important druids, as their protection of nature often brings them into armed conflict. Hit Die: d8 Base Attack Bonus: Medium Saving Throws: Medium Fort, poor Ref, good Will (medium saving throws are calculated by averaging the good save with the poor save, round down.) Starting Gold: 5d4x10 Class Skills The druid’s class skills (and the key ability for each skill) are found in the PHB. See PHB Chapter 4: Skills for skill descriptions. Skill Points at 1st level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifier Class Features All the following are class features of the druid Weapon and Armor Proficiency: Druid’s armor and weapon proficiencies, as well as restrictions, are found in the Player’s Handbook. Armor of any type interferes with a druid’s spellcasting, just as it does with any other spellcaster. Spells: A druid casts divine spells, which are drawn primarily from the druid spell list. He can cast any spell he has prepared, as long as his daily allotment of spells for that level has not been expended (see below). To cast a spell, a druid must have a Wisdom score equal to 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st level spells, and so forth). The Difficulty Class for saving throw against a druid’s spell is 10 + the spell level + the druid’s Charisma modifier. Like other spell casters, a druid can cast only a certain number of spells of each spell level per day. His base daily allotment is given on Table D-1, below. In addition, he receives bonus spells per day if he has a high Charisma score (see PHB Table 1-1: Ability Modifiers and Bonus Spells, page 8). A druid may not regain any of his spells per day until he has had 8 hours of rest, and he has meditated for 15 minutes to focus his energies. Table D-1: DRUID SPELLS PER DAY ----------------------- Spells per Day -------------------------- Lvl 0 1 2 3 4 5 6 7 8 9 1 5 3 - - - - - - - - 2 6 4 - - - - - - - - 3 6 5 0* - - - - - - - 4 6 6 3 - - - - - - - 5 6 6 4 0* - - - - - - 6 6 6 5 3 - - - - - - 7 6 6 6 4 0* - - - - - 8 6 6 6 5 3 - - - - - 9 6 6 6 6 4 0* - - - - 10 6 6 6 6 5 3 - - - - 11 6 6 6 6 6 4 0* - - - 12 6 6 6 6 6 5 3 - - - 13 6 6 6 6 6 6 4 0* - - 14 6 6 6 6 6 6 5 3 - - 15 6 6 6 6 6 6 6 4 0* - 16 6 6 6 6 6 6 6 5 3 - 17 6 6 6 6 6 6 6 6 4 0* 18 6 6 6 6 6 6 6 6 5 3 19 6 6 6 6 6 6 6 6 6 4 20 6 6 6 6 6 6 6 6 6 6 * Provided the druid has a high enough Charisma score to have a bonus spell of this level. A druid knows all spells on the druid spell list found in the PHB. As a druid gains levels, his mystical connection with nature reveals new spells to him. He learns spells of the next spell level during his travels and adventures, even if he can’t yet cast them. He may also learn druid spells not found on the PHB spell list. To do this, a druid spends 100 experience points per spell level, and that spell is forever added to the list of spells he has access to. In this way, a druid might potentially learn a vast number of spells. A druid may only prepare a certain number of these spells on a daily basis. He may change the spells he has prepared each morning during his 15 minutes of meditation. The number of spells he can prepare follow Table D-2, below. Table D-2: DRUID SPELLS PREPARED Lvl 0 1 2 3 4 5 6 7 8 9 1 4 2 - - - - - - - - 2 5 3 - - - - - - - - 3 5 3 1* - - - - - - - 4 6 3 2 - - - - - - - 5 6 3 3 1* - - - - - - 6 7 3 3 2 - - - - - - 7 7 3 3 3 1* - - - - - 8 8 3 3 3 2 - - - - - 9 8 3 3 3 3 1* - - - - 10 9 4 3 3 3 2 - - - - 11 9 4 3 3 3 3 1* - - - 12 9 4 4 3 3 3 2 - - - 13 9 4 4 3 3 3 3 1* - - 14 9 4 4 4 3 3 3 2 - - 15 9 4 4 4 3 3 3 3 1* - 16 9 4 4 4 4 3 3 3 2 - 17 9 5 4 4 4 3 3 3 3 1* 18 9 5 4 4 4 4 3 3 3 2 19 9 5 5 4 4 4 3 3 3 3 20 9 5 5 4 4 4 4 3 3 3 * Provided the druid has a high enough Charisma score to have a bonus spell of this level. A druid may apply metamagic feats to his spells in two ways. First, he may prepare his spells with the metamagic feat applied to it. This includes both the effect the metamagic feat provides and the level adjustment it requires. For example, a druid could prepare a Stilled Flame Strike as a 5th level spell. This means the spell is cast as a standard action and counts in all ways as a 5th level spell. At his option, he may also apply his metamagic feats to spells as he casts them. In doing so, the druid follows all rules regarding spontaneous casters using metamagic feats. Unlike the druid found in the PHB, this version may not spontaneously cast any summon nature's ally spells. Wild Shape: At level 5, a druid may take the shape of an animal that can be commonly found in his homeland. The rules for this wild shape can be found in the PHBII shapeshifter entry for druid. All other druid powers can be found in the PHB. -=-=-=-=-=-=-=-=-=-= So, that’s my latest idea. I’m really interested in both the problems you can foresee a class like this causing in game, and any wording issues where I’m not being very clear. Overall, it's not that much of a change. Basically, it's just modifying the casting system and dropping the fort save down to medium progression. If you do see somewhere that it’s not clear, please, give suggestions on how to better word the item in question. Cheers Otto :) |
| Otto the Bugbear06-15-06, 07:39 AM | Wow, no comments? That's either impressively good, or depressingly bad. :) |
| Otto the Bugbear06-16-06, 07:57 AM | Over 70 views, with no complaints. Must mean it's good. (?) Still, time for another bump. Cheers Otto :) |
| Otto the Bugbear06-17-06, 09:59 AM | :confused: |
| dagger06-17-06, 10:12 AM | I do like this Druid class, id have to see it in play though. |