| Post/Author/DateTime | Post |
|---|---|
| Xeviat-DM03-11-07, 04:15 AM | A game I am running is going to have an interesting mechanic to it. At one point early in the campaign, the party will begin to adventure on the Material Plane and Far Realm at the same time. As their characters gain experience, their material selves and far realm selves will begin to level differently. This will be done partially to make Far Realm seem like a vastly different place. Clerics will be Ardents, Wizards will be Psions, Sorcerers will be Wilders, Paladins will be Divine Minds, and Rangers will be Soul Knives. The problem is that I can't really do anything for Druids and Bards. Any ideas that I could use? |
| calronmoonflower03-11-07, 04:20 AM | An ardent can with the Natural World mantle can use some of the abilities of a druid. |
| Tempest Stormwind03-11-07, 11:33 AM | For the bard, use the throughtsinger (from Keith Baker's website, bossythecow.com) or a society mind (Dreamscarred Press, free download). The druid could either be a Natural World ardent or a society mind, but I'd lean more toward an ardent with fixed mantles. In exchange for fewer mantles and a fixed choice (force them to take a pre-selected list of mantles, but give them freedom to choose them in any order provided Natural World is first), you might want to graft on the shapeshift druid variant from the PHB2, especially if you use Wild Shape in the "magic" game -- this retains shapechanging flavor without tipping the scales too much. |