| Post/Author/DateTime | Post |
|---|---|
| #1xenosauridaeMay 31, 2008 18:37:38 | Come this June I'll be DMing a campaign set in Eberron with 4e rules. Granted, this in and of itself will give me a bit of a migraine as Eberron is firmly ensconsed in the 3.5 ruleset for the time being. My plot heavily features Gatekeeper Druids vs. Greensinger Druids so I need to find a way to kit-bash a Druid class. My players won't be playing the Druids so I don't need anything that gives a lot of options--just something to function until the new book comes out next year. Any suggestions? I'm guessing I'll have to slap together something similar to a Cleric but I won't really know until the 4e PHB comes out. |
| #2orcish_envoyMay 31, 2008 19:18:58 | I think just a naturalistic cleric. Mabey with Hide armor and other Druidy wepon proficiency. Change some spell names and damage types. |
| #3EdymnionJun 04, 2008 18:20:37 | Honestly, if the players won't be playing a Druid, then I would just not use them as NPCs in your game either, and ignore them. |
| #4schala_zealJun 04, 2008 20:08:38 | You would probably be better off asking this on another board - no criticism, just that people who follow the class design of 4th might be able to help you with this class. Unless you really need to differentiate the two sects of druids... Though due to the change of the forums (again), I am not sure where it would go now *shakes fist* My best guess would be based on how you see them in the roles of 4th (assuming I understand the purpose of these new forums): As Defender: http://forums.gleemax.com/forumdisplay.php?f=886 As Striker: http://forums.gleemax.com/forumdisplay.php?f=887 As Leader: http://forums.gleemax.com/forumdisplay.php?f=888 As Controller: http://forums.gleemax.com/forumdisplay.php?f=889 Also, some searching turns up the following attempts (no idea how good they are): http://forums.gleemax.com/showthread.php?t=1039401 http://forums.gleemax.com/showthread.php?t=1038033 That's all I came up with - though I would second Edymnion's suggestion to avoid the issue altogether. Good luck with whatever you decide! PS - how do you get the url links to have nice text instead of just the ugly url? |
| #5snarky_monkeyJun 04, 2008 22:32:46 | PS - how do you get the url links to have nice text instead of just the ugly url? Type the text you want then highlight it with your mouse. Look on the top of the post screen and you will see a globe with a chain link below it. Click that and you can enter the URL you want to attach to it. ![]() |
| #6herogoethJun 04, 2008 22:43:48 | I'm personally a fan of sticking to core rules rather than using third party material such as those printed by Mongoose Publishing, Necromancer Games, or even Dungeon and Dragon magazines in the past. Official Core WoTC material tends to be better balanced within its own system by far, but if you are in need of a way to bring in druids, might I suggest the Advanced Players Guide by Necromancer Games. |
| #7evilcouchJun 04, 2008 23:14:09 | Will the players actually be directly interacting with the druids in combat? If they're just fighting alongside or near the druids, then the mechanics don't really matter; just make it all up and explain what's going on to the players. If combat interaction is required, dig around in the cleric, fighter and paladin powers and mix in crazy flavor text. The players don't know what's going on on the other side of the DM screen. Tell them that one of them wild shapes into a bear and slaps them around. Don't tell them that you're just using a paladin power that pushes. Have a druid begin throwing around lances that form from the earth and race to the target. As long as you don't tell them that it's really an upgraded version of magic missile, it'll seem awesome from the other side of the table. |
| #8PJammaGodJun 04, 2008 23:59:50 | Personally I'd wait it out until some concise rules for Druids are released by WOTC. So far wizards have only coverted over to 4th Ed classes that could be.. . how do I phrase it correctly, empty in nature. For example clerics (all they did was cast/turn), wizards (casting again), fighters (feats plz), rogues (sneak attack and a trick or two past 10th) etc etc. Classes that are heavy (such as monks, bards, druids, spellthieves etc etc) will take much more play-testing and balancing in 4th Ed since so much is being ported over to powers. Going with what Orcish_Envoy said, just make them more hippie priests with leather/hide proficiency and change some spell-names for flavour if you really need a druid. |
| #9AlasJun 05, 2008 12:28:31 | My plot heavily features Gatekeeper Druids vs. Greensinger Druids so I need to find a way to kit-bash a Druid class. My players won't be playing the Druids so I don't need anything that gives a lot of options--just something to function until the new book comes out next year. I would actually use fey pact warlocks for the Greensingers, given their Thelanis angle. The Gatekeepers rely a lot on their rangers, if memory serves, so you might make the sect members rangers with a cleric or warlock multiclass (star pact to represent the powers from beyond, or infernal to represent what they've got under control). You could also just give these NPC druids powers lifted from thematically similar monsters (like the treant, dryad, saty, and so on) and up the leaves-and-fur imagery. |