tzar1990
2010-10-10, 03:17 AM
One of my players wants a spellcasty fighter/druid type thingy, so I'm trying to stat one up for him. Unfortunately, I don't really know how to balance spellcasters, so I would really appreciate it if you could lend a hand. It's basically the Duskblade, but with the ability to wear medium & heavy armor without arcane spell failure removed, the ability to quicken spells for free removed, a slowed progression of wildshape, and a different spell list. I was hoping you could give me some ideas how to balance it, and what spells I should put on the list. I'm aiming for tier 3 power-wise.
Natural Avenger
Hit Die: d8
Starting Gold: 3d4x10 (75gp)
Class Features
Class Skills: The Natural Avenger's class skills are Climb (Str), Concentraion (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Knowledge (Nature) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str)
Skill Points at First Level: (2 + Int mod) x 4
Skill Points at Each Additional Level: 2 + Int mod
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special Qualities|0th|1st|2nd|3rd|4th|5th
1|+1|+2|+0|+2|Natural Attunement,|3|2|
2|+2|+3|+0|+3|Combat Casting|4|3|
3|+3|+3|+1|+3|Nature's Blade|5|4|
4|+4|+4|+1|+4| |6|5|
5|+5|+4|+1|+4|Wild Shape 1/day|6|5|2|
6|+6/+1|+5|+2|+5|Natural Pierce +2|6|6|3|
7|+7/+2|+5|+2|+5|Wild Shape 2/day|6|6|5|
8|+8/+3|+6|+2|+6| |6|7|6|
9|+9/+4|+6|+3|+6|Wild Shape 3/day|6|7|6|2|
10|+10/+5|+7|+3|+7|Wild Shape 4/day|6|8|7|3|
11|+11/+6/+1|+7|+3|+7|Natural Pierce +3|6|8|7|5|
12|+12/+7/+2|+8|+4|+8|Wild Shape (large)|6|8|7|6|
13|+13/+8/+3|+8|+4|+8|Nature's Blade (full attack)|6|9|8|6|2|
14|+14/+9/+4|+9|+4|+9|Wild Shape (tiny)|6|9|8|7|3|
15|+15/+10/+5|+9|+5|+9|Wild Shape 5/day|6|9|8|7|5|
16|+16/+11/+6/+1|+10|+5|+10|Natural Pierce +4|6|9|9|8|6|
17|+17/+12/+7/+2|+10|+5|+10| |6|10|9|8|6|2|
18|+18/+13/+8/+3|+11|+6|+11|Natural Pierce +5|6|10|9|8|7|3|
19|+19/+14/+9/+4|+11|+6|+11| |6|10|10|9|7|5|
20|+20/+15/+10/+5|+12|+6|+12|Wild Shape (Huge)|6|10|10|10|8|6|
[/table]
Weapons and Armor Proficiency:
Nature's Avengers are proficient with all the same weapons and armor as druids. Like a druid, you are forbidden from wearing metal armor.
Spellcasting:
Nature's Avengers each know a limited number of divine spells, which they select from their own unique spell list. They can cast any spell they know without preparation ahead of time. To cast a spell, they must have a wisdom modifier equal to 10 + the spell level. Their spells are, subject to armor failure chance for medium armor, but not for light.
Spells Known: Start with 2 0th level and 2 1st level spells known. Gain one spell every level. At level 5, and every second level after that, can learn one new spell in place of an old one, provided that they are both the same level, and at least two levels below the highest you can cast.
Combat Casting: Nature's Avengers gain combat casting at level 2, even if they don't meet all the requirements.
Natural Attunement: Can use certain druid cantrips 3+Wis modifier times per day. (need to figure out which ones)
Nature's Blade: Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
Wild Shape: As a druid, except you gain the ability to shapeshift 1/day at 5th level, 2/day at 7th level, 3/day at 9th level, 4/day at 10th level, into a large animal at 12th level, into a tiny animal at 14th level, 5/day at 15th level, and into a huge animal at 20th level.
Natural Pierce: Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.
Spell List
Umm... Yeah, I have no idea what to put on. Ideally it should be more blasty nature-oriented spells, because I already have a ranger, and I want to distinguish him and this guy as much as possible.
Natural Avenger
Hit Die: d8
Starting Gold: 3d4x10 (75gp)
Class Features
Class Skills: The Natural Avenger's class skills are Climb (Str), Concentraion (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Knowledge (Nature) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str)
Skill Points at First Level: (2 + Int mod) x 4
Skill Points at Each Additional Level: 2 + Int mod
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special Qualities|0th|1st|2nd|3rd|4th|5th
1|+1|+2|+0|+2|Natural Attunement,|3|2|
2|+2|+3|+0|+3|Combat Casting|4|3|
3|+3|+3|+1|+3|Nature's Blade|5|4|
4|+4|+4|+1|+4| |6|5|
5|+5|+4|+1|+4|Wild Shape 1/day|6|5|2|
6|+6/+1|+5|+2|+5|Natural Pierce +2|6|6|3|
7|+7/+2|+5|+2|+5|Wild Shape 2/day|6|6|5|
8|+8/+3|+6|+2|+6| |6|7|6|
9|+9/+4|+6|+3|+6|Wild Shape 3/day|6|7|6|2|
10|+10/+5|+7|+3|+7|Wild Shape 4/day|6|8|7|3|
11|+11/+6/+1|+7|+3|+7|Natural Pierce +3|6|8|7|5|
12|+12/+7/+2|+8|+4|+8|Wild Shape (large)|6|8|7|6|
13|+13/+8/+3|+8|+4|+8|Nature's Blade (full attack)|6|9|8|6|2|
14|+14/+9/+4|+9|+4|+9|Wild Shape (tiny)|6|9|8|7|3|
15|+15/+10/+5|+9|+5|+9|Wild Shape 5/day|6|9|8|7|5|
16|+16/+11/+6/+1|+10|+5|+10|Natural Pierce +4|6|9|9|8|6|
17|+17/+12/+7/+2|+10|+5|+10| |6|10|9|8|6|2|
18|+18/+13/+8/+3|+11|+6|+11|Natural Pierce +5|6|10|9|8|7|3|
19|+19/+14/+9/+4|+11|+6|+11| |6|10|10|9|7|5|
20|+20/+15/+10/+5|+12|+6|+12|Wild Shape (Huge)|6|10|10|10|8|6|
[/table]
Weapons and Armor Proficiency:
Nature's Avengers are proficient with all the same weapons and armor as druids. Like a druid, you are forbidden from wearing metal armor.
Spellcasting:
Nature's Avengers each know a limited number of divine spells, which they select from their own unique spell list. They can cast any spell they know without preparation ahead of time. To cast a spell, they must have a wisdom modifier equal to 10 + the spell level. Their spells are, subject to armor failure chance for medium armor, but not for light.
Spells Known: Start with 2 0th level and 2 1st level spells known. Gain one spell every level. At level 5, and every second level after that, can learn one new spell in place of an old one, provided that they are both the same level, and at least two levels below the highest you can cast.
Combat Casting: Nature's Avengers gain combat casting at level 2, even if they don't meet all the requirements.
Natural Attunement: Can use certain druid cantrips 3+Wis modifier times per day. (need to figure out which ones)
Nature's Blade: Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
Wild Shape: As a druid, except you gain the ability to shapeshift 1/day at 5th level, 2/day at 7th level, 3/day at 9th level, 4/day at 10th level, into a large animal at 12th level, into a tiny animal at 14th level, 5/day at 15th level, and into a huge animal at 20th level.
Natural Pierce: Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.
Spell List
Umm... Yeah, I have no idea what to put on. Ideally it should be more blasty nature-oriented spells, because I already have a ranger, and I want to distinguish him and this guy as much as possible.