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View Full Version : D&D 3.x Class Briar-Heart [PEACH][Druid Duskblade Variant]



Mehangel
2014-02-04, 08:15 PM
http://i.imgur.com/7bRpj2I.jpg


Abilities: Your Wisdom and Strength scores should be as high as possible, since your spellcasting and melee combat depend upon them. Charisma determines your effectiveness of your spells and is depended on for unearthly grace. Your Constitution is also important because you need all the hit points you can get.

Races: Humanoid. The briar-heart class originated from the barbaric human Breton tribesmen of the Reach, and to this day most briar-hearts are humans. The ritual necessary to create a briar-heart requires only that the subject be a native humanoid with no other racial template or planar subtype. Obscure races have at times tried to mimic the ritual but the seed never fully accepts the host and ends in killing both the seed and host.

Alignment: Any Non-Lawful Neutral Alignment. The briar-heart ritual requires a sort of free spirit that cannot be restricted by a strict moral or ethical code. As such a briar-heart must be non-lawful. If at any time the alignment shifts to lawful, the briar-heart cannot gain levels and doesn’t benefit from the Unearthly Grace class feature. The Briar-heart’s neutrality is balance, and it is only when the briar-heart’s mind and heart is truly balanced that he can cast spells. As such, the briar-heart loses its spellcasting ability whenever its alignment shifts from neutral. A briar-heart can still gain levels if not neutral, it simply cannot cast spells. A briar-heart can have an atonement spell cast to restore the briar-heart’s alignment restored to both neutral and non-lawful allowing it to cast spells, benefit from Unearthly Grace and further progress in levels of Briar-Heart.

Starting Gold: 4d4 x 10 gp (avg 100 gp)

Starting Age: As Barbarian (Table 6-4: Random Ages on page 109 of the Player’s Handbook)

Weapon and Armor Proficiency: Briar-hearts are proficient with all martial weapons, as well as all light armors, wooden shields, and Hide Armor. However, due to oaths made prior to becoming a Briar-heart, he must foreswear the use of forged metal. Any time that the briar-heart dons on an article of clothing or armor made primarily of forged metal, a burning sensation pulses to his heart making it impossible for him to cast spells, the Briar-heart also avoids all use of forged metal weapons, preferring those of wood or stone. A Briar-heart can touch a weapon or a piece of armor and will know instantly if it will violate the oath. The Briar-heart who makes use of forged metals will only suffer the consequences as long as they are being used. Because of this aversion to metals, briar-hearts often trade using gems or crafts instead of coin.

Spells: You cast divine spells which are drawn from the druid spell list. You can cast any spell you know without preparing it ahead of time.
To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Charisma modifier.
You can only cast a certain number of spells each spell level per day. Your base daily spell allotment is given on Table 1-1. In addition, you receive bonus spells per day if you have a high Wisdom score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook)

Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the Briar-heart spell list. You also know one additional 0-level spell for each point of Wisdom bonus.
Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Briar-heart spell list.
Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of the one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells for that spell level.

Illiteracy: Briar-hearts do not automatically know how to read or write. A briar-heart may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A briar-heart who gains a level in any other class without illiteracy automatically gains literacy. Any other character with literacy who gains a briar-heart level does not lose the literacy he or she already had.

Wild Empathy (Ex): A briar-heart can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills of the Player’s Handbook). The briar-heart rolls 1d20 and adds her briar-heart level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the briar-heart and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A briar-heart can also use this ability to influence a magical beast with an intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a -4 penalty on the check.

Unearthly Grace (Su): At second level the seed in the briar-heart begins to germinate filling her with a more defined aura. A briar-heart adds its Charisma modifier as a bonus on saving throws, and as a deflective bonus to armor class. The deflective bonus from this ability does not stack with deflective bonuses from other sources.

Damage Reduction: The briar-heart has damage reduction equal to its class level which can be overcome by use of cold iron weapons.

Germanation: As the seed continues to grow, it roots itself throughout the body, physically changing the anatomical properties of the host. Beginning at 1st level the briar-heart has commutative 5% chance to be negate a critical hit or sneak attack upon himself. This percentage increases as the briar-heart progresses, increasing by 5% at each level. At 20th level, this ability is replaced with immunity to sneak attack and critical hits through the acquiring of the plant template below. Abilities that negate or bypass the plant immunities to sneak attack or critical hits do so also with this ability.

Evergreen Casting: As time progresses, the briar-heart learns how to ask the very land to power and maintain her spells. Upon reaching 3rd level, the briar-heart may spend an hour long ritual prior to casting a briar-heart spell. If she does, the spells duration does not expire till a) she regains her spells for the day, b) she dismisses the spell, or c) she performs the ritual again. The spell cast following the ritual needs not be cast immediately upon completion, but only one spell can be effected by Evergreen casting at a time. The spell effected must have a personal range or a fixed range (for example, comprehend languages or detect magic). Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic and detect thoughts to be aware of the mere presence or absence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. As the briar-heart gains levels she learns how to more quickly bond with the earth and can perform the ritual more quickly. At 7th level the time needed for the ritual decreases to 10 minutes, at 11th down to 1 minute, at 15th a full round action and at 18th a swift action.

Advanced Learning: Starting at 4th level, the briar-heart may choose to add a single spell chosen from the druid spell list whose level is less than or equal to the highest level briar-heart spell you can cast. This does not count against the number of spells known from the briar-hearts spell list.

Woodland Stride (Ex): Starting at 5th level, a briar-heart may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Resist Nature’s Lure (Ex): As the briar-heart nears the path of becoming a fey himself, the briar-heart gains an uncanny resistance to specific spells and abilities associated with the fey. At sixth level, the Briar-heart gains a +4 bonus on saving throws vs. spell-like abilities of Fey.

Fey Creature Type: At 10th level, a briar-heart undergoes a dramatic transformation as the dryad’s heart blossoms within. She gains the fey template. This transformation makes the briar-heart immune to spells such as Charm Person, Dominate Person, Enlarge Person, Hold Person and Reduce Person or any other spell which specifically targets humanoid creatures. The transformation also grants the grants the briar-heart low-light vision if it did not already have it. Naturally, this transformation doesn’t prevent the briar-heart from progressing further in the class.

Greater Woodland Stride (Ex): As the Briar-heart nears the peak of plant transformation, she learns how to avoid even magical manipulation of the natural terrain that surrounds her. At 14th level, the briar-heart can ignore difficult terrain and hazards in natural environment as if affected by the spell freedom of movement. The Briar-heart is immune to the effects of spells that effect the natural terrain into becoming difficult or hazardous terrain. This does not grant immunity to paralysis, nor entanglement by unnatural means such as rope or chains. Nor does it prevent the briar-heart from being grappled by natural creatures, even plant creatures.

Plant Subtype: At 20th level, the transformation the briar-heart becomes complete. The briar-heart gains the plant template. This grants the briar-heart with immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits. In addition the briar-heart no longer needs to sleep.

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Briar-Heart Spell List
0: Acid Splash (PH), Create Water (PH), Cure Minor Wounds (PH), Dawn (SC), Detect Magic (PH), Detect Poison (PH), Guidance (PH), Know Direction (PH), Naturewatch (SC), Purify Food and Drink (PH), Read Magic (PH), Resistance (PH), Virtue (PH)
1: Animate Wood (SC), Blockade (SC), Breath of the Jungle (SC), Calm Animals (PH), Charm Animals (PH), Camouflage (SC), Detect Animals or Plants (PH), Detect Snares and Pits (PH), Endure Elements (PH), Entangle (PH), Faerie Fire (PH), Goodberry (PH), Hide from Animals (PH), Lesser Vigor (SC), Magic Fang (PH), Magic Stone (PH), Produce Flame (PH), Shillelagh (PH), Snake Swiftness (SC), Speak with Animals (PH), Summon Nature’s Ally I (PH), Vine Strike (SC)
2: Acid Arrow (PH), Animal Messenger (PH), Barkskin (PH), Bears Endurance (PH), Bulls Strength (PH), Brambles (SC), Briar Web (SC), Body Ward (SC), Cats Grace (PH), Eagles Splendor (PH), Fox Cunning (PH), Evergreen (SC), Fog Cloud (PH), Greater Magic Fang (PH), Mass Camouflage (SC), Mass Lesser Vigor (SC), Mass Snake Swiftness (SC), Might of the Oak (SC), Nature’s Favor (SC), Owls Wisdom (PH), Resist Energy (PH), Soul Ward (SC), Spider Climb (PH), Splinterbolt (SC), Summon Nature’s Ally II (PH), Tree Shape (PH), Warp Wood (PH), Wood Shape (PH)
3: Call Lightning (PH), Contagion (PH), Diminish Plants (PH), Dominate Animal (PH), Entangling Staff (SC), Forest Fold (SC), Mass Resist Energy (SC), Neutralize Poison (PH), Plant Growth (PH), Poison (PH), Protection from Energy (PH), Quench (PH), Quillfire (SC), Remove Disease (PH), Snare (PH), Spike Growth (PH), Spikes (SC), Summon Nature’s Ally III (PH), Superior Magic Fang (SC), Thornskin (SC), Thornspray (SC), Venomfire (SC), Vigor (SC), Vine Mine (SC)
4: Antiplant Shell (PH), Awaken (PH), Baleful Polymorph (PH), Blight (PH), Call Lightning Storm (PH), Command Plants (PH), Death Ward (PH), Dispel Magic (PH), Freedom of Movement (PH), Greater Vigor (SC), Mass Bears Endurance (PH), Mass Bulls Strength (PH), Mass Cats Grace (PH), Mass Eagles Splendor (PH), Mass Fox Cunning (PH), Mass Owls Wisdom (PH), Reincarnate (PH), Rusting Grasp (PH), Scrying (PH), Spike Stones (PH), Summon Nature’s Ally IV, Tree Stride (PH), Wall of Thorns (PH), Wooden Blight (SC)
5: Animal Growth (PH), Animal Shapes (PH), Animate Plants (PH), Atonement (PH), Changestaff (PH), Commune with Nature (PH), Control Plants (PH), Fire Seeds (PH), Forest Child (CC), Greater Dispel (PH), Greater Scrying (PH), Hallow (PH), Ironwood (PH), Liveoak (PH), Mass Awaken (SC), Mass Death Ward (SC), Move Earth (PH), Owl’s Insight (SC), Nature’s Avatar (SC), Panacea, Plant Body (SC), Regenerate (PH), Repel Wood (PH), Repel Metal or Stone (PH), Shadow Landscape (SC), Shambler, Spellstaff (PH), Storm of Vengeance (PH), Summon Nature's Ally V (PH), Transport Via Plants (PH), Transmute Metal to Wood (PH), True Reincarnate (SC), True Seeing (PH), Unhallow (PH), Vigorous Circle (SC)

G.Cube
2014-02-06, 05:59 PM
Progression Chart
http://i63.photobucket.com/albums/h154/Mehangel/Briar-HeartProgressionChart.jpg (http://s63.photobucket.com/user/Mehangel/media/Briar-HeartProgressionChart.jpg.html)

MAKING A BRIAR-HEART
The briar-heart is a quintessential hybrid character, simultaneously a potent spellcaster and an effective melee combatant.
The original briar-hearts were elite guardians in an ancient human Breton empire, duelmasters and shamans beyond compare. There are little arguments as to why they were called briar-hearts; All who have become briar-hearts have undergone a ritual when they come of age in which their heart is either fully or partially replaced with a magically altered dryads heart which when altered appears like a reddish briar.
The most powerful briar-hearts can duel a fighter to a standstill and can match a druid or shaman spell for spell ---for a while, at least. But the class really comes into its own when you embrace your hybrid nature, using a sudden persistent spell to buff or to conjure creatures that last all day to assist as you flank with a devastating sword strike.
The briar-heart is a good choice for players who know they want a sword-wielding divine spellcaster from the beginning. By contrast, multiclass fighter/druid combinations and prestige classes such as Warpriest are better suited for characters who begin their careers as fighters or divine spellcasters and only later contemplate embracing their opposite.
Abilities: Your Wisdom and Strength scores should be as high as possible, since your spellcasting and melee combat depend upon them. Charisma determines your effectiveness of your spells and is depended on for unearthly grace. Your Constitution is also important because you need all the hit points you can get.

Races: The briar-heart class originated from the barbaric human Breton tribesmen of the Reach, and to this day most briar-hearts are humans. The ritual necessary to create a briar-heart requires only that the subject be a native humanoid with no other racial template or planar subtype. Obscure races have at times tried to mimic the ritual but the seed never fully accepts the host and ends in killing both the seed and host.

Alignment: Any Non-Lawful Neutral Alignment. The briar-heart ritual requires a sort of free spirit that cannot be restricted by a strict moral or ethical code. As such a briar-heart must be non-lawful. If at any time the alignment shifts to lawful, the briar-heart cannot gain levels and doesn’t benefit from the Unearthly Grace class feature. The Briar-heart’s neutrality is balance, and it is only when the briar-heart’s mind and heart is truly balanced that he can cast spells. As such, the briar-heart loses its spellcasting ability whenever its alignment shifts from neutral. A briar-heart can still gain levels if not neutral, it simply cannot cast spells. A briar-heart can have an atonement spell cast to restore the briar-heart’s alignment restored to both neutral and non-lawful allowing it to cast spells, benefit from Unearthly Grace and further progress in levels of Briar-Heart.

Starting Gold: 4d4 x 10 gp (avg 100 gp)
Starting Age: As Barbarian (Table 6-4: Random Ages on page 109 of the Player’s Handbook)

Weapon and Armor Proficiency: Briar-hearts are proficient with all martial weapons, as well as all light armors, wooden shields, and Hide Armor.

Spells: You cast divine spells which are drawn from the druid spell list. You can cast any spell you know without preparing it ahead of time.
To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Charisma modifier.
You can only cast a certain number of spells each spell level per day. Your base daily spell allotment is given on Table 1-1. In addition, you receive bonus spells per day if you have a high Wisdom score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook)

Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the druid spell list. You also know one additional 0-level spell for each point of Wisdom bonus.
Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the druid spell list.
Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of the one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells for that spell level.

Cool, powerful, only pointing this out cause I'll be referencing this a lot.

Illiteracy: Briar-hearts do not automatically know how to read or write. A briar-heart may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A briar-heart who gains a level in any other class without illiteracy automatically gains literacy. Any other character with literacy who gains a briar-heart level does not lose the literacy he or she already had.

Proficient with all martial weapons, yet never learned how to read? Just some fluff clash here.

Wild Empathy (Ex): A briar-heart can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills of the Player’s Handbook). The briar-heart rolls 1d20 and adds her briar-heart level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the briar-heart and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A briar-heart can also use this ability to influence a magical beast with an intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a -4 penalty on the check.

Neat, flavorful, situationally useful, all's fine here.

Unearthly Grace (Su): At second level the seed in the briar-heart begins to germinate filling her with a more defined aura. A briar-heart adds its Charisma modifier as a bonus on saving throws, and as a deflective bonus to armor class. The deflective bonus from this ability does not stack with deflective bonuses from other sources.

Again, nifty and flavorful, a small helpful bonus.

Damage Reduction: Beginning at third level the briar-heart gains damage reduction 1/Cold Iron. This bonus continues to progress every four levels after 3rd (DR 2/Cold Iron at 7th, DR 3/Cold Iron at 11th, DR 4/Cold Iron at 15th, etc.).

It fits the fluff well, but ultimately this isn't doing much, also, Druid casting has MORE then enough tools to buff you up already, not much needed

Fortification: As the seed continues to grow, it roots itself throughout the body, physically changing the anatomical properties of the host. At fourth level, a briar-heart gains fortification, which grants a 20% chance to be negate a critical hit or sneak attack upon himself. This percentage increases as the briar-heart progresses, increasing by 20% at levels 8, 12, and 16. At 20th level, this ability is replaced with immunity to sneak attack and critical hits through the plant subtype below.

This is really wow, cool and powerful, but maybe move it back to later in the class a bit.

Woodland Stride (Ex): Starting at 5th level, a briar-heart may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Neat, fit's the fluff, you get it by now.

Sudden Persistent Spell: As time progresses, the briar-heart learns how to ask the very land to power and maintain her spells. Upon reaching 7th level, the briar-heart may once per day cast a briar-heart spell as if affected by the persistent spell feat. A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range (for example, comprehend languages or detect magic). Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic and detect thoughts to be aware of the mere presence or absence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A briar-heart gains an additional use per day of this ability at 12th and 17th level.

This is also really cool. DMM for a class without turning, it's really useful, but I'm not sure if it scales well enough. This one will be tricky to balance, you already have super-strong casting as a Druid, but honestly, I really like the train of thought here.

Fey Creature Type: At 10th level, a briar-heart undergoes a dramatic transformation as the dryad’s heart blossoms within. She is forevermore treated as a fey instead of a humanoid for purposes of spells and magical effects. This transformation makes the briar-heart immune to spells such as Charm Person, Dominate Person, Enlarge Person, Hold Person and Reduce Person or any other spell which specifically targets humanoid creatures. The transformation also grants the grants the briar-heart low-light vision if it did not already have it. Naturally, this transformation doesn’t prevent the briar-heart from progressing further in the class, nor does it loose any racial traits specific to that race, such as human bonus feat and additional skill points.

Powerful, I may have to go back and look this up when I have a moment, but this might be over powered at this level.

Plant Subtype: At 20th level, the transformation the briar-heart becomes complete. The briar-heart gains the plant subtype. This grants the briar-heart with immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits. In addition the briar-heart no longer needs to sleep.

Powerful, but slightly underwhelming as a capstone, still, with Druid casting, you don't need a super awesome capstone anyways, nice flavor, and interesting along with the Fey-Subtype class feature.

Well there you have it, a Variant Duskblade for a more druid feel.

Ultimately, a strong caster, and a darn good combatant. I love the fluff, but you need some tweaks with it here and there, such as how a nature lover might gain martial weapon and armour proficiencies.

Also, the last suggestion I have is maybe do away with the DR, and maybe put a CHA to AC feature in early to help with the light armour only deal, seeing as you seem to want to be able to go into melee with this character as well.

Bravo though, a lot of good stuff here, I'd definitely give it a play through, given the chance, thanks for the hard work and cool outcome!

Cheers!

EDIT: Didn't realize you had it all in italics already, so I want back and under-lined my thoughts on each class feature.

Mehangel
2014-02-06, 07:02 PM
Cool, powerful, only pointing this out cause I'll be referencing this a lot.

I agree. Having access to choose from ALL druid spells is definitely more powerful than the the duskblade, whose spell selection is limited. But for me, I saw little reason to. This class is most likely not going to choose any particularly damaging spells as most of them have a duration of instantaneous. rather, they would choose spells with duration, most notably those in the field of summoning or buffing, which quite honestly is the bulk of the druid spell list anyways. So I saw little need to create its own spell list, I mean I did in an earlier version of the class but I found they were simply spells that I liked.


Proficient with all martial weapons, yet never learned how to read? Just some fluff clash here.

1st Not Arguing. Now that I said that, perhaps I may explain, the duskblade as originally written is like a Fighter/Sorcerer or Fighter/Wizard Build. When building this variant, i wanted it to be a Barbarian/Druid build. Barbarians while also illiterate, have the proficiency of all martial weapons, etc. Though I agree, I should probably just make a list of weapons that are savage-like, or just use the druid's list and if they want to use other weapons, they can use a feat to do so. Thanks.


Neat, flavorful, situationally useful, all's fine here.

When I first built this class, I tried giving it an Animal Companion instead of Wild Empathy. But I found that such a combination was easily abused, which flanking, etc. Wild Empathy though can allow one to have an animal friend, just without all the awesome boosts. Besides, if the Briar-Heart really wants an animal companion he can just take the feat Wild Cohort. (https://www.wizards.com/default.asp?x=dnd/re/20031118a)


It fits the fluff well, but ultimately this isn't doing much, also, Druid casting has MORE then enough tools to buff you up already, not much needed

Noted. While this alone isn't particularly useful, it helps incorporate the barbarians damage reduction soak, yet not as powerful. Also while this DR only increases alone to 5/cold iron, feats that increase damage reduction/cold iron stack with it. such as Fey Skin. (http://dndtools.eu/feats/complete-mage--58/fey-skin--1114/) Also, there are particular prestige classes that have certain requirements, this allows this class to meet those requirements.


This is really wow, cool and powerful, but maybe move it back to later in the class a bit

The reason I added Fortification, was to incorporate the duskblades progressing arcane casting armor proficiency. So while the duskblade can cast arcane spells in Heavy Fullplate at 20th level, the briar-heart would be immune to critical hits at 20th level. When I first wrote this class up, it had Light (25%) at 5th, Medium (50%) at 10th, and Heavy (75%) Fortification at 15th level, mimicking the armor enchantment. However, I found that the progression was too spaced out for my liking. Again, not arguing just explaining...


This is also really cool. DMM for a class without turning, it's really useful, but I'm not sure if it scales well enough. This one will be tricky to balance, you already have super-strong casting as a Druid, but honestly, I really like the train of thought here.

Yes, I agree that this is very useful and very powerful. But I don't think that it will be game breaking. I mean by 20th level, the Briar-heart can only choose 3 spells to have a duration of 24 hours. Whereas if a druid of equal level would take extend spell and persistent spell feats, they can cast all their level 0, 1, 2, 3, and 4 spells as persistent spells. The main use of this ability is that the spell doesn't have to be chosen before hand, so it can be cast at a moments notice. I made sure that the Briar-heart did not receive its first use per day before a druid of equal level would qualify to use the feat. The duskblade in retrospect has quickcast which is essentially the same thing but a quickened spell. While this is useful for combat oriented spells, it really doesn't seem to match the druid casting feel. But because persistent spell is arguably more powerful than quicken spell, I ensured that the Briar-heart had 1 less use per day.


Powerful, I may have to go back and look this up when I have a moment, but this might be over powered at this level.

I understand that other base classes such as Warlock had the Fey Sub/Creature type as its capstone, but I find it lacking to be such. I mean really it grants immunity to what just a handful of spells, some of which are helpful such as enlarge person.


Powerful, but slightly underwhelming as a capstone, still, with Druid casting, you don't need a super awesome capstone anyways, nice flavor, and interesting along with the Fey-Subtype class feature.

Oh I agree that it is very powerful. But I thought that hey, if a 6th level druid spell can give a temporary plant creature type, and if a druid can wild shape into a plant at 12th level or use a feat to do the same thing then, it obviously isn't that bad. I also compared it to the Dread Necromancers Lich Transformation at 20th level, and found it quite similar. Another note is that in order for the briar-heart to gain this transformation, he or she must take 20 levels in this class. People who dip into this class will probably only dip 2 for the bonus to saves and armor, spellcasters might dip 7 if they want to persistent cast a 7th level spell.

Btw, I have been playtesting this class as is so far in a campaign from level 1 and have progressed so far to level 6. There havent been any issues, but then again with only a 20% chance to ignore a critical or sneak attack, all crits have been successful against me, and without persistent spell yet I dont know how that will play out.

Anyways, what Tier would you rate this class.

And Thanks again...

G.Cube
2014-02-06, 07:22 PM
I'll be coming back when I have more time, there were a few more things I wanted to reply to, but just real quick:


It's a Tier 1, Full casting is just darn powerful. Even if I'm off here (which I'm fairly confident about my answer) It's no less then a high Tier 2

What did you think about my CHA to AC suggestion, simply out of pure curiosity.

Mehangel
2014-02-06, 08:45 PM
What did you think about my CHA to AC suggestion, simply out of pure curiosity


Unearthly Grace (Su): At second level the seed in the briar-heart begins to germinate filling her with a more defined aura. A briar-heart adds its Charisma modifier as a bonus on saving throws, and as a deflective bonus to armor class. The deflective bonus from this ability does not stack with deflective bonuses from other sources.

Maybe you missed that part, or did I misunderstand what you were saying before.


It's a Tier 1, Full casting is just darn powerful. Even if I'm off here (which I'm fairly confident about my answer) It's no less then a high Tier 2

It casts only up to 5th level spells, I thought that full casting meant that it casts spells up to 9th. Interesting to say the least. Thanks for your input.

Just to Browse
2014-02-06, 08:51 PM
G. Cube, it's got 5/9 instead of fullcasting, delayed off the druid list. I don't think that's quite fullcasting.

On the class:
Please don't spoiler the class features table. It's the thing I'm here to look at, I don't want it hidden.
Fortification is in weird quantities, and also doesn't seem to fit.
The DR/cold iron is very small and not level appropriate. Being required to invest resources (feats and such) to get level-appropriate numbers for a defense that can be countered by 3000gp and a Magic Mart is not cool. What PrC's would use this?
Persisting is an excellent idea, since this guy is running all buffs/utility all the time. The word "sudden" throws me off (though I understand why you did that) because it implies the player would want to do this suddenly. Other problems with this:

You can persist your highest-level spells, which means crazy-huge leaps in power every time you get a new persisted spell (the class literally doubles its reliable daily buffs from level 13 to 14). That makes me uncomfortable, but I'm not sure how to fix t.
I recommend switching the 24hr duration to "until they go to sleep" or "until dusk" or something of that ilk, because this encourages briarhearts to cast their strong buffs, go to sleep, then wake up and beat on people's faces with double the number of appropriate buffs.
Persisted spells are a fine thing to have at level 1 if you restrict them to the briarheart spell list. I recommend putting the feature, if not that early, at least around level 3-4.

Using a fullcaster's list for reduced casting makes the spells fall off super hard (whee daylight at level 9), and also encourages players to pick the most broken spells in order to keep their class feature level-appropriate. You should seriously write a spell list for this guy. Even taking the terribleness that is the ranger's spell list would be a better idea.
Dead levels. Everywhere. It's very sad.

G.Cube
2014-02-06, 08:52 PM
Ugh, apologies on both parts, between a seventeen month old, a four month old, a busy work night, and PEACHING several things at once, I got all mixed up, disregard! And again, apologies, awfully embarrassed!

Mehangel
2014-02-06, 09:46 PM
Please don't spoiler the class features table. It's the thing I'm here to look at, I don't want it hidden.

Fixed.


Fortification is in weird quantities, and also doesn't seem to fit.

Please Explain on both.


The DR/cold iron is very small and not level appropriate. Being required to invest resources (feats and such) to get level-appropriate numbers for a defense that can be countered by 3000gp and a Magic Mart is not cool. What PrC's would use this?

I understand that the DR/Cold Iron is very small, but it progresses at a similar rate to that of the warlock and similarly to Barbarian. I agree that other base classes have a higher DR such as the Dread Necromancer with a DR of 10 at 20th level. But I am also trying to ensure that this class is not undeniably better than the duskblade.

As for what PrC requires it, I actually don't remember, it might've been in one of those Forgotten Realms books or even the Sword and Sorcery books not actually published by WotC.


Persisting is an excellent idea, since this guy is running all buffs/utility all the time. The word "sudden" throws me off (though I understand why you did that) because it implies the player would want to do this suddenly.


I can remove the word sudden. I have it there so that the player knows that he does not have to choose what spell is persisted until he casts it. Similar to Sudden Maximize or Sudden Empower from Complete Arcane.


You can persist your highest-level spells, which means crazy-huge leaps in power every time you get a new persisted spell (the class literally doubles its reliable daily buffs from level 13 to 14). That makes me uncomfortable, but I'm not sure how to fix t.

Not that I don't agree, I mean obviously when the next spell level becomes available, the briarheart will most likely choose the best highest level spell he can cast with persistent spell. But remember the briarheart can only choose 1 additional spell known per level and when he finally does cast the persistent spell, he better hope it doesn't get dispelled or countered.


I recommend switching the 24hr duration to "until they go to sleep" or "until dusk" or something of that ilk, because this encourages briarhearts to cast their strong buffs, go to sleep, then wake up and beat on people's faces with double the number of appropriate buffs.

I understand where you are going with this, I really do. If a briar-heart goes an entire day without encounters and is getting ready to sleep, what stops a briar-heart from casting say a persistent Vigor, going to sleep, and waking up only to have vigor still active till the end of that next day. I know I dont want to say until they go to sleep. Cuz when they hit level 20, they dont sleep, thus they have it practically permanent. However, perhaps I can have it active till next dawn for good aligned and next dusk for evil aligned. True neutral must choose one or the other at 7th level. Another reason I dont want it for until rest is that there are specific spells that I kind of want capable to last 24 hours such as endure elements; that way a briar-heart can sleep peacefully knowing that even if winter does come in the middle of the night, the last thing he has to worry about is Hypothermia or frostbite.


Persisted spells are a fine thing to have at level 1 if you restrict them to the briarheart spell list. I recommend putting the feature, if not that early, at least around level 3-4.


The problem with persistent spells at level 1 is that, I know that the briarheart will choose a spell like lesser vigor and give himself fast-healing 1 for 24 hours. While playtesting this class from level 1 to level 6 at the moment, I have never "needed" to persistent spell. True, it would've been nice to summon natures ally I at level 1 and had it fight along side me all day, but it wasn't necessary. If I do bring it down to an earlier level it would be level 5 to match that of the Duskblade. I want this class to be on par with the duskblade (http://dndtools.eu/classes/duskblade/) not to outmatch it.


Using a fullcaster's list for reduced casting makes the spells fall off super hard (whee daylight at level 9), and also encourages players to pick the most broken spells in order to keep their class feature level-appropriate. You should seriously write a spell list for this guy. Even taking the terribleness that is the ranger's spell list would be a better idea.

As I told G.Cube, I have had difficulty in making a spell list for the Briarheart, as there are just too many spells that I just love even at low levels. If you or anyone else have an idea of what spells should be on its list fine, then perhaps I can also add on class features that allows the druid to add single a druid spell to the briarheart spell list, perhaps similar to the Warmages expanded knowledge ability.


Dead levels. Everywhere. It's very sad.


Yes, I noticed that there are several levels where there is little gained, but I also don't know what else to add without making it more powerful or appealing than the duskblade. I mean I could always add abilities such as resist nature's lure which are somewhat meaningless. Or I could add in rage uses per day, but spells cant be cast while in rage, so that is a bummer. What would you suggest to fix this. I am open to suggestions.

Just to Browse
2014-02-07, 01:54 AM
Please Explain on both.Fortification usually progresses in light (25%), medium (50%), and heavy (100%). It's such a standard that the values are named, so things that don't fall into those categories (20%, for example) is weird.

The fortification, I assume, comes from plants not getting crits. But briarhearts are pulling off the druid spell list, so they can be plant dudes, shamans, beast masters, or elementalists depending on their spell selection. Making 1/5 of the class features based on around one of the more niche themes of druids doesn't feel fitting.


I understand that the DR/Cold Iron is very small, but it progresses at a similar rate to that of the warlock and similarly to Barbarian. I agree that other base classes have a higher DR such as the Dread Necromancer with a DR of 10 at 20th level. But I am also trying to ensure that this class is not undeniably better than the duskblade.Don't worry, the barbarian and warlock (and even dread necromancer) are known for having bad DR. The dread necro's is great initially and peters out to a minor class feature, while the warlock and barbarian never get level-appropriate values.

DR 1/lvl overcome by something basic like cold iron is a fine value, and if you have the "no metal armor" restriction from the druid, the character will play a lot like a well-armored duskblade despite not getting to wear armor.


Not that I don't agree, I mean obviously when the next spell level becomes available, the briarheart will most likely choose the best highest level spell he can cast with persistent spell. But remember the briarheart can only choose 1 additional spell known per level and when he finally does cast the persistent spell, he better hope it doesn't get dispelled or countered.The counters and per-spell advancement exist for the briarheart just like any other caster using Persist spell. The problem that bothers me is the one that's unique to briarhearts, where they hit level 14 and double their passive daily buffs. That sort of power over the action economy is a big deal, which is why alarm bells go off when I read the class feature.


I understand where you are going with this, I really do. If a briar-heart goes an entire day without encounters and is getting ready to sleep, what stops a briar-heart from casting say a persistent Vigor, going to sleep, and waking up only to have vigor still active till the end of that next day. I know I dont want to say until they go to sleep. Cuz when they hit level 20, they dont sleep, thus they have it practically permanent. However, perhaps I can have it active till next dawn for good aligned and next dusk for evil aligned. True neutral must choose one or the other at 7th level. Another reason I dont want it for until rest is that there are specific spells that I kind of want capable to last 24 hours such as endure elements; that way a briar-heart can sleep peacefully knowing that even if winter does come in the middle of the night, the last thing he has to worry about is Hypothermia or frostbite.That's a good point. Choosing dusk/dawn is a good idea, or even midday (if you want to throw in some unique flavor there). You could also have the buffs wear off after they refresh their spells, so that it lasts through the night for people who need to not die in Antarctica but the guy who never sleeps doesn't get infinite buffs.


The problem with persistent spells at level 1 is that, I know that the briarheart will choose a spell like lesser vigor and give himself fast-healing 1 for 24 hours. While playtesting this class from level 1 to level 6 at the moment, I have never "needed" to persistent spell. True, it would've been nice to summon natures ally I at level 1 and had it fight along side me all day, but it wasn't necessary. If I do bring it down to an earlier level it would be level 5 to match that of the Duskblade. I want this class to be on par with the duskblade (http://dndtools.eu/classes/duskblade/) not to outmatch it.If you want to make this like the duskblade, you should totally do it at level 3, when arcane channeling enters the game. A set of poorly-scaling buffs match up pretty well with the bonus spell damage.

Don't forget that the duskblade is casting off a good list early (color spray, expeditious retreat, true strike), whereas the druid list isn't all that exciting in combat without a fair number of splatbooks, so adding more power isn't necessarily a bad thing.


As I told G.Cube, I have had difficulty in making a spell list for the Briarheart, as there are just too many spells that I just love even at low levels. If you or anyone else have an idea of what spells should be on its list fine, then perhaps I can also add on class features that allows the druid to add single a druid spell to the briarheart spell list, perhaps similar to the Warmages expanded knowledge ability.Just pick all the spells you think are cool. It's not bad for the spell list to be big or a little strong, the problem right now is that it's weak and anti-synergistic. Moving some of those weaker druid spells down in levels for the briarheart will be a blessing.


Yes, I noticed that there are several levels where there is little gained, but I also don't know what else to add without making it more powerful or appealing than the duskblade. I mean I could always add abilities such as resist nature's lure which are somewhat meaningless. Or I could add in rage uses per day, but spells cant be cast while in rage, so that is a bummer. What would you suggest to fix this. I am open to suggestions.The meaningless things are OK. The reason people don't like dead levels is twofold: First, it means the powers aren't spread out so power progression will have annoying jumps in it. Second, it means the player can't get excited about leveling up. Stuff like resist nature's lure is pretty meaningless mechanically and may never show up, but it gets the player excited about their character.

Even a class feature like "Your weapons glow like a candle when you talk" which is totally worthless (and even potentially a hindrance) is something cool that the player gets to put down. It makes them feel like they're developing.

Xuldarinar
2014-02-07, 02:34 AM
Might as well throw in my thoughts.

All in all I think this is an interesting class, possessing an interesting flavor.

If you are going to go with fortification in unusual quantities, how about setting it to 5%/level, along with Just to Browse's suggestion of DR 1/level?

If you are going to have dead levels I suggest trying to have most, if not all, of them coinciding with when the Briar-Heart gains a new level of spell. This would alleviate some issues.

Sudden Persistent spell, perhaps it shouldn't advance in terms of uses. How about at 3rd, give them the ability to use it and have a limit to how frequent (no more than once per five rounds for instance) but they cannot have more than one effect active at a time, each casting overwriting the previous effect. At 13th level, have some sort of upgrade to it similar to how Arcane Channeling acquires an upgrade. If at any time you allow stacking of effects, have it be from then on.

From the standpoint of fluff, why not include the druid's limitation, or some other sort of penalty, relating to the use of metal armors?

Having plant as a subtype here bothers me, as does the wording of the class feature giving the Fey type. The desired effect is certainly achieved but it still bothers me. For what little difference it makes, I have a suggestion. Why not simply make the 10th level say their type becomes fey, and the 20th have their type become plant? In each say they do not lose anything dependent upon their type remaining what it was before (If a feat required they be humanoid, they don't lose it by becoming fey or plant, and if a feat required they be fey, they don't lose it by becoming a plant)?

Mehangel
2014-02-07, 12:06 PM
Fortification usually progresses in light (25%), medium (50%), and heavy (100%). It's such a standard that the values are named, so things that don't fall into those categories (20%, for example) is weird.

+

If you are going to go with fortification in unusual quantities, how about setting it to 5%/level

Yes, I think perhaps I will rename the class feature and make it 5% per level


The fortification, I assume, comes from plants not getting crits. But briarhearts are pulling off the druid spell list, so they can be plant dudes, shamans, beast masters, or elementalists depending on their spell selection. Making 1/5 of the class features based on around one of the more niche themes of druids doesn't feel fitting.

Understood


Don't worry, the barbarian and warlock (and even dread necromancer) are known for having bad DR. The dread necro's is great initially and peters out to a minor class feature, while the warlock and barbarian never get level-appropriate values.

DR 1/lvl overcome by something basic like cold iron is a fine value, and if you have the "no metal armor" restriction from the druid, the character will play a lot like a well-armored duskblade despite not getting to wear armor.

+

From the standpoint of fluff, why not include the druid's limitation, or some other sort of penalty, relating to the use of metal armors?

I agree, I am going to incorporate the druid no metal armor restriction, and I will try out the DR Cold Iron 1/level and see how that works out.


The counters and per-spell advancement exist for the briarheart just like any other caster using Persist spell. The problem that bothers me is the one that's unique to briarhearts, where they hit level 14 and double their passive daily buffs. That sort of power over the action economy is a big deal, which is why alarm bells go off when I read the class feature.

Yes, I can see what you are getting at.


That's a good point. Choosing dusk/dawn is a good idea, or even midday (if you want to throw in some unique flavor there). You could also have the buffs wear off after they refresh their spells, so that it lasts through the night for people who need to not die in Antarctica but the guy who never sleeps doesn't get infinite buffs.

+

Sudden Persistent spell, perhaps it shouldn't advance in terms of uses. How about at 3rd, give them the ability to use it and have a limit to how frequent (no more than once per five rounds for instance) but they cannot have more than one effect active at a time, each casting overwriting the previous effect. At 13th level, have some sort of upgrade to it similar to how Arcane Channeling acquires an upgrade. If at any time you allow stacking of effects, have it be from then on.

I have decided that I will rename the class feature from Sudden Persistent Spell to Evergreen Casting, so that there isn't confusion between the ability and the Metamagic feat Persistent spell. I will change the duration from 24hours to until 1) you regain your spells for the day, 2) You dismiss the spell, or 3) you cast a different spell to be affected by Evergreen Casting. This way the Briarheart can have multiple spells effected in a day, but never at the same time. It also means that it is only a single use ability. I will also reword it so that it can only effect spells on the Briar-hearts spell-list.


If you want to make this like the duskblade, you should totally do it at level 3, when arcane channeling enters the game. A set of poorly-scaling buffs match up pretty well with the bonus spell damage.

I will change the level that this ability is gained to level 3.


Don't forget that the duskblade is casting off a good list early (color spray, expeditious retreat, true strike), whereas the druid list isn't all that exciting in combat without a fair number of splatbooks, so adding more power isn't necessarily a bad thing.

Just pick all the spells you think are cool. It's not bad for the spell list to be big or a little strong, the problem right now is that it's weak and anti-synergistic. Moving some of those weaker druid spells down in levels for the briarheart will be a blessing.

I just looked at the Duskblade spell list. I never noticed that the duskblade
level 5 spells have 2 level 8 wizard spells, and 2 level 6 spells.
level 4 spells have 3 level 5 wizard spells,
level 3 spells has 1 level 4 wizard spell

This means that if I create a Briarheart Spell list, it can include higher level spells, which was something that I dreaded at higher levels... Playtesting so far at level 6 with only capability of casting 2nd level druid spells wasn't great, but it was bearable. If I create a unique spell list for the Briarheart, then I can sneak in a couple higher level spells, I just have to be careful which ones I choose.


The meaningless things are OK. The reason people don't like dead levels is twofold: First, it means the powers aren't spread out so power progression will have annoying jumps in it. Second, it means the player can't get excited about leveling up. Stuff like resist nature's lure is pretty meaningless mechanically and may never show up, but it gets the player excited about their character.

Even a class feature like "Your weapons glow like a candle when you talk" which is totally worthless (and even potentially a hindrance) is something cool that the player gets to put down. It makes them feel like they're developing.

I will see what minor and flavor class features I can add.. But with giving a constant upgrade in Damage Reduction and in Chance to ignore Critical Hits and Sneak Attack, I don't think that will be much of an issue any more...


Having plant as a subtype here bothers me, as does the wording of the class feature giving the Fey type. The desired effect is certainly achieved but it still bothers me. For what little difference it makes, I have a suggestion. Why not simply make the 10th level say their type becomes fey, and the 20th have their type become plant? In each say they do not lose anything dependent upon their type remaining what it was before (If a feat required they be humanoid, they don't lose it by becoming fey or plant, and if a feat required they be fey, they don't lose it by becoming a plant)?

I agree, I will make the appropriate changes. Please note that I write out these changes on paper and am currently working on a spell list for the Briarheart, so just because you don't see the changes immediately doesn't mean they wont happen. Also, because this class isn't reliant on intelligence, should this class have skills 4+Int mod, or should it remain at 2+ Int mod.

Just to Browse
2014-02-07, 02:02 PM
I await the new version with great anticipation.

Since the duskblade uses Int-based casting, his base skill points are low. The briarheart has Wis-based casting, so I think you could bump up the skills to 4 + Int.

Mehangel
2014-02-08, 12:12 AM
I have updated the Briar-heart. I haven't finished up the spell list, I might finish it tomorrow... (Spell List has been updated, it may be found at the bottom of the first post)