Rowanomicon
2007-06-19, 07:28 PM
OK, here's my thoughts on a Druid redux:
I want to make a druid class that is more of a spell caster. I envision the shady type of druid wearing a large black cloak with a hood and ample sleeve. The kind that gather scilently in the forest at the dead of night.
So, hopefully that gives you a bit of an idea, now for the crunch. Since DnD already has a druid class I'll use that as a base.
http://www.d20srd.org/srd/classes/druid.htm (Druid)
I'll start at the top and deduce the HD to d6 to make it a little squishier.
Then I'm going to expand the Class Skill List to also include the Ranger Class Skills. (I believe that makes it Ranger Class Skill List + Diplomacy & Spellcraft.)
I'm also thinking I'll make Skill Points 6 + Int mod/level.
Definitely reduce BAB to 1/2HD. If the model is underpowered later I'll boost it back up.
Next I'll give the class all good saves. Just Because.
All the class special abilities seem to fit the type of druid I'm trying to create except Wild Shape. So, I take out the Wild Shape (which is a very important ability.
EDIT: Here's a list of class abilities from other (somewhat related) classes that might have a place in the new druid:
Fast movement, Uncanny dodge, Improved uncanny dodge, Trap sense, Track, Swift tracker, Evasion, Improved evasion, Camoflage, Hide in plain sight, Slippery mind
Let's see what we're left with now:
Druid Alignment:
Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Die:
d6.
Class Skills:
The druid’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level:
(6 + Int modifier) ×4.
Skill Points at Each Additional Level:
6 + Int modifier.
BAB:
1/2HD
Saves:
All good
Special
1 Animal companion, nature sense, wild empathy
2 Woodland stride
3 Trackless step
4 Resist nature’s lure
5
6
7
8
9 Venom immunity
10
11
12
13 A thousand faces
14
15 Timeless body
16
17
18
19
20
With the currect Druid spell table and list.
I've got a few option with spells. Keeping them the same would, of course, be easiest. If I do that I think I'd need to add in a couple special abilities, eh?
If not, I could make the spell casting spontaneous.
What do you guys think about this class so far power wise?
Any ideas for a good capstone ability?
Any feedback at all?
I want to make a druid class that is more of a spell caster. I envision the shady type of druid wearing a large black cloak with a hood and ample sleeve. The kind that gather scilently in the forest at the dead of night.
So, hopefully that gives you a bit of an idea, now for the crunch. Since DnD already has a druid class I'll use that as a base.
http://www.d20srd.org/srd/classes/druid.htm (Druid)
I'll start at the top and deduce the HD to d6 to make it a little squishier.
Then I'm going to expand the Class Skill List to also include the Ranger Class Skills. (I believe that makes it Ranger Class Skill List + Diplomacy & Spellcraft.)
I'm also thinking I'll make Skill Points 6 + Int mod/level.
Definitely reduce BAB to 1/2HD. If the model is underpowered later I'll boost it back up.
Next I'll give the class all good saves. Just Because.
All the class special abilities seem to fit the type of druid I'm trying to create except Wild Shape. So, I take out the Wild Shape (which is a very important ability.
EDIT: Here's a list of class abilities from other (somewhat related) classes that might have a place in the new druid:
Fast movement, Uncanny dodge, Improved uncanny dodge, Trap sense, Track, Swift tracker, Evasion, Improved evasion, Camoflage, Hide in plain sight, Slippery mind
Let's see what we're left with now:
Druid Alignment:
Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Die:
d6.
Class Skills:
The druid’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level:
(6 + Int modifier) ×4.
Skill Points at Each Additional Level:
6 + Int modifier.
BAB:
1/2HD
Saves:
All good
Special
1 Animal companion, nature sense, wild empathy
2 Woodland stride
3 Trackless step
4 Resist nature’s lure
5
6
7
8
9 Venom immunity
10
11
12
13 A thousand faces
14
15 Timeless body
16
17
18
19
20
With the currect Druid spell table and list.
I've got a few option with spells. Keeping them the same would, of course, be easiest. If I do that I think I'd need to add in a couple special abilities, eh?
If not, I could make the spell casting spontaneous.
What do you guys think about this class so far power wise?
Any ideas for a good capstone ability?
Any feedback at all?