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2014-01-02, 02:27 AM (ISO 8601)
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[Request for Challenges] What don't we have a tier 3 version of?
A while back, I imagined putting together The Book of Tier 3. The idea was a collection of classes such that any character concept could be built out of them, and any party of them would be balanced.
Various people here have done some gathering. And a few have taken on the much harder task of trying to figure out if something really is balanced. Right now I'm interested in filling in the gaps. If you were playing such a game, what character concept would you be unable to build? You can describe it in terms of other-tier classes, the key idea of why the character is cool, a character from fiction or legend, a trope... whatever.
I'll see what I can brew for those concepts.Looking for a monster? Making a monster?
Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)
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2014-01-02, 07:45 AM (ISO 8601)
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Re: [Request for Challenges] What don't we have a tier 3 version of?
AFAIK, there's not official class-combo that comes anywhere near describing a character like Paul Muad-Dib or Leto_Atreides_II.
If there were, it could spare me this effort.
I like the fact that my suggested class manages to do that, but I don't like the fact that the class offers customization (not counting general feats) only as far as placebos go (not a lot of choice I had, given all Bene-Gesserits practice the same set of power... and Paul's powers were a subset of Leto's).
So if there's a class combo for Dune's leading characters I'd sure like to see it - Then we can ask if it's T3 or not and how to make it T3.
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2014-01-02, 10:08 AM (ISO 8601)
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Re: [Request for Challenges] What don't we have a tier 3 version of?
I don't have any idea about homebrewed concepts. But I did this list a while ago for official 3.5 content and got the following:
ALTREADY TIER 3
Bard
Ranger (using Wild Shape variant)
Incarnate
Psychic Warrior
Binder
Beguiler
Duskblade
Crusader
Swordsage (and Unarmed Swordsage)
Warblade
Factotum
Dread Necromancer
Warmage*
TIER 4 OR LOWER CONCEPTS
# only including those that do not have an easy correspondent in the above list
Barbarian (arguably, Tiger Claw users can be used)
Spellthief (this is a tricky one, but also not very popular)
Warlock (I think this can be buffed a bit and be Tier 3)
Hexblade (also tricky but not very popular IME)
Soulknife (I often just package this into Psychic Warrior and call it a day)
TIER 2 OR HIGHER CONCEPTS
# only including those that do not have an easy correspondent in the above list
Cleric / Favored Soul
Druid / Spirit Shaman
Wizard / Archivist
Sorcerer
Psion / Wilden
Shadowcaster
Artificer
What I would do to have T3 versions of every concept (rather than class) is to create additional specialist casters (à la Beguiler and Dread Necromancer) for every school: a Loremaster (covering the prepared caster archetype too), a Transmuter, a Summoner, a Healer (that covers Abjuration and protective spells, which makes sense to me), a Geomancer (that covers druidic casting, while the ranger covers shapeshifting), a Telepath and a Telekineticist (that cover psionic spellcasting). I would consider the Crusader and background characterization enough for divine archetypes but I'm probably a bit biased because nobody I know likes or plays divine characters anyway. I would give better casting to both Hexblade and Spellthief (on par with the Bard). I would merge the Psychic Warrior and the Soulknife.
That leaves Artificer, Warlock // Shadowcaster (arguably covered with Binder and Dread Necromancer), Barbarian (arguably covered through Tiger Claw).
* I consider Warmage Tier 3 after I played with a smart one. Sure they have a lackluster spell list but what is there is enough to do a lot of interesting stuff (Black Tentacles, Cloudkill, Stinking Cloud, Elemental Swarm...) and use Eclectic Learning in a smart way to fill the gaps. You could argue that you are VERY limited, but I consider the class on par with the Duskblade if well played.Useless arcane powers are better than no arcane powers!
Avatar mercifully granted by Threeshades
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2014-01-02, 01:56 PM (ISO 8601)
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- Nov 2011
Re: [Request for Challenges] What don't we have a tier 3 version of?
Assassin, summoner, pure psychic/telepath without brain lasers, artificer.
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2014-01-02, 02:50 PM (ISO 8601)
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- Mar 2008
Re: [Request for Challenges] What don't we have a tier 3 version of?
Some notes on casters:
Concept Existing class Abjurer/Healer Public Health Worker Conjuration for Battlefield Control The Ectoplancer Conjuration(summoning) The Caller Divination The Seer Enchantment/Illusion Beguiler Evocation Several "blaster"s, including warmage fixes Necromancy Dread Necromancer Transmutation The Updraft Maximum Flexibility The Ritualist Divine The Village Priest Nature-themed Some attempts, none of which are quite finished
Abjuration is notably absent. It's a weak school on its own. I'd been playing with a base class version of Abjurant Champion, but I think a healing/protecting class might be better.
So, things that have been mentioned...
Kwisatz Haderach At high levels, the character might need to know what's coming better than the DM. I'm not sure that's doable. Artificer (mentioned twice) I think I need to read an artificer handbook before attempting this Barbarian Warlock Does the Archon Disciple seem to be on the right track? I could add other versions for other alignments. Shadowcaster I don't know this one at all Assassin As an ACF for swordsage Summoner Mentioned above pure psychic/telepath without brain lasers Does beguiler not do this? Last edited by dspeyer; 2015-08-26 at 01:42 AM.
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Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)
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2014-01-02, 03:25 PM (ISO 8601)
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- Mar 2008
Re: [Request for Challenges] What don't we have a tier 3 version of?
Assassin Swordsage
Beauty of the sublime way?
Win without fighting.
Kill before you are noticed.
Lose- Discipline Focus (all)
- Access to Diamond Mind and Stone Dragon
- Proficiency with two-handed martial melee weapons
Gain- Death attack. At first level. As DMG assassin except the save dc is 10 + 1/2 initiator level + wis mod.
- Poison use. At sixth level, no longer risk mishap when applying poison
- Proficiency with martial ranged and thrown weapons
- Spellcraft as class skill
- Spellcasting (prepared, wis-based, divine from DMG assassin list)
Must worship death, killing, a god of those or something similar. Possibly in addition to other things.
Spells per day:
Level 1 2 3 4 1 2 3 4 1 5 1 6 2 7 2 8 2 1 9 3 1 10 3 2 11 3 2 12 3 2 1 13 3 3 1 14 3 3 2 15 3 3 2 16 3 3 2 1 17 3 3 3 1 18 3 3 3 2 19 3 3 3 2 20 3 3 3 2 Last edited by dspeyer; 2015-08-26 at 01:42 AM.
Looking for a monster? Making a monster?
Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)
All My Homebrew
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2014-01-02, 04:21 PM (ISO 8601)
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Re: [Request for Challenges] What don't we have a tier 3 version of?
Well, there's botthe6th's (and to a lesser extent, DerTollUdo and my) telekineticist in my Sig. We figured it to be high tier 3 although the Pure ACF probably butts into tier 2. That's basically a solid psionic tk specialist class...beyond that, I've seen a lot of attempts at making school-specific tier 3 casters but they often run into the simple trouble that the schools are not balanced, therefore making it very hard to balance classes using them...
All I ask is a tall ship, and a star to steer her by.
My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
Co-Developer of the Mutant Powers Project:
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Telekineticist and ACFs, Feats, Shadow Hand PrC
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2014-01-02, 04:46 PM (ISO 8601)
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Re: [Request for Challenges] What don't we have a tier 3 version of?
Well, in my signature, you'll find a generalist sorcerer and wizard that Morph Bark, at least, tiered at Tier 3. There's a bit of a choice involved, you either get versatility or power, but you can have either.
Resident Vancian Apologist
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2014-01-02, 05:42 PM (ISO 8601)
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- Mar 2008
Re: [Request for Challenges] What don't we have a tier 3 version of?
Public Health Worker
Hit die: d8Level BAB Fort Ref Will Special Spells per day 0 1 2 3 4 5 6 7 8 9 1 0 2 2 2 5 3 2 1 3 3 3 Cure Minor Wounds 6 4 3 1 3 3 3 6 4 3 4 2 4 4 4 Extend Abjuration 6 5 4 5 2 4 4 4 6 5 4 3 6 3 5 5 5 Resist Energy 6 5 5 4 7 3 5 5 5 6 5 5 4 3 8 4 6 6 6 Preventative Casting 6 5 5 5 4 9 4 6 6 6 7 5 5 5 4 3 10 5 7 7 7 Death Ward 7 5 5 5 5 4 11 5 7 7 7 7 6 5 5 5 4 3 12 6 8 8 8 Mass Casting 7 6 5 5 5 5 4 13 6 8 8 8 7 6 6 5 5 5 4 3 14 7 9 9 9 Antimagic Field 7 6 6 5 5 5 5 4 15 7 9 9 9 7 6 6 6 5 5 5 4 3 16 8 10 10 10 Brute Counterspell 7 6 6 6 5 5 5 5 4 17 8 10 10 10 7 6 6 6 6 5 5 5 4 3 18 9 11 11 11 Greater Restoration 7 6 6 6 6 5 5 5 5 4 19 9 11 11 11 Disjunction 7 7 7 6 6 6 6 5 5 5 20 10 12 12 12 True Resurrection 7 7 7 7 7 6 6 6 6 5
Skills: 2+int
Class Skills: Concentration, Diplomacy, Knowledge(any), Heal, Sense Motive, Spellcraft
Proficiencies: All simple weapons, light and medium armor and shields
Spellcasting: Public Health Workers cast divine spells spontaneously from their entire class list using wisdom. The spells are powered by their dedication to the cause of protecting people (or, on occasion, protecting their people). Many, but not all, Public Health Workers also worship gods of healing and protection.
Spell-like abilities: At the levels shown on the table, Public Health Workers gain the following spell-like abilities usable at-will: Cure Minor Wounds, Resist Energy, Death Ward, Antimagic Field, Greater Restoration, Disjunction, True Resurrection. Save DCs, if relevant, are wisdom-based. As SLAs, these do not require XP or material components.
Extend Abjuration(su): All abjurations a PHW casts are extended as if by the feat at no cost.
Preventative Casting(su): A PHW may cast any conjuration(healing) spell as a preventative. The spell has no effect when cast, but the next time the target is subjected to an effect the spell could undo, the effect is cancelled or ameliorated as if the spell were cast immediately afterwards (if the effect drops the target to -10hp or similar and the spell undoes that, the target does not die, or even stumble). If no effect takes place within 1 day per caster, the spell dissipates. No creature can have more than one preventative waiting at a time.
Mass Casting(su): A PHW may cast a spell which normally targets one creature on a group of creatures instead. The group must fit in a circle no more than 50 ft across. The PHW must walk around the group while casting. The casting takes 10 minutes longer and uses a spell slot 3 levels higher than normal. It cannot be done with spells that have XP or material costs.
Brute Counterspell(su): As a swift action, a PHW can counterspell using a spell slot of a higher level than the incoming spell. (A spellcraft check is needed to determine the level of the incoming spell, but if that fails guessing is a viable option.)
Spell listSpoiler
0- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Virtue: Subject gains 1 temporary hp.
1- Bless: Allies gain +1 on attack rolls and saves against fear.
- Bless Water M: Makes holy water.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Endure Elements: Exist comfortably in hot or cold environments.
- Hold Portal: Holds door shut.
- Mage Armor: Gives subject +4 armor bonus
- Obscuring Mist: Fog surrounds you.
- Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Shield: Invisible disc gives +4 to AC, blocks magic missiles.
- Vigor, Lesser
2- Blur: Attacks miss subject 20% of the time.:
- Consecrate M: Fills area with positive energy, making undead weaker.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Gentle Repose: Preserves one corpse.
- Make Whole: Repairs an object.
- Obscure Object: Masks object against scrying.
- Protection from Arrows: Subject immune to most ranged attacks.
- Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
- Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Shield Other F: You take half of subject’s damage.
- Status: Monitors condition, position of allies.
3- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Dispel Magic: Cancels magical spells and effects.
- Displacement: Attacks miss subject 50%.
- Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Curse: Frees object or person from curse.
- Remove Disease: Cures all diseases affecting subject.
- Speak with Dead: Corpse answers one question/two levels.
- Vigor
- Vigor, Mass Lesser
- Water Breathing: Subjects can breathe underwater.
- Water Walk: Subject treads on water as if solid.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
4- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Death Ward: Grants immunity to death spells and negative energy effects.
- Dimensional Anchor: Bars extradimensional movement.
- Freedom of Movement: Subject moves normally despite impediments.
- Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Remove Curse: Frees object or person from curse.
- Restoration M: Restores level and ability score drains.
- Spell Immunity: Subject is immune to one spell per four levels.
- Stoneskin M: Ignore 10 points of damage per attack.
5- Atonement F X: Removes burden of misdeeds from subject.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Hallow M: Designates location as holy.
- Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
- Permanency X:Makes certain spells permanent.
- Raise Dead M: Restores life to subject who died as long as one day/level ago.
- Spell Resistance: Subject gains SR 12 + level.
- Vigor, Greater
6- Antimagic Field: Negates magic within 10 ft.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Dispel Magic, Greater: As dispel magic, but +20 on check.
- Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
- Guards and Wards: Array of magic effects protect area.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Stone to Flesh: Restores petrified creature.
7- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
- Forcecage M: Cube or cage of force imprisons all inside.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Restoration, Greater X: As restoration, plus restores all levels and ability scores.
- Resurrection M: Fully restore dead subject.
- Sequester: Subject is invisible to sight and scrying; renders creature comatose.
- Spell Turning: Reflect 1d4+6 spell levels back at caster.
8- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Mind Blank: Subject is immune to mental/emotional magic and scrying.
- Prismatic Wall: Wall’s colors have array of effects.
- Protection from Spells M F: Confers +8 resistance bonus.
- Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
9- Disjunction: Dispels magic, disenchants magic items.
- Heal, Mass: As heal, but with several subjects.
- Prismatic Sphere: As prismatic wall, but surrounds on all sides.
- Time Stop: You act freely for 1d4+1 rounds.
- True Resurrection M: As resurrection, plus remains aren’t needed.
(This could probably use a few additions. For one thing, I didn't really feel like pulling out my Spell Compendium)Last edited by dspeyer; 2015-08-26 at 01:44 AM.
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Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)
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2014-01-02, 05:50 PM (ISO 8601)
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Re: [Request for Challenges] What don't we have a tier 3 version of?
Just a small though dspeyer....shouldn't your PHW have heal as a skill..?
Edit:
Probably craft and certainly profession too, come to think about it...Last edited by Veklim; 2014-01-02 at 05:52 PM.
All I ask is a tall ship, and a star to steer her by.
My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
Co-Developer of the Mutant Powers Project:
World Warper
Telekineticist and ACFs, Feats, Shadow Hand PrC
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2014-01-02, 05:52 PM (ISO 8601)
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- Mar 2008
Re: [Request for Challenges] What don't we have a tier 3 version of?
Looking for a monster? Making a monster?
Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)
All My Homebrew
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2014-01-02, 05:53 PM (ISO 8601)
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Re: [Request for Challenges] What don't we have a tier 3 version of?
Fair point, although I believe there are a few useful applications, especially with certain feats. Quite like the simple functionality though, works nicely as a class.
All I ask is a tall ship, and a star to steer her by.
My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
Co-Developer of the Mutant Powers Project:
World Warper
Telekineticist and ACFs, Feats, Shadow Hand PrC
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2014-01-02, 06:04 PM (ISO 8601)
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- Jun 2012
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2014-01-02, 06:10 PM (ISO 8601)
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2014-01-02, 06:46 PM (ISO 8601)
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- Jun 2012
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2014-01-02, 07:20 PM (ISO 8601)
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- In the Playground, duh.
Re: [Request for Challenges] What don't we have a tier 3 version of?
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2014-01-03, 01:18 AM (ISO 8601)
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Re: [Request for Challenges] What don't we have a tier 3 version of?
I'm tempted to add truenames as a circumstance bonus for my Ritualist. That doesn't really make it a truenamer, though.
The tricky thing with truenaming is that either getting truenames is straightforward and the whole concept vanishes or it's difficult and the class becomes nearly unplayable. I'm inclined to go for something like Dresden Files, in which naming is very powerful but usually doesn't happen. Maybe there's another way.Looking for a monster? Making a monster?
Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)
All My Homebrew
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2014-01-04, 08:09 PM (ISO 8601)
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- Jan 2012
Re: [Request for Challenges] What don't we have a tier 3 version of?
I have yet to see a dragon shaman fixed up to tier 3 on this site ( i may have just overlooked one though)
I can tell you right now.. having to wait untill 19th to get flight is ludicrous.
it be nice to see a bumped up Dragon Shaman, with maybe at 20th level capstone netting you half dragon ?
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2014-01-04, 08:57 PM (ISO 8601)
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Re: [Request for Challenges] What don't we have a tier 3 version of?
No maybe about it, seemed silly enough to me first time around that Dragon shaman didn't give you half-Dragon template, any serious rewrite should have to come up with some damned good reasons not to honestly. I seem to remember a half-written one swinging past my radar a few months ago that had some promise, shall try and trace it tomorrow...
All I ask is a tall ship, and a star to steer her by.
My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
Co-Developer of the Mutant Powers Project:
World Warper
Telekineticist and ACFs, Feats, Shadow Hand PrC
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2014-01-04, 09:15 PM (ISO 8601)
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- Aug 2013
Re: [Request for Challenges] What don't we have a tier 3 version of?
I think the biggest gap in the Book of Tier 3 is a nature-caster. It's a tough nut to crack--the SNA line by itself might put you in Tier 3, but without SNA and without Wildshaping, your druid is almost unrecognizable.
https://thaumasiagames.blogspot.com/
http://www.giantitp.com/forums/showt...-Dad-is-the-DM
Homebrew quick-fixes for Cleric, Druid: http://www.giantitp.com/forums/showthread.php?t=307326
Replacing the Cleric: The Theophilite packagehttp://www.giantitp.com/forums/showthread.php?t=318391
Fighter feats: http://www.giantitp.com/forums/showthread.php?t=310132
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2014-01-04, 09:35 PM (ISO 8601)
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Re: [Request for Challenges] What don't we have a tier 3 version of?
I have a Primal its not a nature 'casting'
But it is wildshaping and nature themed invocations.
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2014-01-04, 09:56 PM (ISO 8601)
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Re: [Request for Challenges] What don't we have a tier 3 version of?
Right. The Primal isn't bad, but it fills the same type of niche as the Wildshape Variant Ranger. What's missing is the guy with twigs in his hair who points his fingers at vines and casts Entangle, then telepathically commands a wildcat to attack his enemies, and finishes it off by calling down lightning bolts from the sky.
https://thaumasiagames.blogspot.com/
http://www.giantitp.com/forums/showt...-Dad-is-the-DM
Homebrew quick-fixes for Cleric, Druid: http://www.giantitp.com/forums/showthread.php?t=307326
Replacing the Cleric: The Theophilite packagehttp://www.giantitp.com/forums/showthread.php?t=318391
Fighter feats: http://www.giantitp.com/forums/showthread.php?t=310132
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2014-01-04, 10:18 PM (ISO 8601)
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- Jan 2012
Re: [Request for Challenges] What don't we have a tier 3 version of?
doing it that way will only work if you get rid of wildshape make the animal companion come on at 4th level and give it bard casting.
and actuality my primal can do everything you listed ( twigs in hair, entangle, mentally command X animal)).. well except bolts of lightning.. unless you count control weather LOL
the provlem is WoTC gave druids class features that are more powerful than the majorities if classes published. wildshape instanbtly make a druid better than any full BaB class out there in a fight it just brings not only insane levels of power, but the versatility it brings is crazy. and wildshape is the reason why druids are not as affected by Vow of Poverty as most other classes are.
full animal compaion means now you have a leadership at first level only your 'cohort' READ: animal companion is better than an equal level fighter.
then there is the spell casting
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2014-01-04, 10:29 PM (ISO 8601)
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Re: [Request for Challenges] What don't we have a tier 3 version of?
No wildshaping is obvious. The animal companion could go or stay--it's not what makes the Druid a game-breaker.
What to do with casting is the hard part. Summon NAture's Ally by itself gives a tremendous amount of options. On the other hand, the ability at near-epic levels to drop a blizzard or sandstorm or a flood on a city that displeases you is a pretty important feature of the class, and you need the high-level spells for that.https://thaumasiagames.blogspot.com/
http://www.giantitp.com/forums/showt...-Dad-is-the-DM
Homebrew quick-fixes for Cleric, Druid: http://www.giantitp.com/forums/showthread.php?t=307326
Replacing the Cleric: The Theophilite packagehttp://www.giantitp.com/forums/showthread.php?t=318391
Fighter feats: http://www.giantitp.com/forums/showthread.php?t=310132
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2014-01-05, 01:04 PM (ISO 8601)
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Re: [Request for Challenges] What don't we have a tier 3 version of?
Two Druid possibilities...
Wilderness Avatar
Hit die: d8Level BAB Fort Ref Will Special Spells/Day Max Spell Level Known 0 1 2 3 4 5 6 7 8 9 1st 2nd 3rd 4th All 1 0 0 2 2 Wild Empathy 3 1 1 2 1 0 3 3 4 2 1 1 3 2 1 3 3 4 2 1 2 1 4 3 1 4 4 5 3 2 2 2 5 3 1 4 4 5 3 2 1 3 2 6 4 2 5 5 6 3 3 2 3 2 1 7 5 2 5 5 6 4 3 2 1 4 2 1 8 6 2 6 6 6 4 3 3 2 4 3 1 9 6 3 6 6 6 4 4 3 2 1 5 3 1 10 7 3 7 7 6 4 4 3 3 2 5 3 2 2 11 8 3 7 7 6 5 4 4 3 2 1 6 3 2 2 12 9 4 8 8 6 5 4 4 3 3 2 6 4 2 2 13 9 4 8 8 6 5 5 4 4 3 2 1 7 4 2 2 14 10 4 9 9 6 5 5 4 4 3 3 2 7 4 3 3 1 15 11 5 9 9 6 5 5 5 4 4 3 2 1 8 4 3 3 1 16 12 5 10 10 6 5 5 5 4 4 3 3 2 8 5 3 3 1 17 12 5 10 10 6 5 5 5 5 4 4 3 2 1 9 5 3 3 1 18 13 6 11 11 6 5 5 5 5 4 4 3 3 2 9 5 4 4 1 19 14 6 11 11 6 5 5 5 5 5 5 4 3 3 9 5 5 4 2 20 15 6 12 12 6 5 5 5 5 5 5 5 4 4 9 5 5 5 3
Skills: 4+int
Class Skills: Climb, Craft, Concentration, Diplomacy, Knowledge(nature), Knowledge(the planes), Handle Animal, Heal, Ride, Spellcraft, Survival, Swim
Proficiencies: Unarmed Strike, Club, Shortspear, Longspear, Quarterstaff, Spear, Javelin, Sling, Light Hammer, Handaxe, Light Pick, Heavy Pick, Trident, Warhammer, Greatclub, Shortbow, Longbow, light armor. May not wear metal armor (loses spellcasting if voluntarily wearing metal).
Wild Empathy: As druid
Spellcasting: At first level, a Wilderness Avatar selects a primary spell list, which must be a major list. At later levels, she selects 3 more lists, which may be major or minor. She knows spells from her lists up to the level indicated on the table. Starting at 14th level, she knows very low-level spells from all the lists. She may cast any spell she knows spontaneously. This includes she can use a high-level slot to cast a metamagiced version of a spell from a secondary list. All spellcasting is divine and wisdom-based.
Spell Lists:Spoiler
Major Lists
animalSpoiler
0- Create Water
- Purify Food and Drink
1- Calm Animals
- Charm Animal
- Detect Animals or Plants
- Hide from Animals
- Speak with Animals
2- Animal Messenger
- Animal Trance
- Hold Animal
- Reduce Animal
3- Dominate Animal
4- Giant Vermin
- Repel Vermin
5- Animal Growth
- Awaken
6- Antilife Shell
8- Animal Shapes
9- Antipathy
- Shapechange
- Sympathy
healingSpoiler
0- Cure Minor Wounds
- Virtue
1- Cure Light Wounds
- Goodberry
2- Delay Poison
- Restoration, Lesser
3- Cure Moderate Wounds
- Neutralize Poison
- Remove Disease
4- Cure Serious Wounds
- Reincarnate
5- Cure Critical Wounds
- Death Ward
6- Cure Light Wounds, Mass
7- Cure Moderate Wounds, Mass
- Heal
8- Cure Serious Wounds, Mass
9- Cure Critical Wounds, Mass
- Regenerate
plantSpoiler
0- Create Water
- Detect Poison
1- Detect Animals or Plants
- Entangle
2- Tree Shape
- Warp Wood
- Wood Shape
3- Diminish Plants
- Plant Growth
- Speak with Plants
4- Antiplant Shell
- Blight
- Command Plants
5- Tree Stride
- Wall of Thorns
6- Liveoak
- Repel Wood
- Transport via Plants
7- Animate Plants
- Changestaff
- Transmute Metal to Wood
8- Control Plants
9- Shambler
summoningSpoiler
0- Summon Nature's Ally 0 (summons any animal of less than 1 HD. The animal does not fight, but serves you in ways it considers safe)
1- Summon Nature's Ally I
2- Summon Nature's Ally II
- Summon Swarm
3- Summon Nature's Ally III
4- Summon Nature's Ally IV
5- Insect Plague
- Summon Nature's Ally V
6- Summon Nature's Ally VI
7- Creeping Doom
- Summon Nature's Ally VII
8- Summon Nature's Ally VIII
9- Elemental Swarm
- Shambler
- Summon Nature's Ally IX
survivalSpoiler
0- Create Water
- Detect Poison
- Guidance
- Know Direction
- Mending
- Purify Food and Drink
- Resistance
1- Detect Snares and Pits
- Endure Elements
2- Spider Climb
- Spike Growth
3- Snare
- Protection from Energy
4- Scrying
- Freedom of Movement
5- Commune with Nature
- Tree Stride
6- Find the Path
7- Control Weather
- Scrying, Greater
- True Seeing
9- Foresight
violenceSpoiler
0- Acid Splash
- Ray of Frost
1- Magic Fang
- Magic Stone
- Shillelagh
2- Barkskin
- Bear's Endurance
- Bull's Strength
- Chill Metal
- Heat Metal
3- Contagion
- Magic Fang, Greater
- Poison
4- Rusting Grasp
5- Baleful Polymorph
- Stoneskin
6- Bear's Endurance, Mass
- Bull's Strength, Mass
- Ironwood
7- Fire Storm
8- Earthquake
- Finger of Death
9- Storm of Vengeance
Minor Lists
airSpoiler
0- Ghost Sound
1- Obscuring Mist
2- Fog Cloud
- Gust of Wind
3- Wind Wall
4- Air Walk
5- Control Winds
earthSpoiler
0- Resistance
1- Magic Stone
2- Soften Earth and Stone
3- Meld into Stone
- Spike Growth
- Stone Shape
4- Spike Stones
5- Stone Tell
- Transmute Mud to Rock
- Transmute Rock to Mud
energySpoiler
0- Light
1- Faerie Fire
2- Resist Energy
3- Call Lightning
- Daylight
- Protection from Energy
4- Ice Storm
5- Call Lightning Storm
fireSpoiler
0- Flare
1- Faerie Fire
- Produce Flame
2- Fire Trap
- Flame Blade
- Flaming Sphere
3- Quench
4- Flame Strike
5- Wall of Fire
magicSpoiler
0- Detect Magic
- Read Magic
1- Identify
2- Owl's Wisdom
3- Dispel Magic
4- Dimensional Anchor
5- Atonement
- Hallow
- Spellstaff
- Unhallow
motionSpoiler
0- Know Direction
1- Jump
- Longstrider
- Pass without Trace
2- Cat's Grace
- Spider Climb
4- Freedom of Movement
5- Tree Stride
- Overland Flight
waterSpoiler
0- Create Water
1- Obscuring Mist
2- Fog Cloud
3- Sleet Storm
- Water Breathing
4- Control Water
- Ice Storm
5- Ice Storm
Grove Priest
Grove Priests are Villiage Priests for people who think less in terms of stable farms and more in terms of sacred groves. Grove Priests revere nature itself, rather than any deity of it.
Changes:- May not wear metal armor
- Deity's favored weapon is the greatclub
- Must be neutral on at least one axis
- Is treated as true neutral for purposes of Alignment list spells (e.g. can cast protection from anything, cannot cast align weapon, can only cast atonement for nature-reverence purposes)
- Instead of life or death, has all Summon Nature's Ally spells
- May select from the following domains: Air, Animal, Death, Earth, Healing, Fire, Ocean, Pestilence, Plant, Scalykind, Spider, Storm, Water, Windstorm
- Instead of turn/rebuke undead, gain rebuke animals. This counts as turn/rebuke undead for prerequisites and powering feats. It does not affect magical beasts.
Last edited by dspeyer; 2015-08-26 at 01:46 AM.
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