Scottin: It's an inconsistency. My DMO says "No metal, period." Wooden shields, leather or hide armor, but they also get bows. My Druids aren't tree hugging hippies, they're pretty violent defenders. That's me, though, I never agreed with it either.
Second, on the surface, yes, that's what you argue. But to smelt metal you need to do all sorts of things that damage the environment. Trees fall naturally, and their wood can be shaped. Druids need to eat, and mine have no prohibition against hunting; they use everything from the animals they kill. The purpose of Druids is to defend the forest against dangerous intruders, people hunting purely for sport, and enemy spirits. So my Druids aren't canon under RAW.
To make metal you have to remove trees, dig tunnels, bring up ore, build a forge (more metal) and set that forge up to start polluting the air. Nice. So yeah, metal is a no-no.
On Nature's Conduits:
I like the name for the class, actually.
Some questions that were raised I had thoughts on were:
- Are they overpowered/underpowered? Well, a lot of Divine magic is touch based, so they're getting quite a large stack of spells. They definately don't need a larger list, so restricting them by forcing them to choose Spells Known is actually really good, because without that they'd be kind of crazy.
- Agreed, the Con leans towards making that the primary stat, then getting phat HPz and a boost to their FORT save, in addition to casting anything; it's too easy, if you feel me. There's no question, it's win/win. Too tempting. I agree; Wis should determine Spells Known and maximum casting ability, CON should determine how hard those spells are to save against.
- I would make an argument for Fort & Will to both be good; yes, they are getting a massive bonus from their CON scores, but it makes sense for the class. Monks get all good saves and they need all sorts of stats. I'll likely get overruled on that one as being overpowered, but that's JMHO.
- Animal/Spirit companion?
I don't think they'd need a lot of extra abilities (as Druids & Monks get). They'll be buffing and casting Flame Blade all day long. You might consider granting them a domain at 8th & 16th (to continue progression in the class) and those domains must come from Earth/Water/etc. - Natural typed domains. DamionW's threads also deal with ideas similar to this, so check out his Water Paladin and Air Ranger builds, which are excellent.
All in all, good flavor, good core concept, needs a bit more polishing in terms of an exact spell list and to give them a reason to advance, but a good start.