JoeNotCharles
First Post
I've seen a couple of posts lately about the lack of controllers - and, yeah, only having the wizard available makes it a pretty thin field. Since there are 3 months until PH2 can be proposed, as a stopgap I'd like to propose allowing the two controller classes from the 3rd-party Advanced Player's Guide. The classes in question are Nature Priest (ie. Druid) and Spellbinder (ie. Illusionist). I know we have an official Druid coming (does anybody really expect PHB2 to be rejected?) but I think this version can continue to live alongside it. To quote the intro:
So here are the proposals:
1. Allow the Nature Priest class, along with the associated paragon paths (Hierophant, Stormwalker, Terrain Guardian, and Wildshaper) and feats (Conjured Perseverance, Improved Affinity, and Wilderness Adept).
2. Allow the Spellbinder class, along with the associated paragon paths (Dreamcaster, Eldritch Trickster, and Spymaster) and feats (Phantasmal Bastion and Student of Illusion).
3. Allow the Spellbinder to take the Wizard of the Spiral Tower paragon path and use the already-approved Illusion powers from Dragon 364, but using Charisma in place of Intelligence.
Let’s be honest, here. We all know that official versions of the “missing” classes are going to appear in the current edition eventually. In some cases, we even know what our coast-dwelling wizard friends have in mind for those classes: some of the preview materials, for instance, suggest that the official druid is going to focus on shapeshifting primarily, and spellcasting only as a secondary ability. So when I set out to create these classes, I decided that I wanted to do more than simply “fill the gap” until the real versions came out. (Yes, I’m being paid by the quotation mark.) I had, in fact, three separate design goals.
• To create classes that would be balanced and fun to play.
• To create classes that felt, at least as much as reasonably possible, like their older edition counterparts. That doesn’t mean that I tried to make my savage warrior or martial artist look just like the barbarian or monk from First Edition, or Third Edition; it just means that I wanted them to clearly be part of the same bloodline, as it were, for people who want to convert older campaigns to the latest edition.
• To create classes that, as best I could manage, were very different than what little we know about the forthcoming official versions. This was actually very important to me, for a simple reason: I want these classes to continue to appeal even after their official counterparts are released. If the druid is focused on shapeshifting, while the nature priest is focused on spellcasting, they have two very different feels, and they can coexist in the same campaign, or even the same party, yet they both maintain a similar feel.
Fortunately, goals two and three dovetailed nicely enough. And the result, I think, is something that many of you, if not most, will be happy with—and something that you can continue to use alongside future variants on the same themes.
So here are the proposals:
1. Allow the Nature Priest class, along with the associated paragon paths (Hierophant, Stormwalker, Terrain Guardian, and Wildshaper) and feats (Conjured Perseverance, Improved Affinity, and Wilderness Adept).
2. Allow the Spellbinder class, along with the associated paragon paths (Dreamcaster, Eldritch Trickster, and Spymaster) and feats (Phantasmal Bastion and Student of Illusion).
3. Allow the Spellbinder to take the Wizard of the Spiral Tower paragon path and use the already-approved Illusion powers from Dragon 364, but using Charisma in place of Intelligence.