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D&D Older Editions, OSR, & D&D Variants
2E Druid as 4e Wizard Variant: Advice?
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<blockquote data-quote="ferratus" data-source="post: 4128500" data-attributes="member: 55966"><p>I'm basically dividing up arcane magic in my world thusly:</p><p></p><p>Oracle: Astral Sea</p><p>Necromancer: Shadowfell</p><p>Druid: Feywild</p><p>Alchemist: Elemental Chaos</p><p>Demonologist: Abyss</p><p>Wizard: Jack of all Planes</p><p></p><p>I figured I'd leave the Nine Hells and the Far Realm to Warlocks, though if I change my mind they'd be the Alienist and Diabolist respectively. </p><p></p><p>I figure I can do everyone but the necromancer as a wizard tradition with a tweaking of the power selection, ability scores, trained skills, and class features. I'm not sure exactly how involved wizard traditions are going to be, but I'm guessing what I want to do will be midway between their model for a wizard tradition and a seperate base class.</p><p></p><p>The necromancer though would have to be in a more leader type role, though I'm not sure how to integrate that into a party. A variant cleric or warlord though (with undead making rituals) whose powers only affect the undead will work for a short term solution there.</p><p></p><p>The Demonologist, since they are more into eating you than making pacts in the new cosmology, will be drawn heavily from the Binder class in Tome of Magic. Of course, we'll also have to see what the warlock looks like. If they took the Binder's stuff, demonologists will just join the ranks of the warlocks, and they will all be "forbidden magic".</p><p></p><p></p><p></p><p>That might be an idea on how to do it, though I'd restrict it to animals and magical beasts. I'm not sure if it would work though, since there might be magical beasts out there that would be the same experience point total, but have an ability that would make a PC of the same level unstoppable. I imagine something with regeneration for example would mean you would never use your healing surges again.</p><p></p><p>I might simply leave it to simply being animals as well. Once you exhaust the dire creatures, you should be about done with animal shapechanging by 10th level. That would allow things like the Hierophant Druid paragon path, and the ability to start thinking about shapechanging into elementals. Grand Druid at 10th level seems okay to me. Top of the Heroic Tier, and thus concerned with the day to day world. After that, they withdraw into the forest and become crazy and scary.</p></blockquote><p></p>
[QUOTE="ferratus, post: 4128500, member: 55966"] I'm basically dividing up arcane magic in my world thusly: Oracle: Astral Sea Necromancer: Shadowfell Druid: Feywild Alchemist: Elemental Chaos Demonologist: Abyss Wizard: Jack of all Planes I figured I'd leave the Nine Hells and the Far Realm to Warlocks, though if I change my mind they'd be the Alienist and Diabolist respectively. I figure I can do everyone but the necromancer as a wizard tradition with a tweaking of the power selection, ability scores, trained skills, and class features. I'm not sure exactly how involved wizard traditions are going to be, but I'm guessing what I want to do will be midway between their model for a wizard tradition and a seperate base class. The necromancer though would have to be in a more leader type role, though I'm not sure how to integrate that into a party. A variant cleric or warlord though (with undead making rituals) whose powers only affect the undead will work for a short term solution there. The Demonologist, since they are more into eating you than making pacts in the new cosmology, will be drawn heavily from the Binder class in Tome of Magic. Of course, we'll also have to see what the warlock looks like. If they took the Binder's stuff, demonologists will just join the ranks of the warlocks, and they will all be "forbidden magic". That might be an idea on how to do it, though I'd restrict it to animals and magical beasts. I'm not sure if it would work though, since there might be magical beasts out there that would be the same experience point total, but have an ability that would make a PC of the same level unstoppable. I imagine something with regeneration for example would mean you would never use your healing surges again. I might simply leave it to simply being animals as well. Once you exhaust the dire creatures, you should be about done with animal shapechanging by 10th level. That would allow things like the Hierophant Druid paragon path, and the ability to start thinking about shapechanging into elementals. Grand Druid at 10th level seems okay to me. Top of the Heroic Tier, and thus concerned with the day to day world. After that, they withdraw into the forest and become crazy and scary. [/QUOTE]
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