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An Elementalist Druid Variant
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<blockquote data-quote="erf_beto" data-source="post: 3359232" data-attributes="member: 47533"><p>I've been thinking about something like this for a while now, only it was more akin to the Verbenna cults I had in my Mage: Ascencion game some years back: druids tied to seasons and the elements governing them (winter druids, summer druids...). I thought about removing animal/plant related features from them, and giving one elemental or season domain instead. There would be 8 domains (four elements plus four seasons), and druids could spontaneously convert spells on the domain slot, instead of <em>summon nature ally</em>. </p><p></p><p>But I always got stuck with wild shape. What could replace it? Should I replace it? Sure, you could state that Water druids only wildshape into water/ocean/river creatures or those with related behaviors (i'm talking about the astrological elements here... like air rules over thought and inteligence, so air druids could shapeshift into a fox but not into a cow <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ), but maybe that would end up favoring one element over the other. One solution would be aplying an elemental template over the shapeshifted druid (is there such a thing? <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> )</p><p></p><p>Anyway, my ideas never got out of my head, so I'd be pleased to see what you come up with <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>As for what you presented, here goes my 2cents..</p><p></p><p>Well, for flavor issues, Summon Animal has got to go. But on the other hand you could try replacing it for a more elemental oriented summon. I'm thinking about a mix betwen SNA and Animal Companion: you start with a small elemental you can summon for a short period (maybe through spontaneous spellcasting, or class feature, like paladin's poké-mount <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />), and after some levels it grows in power/size and duration - at higher levels you can even make him stay forever. It's always the same elemental, so you have to 'tame' a new one if the previous gets killed. Actualy, it might have some of the wiz/sor familiar's restrictions if you think it's too powerfull, like a guardian spirit or twin soul brother something... It needn't be an elemental per se: a sylph companion sounds really cool! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>As for Wis or Int for casting spells, you should decide for yourself. Think about where the magic comes from in your world: do druids research, make charts, read tons of books... or comtemplate the elements, make spiritual journeys while dreaming or meditating, get into trances to tap into the divine aspect of nature. Not that they can't do a little of both, but wich one is more important? Letting players decide would be weird, cause you'd end up with 2 different classes - mechanicaly the same, but different. Also, IMO, the relationship betwen the elementalist druid and its chosen element is dependent on atribute choice too: an Int druid means he studies to master the element - he might respect it, but in the end, he consciously controls it -, while a Wis druid is <em>one </em> with the element - emotionaly, spiritualy and perhaps phisicaly tied to it.</p><p></p><p>About saves and class skills, do you mean to make separate lists for each element (like Air has good Reflex, but Earth has good Fortitude, while both have good Will) or make them all the same for all elementalist druids? Customization might be great, but adds complexity, so I wouldnt be bothered by a single list. Maybe a single list and, as domain powers, you add skills as you see fit (like swim for Water)</p><p></p><p>Your domains are good, though I'd take a look at Spell Compendium to make them more... interesting (specially Water... :\ ). But that's not mandatory. And ditching <em>Summon Monster IX</em> is definatly a good idea - Spell Compendium has a <em>Summon Elemental Monolith</em> (or something like it) that might work here.</p><p></p><p>phew, that's enough for now - or ever, sorry <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p>bye,</p><p>Beto.</p></blockquote><p></p>
[QUOTE="erf_beto, post: 3359232, member: 47533"] I've been thinking about something like this for a while now, only it was more akin to the Verbenna cults I had in my Mage: Ascencion game some years back: druids tied to seasons and the elements governing them (winter druids, summer druids...). I thought about removing animal/plant related features from them, and giving one elemental or season domain instead. There would be 8 domains (four elements plus four seasons), and druids could spontaneously convert spells on the domain slot, instead of [I]summon nature ally[/I]. But I always got stuck with wild shape. What could replace it? Should I replace it? Sure, you could state that Water druids only wildshape into water/ocean/river creatures or those with related behaviors (i'm talking about the astrological elements here... like air rules over thought and inteligence, so air druids could shapeshift into a fox but not into a cow :p ), but maybe that would end up favoring one element over the other. One solution would be aplying an elemental template over the shapeshifted druid (is there such a thing? :uhoh: ) Anyway, my ideas never got out of my head, so I'd be pleased to see what you come up with ;) As for what you presented, here goes my 2cents.. Well, for flavor issues, Summon Animal has got to go. But on the other hand you could try replacing it for a more elemental oriented summon. I'm thinking about a mix betwen SNA and Animal Companion: you start with a small elemental you can summon for a short period (maybe through spontaneous spellcasting, or class feature, like paladin's poké-mount :p), and after some levels it grows in power/size and duration - at higher levels you can even make him stay forever. It's always the same elemental, so you have to 'tame' a new one if the previous gets killed. Actualy, it might have some of the wiz/sor familiar's restrictions if you think it's too powerfull, like a guardian spirit or twin soul brother something... It needn't be an elemental per se: a sylph companion sounds really cool! :D As for Wis or Int for casting spells, you should decide for yourself. Think about where the magic comes from in your world: do druids research, make charts, read tons of books... or comtemplate the elements, make spiritual journeys while dreaming or meditating, get into trances to tap into the divine aspect of nature. Not that they can't do a little of both, but wich one is more important? Letting players decide would be weird, cause you'd end up with 2 different classes - mechanicaly the same, but different. Also, IMO, the relationship betwen the elementalist druid and its chosen element is dependent on atribute choice too: an Int druid means he studies to master the element - he might respect it, but in the end, he consciously controls it -, while a Wis druid is [I]one [/I] with the element - emotionaly, spiritualy and perhaps phisicaly tied to it. About saves and class skills, do you mean to make separate lists for each element (like Air has good Reflex, but Earth has good Fortitude, while both have good Will) or make them all the same for all elementalist druids? Customization might be great, but adds complexity, so I wouldnt be bothered by a single list. Maybe a single list and, as domain powers, you add skills as you see fit (like swim for Water) Your domains are good, though I'd take a look at Spell Compendium to make them more... interesting (specially Water... :\ ). But that's not mandatory. And ditching [I]Summon Monster IX[/I] is definatly a good idea - Spell Compendium has a [I]Summon Elemental Monolith[/I] (or something like it) that might work here. phew, that's enough for now - or ever, sorry :p bye, Beto. [/QUOTE]
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