Sylrae
First Post
I meant a cleric based around planar shifting spells and planar binding. There's a bit of stuff, but not enough to make it your main focus anymore.theNater said:I don't understand the phrase "planar based cleric". If you explain it to me I'll see what I can come up with.
I thought you were referring to the removal of familiars, not the removal of summons. (not Both). and yeah~ that bugs me. as you could see it was right at the top of my list as far as PHB goes.theNater said:The other things here are summon/control creatures. Those are assistant creatures, which as I said before were intentionally removed. However, I would like to point you at Astral Defenders(Cleric 9) and Knights of Unyielding Valor(Cleric 10). Both of them summon ghosts to fight for you. And wizards can summon a gigantic ogre, which is mostly intangible and invisible. The spell is Bigby's Grasping Hands(Wizard 15).
There are others, mostly look for the keyword "conjuration" and be ready to apply flavor.
Hmm. very strange. I admit, I didn't even look at the warlord twice. I figured it was a fighter with some leadership abilities. Which it sortof is, but its a little more bardlike than I was expecting. Still not quite as good, with the lack of spells, but its much closer than I was expecting.theNater said:Warlord, high dex and light blade. Some relevant abilities: Warlord's Favor(Warlord 1), which provides one nearby ally a +2 bonus to attack rolls against a certain enemy for one round; and Bastion of Defense(Warlord 1), which gives your allies either a +1 bonus to all defenses or a handful of temporary hit points. And note that the high dex you'll want for the light blade can easily make hide armor as good as chainmail, so you can have your full movement speed.
It Kindof works, though the key elements of a druid are things you think had good reason to be removed in many instances. the animal based spells were big, and I'd definitely miss things like barkskin, and entangle is definitely a bigger spell than web, but I guess web works as a small scale substitute. Liveoak would definitely be missed. I suppose if you took some warlock wizard and cleric together youd have a sort of druid substitute, but it would be lacking some of the key abilities I would want, and I'm not sure what the limits of 4e multiclassing are yet. I'll have to look over them again. Can you have stuff from 3 classes?theNater said:Fey warlock. Witchfire(Warlock 1) is that same unearthy flame that druids use for faerie fire, and Thirsting Tendrils(Warlock 17) and Thorns of Venom(Warlock 23) both call forth plants to do nasty things to your foes.
If that's not enough or not soon enough, recall that nature damage spells often use fire or lightning, wizards can throw around plenty of both of those. Toss a little flavor on Web(Wizard 5), making it roots growing out of the ground instead of webs appearing out of nowhere, and you've got the makings of a fine nature caster.
Fair enough.theNater said:You mean a character who, when his back is against the wall, goes into a frenzy, striking out at all who threaten him? Like a fighter using the Rain of Steel(Fighter 5) stance?
This one is stretching it more than a little. I suppose it's as close as you're gonna get though.theNater said:Nobody's making you use a weapon or wear armor. In reference to the weapon keyword, page 56 of the PHB says quite clearly "You can use an unarmed attack as your weapon."
Making such a build viable is a little bit harder. I'd go with a ranger in cloth armor(which is only called armor so that it doesn't need a separate list of magic effects that can be applied to it) using the Two-Weapon build. All of your powers still work, because you're using a one-handed weapon(the unarmed attack) in each hand. Scale the dex score way up for the armor class, you'll be 3 points behind someone of the same dex in hide, but other Two-Weapon rangers will usually have higher strength and lower dex than you do, so you'll probably only be 1 or 2 points behind, which is annoying, but not immediately lethal. And you'd have to check with your DM on this, but the enchant item ritual allows you to imbue a normal item with magic. Running with the conceit that the unarmed attack is a weapon, each of the unarmed attacks you use should be enchantable. Of course, you only get that bonus when you are using the unarmed attack as the weapon in the power(no enchanting a weapon and the hand wielding it to get double bonuses).
I was referring to class abilities that are non-combat, not skill points.theNater said:They noncombat abilities aren't gone, they're just reworked, with the addition that you don't usually have to choose between combat abilities and non-combat abilities. So now you can have characters who focus primarily on social abilities and fight very well. Any character can get skill training and skill focus in all of Bluff, Diplomacy, and Insight by level 10. It's easy to arrange to have all of those by level 6, and possible to have them all by level 4.
These are I suppose sortof what I was going for, but they don't focus on the main things I was looking for very much. They just have a handful of the abilities.theNater said:Whew! That one was fun. Got any more?
I do concede, however, that your efforts are making me reconsider 4e a bit more. I was enthused about it for a bit then I looked at it and playtested it and thought it might not be worth the cash to get it. Instead of just adding 4e elements to my 3.x game I may go the other route and use 4e as the base for my games. It's a bit oversimplified for me, but having at wills, encounters, and dailies is something I like, and a bunch of the new mechanics are an improvement.
I dont like all the stuff you cant swap out as much though. It seems the effect they were going for with the classes was modularity. maybe they should have gone modular all the way. your monk setup is sortof viable, but all the naturey stuff could go out the window.
It may not be as hard to houserule 4e to be the game I'm looking for afterall (though I don't think I'm going to ever want to use minis

There are things about 4e that bug me in the core books, but given time for houserule designing and some further supplements it might work out for me.
I will probably hate the new FR (don't like what I have heard) (I liked its completeness - even the part where the players could say I was wrong occasionally if they had evidence of something I didn't know), but FR is one of those love it or hate it things. I don't get their new design plan on that one. they said its effectively a new setting and all the main things that make it FR will be gone. if thats the case why not just make a new setting? the FR players I've talked to don't think they'll like it, and the people who do seem to like it are those who hated FR. you'd think instead of getting rid of the FR fans they would just make something else for the people who don't like FR.
derailing the topic just a little more, what about the Races? without LAs, and with no negative stat mods, what is it that makes the creation of new races viable (I mean, you could make a handful, but there's only so many combinations of +2 to one stat and +2 to another that you can make)? plus wouldnt the lack of LAs make it virtually impossible to make races with really outlandish abilities?