Any brave playtesters out there?

malcolm_n

Adventurer
This has been the most fun I've had "building" a class so far. I took extra care to balance the powers against those we've seen to date. Please, somebody try this in a run or two and tell me what you think. I'd playtest myself, but currently I lack a group (who's willing to playtest 4e).

Small note on minor complexity: This class involves a few more choices than previous classes, but the choices would be made clear within the stat-block (not pictured).

Druid

Role: Hybrid
Power Source: Primal
Key Abilities: Wisdom, Dex, Str

Armor Training: Hide
Weapon Proficiencies: Staves, Clubs, Bows
Bonus to Defenses: +1 Fortitude, +2 Will

HP per level gained: 5 HP/level
Healing Surges: 6 + Constitution Modifier

Trained Skills: Nature plus three others
Available Skills: Pick three skills from the following list: Athletics, Endurance, Heal, History, Intimidate, Perception, Religion, Stealth
Bonus Language: Druidic

Build Options: Feral Warrior, Protector of the Land, Master of Elements
Class Features: Gift of the Wild, Resist Nature’s Lure, Stride, Wild Shape

Druids are the safe-keepers of the land. They go unnoticed within their natural terrain thanks in no small part to their ability to look like the animals within the area. Ancient secrets passed down through generations by druidic circles help the druids in their ongoing fight against those who would defile the feywild.

As a Druid, you are generally close-lipped about your purpose and training. You get along with those who also understand the land and nature’s purpose. You’re at home in the grasslands, forests, and other natural environments.

In combat, you may wait for the perfect moment to strike, or you may utilize the land itself to gain an advantage.

Characteristics: Wild Shape will prove invaluable when in combat. Use it to gain an edge. Alternatively, you can manipulate the encounter with your connection to the natural environment around you.

Religion: Druids often worship their racial or a nature god. Druids within a circle will follow that patron, while those outside of such groups make their own choice of whom to follow.

Races: Any race who may prefer seclusion or has a strong will to protect the land prefers the druid class including elves, halflings, humans and orcs.

Feral Warrior:

Suggested Feat: Weapon Focus, (human feat: Human Perseverence)
Suggested Skills: Athletics, Intimidate, Nature, Stealth
Suggested At-Will Powers: Rake, Tear
Suggested Encounter Power: Rend
Suggested Daily Power: Pounce

Master of Elements:

Suggested Feat: Spell Focus, (human feat: Toughness)
Suggested Skills: Heal, History, Nature, Religion
Suggested At-Will Powers: Thorns, Heat
Suggested Encounter Power: Chill
Suggested Daily Power: Shillelagh

Protector of the Land:

Suggested Feat: Toughness (human feat: Human Perseverence)
Suggested Skills: Endurance, Heal, Nature, Perception
Suggested At-Will Powers: Tear, Stomp
Suggested Encounter Power: Pack Tactics
Suggested Daily Power: Easy Prey

All Druids share these class features.

Fey Gift: Druids take on the aspects of the animals that most closely relate to what they need done. Many do so to defend the land; others to stalk enemies like prey. Some use Wild Shape out of convenience, but rely more on their other talents to protect nature.

Choose one of the following options.

Feral Warrior: You gain a +1 class bonus to attacks and damage. You may apply your Wisdom modifier instead of Strength to damage rolls.

Master of the Elements: You may select and cast one additional non-wild encounter or daily talent at first level.

Protector of the Land: You gain a class bonus to your AC Defense equal to your Wisdom Modifier. This bonus does not apply in heavy armor.

Resist Nature’s Lure: Druids gain a +2 to all defenses against fey type creatures and primal powers.

Stride: Pick a natural setting, such as forest or cave. You ignore difficult terrain when in that setting. At level 11, you can shift as a minor action when in that terrain. Once per day at level 21, you can teleport, as a move action, a number of squares equal to your speed when in that terrain (this allows you to move through walls or fallen trees with ease; cannot be used in wild shape).

Wild Shape: At-will as a move action, you may change shape into an animal. This ability grants you bonuses to attacks, defenses, and sometimes movement types and/or speeds. What actual form you take is up to you (lion in savannah, Cougar in mountains, etc...). While in wild shape, you can only use powers with the keywords weapon or wild. At level 1, you may begin progression in one of the following paths. Repeat this process at level 11, and again at level 21.

Combat Form:
You take on the aspects of predatory animals like the lion or the tiger.
While in Wild Shape, you gain a basic claw or gore attack which deals 1d8 + Str damage. The damage increases by one category for every 10 levels you gain with this form (1d8 becomes 1d10 becomes 2d6).

Defense Form:
Thick naturally tough skin coats your body, allowing you to better protect yourself and others.
While in Wild Shape, you gain a basic bite attack which deals 1d4 + Str damage. You also gain a +1 natural bonus to all defenses. You gain an additional +1 to all defenses for every 10 levels you gain with this form.

Travel Form:
Land, air, or sea; nobody compares to your mobility.
While in Wild Shape, you gain a basic slam attack which deals 1d6 + Str damage. You also gain a +1 natural bonus to your speed. For every 10 levels you gain with this form, you gain an additional +1 natural bonus to speed and may select a new type of movement from the following: Fly, Burrow, Climb, Swim, and Sprint (+2 to speed when charging/running).

Your powers, called talents, are instinctual by nature. You draw upon them through a combination of innate ability, focused training, and strong ties to the land or your heritage. Your powers often benefit from Strength of Body or Will.

At-Will Powers

Heat
Druid Attack 1
At-will Primal, Fire, Implement
Standard Action Ranged 5
Target: One Creature
Attack: Wis vs. Fortitude
Hit: 1d6 + Wis fire damage and repeat damage at the beginning of your next turn (save ends).

Rake
Druid Attack 1
At-will Primal, Weapon, Wild
Standard Action
Target: One Creature
Attack: Str or Dex vs. AC
Hit: 1[W] + Str damage and ongoing 1 damage (save ends).

Stomp
Druid Attack 1
At-will Primal, Weapon, Wild
Standard Action
Target: One Creature
Attack: Str vs. Reflex
Hit: 1[W] + Str damage and target is prone.
Special: If target is already prone, this attack does 2[W] + Str damage instead.

Tear
Druid Attack 1
At-will Primal, Weapon, Wild
Standard Action
Target: One Creature
Attack: Str vs. Fort
Hit: 1[W] + Str damage and target is dazed until the start of your next turn (save ends).

Thorns
Druid Attack 1
At-will Primal, Implement
Standard Action Ranged 5
Target: One Creature
Attack: Wis vs. Fortitude
Hit: 1d6 + Wis damage and repeat damage if target moves before the start of your next turn.

Encounter Powers

Chill
Druid Attack 1
Encounter Primal, Cold, Implement
Standard Action Ranged 5
Target: One Creature
Attack: Wis vs. Fortitude
Hit: 2d6 + Wis cold damage and target slowed until the beginning of your next turn.
Sustain Minor: The target is slowed (save ends).

Difficult Quarry
Druid Utility 2
Encounter Primal, Wild
Immediate Action (Interrupt)
Trigger: You become the target of an attack.
Effect: Against the attacker, you gain a +2 to the defense of your choice and a +2 to damage (save ends).

Magic Stones
Druid Attack 1
Encounter Primal, Implement
Standard Action Ranged 5
Target: One or more creatures
Attack: Str vs. Reflex, Dex vs. Reflex, or Wis vs. Reflex
Hit: 1d6 + Wis damage and make 2 more identical attacks. These attacks can be against different targets.

Pack Tactics
Druid Attack 1
Encounter Primal, Weapon, Wild
Immediate action (interrupt)
Target: One adjacent creature.
Trigger: An ally makes a successful attack against the target.
Effect: The target takes an additional 2[W] + Str damage.

Rend
Druid Attack 1, Reliable
Encounter Primal, Weapon, Wild
Standard Action
Target: One Creature
Attack: Str or Dex vs. AC
Hit: 1[W] + Str damage and make a second identical attack. If both attacks hit, the target takes 1d6 additional damage. At 21st level, the additional damage increases to 2d6.
Special: If you miss with either attack, you do not expend the use of this power.

Daily Powers

Easy Prey
Druid Attack 1
Daily Primal, Weapon, Wild
Standard Action
Target: One Creature
Attack: Wis vs. Will
Hit: 2[W] + Wis damage and target suffers an additional -2 penalty to attack targets other than you (save ends). If the target fails its first save against this power, the -2 penalty lasts to the end of the encounter.

Pounce
Druid Attack 1
Daily Primal, Charge, Trip, Weapon, Wild
Standard Action
Target: One Creature
Attack: Str vs. Reflex
Hit: 1[W] + Str damage and target is prone. You can make another standard attack against the same target.
Miss: You can make another standard attack against the target.

Shillelagh
Druid Attack 1
Daily Primal, Implement, Weapon
Standard Action
Requirements: The chosen weapon must be made of wood.
Target: One creature
Attack: Wis vs. AC
Hit: 3[W] + Str + Wis damage and your attacks made with the weapon add your wis modifier to damage for the rest of the encounter.
Miss: Your attacks made with the weapon add your Wis modifier to damage for the rest of the encounter.
 

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malcolm_n said:
This has been the most fun I've had "building" a class so far. I took extra care to balance the powers against those we've seen to date. Please, somebody try this in a run or two and tell me what you think. I'd playtest myself, but currently I lack a group (who's willing to playtest 4e).

Small note on minor complexity: This class involves a few more choices than previous classes, but the choices would be made clear within the stat-block (not pictured).
Looks neat. I'll see if I can get some of my players to try it.

One problem - you've listed 'HP per level gained', but not 'Hit Points at 1st Level'. Or am I blind?
 

Oldtimer said:
Looks neat. I'll see if I can get some of my players to try it.

One problem - you've listed 'HP per level gained', but not 'Hit Points at 1st Level'. Or am I blind?
You were right; it's not there. I was using the 2nd method from the PHBL. Starting HP would be 12+ con score
 


Few balancing issues out of my head (not playtested).

Stomp is too powerful for at-will - dmg + prone is already too powerful, extra damage against prone monsters is overkill.

Tear - either till end of next round or save ends. Mixing it doesn't make sense.

Difficult Quarry is probably phrased a bit wrong. If it is effect till save, it should be described as penalty for affected opponent, not as benefits for you. So, -2 to attack and vulnerability 2 against your attacks.

Pack Tactics - it is more or less automatic hit encounter power. Probably ok for a monster, I would be bit wary to give it to the player.

Easy Prey - overcomplicated save rules IMHO. Make it till end of encounter, it is daily after all.

Shillelagh - Initial damage is ok, continuous +Wis damage to all attacks till end of encounter is quite powerful. +1 to hit and damage would be probably more in line?
 


keterys said:
You mean 'Heat', right?

No, I meant Tear

"target is dazed until the start of your next turn (save ends)."

but Heat has also very strange timining (lingering damage is dealt on victim rounds, not attacker rounds).
 

Weird, I even looked at Tear and missed the save ends. At any rate, I don't have a problem with 'until start of next round' which it looked like you were also objecting to.

As always, yay for contributing ideas and stuff... now I'm just going to pick on things I don't like. It doesn't mean I dislike everything ;)

I think avoiding a lot of 'save ends' is nice for the DM, though... and there's a _lot_ of save ends in the above powers. I'd try to tone that down unless that's supposed to be an actual focus of the class.

Stomp and Shillelagh both look too powerful. I would make Easy Prey use the term 'marked' (which has that rules effect) and have it just last the whole encounter.

There's a lot of extra rolls - rolling damage for powers multiple times, rolling two or three attacks on one target, etc. I'd rather have a simpler class.
 

keterys said:
I'd rather have a simpler class.
Cool, ty much to all. Looking back at it, I realize what i forgot: This has to be easy enough for others to pick up. When building it, I figured stuff'd be easy to do because I was writing it. It would be easy for me.

No worries about the wildshape and fey gift though, right? I'm glad if that's so. I was more worried about those than the powers.

With that in mind, I'm retooling. I'll post update shortly.
 

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