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Brainstorm: Alternative Druid-Like Nature Classes (UPDATED!)
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<blockquote data-quote="Prisoner6" data-source="post: 4618097" data-attributes="member: 54021"><p>I toyed with creating a Animist class for my campaign. My goal was to create approximately 8 spells of each spell level that were "spirit" related, and then flush out the spell list with existing spells. The new spells were supposed to be "spirit" related, which in practice turned into an exercise in conjuration/summoning.</p><p></p><p>For example, instead of casting Cure Light Wounds, the Animist would summon a spirit. That spirit then would go run/fly around casting Cure Light Wounds every round for a few rounds (say 3+caster level). I considered this a second level spell. </p><p></p><p>I never completed the class, so playtesting never happened. It's not clear to me if casting CLW a whole bunch of times is more or less powerful/useful than being able to heal more damage all at once.</p><p></p><p>In addition the Animist could summon spirits that attack, or spy, or carry things, or anything else that I could think of a spirit doing. I felt there were a lot of "opportunities for divination" in the class.</p><p></p><p>I did envision some sort of limitation on the class, like the number of spirits an Animist could control at one time, to prevent the character from essentially getting 5 or 10 actions every round.</p><p></p><p>Unfortunately, all the work died along with my hard drive a few months back.</p></blockquote><p></p>
[QUOTE="Prisoner6, post: 4618097, member: 54021"] I toyed with creating a Animist class for my campaign. My goal was to create approximately 8 spells of each spell level that were "spirit" related, and then flush out the spell list with existing spells. The new spells were supposed to be "spirit" related, which in practice turned into an exercise in conjuration/summoning. For example, instead of casting Cure Light Wounds, the Animist would summon a spirit. That spirit then would go run/fly around casting Cure Light Wounds every round for a few rounds (say 3+caster level). I considered this a second level spell. I never completed the class, so playtesting never happened. It's not clear to me if casting CLW a whole bunch of times is more or less powerful/useful than being able to heal more damage all at once. In addition the Animist could summon spirits that attack, or spy, or carry things, or anything else that I could think of a spirit doing. I felt there were a lot of "opportunities for divination" in the class. I did envision some sort of limitation on the class, like the number of spirits an Animist could control at one time, to prevent the character from essentially getting 5 or 10 actions every round. Unfortunately, all the work died along with my hard drive a few months back. [/QUOTE]
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