Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
class idea: "Nature's Conduit," a Constitution-based divine magic user
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Thia Halmades" data-source="post: 2663336" data-attributes="member: 35863"><p>Scottin: It's an inconsistency. My DMO says "No metal, period." Wooden shields, leather or hide armor, but they also get bows. My Druids aren't tree hugging hippies, they're pretty violent defenders. That's me, though, I never agreed with it either.</p><p></p><p>Second, on the surface, yes, that's what you argue. But to smelt metal you need to do all sorts of things that damage the environment. Trees fall naturally, and their wood can be shaped. Druids need to eat, and mine have no prohibition against hunting; they use everything from the animals they kill. The purpose of Druids is to defend the forest against dangerous intruders, people hunting purely for sport, and enemy spirits. So my Druids aren't canon under RAW.</p><p></p><p>To make metal you have to remove trees, dig tunnels, bring up ore, build a forge (more metal) and set that forge up to start polluting the air. Nice. So yeah, metal is a no-no.</p><p></p><p>On Nature's Conduits:</p><p></p><p>I like the name for the class, actually. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Some questions that were raised I had thoughts on were:</p><p></p><p>- Are they overpowered/underpowered? Well, a lot of Divine magic is touch based, so they're getting quite a large stack of spells. They definately don't need a larger list, so restricting them by forcing them to choose Spells Known is actually really good, because without that they'd be kind of crazy.</p><p></p><p>- Agreed, the Con leans towards making that the primary stat, then getting phat HPz and a boost to their FORT save, in addition to casting anything; it's too easy, if you feel me. There's no question, it's win/win. Too tempting. I agree; Wis should determine Spells Known and maximum casting ability, CON should determine how hard those spells are to save against.</p><p></p><p>- I would make an argument for Fort & Will to both be good; yes, they are getting a massive bonus from their CON scores, but it makes sense for the class. Monks get all good saves and they need all sorts of stats. I'll likely get overruled on that one as being overpowered, but that's JMHO.</p><p></p><p>- Animal/Spirit companion?</p><p></p><p>I don't think they'd need a lot of extra abilities (as Druids & Monks get). They'll be buffing and casting Flame Blade all day long. You might consider granting them a domain at 8th & 16th (to continue progression in the class) and those domains must come from Earth/Water/etc. - Natural typed domains. DamionW's threads also deal with ideas similar to this, so check out his Water Paladin and Air Ranger builds, which are excellent.</p><p></p><p>All in all, good flavor, good core concept, needs a bit more polishing in terms of an exact spell list and to give them a reason to advance, but a good start.</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2663336, member: 35863"] Scottin: It's an inconsistency. My DMO says "No metal, period." Wooden shields, leather or hide armor, but they also get bows. My Druids aren't tree hugging hippies, they're pretty violent defenders. That's me, though, I never agreed with it either. Second, on the surface, yes, that's what you argue. But to smelt metal you need to do all sorts of things that damage the environment. Trees fall naturally, and their wood can be shaped. Druids need to eat, and mine have no prohibition against hunting; they use everything from the animals they kill. The purpose of Druids is to defend the forest against dangerous intruders, people hunting purely for sport, and enemy spirits. So my Druids aren't canon under RAW. To make metal you have to remove trees, dig tunnels, bring up ore, build a forge (more metal) and set that forge up to start polluting the air. Nice. So yeah, metal is a no-no. On Nature's Conduits: I like the name for the class, actually. :) Some questions that were raised I had thoughts on were: - Are they overpowered/underpowered? Well, a lot of Divine magic is touch based, so they're getting quite a large stack of spells. They definately don't need a larger list, so restricting them by forcing them to choose Spells Known is actually really good, because without that they'd be kind of crazy. - Agreed, the Con leans towards making that the primary stat, then getting phat HPz and a boost to their FORT save, in addition to casting anything; it's too easy, if you feel me. There's no question, it's win/win. Too tempting. I agree; Wis should determine Spells Known and maximum casting ability, CON should determine how hard those spells are to save against. - I would make an argument for Fort & Will to both be good; yes, they are getting a massive bonus from their CON scores, but it makes sense for the class. Monks get all good saves and they need all sorts of stats. I'll likely get overruled on that one as being overpowered, but that's JMHO. - Animal/Spirit companion? I don't think they'd need a lot of extra abilities (as Druids & Monks get). They'll be buffing and casting Flame Blade all day long. You might consider granting them a domain at 8th & 16th (to continue progression in the class) and those domains must come from Earth/Water/etc. - Natural typed domains. DamionW's threads also deal with ideas similar to this, so check out his Water Paladin and Air Ranger builds, which are excellent. All in all, good flavor, good core concept, needs a bit more polishing in terms of an exact spell list and to give them a reason to advance, but a good start. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
class idea: "Nature's Conduit," a Constitution-based divine magic user
Top