Just posting this for the enlightened guidance of those wise ones on the boards. This is a take-off on the druid core class for a PBP game, and I'm hoping to get an idea of how balanced and playable it currently is. I'd also be thrilled at any suggestions for other alterations that would better suit the class idea, or for pointers to other druid variant classes like this (I have no search function capabilities, and can only click through about 25 pages of old posts before the eyes go wonky.)
Thanks in advance, and without further delay....
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Core Class Variant: The Urbanist
Sunlight falls as easily upon the dewy hills as the sharper peaks of slate rooftops. The streets and alleys of the city are like canyons of timber and cut stone. The ebb and flow of the tides is recreated by the hustle and bustle of the human and animal dwellers in this new environment. Like the Druid, the Urbanist draws her power from the world that surrounds her. Unlike the Druid, the Urbanist's environments are the cities and towns. The Urbanist thrives in this new world of man, drawing on the power inherent in the city to help ensure its survival. Most urbanists do not see the city as a superior environment, but rather view the urban areas of the world as deserving of protection, guidance, and respect as much as the wild lands.
Adventures: Urbanists take to adventure to see and learn more of the places where people dwell. Every city and town has a hundred stories to tell, and those who listen will gain greater understanding of both people and places. An Urbanist may set out to eliminate threats to his adopted city, or to undermine efforts to destroy or destabilize the environment of the city. An urbanist can also undertake adventures to improve the quality of life in urban areas; dealing with monster infestation, plagues, vermin, squalor, and even the very design of the city. Some urbanists are creatures of the urban jungles, and adventure to increase their personal wealth and power.
Characteristics: Urbanists cast divine spells by calling on the power of their surroundings, like druids. As with other divine casters, urbanists receive bonuses to their spells for high Wisdom scores. An urbanist's spells are focused on animals, nature, and materials, with a focus on the creatures, plants, and places found in cities and towns. Druids also have healing and curative spells available, but to a much lesser degree than standard clerics. Urbanists also receive a number of magical powers as they advance in levels. These powers are similar to acquired powers for druids, and most have their own restrictions tying them to the urban environment.
An Urbanist is proficient in simple weapons, and can wear light, non-metallic armors (Padded, Leather, and Studded Leather). Wearing heavier armor interferes with the Urbanist's ability to move through the city quickly and quietly. Urbanists may learn to use other weapons and armor, but must use Feats to gain those abilities. To wear all types of medium armor, for example, an urbanist must acquire the feats Armor Proficiency; Light (to allow the use of chain shirts and other metallic armors) and Armor Proficiency; Medium.
Alignment: Urbanists, like druids, embrace the generally dispassionate nature of the city towards its residents. Many urbanists are detached and unconcerned with the lives and goals of others, espousing a true neutral ethos. Many more focus on one direction of city life, and have partially-neutral (neutral good, neutral evil, lawful neutral, or chaotic neutral) alignments.
Religion: Urbanists are a rare group, and they do not often meet one another. An organized religion among urbanists is thus difficult to establish. Many urbanists have been introduced to the study of nature and environment through a traditional druidic group, and may retain their beliefstrength group's diety. More often, though, an urbanist calls on a power that she cannot name, and draws strenght from a spiritual embodiment of the city itself.
Background:
Races: Humans are far and away the most common city-builders, and they also have the highest likelihood of taking on the urbanist's role. Gnomes and half-elves are sometimes found in cities of man, and may also find that connection with the urban center. While both dwarves and elves often live in large communities, their connection is more commonly to their clans in the former case, and the woods or magic in the latter. Other races may become urbanists, but they are unusual individuals, indeed.
Other Classes: Urbanists see each class as filling a particular niche, but they often disagree with the preferences and goals of barbarians, rangers, and more traditional druids. Many urbanists learn the sophisticated skills of rogues to help them make their way in the city, and may get along well with them.
GAME RULE INFORMATION
Urbanists have the following game statistics.
Abilities: Wisdom affects the power of an urbanist's spells, how many spells are available for casting each day, and the maximum level of spells that the urbanist can cast. To cast a divine spell, the urbanist must have a wisdom of 10 + the level of the spell to be cast.
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Die:d8.
Class Skills: The urbanist's class skills are as follows: Animal Empathy, Concentration, Craft, Diplomacy, Handle Animal, Heal, Innuendo, Intuit Direction, Knowledge (nature), Knowledge (local), Profession, Scry, Spellcraft, Swim, and Urban Lore (see below).
Class Features
Weapon and Armor Proficiency: Urbanists are proficient with light, non-metallic armor and with simple weapons. They can learn to use other weapons and armor by gaining the appropriate feats. Note that the use of all light armor requires the selection of the Armor Proficiency (light) feat.
Spells: Urbanists cast spells as druids, using the druid spells per day progression, bonus spells for wisdom scores, and spell strength. The urbanist spell list is a modified collection of divine spells, mainly from the druid spell list, with some 'cross-pollination' of weaker versions of cleric, bard, and wizard spells.
Restricted Alignment Spells: An urbanist is forbidden to draw on powers antithetical to the aspect of the city he venerates. If an urbanist character has a non-neutral aspect to his alignment, he cannot cast spells counter to that alignment. For example, a lawful neutral urbanist could not cast any spell with the "chaos" description.
Urban Sense: The urbanist has an uncanny knack for knowing the layout and logic of the city, and can survive in it better than others. An urbanist can readily find safe water, discarded items, or abandoned spaces, and can guess where such buildings as watch posts, gates, and non-secret building entrances might be located.
Animal Companion: At first level, an urbanist is allowed to have 1 hit die worth of animals who he hasbefriendedd with the Animal Friendship spell. The urbanist may take multiple animals, provided the total hit die does not exceed 1. As the urbanist advances in levels, he may gain new or additional animal companions, provided the total hit die of all companions does not exceed his own. Animal companions for an urbanist may only be drawn from urban populations, and are typically domesticated creatures, vermin, or the dire or giant versions thereof.
Crowd Stride: Beginning at second level, the urbanist becomes adept at seeing the ebb and flow of humanity in the city, and at picking out the best path over anything in her way. Urbanists gain the power of crowd striding, allowing them to pass unhindered through busy areas and mobs of people at full movement speed, and providing a +2 bonus to both Jump and Climb skills to surmount typical obstacles (such as fences or ditches). The urbanist cannot stride unhindered past people actively attempting to block his passage, and will draw attacks of opportunity normally from enemies.
Trackless Step (variant): After reaching the third level, the urbanist moves like a shadow through the streets and grounds of the city. The urbanist leaves no track or trace when passing through buildings, streets, and gardens in an urban environment.
Wild Shape (variant): Beginning at fifth level, the urbanist starts learning to modify herself to suit her situation, magically transforming into the creatures of the city. An urbanist learns to Wild Shape identically to a druid of equal level, with the added limitation of changing shape into domesticated or urban creatures.
Disease Resistance: Urbanists often find themselves in the more squalid areas of their chosen home. At ninth level, an urbanist gains a greater resistance to the diseases that often plague these spaces, gaining a +4 bonus to fortitude saving throws to resist or fight off disease, including lycanthropy and magical disease.
Rooftop Stride: After reaching sixteenth level, the urbanist can move above the city as easily as through its streets. The urbanist gains the ability to levitate at will between rooftops, subject to the following restrictions. The urbanist must be able to run, and have medium or lighter encumbrance. The urbanist must be able to travel the horizontal distance between rooftops in one move-equivalent action. The urbanist cannot change altitude more than 20' vertically through rooftop striding.
___All urbanist powers, spells, and abilities work at reduced effectiveness (or not at all) in non-urban settings (details TBD)
=Mik
Thanks in advance, and without further delay....
=============
Core Class Variant: The Urbanist
Sunlight falls as easily upon the dewy hills as the sharper peaks of slate rooftops. The streets and alleys of the city are like canyons of timber and cut stone. The ebb and flow of the tides is recreated by the hustle and bustle of the human and animal dwellers in this new environment. Like the Druid, the Urbanist draws her power from the world that surrounds her. Unlike the Druid, the Urbanist's environments are the cities and towns. The Urbanist thrives in this new world of man, drawing on the power inherent in the city to help ensure its survival. Most urbanists do not see the city as a superior environment, but rather view the urban areas of the world as deserving of protection, guidance, and respect as much as the wild lands.
Adventures: Urbanists take to adventure to see and learn more of the places where people dwell. Every city and town has a hundred stories to tell, and those who listen will gain greater understanding of both people and places. An Urbanist may set out to eliminate threats to his adopted city, or to undermine efforts to destroy or destabilize the environment of the city. An urbanist can also undertake adventures to improve the quality of life in urban areas; dealing with monster infestation, plagues, vermin, squalor, and even the very design of the city. Some urbanists are creatures of the urban jungles, and adventure to increase their personal wealth and power.
Characteristics: Urbanists cast divine spells by calling on the power of their surroundings, like druids. As with other divine casters, urbanists receive bonuses to their spells for high Wisdom scores. An urbanist's spells are focused on animals, nature, and materials, with a focus on the creatures, plants, and places found in cities and towns. Druids also have healing and curative spells available, but to a much lesser degree than standard clerics. Urbanists also receive a number of magical powers as they advance in levels. These powers are similar to acquired powers for druids, and most have their own restrictions tying them to the urban environment.
An Urbanist is proficient in simple weapons, and can wear light, non-metallic armors (Padded, Leather, and Studded Leather). Wearing heavier armor interferes with the Urbanist's ability to move through the city quickly and quietly. Urbanists may learn to use other weapons and armor, but must use Feats to gain those abilities. To wear all types of medium armor, for example, an urbanist must acquire the feats Armor Proficiency; Light (to allow the use of chain shirts and other metallic armors) and Armor Proficiency; Medium.
Alignment: Urbanists, like druids, embrace the generally dispassionate nature of the city towards its residents. Many urbanists are detached and unconcerned with the lives and goals of others, espousing a true neutral ethos. Many more focus on one direction of city life, and have partially-neutral (neutral good, neutral evil, lawful neutral, or chaotic neutral) alignments.
Religion: Urbanists are a rare group, and they do not often meet one another. An organized religion among urbanists is thus difficult to establish. Many urbanists have been introduced to the study of nature and environment through a traditional druidic group, and may retain their beliefstrength group's diety. More often, though, an urbanist calls on a power that she cannot name, and draws strenght from a spiritual embodiment of the city itself.
Background:
Races: Humans are far and away the most common city-builders, and they also have the highest likelihood of taking on the urbanist's role. Gnomes and half-elves are sometimes found in cities of man, and may also find that connection with the urban center. While both dwarves and elves often live in large communities, their connection is more commonly to their clans in the former case, and the woods or magic in the latter. Other races may become urbanists, but they are unusual individuals, indeed.
Other Classes: Urbanists see each class as filling a particular niche, but they often disagree with the preferences and goals of barbarians, rangers, and more traditional druids. Many urbanists learn the sophisticated skills of rogues to help them make their way in the city, and may get along well with them.
GAME RULE INFORMATION
Urbanists have the following game statistics.
Abilities: Wisdom affects the power of an urbanist's spells, how many spells are available for casting each day, and the maximum level of spells that the urbanist can cast. To cast a divine spell, the urbanist must have a wisdom of 10 + the level of the spell to be cast.
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Die:d8.
Class Skills: The urbanist's class skills are as follows: Animal Empathy, Concentration, Craft, Diplomacy, Handle Animal, Heal, Innuendo, Intuit Direction, Knowledge (nature), Knowledge (local), Profession, Scry, Spellcraft, Swim, and Urban Lore (see below).
Class Features
Weapon and Armor Proficiency: Urbanists are proficient with light, non-metallic armor and with simple weapons. They can learn to use other weapons and armor by gaining the appropriate feats. Note that the use of all light armor requires the selection of the Armor Proficiency (light) feat.
Spells: Urbanists cast spells as druids, using the druid spells per day progression, bonus spells for wisdom scores, and spell strength. The urbanist spell list is a modified collection of divine spells, mainly from the druid spell list, with some 'cross-pollination' of weaker versions of cleric, bard, and wizard spells.
Restricted Alignment Spells: An urbanist is forbidden to draw on powers antithetical to the aspect of the city he venerates. If an urbanist character has a non-neutral aspect to his alignment, he cannot cast spells counter to that alignment. For example, a lawful neutral urbanist could not cast any spell with the "chaos" description.
Urban Sense: The urbanist has an uncanny knack for knowing the layout and logic of the city, and can survive in it better than others. An urbanist can readily find safe water, discarded items, or abandoned spaces, and can guess where such buildings as watch posts, gates, and non-secret building entrances might be located.
Animal Companion: At first level, an urbanist is allowed to have 1 hit die worth of animals who he hasbefriendedd with the Animal Friendship spell. The urbanist may take multiple animals, provided the total hit die does not exceed 1. As the urbanist advances in levels, he may gain new or additional animal companions, provided the total hit die of all companions does not exceed his own. Animal companions for an urbanist may only be drawn from urban populations, and are typically domesticated creatures, vermin, or the dire or giant versions thereof.
Crowd Stride: Beginning at second level, the urbanist becomes adept at seeing the ebb and flow of humanity in the city, and at picking out the best path over anything in her way. Urbanists gain the power of crowd striding, allowing them to pass unhindered through busy areas and mobs of people at full movement speed, and providing a +2 bonus to both Jump and Climb skills to surmount typical obstacles (such as fences or ditches). The urbanist cannot stride unhindered past people actively attempting to block his passage, and will draw attacks of opportunity normally from enemies.
Trackless Step (variant): After reaching the third level, the urbanist moves like a shadow through the streets and grounds of the city. The urbanist leaves no track or trace when passing through buildings, streets, and gardens in an urban environment.
Wild Shape (variant): Beginning at fifth level, the urbanist starts learning to modify herself to suit her situation, magically transforming into the creatures of the city. An urbanist learns to Wild Shape identically to a druid of equal level, with the added limitation of changing shape into domesticated or urban creatures.
Disease Resistance: Urbanists often find themselves in the more squalid areas of their chosen home. At ninth level, an urbanist gains a greater resistance to the diseases that often plague these spaces, gaining a +4 bonus to fortitude saving throws to resist or fight off disease, including lycanthropy and magical disease.
Rooftop Stride: After reaching sixteenth level, the urbanist can move above the city as easily as through its streets. The urbanist gains the ability to levitate at will between rooftops, subject to the following restrictions. The urbanist must be able to run, and have medium or lighter encumbrance. The urbanist must be able to travel the horizontal distance between rooftops in one move-equivalent action. The urbanist cannot change altitude more than 20' vertically through rooftop striding.
___All urbanist powers, spells, and abilities work at reduced effectiveness (or not at all) in non-urban settings (details TBD)
=Mik