Rystil Arden said:
You think Ecomancers are underpowered? Wow, if anything, I thought they might be edging on a bit too powerful
The Fatiguing is a HUGE disadvantage, particularly at low levels.
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Exhausted
An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
So, a first level Ecomancer cast's a first level spell in an unnatural environment, and is at best Fatigued, Potentialy Exhausted. One spell, and the character is rendered nearly useless. The extra unnatural drain combined with the fatiguing realy hurts.
Keep in mind, the second Vasha ever expends 3/4 of her spell points, she colapses unable to move or lift herself for an hour. (Str -1 net)
The casting is open and flexable, but full druid progression is not full cleric progression as far as general power and usefullness.
Now, in a natural environment, they're fantastic, but they are so tied to spellcasting with the lower BAB and HP.
They do get more Druid abilities than I thought (low level druid powers aren't as memorable, so I forgot, sorry), and Wildshape can be usefull, but their spellcasting aspect could be cripling.