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Druids as alienists?
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<blockquote data-quote="Adrienne" data-source="post: 1414246" data-attributes="member: 12556"><p>I hope this is the appropriate forum. Feel free to yell if it isn't. <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=":)" /></p><p></p><p>One of my players has become very interested in the idea of an alienist-type prestige class for her druid. The game can certainly withstand a bit of strangeness, and she's enthusiastic about it, so I'd like to oblige. I've never tweaked a prestige class before, though, and the alienist as written (in Tome and Blood) isn't precisely what I'm looking for. I have some initial thoughts on changes; any suggestions/criticisms would be much appreciated.</p><p></p><p>1. In the prestige class requirements, swap out Knowledge (Arcana) for Knowledge (Nature). </p><p></p><p>2. Possibly add Survival to the list of class skills.</p><p></p><p>3. Take out Metamagic Secret, which gives bonus metamagic feats. I game with a very spellcaster-shy bunch of people, so I haven't really seen metamagic feats in action, but I've gotten the impression that they're mostly a wizard thing.</p><p></p><p>4. To compensate, allow the Psuedonatural Familiar class feature to apply to animal companions. This seems to be the most potentially unbalancing change, since (in my limited experience) familiars are seldom part of combat, while animal companions are.</p><p></p><p>That's mostly it. I'm not sure if I want to keep 8 ranks of Knowledge (The Planes) as a requirement. On one hand, I don't want to make the thing <strong>too</strong> awkward to get into; on the other hand, the requirement makes sense, and I'm having trouble thinking of a good replacement.</p><p></p><p>I'd like to let the PC become an effective (if weird) druid who knows of Things in the Wilds Which Man Should Not See. But, I don't want to break my game. <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=":)" /> Comments are more than welcome. </p><p></p><p></p><p>Thanks,</p><p>Adrienne</p></blockquote><p></p>
[QUOTE="Adrienne, post: 1414246, member: 12556"] I hope this is the appropriate forum. Feel free to yell if it isn't. :) One of my players has become very interested in the idea of an alienist-type prestige class for her druid. The game can certainly withstand a bit of strangeness, and she's enthusiastic about it, so I'd like to oblige. I've never tweaked a prestige class before, though, and the alienist as written (in Tome and Blood) isn't precisely what I'm looking for. I have some initial thoughts on changes; any suggestions/criticisms would be much appreciated. 1. In the prestige class requirements, swap out Knowledge (Arcana) for Knowledge (Nature). 2. Possibly add Survival to the list of class skills. 3. Take out Metamagic Secret, which gives bonus metamagic feats. I game with a very spellcaster-shy bunch of people, so I haven't really seen metamagic feats in action, but I've gotten the impression that they're mostly a wizard thing. 4. To compensate, allow the Psuedonatural Familiar class feature to apply to animal companions. This seems to be the most potentially unbalancing change, since (in my limited experience) familiars are seldom part of combat, while animal companions are. That's mostly it. I'm not sure if I want to keep 8 ranks of Knowledge (The Planes) as a requirement. On one hand, I don't want to make the thing [B]too[/B] awkward to get into; on the other hand, the requirement makes sense, and I'm having trouble thinking of a good replacement. I'd like to let the PC become an effective (if weird) druid who knows of Things in the Wilds Which Man Should Not See. But, I don't want to break my game. :) Comments are more than welcome. Thanks, Adrienne [/QUOTE]
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