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Good Alternatives to Druids and Wildshaping?
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 4932573" data-attributes="member: 9249"><p>A little background. I'm planning on running a d20 game after a couple of years of swearing off the stuff. I'm using a heavily house-ruled combination of D&D 3.5 and <em>Pathfinder</em> rules, and I am using the Gestalt rule variant from <em>Unearthed Arcana</em>.</p><p></p><p>I wish to preserve the Druid role of a divine spellcaster in tune with the natural world, but I think <em>wildshape</em> is a godawful mess requiring too much recordkeeping and allowing horrific abuses. I'm also not a fan of shapeshifting in general and believe it should be considerably rarer than a 5th level ability in a base class. I'm considering the Aspect of Nature variant from <em>Unearthed Arcana</em>.</p><p></p><p>Does anyone have any recommendations for good alternate Druids or good alternate class features which I can use?</p><p></p><p>Some considerations:</p><ul> <li data-xf-list-type="ul"> The other divine casters are Cleric and Shugenja. Clerics are much more capable healers-- possessing both Lay on Hands and Channel Energy from <em>Pathfinder</em>. Shugenja, in addition to their elemental focus, killed the Void Disciple and took his stuff. Paladin has been removed and Ranger does not cast spells.</li> <li data-xf-list-type="ul"> In general, classes are a bit stronger than their <em>Pathfinder</em> incarnations, but they are more focused on their specialties. Feat and class ability options allow characters to blend their Gestalt together more.</li> <li data-xf-list-type="ul"> I've looked over the various "shaman" classes and would rather avoid classes that have heavy focus on "spirits".</li> <li data-xf-list-type="ul"> This is for a <em>Spelljammer</em> game, so characters need to be able to function relatively well in cities, on ships, and off planets.</li> </ul><p></p><p>Help me, EN World Community! You're my only hope!</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 4932573, member: 9249"] A little background. I'm planning on running a d20 game after a couple of years of swearing off the stuff. I'm using a heavily house-ruled combination of D&D 3.5 and [i]Pathfinder[/i] rules, and I am using the Gestalt rule variant from [i]Unearthed Arcana[/i]. I wish to preserve the Druid role of a divine spellcaster in tune with the natural world, but I think [i]wildshape[/i] is a godawful mess requiring too much recordkeeping and allowing horrific abuses. I'm also not a fan of shapeshifting in general and believe it should be considerably rarer than a 5th level ability in a base class. I'm considering the Aspect of Nature variant from [i]Unearthed Arcana[/i]. Does anyone have any recommendations for good alternate Druids or good alternate class features which I can use? Some considerations: [list][*] The other divine casters are Cleric and Shugenja. Clerics are much more capable healers-- possessing both Lay on Hands and Channel Energy from [i]Pathfinder[/i]. Shugenja, in addition to their elemental focus, killed the Void Disciple and took his stuff. Paladin has been removed and Ranger does not cast spells. [*] In general, classes are a bit stronger than their [i]Pathfinder[/i] incarnations, but they are more focused on their specialties. Feat and class ability options allow characters to blend their Gestalt together more. [*] I've looked over the various "shaman" classes and would rather avoid classes that have heavy focus on "spirits". [*] This is for a [i]Spelljammer[/i] game, so characters need to be able to function relatively well in cities, on ships, and off planets.[/list] Help me, EN World Community! You're my only hope! [/QUOTE]
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