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<blockquote data-quote="finbury" data-source="post: 4223278" data-attributes="member: 12135"><p>I don't think it's be super-difficult to give her what she wants by making it up as you go along.</p><p></p><p>Step 0: accept that a well-build 3e druid can do anything and is probably overpowered. Accept that you're not planning to perpetuate that design mistake by creating an unbalanced class.</p><p></p><p>Step 1: get the 4e core books.</p><p></p><p>Step 2: look up the MM gnome; IIRC the gnomes are expected to get a writeup in the "monsters as PCs" section of the book. If not, pull out some common things from the Gnome monster entries, choose stat modifiers (+2con/+2int is probably appropriate), and merge them with the small size stuff from the halfling. Either way, you'll have a Gnome race entry. </p><p></p><p>Step 3: Choose a role for your Druid class. This is probably the most important decision, as it gives you the overall "feel" of the class. Try to resist the temptation to make a character that can fill multiple roles; if you do, you'll have trouble keeping the class balanced, and you won't have a clear power list to model yourself on. Note that this doesn't mean that all Druids in your game will have this role - perhaps it's a specialty of just your druid.</p><p></p><p>Step 4: Create your shtick. This is how your particular class mechanism works. Look at what differentiates the other classes with the same role as you, and pick something that's similar. For example, all the Defenders get some kind of Mark ability, so if you're making a Defender, you'd also need some Mark mechanism. That forms the core of your class abilities. </p><p></p><p>Step 5: Write the rest of your class abilities based on the other classes with your role. </p><p></p><p>Step 6: Define your starting powers such that they have similar, but not identical effects to the powers at the same level for other classes with your role.</p><p></p><p>Here's an example for steps 3-6: Say you wanted your Druid to be a Striker. All of the other Strikers get extra damage schticks. Yours might be:</p><p></p><p>Feral Form.</p><p>Encounter power</p><p>Minor Action - Animal - Stance</p><p>Target: you</p><p>Effect: you enter Feral Form. While in Feral Form, your equipment has no effect, and you may not speak or use non-Feral attacks or powers. You are treated as though wearing Hide armor, and you have an enhancement bonus to AC, melee attack rolls, and melee damage rolls equal to 1/5 of your level, rounded to the nearest value. Your Strength score becomes equal to your Wisdom score. You become a Medium creature if you were not one already. You may leave Feral Form as a Minor action.</p><p></p><p>Nature's Ferocity</p><p>Once per round, you may increase the damage of a Feral attack to one target by 1d6. This increases to 2d6 at 11th level and 3d6 at 21st level. </p><p></p><p>After that, the rest of the abilities pretty much write themselves:</p><p></p><p>Armor prof: cloth, leather, hide</p><p>Weapon Prof: simple melee, simple ranged</p><p>HP, healing surges: as Ranger</p><p>Trained skills: Nature, plus four from this list: Athletics, Endurance, Heal, History, Insight, Perception, Religion, Stealth</p><p></p><p>As for Powers:</p><p></p><p>Pounce - Druidic Striker Attack 1</p><p>At-will - Feral</p><p>Standard action</p><p>Requirement: Feral Form</p><p>Target: one creature</p><p>Special: you may shift two squares before you attack, but each shift must take you closer to your target.</p><p>Attack: Str versus AC</p><p>Hit: 1d8+Str damage</p><p>You leap onto your target, claws flashing.</p><p>(Design: Rogue's Deft Strike)</p><p></p><p>Crushing Bite: Druidic Striker Attack 1</p><p>At-will - Feral</p><p>Standard action</p><p>Requirement: Feral Form</p><p>Target: one creature</p><p>Attack: Str versus Fort</p><p>Hit: 1d8 + Str damage; damage increases 1d10+Str at 11th level and 1d12+str at 21st level.</p><p>Your jaws close around your opponent, crushing armor and flesh alike.</p><p>(Design: Rogue's Piercing Strike)</p><p></p><p>Towering Fury: Druidic Striker Attack 1</p><p>Encounter - Feral</p><p>Standard action</p><p>Requirement: Feral Form</p><p>Target: one creature</p><p>Attack: Str vs AC</p><p>Hit: 2d8 + Str damage. and target has -2 to all defenses until the end of your next turn.</p><p>You rise on two legs and rain blows on your opponent in a terrifying display of nature's fury.</p><p>(Design: Warlock's Witchfire, kinda)</p><p></p><p>Claw Frenzy: Druidic Striker Attack 1</p><p>Daily - Feral</p><p>Standard action</p><p>Requirement: Feral Form</p><p>Target: two creatures adjacent to you</p><p>Attack: Str vs AC; Make 2 attack rolls and apply the highest to both targets</p><p>Hit: 2d8 + Str damage</p><p>(Design: Ranger's Split the Tree)</p><p></p><p>Then at 2nd level, you might get a utility power like:</p><p></p><p>Bond of Life</p><p>Daily</p><p>Standard Action</p><p>Target: one ally</p><p>Special: not useable in combat</p><p>Effect: Ally gains HP as though he had spent a healing surge. You gain HP equal to his Con modifier plus your Con modifier.</p><p></p><p>Or:</p><p>Squirrel Form</p><p>Daily</p><p>(like Feral Form, but you're Tiny, your Dex is equal to your Wisdom, you only get the enhancement bonus to AC, and you get +2 to Stealth and climbing checks)</p></blockquote><p></p>
[QUOTE="finbury, post: 4223278, member: 12135"] I don't think it's be super-difficult to give her what she wants by making it up as you go along. Step 0: accept that a well-build 3e druid can do anything and is probably overpowered. Accept that you're not planning to perpetuate that design mistake by creating an unbalanced class. Step 1: get the 4e core books. Step 2: look up the MM gnome; IIRC the gnomes are expected to get a writeup in the "monsters as PCs" section of the book. If not, pull out some common things from the Gnome monster entries, choose stat modifiers (+2con/+2int is probably appropriate), and merge them with the small size stuff from the halfling. Either way, you'll have a Gnome race entry. Step 3: Choose a role for your Druid class. This is probably the most important decision, as it gives you the overall "feel" of the class. Try to resist the temptation to make a character that can fill multiple roles; if you do, you'll have trouble keeping the class balanced, and you won't have a clear power list to model yourself on. Note that this doesn't mean that all Druids in your game will have this role - perhaps it's a specialty of just your druid. Step 4: Create your shtick. This is how your particular class mechanism works. Look at what differentiates the other classes with the same role as you, and pick something that's similar. For example, all the Defenders get some kind of Mark ability, so if you're making a Defender, you'd also need some Mark mechanism. That forms the core of your class abilities. Step 5: Write the rest of your class abilities based on the other classes with your role. Step 6: Define your starting powers such that they have similar, but not identical effects to the powers at the same level for other classes with your role. Here's an example for steps 3-6: Say you wanted your Druid to be a Striker. All of the other Strikers get extra damage schticks. Yours might be: Feral Form. Encounter power Minor Action - Animal - Stance Target: you Effect: you enter Feral Form. While in Feral Form, your equipment has no effect, and you may not speak or use non-Feral attacks or powers. You are treated as though wearing Hide armor, and you have an enhancement bonus to AC, melee attack rolls, and melee damage rolls equal to 1/5 of your level, rounded to the nearest value. Your Strength score becomes equal to your Wisdom score. You become a Medium creature if you were not one already. You may leave Feral Form as a Minor action. Nature's Ferocity Once per round, you may increase the damage of a Feral attack to one target by 1d6. This increases to 2d6 at 11th level and 3d6 at 21st level. After that, the rest of the abilities pretty much write themselves: Armor prof: cloth, leather, hide Weapon Prof: simple melee, simple ranged HP, healing surges: as Ranger Trained skills: Nature, plus four from this list: Athletics, Endurance, Heal, History, Insight, Perception, Religion, Stealth As for Powers: Pounce - Druidic Striker Attack 1 At-will - Feral Standard action Requirement: Feral Form Target: one creature Special: you may shift two squares before you attack, but each shift must take you closer to your target. Attack: Str versus AC Hit: 1d8+Str damage You leap onto your target, claws flashing. (Design: Rogue's Deft Strike) Crushing Bite: Druidic Striker Attack 1 At-will - Feral Standard action Requirement: Feral Form Target: one creature Attack: Str versus Fort Hit: 1d8 + Str damage; damage increases 1d10+Str at 11th level and 1d12+str at 21st level. Your jaws close around your opponent, crushing armor and flesh alike. (Design: Rogue's Piercing Strike) Towering Fury: Druidic Striker Attack 1 Encounter - Feral Standard action Requirement: Feral Form Target: one creature Attack: Str vs AC Hit: 2d8 + Str damage. and target has -2 to all defenses until the end of your next turn. You rise on two legs and rain blows on your opponent in a terrifying display of nature's fury. (Design: Warlock's Witchfire, kinda) Claw Frenzy: Druidic Striker Attack 1 Daily - Feral Standard action Requirement: Feral Form Target: two creatures adjacent to you Attack: Str vs AC; Make 2 attack rolls and apply the highest to both targets Hit: 2d8 + Str damage (Design: Ranger's Split the Tree) Then at 2nd level, you might get a utility power like: Bond of Life Daily Standard Action Target: one ally Special: not useable in combat Effect: Ally gains HP as though he had spent a healing surge. You gain HP equal to his Con modifier plus your Con modifier. Or: Squirrel Form Daily (like Feral Form, but you're Tiny, your Dex is equal to your Wisdom, you only get the enhancement bonus to AC, and you get +2 to Stealth and climbing checks) [/QUOTE]
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