Nature characters

tecnowraith

First Post
Hey all, I was wondering if anyone know any good concepts for nature based characters? So far the classes I might choose from are wiazrd, druid, a fan-made variant of a warlock, a spirit shaman and even an artificer. One concept I thought of is Summoner but wanting to use all summoning spells would difficult to pull off.

Any suggestions?
 

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Of those listed, my favorite by far has been the Spirit Shaman. Good flavor, some nice abilities, especially being able to have your spirit familiar concentrate on your spells for you. Can we say, 2 elemental monoliths? Plus I like the spontaneous casting of a sorcerer coupled with the ability to change your spells known every day. On top of that, you can use metamagic on your spells when you retrieve them without adjustment to casting time that all other spontaneous casters endure. In my games this tends to speed things along as my players tend to spend a lot of time going over their spell list agonizing over how many uses of a spell to have prepared for that day. The downside is that you only get 3 known per day, and you don't get any of the spontaneous casting options like a cleric or druid gets. If you want a Summoner, then druid would be a good way to go. You'd be able to summon and still have quite a few good buffs to put on your creature. I can't say I've seen a PC wizard summoner, but you could pick up the spontaneous casting feat from C. Divine. and get the same ability the druids have.

Since summoning takes a full round to cast you may want to look at the "Rapid Spell" from C. Divine. It'll drop it down to a standard action but it has a spell level adjustment. From the PHB, Augment summoning is handy but it is more work for the player as you need to adjust the abilities, saves, attack bonus, and hit points of the creatures you summon.
 

I once played in a game that our group self titled "the nature boys campaign". the group consisted of a Elven Sorcerer, an Elven Ranger, a Half Elf Cleric (of Elhonna) and a Human Druid. The Sorcerer was fluffwise originally thought of as something like a shaman. Depending on how you explain things in character theirs quiet a bit that can be done to be a 'nature oriented' group. Skill and feat selection can go a long way in providing just enough bias that such-in-such character issent so-in-so class but instead is that-in-that.

Another example was that one character build I designed was that of a Swashbuckler/Fighter/Tempest. The character would take 2 levels of Swashbuckler than 4 levels as fighter before becoming a tempest. the chacters background alluded to that they recieved training in weapon forms at a monk monistary (Monk Weapon group, house-rule ignoring the Unarmed Strike prereq.). Because of the athletics involved Swashbuckler would give the character weapon finesse as well as some of the dex based athletic skills that fighters dont get (like tumble and balence). Taking the levels of Swashbuckler at 1st and 2nd level would get the character up to 5 ranks in these skills (enough for synergies) befor going to fighter to get the feats they needed. While Crunch wise this is a Swashbuckler/Fighter/Tempest the character recieved training in the monk martial traditions but focused on weapon forms. The character is Lawful Neutral but was more intrested in the weapon styles than on the spirituality (thus the better BAB and athletic skills but no unarmed strike, monk bonus to AC etc). They left the monistary but not without having first developing some habits reminicent of monks.

the classes simple provided a mechanical means to match the fluff that makes the character. With the right skill and feat choices you could do similar to most classes. Its just the how its presented.

Another example is a Wizard. He could be a Sage or Hermit out in the woods, Knowledge Nature and similar skills with spells leaning twords transmutations, abjurations and a mix of illusion and conjurations. While the spell lists may or may not overlap in places you could choose spells with empathy to druid or ranger type spells etc..
 

Ok this is some good ideas, What about Races? I know I do not want to play a human, an elf, or a gnome. The other PHB races I can get goo concept though. My choices are I can choose any D&D book published by WotC and the Dragon/Dungeon Magazine. Also we are playing in Greyhawk.
 

The best summoner by far is a Druid with Augment Summoning. Make sure that you don't take Augment Summoning as a first level human bonus feat, because your human bonus feat goes away when you wildshape; it is better taken at 3rd or 9th level (6th level is for natural spell).
 

tecnowraith said:
Ok this is some good ideas, What about Races? I know I do not want to play a human, an elf, or a gnome. The other PHB races I can get goo concept though. My choices are I can choose any D&D book published by WotC and the Dragon/Dungeon Magazine. Also we are playing in Greyhawk.

What level are you starting at? For +3 level adjustment, you could get the Woodling template from Monster Manual III.
 


Lizardfolk. :) From www.d20srd.org:

Lizardfolk characters possess the following racial traits.

+2 Strength, +2 Constitution, -2 Intelligence.

Medium size.

A lizardfolk’s base land speed is 30 feet.

Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.

Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.

Racial Feats: A lizardfolk’s humanoid levels give it one feat.

Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.

+5 natural armor bonus.

Natural Weapons: 2 claws (1d4) and bite (1d4).

Special Qualities: Hold breath. A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.

Favored Class: Druid.

Level adjustment +1.

'Sides, Lizardmen are cool.

So are Goblins. But that's just me.
 
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For some reason I cannot see them as magical crafters. The class I am wanting to play is an artificer with a nature motif to his creation. An picking the right race, like a wildnerness, forest or jungle like race gives a unique background.
 

tecnowraith said:
For some reason I cannot see them as magical crafters. The class I am wanting to play is an artificer with a nature motif to his creation. An picking the right race, like a wildnerness, forest or jungle like race gives a unique background.
Jungle Dwarf from Races of Faerun
Killoren from Races of the Wild
 

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