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<blockquote data-quote="Zephyrus" data-source="post: 2695194" data-attributes="member: 8728"><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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..</p></blockquote><p></p>
[QUOTE="Zephyrus, post: 2695194, member: 8728"] 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.. [/QUOTE]
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