Island Druid
First Post
Well, this is my first post, but I find myself in need of some objective viewpoints. The following is a prestige class made by a player in my campaign, and it's designed to be a fighting druid. I had some concerns about it's balance when it was first presented to me, when it was substantially stronger (included stronger forms of power attack like frenzied berserker), but I revised it to the following. Still, now that I have seen it in use for a few levels, I find that the character with this class seems far and away dominant to any other PC. The character is a brb1/drd7/NaP4 now.
Nature’s Protector
The essence of Altain is a powerful yet fragile energy that many draw upon in which to strengthen themselves and better the world. There lies a balance between the various ways in which individuals use this energy. Druids draw in Nature’s power and form it into spells, reshape themselves and the land, and control it’s bounty in plants and animals. Rangers do this to a lesser degree but rather master the use of Nature’s energy to skillfully defend the land by sword, bow, hunting, and tracking. Barbarians revel in the passion and furry that incites their bodies with strength and power as Nature’s magical nectar course through them. There are a few of Nature’s soldiers that walk the balance between these methods of control and use; they are called Nature’s Protectors. They see the value in all Natures gifts and swear to defend her at all costs.
Alignment: Neutral good, Lawful neutral, Neutral, or Chaotic neutral.
Hit Die: D8
Requirements
To qualify to become one of Nature’s Protectors, a character must fulfill all the following criteria.
Base Attack Bonus: +6
Feat: Power Attack
Knowledge (Nature): 8 Ranks
Survival: 8 Ranks
Ability to Rage or Ability to Wild Shape
Spells: Access to at least 1st level Divine Spells
Class Skills
The Nature’s Protector’s class skills (and the key ability for each skill) are Concentration (Con), Handle Animal (Cha), Knowledge (Nature) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis).
Skill Points at Each Level: 4 + Int Modifier
Nature’s Protector
Level BAB Fort Ref Will Special Ability Spells per Day
1 +0 +2 +0 +2 Natural Armor +2, Animal Companion +1 level of existing class
2 +1 +3 +0 +3 Con +2(Inherent) +1 level of existing class
3 +2 +3 +1 +3 Mettle, Wpn Spcz +1 level of existing class
4 +3 +4 +1 +4 Rapid Healing(1.5x rate) +1 level of existing class
5 +3 +4 +1 +4 Natural Armor +4 +1 level of existing class
6 +4 +5 +2 +5 Iron Will +1 level of existing class
7 +5 +5 +2 +5 Rage or Great Rage +1 level of existing class
8 +6 +6 +2 +6 Natural Armor +6 +1 level of existing class
9 +6 +6 +3 +6 track rolls +4 +1 level of existing class
10 +7 +7 +3 +7 One with Nature +1 level of existing class
One with Nature
Upon reaching 10th level in Nature’s Protector, the character is offered the ultimate gift. Nature’s Protector becomes one with the Land itself and is but an extension of it. She/he can sense all that goes on within 1 mile/per level as if she/he were there personally. He has the knowledge, memories, and experience of the Land. This in-severable bond strengthens the Protector’s body and spirit, providing a +4 inherent bonus to Strength and Wisdom when in physical contact with the land. Conversely, this bond causes the Nature’s Protector to feel the effects laid upon the Land; if the Land is severely marred so shall she/he be, if the Land is poisoned then she/he will feel the effects, if a large area of the Land is destroyed then she/he will suffer damage as well. These effects can be healed on the Nature’s Protector but if she/he does not sooth the Land’s pain by the next day his ailments return.
I know I look on this class with a lot of bias, as the GM in the game, so I'd love to hear other opinions from people removed. Any comments on how to bring back balance (if I'm right and it's needed) would also be appreciated .
Island Druid
Nature’s Protector
The essence of Altain is a powerful yet fragile energy that many draw upon in which to strengthen themselves and better the world. There lies a balance between the various ways in which individuals use this energy. Druids draw in Nature’s power and form it into spells, reshape themselves and the land, and control it’s bounty in plants and animals. Rangers do this to a lesser degree but rather master the use of Nature’s energy to skillfully defend the land by sword, bow, hunting, and tracking. Barbarians revel in the passion and furry that incites their bodies with strength and power as Nature’s magical nectar course through them. There are a few of Nature’s soldiers that walk the balance between these methods of control and use; they are called Nature’s Protectors. They see the value in all Natures gifts and swear to defend her at all costs.
Alignment: Neutral good, Lawful neutral, Neutral, or Chaotic neutral.
Hit Die: D8
Requirements
To qualify to become one of Nature’s Protectors, a character must fulfill all the following criteria.
Base Attack Bonus: +6
Feat: Power Attack
Knowledge (Nature): 8 Ranks
Survival: 8 Ranks
Ability to Rage or Ability to Wild Shape
Spells: Access to at least 1st level Divine Spells
Class Skills
The Nature’s Protector’s class skills (and the key ability for each skill) are Concentration (Con), Handle Animal (Cha), Knowledge (Nature) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis).
Skill Points at Each Level: 4 + Int Modifier
Nature’s Protector
Level BAB Fort Ref Will Special Ability Spells per Day
1 +0 +2 +0 +2 Natural Armor +2, Animal Companion +1 level of existing class
2 +1 +3 +0 +3 Con +2(Inherent) +1 level of existing class
3 +2 +3 +1 +3 Mettle, Wpn Spcz +1 level of existing class
4 +3 +4 +1 +4 Rapid Healing(1.5x rate) +1 level of existing class
5 +3 +4 +1 +4 Natural Armor +4 +1 level of existing class
6 +4 +5 +2 +5 Iron Will +1 level of existing class
7 +5 +5 +2 +5 Rage or Great Rage +1 level of existing class
8 +6 +6 +2 +6 Natural Armor +6 +1 level of existing class
9 +6 +6 +3 +6 track rolls +4 +1 level of existing class
10 +7 +7 +3 +7 One with Nature +1 level of existing class
One with Nature
Upon reaching 10th level in Nature’s Protector, the character is offered the ultimate gift. Nature’s Protector becomes one with the Land itself and is but an extension of it. She/he can sense all that goes on within 1 mile/per level as if she/he were there personally. He has the knowledge, memories, and experience of the Land. This in-severable bond strengthens the Protector’s body and spirit, providing a +4 inherent bonus to Strength and Wisdom when in physical contact with the land. Conversely, this bond causes the Nature’s Protector to feel the effects laid upon the Land; if the Land is severely marred so shall she/he be, if the Land is poisoned then she/he will feel the effects, if a large area of the Land is destroyed then she/he will suffer damage as well. These effects can be healed on the Nature’s Protector but if she/he does not sooth the Land’s pain by the next day his ailments return.
I know I look on this class with a lot of bias, as the GM in the game, so I'd love to hear other opinions from people removed. Any comments on how to bring back balance (if I'm right and it's needed) would also be appreciated .
Island Druid