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Revised druid - need some help
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<blockquote data-quote="Kerrick" data-source="post: 5080949" data-attributes="member: 4722"><p>Wild shape as a spell makes sense... I'm kind of stuck on the idea of them having it as a supernatural ability, but thinking about it, it doesn't really make a lot of sense. It's not based on any kind of myth from our history; I think I'll just make it into a feat chain like I was talking about. I've already got vermin, plant, magical beast, elemental, and dragon (in that order), so it wouldn't be hard to add animal shape.</p><p></p><p></p><p>That really makes sense too. With the <a href="http://project-phoenix.wikidot.com/classes:minions" target="_blank">rules for companions and such</a> (which I combined into one system called "minions"), I could keep those and just say that it's a part of the special bond, which you don't get with a normal cohort. Would minions be considered cohorts? ???</p><p></p><p></p><p>Not much... that's why I want to remake the druid - it's almost a one-trick pony.</p><p></p><p></p><p>That was the intent of the paths - to be more than just defenders of the forest and more caretakers/protectors of nature and the earth in general.</p><p></p><p></p><p>I know... this class is very hard to come up with anything for it. I've got prereqs for the fighter and rogue, and no one's said anything about those. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>[quote[What I’m trying to say, is that it seems that omitting them would have negligible to zero implications on a character’s overall power or survivability. Furthermore, there are so few of them, and the long descriptions make them quite cumbersome for in-game use. You should find a way to use shorter descriptions without losing info (e.g. using preliminary notes that, among other things, specify that unless noted otherwise, in all cases of summoning, a summoned creature does its best to serve (just an idea of the top of my head)).</p></blockquote><p>I'm not sure which ones you mean. I looked them over, and they seem pretty concise to me. *shrug*</p><p></p><p></p><p>Customization, like I did with fighters and monks. Which might be where I'm falling down here - it's already too narrow a focus. I could probably easily turn some of that stuff into spells, change the rest into class abilities, and sprinkle them over 20 levels and have a decent class.</p><p></p><p></p><p>I'd have to do it in HTML, since MS Office won't work on my computer for some reason and I can't make pdfs, but that's no problem - I'm converting everything to HTML docs anyway.</p><p></p><p></p><p>Same here. I'll toss this thing into the grinder and spit out a new version tomorrow.</p><p>[/QUOTE]</p>
[QUOTE="Kerrick, post: 5080949, member: 4722"] Wild shape as a spell makes sense... I'm kind of stuck on the idea of them having it as a supernatural ability, but thinking about it, it doesn't really make a lot of sense. It's not based on any kind of myth from our history; I think I'll just make it into a feat chain like I was talking about. I've already got vermin, plant, magical beast, elemental, and dragon (in that order), so it wouldn't be hard to add animal shape. That really makes sense too. With the [url=http://project-phoenix.wikidot.com/classes:minions]rules for companions and such[/url] (which I combined into one system called "minions"), I could keep those and just say that it's a part of the special bond, which you don't get with a normal cohort. Would minions be considered cohorts? ??? Not much... that's why I want to remake the druid - it's almost a one-trick pony. That was the intent of the paths - to be more than just defenders of the forest and more caretakers/protectors of nature and the earth in general. I know... this class is very hard to come up with anything for it. I've got prereqs for the fighter and rogue, and no one's said anything about those. :) [quote[What I’m trying to say, is that it seems that omitting them would have negligible to zero implications on a character’s overall power or survivability. Furthermore, there are so few of them, and the long descriptions make them quite cumbersome for in-game use. You should find a way to use shorter descriptions without losing info (e.g. using preliminary notes that, among other things, specify that unless noted otherwise, in all cases of summoning, a summoned creature does its best to serve (just an idea of the top of my head)).[/quote] I'm not sure which ones you mean. I looked them over, and they seem pretty concise to me. *shrug* Customization, like I did with fighters and monks. Which might be where I'm falling down here - it's already too narrow a focus. I could probably easily turn some of that stuff into spells, change the rest into class abilities, and sprinkle them over 20 levels and have a decent class. I'd have to do it in HTML, since MS Office won't work on my computer for some reason and I can't make pdfs, but that's no problem - I'm converting everything to HTML docs anyway. Same here. I'll toss this thing into the grinder and spit out a new version tomorrow. [/QUOTE]
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