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The 8 classes in the PHB...
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<blockquote data-quote="Beregar" data-source="post: 3844991" data-attributes="member: 20776"><p>I also like the idea of nature being its own power source. However, I doubt they switch roles of existing classes to nature. Basically this means nature needs its own representatives for some roles, not necessarily all of them. It could look something like this.</p><p></p><p>Druid is nature's controller (able to control without being penalized)</p><p>Spirit Shaman is nature's leader (able to heal/buff without being penalized)</p><p>Beast Warrior is nature's striker (able to do high damage without being penalized)</p><p></p><p>Druid and Spirit Shaman base classes already exist. This split would basically mean that:</p><p></p><p>Druid controls nature and weather to hinder enemies while damaging them. He could follow paths of plant mastery (better control), weather mastery (better offense) or nature's remedies (better healing). Yes, I still left druid with some healing powers. It's just not automagic like it is for spirit shaman (he needs to spend actions to do it). </p><p></p><p>Spirit Shaman buffs and heals allies while debuffing and damaging enemies. He could follow paths of nature (buffs and movement), elements (damage) or shadows (debuffs and life taps).</p><p></p><p>Beast Warrior wildshapes into animal forms/hybrid forms and makes hit and run attacks (high DPS and mobility, low HP and AC). Beast Warriors might specialize in form mastery (more forms and noncombat benefits, i.e. scent), animal control (animal companion(s)) and nature's favors (spell-like abilities).</p><p></p><p>Above thingies are just examples what it might look like and don't necessarily even represent what I think they should be. I've no idea if there are actual paths in 4E or if you just "specialize" by making certain choices. <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></blockquote><p></p>
[QUOTE="Beregar, post: 3844991, member: 20776"] I also like the idea of nature being its own power source. However, I doubt they switch roles of existing classes to nature. Basically this means nature needs its own representatives for some roles, not necessarily all of them. It could look something like this. Druid is nature's controller (able to control without being penalized) Spirit Shaman is nature's leader (able to heal/buff without being penalized) Beast Warrior is nature's striker (able to do high damage without being penalized) Druid and Spirit Shaman base classes already exist. This split would basically mean that: Druid controls nature and weather to hinder enemies while damaging them. He could follow paths of plant mastery (better control), weather mastery (better offense) or nature's remedies (better healing). Yes, I still left druid with some healing powers. It's just not automagic like it is for spirit shaman (he needs to spend actions to do it). Spirit Shaman buffs and heals allies while debuffing and damaging enemies. He could follow paths of nature (buffs and movement), elements (damage) or shadows (debuffs and life taps). Beast Warrior wildshapes into animal forms/hybrid forms and makes hit and run attacks (high DPS and mobility, low HP and AC). Beast Warriors might specialize in form mastery (more forms and noncombat benefits, i.e. scent), animal control (animal companion(s)) and nature's favors (spell-like abilities). Above thingies are just examples what it might look like and don't necessarily even represent what I think they should be. I've no idea if there are actual paths in 4E or if you just "specialize" by making certain choices. :) [/QUOTE]
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