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<blockquote data-quote="anon" data-source="post: 1144153" data-attributes="member: 3727"><p><strong>Updated Chart</strong></p><p></p><p>clark,</p><p></p><p>You are correct. The cold iron DR is taken directly from the Fey. I was initially trying to design a half-fey race, but it morphed into an alt.druid.</p><p></p><p>The issue with DR is that I wanted it to be useful, but at the same time it is a powerful ability and I didn't want to overdo it. Also, I had to make sure that I didn't step on the Barbarian's toes--never a good idea with a Barbarian. Using the Barbarian as a model I started with DR1 at level 7. The Barbarian's DR is the best there is, but cold iron as a weapon choice would be relatively unusual as well, and so DR #/cold iron would be very effective as well.</p><p></p><p>But, I do think you have a point. By 7th level and above most things are probably hitting for enough damage, or using spells, so that DR1 is relatively meaningless. I redid the chart a bit. It still starts with DR1, but it scales a bit more smoothly and aggressively.</p><p></p><p></p><p>L1: Nature Sense (Ex), Wild Empathy (Ex)</p><p>L2: Woodland Stride (Ex), Trackless Step (Ex)</p><p>L3: Wildshape (1/day, small)</p><p>L4: Resist Nature's Lure (Ex), Wildshape (2/day)</p><p>L5: Wildshape duration unlimited</p><p>L6: Wildshape (3/day, medium)</p><p>L7: DR 1/cold iron, Natural Spell feat</p><p>L8: Wildshape (4/day, large)</p><p>L9: DR 2/cold iron, Wildshape (tiny)</p><p>L10: Wildshape (6/day), Venom Immunity (Ex)</p><p>L11: DR 3/cold iron, Wildshape as move action</p><p>L12: Wildshape (plant), A Thousand Faces (Su)</p><p>L13: DR 4/cold iron, Wildshape as free action (limit once per round)</p><p>L14: Wildshape (huge)</p><p>L15: DR 6/cold iron, Wildshape (unlimited times/day)</p><p>L16: Wildshape (elemental 1/day)</p><p>L17: DR 8/cold iron, Wildshape is (Su) ability</p><p>L18: Wildshape (elemental 2/day)</p><p>L19: DR 10/cold iron</p><p>L20: Wildshape (elemental 4/day)</p><p></p><p>The real question: are the extra abilities of this class attractive enough for you to give up an animal companion and wildshape healing?</p></blockquote><p></p>
[QUOTE="anon, post: 1144153, member: 3727"] [b]Updated Chart[/b] clark, You are correct. The cold iron DR is taken directly from the Fey. I was initially trying to design a half-fey race, but it morphed into an alt.druid. The issue with DR is that I wanted it to be useful, but at the same time it is a powerful ability and I didn't want to overdo it. Also, I had to make sure that I didn't step on the Barbarian's toes--never a good idea with a Barbarian. Using the Barbarian as a model I started with DR1 at level 7. The Barbarian's DR is the best there is, but cold iron as a weapon choice would be relatively unusual as well, and so DR #/cold iron would be very effective as well. But, I do think you have a point. By 7th level and above most things are probably hitting for enough damage, or using spells, so that DR1 is relatively meaningless. I redid the chart a bit. It still starts with DR1, but it scales a bit more smoothly and aggressively. L1: Nature Sense (Ex), Wild Empathy (Ex) L2: Woodland Stride (Ex), Trackless Step (Ex) L3: Wildshape (1/day, small) L4: Resist Nature's Lure (Ex), Wildshape (2/day) L5: Wildshape duration unlimited L6: Wildshape (3/day, medium) L7: DR 1/cold iron, Natural Spell feat L8: Wildshape (4/day, large) L9: DR 2/cold iron, Wildshape (tiny) L10: Wildshape (6/day), Venom Immunity (Ex) L11: DR 3/cold iron, Wildshape as move action L12: Wildshape (plant), A Thousand Faces (Su) L13: DR 4/cold iron, Wildshape as free action (limit once per round) L14: Wildshape (huge) L15: DR 6/cold iron, Wildshape (unlimited times/day) L16: Wildshape (elemental 1/day) L17: DR 8/cold iron, Wildshape is (Su) ability L18: Wildshape (elemental 2/day) L19: DR 10/cold iron L20: Wildshape (elemental 4/day) The real question: are the extra abilities of this class attractive enough for you to give up an animal companion and wildshape healing? [/QUOTE]
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