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Nature's Warrior Tweaks

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  • Nature's Warrior Tweaks

    I actually like this class quite a bit. But the number of characters using this class shows it isn't up to snuff. Mainly, I think it's because most of the cool feats focus on elemental shapes.

    The problem is, the early level elemental shapes are boned (you could argue they all stink, too). Air elemental might be the best one IF you could use Weapon Finese with creature weapons. But because Sundren has a level 20 soft cap, we'll very rarely see a druid who gets elder elemental shapes AND has ranks in Nature's Warrior. Additionally, many druids who would want an elemental shape would focus on one type of elemental, depending on their god in most cases. An Akadi worshiper would probably not use earth elemental shape. So the sheer variety of the feats means many of them won't be appealing. And, because of the level 20 cap, these feats are exciting on paper, but not in practice.

    I'd propose that the feats be adjusted to apply to all wild shapes. Instead of "while in fire elemental form," etc., have them be, "while in any wild shape." Yes, you'd probably need to also tweak some of the strong feats to make up for their broader use, but I think removing the focus on elemental shapes would help.
    "Microsoft has to move the Reply All button further away from the Reply button. It's the computer equivalent of putting the vagina so close to the sphincter."
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  • #2
    Anyone played this class or found it potentially interesting? Any thoughts or input?
    "Microsoft has to move the Reply All button further away from the Reply button. It's the computer equivalent of putting the vagina so close to the sphincter."
    -Bill Maher

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    • #3
      I have looked at this class many times. I have always been stopped by the interesting, but not overly-compelling class features and the requirement that I must be a shape-shifting druid.

      Imho, I would love to see the class opened up more generally to many nature-minded folk who venerate a particular element. As some motivating examples, monks of the sacred mountain vs monks of the four winds (from pathfinder) or dwarven stonelords.

      Off the cuff, perhaps on entry to the class folks choose a path: air, water, earth, or fire. Then, as they proceed through their chosen path over 5 levels, they unlock certain powers that bring them more in line with their chosen element. What exists today provides an excellent starting point, assuming the dependencies such as "a form capable of X" can be removed.

      Other ideas for class abilities: elemental damage appropriate to your chosen path to both unarmed and weapon damage, uses of: longstrider (air), foundation of stone (earth), body of the sun (fire), cure spells (water).

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