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wayfare
2010-12-23, 11:16 PM
Ok, after playing with the suggestions on this board, I've come up with something. This is my attempt to create a tier 3 druid who focuses on summoning creatures to assist him in battle. Aside from summoning spells, the class uses spells to emulate the natural abilities of animals (poison, diseased bite, water breathing, fast healing, superior stealth, etc) -- this is a class that fights along side his summoned allies, making them more effective.

But is it tier 3?

Well, here it goes

Hunterheart Warden
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+2|
+0|
+2|Animal Companion|2|0

2nd|
+1|
+3|
+0|
+3|Wild Empathy|3|1|-

3rd|
+2|
+3|
+1|
+3|Speedy Summoning|3|1|0|-

4th|
+3|
+4|
+1|
+4|4|2|1|-|-|-

5th|
+3|
+4|
+1|
+4|Fang and Talon +1|4|2|1|0|-|-

6th|
+4|
+5|
+2|
+5||4|3|2|1|-|-|-

7th|
+5|
+5|
+2|
+5|Dire Companion|4|3|2|1|0|-|-|-

8th|
+6|
+6|
+2|
+6|Extend Summoning (1/day)|4|4|3|2|1|-|-|-|-|-

9th|
+6|
+6|
+3|
+6||4|4|3|2|1|0|-|-|-|-

10th|
+7|
+7|
+3|
+7|Fang and Talon +2|4|4|4|3|2|1|-|-|-|-

11th|
+8|
+7|
+3|
+7||4|4|4|3|2|1|0|-|-

12th|
+9|
+8|
+4|
+8|Swift Summoning|4|4|4|4|3|2|1|-|-|-

13th|
+9|
+8|
+4|
+8|Extend Summoning (2/day)|4|4|4|4|3|2|1|0|-|-

14th|
+10|
+9|
+4|
+9||4|4|4|4|4|3|2|1|-|-

15th|
+11|
+9|
+5|
+9|Fang and Talon +3|4|4|4|4|4|3|2|1|0|-

16th|
+12|
+10|
+5|
+10||4|4|4|4|4|4|3|2|1|-

17th|
+12|
+10|
+5|
+10|Dire Swarm|4|4|4|4|4|4|3|2|1|0

18th|
+13|
+11|
+6|
+11|Extend Summoning (3/day)|4|4|4|4|4|4|4|3|2|1

19th|
+14|
+11|
+6|
+11||4|4|4|4|4|4|4|3|2|1

20th|
+15|
+12|
+6|
+12|Quicken Summoning|4|4|4|4|4|4|4|4|3|2[/table]

Weapon and Armor Proficiency: Hunterheart Wardens are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
Hunterheart Wardens are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A Warden may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Hunterheart Wardens are proficient with shields (except tower shields) but must use only wooden ones.
A Hunterheart Warden who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A Hunterheart Warden casts divine spells, which are drawn from the hunterheart Warden spell list. The warden can cast his spells without need for preparation.
To cast a spell, the Hunterheart Warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the Warden’s Wisdom modifier.
Like other spellcasters, a Warden can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Hunterheart Warden. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

Bonus Languages: A Hunterheart Warden’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A Warden also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level Warden. Druidic is a free language for a Warden; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Warden are forbidden to teach this language to nondruids.
Druidic has its own alphabet.

Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.
A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Speedy Summoning: When casting spells that summon creatures (such as summon natures ally), the Hunterheart Warden casts the spell as a standard action (instead of a full action).

Fang and Talon: At 5th level, the any creatures summoned by the Hunterheart Warden (as well as his animal companion) have a +1 enhancement bonus to their natural weaponry, alloing them to bypass DR/Magic.
At 10th and 15th level, this bonus increases by +1.

Swift Summoning: When casting summoning spells, the Hunterheart Warden casts the spell as a swift action (instead of a full action). The Hunterheart Warden cannot cast a second spell during a round in which he uses Swift Summoning.

Dire Companion: The Hunterheart Warden can imbue his animal companion with a fierce rage for a short period. As a standard action, the Hunterheart Warden can grant his companion a +4 moral bonus to strength, +10 foot bonus to speed, and immunity to stunning and critical hits. This effect lasts (level/2) rounds.
The Hunterheart Warden can manifest this effect Constitution Modifier +1 times per day.

Extend Summoning: When casting a Summoning spell, the Hunterheart Warden can choose to extend the duration of the spell, as per the Extend Spell metamagic feat. The spell does not occupy a higher spell slot -- its duration is simply doubled.
The Hunterheart Warden can manifest this effect 1/day at 8th level. Additional uses are gained at 13th and 18th level.

Dire Swarm: When activating Dire Companion, the benefits of that ability extend to all creatures summoned by the Hunterheart Warden.

Quicken Summoning: Three times per day, the Hunterheart Warden can quicken a summoning spell he casts, as per the quicken spell feat. The spell does not need to be prepared 4 slots higher, as is normal for that feat.



Spell List

Level 1

Calm Animals: Calms (2d4 + level) HD of animals.
Camouflage (CD): +10 to hide checks for 10min/level
Charm Animal: Makes one animal your friend.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Hawkeye (CD): Gain +5 to spot checks and+50% to range increments
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.
Vigor, Lesser: Grants Fast Healing 1 for up to 15 rounds

Level 2

Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Decomposition: Festering wounds inflict 1 damage/round
Delay Poison: Stops poison from harming subject for 1 hour/level.
Hold Animal: Paralyzes one animal for 1 round/level.
Reduce Animal: Shrinks one willing animal
Scent: Grants scent special ability
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

Level 3

Beast Claws: Your hands become natural slashing weapons
Contagion: Infects subject with chosen disease.
Dominate Animal: Subject animal obeys silent mental commands.
Embrace the Wild: Gain animal senses for a a short time
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Vigor: Fast Healing 2 up to 25 rounds
Vigor, Mass Lesser: Fast Healing 1 for group, up to 25 rounds
Summon Nature’s Ally III: Calls creature to fight.
Water Breathing: Subjects can breathe underwater.

Level 4

Camouflage, Mass: As camouflage, but targeting group
Forestfold: +20 to hide an move silently while unmoving
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Infestation of Maggots: Touch does 1d4 Con damage each round
Natures Favor: One animal gains attack/damage bonus +1 per 2 levels
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally IV: Calls creature to fight.

Level 5

Animal Growth: One animal/two levels doubles in size.
Awaken X: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Dance of the Unicorn: Purifies small area
Insect Plague: Locust swarms attack creatures.
Summon Nature’s Ally V: Calls creature to fight.
Phantom Stag: Magic Stag appears for 1 hour/level
Plague of Rats: Summon plague of rats to swarm your foes
Quill Blast: Fire quills, inflicting damage and penalties
Rejuvenation Cocoon: Energy cocoon shields creature, then heals it
Vigor, Greater: fast healing 4 up to 25 rounds

Level 6

Antilife Shell: 10-ft.-radius field hedges out living creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Contagious Touch: Infect 1 target/round with chosen disease
Enveloping Cocoon: Envelopes target and denies save for attached spell
Find the Path: Shows most direct way to a location.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Summon Nature’s Ally VI: Calls creature to fight.
Tortoise Shell: Creature gains massive natural armor boost
Vigorous Circle: Fast Healing 3 to group for up to 40 rounds

Level 7

Creeping Doom: Swarms of centipedes attack at your command.
Curse of Lycanthropy: Target becomes a were creature
Summon Nature’s Ally VII: Calls creature to fight.
True Seeing M: Lets you see all things as they really are.
Slime Wave: Creates 15 foot spread of green slime

Level 8

Animal Shapes: One ally/level polymorphs into chosen animal.
Awaken, Mass: Awaken multiple creatures
Finger of Death: Kills one subject.
Phantom Wolf: Incorporeal wolf fights for you
Summon Nature’s Ally VIII: Calls creature to fight.

Level 9

Foresight: “Sixth sense” warns of impending danger.
Natures Avatar: Animal gains +10 on attack and damage, +1d8/level temp hp, extra attack
Phantom Bear: Incorporeal bear fights for you
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shapechange F: Transforms you into any creature, and change forms once per round.
Summon Nature’s Ally IX: Calls creature to fight.

Eleven
2010-12-23, 11:41 PM
I really like Fax's; if you don't want to put all of the effort in. It requires a small amount of adaptation to a 3.5 game (rather than d20r), but I suspect it would be worth it. It is here at GiantitP, but you can look at it here (http://forum.faxcelestis.net/viewtopic.php?f=2&t=15) if you'd like.

wayfare
2010-12-23, 11:50 PM
Seems pretty great, though I'd like to keep a bit closer to established abilities.

Tavar
2010-12-24, 12:13 AM
Would the Wildshape variant ranger work? If you want to improve the shaping, going into warshaper/master of many forms could all help that aspect.

Tvtyrant
2010-12-24, 12:23 AM
You could always strip off the casting and then give it the ability to change into a Favored Type like Aberration, Elemental, Dragon, Outsider, etc. That has the same HD as you. You gain a new Favored Type every 5 levels, but you don't get their Supernatural or Extraordinary abilities. Just their physical body (Still useful having a Roper body though :O )

Antonok
2010-12-24, 01:21 AM
One idea I had for something like this was strip out Wild Shape completely then do the spell casting like a Sorcerer. Turns the class into more of a melee combatant while still being naturey. Another thing you can do to limit the druids power is take out the Natural Spell feat since wild shape with full spellcasting is... yea.

Also should note I don't use wild shape with any of my druids. At most I'll take the wild shape feats.

Violet Octopus
2010-12-24, 01:36 AM
Serpentine put together a Plant Druid (http://www.giantitp.com/forums/showthread.php?p=9607322) class a couple of months ago with a Beguiler-style narrow spell list (albeit with prepared casting). It replaced wildshape with Vegetal Drift, which is a bit like the Geomancer.

You could use that spell list as a starting point, tack on either the PHB2 Shapeshift variant or the Pathfinder Wildshape, and maybe fold things like improving summons, the random fluffy druid class features, and Vegetal Drift into a few talent trees.

Serpentine
2010-12-24, 12:05 PM
Still awaiting a critique on that, by the way... There's my Magma Druid, too, but that's probably going too far from the desired theme.

wayfare
2010-12-24, 01:19 PM
Ok, so I'm fiddling around with spell selections, and I came up with this idea.

1) A druid variant that focuses on summoning and enhancing his animal companion. This druid gains spells that emulate the abilities of animal -- vigor to represent fast healing (instead of cure spells), camouflage, water breathing, poison, etc.

The spell list is below, but it looks a little thin to me. Any help is appreciated.

Level 1

Calm Animals: Calms (2d4 + level) HD of animals.
Camouflage (CD): +10 to hide checks for 10min/level
Charm Animal: Makes one animal your friend.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Hawkeye (CD): Gain +5 to spot checks and+50% to range increments
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.
Vigor, Lesser: Grants Fast Healing 1 for up to 15 rounds

Level 2

Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Decomposition: Festering wounds inflict 1 damage/round
Delay Poison: Stops poison from harming subject for 1 hour/level.
Hold Animal: Paralyzes one animal for 1 round/level.
Reduce Animal: Shrinks one willing animal
Scent: Grants scent special ability
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

Level 3

Beast Claws: Your hands become natural slashing weapons
Contagion: Infects subject with chosen disease.
Dominate Animal: Subject animal obeys silent mental commands.
Embrace the Wild: Gain animal senses for a a short time
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Vigor: Fast Healing 2 up to 25 rounds
Vigor, Mass Lesser: Fast Healing 1 for group, up to 25 rounds
Summon Nature’s Ally III: Calls creature to fight.
Water Breathing: Subjects can breathe underwater.

Level 4

Camouflage, Mass: As camouflage, but targeting group
Forestfold: +20 to hide an move silently while unmoving
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Infestation of Maggots: Touch does 1d4 Con damage each round
Natures Favor: One animal gains attack/damage bonus +1 per 2 levels
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally IV: Calls creature to fight.

Level 5

Animal Growth: One animal/two levels doubles in size.
Awaken X: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Dance of the Unicorn: Purifies small area
Insect Plague: Locust swarms attack creatures.
Summon Nature’s Ally V: Calls creature to fight.
Phantom Stag: Magic Stag appears for 1 hour/level
Plague of Rats: Summon plague of rats to swarm your foes
Quill Blast: Fire quills, inflicting damage and penalties
Rejuvenation Cocoon: Energy cocoon shields creature, then heals it
Vigor, Greater: fast healing 4 up to 25 rounds

Level 6

Antilife Shell: 10-ft.-radius field hedges out living creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Contagious Touch: Infect 1 target/round with chosen disease
Enveloping Cocoon: Envelopes target and denies save for attached spell
Find the Path: Shows most direct way to a location.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Summon Nature’s Ally VI: Calls creature to fight.
Tortoise Shell: Creature gains massive natural armor boost
Vigorous Circle: Fast Healing 3 to group for up to 40 rounds

Level 7

Creeping Doom: Swarms of centipedes attack at your command.
Curse of Lycanthropy: Target becomes a were creature
Summon Nature’s Ally VII: Calls creature to fight.
True Seeing M: Lets you see all things as they really are.
Slime Wave: Creates 15 foot spread of green slime

Level 8

Animal Shapes: One ally/level polymorphs into chosen animal.
Awaken, Mass: Awaken multiple creatures
Finger of Death: Kills one subject.
Phantom Wolf: Incorporeal wolf fights for you
Summon Nature’s Ally VIII: Calls creature to fight.

Level 9

Foresight: “Sixth sense” warns of impending danger.
Natures Avatar: Animal gains +10 on attack and damage, +1d8/level temp hp, extra attack
Phantom Bear: Incorporeal bear fights for you
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shapechange F: Transforms you into any creature, and change forms once per round.
Summon Nature’s Ally IX: Calls creature to fight.



2) A druid that focuses on elemental magic and terrain control. This guy gets cure spells, fireseeds, cometfall -- more of a blasty druid. Have not created the spell list yet.

Thoughts?

wayfare
2010-12-24, 02:56 PM
Ok, spell list is complete for the "blasty druid"

Level 1

Beget Bogun: Create tiny nature servant
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Omen of Peril: You know how dangerous the future will be
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Sandblast: Sand inflict nonlethal damage, stuns foes
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Wood Wose: nature spirit does simple tasks

Level 2

Barkskin: Grants +2 (or higher) enhancement to natural armor.
Body of the Sun: You emanate fire, inflicting 1d4+1 damage
Brambles: Wooden weapon gains +1 damage/level +10 max)
Briar Web: Area entangles creatures and does 2d6 damage
Chill Metal: Cold metal damages those who touch it.
Creeping Cold: Opponents take increasing cold damage for 3 rounds
Fire Trap M: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Tree Shape: You look exactly like a tree for 1 hour/level.
Wood Shape: Rearranges wooden objects to suit you.

Level 3

Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Diminish Plants: Reduces size or blights growth of normal plants.
Fire Wings: Gain flight and natural fire attack
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Remove Disease: Cures all diseases affecting subject.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spikes: As brambles, but higher damage and critical threshold
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Weather Eye: You can predict the weather

Level 4

Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Command Plants: Sway the actions of one or more plant creatures.
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Energy Vortex: Burst of energy damages foes
Flame Strike: Smite foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Murderous Mist: Steam deals 2d6 damage, blinds opponents
Reincarnate: Brings dead subject back in a random body.
Rusting Grasp: Your touch corrodes iron and alloys.
Scrying F: Spies on subject from a distance.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.

Level 5

Binding Winds: Air prevents target from moving, hinters ranged attacks
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds: Change wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to all death spells and negative energy effects.
Poison Thorns: grow thorns that poison attackers
Stoneskin M: Ignore 10 points of damage per attack.
Summon Nature’s Ally V: Calls creature to fight.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Thorns: Thorns damage anyone who tries to pass.

Level 6

Anger of the Noonday Sun: blinds nearby foes
Dispel Magic, Greater: As dispel magic, but +20 on check.
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Fires of Purity: Target bursts into flame
Ironwood: Magic wood is strong as steel.
Liveoak: Oak becomes treant guardian.
Miasma: Gas suffocates your opponent
Move Earth: Digs trenches and builds hills.
Repel Wood: Pushes away wooden objects.
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Tell: Talk to natural or worked stone.
Tidal Surge: Wave inflicts damage and bull rushes opponents
Transport via Plants: Move instantly from one plant to another of the same kind.
Wall of Stone: Creates a stone wall that can be shaped.

Level 7

Animate Plants: One or more plants animate and fight for you.
Changestaff: Your staff becomes a treant on command.
Control Weather: Changes weather in local area.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Fire Storm: Deals 1d6/level fire damage.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Sunbeam: Beam blinds and deals 4d6 damage.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True Seeing M: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast

Level 8

Control Plants: Control actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Earthquake: Intense tremor shakes 80-ft.-radius.
Finger of Death: Kills one subject.
Repel Metal or Stone: Pushes away metal and stone.
Reverse Gravity: Objects and creatures fall upward.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Stormrage: Fly and fire lightning from eyes
Whirlwind: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.

Level 9

Antipathy: Object or location affected by spell repels certain creatures.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Elemental Swarm: Summons multiple elementals.
Shadow Landscape: Make terrain more difficult, summon creatures to defend it
Shambler: Summons 1d4+2 shambling mounds to fight for you.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Sympathy M: Object or location attracts certain creatures.
Whirlwind, Greater: Massive destructive cyclone

To refine my concepts a bit...

Druid Version 1 (Wilder Druid)

1) Gains Wildshape
2) Gains Animal Companion
3) Gains enhancement bonus while in wild shape?
4) Uses spells that emulate animal characteristics, summon allies, or enhance natural allies
5) Gets fewer spells per day than normal (Caps out a 4 each spell level), Slower progression (as favored soul?)

Druid Version 2 (Elemental Druid)

1)No Wildshape
2) Gains spiritual companion that grants auras (persistent buffs, debuffs). little to no combat ability
3) Uses spells that manipulate or inflict damage with the elements, manipulate terrain
4) Gains standard druid progression from spells

Do these ideas sound like tier 3?

Prime32
2010-12-24, 03:41 PM
Would the Wildshape variant ranger work? If you want to improve the shaping, going into warshaper/master of many forms could all help that aspect.Wildshape ranger is listed as Tier 3. (http://brilliantgameologists.com/boards/index.php?topic=5293)

http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#ranger

wayfare
2010-12-24, 04:01 PM
Wildshape rangers are pretty great, but the goal is to create a Tier 3 druid similar to the tier 3 wizard options out there.

Btw, is there a tier 3 cleric out there?

Prime32
2010-12-24, 05:33 PM
There are some ACFs for shifter druids which replace wildshape with boosts to shifting. Try using those and removing the animal companion.

One modification I've considered is a Shapeshift druid who gets maneuvers instead of spells.

Timeless Error
2010-12-25, 05:52 PM
Btw, is there a tier 3 cleric out there?

Yes, the Village Priest (http://www.giantitp.com/forums/showthread.php?t=168918). Or at least, it might be tier three (several people protested that it was actually on either a higher or lower tier).

Goober4473
2010-12-25, 11:23 PM
Where do Spirit Shamans fall on the tiers? They seem to be druids without wild shape or animal companions, but with a little more versatile casting.

Roderick_BR
2010-12-26, 01:55 AM
Easy, quick, and cheap way (and not necessarily better): Give it a spell progression equal to the bard: from level zero to six. Just let it be able to cast 1st level spells from level 1. You can either let him prepare spells as usual, or give him a limited spell learning (just give it more spells known that the bard).
It changes the druid from tier 1 to about tier 3, making him only 2 classes, instead of 2 and a half class. Will cause severe whinning for nor being able to cast level 9 spells though, so be careful.
You could get some ACFs based on animal companion and wildshape, and add them on top of the normal stuff, to make up for the loss of spellcasting, if you want.

wayfare
2010-12-26, 08:17 PM
Hey all.

Updated the initial post:

Now contains an actual class
And a spell list
And new abilities

The idea is to create a druid that focuses on summoning allies to fight battles, buffing his allies with spells and class features, and inflicts a few status ailments on his opponents for fun.

Thanks for you help so far!

Whats Still Needed

1) Tier ranking for the class
2) Suggestions on spell list (what needs to be cut, what should i slip in?)
3) Tags for class features (Su/Sp/Ex/etc)
4) Fine tuning class features

--wayfare

Timeless Error
2010-12-26, 08:39 PM
Hey all.

Updated the initial post:

Now contains an actual class
And a spell list
And new abilities

The idea is to create a druid that focuses on summoning allies to fight battles, buffing his allies with spells and class features, and inflicts a few status ailments on his opponents for fun.

Thanks for you help so far!

Whats Still Needed

1) Tier ranking for the class
2) Suggestions on spell list (what needs to be cut, what should i slip in?)
3) Tags for class features (Su/Sp/Ex/etc)
4) Fine tuning class features

--wayfare

I like it! I'm no expert, but it seems around tier three in my eyes. The spell list seems just right for a tier three character (except for Shapechange, which is pretty abusable and is something you might want to remove). You did leave several things out of the class description, however: its casting stat, whether it prepares or spontaneously casts its spells, whether its an arcane or divine caster, its weapon/armor proficiencies, its skill points available, and its class skills.

wayfare
2010-12-26, 09:56 PM
I like it! I'm no expert, but it seems around tier three in my eyes. The spell list seems just right for a tier three character (except for Shapechange, which is pretty abusable and is something you might want to remove). You did leave several things out of the class description, however: its casting stat, whether it prepares or spontaneously casts its spells, whether its an arcane or divine caster, its weapon/armor proficiencies, its skill points available, and its class skills.

I'm thinking of Wisdom to cast (of course), and divine spells (both valid points)

I'm not really certain about prepared spells or spontaneous spells. Prep requires a fair amount of forethought because of the low number of spells. Maybe its just me, but I feel that spontaneous casting is a huge advantage

...on the other hand...

Spontaneous casting kinda fits the concept better -- you never know what you'll need for a particular fight, so that kind of versatility makes a sort of sense.

I could use some help on this, its a pretty tough decision for me

As for skill points, I'll stick with the standard 4 + Int and the druid list

Took Shapechange out, but could use some help filling its spot.

Thanks for the help!

kryan
2010-12-26, 11:10 PM
Traditionally, solid Tier-3 spellcasters have spontaneously casted from a small, fully-known spell list, with minimal ability to add to the list. That seems like a pretty good method for balancing casters nicely. That's for filling the summoning/blasty niches.

For those looking for a shape-shifty Tier-3 Druid, look no further than the Totemist (Magic of Incarnum), IMO.


Where do Spirit Shamans fall on the tiers? They seem to be druids without wild shape or animal companions, but with a little more versatile casting.
They're something of an anomaly on the Tiers. They have (by far) the best casting mechanic in the game, but it's debatable if the Druid's spell list, barring their other features, carries enough "oomph" to put them in Tier 1. They're very high Tier 2 or low-ish Tier 1, probably.

Timeless Error
2010-12-27, 09:19 AM
I'm thinking of Wisdom to cast (of course), and divine spells (both valid points)

I'm not really certain about prepared spells or spontaneous spells. Prep requires a fair amount of forethought because of the low number of spells. Maybe its just me, but I feel that spontaneous casting is a huge advantage

...on the other hand...

Spontaneous casting kinda fits the concept better -- you never know what you'll need for a particular fight, so that kind of versatility makes a sort of sense.

I could use some help on this, its a pretty tough decision for me

As for skill points, I'll stick with the standard 4 + Int and the druid list

Took Shapechange out, but could use some help filling its spot.

Thanks for the help!

You might want to edit your original post and insert that information.

Regarding the casting mechanic, I think spontaneous casting is actually generally considered inferior to knowing your whole spell list and preparing like a wizard or cleric. In my opinion (again, I'm no expert on this), I think it would be safe to let it spontaneously cast its entire spell list like a beguiler or dread necromancer, since its spell list is limited enough (as suggested by kryan).


For those looking for a shape-shifty Tier-3 Druid, look no further than the Totemist (Magic of Incarnum), IMO.

I've seen some people categorize the totemist as a tier four.