Green Paws
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Quick feedback on the first few things:
Making access to other languages more difficult is interesting. Only issue I see is that it could cut interaction with NPCs, in favor of even more combat.
The language thing is particular to the way I run my games, for sure. I wouldn't generally introduce a language conflict if I didn't think something interesting could come of it, but if I did want to use it as a tool, I like there being a gray area between "I spent one rank in Linguistics so now I speak orc suddenly" and "I have no way to communicate".
Applying undercasting to more spells absolutely makes sense. It gives summon monster / nature's ally yet another boost, though.
This is certainly true, and summon focused builds can already be very powerful. But the intent here is to allow such builds to build versatility into their spell list, and encourage them to solve some problems in ways other than summoning. It seems to work with my players, but obviously YMMV.
Your druidic classes rather seem to be archetypes than alternate classes, since the majority of features is unchanged.
Because of the drastic change to spellcasting in particular, they felt more akin to the rogue/ninja and cavalier/samurai than just a regular archetype, but I did write their text in the style of archetypes. The distinction is kind of arbitrary anyway I think, but you're not wrong.
