Best spell/item/skill choices for a Conjuror 3/ Druid 3 [Archive] - Wizards Community

Post/Author/DateTimePost
RadicalTaoist

11-01-04, 01:23 PM
Race is Changeling. RPing angle is that I disguised myself to infiltrate and con the secrets of masterful summoning out of the Ashbound sect (allowing access to that nice feat), now I have to travel and live under an alias to keep angry druid eco-terrorists from coming after me. Planning to be a Mystic Theurge using summoner tactics. Have the Ashbound, Spell Focus (conjuration), and Augment Summoning feats. Eberron campaign setting, char lvl 6 (obviously) and haven't chosen skills or items yet. Want to fill out spellbook first.
Suggestions?
MetalGemini

11-01-04, 09:27 PM
I had a player with Transmuter 2/Druid 3 a while back. It wasn't too bad until she realized what wild shape could do! Then she started regretting the wiz levels because they just slowed down her druid progression. So I'll caution you on the same thing. Wiz/Druid is a great Mystic Theurge, but make sure you don't want to pursue the wild shape (which kicks *ss).
UMiskatonic

11-01-04, 11:02 PM
Having access to two spell lists greatly improves the utility you can get out of Scribe Scroll and Craft Wondrous item. I'd consider taking both of those soon. Persistent caster is also a must have. Track isn't bad either, it comes in handy ALL the time. Whatever feat allows full round spells to be cast as standard actions (complete divine) is also quite good. Without it, you'll need huge amounts of Concentration. (not bad anyway) Skill focus concentration is generally better than combat casting when you look closely at them.

Mystic Theurge is, well, where you should go. Geomancer is also worth a look, but probably not as good. Spellsword would reduce your armor check penalty, which might be good, but you will have trouble finding excellent non-metallic armor that doesn't have huge spell failure. I'd go with leather armor, and call it a day. You can sleep in it, so that's good.

However, between mage armor, shield, and barkskin, your armor class will be okay.

What kind of stats do you have? My guess is that you have good casting stats, and not too much else. Try to get a magic item that helps with your mobility, you won't be tough enough to really dish it out.

Quarterstaff fighting is probably the best way to go. With one feat (TWF), and a few buff spells like bull strength and spikes, you'll do okay.

Take a number of spells that help other party members. If you end up somewhere that summoning doesn't work, you'll be glad you have them. Also, your spell DC's will be a bit weak. You might be happier with battlefield control spells like grease, entangle, web, and briar web. This is actually a really good way to go. Set up the battle for your party members by fixing the terrain to your advantage. Then summon something to do the heavy lifting.

FYI, make sure you know the summoned creatures lists IN AND OUT. You need to know without looking that Thoqquas are effective against invisible opponents. No one is more annoying than an unprepared summoner. Have stats for the augmented creatures indexed, filed and ready.

Have fun,
UMiskatonic
scrollreader

11-02-04, 08:21 AM
He already has scribe scroll, from his wizzie levels.

TAKE THE VARIANT CONJURER FROM UA

Seriously, if your DM is at /all/ amenable to the idea (or can be bribed, with a good/great background, story, snack duty, logging and mapping, IC journals) take the Summonings as a standard action option from UA.

Item creation can be good, if your DM allows time, and you don't have an artificer or another crafter in the group. Personally, though, I'd recommend further summoning feats. Beckon the Frozen, Rashemi Elemental Summoning, and so on.
LordKiwi

11-02-04, 11:35 AM
Take the variant druid from UA.
You loose:
Wildshape (Which you won't get anyway)
Armour/Weapon proficiencies (Which you probably won't use)

You gain:
Wis to AC (Nice for a druid/wizards with high Wis and no Armour)
Fast movement (All wizards should be able to run quickly. Useful when you combine it Standard action summons.)
Favoured enemy and track (Why not)

None of which are essensial but they are nice additions and don't really cost you anything.

Lord Kiwi,
RadicalTaoist

11-02-04, 02:37 PM
Considering that my DM was nice enough to offer each of the players a free 18 into one of their attributes (I actually had to *turn him down*, telling him I would pwn too much) I don't think a druid and a conjuror variant should be much trouble.
I've gone through all the summon lists I have (Fiend Folio, PHB, and Book of Exalted Deeds) to find which summoned creatures can heal, so as to expand my party support options. Any good summon monster/summon nature's ally combos anyone knows of? And what should those last 4 levels be? I was thinking Archmage.
MoonWizard

11-02-04, 05:08 PM
I agree with UMiskatonic on his points, so I'd follow them. Especially with knowing the summoning list...write down what monsters can overcome specific DRs.

Some particular recommendations:

I like a Lesser Metamagic Rod of Extend Spell (3000 GP) to use with Creeping Cold (CD) for 12d6 Cold dam (2nd lvl). It can be your main "ranged attack" with this character. I'd choose CC 3 times. Combine it with an Empowering metamagic rod for 18d6.

Animal Growth is a nice 5th lvl druid spell. It works best when you summon a bunch of weaker animals because you'll get more mileage from it. 1d4+1 Animal Growth-ed Dire Wolves is a nice combo.