| Post/Author/DateTime | Post |
|---|---|
| Trevor Goodchild12-24-05, 04:39 PM | Sigh. I seem to be falling into the ruttish trend of things these days of asking for entire builds. Normally I would just ask for advice, but I honestly have no idea what I'm doing. There's a tournament-like game going on, and of my team of six (I did the other five myself, don't worry) I have everyone done except for my main divine caster: my druid. Since this is my first ever druid, on top of the fact that one of the rules of the tournament is that SUMMONING IS NOT ALLOWED, I'm curious if I should ditch the druid and just build a cleric. But that wouldn't be any fun. Anyway, this druid already suffers from meta-nerfs, like the aforementioned summoning rule and the fact that I own three of the four complete books, CD being the one I am missing. So 3/4 of the completes, the Fiend Folio, Lords of Madness, BoVD, Magic of Incarnum are all at direct disposal, and I have access to Draconomicon (and I'm lending out my CAdv so I don't have direct access to it). I would like to say that I am not very inclinced to go into any presitge classes though. Any help given is wonderfully appreciated. Thank you all. |
| PhoenixInferno12-24-05, 05:37 PM | Druid 16 and get Draconic Wildshape. Wild Shape into a Young Shadow Dragon and carpet bomb the arena with negative level breath attacks. |
| Trevor Goodchild12-24-05, 06:06 PM | You just reminded me: I also have every monster manual available. Which brings me to ask, where is the shadow dragon from? (Thanks for the idea though. 2 of my builds already incorporate negative level madness, and this can only help!) |
| PhoenixInferno12-24-05, 06:12 PM | Shadow Dragons are in a Forgotten Realms book which you may or may not have. It might also be in the Draconomicon, but I don't have it handy right now. |
| Moon-Lancer12-24-05, 08:57 PM | I am going to assume that you dont have many books or that this isent a human charicter 1. Multi attack 3 improved initiative 6: natural spell 9: mobile spell casting (you need a high con form to pull this off) 12: Dragon wildshape: 15: Steady concentration or quick wildshape if your human take some magic improving feat. |
| Trevor Goodchild12-25-05, 03:55 PM | Where is mobile spellcasting from again? Oh and I forgot to mention, he will be a human. Thank you all again! |
| Moon-Lancer12-25-05, 04:23 PM | mobile spell casting is in compleat adventurer. You said you dident have compleat divine so i figured you had c:adv. it lets you take a free move action along with the casting of your spell. You need to make a concentration check of 25+ spell level while casting def. Or 20+spell level normaly to take the free move action. its hard to explain. read the feat. It works well with dragon form so you can get lots of movement through flying. Most dragons have at least 100 feet of movement. I am going to assume that you dont have many books or that this isent a human charicter 1. its really your pick at this level. Most of the good feats can only be taken later on so they bunch up and you have to make a choice. I might take multi attack or power attack or something cool. You can get power attack from elementals, but you wont have that for 2 levels. Multi attack is alwayse good. Its good for dragon form becuse they have so many secondary attacks. Nice if you can buff your attacks with posion or something that does damage. if you have boed you could take some good feats at level 1. 3 improved initiative: So you can use wildshape before your oponents attack. all round usefull feat. 6: natural spell: yeah... 9: mobile spell casting: in compleat adv. Makes you a awsome hit and run Caster if you have a high speed form. 12: Dragon wildshape: Lets you gain lots of cool abilities from dragons in draconomicon. This is were the feat is. 15: Steady concentration or quick wildshape Take quick wildshape if your going to start combat non wildshaped. Take steady concentration if you want to be consistent in mobile spell casting. Steady concentration is in Races of stone. Quick wildshape is in compleat divine. Steady concentration lets you take a 10 on concentration checks. Quck wildshape lets you wildshape as a move action. Let me know if you cant use these books or need something else. Ask your dm if you could hold rods of metamagic in your teeth or something so you can use them in dragon form. Metamagic rods will really help your spell casting. This is a hit and run druid. If you want a Tank druid, take power attack and multi attack as your first feats. use Legondary animals and dire bear. If you want to be a better caster, take metamagics or feats that help your spell casting at level 1. If you can use boed, you may try to fit in exalted wildshape, maybe nimphs kiss or intutive strike becuse dragons dont have awsome attacks. if your human take some magic improving feat. |
| Bakrin12-31-05, 12:49 AM | Race: Jermalaine (sp?) (MMIII), +0LA, +6 Wisdom. If you can use savage species, go for Anthropomorphic bat instead, as it still has the +0LA and +6 wis, but no charisma hit. Max Wisdom, then balance int and cha as desired (mainly to make sure you aren't struck down by drain of either stat). Ignore physical stats as they are replaced during wildshape. I'd go level 1 Fighter, level 15 Druid, since elemental wildshape isn't very usefull compared to other forms you can take. Use thousand faces to change into splinterwaif(MMIII). You get the racial bonus feats Improved Initiative and Weapon finesse for free, and thanks to the faq clarification, they are kept through wildshape. So you now have improved init for free. (Note that Anthropomorphic bat cannot change into a form with this feat.) 1. Improved Toughness (Complete Warrior, fighter bonus feat), Power Attack An extra 16 hitpoints, in all forms, might save your butt. If you go bat, you can pick between improved init and power attack, which combines well with the next feet: 3. Intuitive Attack (Exalted Deeds) Allows you to use your wisdom bonus instead of str/dex bonus on attack rolls using simple or natural weapons, requires: good alignment, +1 bab. Essential to insure you hit, as the cryohydra has lower strength than you have wisdom. 6. Natural Spell A given, and since your 5th level druid at this point, you can still take it. 9. Improved Natural Attack (Bite) Really shines with the next feat. 12. Frozen Wildshape (Frost Burn) Allows you to wildshape into magical beasts with the (cold) subtype. Take a look at the 12-headed cryohydra in MMI. You do 36d6!! damage w/breath weapon every 1d4 rounds. Requirements is bab +6. Nice con to boot, though you don't get the fast healing. 12 attacks a round also let you make full use of the improved bite and power attack. 36d6 + (6 * str mod) + (12 * power attack sacrifice). 15. fast wildshape Fast wildshape allows you to change form as a move action, enabling a form change and attack in the same round (Very nice opening move with cryohydra.) Equipment, if you can choose, should all go to maxing wis and wildshaping armor. If you can aford it, a necklace of natural weapons would be intense. Though alot of emphasis is placed on the cryohydra in this build, all of the above feats are useful in their own right. You might consider subbing Frozen Wildshape with Draconic Wildshape and improved(bite) with Lingering breath (deals half again the breath weapon damage done in the last round), if you don't want to go hydra. Hope this is helpful, and good luck with the tournament! |