| Post/Author/DateTime | Post |
|---|---|
| Stule08-28-05, 02:32 AM | Hey guys. One of my players is making a Druid Character. I am letting him start at 13th (I run a high level game.). He asked me what would be the best feats to have for a Druid. Anyone have any suggestions? I found Fast Wild Shape and Extra Wild Shape which look pretty good. Are there any others that you can suggest? |
| Jell_Moo08-28-05, 03:19 AM | Natural Spell. That's it, everything else is just gravy. |
| ShadowDragon868508-28-05, 03:29 AM | It depends on whether or not he wants to be a Wildshaping physical monster, or a summoning minionmaster. That said, Natural Spell is still nessessary. |
| allenchan08-28-05, 03:31 AM | Seriously. They should just change Druid to say "Instead of choosing a feat at 6th level, you instead recieve the ability Natural Spell" :P |
| Stule08-28-05, 03:49 AM | Natural Spell? Which book is that in? |
| TheChilliGod08-28-05, 03:53 AM | The Players Handbook. :embarrass |
| Stule08-28-05, 03:57 AM | LMAO!!! Thanks!! I shoulda seen that! :D |
| Tiruvel08-28-05, 05:00 AM | Seriously. They should just change Druid to say "Instead of choosing a feat at 6th level, you instead recieve the ability Natural Spell" :P Agreed! :D |
| Ankalagon08-28-05, 06:47 AM | Excuse the condescension but. Tell him to give an outline of what he wants his character to be (he picked druid after all) and then THAT will dictate the feats. Otherwise your looking at a 13th lvl powermad druid which is kind of an oxymoron at least IMHO. |
| MarkB08-28-05, 08:03 AM | Augment Summoning is good if you're going to do a lot with spontaneous summoning spells, but the prerequisite is annoying - there are just far too few spells in the Conjuration school that get any benefit from Spell Focus. |
| Malice Duskblade08-28-05, 08:05 AM | I personally was rather surprised that Races of the Wild didn't have any really good feats for druids. This book does gives druids some real armor choices (finally!), but the spells are dissapointing. Battle casting gives you a +2 dodge bonus when casting spells. Personally, I find casting defensively works well enough to not need this feat. Magic of the land is a nifty thought, healing 2 HP per spell level when in natural settings. With a mass cure light wounds or mass bull's strength, that's 12 free hit points to each recipient. If you are going to spend a lot of time in natural surroundings, this could be a handy feat. Yondalla's sense lets halflings add their wisdom bonus to initiative checks, so it would only be helpful for your druid if he were a halfling. Coordinated strike gives you a +1 attack bonus as long as you and your animal companion are attacking the same target. I personally think this might be more useful than weapon focus. I also think there was some good stuff in Complete Divine, but I haven't had access to it for a while. |
| Adlar Hodge08-28-05, 08:43 AM | at 1st level: TRACK Druids already get a bonus to Survival checks, and with their smaller class skill list coupled with their skill points per level it's very common for a Druid to max out Survival...thus making Track and awesome choice at 1st level (especially if no one is playing a Ranger). after that look at Eschew Materials, Natural Spell, Fast Wild Shape, and the [Wild] feats in the Complete books. |
| Dichotomy08-28-05, 09:46 AM | 1. Isn't this question off-topic for this forum? 2. Fast Wild Shape and Extra Wild Shape are pretty much crap (unless you are very limited on books allowed). 3. You want to know about druids? Read this thread (http://boards1.wizards.com/showthread.php?t=465005). |
| Stule08-28-05, 11:23 AM | Sorry if Question is off Topic. I am a DM and the player had a question. So I asked for advice. I will be more careful in future. Thanks for info! :D |