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| #1jonderaJun 25, 2008 22:53:51 | No pun intended... but she is a little druid. I'm working up a 3rd level Strongheart Halfling druid (True Neutral) for an FR aquatic (pirate ship) campaign. I convinced the DM to let me swap woodland stride and trackless step (which are moderately useless on a ship) for a Swim speed at my base land speed as a level 3 class ability. I'm looking at the "Stormheart" regional feat from PGtF, but I'm somewhat nonplussed as to what to take for her other two feats. At this point, I'm figuring that I'm going to go straight Druid 20 (Or however far we actually get...), and obviously level 6 feat is Natural Spell... but again, I'm a bit unsure of what to take after that. All things considered, I'd like to focus more on weather control than on summoning or wild shaping... yes, it requires higher level spells, and may be a sub-par route, but it fits thematically... and it's not like I'm going to be gimped against the rest of the party anyway. I've also tied myself into a Dolphin animal companion. Allowed sources are PHB, PHB2, and all FR books... which puts a few limits on the normal druid sources. Any advice on what feats, skills, PrCs, and/or spells would be worth considering? EDIT: Oh yes, last bit of character creation info: Stats are 10, 12, 14, 14, 16, 18, and we get 2,700 starting gold. |
| #2jonderaJun 26, 2008 18:32:18 | Anybody? |
| #3varisangelJun 27, 2008 2:33:30 | I'm not one of the typical CO guys, but here's my take. Stats: Str: 8 (10) Dex: 14 (12) Con: 14 Int: 16 Wis: 18 Cha: 14 I put a higher int than con mainly because you wanted more of a caster druid, and you don't plan on wildshaping into melee often. Seagull casting spells from above the crow's nest, maybe? As for feats, the Stormheart feat fits the character just fine (giving her a little more flavor). Again, since you're going more caster, I would probably go extend and persistant spell. You could also go with crafting feats or maybe spell penetration. Druids get lots of spells like Fog Cloud, Gust of Wind, Control Weather, etc. that are really useful for sea campaigns. In the end, I think your spell selection will be more important than feats or skills. |
| #4xelloss_ssjJun 27, 2008 7:13:59 | I can't say much about spells, since I usually take them from the complete series and the spell compendium, the last of which you don't seem to have access to. As for feats: companion spellbond from phb2 would usually be a good feat, but if you move a lot in battle the given range may not be enough. it is still good for healing both of you in battle. depending on the rest of the party scribe scroll might be quite useful: with this you can avoid to prepare once in a lifetime spells while not spending too much. fast wildshape and swift wildshape were useful feats from cd and cc, and now there's an item in complete champion that makes them obsolete giving them for a few gps: it would be really good if you could put your hands on it, a pity the book is not allowed. if you want to focus a bit on summoning the classic route spellfocus conj and augment summoning are always good. extend is a useful feat for a druid and empower is a good too, especially since you can use it with poison and other things like that: since you won't be focusing much on summoning or wildshaping you'll probably use some blasts, so it'll be nice to have. |
| #5aelryinthJun 27, 2008 16:51:31 | The two classic spells that Druids take, after Natural Spell, is Extend Spell and Augment Summoning. After that, tailor it to your Campaign. Spontaneous Healer for the Vigor spells might be to your advantage. ---Aelryinth |