A little help on a druid build

Post/Author/DateTimePost
#1

gadeschaos

Nov 03, 2011 4:40:43
I'm starting a new campaign with some friends and i wanted to try a druid (mainly shapeshifter) so i came up with this build since the dm made some rules:
1) No dinos ( so sad T_T)
2) No aberration wild shape
3) No shifter race
4) No planar shepard
5) No flaws

What i came up was this build, we're starting at level 3 so i looked for something that could be useful also at lower levels:

Human NE :
Feats
1) Greenbound summoning
2) Ashbound
3) Combat Casting
6) Natural Spell
9) Initiate of Nature
12) Dragon Wild Shape 

I didn't look for lv 15 and 18 feats since it will be a long time before we get there, if we even get there before finishing the campaign.

The doubt i had were about combat casting ( couldn't find a good lv 3 feat) and about the mold touch spell you get with initiate of nature, i read it interacts with fire for good damage but how?

Any suggestions for maybe better feats or for some good prc? 
#2

dumah87

Nov 03, 2011 4:47:43
community.wizards.com/go/thread/view/758...

I'd take Elephant Hide or Assume Supernatural Ability for my 3rd level feat
#3

gadeschaos

Nov 03, 2011 4:53:05
I looked at that but i was still undecided, basically cause i couldn't find the shapechange thread mentioned for choosing Assume supernatural ability.
Also is it possible to get that feat even if you can't shapechange in that creature yet?
I can't take elephant hide at 3 since it requires wild shape ability into a large creature.

Another thing about multiattack that i didn't fully understand, it's only useful in a full attack since i get to use all natural attacks of the creature i transform into right?
But given the stats of the creature on the monster manual, i basically make the first natural attack and then the others listed with -5 (-2 with feat) under the full attack routine of the creature?
#4

Krusk

Nov 03, 2011 10:33:14

Id take spell focus at 3, so you can work augment summoning in somewhere. No one can complain when you summon bigger stronger stuff, even if that isn't your main thing. 

#5

gadeschaos

Dec 02, 2011 2:39:22
Ok update, campaign started and i managed to convince my DM on allowing me some things that were not allowed. So the new build starting build ( lv3) is this: 

Human Druid NE:
1) Greenbound summoning ( and they proved to be absolutely broken in the first two sessions)
1) Ashbound 
3) Nightbringer Initiate

at 6 i will start planar shepherd with favourite plane Mabar ( basically a copy of the plane made on the DM setting).
i was thinking now for the new feats:
6) Natural spell ( it's useful but i don't know now since i can change into humanoid forms that can talk with the PS so do i still need this ? )
9) Leadership ( i was thinking of getting a cohort by level 9, or six if i don't take natural spell, so what could be a good suggestion for a druid cohort? i was thinking of an arteficer for wild clasping all my equip for getting use of it in wild shape)

Also, looking at the creatures of mabar, what templates could i add to my animal forms? I think shadow is pretty obvious but others? 
#6

Krusk

Dec 03, 2011 8:24:38
You will be a planar shepard with leadership? You really will have a hard time not blowing the rest of the PCs out of the water as is. Can I ask what they are playing, just for a frame of reference? It sucks for everyone when one guy shows up with a wildley different power level than the other PCs. Whether he is way too high or low.  

Take natural spell at 6. Pushes leadership back, but you really do want to be wildshaped 24/7 asap and natural spell makes that happen.   
#7

gadeschaos

Dec 05, 2011 1:44:12
Well, there's a weretiger factotum, a psion witch i dont' remenber the race, a beguiler, a barbarian (going for the leaping charge style)  and a truenamer.
Anyway, talked to the DM for leadeship and said no basically cause there's already too much people on the party for not making combats too long ^^

Ok for natural spell at 6, any suggestions on feats after that than?
Also no info on templates i can use before getting outsider forms? 
#8

Krusk

Dec 05, 2011 11:18:21

Feats 



  • greenbound summoning

  • ashbound

  • 3 nightbringer initiate

  • 6 natural spell

  • 9 Spell focus conjuration

  • 12 Augment summoning

  • 15 Beckon the frozen (Frostburn)

  • 18 Draconic Wildshape (draconomicon)


For more advice read up here http://www.minmaxboards.com/index.php?PHPSESSID=qo6q5mfsfathqqvam238r889k7&topic=940.0


As for the other guys, the psion might be on the same level as you. the barbarian and beguiler will still have fun, especially if they want a low complexity class. The truenamer doesn't work and 1-im curious how your DM plans to house rule it, or 2- Watch them once you hit level 10, and note how often they are successful at things. The weretiger factotum will probably enjoy himself, and hopefully won't notice how little he is contributing. 


You might want to consider helping them beef up their builds a little bit, if this is what you plan to play. 

#9

gadeschaos

Dec 06, 2011 2:18:48
I'm helping the barbarian and the beguiler on their build since they are new do 3.5 ( but experienced on Ad&D), i suggested the barbarian a leap attack/ shocktrooper charging build and he seemed to like the idea, and i'm helping the beguiler with feat selection and tricks on build ( like taking a dip at lv 7 delyaing getting the off school spell). 
Me and the psion are the more experienced player so we choose a little more complex classes, and the psion choose the shaper school for having some golem fun.
The weretiger is already having fun, just cause he like the idea of doing basically everything, and the weretiger is really powerful at low levels.
The truenamer is there basically for the fun of shouting random words and doing things, not for the power of the class, and basically it's playing more for having some fun evening with friends than for other things so he choose a class that could lead to some strange moments.

Thanks for the help, i'll look at the topic you linked