| Post/Author/DateTime | Post |
|---|---|
| #1iplaywithdrumsDec 16, 2008 3:12:38 | I'm looking at a DnD 3.5e gauntlet start starts at level 9 and starting gold is 9th WBL. PHB races only, and the stats I have to distribute are: 17, 16, 14, 13, 11, 11. Normal multiclassing penalties. Only approved book is the SRD. I'm looking for a min-maxed melee-specialized shapeshifting druid(zilla?). I was thinking about using a dreamshifter druid running the beast spirit variant (for the +wis in shifting and buffs from the spirit). Maybe taking natural spell, various natural attack boosting feats, and improved grapple. Maybe adding in mineral warrior? (Not sure if templates are in the SRD or not...) We are allowed a max of 1 flaw and 1 trait. Also, this character will not be given exp, so it will not level up. Thanks for your help and time in advance. Nothing so far is banned, and the DM is cool with just about anything that can possibly fit under the SRD/PHP. EDIT: Maybe multiclass with cleric? |
| #2neraagileDec 16, 2008 3:52:48 | I'm looking at a DnD 3.5e gauntlet start starts at level 9 and starting gold is 9th WBL. No, never multiclass. Druids are perfectly fine single class (actually a lot better single class...) the Druid Handbook should give you all you need. |
| #3iplaywithdrumsDec 16, 2008 4:13:20 | I actually read through the entire handbook. However, most of the relevant information is not actually from core. That said, which wildshape form would be more beneficial? The polar bear, or the giant octopus? (I also notice now that shifter races aren't core either, so I guess human it is for the druid) Also, how does the Wild Reaper variant hold up? |
| #4neraagileDec 16, 2008 9:26:18 | Wild Reaper? Where is that variant? Usually Druids are very strong without the use of any variants, in fact, most variants usually makes them weaker. Human is the way to go: Stats: Str: Dex: 14 - Because a high initiative is always nice. Con: 16 - due to the newest Wildshaping you want a fair amount of constitution. Int: Wis: 20 (17, + 2 level, +1 Tome of Understanding) - this is your casting stat, and one of the few of actual importance, since Wilding Clasps isn't available, you won't be able to benefit from items. Cha: The rest of your attributes you can arrange as you see fit, Strength doesn't really matter when you are wildshaped, and both Int and Cha don't bring a whole bunch to the table either. Feats: 1st: Spell Focus (Conjuration), Human Bonus: Augment Summoning - this'll give you some nice bonuses on summoned creatures. Flaw: Shaky, for Extend Spell. 3rd: Improved Initiative - Once again with initiative ![]() 6th: Natural Spell - This is a must. 9th: Flyby Attack/Multi Attack - Depends on what you're most likely to encounter in the gauntlet, Flyby will allow you to pick at the melee classes with your Direbat form without them getting a big chance to strike back/Most of your forms with more than one natural attack will love Multi Attack as it will reduce the penalty on your attack rolls during a full round attack. Animal Companion: Dire Bat is available at level 4, a solid choice. With the extra HD you should be able to get Flyby Attack. Brown Bear a solid attacker and grappler. Wildshaping: Dire Bat: Gives you flying and a decent base AC (which you can then boost with your spellcasting). This very good against melee classes as you'll stay in the air and just bombard them with spell. Polar/Brown Bear: for just dishing out a can of crumpled cranium, the polar/brown bear is your choice of form, remember improved grab, this is very good against squishy casters if you can cast Summon Nature's Ally beforehand to distract them, while you close in for the kill. Dire Lion: this is also a good choice, has nice stats and Pounce. Spells of Note: Level 1: Entangle - A solid spell, and very good if your opponenet does not have Freedom of Movement. Level 2: Barkskin Bear Endurance Bull's Strength These three spells are what you should be starting out with casting, share em with your animal companion and off you go. Owl's Wisdom - you may need to increase your Save DC's, and this is the way to go. Level 3: Greater Magic Fang - Once again, a spell you want to share with your animal companion for extra rearend kicking. Level 4: Summon Natures Ally IV - This is a lovable spell, get yourself a Unicorn and you won't have to worry about HP for a while, and with Augment Summoning it makes for a decent addition to your attack force. Dispell Magic - Allows you to strip your of his buffs. Freedom of Movement - A solid defense against a lot of spells that could otherwise be very detrimental. Level 5: Animal Growth - Can you say big Animal Companion? This is a very good spell to boost your animal companions strength as the increase in size category will give it +8 strength and +4 con. Also solid on a summoned animal, and remember it stacks with Augment Summoning because it's an untyped bonus. Summon Natures Ally V - if you thought one Polar Bear was enough, try two! Baleful Polymorph - A save or die which could end the fight with the Wizard very quickly (Fortitude Negates) Death Ward - Could be useful, but seeing as you have a good fortitude save, I very much doubt it will be a very big oomph; you could always use the slot to spontaneously cast SNA V. Items: Tome of Understanding - 27 500 Gp, +1 Inate Bonus to wisdom, meaning you benefit from it even while wildshaped. Strategy: Against casters you'd probably want to cast dispell magic as quickly as possible, hopefully taking out a majority of their buffs. Send your animal companion charging if possible and start laying the smack down on him. If it's a wizard you'll probably be able to end it with Baleful Polymorph if you do a targeted Dispel against his Cloack of resistance. Against melee combatants, doesn't matter if it's Polymorphing Wizards or Divinely Powered Clerics: turn into a Dire Bat, fly around throwing spells like Summon Nature's Ally V and buffs, cast dispell magic to strip them of magic items and or buffs, then watch them getting beaten to death by your minions while you cackle maniacly. |
| #5KruskDec 16, 2008 11:50:44 | Dex: 14 - Because a high initiative is always nice. The rest is solid advice, but I say against this one. Dex doesn't matter either, because by level 9 you will be wildshaped 24/7. I say put the 14 in int, for some extra skill points. |
| #6iplaywithdrumsDec 16, 2008 11:55:53 | I keep looking outside of the SRD, haha. The wild reaper was in Dragon #311, and it basically gave fast healing, ability damag healing, and some other nice perks, at the cost of 2 skill points a level. Thanks for your help. How about Improved Natural attack instead of multiattack or flyby? |
| #7ChristopherGrovesDec 16, 2008 11:57:11 | I'm not sure I follow on the books allowed ... SRD only ... yet "feral template" ... "dreamshifter" |
| #8iplaywithdrumsDec 16, 2008 12:01:49 | Feral template was never mentioned. Dreamshifter was a mistake. Only the SRD linked is allowed.Also I don't think the level 9 druid would quality for multiattack since the prerequisite is 3 or more natural attacks. |
| #9xcirrusxDec 16, 2008 12:08:52 | yea i didn't get that either |
| #10neraagileDec 16, 2008 12:23:14 | The rest is solid advice, but I say against this one. Well, I'm just making sure it's not one of those "No Down Time" type things: if you have no down time, get the extra Dex, if you have Downtime you won't care. Also I don't think the level 9 druid would quality for multiattack since the prerequisite is 3 or more natural attacks. I distinctly remember a FAQ where the question was raised whether you could temporarily meet the prerequisites for a feat, and then take it. The answer was yes, however you would lose the benefits of the feat the second you no long had the prerequisites. I'll see if I can find it. |
| #11iplaywithdrumsDec 16, 2008 12:29:35 | Nevermind...goofed. |
| #12neraagileDec 16, 2008 12:41:15 | How about Improved Natural attack instead of multiattack or flyby? While Improved Natural Attack is a very useful feat, it just doesn't carry the same amount of force behind it as say Multi Attack or Flyby. Flyby although for a specific form, gives you the means to further decimate any melee build you come up against. While Multi Attack gives you a better chance of hitting, if you want the extra damage, go Power Attack first. |
| #13iplaywithdrumsDec 16, 2008 13:16:55 | While Improved Natural Attack is a very useful feat, it just doesn't carry the same amount of force behind it as say Multi Attack or Flyby. Flyby although for a specific form, gives you the means to further decimate any melee build you come up against. While Multi Attack gives you a better chance of hitting, if you want the extra damage, go Power Attack first. Is there a link that I can show my DM that shifting into a form with multiple attacks and/or fly speed qualifies me for either multiattack or flyby? |
| #14ChristopherGrovesDec 16, 2008 13:24:58 | Complete Warrior p16 ... but that talks mostly to using items and other means to qualify for PrCs |
| #15neraagileDec 16, 2008 13:49:40 | The Official FAQ, Page 46, second question, left-hand column. |