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| #1redmage101Nov 02, 2010 22:53:38 | *All 3.5 D&D books are open. Hello! I'm new to this min/max stuff and it's very exciting for me. Now, green behind the ears child-like glee aside, I'm asking for help. I want to get a druid that is heavily focused on wild shape / shape changing / etc I of course want him to be good at what he does, so I've been "googling" this for the last hour or so now, and I've seen a few races that I've considered. RACES IN CURRENT CONSIDERATION *subject to change Warforged - The -2 wisdom seems to hurt, but the +2 to con and immunities to all of those effects just seems great! Plus the Ironwood body feet looks really fantastic, for the static + to AC, If I'm understanding it. Human - This one is just kind of obvious, I guess. You get an extra feat and more skill points. It's hard to go wrong. Shifter - I have not been able to dig up too much about these guys and druids, but I just assume that shape-shifting and a Shifter race just go hand in hand. Though low-light vision, and their +2 to various checks seems useful, to a degree. _______________________________________________________________________________ So, my first thought was that I wanted to go 20 druid, or 19 druid / 1 monk. I was thinking going into two monk would be a good drop for the additional AC while shape-shifted. But, I'm going to put down a few feats I've found that I think are good, once again, please tell me if you see any room for improvement! POSSIBLE FEEATS: Assume supernatural ability - Savage species "Benefit: You learn to use a single supernatural ability of another kind of creature while assuming its form through a polymorph self spell or a similar effect. The saving throw DC against this ability is based on your ability scores, not those of a standard creature of the kind whose form you’ve assumed. For a breath weapon, the saving throw DC is 10 + your Constitution modifier + 1/2 your Hit Dice (rounded down). For all other super natural abilities, the saving throw (if any) DC is 10 + your Charisma modifier + 1/2 your Hit Dice (rounded down). If a creature, such as an undead, has no Constitution score, use its Charisma modifier or its Constitution modifier(+0 for a nonability), whichever is higher, to determine the save DC. Using this alien ability is disorienting. You take a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. Additionally, in a stressful or demanding situation (such as combat), you must succeed on a Will save (DC 19) or be unable to use the ability. Normal:Without this feat, you cannot use the supernatural abilities of a creature whose form you assume." Improved assume supernatural ability - Savage species Prerequisite: Wis 17, Assume Supernatural Ability, ability to assume a new form magically. Benefit: This feat functions like Assume Supernatural Ability, except that you do not take the –2 penalty on allattack rolls, saves, skill checks, and ability checks when using it. Special: You can take this feat multiple times, but you cannot apply it more than once to the same special ability. Each time you take this feat, it applies to a different special ability. Quick change - Savage species Prerequisite: Dex 15, alternate form special quality. Benefit: The time it takes for you to change forms is reduced as follows. Normal Reduces to More than one round Half as many rounds, rounded up Full-round action Standard action Standard action Move-equivalent action Move-equivalent action Free action This feat cannot reduce the time it takes to change forms toless than the time required for a free action. (I was thinking that if you attacked, you could use a free-action shift into a turtle and up your AC a bunch at the end of a round?) Long tooth elite [shifter] Races of Eberron Prerequisite: Shifter with the longtooth trait. Benefit: Wounds dealt by your bite attacks bleed copiously. Each time a living creature takes damage from your bite attack, it also takes 1 point of Constitution damage. Elephants hide - Complete divine Prerequisite: Ability to wildshape into a Large creature. Benefit: You can spend onewild shape to give yourself a natural armor bonus of 7. This does not stack with any natural armor you currently have. The effect lasts for 10 minutes Extra Wild Shape - Complete Divine Prerequisite: Ability to use wild shape. Benefit: You use your wild shape ability two more times per day than you otherwise could. If you are able to use wildshape to become an elemental, you also gain one additional elemental wild shape use per day. Special: You can take this feat multiple times, gainingthe same benefi t each time. Fast wild shape - Complete Divine Prerequisite: Dex 13, ability to use wild shape. Benefit: You gain the ability to use wild shape as a move equivalent action. Normal: A druid uses wild shape as a standard action. Natural spell - Players Handbook 3.5 Prerequisites: Wis 13, wild shape ability. Benefit: You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape. ____________________________________________________________________________________ These feats seem to be really good ones, and I just want a second opinion, I'm open to any and all suggestions, criticisms, anything! Any help any of you could give I would appreciate very much! |
| #2danduNov 02, 2010 23:35:25 | If you can, use a Monk's Belt instead of a level in Monk. |
| #3The_Crimson_DawnNov 03, 2010 0:01:26 | Warforged make interesting druids but I am not a fan of ironwood body. It only gives you one point of AC over your normal AC and it gives you an "armor check penalty". Further if you manage a high dex (possible with wild clasped dex boosting items and the right shape) it will limit your AC to a dismal +7 total bonus (3 armor 4 dex). All of that and you need to spend a feat. You do not need to use a feat to use a druid warforged as their normal body does not give problems with their powers. Unless you have an extra feat I would not take it. |