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| #1JalleOct 27, 2014 14:32:47 | Hello folks.
The deal is that my pretty badass Stalwart+battle sorcerer/Rage mage (homebrew)*/abjurant champion/Eldritch Knight Illumian half minotaur died because of a party ****up so I had to create a new character. Since I had never played a druid I thought that it was time, and since I never really played a summoner, I thought that I would mix the two and make a summoning druid (pretty standard route). The game we are playing is decently optimized, and I knew that my druid probably wouldn't be very strong compared to the other party memebers, but I didn't think I would be as useless as I was (my druid got introduced last session, last friday).
3rd level: Gatekeeper initiate
6th level: Nature spell
9th level: Companion Spellbond
12th level: Rashemi Elemental Summoning
15th level: Not picked yet (could not decide).
I talked to my DM about my struggles last game, this evening, he acknowledged them and allowed me to totally rebuild the character, and this is where you guys come in. I am already looking into different routes, but I would love your inputs. What I want is an optimized druid with a lot of presence in battles, whether it is in form of dealing a lot of damage, controlling or whatnot. I don’t really have any preferences. I have played a lot of controlling conjuration specialist wizards, gishes and melee ToB-classes, but never really any divine caster. I just want to play my angry druid (angry at the false king for spreading plague which finally reached and messed with his mountain environment where he has been minding his own business chilling with the Orglashes and Thomils), regardless of style really.
All kind of inputs are welcome. Both basic ideas and complete builds. You are allowed to change everything besides my race (human), and I would like to keep going straight druid (so no Planar Sheppard) to make the role play part not completely silly. “Good morning good party, overnight I attuned myself to another plane which I now emulate around myself. Why don’t you check this **** out and feel the power of time 10 times faster than what you are used to?")
*The rage mage variant I used can be found here: http://www.minmaxboards.com/index.php?topic=10640.0
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| #2Tempest_StormwindOct 27, 2014 15:08:30 | Honestly, you could do far worse than play a simple single-classed druid. You've probably seen this, but the advice is sound.
Realistically, if you have Natural Spell, a good companion (see MM3's Fleshraker as the "standard CO board recommendation" and compare that to what you could get from Pathfinder; I doubt it would be anywhere near as powerful), and one other turbo-druid feat (of which Rashemi Elemental Summoning is one; others might be Frozen Wild Shape, Dragon Wild Shape, Extend or Quicken Spell (there's other metamagic options but these are good standbys), and... well, really any other feat you've picked!) will meet your criteria of having presence in any fight. It's just a matter of knowing which spells and wild shapes to pick, and that's what the handbook can provide.
My concern is that the "3.0 monsters" are using 3e DR rules instead of a 3.5 conversion. If that's the case, switch to non-summon spells (or, if your foes aren't flying/Freedom of Movement-enabled, thomils - their engulf ability is pretty boss against the right foes and it doesn't care about DR or energy resists), or summon something that also uses 3e DR rules - or talk to the DM about something like 3e Stoneskin, which granted DR 10/+5. (Remember that in both 3e and 3.5, natural attacks bypass DR matching the user's, but while 3e provided an exception for temporary effects like stoneskin, 3.5 did not. Thus, a 3.5 game fighting a monster with DR X/+5 can use a 3e Stoneskin to give a summon or companion or wild shape's natural weapons the ability to bypass DR /+5. It's cheesy, but no less cheesy than mixing DR functions in the first place.) |
| #3KruskOct 27, 2014 17:31:00 | Pathfinder is generally a nerf to druids, unless you feel like crawling through 400 variants and mixing and matching exactly. Its a huge pain in the ass, but it might be better than a normal druid.
I'm thrown by your groups 3.0DR and it seeming like you use 3.5? Tempest talks to that a bit.
What are the rest of your group playing? Because I came into this thread expecting to say "Human druid 20, natural spell. You are now more powerful than most super optimized builds".
For Items, I'll now pimp tempest's shopping list. https://www.dropbox.com/s/qlao7v0f4znuarr/ShoppingList.pdf?dl=0 and then suggest you go through it and make sure you've got good choices. I assume standard WBL, and will make some recomendations from it.
You mention you took a single flaw last time. Ill limit myself to 1 again, but the general recomendation is to take as many as the DM will let you.
Human druid 17.
Your feat order doesn't really matter because you are level 17. Multiattack is great for most forms. Its like a free +4 to multiple attacks a round.
Your companion should be a dire tiger for damage, or a dire polar bear for crushing people. Its an offense / defense choice. You should be walking around as a dire tortise ensuring you always get a suprise round. You can change into something else during combat is needed. I'd say just mimick your animal for simplicity. A triceratops isn't a bad idea either.
Your tactics are to cast 1 hr/level buffs on both of you. Magic fang should be overcoming DR/magic in 3.5 so make sure to use it. Other spells by level
Then you swap in summon monster X's as needed. Each fight is
Items
You should have a giant str score, a decent AC, a pretty badass companion, and pretty badass summons. Also full caster.
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| #4KruskOct 27, 2014 17:42:15 | Good summons by level
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| #5JalleOct 27, 2014 18:33:09 |
Thanks for pointing out the way to overcome the 3.0 DR Tempest! I will talk to my DM about this.
My equipment looks like this: Face: Third eye: Concentrate + clasp Chest: Vest of free movement combined with +6 con + clasp Armor: None Arms: 4 dex + clasp Waist: Monks belt Feet: Boots of Big stepping combined with Sandals of the vagabond + clasp Shoulders: Cloak with +10 spellcraft [will change this for the Mantle of the Beast] Neck: Hand of Glory (ring of anticipation) + clasp Finger: Ring of the Beast Finger: Ring of Spellbattle weapon: Quaterstaff of Warning+eager (i used to shape into air elemental so carrying it was not an issue). Anything I’ve missed besides the mantle? Anything I should swap for something else?
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| #6Tempest_StormwindOct 27, 2014 22:44:13 | I can't access the main site for some reason. Rapid Spell is a standard action summon for +1 level. And I would strongly suggest a fleshraker companion (especially with Venomfire). Also read that shopping list I wrote; krusk linked it (downloadable in-progress PDF) for other suggestions. |
| #7KruskOct 29, 2014 15:10:32 | 25 init pretty much beats everything, so its a shame you can't be a turtle but thats good enough.
From my experience the elementals are generally disappointing. I know it hurts your concept, but they just generally aren't worth it.
Why do you have a +4 dex item? Werebear gives a nonstacking +2 so this seems like a waste of gold. Unless it was found loot?
Greenboung summoning is generally a buff, but if its hard to convince it might not be worth it. And it gets less effective if fighting demons who all have fire powers.
If the DM is targeting you, just have your tiger harass anything that looks like it might target you as action 1 in combat. Alternatively make sure you are a distance away+flying. What is your concentration mod? You should have 20+Gigantic con for decent. Maybe go buy a +30 item?
Lastly, take conceal spell skill trick from complete scoundrel. You make a sleight of hand check vs their spot when you cast and if they fail they don't know. Its 5 ranks in sleight of hand, which kind of sucks for skill points, but you don't really have any that matter anyway. You could even throw in an item +30 to actually be good at it. 35+Dex is pretty good odds at always winning. Remind the DM about distance penalties to spot checks too (-1 per 10ft, and -5 if distracted like in combat). heck with penalties, you might get away with a +10 item and be fine.
If you rock a quarterstaff, consider casting spellstaff on it. It works like having a free scroll of something whenever you want. Provided you've got a day of downtime.
Can you post your common wildshape form and common buffs. Along with companion stats + Buffs? I'd like to see your numbers vs typical NPCs. |
| #8Slagger_the_ChuulOct 29, 2014 23:25:23 | It's not exactly for combat, but the one druidic summoning option I always like to mention is the humble Thoqqua. They're not high level or particularly dangerous on their own, being accessible with just summon nature's ally III, but their ability to bore molten holes through solid rock (and pretty much anything weaker than solid rock) is useful is all sorts of ways.
Sadly, druids don't have fly, so taking Imbued Summoning to attack people with flying marine life is out of the question. |