youspoonybard
First Post
jgsugden said:Uhhhh ... it is bad for your cholesterol.
It is a fairly short duration spell. Druids don't get too many spells, so using it consistently will deplete your spell reserves. Being Gargantuan for a combat or two is a possibility, but being gargantuan for a majority of your battles may be difficult (depending upon the campaign).
Well, 1 min/level is 10x better than the 1 round/level...and it hits multiple targets...and could easily be extended for a small cost.
I see your point, but already at level 10 it's lasting 10 min, and it does even more at later levels, at an effective lower cost (a 5th level spell slot, or even a 6th, is not as important when you have level 8 spells).
Or just whup out 11k for the Extend Rod...
In any event, I think that combat reflexes is a strong feat in 3.5. Remember, it only takes 1 trip (from a summoned wolf, animal companion, or your fighter ally) to get you extra attacks on your opponent from a huge area. Fighter tries to close? Grapple 'em.
Right now, at level 3, the advantage of being a "large creature with reach" (Mounted Druid with Horse Animal Companion, longspear) and combat reflexes has been shown, simply with the huge amount of space I control. Summon Nature's Ally II - 1d3 augmented wolves have also been useful with the tripping (longspear is a Druidic weapon in this campaign, scimitars are not). Personally, I love the synergies of this build (Animal Companion mounts are stronger and easier to control (and you can do it as a free action), share spells is virtually always useable, mount gives you movement as you summon, large reach to control space, mount threatens close, you threaten far, etc). Even without the mount, Combat Reflexes will become good.
That's my current build, and so far it's working. Just a recommendation, though. The important thing is you should enjoy your build.
*Edited* Because for some reason I keep thinking Animal Growth is 10min/level...idiot...
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