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Could use some help writing up an 8th level druid..
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<blockquote data-quote="Diirk" data-source="post: 1325029" data-attributes="member: 14476"><p>half orc is a terrible race for druids not only because of the -2 cha, but also the -2 int, and the fact that the sole good points of half orcs (+2 str and I guess the darkvision) will be completely negated by wildshaping.</p><p></p><p>If your GM is of the opinion that the new wildshape rules suggest that you gain hp for wildshaping into shapes with higher con, then I'd go human... if not, I'd go either human, dwarf or maybe gnome. Avoid anything with an ECL</p><p></p><p>Dire wolf is a great companion, keep Reduce Animal memorized for emergencies (a reduced dire wolf is still MUCH better than a wolf, and those higher will saves are a great benefit). Buy some barding for your companion.</p><p></p><p>Barkskins and greater magic fangs last a long time and are good buff type spells to keep handy.</p><p></p><p>Good feats: improved initiative, augment summoning (altho the prereq is a bit painful if your short on feats), weapon focus (claw), improved natural attack (claw) (if the dm allows it.. its in the monster feats section of monster manual).. heavy armour proficiency (altho a bit later probably, and get some wild ironwood plate armour or some such), power attack, combat expertise... depends mostly on the type of druid you want to play</p><p></p><p>Best bang for the buck wildshape wise is the bears.. brown bear, then dire bear. Dire ape can be good situationally tho, as can deinonychus or howerver its spelt (the dinosaur), shambling mound at 12 is worth a look too.</p><p></p><p>Have a glance over your summoning spells.. there's generally 1-2 each level that far outstrip the rest for power, altho there's some useful situational ones as well (arrowhawks, unicorns etc)</p></blockquote><p></p>
[QUOTE="Diirk, post: 1325029, member: 14476"] half orc is a terrible race for druids not only because of the -2 cha, but also the -2 int, and the fact that the sole good points of half orcs (+2 str and I guess the darkvision) will be completely negated by wildshaping. If your GM is of the opinion that the new wildshape rules suggest that you gain hp for wildshaping into shapes with higher con, then I'd go human... if not, I'd go either human, dwarf or maybe gnome. Avoid anything with an ECL Dire wolf is a great companion, keep Reduce Animal memorized for emergencies (a reduced dire wolf is still MUCH better than a wolf, and those higher will saves are a great benefit). Buy some barding for your companion. Barkskins and greater magic fangs last a long time and are good buff type spells to keep handy. Good feats: improved initiative, augment summoning (altho the prereq is a bit painful if your short on feats), weapon focus (claw), improved natural attack (claw) (if the dm allows it.. its in the monster feats section of monster manual).. heavy armour proficiency (altho a bit later probably, and get some wild ironwood plate armour or some such), power attack, combat expertise... depends mostly on the type of druid you want to play Best bang for the buck wildshape wise is the bears.. brown bear, then dire bear. Dire ape can be good situationally tho, as can deinonychus or howerver its spelt (the dinosaur), shambling mound at 12 is worth a look too. Have a glance over your summoning spells.. there's generally 1-2 each level that far outstrip the rest for power, altho there's some useful situational ones as well (arrowhawks, unicorns etc) [/QUOTE]
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Could use some help writing up an 8th level druid..
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