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Anyone have Alter Self strategy notes?
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<blockquote data-quote="Magus Coeruleus" data-source="post: 1664163" data-attributes="member: 1704"><p>Yeah, I was thinking trogs look like the best general bet. Fortunately, it just so happens that my Druid/Wizard is a Druid/Illusionist, and that the party happens to have acquired a Hat of Disguise recently!</p><p></p><p>Somewhat OT but in response to Shallown's question:</p><p>So far the Druid/Wizard has worked out very well. Although I have been paranoid about getting hit, that's just due to my dumb luck--I have rolled four 1's for hit points in a row (on 2 d8s and 2 d4s). Fortunately I have a 12 Con, but still, my Drd3/Wiz3 has 22 hp. Thank goodness for that max 8 at first level. Anyway, my main strategy is to have my animal companion, which is actually pretty buff, do most of the fighting per se. It's a riding dog stat-wise but of course the human can't actually use it as a mount. I have put enough ranks into Handle Animal skill to make training and handling her easy. She is so effective in combat (The Trip ability, which can be used as per Wolf if learned as a trick, is the bomb) that the party jokes that I'm playing a dog with a human companion, i.e. the Drd/Wiz. My SOP is to milk the share spells feature to use ability, AC, and illusion-related buffs and protection so they apply to both the dog and the Drd/Wiz. I'm not "wasting time" casting these spells in combat because the dog is fighting. The dog virtually always stays within 5 feet to keep the shared spells and to protect the caster. When the Drd/Wiz decides to attack, it's usually with with Produce Flame, because it allows for a few rounds' worth of touch attacks, usable up to 120' away with no range penalty, and allows taking other actions (using the other hand) in lieu of hurling flame on a given round without disrupting or wasting the spell (unless entire minutes elapse). The familiar is a sea eagle (stats as per hawk), which works great as a scout. I think it's a good strategy for a Druid/Wizard to pick a combat-capable animal companion to complement a scouting familiar. Although I think it's better not to overload the party with a Druid's animal friendship menagerie as in previous editions, having 2 animal allies (familiar and companion) instead of just one has nice flavor. Remember also that you can share spells with BOTH the familiar AND the companion.</p><p></p><p>Okay, that's going a bit overboard, perhaps. If anyone wants any other info based on Druid/Wizard experience (e.g. statblocks, spell list) I can put it in another thread.</p><p></p><p>Cheers,</p></blockquote><p></p>
[QUOTE="Magus Coeruleus, post: 1664163, member: 1704"] Yeah, I was thinking trogs look like the best general bet. Fortunately, it just so happens that my Druid/Wizard is a Druid/Illusionist, and that the party happens to have acquired a Hat of Disguise recently! Somewhat OT but in response to Shallown's question: So far the Druid/Wizard has worked out very well. Although I have been paranoid about getting hit, that's just due to my dumb luck--I have rolled four 1's for hit points in a row (on 2 d8s and 2 d4s). Fortunately I have a 12 Con, but still, my Drd3/Wiz3 has 22 hp. Thank goodness for that max 8 at first level. Anyway, my main strategy is to have my animal companion, which is actually pretty buff, do most of the fighting per se. It's a riding dog stat-wise but of course the human can't actually use it as a mount. I have put enough ranks into Handle Animal skill to make training and handling her easy. She is so effective in combat (The Trip ability, which can be used as per Wolf if learned as a trick, is the bomb) that the party jokes that I'm playing a dog with a human companion, i.e. the Drd/Wiz. My SOP is to milk the share spells feature to use ability, AC, and illusion-related buffs and protection so they apply to both the dog and the Drd/Wiz. I'm not "wasting time" casting these spells in combat because the dog is fighting. The dog virtually always stays within 5 feet to keep the shared spells and to protect the caster. When the Drd/Wiz decides to attack, it's usually with with Produce Flame, because it allows for a few rounds' worth of touch attacks, usable up to 120' away with no range penalty, and allows taking other actions (using the other hand) in lieu of hurling flame on a given round without disrupting or wasting the spell (unless entire minutes elapse). The familiar is a sea eagle (stats as per hawk), which works great as a scout. I think it's a good strategy for a Druid/Wizard to pick a combat-capable animal companion to complement a scouting familiar. Although I think it's better not to overload the party with a Druid's animal friendship menagerie as in previous editions, having 2 animal allies (familiar and companion) instead of just one has nice flavor. Remember also that you can share spells with BOTH the familiar AND the companion. Okay, that's going a bit overboard, perhaps. If anyone wants any other info based on Druid/Wizard experience (e.g. statblocks, spell list) I can put it in another thread. Cheers, [/QUOTE]
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Anyone have Alter Self strategy notes?
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