Jarrod said:
Forest Gnome druid 4.
Stats are good, Wisdom 17 (rest I can't remember off the top of my head).
Feats: Augmented Healing (CompDiv), Natural Spell
Companion: Riding Dog
Equipment: basically none (4.9K cash), cure light wounds wand.
Without being overly nitpicky, but just how can said druid be in possession of the "Natural Spell " feat - PHB lists "Ability to assume Wildshape" as a prerequisite, and that ability is gained only by level 5 and up druids. Slightly higher than her last chance to take a feat at level 3. Just wondering - but in case that would be illegal , she might have a feat available for further use
Jarrod said:
Spells: swapped the Druid progression for the Sorcerer list. Jenn loves spontaneous casting and hates prep; so there we go. Currently known spells:
1st: cure light wounds, faerie fire, produce flame, summon monster 1.
2nd: flame blade, summon monster 2.
Party makeup: tank fighter, bow-focused thief, mage. This leaves Pip (character) as a second fighter, a role she's not tremendously happy with. She keeps making comments that the thief "should learn how to use a sword". I'm the mage, so I don't have to worry
What I'm looking for:
1) Equipment ideas. She's got a lot of cash and a wand of healing.
2) Spell ideas. If you were a sorc. druid, what would you pick?
3) Tactic ideas.
As for equipment :
- Shaping leather armour ("shaping" allows use of the armour even if wildshaped, +1 ability. With a +1 armour enhancement, that should be affordable for around 2k ),
- possibly a wooden weapon (quarterstaff ?) with a +1 enhancement (to use "Brambles" and "Spikes" on ) - Quarterstaff can be wielded two-handed, and as such is eligible for the 1.5x Str Bonus to damgae if wielded that way, at least making up some for the small size of the gnome (especially if Bull's strength comes into play.
- Aquamarine of Spell Extension (MoF) for 3700 gp sounds useful, too - extend one spell (max level 6) /day - very nice on a short term combat buff or an summon nature's ally.
Amulet of Mighty Fists (DMG) might be worth an investment if the GM allows it to function with and while wildshaped.
Wand of Bulls Strength might be nice, both for herself, the tank and perhaps to encourage the thief.
Spells :
Longstrider (lev 1, PHB ) - 10' more base movement and lasts 1 hour/level... basically a "must take" for any small sized druid. And luckily, you can share it with your animal companion/mount...
Barkskin - (lev 2, PHB) - More AC ? self (plus animal companion) and or a friend ? good duration ? Bonus to AC increases with one's level ? GIMME !
Bull Strength (lev2, PHB) - the classic combat buff, useful for herself and anyone else tanking. Maybe worth purchasing as a wand, though.
Resist Energy (lev 2, PHB) - without a cleric around in the party, and with a good (10 min/level) duration, another popular/lifesaving defensive choice. Especially when riding one's animal companion and as such sharing the protection...
Brambles (lev 2, CD) - the extra bonus to damage is nothing to laugh at (+4 damage for 4 rounds at her current level ), especially at higher levels. Quarterstuff, all wooden spear or similar weapon is needed, though.
Briar Web (lev 2; CD) ( the bad brother of entanglement) - targets are entangled and taking damage if they try to move ? Ouch. - Of course, less useful indoors, but makes for great battlefield control - especially with a bow focused thief.
Decomposition (lev 2, CD) - mean spirited but can be decisive in combat if the enemy has no fast healing available.
Call Lightning - (level 3, PHB) up to #/level lightning bolts for 3D6 or 3D10 ? nice for opportunistic fire from the second row.
Neutralize poison - (level 3, PHB ) - no cleric ? well this might be a good choice, if only to help out everyone else, after the druid develops immunity.
Summon Natrue's Ally III (level 3, PHB ) - Dire Wolves available, 'nough said, these guys are combat monsters , especially if backed up with augmented summoning - but their free "Improved Trip" and high damage alone make them lovable. Medium elementals are great fun, too...
Murderous Mist (lev 4, CD) - another of those wicked druidic "dual-use" spells - damage and possible lasting blindness of targets....
Languor - (lev 4 nice) druidic variant of Slow, with an added dual-use strength-damage effect
Air Walk (level 4, PHB) - very very nasty with a "charge" oriented combat druid, say - like one buffed up and then wild shaped into lion shape.... cross any terrain at full speed, run over chasms, etc etc etc. - then pounce (anyone complain over a potential 5 attacks after a charge, with a solid strength bonus ?)
Freedom of Movement (level 4 PHB ) - no more grapplings, no more being entangled/webbed/held/paralyzed. Tie up the opposition, then charge in and rip them up while immobile. Cast this on your tank, if you want to hang back.
Summon NA IV - both for Dire Apes or a pair of Dire Wolves, or a pair of Medium elementals.... or ... or....
As for feats - if she wants to hang "loose" and not wanna join the fight, consider "Spell focus - Conjuration" and "Augmented Summoning" - in combination with the extremely strong helpers available on the "Nature's ally" List , this makes for a terrific combat summoner - especially if wild shaped into a small harmless bird, sitting on some tree, unnoticed - while a couple of summoned Dire Wolves chew up the opposition. Consider "Extend" Spell for longer lasting aid, although it comes into play not all that often.
If she wants to enhance her combat potential - consider taking the "Lion's Pounce" Wild feat and combine it with a multiple-attacks shape (lion ?) - then charge and pounce at leisure. Power attack may become attractive down that path.
Another route she might want to take is the "Turn Animal"/ "Turn Plant" line of feats from MotW - druid around here used the former to great effect IMC some time ago, but their mileage might... vary.. in an urban setting campaign like the "Shackled City " AP.