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General Tabletop Discussion
*Pathfinder & Starfinder
Druid feat selection
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<blockquote data-quote="Turjan" data-source="post: 5455849" data-attributes="member: 3477"><p>So, my druid character got chewed to pulp by a Xorn last session. As I really want to see a druid at higher level this game, I rolled up a replacement druid that reached 3rd level at the end of last game. I know the "druid handbook", but does anyone have any opinion on what feat to take for a human Eberron druid that won't multiclass?</p><p></p><p>There are two Eberron feats to choose from I guess (sorry, no Ashbound or Greensinger) in an obviously planes-oriented game (that's at least my impression so far): Manifest Druid or Gatekeeper Initiate. <strong>Manifest Druid</strong> adds 1 round to the duration of summoning spells and adds 1 point to the saving throw that victims of your disease or poison spells have to make. It also "sudden empowers" one of your 1st level <strong>arcane</strong> spells* (which I don't have). <strong>Gatekeeper Initiate</strong> adds +2 to saving throws against aberration SUs and SAs, adds Knowledge (planes) to the class skills and a set of "domain spells" (without increase in the number of spells per day). It seems to be valid more on higher levels. Any opinions regarding these feats?</p><p></p><p>My char took already Skill Focus (Conjuration) and Augment Summoning at first level.</p><p></p><p>*<span style="font-size: 9px">Does anyone have an idea what that might be good for?</span></p></blockquote><p></p>
[QUOTE="Turjan, post: 5455849, member: 3477"] So, my druid character got chewed to pulp by a Xorn last session. As I really want to see a druid at higher level this game, I rolled up a replacement druid that reached 3rd level at the end of last game. I know the "druid handbook", but does anyone have any opinion on what feat to take for a human Eberron druid that won't multiclass? There are two Eberron feats to choose from I guess (sorry, no Ashbound or Greensinger) in an obviously planes-oriented game (that's at least my impression so far): Manifest Druid or Gatekeeper Initiate. [B]Manifest Druid[/B] adds 1 round to the duration of summoning spells and adds 1 point to the saving throw that victims of your disease or poison spells have to make. It also "sudden empowers" one of your 1st level [b]arcane[/b] spells* (which I don't have). [B]Gatekeeper Initiate[/B] adds +2 to saving throws against aberration SUs and SAs, adds Knowledge (planes) to the class skills and a set of "domain spells" (without increase in the number of spells per day). It seems to be valid more on higher levels. Any opinions regarding these feats? My char took already Skill Focus (Conjuration) and Augment Summoning at first level. *[SIZE="1"]Does anyone have an idea what that might be good for?[/SIZE] [/QUOTE]
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