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Druid: High powered, Low Level
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<blockquote data-quote="kooshlord" data-source="post: 3669899" data-attributes="member: 53974"><p>kooshlord=fairly new to D&D character strategizing, so thanks everyone for the tips!</p><p></p><p>Piratecat and Nifft: thanks for the suggestion about the variant wild-shaping. The DM didn't tell me about the natural-spell restriction until after I'd already decided not to use the variant wild-shape. Since he nerfed the feat, maybe he'll allow me to rework the character a bit. BUT: I believe the variant eliminates the animal companion. Is it worth losing the enhanced companions (I got the elven hound at 1st level, I think it is considerably more powerful than the average 1st level animal companion). And I'm strength 9 without enhancements...</p><p></p><p>kjenks: Thanks for clarifying produce flame for me. I already like the spell (we ran into some ghosts and it worked wonders), but I wasn't adding my level bonuses to the damage. </p><p></p><p>The DM makes blanket assumptions about the hound for simplicity: </p><p>-I control it by will, so tricks are largely irrelevant unless I'm asking it to run through fire or something. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> </p><p>-It can be (and is) wearing MW studded leather now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>The dire bat is also intriguing, especially as we castle-vania-ed a bit last adventure (jumping over pits while being attacked by ghosts). However, we've already run into a whole nest of kobolds with x-bows, and we're up against a half-fiend sorcerer/barbarian, and his imp companions. So flying will help, but it won't keep me out of harm's way very long. </p><p></p><p>Other questions: </p><p></p><p>I'm going up against the following in the close future: half-fiend sorcerer/barbarian, nasty warg with character levels. The half-fiend has damage reduction (5? making my racial longbow proficiency irrelevant) and immune to fire (negates produce flame, flaming sphere, and fire sword). I'm looking into Creeping Cold from some sourcebook or another, but any other ideas to damage it?</p><p></p><p>And, at this level is it generally a good idea to concentrate on direct damage, or bolstering my allies? I have a theory that I'm better off doing direct damage against low-level minions, and bolstering allies in end-boss-fights, due to the elevated CR of the bad guys this DM throws at us. Does that sound appropriate?</p></blockquote><p></p>
[QUOTE="kooshlord, post: 3669899, member: 53974"] kooshlord=fairly new to D&D character strategizing, so thanks everyone for the tips! Piratecat and Nifft: thanks for the suggestion about the variant wild-shaping. The DM didn't tell me about the natural-spell restriction until after I'd already decided not to use the variant wild-shape. Since he nerfed the feat, maybe he'll allow me to rework the character a bit. BUT: I believe the variant eliminates the animal companion. Is it worth losing the enhanced companions (I got the elven hound at 1st level, I think it is considerably more powerful than the average 1st level animal companion). And I'm strength 9 without enhancements... kjenks: Thanks for clarifying produce flame for me. I already like the spell (we ran into some ghosts and it worked wonders), but I wasn't adding my level bonuses to the damage. The DM makes blanket assumptions about the hound for simplicity: -I control it by will, so tricks are largely irrelevant unless I'm asking it to run through fire or something. :eek: -It can be (and is) wearing MW studded leather now. :D The dire bat is also intriguing, especially as we castle-vania-ed a bit last adventure (jumping over pits while being attacked by ghosts). However, we've already run into a whole nest of kobolds with x-bows, and we're up against a half-fiend sorcerer/barbarian, and his imp companions. So flying will help, but it won't keep me out of harm's way very long. Other questions: I'm going up against the following in the close future: half-fiend sorcerer/barbarian, nasty warg with character levels. The half-fiend has damage reduction (5? making my racial longbow proficiency irrelevant) and immune to fire (negates produce flame, flaming sphere, and fire sword). I'm looking into Creeping Cold from some sourcebook or another, but any other ideas to damage it? And, at this level is it generally a good idea to concentrate on direct damage, or bolstering my allies? I have a theory that I'm better off doing direct damage against low-level minions, and bolstering allies in end-boss-fights, due to the elevated CR of the bad guys this DM throws at us. Does that sound appropriate? [/QUOTE]
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Druid: High powered, Low Level
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