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General Tabletop Discussion
*Pathfinder & Starfinder
Druid vs Wizard Lich
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5705337" data-attributes="member: 35909"><p>Normally druids fail hard against wizards. They lack so much of the Abjuration spells that are crucial to shutting down a spellcaster. If you do end up not fighting until 15th level, grab the <a href="http://dnd.savannahsoft.eu/feat-1205-gatekeeper-initiate.html" target="_blank">Gate Keeper initiate</a> feat, it gives a lot of abjurations to your druid, and at reduced levels. Most notably, Dimension Anchor / Dimensional Lock to keep him from teleporting. Once his teleporting is shut down, unless he has a ring of freedom of movement...which IS very possible at level 15... you can use grappling spells and grappling summons to crush him to re-death.</p><p></p><p>For the here and now...you do have 5 levels on him, so this should be possible. People normally scoff at blasting, but druids are decent at it, and he'll only have 10d12 HD with no con bonus. Your best bet may be nuking him with damage spells. Just avoid cold and electricity. Druids don't get much in the way of acid or sonic, so you're basically left with fire and force and hoping he doesn't just put up resist energy (fire). Flame Strike and Firestorm in core are decent. If you can acquire a Metamagic Rod of Energy Substitution (Acid), it would help tremendously. In Spell Compendium, Spirit Jaws is some force damage each round, though it works best if it can keep him grappled. Bombardment is a decent option if he's been hit with dimensional anchor already.</p><p></p><p>The other option other than just sheer damage is finding a strong fort save spell that works on objects. Not sure druids get much of those, though.</p><p></p><p>Finally, you may want to be in Dire Tortoise wild shape form; they always get a surprise round.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5705337, member: 35909"] Normally druids fail hard against wizards. They lack so much of the Abjuration spells that are crucial to shutting down a spellcaster. If you do end up not fighting until 15th level, grab the [url=http://dnd.savannahsoft.eu/feat-1205-gatekeeper-initiate.html]Gate Keeper initiate[/url] feat, it gives a lot of abjurations to your druid, and at reduced levels. Most notably, Dimension Anchor / Dimensional Lock to keep him from teleporting. Once his teleporting is shut down, unless he has a ring of freedom of movement...which IS very possible at level 15... you can use grappling spells and grappling summons to crush him to re-death. For the here and now...you do have 5 levels on him, so this should be possible. People normally scoff at blasting, but druids are decent at it, and he'll only have 10d12 HD with no con bonus. Your best bet may be nuking him with damage spells. Just avoid cold and electricity. Druids don't get much in the way of acid or sonic, so you're basically left with fire and force and hoping he doesn't just put up resist energy (fire). Flame Strike and Firestorm in core are decent. If you can acquire a Metamagic Rod of Energy Substitution (Acid), it would help tremendously. In Spell Compendium, Spirit Jaws is some force damage each round, though it works best if it can keep him grappled. Bombardment is a decent option if he's been hit with dimensional anchor already. The other option other than just sheer damage is finding a strong fort save spell that works on objects. Not sure druids get much of those, though. Finally, you may want to be in Dire Tortoise wild shape form; they always get a surprise round. [/QUOTE]
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