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Druid/Wizard Notes

Shallown said:
I haven't got my entangle on yet since we have been in the city thus far (Only 2 sessions) I plan to as soon as I can. I know how great a spell that is . I'll be much happer when I can have 2 1st spells to cast for druid. That will probably be one that I keep handy unless the enviroment complete makes it uselesss.
Depending on your DM's whim, Entangle might be usable in parts of a city. Are there trees around? Grass? Are there even weeds creeping up between the cobblestones of the road? If you're frequenting a certain place in the city and are able to do so, can you add a few "houseplants" or plant a herb garden? It's all up to your DM how much vegetation is sufficient. If he/she seems willing to consider but is not enthusiastic about letting you use, for instance, roadside weeds to entangle, you might suggest that in a sparse vegetation situation you be able to use the spell but with a reduced range or giving the opponents bonuses on their saves and/or attempts to break free.

I can see with your house rules why Mystic Theurge may not work out or make sense. With your caster level getting some boost it wouldn't be worth it to go that route neccessarily, where as without such house rules it is almost a nessessity if you actually want to play a spell caster with two spell casting classes.
I originally proposed the rule for the Wiz6/Clr1 the DM plays when he's a player in my campaign, largely because there are no Mystic Theurges. He liked it and adopted it, probably in part because he doesn't use Mystic Theurges either and I don't think he let's anyone take a prestige class other than the Avatar class for their particular Cult, which can't happen until you're 9th level and for Caerfallin doesn't provide full spell progression in both classes.

I like th spell completeion/action rules though they may tip the balance a little. I know how nasty those shared spells can be. If you actually tried to do something min/maxed like Use magic device you could make it a really sick/unbalanced combo. YOu know cast righteous might and didvine power froma scroll with animal growth or something like that could lead to issues. It sounds cool as long as the player is not abusive.
Originally, I shared based on scrolls one session and then afterwards looked things up in the rules because I wasn't sure that should be legit. I don't think it is, although one could argue that as spell "completion" devices, scrolls should be okay. I actually posted to ENWorld for comment and the few who responded all thought it should work. I brought it up with DM and he just said that it works, and so do wands. I played it that way, but later asked him again because I was concerned that at least wands shouldn't work but he waved it off so I figure I'm not going to argue with the DM about it! In any case, I can't make my own wands and don't plan to. Otherwise I could try to find abusive tactics. It certainly helps to be able to apply mage armor and shield wand effects to the companion, but Enlarge Person is of dubious benefit on a dog because since they are long rather than tall, they get no reach, which is one of the main advantages.

Are you thinking about other creation feats besides scribe scroll?
Not really. So far I have been sinking almost all of my feats into the Automatic Still Spell feats to keep up with casting level. If I have a spare one at some point I think I'll go for something that enhances survivability like Improved Toughness from Complete Warrior if the DM allows it.

what do you do to make your illusions more effective. I have actually been thinking of goin that route. You know summoning an animal one round then and illusion of summoned animals etc...
Well, even though my character considers himself a druid first and illusionist second, at 4th level I increased Intelligence to 16 (both Int and Wis were 15 at the time) on the grounds that more of the Wizard spells (esp. illusions) involve opponents making saves than the druid spells I use offensively. I think it's vital to get that spell DC up since you lag in spell level. Also, now that Feanor has access to 2nd level Wiz spells, I had him learn Fox's Cunning so he can have a scroll handy (wouldn't generally want to prepare that) and if I decide it's worth it, it can be cast to get a +4 Int, giving a +2 to spell DCs. Otherwise, I have just tried to create illusions that are more believable in the hopes of the DM giving circumstance penalties (or at least not bonuses) to saves. I haven't yet summoned any animals, but I have considered the tactic you mention of summoning one or more real ones and then beefing up their numbers with illusory ones. If you want to be sure the tactic is worthwhile, you could even ask the DM first if he/she gives circumstance bonuses/penalties to saves vs. illusions for especially un/believable ones. By the way, you could turn that summon-illusion tactic around, too. First summon illusory critters, wait until the guy makes the save, then summon REAL ones and hopefully the guy will ignore it at first, provoking an attack of opportunity, or the DM may give the opponent some sort of AC penalty with the critter first attacks if he decides the opponent doesn't fully believe in the threat. With silent image, I've tried to create things that wouldn't necessarily make sound anyway, e.g. I create a wall of water to fool some fire mephits into taking the long way around it to get back to their magma vein so we could catch up and dispatch them. Illusory opponents that appear ghostly or incorporeal can be effective because 1) as "ghosts" they may not make sounds anyway, and 2) if "ethereal" then a weapon hit that passes right through it might not make it obvious that it's an illusion. The "ghost" can even grin evilly as if to mock the attacker. Again, this all depends on whether your DM just gives the opponent a standard save, regardless, or chooses to reward well-thought illusions (and penalize bad ones). One last idea--assuming you have a familiar, if you are fighting opponents who are intelligent enough that they might target your familiar if it looks like an easy target, you might do a good job of distracting them in combat by creating an illusory version of the familiar (while the real one stays tucked in your clothing) that is running off to "deliver a touch spell" or something. If nothing else, the illusion might draw attacks of opportunity that are then used up for the round.

Good gaming!
 

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My GM is not that uptight about Entangle, in fact last session I could have used it so some effect but since it is a maybe spell and my Shillelagh is something I can always use I choose it first. At 1st level I can choose 1 spell to prep. As soon as I get more entangle will go on the list.


Item creation is one of the feats that depends on the campaign as to what is useful. Some games they just don't have opportunity to utulize them. I'm hoping my Gm let's me have the time without the party suffering too much.

The Illusionist combos can be nasty if you can pull them off. I like mixing the summoning and illusions idea. Since you can cast a higher level summon then fake another with a lower level illusion. Just got to make it believable. I think my GM will side with most the things I do since I plan to make only believable illusions. Its all a matter of inventiveness and not stretching the fact that fantasy stuff exist. Yeah its possible an angel may appear to aid me but is it likely. So I'll probably stick with any illusions i use to the possible and likely versus the possible but not likely. I like the ghost idea since my character works with the spirits and such. That's a neat angle to use. Thanks

Later
 

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