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Druid/Wizard Notes

Hey folks,

I've created this thread because in a thread on Alter Self Shallown asked about my experience playing a Druid/Wizard. Even though I started the other thread, I thought it would be more appropriate to put this here and link it.

ON MULTICLASSING

In my experience, multiclassing with two spellcasting classes is rough in that your spells lag in power. It pushes you toward certain strategies. For instance, you will almost certainly gravitate towards more of a support role. As party level goes up, your spell level doesn't keep pace, so that offensive spells tend to be less effective. On the other hand, many buffing and defensive spells remain useful (e.g. mage armor, shield, "animal series" of buffs), and of course you have a large number and wide variety of these lower-level spells. This means you are less useful for direct offense and better at supporting, enhancing, protecting, and healing yourself and others. In the case of a multiclass Druid this doesn't necessarily mean that you don't get to play a more direct role because with a combat-capable animal companion, you essentially get to play a second character for combat purposes. While you can have a fighting animal regardless of class, it's much easier as a Druid because you can share spells, making the companion more effective. Just as important, handling/pushing the animal is easier for a Druid because 1) Handle Animal is a class skill, you get a +4 bonus for training/handling your companion, and 3) handling is a free action (normally a move action) and pushing is a move action (normally a full-round action). Animal companions are superior to familiars in combat situations because they are tougher critters to begin with and because the consequences of their death is far less severe.

The other thing caster/caster multiclassing does is bias you toward spells that do not have many caster level-dependent variables. Spells that scale up significantly with level tend to start out weak, while others are stronger right off the bat but do not improve as much. You'll tend to prefer the latter type if you go up in caster level for each class slowly. For instance, mage armor, shield, and the animal series of buffs have level-dependent durations, but the magnitude of the bonuses is fixed, and immediately useful. Spells like Silent Image and Minor Image have durations based on concentration, so level doesn't really factor in as much. Shillelagh lasts 1 min/lvl, which means it will probably last for one fight regardless, and its bonuses do not vary with level. You get the picture. When you think about the most cost-effective scrolls and potions to make, it's the ones you can make with the lowest caster level and still have them be worthwhile. The same logic applies to spells you prepare if your caster level progresses slowly. The one feat you chose that might concern me is Spontaneous Summoning since the Summon spells take a whole round to cast and only last one round per level, which is rough if you're multiclassing. I might have waited until after becoming a Mystic Theurge. As it is, I have yet to spontaneously (or otherwise) cast a Summon Nature's Ally Spell because it just didn't seem worth using a whole round's action to get 1, 2, or 3 rounds of relatively weak assistance.

One of the biggest limitations to the spellcasting, other than raw power, is that you have so many spells you can cast but only so many relevant rounds in a combat, so you have to choose carefully which ones to deploy for the situation. If you start a fight casting shield, then mage armor, the an animal buff, etc., you might be well-protected, but you don't necessarily contribute much other than keeping the party from having to worry about your hide! At the same time, there are a few synergies worth noting if you have the time and really want to max out. One is stackable bonuses. Consider if you want to max out your AC. As a Druid/Wizard you can use mage armor, shield, cat's grace, protection from <foe's alignment>, and barkskin, all of which stack (armor, shield, Dex, deflection, and natural armor bonuses, respectively). A Drd3/Wiz1 can potentially go from shirtless to AC 10 + 4 + 4 + 2 + 2 + 2 = AC 24. If you want to be a specialized wizard, you can choose prohibited schools that contain spells that tend to be redundant with your Druid spells anyway. You might decide to forgo the Conjuration school since you already have access to things like Obscuring Mist, Fog Cloud, Summon Nature's Ally, Summon Swarm, and Entangle (which is similar to Web) from the Druid list. Perhaps you might skip the seemingly indispensible Evocation school since Druid in 3.5 have some good damage and evocation spells now (e.g. Produce Flame, Flame Blade, Flaming Sphere, Gust of Wind). There's no obvious choices, but it pays to consider what parts of your Wizard list to forgoe and just settle for the Druid offerings in that area. I chose to specialize in Illusion because notice there are NO illusion spells on the Druid list! I decided to prohibit Necromancy as an affront to life and nature, and Enchantment on the grounds that my character (Cha = 9) is not so good at influencing the behavior of non-animals. The role playing aspect is fun, in that the character is openly rude/paranoid/moralistic when it comes to arcane necromancy, whereas he's just relatively ignorant of enchantment magic.

ROLE IN THE GROUP

The game I'm playing in has some PC flux (each session is meant to be self-contained enough that players can jump in and out session to session without disrupting the campaign) so there's no one set role the my character has. Usually, however, there has been plenty of fighting and healing capability, with little or no utility spell functions other than what I can provide. No one is the type to pressure me, but I know that now that I have access to 2nd level Wizard spells there will be a demand for things like Knock, Levitate, Detect Thoughts, and Invisibility, that all parties like to have for a variety of situations. He is also the party sage on matters of arcana and nature, while the cleric (that player shows up pretty consistently) is the expert on the planes and religion. As I joked earlier, one of the first thoughts people probably have as to his role is the handler of the extremely effective fighting dog. A riding dog with the level 3-5 druid increases and the benefit of one or more druid and wizard spells (e.g. mage armor, shield, bull's strength, bear's endurance, magic fang, protection from evil) is a terror to behold. Here, I'll show you the stats, which reflects the bonuses for a 3rd level Druid, including +2 HD, +2 nat armor, +1 Str/Dex, +2 tricks, link, share spells, and evasion. These bonus HD also provide for an extra feat (for 3HD) and ability score point (for 4HD). I chose Iron Will and Con, respectively. I forget which skills I improved, but it's only 2 points for 2 HD given an Int of 2. Note with the tricks that you need to put a second trick into Attack for the animal to attack bizarre things like undead and aberrations. Similarly, the DM house-ruled that if I want the animal to follow me under the influence of strange spells like Spider Climb, Fly, etc., I need a second trick put into Heel. If, in the future, I want the animal to be willing to come to me from somewhere else using strange mobility, I can put another trick into Come at Druid level 6 (which is waaaay off).

Magaran, War Dog Animal Companion
Medium Animal
Hit Dice: 4d8 + 12 (38 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 19 (+3 Dex, +6 natural), T13, FF16
Base Attack/Grapple: +3/+3
Attack: Bite +6 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, link, shared spells, evasion
Saves: Fort +7, Ref +7, Will +4
Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills: Jump +10, Listen +5, Spot +5, Swim +5, Survival +1 (+5 following tracks with scent)
Feats: Alertness, Track, Iron Will
Tricks: Attack*, Come, Defend, Down, Heel*, Trip (+1 check modifier)

FUTURE PLANS

I don't think the DM will allow the Mystic Theurge prestige class. Instead, in this campaign there are special "Avatar" prestige classes that you can take at 9th level depending on the "hero cult" to which you belong. For my class and cult, that would be one that is similar to Mystic Theurge except instead of getting full simultaneous spell progression, you go up in one at one level, in the other at the next level, in both at the next level, repeat. So the result is a 2/3 progression for each class. In exchange, you get the Wild Shape progression (with certain Sylvan creature options replacing the ability to turn into Elementals). I have grown to really like having the dog companion and sea eagle familiar companions, and will ask him if there is a way to instead skip the Wild Shape stuff and continue improving my critters.

Anyway, thanks for asking about this stuff. Let me know if you want any other specs on the character, and please share the love regarding your own PC!
 
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Well first off to address the Spontaneous Summoner. The spirit shaman from Complete divine only allows (even at high levels) A max of 3 spells I can choose daily. Basically I have the druid spell list and can each day choose X number of spells. Those spells I can cast a lot more like a sorcerer. At my highest levels that X never passes 3 spells a day I can cast though I might be able to cast those spells 7-8 times a day (at high level). So I went with Spontaneous summoner/Healer to make that actually 2 more spells I can cast a day. Also With th buffs I can throwe out those summoned creatures can get tough.

If I had an animal companion I probably would not have gone that route.

Also summoning when your the buff/secondary caster isn't as bad. I am also concentrating on using the summoning for more than combat. Knowing the animal's abilities is paramount. Once I get elementals it will be even better. I plan to use my summonings as utility spells as well. Heck it has already saved the day in the first session when I summoned an Octopus to grapple a thief trying to escape. We were trying to take him down without killing (A big no-no in town) and with no weapons (also a big no-no in town)

Summoned creatures are sometimes poor combatants but if you use some of them intelligently such as to aid another or even block off escapes and such they are more versatile than they seem. (I been reading story hours and stealing every cool summoning Idea I can :) )



As to the role of this sort of character. I just finished running a campaign that ran into the 15-16th level. One of the NPC'/PC was a cohort Mystic Thuerge that really showed where this type of character can shine despite his weaknesses. In a large party where the character is not the main caster for either class. He picked the spells that where normally secondary choices becuase the main big boom spells and such was covered. He could also buff really well. As the main cleric became more of a front line self buffing fighter it became the Mystic theurges job to heal and such.

Another useful ability is the flexibility of using scrolls and wands etc. available to each class. It gives such versatility. It becomes a matter of playing your niche to the fullest.

I don't have great stats but not bad either 16 in both primary stats. I am playing the leader/social type of character despite my eccentric nature so I plan to bring more direct ability in the roleplaying than in combat. I realize how hard it will be to be effective in combat since I have chosen a really non min/maxed combo. Having such a limited choice in what spells I can pack may hurt but I can be effective with some foreknowledge of the challenge.

I think going for the more unused spells due to the lack of level dependence is also a factor. Sometimes throwing out some realitively unknwon/unused spell is more useful becuase the surprise shock of it trips up the enemies (Ie GM's) expectations. I know throwing out my octopus threw the Gm off his game a little. Even though he only lasted a round.

I am looking forward to scribe scroll next level. One big reason I decided to switch to Wizard at second level. I could use that feat since it lets me have some back up spells handy.

Are you planning to get any Item creation feats?

I am torn about getting Craft wonderous as soon as possible. With the expanded spell list avaliable it almost seems like a must get.




Luckily as far as my group goes they know I am playing a non combat powerful character and non of use are. So we are adjusting are tactics to deal with that.


So on to familiars. Also a tough decision since I am going Msytic Theurge my familiar won't advance with me enough to do a lot of the neater familair things. I will chose a weasal since that fits my spirit shaman side. Sort of a totem animal for me. I'm looking at ways to keep him useful even though his abilities will top out at 3rd level. I know the use of shared spell is useful as all get out. Any ideas / suggestions. I am not looking for min/max more unique ideas (even if they are someone else's)

Do you use the fact they get your ranks in skills often. I plan to use it a lot. Since my character talks to spirits from trees to houses and alleyways that talking to my familiar about arcana or nature would seem normal to me. Even with his lower int (6) he'll have a +1 in like 4 knowledge skills better than most the other players.

Thanks for BSing with me. Nice to see someone is using a similiar though unique combo.

later


I know you must be salvating to get Animal Growth. It is just too sweet. ;)


later
 
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Excellent thread!

Magus- I hope your DM does allow Mystic Theurge. Druids lose more from MT than do clerics; and wizards lose more than sorcerers. MT is not really as powerful as it looks at first, and is weaker with these two classes. If your DM disallows it, it shouldn't be because the MT is overpowered.

Would either of you like to post stat blocks for these characters?
 

Basically this is him. three house rules. You get two extra skill points per level. everyone does.. Second is house ruled Know Rel for the Spirit shaman due to background. Third My Spirit shaman (maybe not all don't know) Can speak with spirits instead of use animal Empathy. I'll try to post that ability at the end.

Polk Hunter

Spirit shaman, NG 1st level
Str 9
Dex 14
Con 14
Int 16
Wis 16
Cha 15
(second best rolls in group, beat by wizard with same rolls except a 12 instead of a 9 SOB ;) )

skills in ranks
Conc 4, Craft (scrimshaw) 2, Dip 4, Handle animal 2, heal 2, Know local 2, Know nature 4, Know religion 4, listen 3, spot 3, Spellcraft 4, survival 2

base
BAB 0, Fort +2, Will +2

Feats Spontaneous Healer, Spontaneous Summoner both from complete divine, Alertness (from spirit guide)

Can have 3 zero levels and 1 1st level from the druid list chosen daily.
Can cast 4 zero and 3 first.

normally has
guidance light and detect magic
shillieghle (sp Wrong i know)
And my spontaneous spells which gives me a little more choice.

HAs a guard dog to haul stuff for him and protect him a little.

Has a nice selection of weapons (club, short bow, javelins All hunting weapons basically) and leather armor. All weapons do 1d6-1 damage but I can cast my 1st level spell to do +0 1d10 damage.


that's him basically gear is all hunting sort of stuff and he dresses but does not act like a savage. Has lots of animal skulls and beads etc hanging off leather cloths that sort of thing.

My special ability which is useful and fun to play. So far I have talked to a haunted house, a paranoid house, A house of ill repute, an extremely knowledgable well water spirit and a bored city gate. Of course I have only played one session so far. Information tends to be emotions and such or it takes on the persona of its occupants. Lots of Role playing fun though. Gotta up my Gather info skill.



Spirits Within - Through the use of his inner Spirit Guide a Spirit Shaman can hear and understand the voices of spirits within objects and areas through out the world. He can now use his Diplomacy, Gather information , Sense motive and other Social Interaction skills to talk with the "Spirits Within". This ability would only work on the most basic of spirits. More developed spirits such as elementals, fey and others listed in the Complete divine spirit sidebar. They have developed more individuality and intelligence so that they no longer communicate in the simple terms of the basic "Undeveloped spirits". If the Spirits shaman can communicate (through speaking A common language) with these developed Spirits he gains a +2 to social skills.

"Spirits Within" are too underdeveloped to be "Chastised" by the Spirit guide or be affected by almost all other magical forces. Spirits exist in most items and places. So an inn meeting room would most likely have a hearth spirit. The hearth spirit would know if the inn has been busy (since the fires have been stoked a lot for cooking) and other small things but would not know or care about individuals or many other worldly concerns. Though it might be aware of say a fight in the inn but not about the participants.

The older a spirit is usually the more developed it is as well. A young sapling may have nothing more than an infantile spirit compared to a mighty oaks aged and wise spirit. If a place or object is greatly altered then the spirit is often destroyed. This is the natural order of things to some extent. Spirits always take on the aspects of their residence. The spirit of an ageless mountain may take a week to complete a sentence while the Spirit of the winds may speak so fast they cannot be understood as the flit by.

What things a Spirit would know or care about depends is left up to the GM.
 
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Cheiro: I'm going to talk to my DM but I think the concern is more how his campaign works than the power level.

Shallown: Shillelagh is fun and fairly powerful, although having a 9 Str makes melee combat kind of iffy. My PC has a Str of 10 and started off using it a lot but through experience started preferring Produce Flame (also helps to have an extra level or two to get more attacks and damage with it) because it is a touch attack and so easier to connect, and it can be hurled, taking advantage of a good Dex, plus it has 120' range and no range penalties within that. If you like using Shillelagh, then speaking of spell synergy, I highly recommend you pick Enlarge Person as a Wizard spell. The bonuses/penalties can be little confusing, but the net effect is -1 to AC, +1 to melee damage, weapon damage di(c)e as per one size increase, and 10' reach. Shillelagh already does damage as per a huge club+1 (i.e. two sizes larger than you assuming you're medium-sized ), that is 2d6+1. With Enlarge Person on you, it damages as a gargantuam club+1, i.e. 3d6+1! As a Drd1/Wiz1 with a Str9 to begin with, that means you will attack at a +0 for 3d6+1 damage. I don't know if you wield a shield but if your other hand is free for casting, you can try to stay 10' away from opponents to cast safely and if they try to get closer, take advantage of AOOs with your reach Shillelagh. To speed things up, I have listed my damage ratings for my cudgel as per normal, with Shillelagh, and with Shillelagh and Enlarge Person. If you use it a lot, it helps to write or memorize it so you don't have to go looking at two spells, the weapon table, and the alternate weapon size damage table every time you use this tactic.

I'll post some stats of Feanor (my Drd3/Wiz3) later.

Cheers,
 

Yeah Shillelagh is really cool. Though I thought the damage was 1d10. I know the spell says 2d6 but 2 sizes increase on the chart is PHB is 1d10. I'm not sure I'll have to check and see.

Yeah Enlarge is one I will get. I might end up being more of a front line combatant than I intended. But we just started and two players changed characters to fighter types so I might be able to sit back and be support like I need to be.

Thanks for the produce flame idea I will use that in a few levels when it will be a little more useful to me.

Cool. thanks a lot
 

Shallown said:
Yeah Shillelagh is really cool. Though I thought the damage was 1d10. I know the spell says 2d6 but 2 sizes increase on the chart is PHB is 1d10. I'm not sure I'll have to check and see.
Yeah, that table (7-4 on PHB 114) can be a bit confusing. Looks like you were starting with 1d6 and going down two rows to get 1d10. What you do is look at the first/medium column value in the row (1d6 in this case), and then look at the last/large column value (1d8 here) . To do TWO size increases, you now take that value you got for last/large column (1d8) and look for it in the first/medium column (in this case it's one row down from 1d6). The last/large column value for THAT row is the damage for a huge weapon (i.e. 2d6 in this case). It's much easier if you use table 2-2 on DMG 28. There it shows medium damage in one column and then columns for one, two, three, and four size increases. There you can just read that a medium weapon damage of 1d6 becomes 2d6 with two size increases (and 3d6 with 3 size increases, as per Shillelagh + Enlarge Person).

By the way, are you getting your Entangle on? :]
 

I'm playing a Drd 3/Wiz 3/MT 8 right now and it's a blast. The spell lists really compliment each other nicely. I've been playing this class before CD came out (and thus the Practiced Spellcaster feat) but the only real problem I've had is beating SR (and I have Spell Penetration).

I use a lot of summoning spells and I have SF (Conj) and Augment Summoning. Animal Growth + SNA is awesome. The other players in the group love it but my DM doesn't share that love. I also have Quicken and Empower spell that I use for Quickened True Strike + Empowered Ray of Enfeeblement as well as Quickened Spectral Hand + touch spells (like poison).

Throw some Soild Fogs, Acid Fogs, and Evard's Black Tentacles on top of it all and you have a very versatile caster.

My feats: Empower Spell, Quicken Spell, SF (Conj), Augment Summoning, Craft Wonderous, Spell Penetration. I have a feat coming to me next level so I might take Practiced Spellcaster (not sure which class yet though, prob wizards).
 

Feanor Alendi, Drd3/Wiz(Ill)3

Here is an extensive writeup of my Druid/Illusionist, Feanor. First I present some houserules in effect, then the crunch, and finally the fluff. Cheers! --MC

RELEVANT CAMPAIGN-SPECIFIC HOUSERULES

  • Alignment in the campaign, which determines the effects of various spells and items, has more to do with a character’s cult and class(es) than their behavior. As such, Feanor counts as “Chaotic Good.” In behavior and temperament, he is closer to “true neutral” with chaotic and good tendencies.
  • Wyvernhide armor replaces dragonhide armor with identical game mechanics.
  • 5+ ranks in Knowledge(Caerfallin) provides a +2 synergy bonus with Gather Information checks.
  • Regional/cult feat: Automatic Still Spell. Prerequisite--Still Spell. Allows all spells of levels 0 and 1 to be cast stilled without special preparation or increased spell level. This feat can be taken multiple times, each time applying to the next two spell levels, e.g. 2 and 3, then 4 and 5, etc.
  • Caster level for multiclassed spellcasters is calculated as follows: half of the caster levels from each spellcasting class are added to the effective caster level of each other, rounding down. The effective caster level of a class cannot be more than doubled by such additions. Effective caster level affects level-dependent spell variables (e.g. range, duration, damage) but not spell progression nor any other statistics related to class or caster levels. Example: as a Drd3/Wiz3, Feanor has an effective caster level of Drd4/Wiz4 because each class adds one level (half rounding down) to the other. If Feanor advances as a Druid at the next level (i.e. Drd4/Wiz3) his effective caster level will be Drd5/Wiz5.
  • Spell effects from spell-completion and spell-trigger magic items (i.e. scrolls and wands) can be shared with or placed upon familiars and animal companions in the same manner as spells that are cast.

CRUNCH

Feanor Alendi, male human Druid 3 / Wizard (Illusionist) 3

HD 3d8+3d4+6; hp 22; Init +1; Spd 20 ft.; AC 18 (+1 Dex, +6 +1 wyvernhide breastplate, +1 darkwood buckler); BAB/Grapple +3/+3; Melee scimitar +3 (1d6/crit 18-20) or cudgel +3 (1d6) or shortspear +3 (1d6/crit x3); Ranged cudgel +4 (1d6) or shortspear +4 (1d6/crit x3); SA spells; SQ animal companion, nature sense, wild empathy, spontaneous summoning; summon familiar, woodland stride, trackless step; AL CG; SV Fort +5, Ref +5, Will +8; Str 10, Dex 13, Con 12, Int 16, Wis 15, Cha 9.

Skills (conditional modifiers not included): Appraise +4, Diplomacy +1, Gather Information +2, Handle Animal +6, Heal +5, Knowledge(arcana) +12, Knowledge(Caerfallin) +8, Knowledge(geography) +6, Knowledge(history) +6, Knowledge(nature) +10, Listen +1, Profession(herbalist) +3, Ride +7, Spellcraft +14, spot +3, Survival +9, Swim +5.

Feats: Still Spell, Automatic Still Spell (spell levels 0-1), Automatic Still Spell (spell levels 2-3), Scribe Scroll, Lightning Reflexes.

Druid Spells Known (cast 4/3/2): as per PHB, plus 0-animal trick (from MotW).

Wizard Spells Known (cast 4+1*/3+1*/2+1*): 0-acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance; 1-color spray, disguise self, expeditious retreat, feather fall, identify, magic missile, magic weapon, protection from evil, shield, silent image, true strike; 2-alter self, detect thoughts, fox’s cunning, hypnotic pattern, invisibility, knock, levitate, minor image, mirror image, protection from arrows, see invisibility. *bonus spells for specialization in Illusion; prohibited schools: Enchantment and Necromancy.

Magic items: +1 wyvernhide breastplate; various scrolls and potions; wands of enlarge person, mage armor, and shield; pair of sympathetic compasses (each points to the other at all times); pair of sympathetic rattles (when one is rattled, the other rattles as well); feather cape totem (allows speech with raptors and feather fall on self and bonded creatures (e.g. familiar and animal companion) at will).

Magaran, female “war dog” (riding dog) Animal Companion

HD 4d8+12; hp 38; Init +3; Spd 40 ft; AC 19 (+3 Dex, +6 natural); BAB/Grapple +3/+3; Melee bite +6 (1d6+4); SA trip (+1 racial bonus); SQ low-light vision, scent, link, shared spells, evasion; AL N; SV Fort +7, Ref +7, Will +4; Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6.

Skills: Jump +10, Listen +5, Spot +5, Swim +5, Survival +1 (+5 racial bonus when tracking by scent).

Feats: Alertness, Track, Iron Will

Tricks: Attack*, Come, Defend, Down, Heel**; *will attack unnatural creatures; **will follow through unnatural environments and under the influence of magical locomotion.

Wyst, male “sea eagle” (hawk) Familiar

HD 6; hp 11; Init +3; Spd 10 ft. fly 60 ft (average); AC 19 (+2 size, +3 Dex, +4 natural); BAB/Grapple +3/-7; Melee talons +8 (1d4-2); Space/Reach 2.5 ft/0 ft; SQ low-light vision, empathic link, shared spells, improved evasion, grant bonuses to master, deliver touch spells; AL N; SV Fort +4, Ref +7, Will +8; Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6.

Skills: Listen +3, Spot +14, Hide +11, Move Silently +3, Survival +7.

Feats: Weapon Finesse.


FLUFF

Age: 28; Height: 5'; Weight: 130; Eyes: Green; Hair: Dark Brown; Complexion: Pale.

Affiliations: Initiate, Cult of Caerfallin; Honorary Member, Vermillion Guard; Co-owner and Horticulturist of the keelboat “Goodberry”).

Languages: Common, Druidic, Elven, Sylvan (Unicorn dialect), Draconic (Lizardfolk dialect).

Background: Feanor hails from the Forest of Caerfallin and is following in the footsteps of the demi-god-like heroine Caerfallin, who was herself a Druid/Wizard before being placed into suspended animation by the Witch-goddess Yaga. Feanor is human but has a build similar to that of an elf (no pointy ears, mind you). He respects elves and has a slight tendency to look down upon humans (i.e. he is an elf-wannabe). Feanor is far more comfortable with animals and wild races than civilized people. His first loyalty is to his familiar Wyst and animal companion Magaran, who are rarely beyond arm’s reach (except when Wyst is scouting overhead). Feanor can be terse and lacking in tact, especially as regards social graces and proper recognition of authority, but he is (usually) wise enough to behave himself when to do otherwise would jeopardize himself or his party. He has made a concerted effort to improve in the art of diplomacy but generally prefers to let more charismatic party members deal with the “chit-chat.” He is far more adherent to protocol as regards the Cult of Caerfallin and its authorities, as well as those of the University at Molosh City and other places of higher learning, on which he depends to develop his arcane skills.

Feanor takes a great interest in native flora, fauna, and sentient races of uncivilized areas. He has had extensive interaction with Lizardfolk and has a fondness for them that inspired him to learn their dialect of Draconic. He shows great deference to Unicorns, and is proud to have earned their gratitude for warning the clan on Sophia Island of an impending tsunami. Feanor believes in survival of the fittest and the amorality of the natural world. He bears no ill-will toward natural creatures that would harm him because it is in their nature (to hunt or protect territory, for instance) but naturally would prefer to live and has no qualms about killing in self-defense. Conversely (some would say paradoxically, but not him), he feels (and acts) very strongly about the immorality of arcane necromancy and the undead, which he considers perversions and mockeries of nature. He has been openly rude and preachy toward necromancers at the University in Molosh City who (supposedly) have good intentions.

Feanor and colleagues acquired a keelboat from poachers they apprehended on Goat Island. This vessel has since been upgraded extensively, complete with mantlets, an on-deck garden of berry plants, and a trio of vine-entwined hydra skulls at the fore end of the ship (harvested from a 6-headed specimen that attacked them at sea, of course). It is currently being used by hirelings for trade as they have completed an ocean journey and now must proceed overland. After he finishes his current training (related to advancing to Wizard level 3), Feanor will rejoin his companions and continue on their mission of escorting the Unicorn Sithar to the Court of Enguine, where Sithar hopes to become a pupil of the famed Unicorn Wincess. This journey will take the party out of the relative safety of the Forest of Caerfallin and along the border of the sinister Forest of Yaga and the undead-infested Haunted Lands.
 
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Magus Thanks for pointing out my chart miss read. Wil be a little bit better doing 2d6 instead of 1d10.

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.

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 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.

Are you thinking about other creation feats besides scribe scroll?
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...

Chris 7476 - Spectral hand is actually has a nasty synergy with t he borad range of touch spells you can have with two classes. Being able to heal and hurt at range makes for some nasty fun.

Later guys
 

Into the Woods

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