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<blockquote data-quote="StreamOfTheSky" data-source="post: 3609436" data-attributes="member: 35909"><p>Except the stupid wildshape rules prevent you from becoming a Deinonychus at 5th level, as it is a large creature, and wotc thought it was ok for halflings to take medium sizes but broken for humans to take large sizes till level 8. Bit of a rant, but I just started a druid at level 4 (now 5), and that rule irks me ot no end. I had been defaulting to lion every time, as it fits my character concept (eventually going into Lion of Talisid PrC), but the one damage dice difference from leopard to lion is apparantly too broken to allow.</p><p></p><p>My druid advice from my thus far limited experience: NEVER give up wildshape for ANYTHING. Bear in mind, I kinda hate wildshape, and consider it a burden to use and keep track of. I'd have gladly gone w/ the Swift and Deadly Hunter variant from unearthed arcana, and was planning to. Then, I looked at my options as I levelled in the non-core books. My gods, it's like wotc thinks wildshape is the only ability druids get! Almost every PrC, feat, or spell either requires wildshape or grants extra benefits for having it (either the ability itself, or the Natural Spell feat, by extension).</p><p></p><p>One neat trick a templated were-tiger (only took the first level of the 3 level template, which replaces the LA), who chose the race cause she just wanted to play a tiger, uses: a use activated ghost sound amulet around her neck. The DM allowed this to let her communicate with the party. If your DM allows this, it's a cheap way to off-set one of the prime deterrants of staying in wildshape all day. Of course, if there's another PC in the party who can use speak w/ animals (possibly just a gnome, if you stick to burrowing animals), this isn't necessary.</p><p></p><p>Another interesting trick I was considering: one level dip into cleric. Pick a domain or two for some awesome spells, like Travel, Luck, or Celerity. Take domain spontinaeity. Rejoice in the fact that it explicitly allows you to drop "prepared divine spells" to cast your domain spells, w/o specifying cleric at all.</p><p></p><p>As for good low level spells to drop before entering melee, if you can use spell compendium, I make heavy use of both Spiritjaws and Kelpstrand. The former is like spiritual weapon except it also grapples and can pin. The latter eventually targets multiple enemies for a rather large grapple mod (strictly reading the description, I believe it is BAB + caster level + wis mod) if you can make a touch attack (like that's hard!). It allows you to keep enemies grappled whilst not leaving you hindered in the least. The only downside is, if you miss, or the first time they break free, the spell's effectively over. If you're not wildshaping, Shillelagh, Brambles, etc... are always handy.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 3609436, member: 35909"] Except the stupid wildshape rules prevent you from becoming a Deinonychus at 5th level, as it is a large creature, and wotc thought it was ok for halflings to take medium sizes but broken for humans to take large sizes till level 8. Bit of a rant, but I just started a druid at level 4 (now 5), and that rule irks me ot no end. I had been defaulting to lion every time, as it fits my character concept (eventually going into Lion of Talisid PrC), but the one damage dice difference from leopard to lion is apparantly too broken to allow. My druid advice from my thus far limited experience: NEVER give up wildshape for ANYTHING. Bear in mind, I kinda hate wildshape, and consider it a burden to use and keep track of. I'd have gladly gone w/ the Swift and Deadly Hunter variant from unearthed arcana, and was planning to. Then, I looked at my options as I levelled in the non-core books. My gods, it's like wotc thinks wildshape is the only ability druids get! Almost every PrC, feat, or spell either requires wildshape or grants extra benefits for having it (either the ability itself, or the Natural Spell feat, by extension). One neat trick a templated were-tiger (only took the first level of the 3 level template, which replaces the LA), who chose the race cause she just wanted to play a tiger, uses: a use activated ghost sound amulet around her neck. The DM allowed this to let her communicate with the party. If your DM allows this, it's a cheap way to off-set one of the prime deterrants of staying in wildshape all day. Of course, if there's another PC in the party who can use speak w/ animals (possibly just a gnome, if you stick to burrowing animals), this isn't necessary. Another interesting trick I was considering: one level dip into cleric. Pick a domain or two for some awesome spells, like Travel, Luck, or Celerity. Take domain spontinaeity. Rejoice in the fact that it explicitly allows you to drop "prepared divine spells" to cast your domain spells, w/o specifying cleric at all. As for good low level spells to drop before entering melee, if you can use spell compendium, I make heavy use of both Spiritjaws and Kelpstrand. The former is like spiritual weapon except it also grapples and can pin. The latter eventually targets multiple enemies for a rather large grapple mod (strictly reading the description, I believe it is BAB + caster level + wis mod) if you can make a touch attack (like that's hard!). It allows you to keep enemies grappled whilst not leaving you hindered in the least. The only downside is, if you miss, or the first time they break free, the spell's effectively over. If you're not wildshaping, Shillelagh, Brambles, etc... are always handy. [/QUOTE]
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