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<blockquote data-quote="Shayuri" data-source="post: 5566839" data-attributes="member: 4936"><p>All right, I've read the Natural Spell description and nothing there says it's limited to druid magic...so yeah, get it. Druidic wildshape, without MMoF or epic feats, is not actually terrifically great for combat, but there are some good forms snuck in there.</p><p></p><p>Giant Octopus is nice, for example. Use Fly to circumvent its crappy land movement score. The elemental forms are also useful, especially since you can get Huge forms which have DR, and movement modes that are very nice.</p><p></p><p>My suggestion to you is this. Plot out three or four shapes you'll be using frequently. Work out how each one will modify your combat stats...Str, Dex and Con, AC, saves and Init and so on. Make a spot on your sheet to write all that down. Then when you change into a dire tiger, you'll be able to tell very easily what your claw to hit bonus is (your BAB + your str mod adjusted by the dire tiger form). Remember that your physical stats really need not be any higher than 10, since you'll probably be spending most of your time in other shapes anyway. Oh, Con should be higher though, cuz your Hit Points stay the same regardless of form. Pump Con in your base form. Get it decently high, because you'll be spending more time in melee than most wizards.</p></blockquote><p></p>
[QUOTE="Shayuri, post: 5566839, member: 4936"] All right, I've read the Natural Spell description and nothing there says it's limited to druid magic...so yeah, get it. Druidic wildshape, without MMoF or epic feats, is not actually terrifically great for combat, but there are some good forms snuck in there. Giant Octopus is nice, for example. Use Fly to circumvent its crappy land movement score. The elemental forms are also useful, especially since you can get Huge forms which have DR, and movement modes that are very nice. My suggestion to you is this. Plot out three or four shapes you'll be using frequently. Work out how each one will modify your combat stats...Str, Dex and Con, AC, saves and Init and so on. Make a spot on your sheet to write all that down. Then when you change into a dire tiger, you'll be able to tell very easily what your claw to hit bonus is (your BAB + your str mod adjusted by the dire tiger form). Remember that your physical stats really need not be any higher than 10, since you'll probably be spending most of your time in other shapes anyway. Oh, Con should be higher though, cuz your Hit Points stay the same regardless of form. Pump Con in your base form. Get it decently high, because you'll be spending more time in melee than most wizards. [/QUOTE]
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