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Feat for Druid at 6th Level and general Druid Help...
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<blockquote data-quote="avatarolt" data-source="post: 1281169" data-attributes="member: 12646"><p>Yes...but he's affected by a myriad of animal-only spells which can have a tendancy to be meaner.</p><p></p><p>But in 3.5e, they didn't throw in the part about no change in hitpoints -- you're right in that it was in there for 3.0 though. It's a pretty powerful un-nerfing...wouldn't be surprised if it went back again after whatever updates they plan to do for their next version.</p><p></p><p>Once you pick up <em>Animal Growth</em> and <em>Flamestrike</em>, you should have at least 3 "attack forms", if you want to think of it in terms of lumbering mecha that have nothing to do with the topic at hand (Transformers! More than meets the eye!)</p><p></p><p>You *should* have a set of spells for "blasting" -- Creeping Cold (consider extending)-Call Lightning Storm-Flamestrike...I tend to use these spells in combats where I need to deliver heavy damage but don't want to risk wading into combat.</p><p></p><p>There's a second set of spells for melee -- Bull's Strength, Bear's Endurance, Barkskin, Animal Growth -- yeah, you should share them all with your animal companion and the two of you should be wailing together.</p><p></p><p>The third set is pretty simple -- cat's grace/produce flame/small high-dex critter wildshape = another party archer.</p><p></p><p>The beauty of the druid is that the more experienced you get, the more *options* become viable. Even if you have a standardized set of spells you memorize, you should be able to fit 2-4 options in there by 9th level. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="avatarolt, post: 1281169, member: 12646"] Yes...but he's affected by a myriad of animal-only spells which can have a tendancy to be meaner. But in 3.5e, they didn't throw in the part about no change in hitpoints -- you're right in that it was in there for 3.0 though. It's a pretty powerful un-nerfing...wouldn't be surprised if it went back again after whatever updates they plan to do for their next version. Once you pick up [i]Animal Growth[/i] and [i]Flamestrike[/i], you should have at least 3 "attack forms", if you want to think of it in terms of lumbering mecha that have nothing to do with the topic at hand (Transformers! More than meets the eye!) You *should* have a set of spells for "blasting" -- Creeping Cold (consider extending)-Call Lightning Storm-Flamestrike...I tend to use these spells in combats where I need to deliver heavy damage but don't want to risk wading into combat. There's a second set of spells for melee -- Bull's Strength, Bear's Endurance, Barkskin, Animal Growth -- yeah, you should share them all with your animal companion and the two of you should be wailing together. The third set is pretty simple -- cat's grace/produce flame/small high-dex critter wildshape = another party archer. The beauty of the druid is that the more experienced you get, the more *options* become viable. Even if you have a standardized set of spells you memorize, you should be able to fit 2-4 options in there by 9th level. ;) [/QUOTE]
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