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Feats for a druid?
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<blockquote data-quote="The Souljourner" data-source="post: 3347911" data-attributes="member: 1622"><p>I'm starting a new druid, my first ever. Right now the plan is to stick with straight druid, since I've never played one and they're pretty damn good without any PrC craziness. For reference it'll probably mostly be a wilderness campaign.</p><p></p><p>We'll be starting at 3rd level, and can take up to two flaws, plus I'm human, so that'll be a maximum of 5 feats (crazy!) assuming I can find flaws that I think are worthwhile.</p><p></p><p>I want to try to stay as a generalist - not overly focus on one thing too much, since druids are good at just about everything, so a few feats improving a variety of things is better than all my feats making one thing spectacular.</p><p></p><p><strong>Spellcasting</strong></p><p>Spell Focus: Conjuration</p><p>Augment Summoning</p><p></p><p>Augment Summoning looks to be really good, and I'll likely cast at least one summon every battle.</p><p></p><p><strong>Animal Companion</strong></p><p>Natural Bond </p><p></p><p>my DM is allowing this to offset the penalty for choosing from the 4th level list, so I can start with a bear or leopard or whatever. </p><p></p><p>Anything else I should have? Natural Spell at 6th seems very likely. But I could have up to two more feats when I start... also I'm not 100% sold on any of the choices above. They're all ok, but not spectacular choices. Also, I don't know what feats I might want to improve the third aspect of a druid - wildshaping. Obviously I can't wildshape until 5th level, but since 6th level is likely going to be sucked up by natural spell... I might want to consider putting one in the bag for later</p><p></p><p>Suggestions welcome.</p><p></p><p>-Nate</p></blockquote><p></p>
[QUOTE="The Souljourner, post: 3347911, member: 1622"] I'm starting a new druid, my first ever. Right now the plan is to stick with straight druid, since I've never played one and they're pretty damn good without any PrC craziness. For reference it'll probably mostly be a wilderness campaign. We'll be starting at 3rd level, and can take up to two flaws, plus I'm human, so that'll be a maximum of 5 feats (crazy!) assuming I can find flaws that I think are worthwhile. I want to try to stay as a generalist - not overly focus on one thing too much, since druids are good at just about everything, so a few feats improving a variety of things is better than all my feats making one thing spectacular. [b]Spellcasting[/b] Spell Focus: Conjuration Augment Summoning Augment Summoning looks to be really good, and I'll likely cast at least one summon every battle. [b]Animal Companion[/b] Natural Bond my DM is allowing this to offset the penalty for choosing from the 4th level list, so I can start with a bear or leopard or whatever. Anything else I should have? Natural Spell at 6th seems very likely. But I could have up to two more feats when I start... also I'm not 100% sold on any of the choices above. They're all ok, but not spectacular choices. Also, I don't know what feats I might want to improve the third aspect of a druid - wildshaping. Obviously I can't wildshape until 5th level, but since 6th level is likely going to be sucked up by natural spell... I might want to consider putting one in the bag for later Suggestions welcome. -Nate [/QUOTE]
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