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<blockquote data-quote="StreamOfTheSky" data-source="post: 5103602" data-attributes="member: 35909"><p>Umm...your unarmed strikes would use the large monk progression. But it would have no bearing on your natural weapons. You could on a full attack use unarmed as the primary weapon and then add all the natural weapons as secondary natural attacks (-5 to hit, only half str to damage).</p><p></p><p></p><p></p><p>Consider Touch of Healing reserve feat from C.Champion instead? As long as you keep a level 2 or higher healing spell in reserve (ie, not yet cast), you can heal as a standard action 3 x [highest healing spell level uncast] hp, though it can only bring the target up to half max hp. Still, it's a supernatural ability and has no limit in uses per day.</p><p></p><p></p><p></p><p></p><p>Augment Summoning requires Spell Focus (Conjuration), don't forget.</p><p></p><p></p><p></p><p>The clasps get expensive, try to bundle together your magic items as much as you can without raising costs. Magic Item Compendium changed the rules for item stacking, you should read it over well. You could pack con and wis bonuses together on one item, and it shouldn't cost extra, for example. Then that's one wilding clasp instead of 2. Con can also be put on a belt, as can strength. It's totally worth it to get wis +4 as early as allowed.</p><p></p><p></p><p></p><p>Scimitar is a decent weapon. Quaterstaff is especially nice if you use Shilllelagh (spelling?), Brambles, Entangling Staff (latter ones from Spell Compendium), etc...</p><p></p><p></p><p></p><p>Dire wolves may be a little weak by then, may be better off going for d3 animals from the SNA IV list instead. Myself, I'd go with a Dire Lion or Large Elemental from the V list, or d3 Arrowhawks, Brown Bears, Tigers, or Unicorns from the IV list. As far as the general strategy...summoning is a 1 round casting time, so on round 1 they will not arrive and anyone attacking you in between then and round 2 will mean you need to make a concentration check or lose the spell. Unless you have the breathing room to not get attacked much on round 1, I think it'd be better to open up with a battlefield control spell, like Entangle, and then start summoning. Wildshape doesn't really give enough uses/day until higher levels to use it as a per/encounter buff. It's generally better to try and use its hour/level duration to walk into battle already wildshaped. Both to conserve your uses/day and to say a round of buff time in combat. That's why I said to look into things like Delay Potion, so you could drink an Enlarge Person potion, Wildshape, and then go explore, get into a fight, already be wildshaped and need only a swift action to benefit from the potion. Saves you two rounds of buff time.</p><p></p><p>Oh, also: At least for low levels, my favorite buff on the first round of combat (well, after wildshaping if I wasn't already) was Produce Flame. And then making a full attack and adding a whole bunch of fire damage to the attacks. Works awesome with pounce and rake. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5103602, member: 35909"] Umm...your unarmed strikes would use the large monk progression. But it would have no bearing on your natural weapons. You could on a full attack use unarmed as the primary weapon and then add all the natural weapons as secondary natural attacks (-5 to hit, only half str to damage). Consider Touch of Healing reserve feat from C.Champion instead? As long as you keep a level 2 or higher healing spell in reserve (ie, not yet cast), you can heal as a standard action 3 x [highest healing spell level uncast] hp, though it can only bring the target up to half max hp. Still, it's a supernatural ability and has no limit in uses per day. Augment Summoning requires Spell Focus (Conjuration), don't forget. The clasps get expensive, try to bundle together your magic items as much as you can without raising costs. Magic Item Compendium changed the rules for item stacking, you should read it over well. You could pack con and wis bonuses together on one item, and it shouldn't cost extra, for example. Then that's one wilding clasp instead of 2. Con can also be put on a belt, as can strength. It's totally worth it to get wis +4 as early as allowed. Scimitar is a decent weapon. Quaterstaff is especially nice if you use Shilllelagh (spelling?), Brambles, Entangling Staff (latter ones from Spell Compendium), etc... Dire wolves may be a little weak by then, may be better off going for d3 animals from the SNA IV list instead. Myself, I'd go with a Dire Lion or Large Elemental from the V list, or d3 Arrowhawks, Brown Bears, Tigers, or Unicorns from the IV list. As far as the general strategy...summoning is a 1 round casting time, so on round 1 they will not arrive and anyone attacking you in between then and round 2 will mean you need to make a concentration check or lose the spell. Unless you have the breathing room to not get attacked much on round 1, I think it'd be better to open up with a battlefield control spell, like Entangle, and then start summoning. Wildshape doesn't really give enough uses/day until higher levels to use it as a per/encounter buff. It's generally better to try and use its hour/level duration to walk into battle already wildshaped. Both to conserve your uses/day and to say a round of buff time in combat. That's why I said to look into things like Delay Potion, so you could drink an Enlarge Person potion, Wildshape, and then go explore, get into a fight, already be wildshaped and need only a swift action to benefit from the potion. Saves you two rounds of buff time. Oh, also: At least for low levels, my favorite buff on the first round of combat (well, after wildshaping if I wasn't already) was Produce Flame. And then making a full attack and adding a whole bunch of fire damage to the attacks. Works awesome with pounce and rake. :) [/QUOTE]
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