High level druid tactics

Pielorinho

Iron Fist of Pelor
So I've just hit fifteenth level with my dwarven druid, and what a spectacular level it is! New spells, new feat, and huge wildshaping.

Thing is, I haven't been able to figure out any especially cool new tactics. The huge wildshapes don't seem too exciting to me, and the eighth-level spells don't jump out at me as totally buttkicking.

I'm wondering what tactics folks found themselves using as a druid at fifteenth level: what are good wildshapes, and what single eighth-level spell ought I always keep prepared? (I can prepare a second one in my spellstaff, I believe).

My character has got a prayer bead (+4 to spell level), and the following feats:
Spell Focus (conjuration)
Augment summoning (My newest feat--yeehaw!)
Spell Thematics (essentially, choose one spell/level to cast at +1 spell level; his theme is earth/magma magic)
Fast wildshape (move action to shift)
Create Wonderous Item
Natural Spell

These days we're travelling with an army of undead whom I *really* don't trust, so I'm probably going to load up my spellstaff with a sunburst and keep a second one prepared; but once they're gone, I'm not sure what are the best spells to take. I'm the only spellcaster in the party: the remainder consists of a barbarian, a monk/rogue, and an archer, so I'm responsible for all the healing and blasting in addition to all the other duties. I've got an elephant companion.

Thanks in advance for ideas!
Daniel
 

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Pielorinho said:
Thing is, I haven't been able to figure out any especially cool new tactics. The huge wildshapes don't seem too exciting to me, and the eighth-level spells don't jump out at me as totally buttkicking.
Does your DM houserule that animal growth and wildshape do not stack? If not, then wildshaping into an elephant and casting animal growth is pretty cool. Also, there are some new dire animal forms in sandstorm and maybe in the MMIII.

Pielorinho said:
...and what single eighth-level spell ought I always keep prepared? (I can prepare a second one in my spellstaff, I believe).
What source books are allowed? Otherwise, the three best core spells are finger of death, whirlwind, and earthquake, depending on your location; with finger of death being the primary. Unfortunately, most spells of this level and higher and situational, so it's hard to say.

I'm sorry I'm not really much help. :\
 

Right now I'd mostly like to keep to the core books, although Sandstorm might be an option, since we're close to the desert and I bought Sandstorm for my Dm for his birthday :D. And yeah, we've houseruled all shapeshifting according to the Rich Burlew rules, including not having types change with wildshaping, so that's not an option. Is elephant an especially good form without that change?

Daniel
 

Reverse Gravity (no save, pretty decent duration)
Summon Monster 4 (1d4+1 augmented hippogriffs)

Stand back and watch the fun. And the best part is that nobody gets a save. Works great if you're dealing with terrestial (non flying) opponents.
 


nittanytbone said:
Reverse Gravity (no save, pretty decent duration)
Summon Monster 4 (1d4+1 augmented hippogriffs)

Stand back and watch the fun. And the best part is that nobody gets a save. Works great if you're dealing with terrestial (non flying) opponents.
Pretty cute! However, for a single eighth-level slot I could get 1d3 greater air elementals who can transform into whirlwind form for 10 rounds, while in this form, they can require reflex saves DC 25, and anyone who fails two saves is sucked up into them, later to be dropped to the ground from a very great height; while in the whirlwind, the victims take 2d8 damage/round; and they can cover an area much larger than the reverse gravity. What's more, they can also fight, if fighting's in order, and people in the whirlwind have a hard time attacking or casting spells.

Is reverse gravity really superior to all this? Since I'd only get 7 10' cubes, it just doesn't seem all that impressive, unless I'm fighting a big, spell-resistant melee mook (e.g., a golem), and I want to get it out of combat.

Daniel
 

Summoning-wise, the rocs look awesome to me if we're outside. With flyby attack and snatch, they can do a spectacular job of removing a single opponent from combat, hurting the heck out of that opponent. I really look forward to the first combat in which I can summon a roc!

Daniel
 


Thanee said:
In the right situation... it allows no save and no SR, that's the big plus.
Makes sense. Are there right situations other than the fighting of a big, spell-resistant melee mook?

Hmm...actually, I'm thinking I should expand that to high-save or spell-resistant. It sure would be fun against a bevy of monks! Before summoning the air elementals to pound the snot out of them, I'd have to take a round just to point and laugh.

Daniel
 

Since you're a Druid, there's no question about choosing Summon Nature's Ally vs. some other "situational" spell -- you can always spontaneously convert the latter to the former.

I'd go with Sunburst -- it's situational, but applies to many situations (darkness, undead, fungi & oozes, many foes at long range).

-- N
 

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