Please help creating 7th level Druid!!

Doomhunter said:
Can you speak while in Wildshape? I doubt the game will be all that fun if you spend too much time scratching the ground to pass messages to the party.
Well, you could make a torc of animal speech (12,000 gp) (MotW), and give it to one of your party members.


Mike
 

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fett527 said:
What I'm going for is really a combination, going for melee fighting at the last. He would stay wildshaped most of the time as something harmless, more than likely a small bird, and cast spells in that form into combat. He would use summoning as needed as well as other spells. After those options are exhausted wildshape into a damage causing melee form.
And this can all be done within your spell selections, no need to tailor your feats or magic items for one specific niche... Druids are everything in one package.

My last Druid (human, 12th level), was in with a party with a super max'd spiked chain weaponmaster, and a hound archon paladin... and the DM was most worried about little old me. ;)

We started in G1, and got bogged down in the main entrance, which has many other doors, and I was able to seal off most with a few big earth elementals, using awesome blow... they didn't kill much, but nothing got by them either. So we just had one front to worry about... ahh, good times. ;)


Mike
 

Magic items don't continue to function while in Wildshape, so choose carefully. Wild on your armor for sure, and that Torc of Animal Speech (12,000 gp) (MotW), mikebr99 pointed out.
 

Doomhunter said:
Magic items don't continue to function while in Wildshape, so choose carefully. Wild on your armor for sure, and that Torc of Animal Speech (12,000 gp) (MotW), mikebr99 pointed out.

Actually, in 3.5, they do.

Going by the rules of the DMG (and the specific examples in the Draconomicon), magic items resize/reshape VERY well. Very adaptable, those little things.

After all, jaws made for huge dragons can easily fit a person's mouth!

The general rule is if the creature could at all wear it (fingers/toes for rings, arms and such for bracers, etc), the magic items will still function. I wouldn't let a snake wear boots, for example, but a bear or such is in the rules.

Also, for a less official answer, I asked Andy Collins about this on his message boards before 3.5 came out, and he said (paraphrased) that he personally would adjucate this very liberally: if the item could feasibly be worn by the creature, he would allow it to remain functional.

That does seem to be what the rules say, anyway.
 

fett527 said:
I just have a problem with absolutely wasting a feat with the spell focus (conjuration).

It's not a waste if it's a prereq for a really good feat. Sometimes you have to pay the premium price for the premium power.
 



Vraister said:
Could you give a short description of these PrCs? I'm mainly interested in the Daughter of Storms.

Thanks
Vraister

The "Daughter of Storms" PrC would need some heavy retooling, mostly due to the fact that "Call Lightning" got boosted to a much higher frequency of lightning bolts in revised DnD , but well, here goes :


Requirements (3.0) :
Intuit Direction 5 ranks, Knowledge Nature 5 ranks, Wilderness Lore 10 ranks
Must be female (although no real explanation is given for this )
Must have the Great Fortitude Feat
Must be able to cast 4th level divine spells
Must, as an act of faith get hit with a bolt of lightning and survive (I assume, without casting resistance spells on herself before ) - the source of the lightning can be yourself (via call lightning), a natural bolt or an enemy's lightning bolt.

Class has standard druid Skillpoints, HD etc. They follow the druidic oath regarding armour and weaponry (and we are talking the old oath here, )

Full spellcasting progression, strong Fort and Will saves, cleric BA-progression
plus several powers related to hardiness ( Fort save increases), outdoor survival, faster calling of "Call Lightning" (redundant under 3.5), spontaneous converting elemental spells into [Electricity] descriptor spells, calling storms (at will at 7th level) faster , although out of control, gains a Cha bonus to social interaction due to her fearsome reputation and in the end gains a combination of powers similar to the timeless body, plus some DR and SR power.

Rather one-sided, strongly thematic set of powers, no progress in wildshaping etc. and need some thoughtful adaption with regard to her abilities. May get slightly boring for indoor, underground and urban campaigns.
Source is "Path of Faith" by FFG, really not the most common of sourcebooks. Better check with your GM. We had one once IMC, didn't seem out of proportion or cheesy, but was played by a dedicated "roler", not a "roll-er".
YMMV

"Child of the Wood" is a fey-themed basically druid/ranger prestige class

Requirements (3.0)
Cha 14+, any neutral alignment
Human, Half-Elf, Elf, halfling or gnome
Animal Empathy 4 ranks, Knowledge (nature) 8 ranks, Wilderness Lore 6 ranks
Must have Alertness and Track feats
Must have befriended a dryad and be given the title of friend of the wood, Must be able to use wild shape (we played this as a very heavy dedication to the Fey/Sylvan forces plus some Fey natured bloodline or change )

Skillpoints as druid, HD D8, BA progression and saves as druid, full spellcasting progression, no other typical druid benefits.
Powers include slow change to plant and fey subtype, the possibility of growing long slashing (wooden) claws (later with an awesome 10' reach), Charisma bonus for sylvan skill use, "Control Plant" as an extra plant-like ability, "Plant Growth" as well, a "tree stride" look-alike power (short range), free "speak with animals and plants" (!), strong orientation boni in woodlands, subsistence on water and sunlight alone, slow extra healing and own blood giving bonus to stabilize checks, meld into tree, animation of trees similar to a treeant (at 9th level) and permanent type-change into a fey at 10th level.
Pretty strong requirement on role-playing here IMHO, plus has some potential for abuse with the "claws" power.
No wild-shape increase, no other druid powers, as 3.0 druid no discernible effect on animal companions etc.
Some reworking required. Class is pretty popular IMCs for druids who dislike wild-shaping etc. and prefer the "sylvan and fey" approach.
Same source-book

Hope this helps some.
 
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