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The druid is not fighting!!! LONG!
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<blockquote data-quote="Happiest_Sadist" data-source="post: 894624" data-attributes="member: 1743"><p>Tell him to memorize some attack spells with something other than instantaneous duration. A couple of produce flames can make him more viable, as they do halfway decent damage as a touch attack for a long time, better than he'd do with a bow. Also at this level he shouldn't have to deal with running out of spells, as durids have great spells. Entangle is always worthwhile and its first level.</p><p>Also point out that he dosn't have to enter melee to do damage. Rusting grasp their weapons and armor, warp wood or wood shape on hafted weapons.</p><p>Consider also getting some melee animal companions and learning animal growth. Noone will complain about you not contributing in melee after you animal growth both of your dire ape animal companions (and a couple of monsters you summon).</p><p></p><p>However if he is unwilling to change, and others demand that he does create situations where melee is inevitable. This should show him his competence. Then follow up with some situations where others in the party must take risks to help him that others might not take. Ex. If the party has a dwarf who hates water, make the druid have an urgent quest that takes place under the sea and requires the dwarf's skills. After this it should be clear (or can be made clear by others) that its expected that adventuring requires doing things that you don't like for your friends. If after this he outright refuses to enter melee (as opposed to being reluctant) then you should remember that they aren't forced to adventure together.</p></blockquote><p></p>
[QUOTE="Happiest_Sadist, post: 894624, member: 1743"] Tell him to memorize some attack spells with something other than instantaneous duration. A couple of produce flames can make him more viable, as they do halfway decent damage as a touch attack for a long time, better than he'd do with a bow. Also at this level he shouldn't have to deal with running out of spells, as durids have great spells. Entangle is always worthwhile and its first level. Also point out that he dosn't have to enter melee to do damage. Rusting grasp their weapons and armor, warp wood or wood shape on hafted weapons. Consider also getting some melee animal companions and learning animal growth. Noone will complain about you not contributing in melee after you animal growth both of your dire ape animal companions (and a couple of monsters you summon). However if he is unwilling to change, and others demand that he does create situations where melee is inevitable. This should show him his competence. Then follow up with some situations where others in the party must take risks to help him that others might not take. Ex. If the party has a dwarf who hates water, make the druid have an urgent quest that takes place under the sea and requires the dwarf's skills. After this it should be clear (or can be made clear by others) that its expected that adventuring requires doing things that you don't like for your friends. If after this he outright refuses to enter melee (as opposed to being reluctant) then you should remember that they aren't forced to adventure together. [/QUOTE]
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The druid is not fighting!!! LONG!
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