Trick out my druid!

klofft

Explorer
I'm making a 6th level half-orc druid and I have 13000 gp to spend, with a rule that no more than 6500 can be spent on any single item.

I have a dragonhide breastplate and a +1 scimitar and a +2 wooden shield (approx. 6800 gp total). I bought a +1 cloak of resistance and a +1 natural armor amulet, but I am not committed to either of them. I have a 16 WIS, so I wasn't interested in a 4000 gp periapt unless someone can make a case for why its worth the money right now.

The concept is built around wild shape, his bear companion, and spontaneous summonings (basically, the beast-man druid archetype). I would like some fun magic that augments those parts of his character. Ideally (but not necessarily) his items would be more creative than just enhancement boosters, wands, and scrolls (though I did also consider a wand of cure light).

Has anyone done this before who can suggest some cool gear? I have access to the entire 3.5 WotC collection, so any of those sources is viable.

Thanks in advance!
C
 

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Swap that amulet of natural armor for a ring of protection. The ring is just better, and you can cast barkskin anyways.

While it doesn't directly augment the beast-man concept, personally I'm a huge fan of the anklet of translocation. At 6th level, you're getting to the point where almost every monster has improved grab.
-blarg
 

It sounds like you are already on pretty solid ground as far as druids go.

A periapt of wisdom is good if you ever think you'll be casting offensive magic, and druids get some great offensive/battlefield control spells.

If you are set on the burly beast man combat theme you might consider the bear warrior prestige class, they eventually get humongous strength bonuses and take on bear form. Although from a 'tricking out' point of view, the pouncing animals like tigers and dinosaurs typically make for more powerful animal companions.

Another prestige class option would be the Beastlord which gives a sizeable bump in your animal companions abilities at the cost of spell casting power. The first level of the class gives an effective +4 levels to your animal companions abilities. Combined with the Natural bond feat you can pick up some pretty beefy companions early on and still have some bonus HD etc...

Consider the Companion Spellbound feat which lets your companion share your spells out to a range of 30ft. VERY handy since in combats its difficult and risky to stay within 5ft of your pet all the time.

Wilding clasps I think cost 4k each. They allow certain magic item slots to continue functioning during wild shape and are a good investment even at early levels.
 
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Although it's not equipement, I would recomend taking the feat that makes your animal companion 3 levels more powerful (sry, I can't remeber what it's called, but I'm preatty sure it's in Complete Adventurer).
 

Although it's not equipement, I would recomend taking the feat that makes your animal companion 3 levels more powerful (sry, I can't remeber what it's called, but I'm preatty sure it's in Complete Adventurer).
Natural Bond, and it's limited by your character level.

Technically, the feat lets you mitigate the level-adjusted animal companions (so that, for instance, at 6th level, that Leopard (-3 adjustment) uses the 6th level Druid bonuses - +4 Hit Dice, +4 Natural Armor, +2 Str, +2 Dex, Devotion, Evasion, Link, Share spells) - slap some Leather Barding (or a Mithral Chain Shirt) on the Leopard, as well as a buff or two, and he's good to fight off a Core Fighter.
 

Consider 1-2 wands of vigor (spell compendium) as well. They don't directly benefit you, but will go a long way towards maintaining the overall health of the party.
 

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