Your experience with Natural Spell (vs. Still Spell)


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Nail said:
(I wonder if Gina might respond in here...)

Yes, she might, but she's not the expert that others are on all the rules.

Ok, I have read this thread and I went back and reread the old one. This is a pretty important issue to me right now as I play a druid who is coming up to 6th level and I will have to choose a feat and this is one of the ones I have been considering.

Looking at the one in MOtW and the new version in PHB 3.5, I guess that one could say that it is overpowered at first glance.

On the other hand though, from the perspective of playing a Druid, it seems to me that it fits within what a druid is meant to do. As I see it, using wildshape is part of being one with nature and being able to cast spells from wildshape is a natural progression from that "oneness". Having to drop a bag of components then find a way to pick them up, open the small pouches wiht your beak/claws/ what-have you makes it cumbersome, but still useful.

Having to know ahead of time what spells you are planning to cast as an animal and which you will cast as a human is cumbersome, but could be done as well.

Making any spell cast in Wildshape take slots two levels above its level (as someone suggested) would certainly make the feat much less desirable.

I guess the big question for me is this: What the heck am I doing wrong in playing my Druid because I keep seeing all this stuff about Druids being over-powered and I get my butt kicked every single session?

Gina/Rowan, Druid of Eaglesford
 


One thing I'm thinking of is to grant Natural Spell as a class feature at level 5, but taking away the Summon Nature's Ally spell conversion thingy. Then, let them take customized Domains as Feats starting at 6th level. (IMC, you spontaneously convert prepared spells to Domain spells... but, in light of this, I've re-balanced the Domain spell lists.)

-- N

PS: My re-jiggered Domain spell lists are available on my web site, available through the "WWW" button below.
 

youspoonybard said:
: ).

Do you have your stats and stuff written out somewhere?

Sure: Level 5, Druid

ST: 10
Dex: 14
Con: 13
Int: 14
Wis: 18
Cha: 14

Feats: Great Fortitude, Lightning reflexes, Brew Potion (knowing more now, I would probably have chosen these a bit differently, but the help on saves has saved me a few times).

AC is 14

Most of the time I end up using my spell slots for summoning, since the vast majority of creatures we run up against are to be able to make saves very easily against my spells.

Yet still, I spend at least part of most combats unconcious and near death.....overpowered? I think not.

(Though I am willing to concede that at least part of that is due to my own bad luck with dice and my habit of following our dwarven fighter, who is not always the wisest creature in the book!)
 

If you are playing 3.5 grab a monks belt and make sure it gives you a good ac bonus ;)

If you are playing 3.0 it might be worth picking up a single level of monk, it hurts for spell casting and getting your bigger forms but the flavor is very cool and upping your ac can be useful too.
 

Ah, level 5.

What is your general strategy? Mounted Summoner? Support Caster? Beat People With a Big Stick (Shillelagh)? 3d6 Lightning Caster?

Also, how are you using your Wild Shape so far? Comfortable in using different forms as needed?

I don't think the Druid is *so* bad (edit, as in so broken), but the first 5 levels are the quiet ones, anyway. Stick in 'till level 8 or so, where you have WS 3x/day and WS Large. And I highly recommend Natural Spell, because, frankly, it is that good. Not having to switch forms to cast is a godsend.

Are you playing in a 3.0 or 3.5 game?
 
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youspoonybard said:
Ah, level 5.

What is your general strategy? Mounted Summoner? Support Caster? Beat People With a Big Stick (Shillelagh)? 3d6 Lightning Caster?

Also, how are you using your Wild Shape so far? Comfortable in using different forms as needed?

I don't think the Druid is *so* bad (edit, as in so broken), but the first 5 levels are the quiet ones, anyway. Stick in 'till level 8 or so, where you have WS 3x/day and WS Large. And I highly recommend Natural Spell, because, frankly, it is that good. Not having to switch forms to cast is a godsend.

Are you playing in a 3.0 or 3.5 game?

Playing in a 3.5 game. I do a lot of summoning these days and figure I've gotta pull out the lightning one of these days.

Wildshaping I am still getting used to....I have now almost been killed as a bear and as a wolf. Looking forward to being able to be a large animal.

Sometimes, I attempt to beat on things with my magic whacking stick (Shillelagh), but that's kind of a last resort thing.

I don't think the Druid is broken, but I also don't think that it's as wildly overpowered as some people seem to think it is. I see posts fairly regularly as to the druid being overpowered and I just don't see that!

Depending on what house rules are adopted for natural spell....I will most likely take it if I make 6th level before Riva, our battlerager Dwarf leads me to my death! With a Wisdom of 18, you'd think I would be smart enough not to follow!

Rowan, Druid of Eaglesford
 

Well, personally, I agree, although I feel that they can do a lot of things well.

My group however...

"You see a man in the forest clearing."

"He's obviously a Druid. I kill him dead."

"Uhh...ok, I guess. Roll initiative."

Seriously.
 

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