Author Topic: The Druid Handbook  (Read 551684 times)

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carnivore

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Re: The Druid Handbook
« Reply #20 on: August 03, 2008, 10:29:48 PM »
Druid Archer for review, this is to demonstrate the feasability of a Druid Archer.... using Wildshape to get a Strong Form(gain Strength and Size and Natural Armor and Natural Attacks(to threaten adjacent) while using Wisdom instead of Dex for Attacking and Rage for a Boost to Str and an Extra Attack


Anthropomorphic Bat ... (+0 LA,Small size, +6 Wis,-4 Str,-2 Cha, Fly 20'(Average))
ECL 12

Druidic Avenger Variant with Whirling Frenzy rage variation 12


28 point

5 Str(9 base - 4 racial)
8 Dex(8 base )
12 Con(12 base)
16 Int(16 base)
30 Wis(17 base +3 lvls +6 Racial +4 amulet)
6 Cha(8 base -2 racial)

feats:[spoiler]
Flaws:Slow
Feeble

Feats:
Educated
Knowledge Devotion
Natural Spell
Zen Archery
Exotic Weapon(Composite Greatbow)
Extra Rage
Extend Rage[/spoiler]

Wildshape (4/day)
Whirling Frenzy(duration 9 rounds each time, 5/day)(with Con 19 Briarvex form)


stats when wildshaped into Briarvex Form(MM4):
Large Size
Str 29(25+belt)(33 Str with Whirling Frenzy)
Dex 10
Con 19
Int 16
Wis 30(17+3 lvls +6 Racial +4 amulet)
Cha 8

Combat Stats:
Attack BAB+9 +10 Wis+5 Enhancement +5 Insight +1 haste = +30

Damage (+9 Str+5 insight+5 Enhancement)+(1d10x2 size increases(1d10>2d8>3d8)(Huge)=3d8)= 3d8 +19(32), with Whirling Frenzy +34

base results:
+29/+24 ... all day ... 32 damage per shot....... very respectable considering it is also a Full Spellcaster
+30/+30/+25 ... with haste
+28/+28/+28/+23 .... 34 damage per shot ... with Whirling Frenzy and Haste,...... very nice for any class even a Fighter


Items:
+1 Dragonbone Composite GreatBow(huge)(Dracominicon)
Strongarm Bracers (MIC)
+4 Amulet of Wisdom(DMG)
+4 Monks Belt of Str(DMG/MIC)...combine items
Tooth of Dahlver Nar(Leragne)...GMW @ 20th CL 1/day... use on bow(Tome of Magic)
Vagabonds Boots of Speed (immune to Fatigue(constant), haste 10 rounds/day) (Complete Champion)


Briarvex form stats (MM4)
[spoiler]
Briarvex
8HD
Large
+10 NA
spd 30'
Att:2 spiked fists 2d6+str
25 Str
10 Dex
19 Con
(EX) Imp Woodland Stride [/spoiler]


bottom line ..... i think that does it, fun Archer .... @12th lvl  ;)
before this.... his main combat form:
Dire Ape
Str 22, Dex 15, Con 14
Speed: 30 ft. (6 squares), climb 15 ft.
+4 Natural Armor
10' reach
[spoiler]
DIRE APE
Large Animal
Hit Dice: 5d8+13 (35 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Claw +8 melee (1d6+6)
Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +14, Listen +5, Move Silently +4, Spot +6
Feats: Alertness, Toughness
Environment: Warm forests
Organization: Solitary or company (5–8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6–15 HD (Large)
Level Adjustment: —
A dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds.
Combat
Dire apes attack anything that enters their territory, even other dire apes. If an opponent’s armor foils a dire ape’s attacks, the creature will attempt to grapple and pin, then rend the prone opponent.

Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.
Skills: Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
[/spoiler]

 :D
« Last Edit: August 15, 2008, 10:10:09 PM by carnivore »

Blade2718

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Re: The Druid Handbook
« Reply #21 on: August 03, 2008, 10:34:49 PM »
If you can source everything and make it a little bit more organized, I'd love it.

carnivore

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Re: The Druid Handbook
« Reply #22 on: August 04, 2008, 12:13:06 AM »
 :weep do i have to  -_-' .... ok .... will adjust

 :D

carnivore

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Re: The Druid Handbook
« Reply #23 on: August 04, 2008, 12:25:58 AM »
Done  ;)

 :D

Blade2718

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Re: The Druid Handbook
« Reply #24 on: August 04, 2008, 01:24:45 AM »
OK, I'll link it up when I get to builds.

carnivore

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Re: The Druid Handbook
« Reply #25 on: August 04, 2008, 01:29:54 AM »
ill add some more later 

:D


iconoplast

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Re: The Druid Handbook
« Reply #26 on: August 05, 2008, 12:28:56 AM »
So, CO-wise, is it better to keep advancing a fleshraker or to trade it in as new animals become available?

Dictum Mortuum

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Re: The Druid Handbook
« Reply #27 on: August 05, 2008, 12:32:03 AM »
If venomfire is allowed there is no doubt :P
I'd probably advance a fleshracker anyway though. They are pretty tough.
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Blade2718

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Re: The Druid Handbook
« Reply #28 on: August 05, 2008, 05:14:38 AM »
So, CO-wise, is it better to keep advancing a fleshraker or to trade it in as new animals become available?
As far as I can tell, it depends on the goals you have for your animal companion.  I think that the fleshraker, even without venomfire, is the most versatile companion out there, and only gets better with added HD.

DetectiveJabsco

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Re: The Druid Handbook
« Reply #29 on: August 14, 2008, 09:02:53 AM »
Don't be so quick to throw out PrC, Look into the Moonspeaker from races of Eberron. It is quite proficient for the more spell focused Druid.
Though you do have to be a shifter.

Blade2718

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Re: The Druid Handbook
« Reply #30 on: August 15, 2008, 01:50:55 AM »
Don't be so quick to throw out PrC, Look into the Moonspeaker from races of Eberron. It is quite proficient for the more spell focused Druid.
Though you do have to be a shifter.
I read about Moonspeaker from the original Druid Handbook on Gleemax; I like it fine.  All I don't want to do is get into the ins and outs of every single PrC a Druid can get into.  Moonspeaker is alright and Planar Shepherd is broken, and that's just about all I have to say on PrCs.

Tshern

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Re: The Druid Handbook
« Reply #31 on: August 15, 2008, 09:32:05 PM »
Awesome to see a handbook on my favourite class! I was planning on doing one as well, but so far I had nothing but notes ready. Nice to see someone doing this for the community.

You have been added to the Handy links.

Edit: I try to come up with a decent example melee build here to show these people some serious kick ass.
« Last Edit: August 15, 2008, 09:34:37 PM by Tshern »
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Tiedätkö sen?"
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Blade2718

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Sample Summoner Druid
« Reply #32 on: August 27, 2008, 05:29:12 AM »
Based on ShriekingDrake's VoP Druid Saint found HERE.

Human Druid 20 (assumes your campaign allows flaws)

Level 1: Spell Focus (Conj), Augment Summoning, Ashbound (flaw)
Level 3: Greenbound Summoning
Level 6: Natural Spell
Level 9: Extend Spell
Level 12: Dragon Wild Shape
Level 15: Summon Elemental
Level 18: (free)

I like Rashemi Elemental Summoning to go with the Augement and Ashbound, if you can mix settings.  If not, you can go with Persistant Spell for low-level buffs you like, or Rapid Spell, to cut the casting time of summoning.

bayar

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Re: The Druid Handbook
« Reply #33 on: August 27, 2008, 12:02:55 PM »
I wish I could make a kobold summoner, but they cant possibly take that many feats AND Dragonwrought. Might take Ashbound, Dragonwrought and something else.

Manifest druid can empower a 1st level arcane spell. The kobold can get a 1st level arcane spell for 100 GP and 1 HP casted once per day...good synergy ? I am making a PVP druid....Enraging his companion and/or summoning wolves at the opposition.

And Initiate of Malar at level 3.

Oh, and Greenbound, BoED, BoVD, MM2...they are banned.


Edit: Light of Lunia (SpC) looks promicing. Ray of clumbsiness/enfeeblement are decent too, the lesser orbs are tempting...someone should compile a list of arcane spells that a kobold can use effectiely...
« Last Edit: August 27, 2008, 01:17:44 PM by bayar »

The_Mad_Linguist

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Re: The Druid Handbook
« Reply #34 on: November 02, 2008, 10:51:24 AM »
I have to disagree on venom immunity being useless.  You can coat yourself in contact poison, and dramatically increase the effectiveness of your grapples.
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Blade2718

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Re: The Druid Handbook
« Reply #35 on: November 02, 2008, 11:53:15 AM »
I have to disagree on venom immunity being useless.  You can coat yourself in contact poison, and dramatically increase the effectiveness of your grapples.
While true, it's a very costly (without the creation line of spells) and specialized tactic.  I'll give it a mention, though.

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woodenbandman

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Re: The Druid Handbook
« Reply #36 on: November 16, 2008, 09:10:08 PM »
I would like to mention how incredibly great the Dire Eagle, or in fact any bird is. Eagles, in particular, can get a +30 modifier to their spot checks at around level 10, fucking up invisible creatures and any other fool trying to hide. The great AC, high damage output, and use as a flying mount don't hurt either.

As a final note, Eagles are surprisingly good at Bull Rushes (any person with less than strength 30 is at a big disadvantage). My eagle bull rushed two people into an 80 foot hole the other day, and it was quite hilarious.

ninjarabbit

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Re: The Druid Handbook
« Reply #37 on: November 19, 2008, 01:48:30 AM »
Immunity to poison is nice if there's awizard in the party that likes to throw around cloudkills or other AoA poison spells.

Surreal

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Re: The Druid Handbook
« Reply #38 on: December 30, 2008, 07:03:54 AM »
Just mucking around with things, and thought I'd throw together a bunch of underused druid stuff...

Warforged Druid 5*/Landforged Walker 5/Wavekeeper 10
*deadly hunter variant, UA - lose wildshape and armor proficiency, gain monk bonus to AC and a bunch of ranger abilities
- BAB 13, saves 15/5/12
- casting as Druid 18
- resist cold/elec 10
- warforged immunities
- polymorph immunity
- fortification 50%
- +4 will saves vs mind effects
- speak with plants & commune with nature 1/day
- plant shape (small to huge) 3/day
- water elemental shape (small to huge) unlimited use? you also gain all the feats
- animal companion 14 (natural bond for 17)
- gain a domain
- tract, swift tracker, fast movement, favoured enemy
- Wis to AC

The whole idea kind came about when I was wondering if I could trade away wildshape for an alternate feature and then find a way to gain it back without losing too many effective wildshape levels. The partial solution then came in the form of Tree Shape and Wave Form, which to my understanding are based on character level rather than class level. So in the above build, we've lost two caster levels and animal forms, and a slightly weaker animal companion, but we've gained Wis to AC, a reasonable stack of immunities, and either plant or elemental forms earlier than normal (depending which PrC you take first).
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Alternative Class Features
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Endarire

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Re: The Druid Handbook
« Reply #39 on: January 06, 2009, 04:35:56 AM »
I request you at least add a link to my Greenbound SNA Summonling List.
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Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"