Author Topic: L12 Druid, but with restrictions  (Read 1341 times)

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BruceLeeroy

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L12 Druid, but with restrictions
« on: July 23, 2010, 10:53:58 PM »
I'm building a backup character for the game I'm in now, and there are a lot of weird rules and restrictions. The plan is Druid (Maybe with Planar Shepherd minus the time traits abuse) ECL 12. I'd like him to be human and have full casting, full wildshape.

Here's the list of restrictions:

Limited to any three(3) books outside of core, plus MiC and SpC. Core is considered to be anything in the srd. That means stuff from UA is in, provided it's a variant we're familiar with and isn't a total overhaul of basic game mechanics (Armor as damage reduction, for instance.) Older versions of spells are allowed if from one of the three sources.
Dragon Magazine stuff is allowed, and if it's only a feat isn't considered to be a separate source, however there is an undefined limit on this, let's call it "within reason".

All casters have spells known/per day as the Sorcerer. This is one of my main hangups at the moment. Spell selection. Advice from experienced druid players needed, I haven't played one in a long time.
Casters do not naturally gain spells above 4th level. The higher level spells exist and may be acquired in the game, usually through defeating someone who has them (or making a deal of some kind, etc.)

Certain feats have been combined and only cost one feat, if that becomes relevant. The list includes Weapon Focus and Specialization, Endurance and Toughness,Dodge and Mobility. Can't think of any others, but there might be some. Generally, they are the shitty, shitty feats that keep popping up as prerequisites for PrCs.

Free +1 LA.

I think that might be it.

So far, my build looks like this: Druid 5/ Planar Shepherd 7 (Mabar). Sources are Faiths of Eberron, Weapons of Legacy, and Players Guide to Faerun.
Feats are (with 2 Flaws) Extend Spell, Widen Spell, NightBringer Initiate, Craft Wondrous Item, Natural Spell, Initiate of Nature. I have two empty feat slots, currently at L3 and L9.

Spells known are currently:

L1
Entangle
Charm Animal
Endure Elements
Produce Flame
Speak With Animals
Lesser Vigor*
Updraft*
Camouflage*

L2
Barkskin
Bear's Endurance
Gust of Wind
Lesser Restoration
Resist Energy
Blinding Spittle*
Listening Lorecall*

L3
Greater Magic Fang
Plant Growth
Circle Dance
Stone Shape
Greater Resistance*

L4
Bite of the Wereboar
Enhance Wildshape
Wall of Water

*Knowstones (Dragon 333) might be available.


Currently I'm having issues finding magical beats worth Wild Shaping into, especially with source limitations. WoL is in there for a custom legacy item, the Belt of Safety (+4 Def, Wis to AC, Constant Protection from Evil, cost 13000gp, 1600XP, -1Atk, -6HP, -1 4th Level Spell slot).

Any help would be appreciated, especially with spell selection.