Author Topic: Looking at a Druid's Prepared Spells  (Read 5888 times)

Offline geniussavant

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Looking at a Druid's Prepared Spells
« on: November 28, 2013, 07:02:53 PM »
I'm joining a Pbp on another site, and have been doing my research on spells for druids. Specifically spells to prepare fore the average day. I've read every handbook I can find, but still feel at a loss. 14th level Half- orc druid with the druidic avenger acf and half-orc racial sub levels at 1 and 4. Feats are fairly set, and include run, extend spell, power attack, improved bull rush, quicken spell, natural spell, minor shape shift and shock trooper.

He was built with the intention of wading into melee while wild shaped into and ape and buffed up with bite of the werebear, shillelagh, and spikes. Greater mighty wallop and greater magic weapon have both been offered to him from the party wizard. He also uses a pearl of power and a rod of extend to give himself Energy immunity to all five energy types and Superior Resistance all the time.

I'm looking for either confirmation that the list below is good enough for a fairly high powered campaign, or suggestions to make it so.

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Offline SorO_Lost

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Re: Looking at a Druid's Prepared Spells
« Reply #1 on: November 28, 2013, 07:33:29 PM »
Extended Creeping Cold is a must if you're wanting a DoT Spell rather than it's non-extended version, the damage triples or so for a mere +1 Metamagic cost. And never prep SNA since you can spontaneously cast it.

Something to consider is Enhance Wild Shape which augments your Wild Shape, either you can pick up Extraordinary based Special Qualities (wild shape only gives ex based special attacks) or apply a freebie stacking +2 to a psychical Ability Score.

I'd drop one of those Bite of the Wearbears for Mudslide, 40ft area that on a failed Save deals a decent amount of damage and probably solves your opponent problems unless they have a Burrow Speed. On a successful Save, well if they don't have Wings they are stuck in the area (4:1 move rate) while you pelt them with ranged attacks. Kind of win-win really.

Replace Feathers with Boreal Wind as you other CC/dmg Spell, your party at this high of a level should have their own means of flight that doesn't involve removing their Spellcasting to turn them into small birds. This thing deals 15d4 Cold damage while pushing creatures away from you, and it lasts several rounds allowing you to destroy entire Encounters by casting it from a doorway. It's also a standard wind based spell, so it can counter other cloud/gas based effects.

Also, *scratches chin* entangle is absolutely better than Impeding Stone. Same range/duration, both halve movement rates on successful Saves, IS only Trips and a Move Action fixes that, Entangle requires a Full-Round Action to break it's failed Save effect. Problem is, it's plant based and IS is stone based. If you know the kind of terrain you'll be in is mostly stone by all means keep IS prepped, but if there will be some trees and such, by all means place one or two of them with Entangle.

Edit - Oh. And nix Shillelagh. It only works in Quarterstaffs wielded by you which are Two-Handed Weapons. You cannot use it in conjunction with your Ape's Claw Attacks or any Greater Mighty Wallop enhanced Natural Weapon based on your arms.
« Last Edit: November 28, 2013, 07:43:35 PM by SorO_Lost »

Offline Raineh Daze

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Re: Looking at a Druid's Prepared Spells
« Reply #2 on: November 28, 2013, 07:37:55 PM »
Now I'm really starting to worry. :eh

I'd like to add on that this is currently a party of 8, and I think we've got another arcane and divine caster, too.
« Last Edit: November 28, 2013, 07:40:22 PM by Raineh Daze »

Offline geniussavant

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Re: Looking at a Druid's Prepared Spells
« Reply #3 on: November 28, 2013, 07:48:05 PM »
Here is the character sheet.

I have a lesser rod of extend that I was using with the prepared creeping cold among others. Impending stones cam be used in areas without vegitation, which at the moment, the party has been areas without such. Otherwise, entangle would take it's place.

He can not spontaneously cas SNA as he lost it to gain whirling frenzy and pounce as chained alternates to rage and fast movement from druidic avenger.

You make a good point about feathers, boreal wind sounds brutal. Will make the swap.


Now I'm really starting to worry. :eh

About?
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Offline SorO_Lost

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Re: Looking at a Druid's Prepared Spells
« Reply #4 on: November 28, 2013, 07:52:45 PM »
He can not spontaneously cas SNA as he lost it to gain whirling frenzy and pounce as chained alternates to rage and fast movement from druidic avenger.
Oh wow, really high op to allow something like that.

You might as well ask if Rage enhancers work with Whirling Frenzy then. ;)

I take it you have plans for a Collar of Venom correct? Edit nm. Venomfire is party support. I didn't make it that far down the sheet.

Lesser & Normal Rods of Extend for 14k? Maybe take Metamagic Storm (CM, magical location) instead? 5k for the Extend Metamagic Feat it's self. That way you're not paying for the freebie application out of your WBL. You can then pick up Rainbow Falls, which is one of holy crap locations: 1/day triple transmutation duration for 2,000 gold. Yeah, they printed that. Set up a cycle of applying it to your Heart of Spells. Like Day 1 you triple Heart of Fire's duration so you don't have to prepare it at all for the next three days. Tomorrow, Heart of Water, 3rd day Heart of Air, and reloop. It'll basically free up preparing two of your Heart of Spells each day, or three each day if you also apply Extend. :)
« Last Edit: November 28, 2013, 08:02:22 PM by SorO_Lost »

Offline geniussavant

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Re: Looking at a Druid's Prepared Spells
« Reply #5 on: November 28, 2013, 07:59:29 PM »
I actually have little experience with rage and the like. What do you mean by rage enhancers? And yeah, high op, part of the reason for this thread was to help with my character's survival. If it was a normal campaign, I wouldn't be so afraid to make mistakes with my spells.

I hadn't formed any plans for the collar, as you edited in the venomfire was for the party. One of the other players has a natural poison and the other has a fleshraker animal companion.
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Offline Raineh Daze

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Re: Looking at a Druid's Prepared Spells
« Reply #6 on: November 28, 2013, 08:02:01 PM »
And my concern is that you might be going overboard. :lmao

Offline geniussavant

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Re: Looking at a Druid's Prepared Spells
« Reply #7 on: November 28, 2013, 08:03:50 PM »
If I was any d&d class in real life, it would be wizard GOD, because I do have a tendency for preparation... :lol
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Offline SorO_Lost

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Re: Looking at a Druid's Prepared Spells
« Reply #8 on: November 28, 2013, 08:09:30 PM »
I actually have little experience with rage and the like. What do you mean by rage enhancers?
Well, start small and describe it to your DM like Extend Rage increases the Duration of Rage and see if the DM lets it work with Whirling Frenzy. If it does, then point out a +1 Furious Gauntlet improves Rage to Greater Rage, it's only natural it'd improve Whirling Frenzy to it's next stage (+6 str). You can also look into things like Intimidating Rage, freebie attempt to Demoralize just because you wanted to be a little stronger during the Encounter.

All kind of optional things really. It's up to you if you'd want to capitalize on it or if it's too much out of your way. The ubercharger line certainly ate up a bunch of your Feat slots, but you don't appear to have any multiplers attached so either you should pick up some there, or stick to the alternative thing you've got going with a buffed Wild-Shaped Druid that doesn't need to charge to kill people.

Speaking of getting ticked off and biting faces
Drinkables
Battlewine (FR:LoD): +4 alchemical to str/con & -2 AC for 1 minute, than fatigues you (fits flavor).
Rage Zyme (SS): another rage-like effect that grants +4 str/con & -2 ac.

Offline Raineh Daze

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Re: Looking at a Druid's Prepared Spells
« Reply #9 on: November 28, 2013, 08:13:55 PM »
You know, because this is probably helpful, the DM is Oslecamo. There's even a thread about recruiting players on here. :rolleyes

Offline SorO_Lost

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Re: Looking at a Druid's Prepared Spells
« Reply #10 on: November 28, 2013, 08:18:50 PM »
Ah hahah. I see it.

To forewarn you, oslecamo does like his high op. In the gaint mecha game our main ship and Raineh's mech were blown up in the first encounter, follow by Raineh getting creamed in the next (I my self dropped to single digit HP, through partially voluntary). You're probably right in this preparation. Just remember it's a game and don't take character death too seriously ;)

Offline geniussavant

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Re: Looking at a Druid's Prepared Spells
« Reply #11 on: November 28, 2013, 08:21:33 PM »
All kind of optional things really. It's up to you if you'd want to capitalize on it or if it's too much out of your way. The ubercharger line certainly ate up a bunch of your Feat slots, but you don't appear to have any multiplers attached so either you should pick up some there, or stick to the alternative thing you've got going with a buffed Wild-Shaped Druid that doesn't need to charge to kill people.

How would you suggest I focus on the "buffed Wild-Shaped Druid that doesn't need to charge to kill people"? That was my initial plan, but couldn't figure out my feats. The ubercharger line looked useful considering I had pounce.

Speaking of getting ticked off and biting faces
Drinkables
Battlewine (FR:LoD): +4 alchemical to str/con & -2 AC for 1 minute, than fatigues you (fits flavor).
Rage Zyme (SS): another rage-like effect that grants +4 str/con & -2 ac.

Thanks for these. I knew there were a few alchemical items out there like these. I just haven't been able to find them in my notes.

Ah hahah. I see it.

To forewarn you, oslecamo does like his high op. In the gaint mecha game our main ship and Raineh's mech were blown up in the first encounter, follow by Raineh getting creamed in the next (I my self dropped to single digit HP, through partially voluntary). You're probably right in this preparation. Just remember it's a game and don't take character death too seriously ;)

Characters can be revived, and sometimes it's just time to build a new one, but I'd like to at least give him a fighting chance.
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Offline Raineh Daze

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Re: Looking at a Druid's Prepared Spells
« Reply #12 on: November 28, 2013, 08:25:46 PM »
It's not as if I didn't invite taking a lot of damage by standing next to a steaming container. Besides, it's not as if I'm too fussed about HP damage, is it? :p

Offline geniussavant

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Re: Looking at a Druid's Prepared Spells
« Reply #13 on: November 29, 2013, 08:49:38 AM »
Osle just ruled, or at least confirmed his ruling, that touch range spells are valid targets for persistent spell. Considering I don't have access to Dmm without burning class levels by dipping cleric 1, is taking persistent spell worth it? At this point, it would let me persist Shillelagh which would be nice.
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Offline Rebel7284

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Re: Looking at a Druid's Prepared Spells
« Reply #14 on: November 29, 2013, 10:17:24 AM »
What's your alignment?  Sacred Exorcist is probably worth it if you're neutral good.

Persist is gooood.

Offline geniussavant

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Re: Looking at a Druid's Prepared Spells
« Reply #15 on: November 29, 2013, 02:09:36 PM »
Either neutral good or chaotic neutral
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Offline sirpercival

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Re: Looking at a Druid's Prepared Spells
« Reply #16 on: November 29, 2013, 02:15:46 PM »
Can you play a Wild Reaper druid (dragon mag)? They get turn undead at level 12.
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Offline geniussavant

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Re: Looking at a Druid's Prepared Spells
« Reply #17 on: November 29, 2013, 02:46:06 PM »
Wild reaper druid isn't allowed, already tried. Bigger problem with dmm is that I don't have any charisma bonus and don't have any sort of points from the point by.
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Offline geniussavant

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Re: Looking at a Druid's Prepared Spells
« Reply #18 on: November 29, 2013, 08:04:35 PM »
Would a 1 level dip of cleric be advisable for turning? I'd get probably planning domain for extend spell.
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Offline Jackinthegreen

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Re: Looking at a Druid's Prepared Spells
« Reply #19 on: November 29, 2013, 08:06:07 PM »
If you absolutely need to there's the Bone Talisman spell to get turning.