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Dire bat d&d
Dire bat d&d










dire bat d&d

Skills: Handle Animal 9 ranks, Ride 9 ranks Con and Dex also useful.įeats: Spell Focus (conjuration), Augment Summoning, Natural Spell The real power comes once the bears show up. Alternately, the leopard companion and the deinonychus wild shape are okay at pouncing. Wild elf for no Con penalty and max hp (assuming you're not using the extensively errataed polymorph). Remember to share spells with your companion. The crocodile is the best grappler and general combatant at 6th level. Spells: Barkskin, greater magic weapon, bear's strength, bull's endurance, poison (touch for Con damage) Skills: Concentration 9 ranks, Handle Animal 9 ranksĬompanion: Crocodile with masterwork leather barding (We're running a closed ship.) The standard 15, 14, 13, 12, 10, 8 Elite Array is what everyone's using, average starting money, otherwise bog-standard.Ĭan anybody help out and toss some sample builds this way, including spell suggestions? I'd be much obliged.įeats: Improved Natural Attack (bite), Weapon Focus (bite), Natural Spell If y'all'd be so kind, I need Druids at 1st, 3rd, and 6th level, using the Player's Handbook, Monster Manual I, DMG, and Miniatures Handbook as the only four books used. So, while I'm not looking for huge Character Optimization foo, I would like to see some builds that are at least average, something I can show off as a good primer for Druids in general. one Human Male Druid, done up in the "Celtic Wild-Eyed Man" style and one Wood Elf "Nimble Nymph" style, neither of which is exacty impressive since I don't know a good sequence of animal companions and spells and so forth. So, I was eyeballing my own files to see how I could help, and realized that I really don't have beans for a Druid build, either. (Her boyfriend, a much more experienced player, put her together and, well, he's not good at Druids or Rangers it turns out.) She feels like she's not got enough spell oomph to be a caster but not enough melee to be a combatant, leaving her feeling kind of helpless. SPECIAL ABILITIES Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+4) against evil/good foes smite persists until target is dead or the celestial/fiendish creature rests).Īugment Summoning : Items in brackets represent the spell being cast by a character with the Augment Summoning feat.Currently in my game, I've got a newer player running an Elven Druid (2) Ranger (2) who isn't very happy with how she's growing.

dire bat d&d

Skills Fly +9, Perception +12, Stealth +4 Racial Modifiers +4 Perception when using blindsense

dire bat d&d

DEFENSE AC 14, touch 11, flat-footed 12 (+2Ĭelestial – Resist Acid, Cold, and Electricity 5












Dire bat d&d