Talk:Druid

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Revision as of 01:33, 16 July 2016 by Reese (talk | contribs)
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May want to add a mini-game for the druid, allowing them to "find balance":

has a way of taking good luck now, in exchange for bad luck later. For example, the pariah may be able to roll 2d20 for any d20 roll he wishes, taking the best of the two results, any time! However, each time he does so, the GM gets to mark down 'bad karma', and use it against the pariah at a future time. This bad karma might manifest as the GM saying the pariah must roll 2d20 and take the worst of the two results. (In general, the downside probably shouldn't be as powerful as the upside, since this is a class feature. Perhaps the player can use bad karma on d20 rolls of their own choosing, to try to burn off the bad karma before the GM can use it against him.)




Druid Example Build

(Probably not actually a legal build; needs reviewed; keeping it here in case we get around to building a viable sample build later, so we can steal ideas from this one)


Spell-Flinging Naturalist

Human, base stats: Str 14, Dex 14, Con 14, int 8, Wis 18, Chr 14.

Example Feats

1st Level: Dodge, Still Spell. These are always useful. Always.

3rd Level: Spell penetration. Because caster level checks are HARD.

5th Level: Natural Spell. Dude. This is WHY you play a Druid.

7th Level: Wild Speech. Because talking bears are AWESOME.

9th Level: Spell focus. Let's see them make THIS saving throw.

11th Level: Selective Spell. This means a lot less apologizing after the Firestorm goes off.

13th Level: Maximize Spell. heh heh he ha ha HAHAHAHAHAHAHAHAH!!!!!

15th Level: Greater Spell Penetration. Punch it through, baby.

17th Level: Greater Spell Focus. Even harder saves.

19th Level: Spell Perfection. What? Double the effects of four feats on my favorite kill-o-zap spell? YES, PLEASE.