Keld Denar
2011-08-09, 06:49 PM
So, I've been planning a drood character for an upcoming 1-2 shot game. Its 5th level, and I'm going Drood5, with my 1st and 3rd level feats being SF: Conjouration and Augmented Summoning. That part is fixed. The things I'm considering are: Race and Animal Companion. Keep in mind that this is a CORE ONLY (blech, but whatever) game.
Human + Dire Bat
Human bonus feat would be Improved Initiative, or possibly Skill Focus: Craft(Underwater Basket Weaving). Bat is awesome cause it flies, but only gets 1 attack which has less tec with plans of casting Produce Flame on my pet. Solo, Call Lightning or Produce Flame + Flight = win, but I don't think I want to be in that situation.
Halfling + Leopard
Small size means I could ride my medium cat, mostly for out of combat. Biggest benefit to the cat is its whopping 5 attacks per round. A CL5 Produce Flame cast on the cat would deal 5d6+25 damage in a single pounce with Claw/Claw/Bite/Rake/Rake, plus weapon damage and other factors. Also has a climb speed, which is nice.
Halfling + Riding Dog
Riding Dog has awesome trip ability, and because its a 1st level companion, benefits from the +2 HD and +1 Str for me being a 5th level Drood. Trip tec is helpful to the party, but damage is considerably lower. 1 attack means less Produce Flame synergy.
Gnome + Dire Badger or Wolverine (same stats?)
Gnome Con bonus is yum for wildshape, and burrowing mammal tec is nice for RP. 3 attacks per round, but lower bonus than Leopard and no pounce. Rage is...eh.
So...yea.
No Strongheart Halfling. No Natural Bond. No Fleshraker. Just straight PHB, DMG, and MMI on a Druid5 chassis...for now.
Typical combat order of operations are to CC if possible with Entangle, cast Produce Flame on pet (using 2nd line in Share Spells to cast "you" spells on pet) and send in the pet, and then summon as many hippogriffs per cubic foot as the given atmospheric pressure allows.
If you do make a recommendation, I'd also be interesting in hearing any RP quirks you think would fit one of these combos.
Human + Dire Bat
Human bonus feat would be Improved Initiative, or possibly Skill Focus: Craft(Underwater Basket Weaving). Bat is awesome cause it flies, but only gets 1 attack which has less tec with plans of casting Produce Flame on my pet. Solo, Call Lightning or Produce Flame + Flight = win, but I don't think I want to be in that situation.
Halfling + Leopard
Small size means I could ride my medium cat, mostly for out of combat. Biggest benefit to the cat is its whopping 5 attacks per round. A CL5 Produce Flame cast on the cat would deal 5d6+25 damage in a single pounce with Claw/Claw/Bite/Rake/Rake, plus weapon damage and other factors. Also has a climb speed, which is nice.
Halfling + Riding Dog
Riding Dog has awesome trip ability, and because its a 1st level companion, benefits from the +2 HD and +1 Str for me being a 5th level Drood. Trip tec is helpful to the party, but damage is considerably lower. 1 attack means less Produce Flame synergy.
Gnome + Dire Badger or Wolverine (same stats?)
Gnome Con bonus is yum for wildshape, and burrowing mammal tec is nice for RP. 3 attacks per round, but lower bonus than Leopard and no pounce. Rage is...eh.
So...yea.
No Strongheart Halfling. No Natural Bond. No Fleshraker. Just straight PHB, DMG, and MMI on a Druid5 chassis...for now.
Typical combat order of operations are to CC if possible with Entangle, cast Produce Flame on pet (using 2nd line in Share Spells to cast "you" spells on pet) and send in the pet, and then summon as many hippogriffs per cubic foot as the given atmospheric pressure allows.
If you do make a recommendation, I'd also be interesting in hearing any RP quirks you think would fit one of these combos.