Endarire
2017-11-05, 01:35 AM
Greetings, all!
I'm in a game and just hit Human Druid5 in a party that otherwise has level 4 characters. This campaign session summary (http://www.giantitp.com/forums/showthread.php?535864-Session-Summary-quot-Just-Add-Elevators-quot-One-of-my-best-action-tabletop-sequences!) explains the group. In short, we're in an Undead-heavy campaign with a strict time limit, we're expected to do a variety of combat and skill challenges (including social challenges), and we have significant amounts of indoor and overland/outdoor exploration. We're set in Faerun on the island of Nymm and can't escape it yet for plot reasons.
Our GM said I could swap the starting feats for my animal companion. This was wonderful news since I was considering swapping my riding dog for a Dire Eagle (Races of Stone 186) for flight and triple attack purposes. There are some (sensical?) limitations to swapping:
-The creature must meet all prerequisites.
-No swapping of racial bonus feats.
-Passive abilities only to avoid confusing animals. Flyby Attack and Improved Flight (Complete Adventurer) are OK, but Martial Stance and Martial Study are not. (An exception to this is Power Attack, but I don't want Power Attack to be always on.)
-All first party material including web material is allowed. Magazine material may also be allowed, but will likely be more highly scrutinized.
-The animal companion is TN in alignment. Thus, no Exalted tricks with it like Vow of Poverty.
And as an aside:
-No Natural Bond feat for Druids.
-This companion will be a Dire Eagle. No Fleshrakers nor other companions. (The GM warned me against using Fleshrakers.)
Thus, I was considering this small list of feats for a Dire Eagle. Remember, a default Dire Eagle only gets feats at 1HD and 3HD but gain another feat at 6HD, or when I would be level 6 or 7:
-Draconic Aura (Vigor): The GM has allowed this feat for the riding dog and the aura has been at least slightly helpful. All friends within 30' who can hear the unit with this feat gain fast healing 1 and can heal to a maximum of half their max HP+1. I like this feat since it saves healing resources out of combat and auto-stabilizes friends in-combat.
-Flyby Attack. It's on the default list of feats for Dire Eagles, but is still potentially handy. It would be handier if it avoided AoOs like Spring Attack, but I still may take it initially.
-Improved Flight (Complete Adventurer): Improve maneuverability from Average to Good. Hovering helps with things like casting.in midair.
I'm in a game and just hit Human Druid5 in a party that otherwise has level 4 characters. This campaign session summary (http://www.giantitp.com/forums/showthread.php?535864-Session-Summary-quot-Just-Add-Elevators-quot-One-of-my-best-action-tabletop-sequences!) explains the group. In short, we're in an Undead-heavy campaign with a strict time limit, we're expected to do a variety of combat and skill challenges (including social challenges), and we have significant amounts of indoor and overland/outdoor exploration. We're set in Faerun on the island of Nymm and can't escape it yet for plot reasons.
Our GM said I could swap the starting feats for my animal companion. This was wonderful news since I was considering swapping my riding dog for a Dire Eagle (Races of Stone 186) for flight and triple attack purposes. There are some (sensical?) limitations to swapping:
-The creature must meet all prerequisites.
-No swapping of racial bonus feats.
-Passive abilities only to avoid confusing animals. Flyby Attack and Improved Flight (Complete Adventurer) are OK, but Martial Stance and Martial Study are not. (An exception to this is Power Attack, but I don't want Power Attack to be always on.)
-All first party material including web material is allowed. Magazine material may also be allowed, but will likely be more highly scrutinized.
-The animal companion is TN in alignment. Thus, no Exalted tricks with it like Vow of Poverty.
And as an aside:
-No Natural Bond feat for Druids.
-This companion will be a Dire Eagle. No Fleshrakers nor other companions. (The GM warned me against using Fleshrakers.)
Thus, I was considering this small list of feats for a Dire Eagle. Remember, a default Dire Eagle only gets feats at 1HD and 3HD but gain another feat at 6HD, or when I would be level 6 or 7:
-Draconic Aura (Vigor): The GM has allowed this feat for the riding dog and the aura has been at least slightly helpful. All friends within 30' who can hear the unit with this feat gain fast healing 1 and can heal to a maximum of half their max HP+1. I like this feat since it saves healing resources out of combat and auto-stabilizes friends in-combat.
-Flyby Attack. It's on the default list of feats for Dire Eagles, but is still potentially handy. It would be handier if it avoided AoOs like Spring Attack, but I still may take it initially.
-Improved Flight (Complete Adventurer): Improve maneuverability from Average to Good. Hovering helps with things like casting.in midair.