Initiate of Flame

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In the playtest I have a storm druid as the main character; Up till 9th level I felt he has a good spot, felt usable and overall quite fine.

However, we now came to the final chapter of the playtest and I am levelling him up to find out: the 10th level feat is quite meh; I hardly spent spell points for animal companion (too expensive on the proper level) so allowing it to become elemental for yet another spellpoint... meh.

Nature sense could be the proper choice; a constant detect magic could have its uses in certain settings. Not sure if the playtest fits that though.

So, those are the options at 10th level... at least there is something to choose... but then 14th level... Three options, all three with a prerequisite I don't meet. SO I can take none of them; even though if I could, I would not... the onle good one, I presume is the dragon shape.

The feats on those levels have to be looked at, they're way too low and situational for their level.

In between I have also played a leaf druid. Overall I had the feeling it was a very weak character. Healing via ingested berries does not really work in combat (out of combat healing is superb though, even more since it has been increased) the familiar was dead in the first round I tried to do something with it. They are way too weak. More plant-y abilities through feats would make this order much more fun to play.

I havent yet played the shifting druid, but looking through the feats and erratae this seems a pretty strong and fun-to-play class... although, as stated elsewhere it would be more fitting to have some (longer-lasting) shapeshifts... (e.g. the druid that flies along with the party, able to stay in shape for (almost) a day; now the shapeshifts seem to lean a bit too much towards their combat-utility. Soon going to find outh through playing though.