| Falcatae |
So, I'm building a Dhampir Druid (might consider Menhir Savant) because of story reasons. At first this looked pretty useless but then I discovered the "Vampiric Companion" feat and I suddenly felt much better about the choice.
I've already gotten some of the feats that I think look best but I'm kinda stuck on the rest. I've browsed some forums and am torn on whether or not to take Vital Strike coz there are people saying it's terrible and people saying it's beast. Same goes for Heavy Armor Proficiency. Without further ado, here's what I have already:
0. Power Attack (We get this as a start feat from our GM)
1. Spell Focus (conjuration)
3. Augment Summoning
5. Natural Spell
7. Planar Wildshape
9. Vital Strike?
11. Vampiric Companion
13. Heavy Armor Proficiency?
15. Improved Vital Strike?
17. ???
19. ???
Thanks for any help!
| Falcatae |
Vital Strike is a beast if you build for one attack that's a lot of dice and use Strong Jaw or Improved Natural Attack. That 8d6 from a great sword doesn't look so bad next to 24d6. It looks so terrible.
So it's practically useless if you don't focus completely one one attack or when pouncing most of the time?
Deadmanwalking
|
Azten wrote:Vital Strike is a beast if you build for one attack that's a lot of dice and use Strong Jaw or Improved Natural Attack. That 8d6 from a great sword doesn't look so bad next to 24d6. It looks so terrible.So it's practically useless if you don't focus completely one one attack or when pouncing most of the time?
It's certainly useless when pouncing.
On a more general note, I recommend you go with the Nosferatu-born Variant Dhampir Heritage. It'll be a lot better for you than the base version.
| Kobold Commando |
1. Spell Focus (conjuration)
3. Augment Summoning
These are good feats, but when I see people taking them I always have to ask how big your group is. If you're at 3 or less players? go for it. Otherwise? You might want to reconsider in the interests of speeding your combat turn.
If you are in a large group you might want to consider as an alternative1.Improved Unarmed Strike
3.Dragon Style
Along with the save benefit, these two allow you to charge through party members and difficult terrain, which can be a big benefit to a huge pouncer as you otherwise can find your very very large charge lanes blocked a fair bit of the time. It also provides a potential damage benefit if you later go down the feral combat training route.
| Falcatae |
Falcatae wrote:1. Spell Focus (conjuration)
3. Augment SummoningThese are good feats, but when I see people taking them I always have to ask how big your group is. If you're at 3 or less players? go for it. Otherwise? You might want to reconsider in the interests of speeding your combat turn.
If you are in a large group you might want to consider as an alternative
1.Improved Unarmed Strike
3.Dragon StyleAlong with the save benefit, these two allow you to charge through party members and difficult terrain, which can be a big benefit to a huge pouncer as you otherwise can find your very very large charge lanes blocked a fair bit of the time. It also provides a potential damage benefit if you later go down the feral combat training route.
That's a very good hint. I'll certainly replace those two (we're 4 players, me included). It's just these two have never been missing on any build I have seen so far, so I guessed they were mandatory. Definitely not planning on going the summoning way.