
eakratz |
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I am playing a currently 8th level urban druid in Council of Thieves. I am having trouble deciding which spells are best to use to be a more effective spellcaster. This is the highest level caster I have ever played and I think that is part of the problem. Also, our party doesn't have an arcane caster other than my cohort bard so I am filling that role. Until the paladin joined us, I was doing double duty as the healer as well, but wasn't very good at it.
I would appreciate any advice that these boards could give me to be a more effective caster.
Our party:
8th lvl tiefling urban druid w/a magician bard imp cohort
7th lvl human divine defender paladin w/a hospitaler paladin cohort
8th lvl human monk of the sacred mountain
9th lvl urban ranger/knife fighter/invisible bladw w/a mastiff cohort named Rufus
Storm Domain: Obscuring Mist (1st), Fog Cloud (2nd), Call Lightning (3rd), Sleet Storm (4th)
Urban Standard:
0th: Spark, Detect Magic, Create Water, Light
1st: Burning Disarm Hydraulic Push Produce Flame CLW (1d8+5) Faeirie Fire 1 open
2nd: Burning Gaze Flaming Sphere Stone Call Tar Ball
3rd: Mad Monkeys* Aqueous Orb SNA III CMW (2d8+8)
4th: Geyser Air Walk CSW (3d8+8)
Against Devils
0th: Spark, Detect Magic, Create Water, Light
1st: Hydraulic Push Ray of Sickening Ray of Sickening Faerie Fire CLW 1 open
2nd: Barkskin Bull’s Strength Resist Energy Lesser Restoration
3rd: Aqueous Orb SNA III Mad Monkeys CMW (2d8+8)
4th: SNA IV Bloody Claws CSW (3d8+8)
Rural Standard
0th: Spark, Detect Magic, Create Water, Light
1st: Hydraulic Push Entangle Produce Flame Liberating Command CLW 1 open
2nd: Flaming Sphere Greensight Soften Earth and Stone Wilderness Soldiers
3rd: Mad Monkeys* SNA III Plant Growth CMW (2d8+8)
4th: Geyser Obsidian Flow CSW (3d8+8)
Herd of Cats is a reflavoring of the spell Mad Monkeys - Summons a herd of yowling, mischievous cats. Behaves exactly as the spell and statistics are the same as for Primate, Monkey Swarm.
** Summon Swarm - Summons feral chickens as well (treat as bats)
8th level Oni-Tiefling Urban Storm Druid
Str 14/16 (Athletic and well muscled)
Dex 19/21 (Nimble and quick)
Con 17 (Tough and healthy)
Int 7 (Uneducated and doesn’t think things through)
Wis 21 (A child of the streets; always on the lookout for trouble)
Cha 8 (No one listens to him)
Saves
Fort: +11 (Can still catch filth fever, though :)
Ref: +11 (Pretty freakin nimble for a druid)
Will: +12 (Mind of stone…literally)
Racial Traits
60-ft darkvision
Oni-Spawn +2 Str, +2 Wis, -2 Cha
Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Telepathic Communication Range touch. Accidental contact causes the other person to hear the sounds of tortured souls from the underworld.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Druid Abilities
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Lorekeeper At 2nd level, an urban druid adds Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) skills. She also receives a +2 bonus on these skill checks.
Resist Temptation (Ex): At 4th level, an urban druid gains a +2 bonus on saves vs. divinations and enchantments. This replaces the resist nature’s lure ability.
A Thousand Faces – Alter self spell at will. Favorite faces: Bugbear, goblin, and halfling.
Wild Empathy
Gale Aura – 30 ft aura of gale-like winds that slows enemies down.
Wild Shape – 1/day
Traits
Fiendish Presence
Your family routinely held court with pit fiends and erinyes when you were a child and, as a result, you learned to manipulate people better than most. You gain a +1 trait bonus on Diplomacy and Sense Motive checks. One of these skills (your choice) is always a class skill for you.
Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Feats
Fiendish Heritage – Oni-spawn and telepathy
Improved Initiative – add 4 to initiative
Combat Casting – add 4 to concentration checks in combat
Leadership – Livia cohort; score 9
Special
Natural Armor +2
Fast Healing 1 as a standard action
Brain Damage (-1 Cha)
Skills
Bluff 10 (Some he believes himself when he lies…)
Sense Motive 12 (…or not.)
Climb 6 or 7 (Just enough.)
Diplomacy 9 (He can be convincing when he needs to be.)
Perception 12 (You gotta keep an eye open when you live on the streets)
Profession (Porter): 8 (usually as a dockworker, but sometimes at hotels, mansions, or just general labor)
Survival 12 (How else is he to get his food)
Knowledge (History) 4 (Hopefully he doesn’t repeat any mistakes.)
Knowledge (Nature) 4 (He’s a druid. Duh.)
Knowledge (Local) 4 (He can get around town.)
Knowledge (Nobility) 4 (He pays attention.)
Knowledge (Religion) 4 (That’s a zombie or a vampire. I get those two confused.)
Swim 6 or 7 (So he don’t drown.)
Linguistics 0 (At least he can speak halfling and goblin.)
Languages
Common
Druidic
Infernal
Halfling
Goblin
Legacy Items
Ring of the Artful Dodger (adds 2 to Reflex saves)
Keen Scimitar +1
MW Devil’s hide boots
Weapons
MW Acheron Shortspear
MW Acheron Dagger
MW Adamantium Dagger
Armor
MW Hide shirt
HIs ability scores were rolled and modified using the "Cutting down the xmas tree effect" on the enworld boards.