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6 months ago  ::  Jan 02, 2013 - 8:51AM #31
draco1119
  • California Dragon
Date Joined: Sep 25, 2005
Posts: 14,318

Jan 2, 2013 -- 8:46AM, Kingofswing wrote:

...so lets see take a full round to cast a summon spell umm I say no that is just crazy talk takes to long and by that time who knows you could have taken down the monsters


Here's druid tactics: Walk around in the best combat wild shape you can get.  If you get a surprise round, you cast buffs on yourself and you animal companion; things like Quickened Bull's Strength, Animal Growth,  and Greater Magic Fang.  The first full round, you summon some of the best stuff you can get.  THEN you go kill people.  If you don't think you need the summons, don't use them. 

"Today's headlines and history's judgment are rarely the same.  If you are too attentive to the former, you will most certainly not do the hard work of securing the latter."  -Condoleezza Rice

"My fellow Americans... I've just signed legislation that will outlaw Russia forever.  Bombing begins in five minutes." - Ronald Reagan

This user has been brought to you by the letters "O-R-C" and the numbers "2, 3, 4, and 6"

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6 months ago  ::  Jan 02, 2013 - 9:26AM #32
StevenO
Date Joined: Apr 9, 2004
Posts: 14,344
I could almost swear I've seen either a feat or a class ability that will let you speed up the casting time of a summons spell from 1 round to something less.  Now even if it did reduce the casting time I don't believe the effect actually came into play any sooner.

The thing you should remember about summon spells which also explains why they have a one round casting time is that whatever you summon gets to act when it arrive.  Normally you basically give up your turn casting the spell but right before you go again the spell ends and your summoned creature appears and gets to act right before you act.  Essentially, you give up one activation but then gain the activation for what ever you have summoned.  For one turn every thing is even but for ever round the summon spell lasts you essentially gain one more action then you would have had if you had not used that summon.  If/when a summon spell goes off as a standard action that summons already puts you ahead in actions as you have turned a standard action into something else's full turn and that something else may stick around a little while.
 
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6 months ago  ::  Jan 02, 2013 - 10:20AM #33
Andarious-Rosethorn
Date Joined: May 23, 2012
Posts: 460
Moonspeaker makes Extend automatic, I'm trying to think I know something out there brings Conjuration Summoning spells down to a Standard action, been years since I played this build, pre-build repository.
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6 months ago  ::  Jan 02, 2013 - 10:38AM #34
Kingofswing
Date Joined: Apr 27, 2012
Posts: 181
Moonspeaker is one of my favorite classes and \i love shifters but my DM has not allowed eberron stuff because he just can not understand it and since he can not he dose not like it he thinks that shiftrs are OP but thinks Drow are ok I do not get that one bit but it is what he thinks
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6 months ago  ::  Jan 02, 2013 - 10:41AM #35
Kingofswing
Date Joined: Apr 27, 2012
Posts: 181
This ia what ia allowed and disallowed see if you can come up with something before Fri


The following is a list of books that are usable


Players Handbook (D&D)


Players Handbook II (D&D)


Complete Arcane (D&D)


Complete Divine (D&D)


Complete Adventurer (D&D)


Complete Warrior (D&D)


Complete Mage (D&D)


Complete Scoundral (D&D)


Complete Psionics (D&D)


Expanded Psionics (D&D)


Miniatures Handbook (D&D)


Races of Stone (D&D)


 


Arcana Evolved (Sword and Sorcery)


Rituals & Relics II (Sword and Sorcery)


 


Forgotten Realms Dieties Supplement


Races of Faerun (Forgotten Realms)


Forgotten Realms Campaign Setting


 


Wheel of Time Campaign Setting


 


Quintessential Chaos Mage


 


The following material will NOT be allowed


Feats:


Extra Spell Secret (Complete Arcane)


All Sudden Meta-magic feats


All Rapid Meta-magic feats


Prestige Classes:


Grey Guard (Complete Scoundral)

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6 months ago  ::  Jan 02, 2013 - 11:25AM #36
draco1119
  • California Dragon
Date Joined: Sep 25, 2005
Posts: 14,318
Take the Companion Spellbond feat in PHB2. It increases the allowed distance for speeds shared with your familiar to 30' instead of 5'.
"Today's headlines and history's judgment are rarely the same.  If you are too attentive to the former, you will most certainly not do the hard work of securing the latter."  -Condoleezza Rice

"My fellow Americans... I've just signed legislation that will outlaw Russia forever.  Bombing begins in five minutes." - Ronald Reagan

This user has been brought to you by the letters "O-R-C" and the numbers "2, 3, 4, and 6"

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Poon Slayer of the House of Trolls
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6 months ago  ::  Jan 02, 2013 - 11:25AM #37
draco1119
  • California Dragon
Date Joined: Sep 25, 2005
Posts: 14,318
*spells, not speeds
"Today's headlines and history's judgment are rarely the same.  If you are too attentive to the former, you will most certainly not do the hard work of securing the latter."  -Condoleezza Rice

"My fellow Americans... I've just signed legislation that will outlaw Russia forever.  Bombing begins in five minutes." - Ronald Reagan

This user has been brought to you by the letters "O-R-C" and the numbers "2, 3, 4, and 6"

Resident Pithed-Off Dragon
Poon Slayer of the House of Trolls
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6 months ago  ::  Jan 02, 2013 - 1:16PM #38
Seeron
Date Joined: Jul 29, 2011
Posts: 213

Get the swift concentration spell trick from Complete Scoundrel. If your DM allows it, using a Bolt from Call Lightning is specified as concentrating on it, so with the skill trikc you could use it as a swift action.


Imbued Summoning from PHB II is a free quicken spell for buffs on summons.


If you want to wildshape in forms with lots of attacks Multiattack is a must and Improved natural attack(claw) or (bite) is always handy, when you have no other feat at hand.


On the caster side, Extend spell is Handy early on, for the hr/lvl buffs and later for 10min/lvl and Quicken Spell will help you with your action economy later on.


Which Monster Manuals are allowed to get a companion?


 If MM2 is allowed and you're Druid 13 you can wildshape in a Legendary Ape, who is capable of using weapons. So you could grap Power attack, a quaterstaff and have some fun with spells like shillelagh, brambles and spikes.

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6 months ago  ::  Jan 02, 2013 - 1:22PM #39
Seeron
Date Joined: Jul 29, 2011
Posts: 213
Also here: http://community.wizards.com/go/thread/view/75882/19868802/Druid_Handbook_revived you can find a guide for druids.
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