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HOMMLET MOATHOUSE
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Alliria,
Female Half-Elf Druid 10
Alignment:
Neutral Good
Strength:
14
Intelligence: 12
Constitution: 16
Wisdom: 17
Dexterity: 15
Charisma: 13
1)
Why She’s Included
It
could be fairly said that I’ve had a sentimental penchant
for playing female druids since my discovery of Jaheira in Baldur's
Gate 2. The Druid is a character class that won’t be spectacular
at any one thing. Yet it is a character class that demonstrates
amazing versatility. Alliria will help Ferofist
shoulder a good deal of the healing load. She’ll probably
have the best summoning spells in the game, since they can bring
Elemental beings to her aid. She isn’t outstanding when it
comes to physical combat, but that can change very quickly with
the right equipment, or if she calls upon her shapeshifting powers.
Some of her spells also exemplify the more destructive aspects of
nature, such that she can assist the arcane spellcasters if there’s
a need for it. With the proper skill development and feats, she
can provide much the same benefits as a ranger, but with more spell
power to show for it.
2)
Ability Score Increases
4th
Level / +1 to Wisdom
For
much the same reasons as with Ferofist.
8th
Level / +1 to Dexterity
In
order to bring her Dexterity modifier to +3. Being a character limited
to leather armor, it well behooves her to take advantage of the
dexterity modifier that it allows. It will also increase her Reflex
saving throws, and her proficiency with slings or darts.
3)
Skills
Concentration
– For the same reasons as with Ferofist.
Heal
– Same thing.
Listen
– The significance of this skill is to keep the surprise rounds
against your party to a minimum. Alliria, with her high Wisdom score,
is ideal for this skill.
Spot
– This allows the party a chance of discovering when a creature
is trying to surprise the party through its Hide skill. Again with
her high Wisdom score, Alliria is the ideal candidate.
Survival
– When the party travels over the world map, this skill (developed
to an appropriately high level) allows the party the choice between
engaging monsters during a random encounter, or avoiding them altogether.
Indeed, until you’ve found the right weapon(s), Trolls should
be avoided whenever possible.
4)
Feats
Alliria’s
early feats will be the same, and for the same reasons.
1st
Level / Improved Initiative
3rd
Level / Spell Focus: Summoning
Which
is a prerequisite for:
6th
Level / Augment Summoning
I love
to have my Druid summon elementals to the party’s aid. This
spell increases their Strength and their Constitution scores. It
is hard to argue with a feat that will improve both damaging ability,
and staying power.
9th
Level / Combat Casting
Same as with Ferofist. Feat selections
are often a difficult judgement call, especially in the early going.
Here, I decided I wanted to augment the power of my summoned elementals
first.
Feats
not Included /
Track
– You can live without it when you think about it.
Natural
Spell – While I use shapeshifting sometimes, I don’t
do it often enough to justify taking this feat. If there’s
an expansion, I’ll probably be more amenable to it when my
Druid gains the ability to transform into an elemental.
Silent
Spell and Still Spell – Same reasoning as with Ferofist.
5)
Spell Selection
To
some degree, the comments that I made with regards to Ferofist
apply to Alliria as well. However, the Druid typically has less
protective spells and combat buffers. Instead, she has different
emphases, which are:
Summoning
Spells – Sure, the cleric has the Monster Summoning spells,
but I prefer the selections available with the Summon Nature’s
Ally spells, which accesses the more powerful Elementals at a faster
rate. Giant Vermin is also quite handy.
Offensive
Spells – The Druid can supplement the Sorcerer’s firepower
with a few spells of her own, like Ice Storm and Flame Strike (earned
a level earlier than the Cleric).
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