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    Question As a pure Druid, how to access Teleport?

    Intro
    Thanks, all, for your suggestions! Some (like valiant steed) I'd never heard about or seriously considered before.

    I'm well aware of Eggynack's Guide and have referred to it extensively while building and playing this character. I have read the spell lists for Druid spell level 7 and below and wanted further input.

    Regarding feats, Dderwydd Chymdeithas Initiate was what I wanted (and my character Uriel will likely take it after rebuilding post-personal quest) to have teleport available at L9. I read this feat before but forgot about it when making this post originally.

    Island Info
    -The island is Nymm in the Faerun setting.

    -The GM's map of Nymm makes it to be between about 300 miles and 400 miles across

    -The terrain has been a combination of mountains, swamps, snowy plains, snowy forests, and one desert.

    -This is an isle where prisoners are sent, meaning civilization's resources are scarce. There's one intact town (Frostfall), one ruined town (Old Frostfall), and a buncha adventure sites.

    -There is exactly one working ship on or near this island, but it's a highish level quest for us to get it.

    -It is open to planar travel (like via plane shift) for those who can access such abilities. (Our group of level 6ish can't do that yet.)

    -Flying for prolonged periods to escape this island proved impossible for the last Wizard who tried it. He just wrapped around the other side like he were in a Pac-Man maze. (We found his diary.)

    Party
    -We have a party of 6 PCs, 1 animal companion, 1 GMPC helper, and some NPCs in the background we could rotate in if we wanted. Our main party (who just got an opportunity to level to 6 last session) has been...

    --Uriel, Human Druid6. He's a bit of everything aside from traps and scouting. Wild Shape recently happened and Natural Spell came to him last session. Once he completes his personal quest, he'll rebuild around level 8 (with GM permission of course) to Druid5/Planar Shepherd of LamanniaX. Uriel has Craft Wondrous Item and has made 2 Healing Belts for the group, but our group has been hesitant to spend more time not gaining EXP. My player knowledge of D&D 3.x has been akin to that of a college major, but more in studying optimization theory than playing.

    ---Kelly, Riding Dog Animal Companion. She's been the group's favorite pet and off-tank/off-DPS. When it's convenient, I planned to swap her Riding Dog form for Dire Eagle form since long-term flight is handy and the GM has let us respec feats and skills from default for newly-gained animal companions. No Natural Bond feat due to the GM's interpretation.

    --Illias, Human Cleric of Heironeous6. He's been 'clank the tank,' or the guy who's primarily acted as the group's main tank. His D&D knowledge has largely been of the core rules and nothing else.

    --Salutis, Bladeling Paladin of Heironeous5. Early in the campaign, we beat his Bladeling group into submission and purposely spared one for information. He was willing and able to convert from his position as an Underdark slave to learning what it meant to be [Good]. He's the disciple of Illias and our secondary tank.

    --Rudy Clay, Silverbrow Human Bard2/Healer3/Mystic Theurge1. Originally a full Bard going for Sublime Chord, the GM respecced her to do more support stuff in combat after she finished her personal quest at L5. She's loved her Dragonfire Inspiration +4d6 (Bard1 + inspirational boost + Song of the Heart feat + how the GM ruled the Words of Creation feat) and the group has too.

    --Haroun, Human Warmage6 going Sand Shaper after rebuilding post-personal quest. He's artillery and fine with it. His spells have been surprisingly useful (despite his class's tier 4 status) since having spontaneous damage spells has helped against swarms. He's played Warmages before, and his D&D 3.x knowledge has been enough for what he's tried to do.

    --Blake, Wood Elf Scout/Ranger mix. He's new to the group and acting as our group's trapper since the previous player quit due to being too busy with work. He wants archery to the max and seemingly doesn't yet understand the power of buff and utility spells. Despite GMing for about 4 years, his D&D knowledge has largely been of the core rules and nothing else.

    --Pitac, Phrenic Neraph Psychic Rogue1/Barbarian1/Swordsage4 after rebuilding. (He's just Swordsage4/Barbarian1 now and can level to 6.) He's been our group's 'ninja,' sneaker, and main physical DPS. (The GM gave him the Phrenic template as part of his personal quest except for the stat increases.) So far, he's been the group's main DPS, but Uriel's Wild Shape is changing that. His D&D knowledge started very low (initially insisting on being a Human Monk with Vow of Poverty), but we've talked extensively and he's learned a lot; hence, the Neraph Psychic Rogue1/Barbarian1 (with Pounce and Whirling Frenzy)/Swordsage4.

    Campaign Info
    -This campaign has been Undead-heavy, but has had plenty of other creature types. Most things we've faced have been type-immune to crits.

    -We've been on a strict in-game timer. Undead are scheduled to overrun the island at the end of Armageddon's Clock around day 80. (We're on day 28.) We want to traverse this isle quickly and possibly warp out.

    -This campaign is scheduled to last until level 20ish and span Faerun and the planes, BUT this Nymm Island section is scheduled to last until level 11 or thereabouts depending on what we do. (We've seen the adventure sites and quest descriptions and we're likely to be, at max, level 11 or thereabouts before Armageddon's Clock expires and the invasion hits; hence, the desire to get teleport ASAP.)

    -Generally, all official material from books, web, and magazines is available, but the GM said he would more thoroughly scrutinize magazine material.

    -Likely no Leadership. The GM has enough characters and units to consider already.

    -Magic items have been scarce. Most items have been scrolls or partially-charged wands.

    ORIGINAL POST
    Greetings, all!

    As a pure Druid, how to access the teleport spell or its errorless version?

    Contemplative is an option for the Travel and Spell domains, but this character is not built for it. Items for these spells (including a Belt of the Wide Earth from Magic Item Compendium) are not guaranteed. Templates are also likely off-limits.

    The intent is to be able to warp around an island quickly (and very preferably at the lowest level) and reliably due to a strict time limit in this campaign. Any option requiring more than level 11 is unlikely to work, and level 11 is already pushing it.
    Last edited by Endarire; 2017-12-10 at 03:34 AM.
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  2. - Top - End - #2
    Ettin in the Playground
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    Default Re: As a pure Druid, how to access Teleport?

    there is a feat that allows to count as an arcane spellcaster then you take that feat for arcane spellcasters that allows access to a domain.

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    Default Re: As a pure Druid, how to access Teleport?

    Well, if you're on an island, presumably there are trees, so wouldn't transport via plants fit your needs?
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    Ettin in the Playground
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    Default Re: As a pure Druid, how to access Teleport?

    Quote Originally Posted by Crake View Post
    Well, if you're on an island, presumably there are trees, so wouldn't transport via plants fit your needs?
    The problem is that you get it as late as level 11.
    While with my trick you get teleport as early as level 9.
    the only way to get teleport earlier is through summoning outsiders.(or shenanigans to get spells earlier like using the feat combo I mentioned then become mystic theurge and progressing druid twice per level)
    Last edited by noob; 2017-12-05 at 06:11 AM.

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    Colossus in the Playground
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    Default Re: As a pure Druid, how to access Teleport?

    The Master Earth [Spell Compendium] spell is pretty much Teleport. Or as close as Druid gets natively anyways. Without dipping it's kinda hard to get it otherwise; yeah, you can take Southern Magician/Alternative Source Spell and Arcane Disciple it up or go through some feat chains to gain a Domain or Fey Circle something that gets it for you, but Master Earth is hard to beat for ease of access vs. effect. But yeah, getting it on 9 would require hrm...a lot of work. Well, one option is of course picking up some of the fancier Wildshape feats and...hmm, Black Unicorn, Archons get it but Magical Beasts and Outsiders are pretty much the hardest types to access...
    Last edited by Eldariel; 2017-12-05 at 06:19 AM.
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    Ettin in the Playground
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    Default Re: As a pure Druid, how to access Teleport?

    Quote Originally Posted by Eldariel View Post
    The Master Earth [Spell Compendium] spell is pretty much Teleport. Or as close as Druid gets natively anyways. Without dipping it's kinda hard to get it otherwise; yeah, you can take Southern Magician/Alternative Source Spell and Arcane Disciple it up or go through some feat chains to gain a Domain or Fey Circle something that gets it for you, but Master Earth is hard to beat for ease of access vs. effect.
    You get it way too late: he said " Any option requiring more than level 11 is unlikely to work, and level 11 is already pushing it."
    So it means that he is probably not going to epic levels like 13+
    I found that getting an outsider ally is probably the fastest way(use sacrifice rules to summon an outsider with teleport at will) then have a team which weights less than 25kg(become necropolitans and then buy some scrolls of haunt shift)
    Last edited by noob; 2017-12-05 at 06:26 AM.

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    Default Re: As a pure Druid, how to access Teleport?

    Raiment of Four magic item set has belt that provides teleport. Precisely speaking it allows to convert any 5th level spell (or higher) to teleport

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    Ettin in the Playground
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    Default Re: As a pure Druid, how to access Teleport?

    A runestaff of lesser planar ally or teleport could work great too and is less cheesy than the use of sacrifice rules.
    You can also use Create Lantern Archon(no need for spell access sheanigans and is level 3)+ having a team that weights less than 25kg for teleportation at will for one hour per casting of create lantern archon.(can be done at level 5 but can only teleport you at safe places)
    Last edited by noob; 2017-12-05 at 06:33 AM.

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    Ettin in the Playground
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    Default Re: As a pure Druid, how to access Teleport?

    Fiendish Legacy - [heritage] feat in Complete Mage - gives Teleport 1/day SLA at 9th level

    The Catalogues of Enlightenment planar touchstone (Planar Handbook): it's Higher-Order Ability allow to cast domain spell of available level 3 times; 5th-level spell in Travel or Portal domain

    Dderwydd Chymdeithas Initiate feat (Dragon #332) gives you 9 extra spells, and 5th-level one is the Teleport!
    Since the only prerequisite is "Ability to spontaneously cast Summon Nature's Ally", this feat was clearly intended for Druid.

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    Default Re: As a pure Druid, how to access Teleport?

    Quote Originally Posted by noob View Post
    A runestaff of lesser planar ally or teleport could work great too and is less cheesy than the use of sacrifice rules.
    You can also use Create Lantern Archon(no need for spell access sheanigans and is level 3)+ having a team that weights less than 25kg for teleportation at will for one hour per casting of create lantern archon.(can be done at level 5 but can only teleport you at safe places)
    Quote Originally Posted by ayvango View Post
    Raiment of Four magic item set has belt that provides teleport. Precisely speaking it allows to convert any 5th level spell (or higher) to teleport
    except runestaves explicitly require arcane spell slots, and the feat you referred to earlier, alternate spell source, is dragon mag, so not necessarily acceptable
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    Ogre in the Playground
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    Default Re: As a pure Druid, how to access Teleport?

    Check Eggynack's druid handbook: There might be some combination of wild shape form and the 'assume supernatural ability' feat that would help.

    The level 6 'transport via plants' has been mentioned, but what about the level 5 'tree stride'?

    You can also get the Travel Domain to get teleport with a level of 'Seeker of the Misty Isle' if you're an elf or half-elf.

    There's also a druid specific portal system from Magic of Faerune called 'crossroads' you might try to use.

    Otherwise, are you sure that the island is so big you can't use fast wild shape forms or something like that? Or by riding another animal... These can be augmented by spells like 'Fire Wings', 'Favor of Yathaghera', or 'Cloud Wings'. 'Phantom Stag' can be pretty fast too.
    Last edited by Bronk; 2017-12-05 at 08:25 AM.

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    Default Re: As a pure Druid, how to access Teleport?

    Belf of the Wide Earth is not a runestaff. So it is free from its limitation and provide druid with teleport spell for 8k gold investment.

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    Default Re: As a pure Druid, how to access Teleport?

    The druid's primary "teleport" spell is usually tree stride. So... plant a lot of trees on the island? If you don't want to use trees, you could use pools of water with swamp stride (Spell Compendium). A command-activated item of unlimited swamp stride would cost... hmm, maybe 81K. That's a bit much. Domain Staff of Travel would be a lot cheaper.

    If you plant enough trees to establish a forest on the island, then a unicorn might be able to use greater teleport 1/day. You can get a unicorn via SNA4 or valiant steed (Book of Exalted Deeds, cast sheltered vitality first). The forest has to be it's "home", although the rules don't really say how that's established. The unicorn is intelligent and can speak, so presumably you can ask it if it can move it's home to the island.

    If the island counts as a "mountain", then summoning an oread (Fiend Folio) might work. They can teleport around their mountain at will (as with unicorn, no indication from rules on how "ownership" is established). They can be summoned with SNAVI, or As a 7HD fey you could use fey ring.

    Lowest level you can get teleport would probably be 5th, at which point you can cast create lantern archon (Champions of Valor). However, you'd want sheltered vitality to negate the Con drain, so more likely 7th level. The tricky part there is they can only teleport themselves and up to 50 lbs of objects, so... figure out how it could carry a bag of holding, maybe? If you can craft magic items, you could ask it to lend it's teleport SLA towards creating a teleport item. Craft Skull Talisman + create lantern archon allows you to create essentially "potions" of teleport. Or have it cast teleport into a spell-storing item (greater glyph seal, chardalyn, spell-storing shuriken, etc.).

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    Colossus in the Playground
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    Default Re: As a pure Druid, how to access Teleport?

    Summons can't normally use teleportation abilities as per the spell.
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    Default Re: As a pure Druid, how to access Teleport?

    There's also the White Hart, from Dragon 343. They're a kind of fey deer that can appear in forests with elves and fey in them, and they can planeshift to Arboria, Ysgard, and the Beastlands and back. You'd just need to catch a round trip.

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    Default Re: As a pure Druid, how to access Teleport?

    Quote Originally Posted by Darrin View Post
    The druid's primary "teleport" spell is usually tree stride. So... plant a lot of trees on the island?
    THIS is why you carry those silly feather tokens, people!

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    Default Re: As a pure Druid, how to access Teleport?

    Quote Originally Posted by weckar View Post
    THIS is why you carry those silly feather tokens, people!
    Well, that and the 20d6 falling object damage...

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    Default Re: As a pure Druid, how to access Teleport?

    Quote Originally Posted by Darrin View Post
    Well, that and the 20d6 falling object damage...
    ... +1d6 for every 200 pounds of initial weight...

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    Default Re: As a pure Druid, how to access Teleport?

    Quote Originally Posted by Bronk View Post
    ... +1d6 for every 200 pounds of initial weight...
    Only if you're just using the DMG. If you use the Rules Compendium, the damage caps at 20d6 regardless of weight.

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    Ettin in the Playground
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    Default Re: As a pure Druid, how to access Teleport?

    On the dmg it also caps for both kind of damage(falling and weight) with a given way of reading.
    But not all players make their gm see that way of twisting the rules to get that effect.
    Read again the falling damage rules from the dmg you can find a way of reading it that makes the damage capped to 20d6(at least with the french version)

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    Default Re: As a pure Druid, how to access Teleport?

    Is eggynack the only person who knows Stormwrack's Stormwalk? Because that's pretty much what the spell is, except with a bit of 10-minute* storm theatrics.


    * 10 minutes is still relatively fast for warping around an island, considering the "no teleport" alternative
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    Ettin in the Playground
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    Default Re: As a pure Druid, how to access Teleport?

    Quote Originally Posted by ben-zayb View Post
    Is eggynack the only person who knows Stormwrack's Stormwalk? Because that's pretty much what the spell is, except with a bit of 10-minute* storm theatrics.


    * 10 minutes is still relatively fast for warping around an island, considering the "no teleport" alternative
    I know about it, but I'm don't see the RAW which says you can actually choose where you will appear 10 minutes later

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    Ettin in the Playground
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    Default Re: As a pure Druid, how to access Teleport?

    Quote Originally Posted by ShurikVch View Post
    I know about it, but I'm don't see the RAW which says you can actually choose where you will appear 10 minutes later
    At the start of the description there is written "as teleport, save that"
    So you choose a destination the same way you choose one for teleport.

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    Ettin in the Playground
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    Default Re: As a pure Druid, how to access Teleport?

    Quote Originally Posted by noob View Post
    At the start of the description there is written "as teleport, save that"
    So you choose a destination the same way you choose one for teleport.
    Correct point

    Sill, caveat there is a need for storm to actually use it
    (And it doesn't says what's will happen if the storm actually ends during those 10 minutes. Mishap?)

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    Ogre in the Playground
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    Default Re: As a pure Druid, how to access Teleport?

    I can't see anything in the spell which requires a storm already be where you are? It's not part of the targeting, components, or range; and "drawing on the power of a storm" doesn't mean there's one right there. Plus, it explicit sly creates a mini-storm for you at the exit point.

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    Default Re: As a pure Druid, how to access Teleport?

    Quote Originally Posted by Mr Adventurer View Post
    I can't see anything in the spell which requires a storm already be where you are? It's not part of the targeting, components, or range; and "drawing on the power of a storm" doesn't mean there's one right there. Plus, it explicit sly creates a mini-storm for you at the exit point.
    Ahem...
    Upon casting the spell, the storm suddenly intensifies in the area where the spell was cast
    How it can to intensify, if there wasn't any storm to begin with?

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    Default Re: As a pure Druid, how to access Teleport?

    Quote Originally Posted by ShurikVch View Post
    Ahem...How it can to intensify, if there wasn't any storm to begin with?
    But there is one. It's the one you're drawing power from. Whether it's anywhere near you at the time, or even on the same plane, doesn't seem to be important.

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    Default Re: As a pure Druid, how to access Teleport?

    The problem with Stormwalk for is that you lose 10 minutes every time you cast it.

    You could take the 'dragon wild shape' feat and take the form of any of the gem dragons to get their planar travel ability, then move around the island by traveling back and forth between one of the elemental planes.
    Last edited by Bronk; 2017-12-06 at 08:48 AM.

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    Default Re: As a pure Druid, how to access Teleport?

    Quote Originally Posted by Bronk View Post
    The problem with Stormwalk for is that you lose 10 minutes every time you cast it.

    You could take the 'dragon wild shape' feat and take the form of any of the gem dragons to get their planar travel ability, then move around the island by traveling back and forth between one of the elemental planes.
    Doesn't plane shifting put you 5d100 miles away from target? Can you make that in 10 minutes?

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    Default Re: As a pure Druid, how to access Teleport?

    Quote Originally Posted by Mr Adventurer View Post
    Doesn't plane shifting put you 5d100 miles away from target? Can you make that in 10 minutes?
    It's an incompletely worded ability, but it isn't actually casting the plane shift spell... it's its own thing.

    Even if it had to miss the target, you can just keep trying every other round to get as close as possible - maybe by offsetting your desired target - and worst case scenario, you're still in a fast dragon form.
    Last edited by Bronk; 2017-12-06 at 09:26 AM.

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