3.0 Druid Help

tankiller

First Post
I am currently working on building a Druid for a 3.0 campaign. I decided to play a dwarf because it is something different (no one in my party has ever played a Druid or a dwarf) and think it would be fun to roleplay.

The stats I rolled are
Str-11
Con-19 (17+2)
Dex-14
Wis-18
Int-12
Cha-10 (12-2)

I would like to know if the stats are good or if I should change them around some. I would also like to an idea of good feats to pick up and what skills to focus on (these can be for power or character theme). I would also like to know if any prc are worth taking or if Druid 20 is the way to go. All core 3.0 is allowed anything outside core would need DM approval and 3.5 feats and PrC are allowed with DM approval.

Incase you would like to know
Name: Shale Bronzebark
Race: Dwarf
Background: He grew up on the surface, the son of a merchant, where he developed a love for nature at a young age. Once old enough he entered a Druid Circle called The Way of Nature. The order believes that people, animals and plants are all equal in the world but that people are capable of and will cause more harm to nature then animals or plants will ever cause.

He eventually starts adventuring with other people.
3 wizards
1 cleric
2 fighters
1 duskblade
1 monk
1 trapfinder yet to decide on a class
3 undecided

Thank you in advance for any ideas that you guys might have.
 

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You definitely want Natural Spell feat. It's in Masters of the Wild, iirc. Alternatively, it's a core PHB feat in 3.5.

Also, that party is crazy huge!
 

If the DM is allowing 3.5 feats etc, he should just play 3.5 since all of the buffing spells and many others are uber-nerfed (less duration and less dice being the most common nerf).

Still, if you're going for raw power, 20 Druid is pretty awesome. The Master of Many Forms prestige class is awesome if you're going to be a front-liner, changing into ridiculously awesome monsters. Natural Spell will let you cast spells while wildshaped. And, well...

Druids are awesome.
 

Absolutely horrible stats. What possible justification could you have for an 18 in Wisdom? I mean really?

It seems you have finally transcended the border that separates the merely laconic from the acerbically sarcastic. Which will make it even harder to find out when you're actually trying to be helpful and when you're just having a laugh... ;)
 

Didn't notice this before the weekend, so it might be kinda late, but:

The stats look fine, though better Str would be adviseable if you're starting at low level without Wild Shape (unless you intend to have your animal companions do all the fighting for a few levels, with a bit of spell/ranged weapon support from your dwarf). Probably just stick with Druid all the way.

Natural Spell from Masters of the Wild would be a good 3rd or 6th level feat choice (probably wait until 6th to get it), then perhaps Multiattack at 9th-level for those Wild Shapes that have several natural weapons. You'll also want to ask your DM if you can uee the option for Improving Your Companion on page 37 of Masters of the Wild, which allows druids to perform a ritual and spend a few XP to increase the number of Hit Dice one of their animal companions has. It's a simple option to improve your favorite animal companions without having to replace them over time.

Good core feats for druids would include Improved Initiative, Track, Weapon Focus (Claw or Bite or whatever natural weapon you tend to use most in Wild Shapes), and Spell Focus (Evocation or Transmutation, possibly Conjuration as well at middle/upper levels). Maybe Spell Penetration at upper levels. Combat Reflexes can also be good sometimes, given your Dexterity and all, but that varies when Wild Shaped. Combat Casting can also be useful if you'd rather not spend too many skill points on Concentration. Brew Potion and Craft Wondrous Item can be fairly handy for you and your party if you get the downtime and proper work area to use them.
 


In many of the D&D supplements there are a type of feat called "wild" feats almost specifically designed for druids and their wild shape abiity. They are scattered among a lot of books but I would definetly look into those. I know there's one that lets you cast spells in animal form (it might have been mentioned in a previous post).

Advice for picking feats...you only get a few so make them count. These are what really gives your character power and umph in a campaign next to straight stats.
 

Didn't notice this before the weekend, so it might be kinda late, but:

The stats look fine, though better Str would be adviseable if you're starting at low level without Wild Shape (unless you intend to have your animal companions do all the fighting for a few levels, with a bit of spell/ranged weapon support from your dwarf). Probably just stick with Druid all the way.

Natural Spell from Masters of the Wild would be a good 3rd or 6th level feat choice (probably wait until 6th to get it), then perhaps Multiattack at 9th-level for those Wild Shapes that have several natural weapons. You'll also want to ask your DM if you can uee the option for Improving Your Companion on page 37 of Masters of the Wild, which allows druids to perform a ritual and spend a few XP to increase the number of Hit Dice one of their animal companions has. It's a simple option to improve your favorite animal companions without having to replace them over time.

Good core feats for druids would include Improved Initiative, Track, Weapon Focus (Claw or Bite or whatever natural weapon you tend to use most in Wild Shapes), and Spell Focus (Evocation or Transmutation, possibly Conjuration as well at middle/upper levels). Maybe Spell Penetration at upper levels. Combat Reflexes can also be good sometimes, given your Dexterity and all, but that varies when Wild Shaped. Combat Casting can also be useful if you'd rather not spend too many skill points on Concentration. Brew Potion and Craft Wondrous Item can be fairly handy for you and your party if you get the downtime and proper work area to use them.

Thank you this is what i was looking for and it will be put to good use.
 

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