Simplicity
Explorer
Druids are the new front-line damage-dealing wonders of 3.5 I'm playing one now, and I got to say... Yowza. They're STRONG.
Consider a level 1 druid with 16 Str and 16 Wis.
- He can Shillelagh and have a club with +4 to hit and 2d6+4 damage for 1 min/level. Nice, but not the druid's strongest
1st level spell.
- He can Produce Flame. 1d6+(1/level) flame damage with a ranged touch attack. Nice for those harder to hit baddies.
- He can Entangle. Great spell. No need to explain this one.
- Best of all, he can summon...
You say, so what? The druid could always summon. Now he just gets it spontaneously.
3.5 makes the druid summoning god-like. A human druid can pick Spell Focus (Conjuration) and Augmented Summoning at 1st level. +4 Str and +4 Con to all your summoned creatures.
Now, the druid just sits back and summons wolves, wolves, and more wolves.
A wolf on a successful hit can try to trip his opponent. Prone opponents give you +4 to hit. If they try to stand, you get attacks of opportunity (New to 3.5!). Multiple flanking wolves just tear opponents apart (as they should... but dang... it's sweet to watch).
Imagine two flanking augmented wolves around a prone opponent. The wolves get +6 to hit (+4 prone, +2 flanking) on +5 bite attacks.... +11 to your die roll. Not bad. The wolf bites deal 1d6+4 damage (+4 Str yields an extra 3 damage for one primary natural attack). If the prone opponent attacks, the wolves each have 17 hp to soak up damage, and the hits will be at -4. If the opponent tries to stand, he gets two attacks of opportunity against him (+6... AoO happen before the action occurs).
And at level 3, the druid gets Summon Swarm... Distraction, automatic damage every round, difficult to damage the swarm without specific types of damage. Or, they can just summon more wolves.
At level 5, Dire wolves. Take previous strategy, add Miracle-Grow.
Consider a level 1 druid with 16 Str and 16 Wis.
- He can Shillelagh and have a club with +4 to hit and 2d6+4 damage for 1 min/level. Nice, but not the druid's strongest
1st level spell.
- He can Produce Flame. 1d6+(1/level) flame damage with a ranged touch attack. Nice for those harder to hit baddies.
- He can Entangle. Great spell. No need to explain this one.
- Best of all, he can summon...
You say, so what? The druid could always summon. Now he just gets it spontaneously.
3.5 makes the druid summoning god-like. A human druid can pick Spell Focus (Conjuration) and Augmented Summoning at 1st level. +4 Str and +4 Con to all your summoned creatures.
Now, the druid just sits back and summons wolves, wolves, and more wolves.
A wolf on a successful hit can try to trip his opponent. Prone opponents give you +4 to hit. If they try to stand, you get attacks of opportunity (New to 3.5!). Multiple flanking wolves just tear opponents apart (as they should... but dang... it's sweet to watch).
Imagine two flanking augmented wolves around a prone opponent. The wolves get +6 to hit (+4 prone, +2 flanking) on +5 bite attacks.... +11 to your die roll. Not bad. The wolf bites deal 1d6+4 damage (+4 Str yields an extra 3 damage for one primary natural attack). If the prone opponent attacks, the wolves each have 17 hp to soak up damage, and the hits will be at -4. If the opponent tries to stand, he gets two attacks of opportunity against him (+6... AoO happen before the action occurs).
And at level 3, the druid gets Summon Swarm... Distraction, automatic damage every round, difficult to damage the swarm without specific types of damage. Or, they can just summon more wolves.
At level 5, Dire wolves. Take previous strategy, add Miracle-Grow.