[3.5] Druids. They ain't just for whipping anymore.

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.
 

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As soon as my barbarian/druid makes 8th druid level he gets wild shape (large). At that point I intend to pretty much be a dire ape all the time. Thanks to the new 3.5 alter self/polymorph/etc rules for magic items, in the near-humanoid ape form he gets to keep his ring of tongues, meaning he'll be able to communicate with everyone while wild shaped. With Natural Spell he can cast spells while an ape, and oh yeah, with bull's strength, greater magic fang and inspire courage (there's a bard in the group) going he can theoretically crank out, on average - 60ish point of damage per round on a full attack assuming all attacks land (claw/claw/rend/bite). Then there's the whole reach weapon gig on top of that, barbarian rage and fast movement, longstrider, plus an ape's ability to take 10 on all climb checks. And, oh yeah, he's still a druid and can cast all sorts of cool druid spells.

Druids were never weak, but now they are seriously, seriously powerful.
 
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ForceUser said:
Druids were never weak, but now they are seriously, seriously powerful.

I agree. But I think the misapprehension occured when people started taking druids into dungeons. Druid spells tend to have a nice, long range. Perfect for outdoors, but when your line of sight is never more than 50' it becomes neigh useless.

Check out Sepchulcrave's story hour for an account of a 15th level druid versus an army of thousands of level 1 warriors backed up by some clerics. The clerics couldn't touch the druid and the rest was just NASTY!
 




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