Best Druid Build - Core Rules + PrC's

I played a melee-oriented druid that I had quite a bit of fun with. Ended at 15th level, he was a dwarf Druid11/Nature's Warrior3/Fighter1. Nature's Warrior got him Fast Healing while in wild shape and +3 damage to every natural attack. I found it a decent trade for a character who mostly didn't cast in combat anyway - he tended to have some buffs running (Stoneskin, cold-substituted Flames of Purity, and Nature's Favor), start combat with a battlefield control spell, and then wade into melee. Where he would demolish things. His attack bonus was somewhere in the low 30s most of the time, so he could safely power attack for five or ten most of the time (no iterative attacks means almost all of this three attacks were going to hit).

This was before the Spell Compendium came out, too. Druids are a SCARY class if played in a powergamey manner.
 

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Ok, thanks again for the input.

So planning on going 20 levels, I like the small race idea, but I'm guessing I will not want to do a grappler build using a small creature. :-P

So that leaves the Summoner option. So what feats should I be taking? If I'm going non-human thats going to give me my 1 st level feat and then another at 3rd, with Natural Spell at 6th.

I'll make sure and keep ride maxed out for skills, along with the normal Druid stuff.

* * * *

Going a different route - what do people think of the Wild Shape PrC's?

Nature's Warrior ,Warshapper, Master of Many Forms or some combination of these.

(If I forgot any please let me know, I'm at work with limited resources.)


And one other thought for the Summoner is the Beastmaster PrC.

JD
 

JDragon said:
Nature's Warrior ,Warshapper, Master of Many Forms or some combination of these.

And one other thought for the Summoner is the Beastmaster PrC.

Nature's Warrior - not bad, particularly for a dip. The fast healing option is very choice.

Warshaper - definitely a solid investment if you plan on being a wildshape melee druid. Don't take all 5 levels, though.

Master of Many Forms - just don't. It's not worth what you lose out on.

Beastmaster - likewise avoid. This is more for rangers. Again, you lose too much.

Take a look at the Fist of the Forest PrC from Complete Champion, as well. May be an option.
 

JDragon said:
So planning on going 20 levels, I like the small race idea, but I'm guessing I will not want to do a grappler build using a small creature. :-P
Your size does not matter when you are wildshaped. Halflings can as soon wildshape into a large animal as humans can do.
 

Gnome over halfling - for the Con bonus. You still get the small size for when not Wildshaped.

Planar Shepherd is broken enough strong enough to replace normal Druid levels, if it's available. Otherwise? Pure Druid.

You want ranks in Listen, Spot, and Handle Animal. Ride is also recommended. Other skills, such as Heal, Survival, Knoweledge(Nature), Spellcraft, and Diplomacy are useful but not required (unless you're going to go Epic, in which case you want Spellcraft and Knoweledge(Nature) maxed out).

A 1 level dip into Monk for Wisdom to AC is useful, but it's usually better to find a way to get a Monk's Belt on you, as it gives you most the benefits you're after without losing your Druid progression or locking you into a single alignment. Likewise, a 1 level dip into Barbarian for Rage is useful if you're going for a grappling build, but potions of Rage (or just the spell from a friendly Bard, Sorcerer, or Wizard) are half as good, don't come with alignment restrictions, and don't fatigue you.

You will want Natural Spell at 6th, just because it's very, very good.

You want to Summon?
Spell Focus (Conjouration) and Augment Summoning. You spontaneously convert spells to Summon Nature's Ally. Play an elf for the Longbow proficiency, and stand in the back pelting arrows once you're done summoning for the battle. The archery tree of course comes in handy at this point (Point Blank Shot, Precise Shot, and so on). Or you can not play an elf, and just do that type of stuff with Produce Flame.

You already said you didn't want to blast - but a Druid has some of the better Zappy spells in the game.

You want to grapple?
Wildshape into something Large or larger and strong, and take Improved Grapple (required feat: Improved Unarmed Strike), or just Wildshape into something with Improved Grab. You don't need to worry about your strength (you get that from Wild Shape). At lower levels, get a grapple-capable mount, and grapple secondhand by way of Handle Animal (the Camel has the best grapple check, but a negligible attack bonus to start it off, and little AC for when it provokes; it won't succeed very often).

Depending on how your DM rules Natural Bond and advanced animal companions, you may want to pick up the feat - because it will let an advanced animal companion out-fight a fighter (with a few buffs that you can cast yourself and some leather barding - plus a bit of training, and you there to direct it intelligently). It's not Core, though, so it may not be available, at least not for a while.

The Mounted Combat feat is very useful if you plan to use your companion as a mount - mostly so you can roll your mount's AC as needed.

I'm rambling, aren't I? Oh well.

Crafting feats are as good for a Druid as they are for a Cleric or Wizard - but do coordinate with any other spellcasters in the party; you don't want to duplicate crafting feats due to the collaberation rules.

You can be permanently flying earliers - by way of riding a Dire Bat. If you play a small character, you can even do so in medium dungeons - by way of Reduce Animal on your Dire Bat to make it medium (the Dire Bat is also the highest Armor Class Animal Companion).

You'll want one of the Dire animal companions basically as soon as feasable, for the good Will save.
 


My usual Druid advice:

1/ Druid 20 is the most powerful build. Also, it's easy to remember.

2/ Scribe Scroll. Druids have a fantastic spell list, but an awful lot of their spells are highly situational. Make lots of scrolls, because you never know when quench is going to be exactly what you need. Or rusting grasp.

3/ Any other item crafting feats are as good for you as anyone else. Magic Arms & Armor is even decent, because you can make your own Wild Armor, which is not often randomly generated. Feat value depends on what you can commission, of course.

4/ Quicken Spell is mostly as awesome for you as it is for anyone else. If spells like nature's favor are included in your game, it's exactly as awesome for you as it is for anyone else.

5/ Spell Focus (Conjuration) + Augmented Summoning is a nice combo.

6/ Usual caster stuff: Improved Initiative, Skill Focus (Concentration), Craft Wondrous Item.

Cheers, -- N
 

One note on tough druid builds:

A lot of builds rely on druids wildshaping into dire apes or legendary apes and attacking with weapons. I would personally rule that while an ape has a high degree of manual dexterity, it lacks the manual dexterity required to wield a weapon. Yeah, apes in real life like to thrash with branches as weapons, but those are mostly threat displays, and when a chimp wants to kill something it uses its hands and teeth. Furthermore an ape's thumb is not as opposable as a human's, and they have limitations to their grips. Also apes are not fully bipedal and require their forelimbs to move efficiently.

And most importantly I think it is far more fun to claw-claw-rend for scary damage than it is to swing a scimitar at someone.
 


Gnome riding his Wolf animal companion is fun and pretty close to optimal.

Spell Focus: Conjuration at 1st level.
--Augment Summoning at 3rd level.
--You will want to eventually get a Dire animal as a companion. Dire animals have strong Will saves. I like the Dire Bat and Dire Wolf. Grizzlies and lions have a more impressive offense, but I do not think it is worth have a bad Will save.
--Natural Spell at 6th level. (Or perhaps Natural Bond if you have a Dire companion and use a very literal reading of the feat.)

I would note that Riding Dog has is stronger and has a better armor class. The Wolf has better movement.

The only reason to multiclass at all is if you really want to be better in melee. Straight Druid is a good mix as is, especially if you like spellcasting.
 

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