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Druid build help
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<blockquote data-quote="Dannyalcatraz" data-source="post: 3252642" data-attributes="member: 19675"><p>I'll second Natural Spell- but you can hold off on that until you can actually wildshape, so leave that for 3rd level. If you wait until 6th level, it might be too late.</p><p></p><p>Hedgemage is also dead on about grappling & natural weapons- you're already proficient with them, after all. Some DMs allow druids to take Improved Natural Weapon for use in their Wildhsaped forms, some don't. If yours does, take it.</p><p></p><p>Druids have some decent summoning spells, and their animal companions can be useful combatants and scouts...if your DM has no objections. Like the aforementioned problem with rogues, he might be a little anti-pet, and if he is, your critters will be quickly toasted. You need to find out his position on that.</p><p></p><p>Flaming Sphere for druids is almost like Magic Missile for Wizards- a solid, possibly combat altering spell. Your low-level healing ability is almost as good as a clerics- he just has that swap-out going for him.</p><p></p><p>In melee combat, your light armor is a hinderance, but scimitars are actually pretty good one-handed weapons and spears are flexible. If you get a Quiver of Ehlonna, you can load up on your Darts and Spears and become "mobile artillery." Because of your low AC from armor, your PC will probably have a higher Dex than average.</p><p></p><p>With Trackless Step and Woodland stride, you'll be among the best scouts a party can have in the wilderness.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 3252642, member: 19675"] I'll second Natural Spell- but you can hold off on that until you can actually wildshape, so leave that for 3rd level. If you wait until 6th level, it might be too late. Hedgemage is also dead on about grappling & natural weapons- you're already proficient with them, after all. Some DMs allow druids to take Improved Natural Weapon for use in their Wildhsaped forms, some don't. If yours does, take it. Druids have some decent summoning spells, and their animal companions can be useful combatants and scouts...if your DM has no objections. Like the aforementioned problem with rogues, he might be a little anti-pet, and if he is, your critters will be quickly toasted. You need to find out his position on that. Flaming Sphere for druids is almost like Magic Missile for Wizards- a solid, possibly combat altering spell. Your low-level healing ability is almost as good as a clerics- he just has that swap-out going for him. In melee combat, your light armor is a hinderance, but scimitars are actually pretty good one-handed weapons and spears are flexible. If you get a Quiver of Ehlonna, you can load up on your Darts and Spears and become "mobile artillery." Because of your low AC from armor, your PC will probably have a higher Dex than average. With Trackless Step and Woodland stride, you'll be among the best scouts a party can have in the wilderness. [/QUOTE]
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