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Druid build help
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<blockquote data-quote="Darklone" data-source="post: 3252698" data-attributes="member: 1372"><p>Hmm. For the start, you'll be the secondary healer and the secondary caster damagewise. Don't feel useless though. Always keep an Entangle up your sleeve, it's sick and often better than web. The usual druid has three builds IIRC, the wrestling/grappling melee monster in wildshape, the druid archer and the druid spellcaster/summoner.</p><p></p><p><strong>Some not yet mentioned spells:</strong></p><p>Goodberries: Use one every day, the long duration allows you to store them for several days at higher levels, so you always begin adventures after a downtime with a full stock of healing "potions".</p><p>Fairy Fire: Nice. Useful.</p><p>Produce Flame: My favorite. Good range, easy to hit, good damage and later when you wildshape it's one spell that boosts your damage with fire for several attacks.</p><p>Flaming Sphere: Cast one, move it around and cast Produce Flame the round afterwards. At low levels, you can do a lot of damage over several rounds, more than a wizard with two level 1 spells (and without Reserve Feats).</p><p></p><p><strong>Wildshape:</strong></p><p>The druid starts to shine at level 7. Flame Strike. The cleric can't do it yet, the wizards fireball isn't strong enough alone, but combined with your Flame Strike, some encounters are over. </p><p>At level 8, your wildshape breaks the sonic barrier. Being large, tripping and grappling works like hell and the bigger animals hit well, have many weapons and deal good damage.</p><p>At level 9 with Animal growth, it gets worse. Summon some nice big monsters, wildshape into the same thing, give everyone Animal Growth. Even if you don't pick the crazy Giant Octopus, most dragons of a comparable CR are well advised to turn tail and run before the groups druid grapples them and rips them to pieces singlehanded. And no, that's no exaggeration. Granted, the druid I'm talking about had a maxxed out Wisdom plus a race with racial wisdom bonus (golden halfling) and one monk level... yet I'm convinced any druid might have done it.</p><p></p><p><strong>Archery:</strong></p><p>Which race are you looking at? In the same group as the golden halfling wrestler I had an elven druid archer. She loved it, picked most archery feats and didn't care a lot for wildshape, yet she was awfully effective with "ground control" spells like Firewall, Entangle and other stuff. More than once, she saved the group with one well placed spell or at least bought them the time to buff up and waste the enemies (group with 2 clerics, 2 druids, 2 wizard/sorcerer, 1 ftr/rog and some others: deadly after preparation, dead without). One thing for a similar build: She prepared one Cure Critical wounds for emergency healing during combat. If she didn't need it, she spontaneously cast it to summon a unicorn that had some more healing spells.</p><p>The archer usually casts one spell in combat, either a battlefield control spell, a summon monster or one buff spell, then she kept on shooting arrows. Nearly all her resources went into that bow and the feats needed to use it, yet you don't need more than three feats to be a pretty good archer. Bracers of archery, a bow with extra damage (druid has fire, cold and electricity spells, so perhaps sonic or/and acid) helps a lot.</p></blockquote><p></p>
[QUOTE="Darklone, post: 3252698, member: 1372"] Hmm. For the start, you'll be the secondary healer and the secondary caster damagewise. Don't feel useless though. Always keep an Entangle up your sleeve, it's sick and often better than web. The usual druid has three builds IIRC, the wrestling/grappling melee monster in wildshape, the druid archer and the druid spellcaster/summoner. [b]Some not yet mentioned spells:[/b] Goodberries: Use one every day, the long duration allows you to store them for several days at higher levels, so you always begin adventures after a downtime with a full stock of healing "potions". Fairy Fire: Nice. Useful. Produce Flame: My favorite. Good range, easy to hit, good damage and later when you wildshape it's one spell that boosts your damage with fire for several attacks. Flaming Sphere: Cast one, move it around and cast Produce Flame the round afterwards. At low levels, you can do a lot of damage over several rounds, more than a wizard with two level 1 spells (and without Reserve Feats). [b]Wildshape:[/b] The druid starts to shine at level 7. Flame Strike. The cleric can't do it yet, the wizards fireball isn't strong enough alone, but combined with your Flame Strike, some encounters are over. At level 8, your wildshape breaks the sonic barrier. Being large, tripping and grappling works like hell and the bigger animals hit well, have many weapons and deal good damage. At level 9 with Animal growth, it gets worse. Summon some nice big monsters, wildshape into the same thing, give everyone Animal Growth. Even if you don't pick the crazy Giant Octopus, most dragons of a comparable CR are well advised to turn tail and run before the groups druid grapples them and rips them to pieces singlehanded. And no, that's no exaggeration. Granted, the druid I'm talking about had a maxxed out Wisdom plus a race with racial wisdom bonus (golden halfling) and one monk level... yet I'm convinced any druid might have done it. [b]Archery:[/b] Which race are you looking at? In the same group as the golden halfling wrestler I had an elven druid archer. She loved it, picked most archery feats and didn't care a lot for wildshape, yet she was awfully effective with "ground control" spells like Firewall, Entangle and other stuff. More than once, she saved the group with one well placed spell or at least bought them the time to buff up and waste the enemies (group with 2 clerics, 2 druids, 2 wizard/sorcerer, 1 ftr/rog and some others: deadly after preparation, dead without). One thing for a similar build: She prepared one Cure Critical wounds for emergency healing during combat. If she didn't need it, she spontaneously cast it to summon a unicorn that had some more healing spells. The archer usually casts one spell in combat, either a battlefield control spell, a summon monster or one buff spell, then she kept on shooting arrows. Nearly all her resources went into that bow and the feats needed to use it, yet you don't need more than three feats to be a pretty good archer. Bracers of archery, a bow with extra damage (druid has fire, cold and electricity spells, so perhaps sonic or/and acid) helps a lot. [/QUOTE]
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