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Druid build help
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<blockquote data-quote="youspoonybard" data-source="post: 1048427" data-attributes="member: 12242"><p>Wis and Con are your important scores.</p><p></p><p>If you want to go archery, go elf...but I still enjoy the extra feat from being a human. In all honesty, I would do things like Produce Flame instead...touch attacks for decent damage at low level. Later on, use Call Lightning, Call Lighting Storm, and Fire Seeds for ranged attacks...each of these can be used multiple times per casting to rack up lots of damage from afar.</p><p></p><p>I'm going to stick by 3.5 Core materials only for this build. There is good stuff in the MotW book, but personally, I have hesitation using stuff in splats so quickly. My rule is anything from a splat should be brought up to the DM, or could very well be shot down.</p><p></p><p>That being said:</p><p></p><p>1) SF: Conj, Augment Summoning - the feat is really good. If you need tanks, summon em up. Take advantage. I'd even go so far as to say dropping for SNA > dropping for Cure X Wounds...</p><p>3) I like Combat Reflexes here. Wildshape + Animal Growth + Mounted on your Animal Companion (who is also Animal Growthed) = lotsa reach, for a long time. Combat Reflexes lets you take advantage of that reach. You could also take a Spell Focus (you'll probably get the best use out of Evoc), Weapon Proficiency (preferably a reach weapon), or Metamagic Feat. I hear people get good use out of Extend Spell, but I tend not to use metamagics when I'm not playing a sorceror.</p><p>6) Natural Spell. You'd have to have a REALLY good reason not to take this.</p><p>9) Another feat from 3, or Leadership, if your DM allows it. I think awakened animals are cool cohorts. Silent Spell/Still Spell can keep you hidden forever as an animal. Brutal, to say the least.</p><p></p><p>Wolves are good animal companions, indeed. Trip! TRIP!!!</p><p></p><p>Also, feats like Blindsight (I think it's cheap, but that's just me) or Fast Wild Shape are useful. </p><p></p><p>Although the Druid gets 4x SP/lvl, she needs more. Another reason for human. Spot, Listen, K: Nature, Spellcraft, Concentration are almost essential. I also take ride and diplomacy when possible.</p><p></p><p>Good luck, and show 'em where it hurts!</p></blockquote><p></p>
[QUOTE="youspoonybard, post: 1048427, member: 12242"] Wis and Con are your important scores. If you want to go archery, go elf...but I still enjoy the extra feat from being a human. In all honesty, I would do things like Produce Flame instead...touch attacks for decent damage at low level. Later on, use Call Lightning, Call Lighting Storm, and Fire Seeds for ranged attacks...each of these can be used multiple times per casting to rack up lots of damage from afar. I'm going to stick by 3.5 Core materials only for this build. There is good stuff in the MotW book, but personally, I have hesitation using stuff in splats so quickly. My rule is anything from a splat should be brought up to the DM, or could very well be shot down. That being said: 1) SF: Conj, Augment Summoning - the feat is really good. If you need tanks, summon em up. Take advantage. I'd even go so far as to say dropping for SNA > dropping for Cure X Wounds... 3) I like Combat Reflexes here. Wildshape + Animal Growth + Mounted on your Animal Companion (who is also Animal Growthed) = lotsa reach, for a long time. Combat Reflexes lets you take advantage of that reach. You could also take a Spell Focus (you'll probably get the best use out of Evoc), Weapon Proficiency (preferably a reach weapon), or Metamagic Feat. I hear people get good use out of Extend Spell, but I tend not to use metamagics when I'm not playing a sorceror. 6) Natural Spell. You'd have to have a REALLY good reason not to take this. 9) Another feat from 3, or Leadership, if your DM allows it. I think awakened animals are cool cohorts. Silent Spell/Still Spell can keep you hidden forever as an animal. Brutal, to say the least. Wolves are good animal companions, indeed. Trip! TRIP!!! Also, feats like Blindsight (I think it's cheap, but that's just me) or Fast Wild Shape are useful. Although the Druid gets 4x SP/lvl, she needs more. Another reason for human. Spot, Listen, K: Nature, Spellcraft, Concentration are almost essential. I also take ride and diplomacy when possible. Good luck, and show 'em where it hurts! [/QUOTE]
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