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Druid build help
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<blockquote data-quote="Pielorinho" data-source="post: 1049758" data-attributes="member: 259"><p>Consider: dwarves have as a major advantage their +2 con; as a major disadvantage, they have their slow movement.</p><p></p><p>When you wildshape, you keep the first and lose the second. W00t!</p><p></p><p>Gnomes are even more so: +2 con (at least for the purposes of HP), and the -2 str goes away, as does the low movement.</p><p></p><p>I'd rank stats in the following order:</p><p>Wis</p><p>Con</p><p>Int (for skill points)</p><p>Cha (for handling animals)</p><p>Dex (for AC and reflex saves)</p><p>Str</p><p></p><p>Once you reach 5th level, you'll never need to fight in your normal form: you'll always be replacing your str with your wildshaped form's str.</p><p></p><p>If you want to do more combat, switch Int and Dex, and rely on Produce Flame, a rocking spell.</p><p></p><p>If you really want to mix it up in melee at low levels, switch Cha and Str, and cast shillelagh. It's still probably not your best bet, though.</p><p></p><p>You'll get some good buffing spells quickly: cast magic fang on your wolf's mouth for that fun extra damage. For levels 2-6, goodberry is a great spell: plan on casting 1-2 of them each day, and distribute the berries amongst your party members as minipotions. (At first level, it's not so great: the berries don't last for very long, and you're probably better off casting CLW).</p><p></p><p>Whatever other feats you take, be aware you're going to be taking Natural Spell at 6th level. It's a required feat for druids. But spell focus: conjuration isn't a bad choice for first level: not only does it up the saves on many of your spells, it also grants you access to augment summoning.</p><p></p><p>I might go for the following feats:</p><p>First: SF Conjuration. Alternate: Scribe Scroll (lets you write down those obscure but occasionally fantastic spells that pepper the druid's spell list)</p><p>Third: Augment Summoning. Alternate: another item creation feat, or SF transmutation or evocation (in which many of your best spells appear)</p><p>Sixth: Natural Spell. Alternate: whaddya mean, alternate? Natural spell, buddy!</p><p>Ninth: Weapon Focus (claw). Alternate: item creation or spell focus</p><p>Twelfth: greater spell focus. Alternate: Combat Reflexes (especially good for those huge forms you've started getting access to).</p><p></p><p>Druids can be great fun to play</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1049758, member: 259"] Consider: dwarves have as a major advantage their +2 con; as a major disadvantage, they have their slow movement. When you wildshape, you keep the first and lose the second. W00t! Gnomes are even more so: +2 con (at least for the purposes of HP), and the -2 str goes away, as does the low movement. I'd rank stats in the following order: Wis Con Int (for skill points) Cha (for handling animals) Dex (for AC and reflex saves) Str Once you reach 5th level, you'll never need to fight in your normal form: you'll always be replacing your str with your wildshaped form's str. If you want to do more combat, switch Int and Dex, and rely on Produce Flame, a rocking spell. If you really want to mix it up in melee at low levels, switch Cha and Str, and cast shillelagh. It's still probably not your best bet, though. You'll get some good buffing spells quickly: cast magic fang on your wolf's mouth for that fun extra damage. For levels 2-6, goodberry is a great spell: plan on casting 1-2 of them each day, and distribute the berries amongst your party members as minipotions. (At first level, it's not so great: the berries don't last for very long, and you're probably better off casting CLW). Whatever other feats you take, be aware you're going to be taking Natural Spell at 6th level. It's a required feat for druids. But spell focus: conjuration isn't a bad choice for first level: not only does it up the saves on many of your spells, it also grants you access to augment summoning. I might go for the following feats: First: SF Conjuration. Alternate: Scribe Scroll (lets you write down those obscure but occasionally fantastic spells that pepper the druid's spell list) Third: Augment Summoning. Alternate: another item creation feat, or SF transmutation or evocation (in which many of your best spells appear) Sixth: Natural Spell. Alternate: whaddya mean, alternate? Natural spell, buddy! Ninth: Weapon Focus (claw). Alternate: item creation or spell focus Twelfth: greater spell focus. Alternate: Combat Reflexes (especially good for those huge forms you've started getting access to). Druids can be great fun to play Daniel [/QUOTE]
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