Druid character -- need advice

Jarrod

First Post
My wife is playing a druid in our Shackled City campaign, and she's looking to me for advice. I know a good situation when I see it, but.... I don't have much good advice to give her. Uhh... help?

Character details:

Forest Gnome druid 4.
Stats are good, Wisdom 17 (rest I can't remember off the top of my head).
Feats: Augmented Healing (CompDiv), Natural Spell
Companion: Riding Dog
Equipment: basically none (4.9K cash), cure light wounds wand.

Spells: swapped the Druid progression for the Sorcerer list. Jenn loves spontaneous casting and hates prep; so there we go. Currently known spells:
1st: cure light wounds, faerie fire, produce flame, summon monster 1.
2nd: flame blade, summon monster 2.

Party makeup: tank fighter, bow-focused thief, mage. This leaves Pip (character) as a second fighter, a role she's not tremendously happy with. She keeps making comments that the thief "should learn how to use a sword". I'm the mage, so I don't have to worry :)

What I'm looking for:

1) Equipment ideas. She's got a lot of cash and a wand of healing.
2) Spell ideas. If you were a sorc. druid, what would you pick?
3) Tactic ideas.
 

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Hello! I am playing a 4th level gnome druid myself. Here are some tips:

(1) With a good Con score, studded leather, a large shield, my companion, and some healing my staying power on the front line is as good as any fighter. I am riding my companion so I have good mobility when I need it.

(2) I use a simple club. My damage sucks. But when I Shillelagh the club and toss on Bull's Strength, I am doing a respectable d8+3. Sharing the Bull's Strength with the wardog gives another d6+6 attack. Not bad!

(3) If I do not get a chance to buff up, I just Aid Another the party fighter or my companion. (My one-handed gnome-sized club does a pathetic d4 if I can even hit! Ugh.)

(4) An animal trained as a war mount gets to use barding as if it possesses the various armor feats. Chain shirt barding will give the wardog the best AC in the party.

(5) In the long run, I plan on fighting while wildshaped so my mediocre martial ability will not matter. BTW, Natural Spell is not a legal feat choice; the PC must already be able to wildshape before the feat can be taken. (Your DM may let that slide if you ask nicely.)

(6) Favorite spells so far: Cure Light Wounds, Shillelagh, Produce Flame, Bull's Strength. A shared Spider Climb could be very fun although the party mage and rogue may not appreciate one of their valued meatshields dancing around the ceiling in the middle of battle.

(7) Rapid Spell feat to get a summon spell off may be a good idea. As the #2 melee grunt, this druid will usually not be protected enough to cast a 1 round spell.
 


Who needs to fight with Augment Summoning (requires Spell Focus (conjuration)) and spontaneous casting of Summon Nature's Ally? You can keep out of the way and let the wolf fight for you (free trip attack is wonderful).
 

Jarrod said:
Spells: swapped the Druid progression for the Sorcerer list. Jenn loves spontaneous casting and hates prep; so there we go. Currently known spells:
1st: cure light wounds, faerie fire, produce flame, summon monster 1.
2nd: flame blade, summon monster 2.

I am not sure if I understand exactly how this option works, sounds like you are using the Sorcerer tables for spells per day and spells known, right? If that's the case, know that Unearthed Arcana suggests something better as an official variant, by keeping the Druid table for spells per day (therefore casting higher-level spells one level earlier than a Sorcerer) and automatically learn all the Summon Nature's Ally spells.

About which spells to choose, I am not sure if I'm giving you great suggestions, but I may try the following basic selection:

0th: Detect Magic, Read Magic, Light (the wizard can avoid preparing these 3 if you can cast them spontaneously), Create Water, Purify Food and Drink (more for flavor than usefulness), Cure Minor Wounds
1st: Produce Flame, Cure Light Wounds, Entangle + Summon NA I
2nd: Cat's Grace + Summon NA II

She can then concentrate on fight from range, with Produce Flame (although at this level it's only 4 bolts) as long as she has spells. Entangle and the summoning spells are useful to keep the monsters far from her while she attacks from the distance. That's a pretty simple tactic to try :)
 

Jarrod said:
Forest Gnome druid 4.
Stats are good, Wisdom 17 (rest I can't remember off the top of my head).
Feats: Augmented Healing (CompDiv), Natural Spell
Companion: Riding Dog
Equipment: basically none (4.9K cash), cure light wounds wand.

Without being overly nitpicky, but just how can said druid be in possession of the "Natural Spell " feat - PHB lists "Ability to assume Wildshape" as a prerequisite, and that ability is gained only by level 5 and up druids. Slightly higher than her last chance to take a feat at level 3. Just wondering - but in case that would be illegal , she might have a feat available for further use


Jarrod said:
Spells: swapped the Druid progression for the Sorcerer list. Jenn loves spontaneous casting and hates prep; so there we go. Currently known spells:
1st: cure light wounds, faerie fire, produce flame, summon monster 1.
2nd: flame blade, summon monster 2.

Party makeup: tank fighter, bow-focused thief, mage. This leaves Pip (character) as a second fighter, a role she's not tremendously happy with. She keeps making comments that the thief "should learn how to use a sword". I'm the mage, so I don't have to worry :)

What I'm looking for:

1) Equipment ideas. She's got a lot of cash and a wand of healing.
2) Spell ideas. If you were a sorc. druid, what would you pick?
3) Tactic ideas.


As for equipment :
- Shaping leather armour ("shaping" allows use of the armour even if wildshaped, +1 ability. With a +1 armour enhancement, that should be affordable for around 2k ),
- possibly a wooden weapon (quarterstaff ?) with a +1 enhancement (to use "Brambles" and "Spikes" on ) - Quarterstaff can be wielded two-handed, and as such is eligible for the 1.5x Str Bonus to damgae if wielded that way, at least making up some for the small size of the gnome (especially if Bull's strength comes into play.
- Aquamarine of Spell Extension (MoF) for 3700 gp sounds useful, too - extend one spell (max level 6) /day - very nice on a short term combat buff or an summon nature's ally.
Amulet of Mighty Fists (DMG) might be worth an investment if the GM allows it to function with and while wildshaped.
Wand of Bulls Strength might be nice, both for herself, the tank and perhaps to encourage the thief.

Spells :
Longstrider (lev 1, PHB ) - 10' more base movement and lasts 1 hour/level... basically a "must take" for any small sized druid. And luckily, you can share it with your animal companion/mount...

Barkskin - (lev 2, PHB) - More AC ? self (plus animal companion) and or a friend ? good duration ? Bonus to AC increases with one's level ? GIMME !
Bull Strength (lev2, PHB) - the classic combat buff, useful for herself and anyone else tanking. Maybe worth purchasing as a wand, though.
Resist Energy (lev 2, PHB) - without a cleric around in the party, and with a good (10 min/level) duration, another popular/lifesaving defensive choice. Especially when riding one's animal companion and as such sharing the protection...
Brambles (lev 2, CD) - the extra bonus to damage is nothing to laugh at (+4 damage for 4 rounds at her current level ), especially at higher levels. Quarterstuff, all wooden spear or similar weapon is needed, though.
Briar Web (lev 2; CD) ( the bad brother of entanglement) - targets are entangled and taking damage if they try to move ? Ouch. - Of course, less useful indoors, but makes for great battlefield control - especially with a bow focused thief.
Decomposition (lev 2, CD) - mean spirited but can be decisive in combat if the enemy has no fast healing available.

Call Lightning - (level 3, PHB) up to #/level lightning bolts for 3D6 or 3D10 ? nice for opportunistic fire from the second row.
Neutralize poison - (level 3, PHB ) - no cleric ? well this might be a good choice, if only to help out everyone else, after the druid develops immunity.
Summon Natrue's Ally III (level 3, PHB ) - Dire Wolves available, 'nough said, these guys are combat monsters , especially if backed up with augmented summoning - but their free "Improved Trip" and high damage alone make them lovable. Medium elementals are great fun, too...

Murderous Mist (lev 4, CD) - another of those wicked druidic "dual-use" spells - damage and possible lasting blindness of targets....
Languor - (lev 4 nice) druidic variant of Slow, with an added dual-use strength-damage effect
Air Walk (level 4, PHB) - very very nasty with a "charge" oriented combat druid, say - like one buffed up and then wild shaped into lion shape.... cross any terrain at full speed, run over chasms, etc etc etc. - then pounce (anyone complain over a potential 5 attacks after a charge, with a solid strength bonus ?)
Freedom of Movement (level 4 PHB ) - no more grapplings, no more being entangled/webbed/held/paralyzed. Tie up the opposition, then charge in and rip them up while immobile. Cast this on your tank, if you want to hang back.
Summon NA IV - both for Dire Apes or a pair of Dire Wolves, or a pair of Medium elementals.... or ... or....


As for feats - if she wants to hang "loose" and not wanna join the fight, consider "Spell focus - Conjuration" and "Augmented Summoning" - in combination with the extremely strong helpers available on the "Nature's ally" List , this makes for a terrific combat summoner - especially if wild shaped into a small harmless bird, sitting on some tree, unnoticed - while a couple of summoned Dire Wolves chew up the opposition. Consider "Extend" Spell for longer lasting aid, although it comes into play not all that often.

If she wants to enhance her combat potential - consider taking the "Lion's Pounce" Wild feat and combine it with a multiple-attacks shape (lion ?) - then charge and pounce at leisure. Power attack may become attractive down that path.

Another route she might want to take is the "Turn Animal"/ "Turn Plant" line of feats from MotW - druid around here used the former to great effect IMC some time ago, but their mileage might... vary.. in an urban setting campaign like the "Shackled City " AP.
 
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Ridley's Cohort gave some fantastic advice. I'm currently playing with a very successful gnome druid 7, so let me see if I can add anything to Ridley's Cohort's excellent advice.
Ridley's Cohort said:
(1) With a good Con score, studded leather, a large shield, my companion, and some healing my staying power on the front line is as good as any fighter. I am riding my companion so I have good mobility when I need it.
Let me second this. One of the gnome's biggest disadvantages is that 20' move. My partymate also rides her companion (it was a riding dog, now a black bear). Not only does that give her a 40' move (the best maneuverability in the party), it also allows her to share all her personal spells (barkskin, cures, etc.) with her companion. It also grants a +1 higher ground bonus vs. any foes smaller than the mount. Overall this is one of the most effective uses of the animal companion I've seen thus far.

For your druid, that maneuverability may be very important, since she seems to be the party's main healer. Note that you don't need to take any riding feats for this to be effective, though you should boost your Ride skill to at least +9 (so your "fight with mount" checks become automatic.)
(2) I use a simple club. My damage sucks. But when I Shillelagh the club and toss on Bull's Strength, I am doing a respectable d8+3. Sharing the Bull's Strength with the wardog gives another d6+6 attack. Not bad!
Our druid usually doesn't memorize Bull's Strength, simply because, as pointed out, her own attacks aren't really worth it. She's much happier casting Flaming Sphere in Round 1, then using her move action to move the sphere and cast Call Lightning every round thereafter, while the bear makes a full attack or move-and-attack, as required. At level 4 you might still need to make the occasional weapon attack, but that won't last long at all.
(3) If I do not get a chance to buff up, I just Aid Another the party fighter or my companion. (My one-handed gnome-sized club does a pathetic d4 if I can even hit! Ugh.)
Good advice, though our druid rarely needs to resort to it. Produce Flame and Call Lightning are your friends (in another level, at least. :p)
(4) An animal trained as a war mount gets to use barding as if it possesses the various armor feats. Chain shirt barding will give the wardog the best AC in the party.
Right. If your DM has the Monster Manual II, see if he'll grant your druid's companion the Warbeast template. It's specifically designed to make a non-horse into a mount.
(5) In the long run, I plan on fighting while wildshaped so my mediocre martial ability will not matter. BTW, Natural Spell is not a legal feat choice; the PC must already be able to wildshape before the feat can be taken. (Your DM may let that slide if you ask nicely.)
Our druid picked up Natural Spell at 6th. Aside from that, she's working toward Augmented Summoning. Your druid should keep in mind that in 3.5, Summon Nature's Ally is very strong, even moreso with Augmented Summoning. Going that route means you'll always have strong critters at your beck and call so long as you have any spell slots remaining.
(6) Favorite spells so far: Cure Light Wounds, Shillelagh, Produce Flame, Bull's Strength.
All good choices that my companion regularly uses. Also, I can't stress Call Lightning enough when you get to 3rd-level spells. It's a very flexible spell, that does decent damage and has excellent range.
 
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Consider taking a level in Monk, and use that pumped up Wis bonus to add it for AC. Use a long spear or other reach weapon that will give you an AoO if an enemy closes to fight you directly, then pummel them with unarmed strikes or 5' step and use the spear again (getting another AoO if they close again). Hmm... does a small-sized longspear still have 10' reach? I'll have to look that up later...

The monk AC bonus will carry over to wildshaping later, and the unarmed strike & either improved grapple (good for those enemy casters) or stunning fist (with the high DC from Wis) are good choices. You would loose a point of BAB advancement, but getting a +2 to each saving throw is a decent trade. As a gnome, longstrider would be an obvious choice to keep the speed up, and Owl's Wisdom would give you just as much as boost as Cat's Grace or Barkskin, but would also help with the stunning fist and spell DCs.

Pump up that ride skill so you can get the dismount as a free action, that way you can ride your mount up to the front lines, dismount, and have him attack, and you can attack then move. I think that's legal, stop me if I'm wrong.

And don't be afraid to burn spells to get a summoned ally or two on the field, as having an extra target for the enemy is just as good as get the extra attacks from it. In this way Augmented Summoning is worth spending two feats to have.
 

First, thanks for the replies! :)

Re: natural spell; that was a screwup of mine. She originally had "Spontaneous Healer" from CompDiv (AKA "no, I don't _want_ to memorize healing spells). When we went spontaneous that feat got traded in; I didn't look up prereqs. Oops :heh:

I'll definitely take a look at UA. Summoning might be in the works, too... my wizard (summoner variant from UA, oddly enough, full-round casting SUCKS) has been getting good use out of that one.

Now I have to digest, understand, and summarize.
 

MarauderX said:
Use a long spear or other reach weapon that will give you an AoO if an enemy closes to fight you directly, then pummel them with unarmed strikes or 5' step and use the spear again (getting another AoO if they close again).
In that situation you won't get another AoO when someone closes with you again. Not if they only need a 5 foot step to do so.
 

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