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Druid help (Help me, a poor n00b to the Druid)
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<blockquote data-quote="Pielorinho" data-source="post: 516411" data-attributes="member: 259"><p>I loves my druid.</p><p></p><p>A couple of ideas:</p><p></p><p>-Don't worry too much about your physical stats except for Constitution. You'll be replacing them when you wildshape with animal stats, and if you pick up natural spell at 6th level (a must-have for druids), your human strength and dex won't matter very much.</p><p>-Masters of the Wild has a very nice ritual you can do to advance your animal companions, so that you can have a 3hd wolf at third level, a 4hd wolf at 4th level, etc. It costs 1 day and 200 XP to do the ritual each time, though, so consider the cost. (I convinced my DM to make the cost be 25XP times the animal's current HD, which makes it cheaper to cast until you reach 8th level, after which point it becomes progressively more expensive; this method makes it more reasonable, and more closely mirrors other advancement rates). Anyway, I'd recommend using this ritual: at 6th level, your 2HD wolves will die very quickly, and that's not such a nice thing to do to a pack.</p><p>-Craft wonderous item is fun, especially for the bag of tricks you can make. The medium-sized bag is a great bargain, and at higher levels, you can include the animal from the bag in an animal growth spell, stretching the spell's utility. If the party ever has a low-level NPC or torchbearer or follower in it, you can give them the bag, to make them somewhat useful in combat.</p><p>-As soon as you can afford to, purchase a wand of mage armor for your party's arcane spellcaster to use on your animal companions and yourself. The extra +4 AC will be invaluable for your companions and for your own wildshaped self. AC will always be your, and your companion's, Achilles Heel; cover it up as much as possible.</p><p>-If you can, always keep a goodberry spell memorized. At low levels, it provides basically cheap cure potions to everyone in the party; even at high levels, the berries last so long that you can give everyone in the party a full ration of 8 berries (the most anyone can benefit from at a time). If you end up casting the spell a lot, see if your DM will let you create an average amount of berries (5) with each casting: it makes the record-keeping much easier.</p><p>-At third level, remember that you can cast produce flame on someone else. If there's a rogue or fighter in the party with rapid shot, you can thereby give them multiple ranged touch attacks per round. Flame blade can only be cast on yourself, but the fact that it's a touch attack makes it quite nice.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 516411, member: 259"] I loves my druid. A couple of ideas: -Don't worry too much about your physical stats except for Constitution. You'll be replacing them when you wildshape with animal stats, and if you pick up natural spell at 6th level (a must-have for druids), your human strength and dex won't matter very much. -Masters of the Wild has a very nice ritual you can do to advance your animal companions, so that you can have a 3hd wolf at third level, a 4hd wolf at 4th level, etc. It costs 1 day and 200 XP to do the ritual each time, though, so consider the cost. (I convinced my DM to make the cost be 25XP times the animal's current HD, which makes it cheaper to cast until you reach 8th level, after which point it becomes progressively more expensive; this method makes it more reasonable, and more closely mirrors other advancement rates). Anyway, I'd recommend using this ritual: at 6th level, your 2HD wolves will die very quickly, and that's not such a nice thing to do to a pack. -Craft wonderous item is fun, especially for the bag of tricks you can make. The medium-sized bag is a great bargain, and at higher levels, you can include the animal from the bag in an animal growth spell, stretching the spell's utility. If the party ever has a low-level NPC or torchbearer or follower in it, you can give them the bag, to make them somewhat useful in combat. -As soon as you can afford to, purchase a wand of mage armor for your party's arcane spellcaster to use on your animal companions and yourself. The extra +4 AC will be invaluable for your companions and for your own wildshaped self. AC will always be your, and your companion's, Achilles Heel; cover it up as much as possible. -If you can, always keep a goodberry spell memorized. At low levels, it provides basically cheap cure potions to everyone in the party; even at high levels, the berries last so long that you can give everyone in the party a full ration of 8 berries (the most anyone can benefit from at a time). If you end up casting the spell a lot, see if your DM will let you create an average amount of berries (5) with each casting: it makes the record-keeping much easier. -At third level, remember that you can cast produce flame on someone else. If there's a rogue or fighter in the party with rapid shot, you can thereby give them multiple ranged touch attacks per round. Flame blade can only be cast on yourself, but the fact that it's a touch attack makes it quite nice. Daniel [/QUOTE]
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