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Druid help (Help me, a poor n00b to the Druid)
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<blockquote data-quote="wolff96" data-source="post: 516801" data-attributes="member: 342"><p>Natural Spell is probably the best feat I can recommend. For a druid, the ability to cast in Wildshape is incredible.</p><p></p><p>Craft Wand is nice -- it alleviates the need to memorize healing if there are no other healers in the party -- and allows the druid (and only the druid) to make wands of Flame Strike. If you rely heavily on your animal companions, then a wand of Nature's Favore (I think that's the name, MotW spell that adds a +1/2 level luck bonus to an animal's attack and damage) is also good.</p><p></p><p>Animated Shields and "Wild" armor (A +3 equivalent from MotW that lets you retain the AC from armor while wildshaped) are wonderful ways to raise AC while wild-shaped. (NOTE: Your DM may rule animated shields differently, so make sure you discuss it ahead of time.)</p><p></p><p>A druid first comes into their own at level 3; the power of Flame Blade, Produce Flame, and Briar Web should never be underestimated. Flame Blade is espeically nice given its long duration and touch attack status. Also, it can be empowered later in your life for a great deal of damage versus hard to hit creatures like dragons.</p><p></p><p>Energy Substitution is a very good feat for a druid. It allows you to modify all of those fire-based spells for when you face enemies immune to flame. With the exception of a few splatbook or third party spells (and the core Call Lightning and Ice Storm), virtually all druidic spells are fire. </p><p></p><p>I agree with those that like Tracking -- it's a good feat for a druid.</p><p></p><p>Extend Spell is relatively good for a druid in my opinion. </p><p></p><p>A lot of your power is tied up in Wildshaping and spells; you will never be as much of a combatant in your natural form as a cleric. A 5th level druid can have three attacks per round through wild-shaping, though, so never underestimate your power to mix it up in combat.</p><p></p><p>Most of all, have fun. I'm having a blast with my druid.</p></blockquote><p></p>
[QUOTE="wolff96, post: 516801, member: 342"] Natural Spell is probably the best feat I can recommend. For a druid, the ability to cast in Wildshape is incredible. Craft Wand is nice -- it alleviates the need to memorize healing if there are no other healers in the party -- and allows the druid (and only the druid) to make wands of Flame Strike. If you rely heavily on your animal companions, then a wand of Nature's Favore (I think that's the name, MotW spell that adds a +1/2 level luck bonus to an animal's attack and damage) is also good. Animated Shields and "Wild" armor (A +3 equivalent from MotW that lets you retain the AC from armor while wildshaped) are wonderful ways to raise AC while wild-shaped. (NOTE: Your DM may rule animated shields differently, so make sure you discuss it ahead of time.) A druid first comes into their own at level 3; the power of Flame Blade, Produce Flame, and Briar Web should never be underestimated. Flame Blade is espeically nice given its long duration and touch attack status. Also, it can be empowered later in your life for a great deal of damage versus hard to hit creatures like dragons. Energy Substitution is a very good feat for a druid. It allows you to modify all of those fire-based spells for when you face enemies immune to flame. With the exception of a few splatbook or third party spells (and the core Call Lightning and Ice Storm), virtually all druidic spells are fire. I agree with those that like Tracking -- it's a good feat for a druid. Extend Spell is relatively good for a druid in my opinion. A lot of your power is tied up in Wildshaping and spells; you will never be as much of a combatant in your natural form as a cleric. A 5th level druid can have three attacks per round through wild-shaping, though, so never underestimate your power to mix it up in combat. Most of all, have fun. I'm having a blast with my druid. [/QUOTE]
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