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Druid Help Please
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<blockquote data-quote="Jeremy" data-source="post: 227192" data-attributes="member: 4036"><p>In my experience, Druids work best if you pretend they are sorcerers.</p><p></p><p>Druids have a lot of firepower when it comes to spells either for incapacitating or doing damage to opponents.</p><p></p><p>Animal Friendship will be one of your tools for melee, Summon Nature's Ally will be the other.</p><p></p><p>Magic Fang, Barkskin, and Entangle will help a lot.</p><p></p><p>Once you start throwing down Briar Webs, Greater Magic Fang's, and Nature's Ally's things will really get going, and of course you'll be able to start summoning bears and great cats by that point.</p><p></p><p>Throw a plant growth and a spike growth on your briar web and you'll be stopping armies of low level critters dead in their tracks.</p><p></p><p>Once you get to 8th level and you get to Bear's Heart, Flame Strike, Spike Stones, and Shadow Blast you become much too valuable a spellcaster to use your turns on melee strikes. And by this point feats and stat points you've allocated to melee feel almost wasted because your Animal Companion and Summoned Allies are much more powerful than you can be.</p><p></p><p>At 9th level you can Awaken giant oaks, or double the hit die of your companions and nature's allies with Animal Growth and you become a force of nature. With Insect Plague, Ice Storm, Inferno, Wall of Thorns, and Transmute Rock to Mud and back again you are just as valuable in spell combat as any arcane caster, and you've got better saves and better hit points to boot.</p><p></p><p>I'd stay stick with your skills as a caster. If you want to melee, that's an entirely different build and less suited to a gnome who is already at a size and strength penalty if something decides to grab you.</p><p></p><p>My advice for stats is at 40(!) point buy:</p><p></p><p>STR 8</p><p>DEX 10</p><p>CON 20</p><p>INT 10</p><p>WIS 18</p><p>CHA 10</p><p></p><p>To maximize your gnomish constitution for Fort Saves and Hit Points. Alternatively you could also go for...</p><p></p><p>STR 10</p><p>DEX 10</p><p>CON 16</p><p>INT 16</p><p>WIS 18</p><p>CHA 10</p><p></p><p>And take Track as your first feat and pump wilderness lore to maximum. This will help you track just as well as a ranger for both finding people, animal companions, and tracking foes.</p><p></p><p>If you truly find the need to get into Melee your STR and DEX aren't going to matter anyways because you will probably be wildshaped (which overwrites your STR, DEX, and CON----though it doesn't change your CON based HP). I'd definately recommend taking the Natural Spell feat at some point so you can fly along as an innocent owl raining down Call Lightnings and Flame Strikes over enemy bases at night or hide as a field mouse while casting plant growth, briar web, wall of thorns, and spike growth.</p></blockquote><p></p>
[QUOTE="Jeremy, post: 227192, member: 4036"] In my experience, Druids work best if you pretend they are sorcerers. Druids have a lot of firepower when it comes to spells either for incapacitating or doing damage to opponents. Animal Friendship will be one of your tools for melee, Summon Nature's Ally will be the other. Magic Fang, Barkskin, and Entangle will help a lot. Once you start throwing down Briar Webs, Greater Magic Fang's, and Nature's Ally's things will really get going, and of course you'll be able to start summoning bears and great cats by that point. Throw a plant growth and a spike growth on your briar web and you'll be stopping armies of low level critters dead in their tracks. Once you get to 8th level and you get to Bear's Heart, Flame Strike, Spike Stones, and Shadow Blast you become much too valuable a spellcaster to use your turns on melee strikes. And by this point feats and stat points you've allocated to melee feel almost wasted because your Animal Companion and Summoned Allies are much more powerful than you can be. At 9th level you can Awaken giant oaks, or double the hit die of your companions and nature's allies with Animal Growth and you become a force of nature. With Insect Plague, Ice Storm, Inferno, Wall of Thorns, and Transmute Rock to Mud and back again you are just as valuable in spell combat as any arcane caster, and you've got better saves and better hit points to boot. I'd stay stick with your skills as a caster. If you want to melee, that's an entirely different build and less suited to a gnome who is already at a size and strength penalty if something decides to grab you. My advice for stats is at 40(!) point buy: STR 8 DEX 10 CON 20 INT 10 WIS 18 CHA 10 To maximize your gnomish constitution for Fort Saves and Hit Points. Alternatively you could also go for... STR 10 DEX 10 CON 16 INT 16 WIS 18 CHA 10 And take Track as your first feat and pump wilderness lore to maximum. This will help you track just as well as a ranger for both finding people, animal companions, and tracking foes. If you truly find the need to get into Melee your STR and DEX aren't going to matter anyways because you will probably be wildshaped (which overwrites your STR, DEX, and CON----though it doesn't change your CON based HP). I'd definately recommend taking the Natural Spell feat at some point so you can fly along as an innocent owl raining down Call Lightnings and Flame Strikes over enemy bases at night or hide as a field mouse while casting plant growth, briar web, wall of thorns, and spike growth. [/QUOTE]
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