druid in a group without a cleric!! Help please!!

Jazz said:

The character has the ability to wild shape as a black bear 3 times a day.
Jazz
Just wanted to point out that you don't choose a permanent form for Wildshape. You make the decision each time you Wildshape.

If you're making a combat druid you may consider prest classes but I'd still suggest straight Druid. Let people know not to rely on you all the time for healing in combat. Maybe 1 or 2 cure spells memorized but they should have potions or supply you with wands.

Make other people buy wands of CLW for healing after fighting.
 

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I think your overlooking the obvious. Look at all the fighters in the group. can't one of thwem take levels of cleric? What says you ahve to play the same character you did before?
 

I like to wands options for me and the ranger. Will make the group try to buy them for both of us. About wildshape, I didnt really know that I make the decision when I shape. I thought I had to choose one form of animal. Good to know that (arrgh, what a noob i am).
When my character died I thoght about making a wizard, cause I really like spellcasters, but we would have no healer, and that would be a real problem. So I decided to make a druid, just to change a little. I have no problem being the healer of the group.
And I can do some damage with spells and wildshape.
Will try to make one of the fighters get a level of cleric, buth I dont know if they have wisdom enough for that. The Psion can heal us with some strange tatoos that he provides from time to time. I dont know how that works, but he just give us this tatoos and we can heal when the time comes.
The other characters also keep some healing potions as well.
Thanks for the tips, you all.
Best regards.
 

Spatula said:
The spells are Regenerate Light, Moderate, Serious, and Critical Wounds. But they only heal damage suffered while the spell is in effect, so if you cast one on an already injured party member it doesn't do him much good.

The big advantage of these spells is just how much damage they can heal. If you cast it on the main fighter in the begginning of the fight (let's say regen mod), you can potentially get 34 points of healing out of the deal.

Also, it allows the fighters to continue to heal, so you might not need to run over and heal them as often, and can continue to use the power of your wildshape.

Third, you get these at the same level clerics get their healing spells, so you don't get shafted as much.

Fourth, you get a whole lot of bang for your buck if you extend the spell. 34 rounds of fast healing 2 can heal a boatload of hit points.

There are disadvantages to using them of course, and I would still highly recommned having a wand about, but they are still excellent spells to use.
 

if you are in for a long campaign and know it then I would suggest yourself or someone else getting craft wonderous (instead of craft wand) and start making items here and there that will help in several areas. The big ones are pearls of power, if you have a few of these for various levels, plus memorize one healing spell in that level slot you increase your healing a great deal, fairly permanently, and if you need to they can double as another spell you used but need, very versitile! (although more expensive in the short term)

also, if you are a heavy combat machine and are going to sell the scimitar anyway, a level of monk would do you a lot of good ;) (assuming it wouldnt push you into exp penalties of course)

*as for the wonderous items, see if your dm will let everyone in the party split the exp loss, some dm's do that.. that way you can all split the money it takes to make them, and the exp, for the most benefit to everyone ;) *
 

Goodberries at least once every day and spread them around.

Regen sounds neat, but I never could get it to work. The idea of it being able to stabilize and eventually bring back to conciousness one of the gang while I'm off dropping flame strikes is awful nice.

Wands are good - but I'd try not to get too stuck in the healer's role - with that mob of fighters you could be running triage all the time. I think a level of cleric for one of them may help a great deal and if they choose domains well they won't notice much/any loss in ability for combat.
 

Yeah, I agree with Speaks about the goodberries... that should easily give your group 8 berries per dude.

As for the cleric level: Make one of the fighter dudes (in case there are any) with high charisma take that feat in Rituals&Relics II that lets you maximize your CHA mod times the curing d8 for turning attempts. He won't spend his turnings for anything else anyways. Or ask the DM if they may take the Healing domain with the NWN domain power :D
 

Agreement with the previous posters in general, except I would be wary of the cost of wands higher than cure light wounds. Since D&D is designed to wear the party down across multiple combats, you shouldn't have a wand's worth of need for intensive healing. Laying in a number of scrolls is less efficient point-for-point, but at least you don't have to pay for them 50 at a time.

Also, in addition to the ranger being wand-enabled, the psion (who I assume because he's a monk has an 11+ strength) could pitch in lesser body adjustment.
 
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