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First time druid

calighis

First Post
I get 5 levels to do with as I will
My stats are as follows
Str 16
dex 16
con 16
int 14
wis 18
cha 15

I get 9000 GP to start

I am interested in a creating a character that is nerfed enough to compete with the big boys but not overpower things.

So far I feel like the druid spell list has decent utility but no real power spells, and that makes me want to focus on shape shifting and summoning.
I chose dire weasel as my companion and I would really like to summon bunches of dire weasels to do massive con damage.
Also I would like to turn into a dire weasel on occasion to join in on the dire weasel con drain fun.
So can I get some advice on build/feats and magic item purchase?
 

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Starbuck_II

First Post
I get 5 levels to do with as I will
My stats are as follows
Str 16
dex 16
con 16
int 14
wis 18
cha 15

I get 9000 GP to start

I am interested in a creating a character that is nerfed enough to compete with the big boys but not overpower things.

So far I feel like the druid spell list has decent utility but no real power spells, and that makes me want to focus on shape shifting and summoning.
I chose dire weasel as my companion and I would really like to summon bunches of dire weasels to do massive con damage.
Also I would like to turn into a dire weasel on occasion to join in on the dire weasel con drain fun.
So can I get some advice on build/feats and magic item purchase?
What books are allowed? Core/Non-core?
 


Rackhir

Explorer
So far I feel like the druid spell list has decent utility but no real power spells,

That MIGHT be true at low levels, but read this.

http://www.enworld.org/forum/story-hour/58227-tales-wyre-09-23-08-update-2.html#post1029552

If you can still say that after reading this, then the guys with straight jackets will be showing up at your door shortly. It's also one of the best Story Hours on ENworld ever.

Druids are widely considered to be if not quite broken, then seriously more powerful than almost any other class choice. Since with Wildshape they are nearly as good combatants as any of the the melee focused classes AND they get full spell casting progression.

and that makes me want to focus on shape shifting and summoning.
I chose dire weasel as my companion and I would really like to summon bunches of dire weasels to do massive con damage.
Also I would like to turn into a dire weasel on occasion to join in on the dire weasel con drain fun.
So can I get some advice on build/feats and magic item purchase?

Natural Spell is a no brainer of a feat since it lets you cast all your spells while wildshaped.

The weasel's con drain can be devastating, but don't forget if an animal's attacks can't get through a creatures DR then special attacks like the drain don't work.

IME, you are often better off going for multiple creatures off of a lower level list than a single creature off of the same level list. In general though, get to know your possible summons and make sure you have pre-made stats references for stuff you summon on a regular basis.

Augment Summons is a very good feat IF you are going to be summoning oriented, but does have the nearly useless "Spell Focus : Conjuration" as a pre-req and druids aren't blessed with any free feats, unlike wizards or fighters. Also keep in mind that Summon Nature's Ally (SNA) spells are a FULL ROUND ACTION. So the summons doesn't actually go off until just before your NEXT turn. Which is plenty of opportunity for the spell to get disrupted.

SRD - Specialist Wizard Variants

Under the "Unearthed Arcana" section The SRD has an option for Conjuration focused wizards where they can give up a familiar in exchange for making Summon Monster spells 1 standard action, rather than a full round action. You might want to talk to your DM about something similar (perhaps giving up an animal companion).
 

akbearfoot

First Post
I read that tales of Wryn post. I must say that it was very cool, but it was in a very different league than a 5th level druid. He was casting 8th level spells, and had a staff that could cast Storm of Vengance.

However that post does very much show how absurdly good druids are at high levels. And really they are strong at any level from 5th on up. Wild shape and full spellcasting really is good. Along with an arsenal of wide area battlefield control spells and the ability so summon allies to aid him. If he's got a specific task at hand and can prepare for it in advance then they are a force to be reckoned with.

If you want to focus on wild shaping, Natures Warrior and Warshaper from complete warrior are very strong choices.
 

StreamOfTheSky

Adventurer
Under the "Unearthed Arcana" section The SRD has an option for Conjuration focused wizards where they can give up a familiar in exchange for making Summon Monster spells 1 standard action, rather than a full round action. You might want to talk to your DM about something similar (perhaps giving up an animal companion).

Sounds like a fair trade. The same book lets a Wiz/Sorc trade a familiar for a Ranger animal companion, which means half level progression. You''d be trading full familiar progression for a "familiar equivalent" feature. That added "loss" can be argued to make up for the fact you weren't required to specialize in something like a conjuror is, if the DM tries to make that argument.

Far as spellcasting goes, while Druids are a very strong class, possibly the strongest, in terms of spells alone, their list is absolutely the weakest of the four primary casters. If it's core only, I suppose you could argue that sorcerers are worse off due to spells known limits, but once you introduce splat books, you get a whole slew of sorcerer only spells that (IMHO) do more than "re-balance" the sorcerer. Particularly, Wings of Cover and Wings of Flurry (Races of the Dragon). In a straight out caster duel, the druid will lose if the other caster can avoid melee and grappling. Druids simply don't get the useful abjurations like dimensional anchor/lock, and recieve others at higher spell levels, like greater dispel magic. The utter lack of teleportation (beyond some things like tree stride) and plane shifting is also problematic. Druid spellcasting is also very reliant on the surroundings. For example, Entangle is a very good spell, but it can only be used in certain locations.

From my experience though, I've found Druid casting to be the very best when it comes to "bullying" non-casters. The combination of healing and blasting options, as well as fairly easy access to flight (Wildshape, Master Air spell is only level 2...) is strong on a standard Fighter or Rogue. And Druids have almost as many battlefield control options as a Wizard, especially with Splatbooks. In particular, a Druid can automatically defeat any foes limited to the ground, even entire armies. Entangle, Briar Web, Spike Stones... these all have very large areas of effect. With my last Druid, I focused on getting enemies into as many grapples and entangles as possible, throwing out Entangle, Kelpstrand (eventually many strands with amazingly high grapple check -- read it carefully and see), Spiritjaws (like spiritual weapon, but can grapple and pin), and buffing with Entangling Staff (swift action to cast, every hit lets you try and grapple/entangle the foe). The last three being in Spell Compendium. With the proper layout of control spells, you can really just sit back and let your summons and companion finish things off.

Here's some of the PH control spells of note:
Spike Stones :: d20srd.org
Spike Growth :: d20srd.org

Note with both, unless you can make a high level search check and have trapfinding, you can't even tell where the spikes are! Plant this around a large group/army, and unless they have DR, you've now killed them all or forced them to stay put while you lay down some more spells from range.

Some more useful low level Druid spells from SpC:
Lesser Vigor - better yet, get a wand of it. Much more efficient out of combat healing than what else you have.
Blinding Spittle - Arguably, w/o a spellcraft check, the target shouldn't know it can be removed with water. Even if the DM rules it common sense, many monsters you encounter don't have the luxury of reaching in their pack for a waterskin. Level 2 Blindness spell with no save!
Crab Walk - Good boost for party's melee charger or your companion
Enrage Animal - Does as you'd expect; no fatigue afterwards
Snake's Swiftness, Mass - Basically lets all allies make an immediate melee attack. Useful with lots of summoned allies, and you get it earlier than a Wizard
Listening Lorecall - Level 2 and 10 min/level, with listen ranks gives blindsense/blindsight.
Blood Frenzy - If you've got a barbarian ally, or take the Avenger Druid variant. Basically grants a free use of the Rage class feature.
Girallon's Blessing - Long lasting and gives extra pair of arms, always good.

And again, Kelpstrand, Master Air, Briar Web, and Spirit Jaws are all amazing.
 

Rackhir

Explorer
I read that tales of Wryn post. I must say that it was very cool, but it was in a very different league than a 5th level druid. He was casting 8th level spells, and had a staff that could cast Storm of Vengance.

He said they had "no real power spells"...

I didn't even get into the fact that the SNA spells generally get creatures on a SNA spell a full level ahead of what a wizard gets (The fiendish/celestial templates do NOT make up for this IME).
 

Jack Simth

First Post
I get 5 levels to do with as I will
My stats are as follows
Str 16
dex 16
con 16
int 14
wis 18
cha 15

I get 9000 GP to start

I am interested in a creating a character that is nerfed enough to compete with the big boys but not overpower things.

So far I feel like the druid spell list has decent utility but no real power spells, and that makes me want to focus on shape shifting and summoning.
I chose dire weasel as my companion and I would really like to summon bunches of dire weasels to do massive con damage.
Also I would like to turn into a dire weasel on occasion to join in on the dire weasel con drain fun.
So can I get some advice on build/feats and magic item purchase?
You're at a somewhat awkward level for a Druid.

At 5th, you're just now getting Wild Shape... but you can't have Natural Spell, as you don't get your next feat until 6th level and Natural Spell has Wild Shape as a prerequisite - so you pretty much can't cast while Wild Shaped, which seriously cuts down on wild shape utility.

If you go, oh, Dwarf Druid-5, feats Extend Spell, Fiery Burst (Reserve feat, Complete Mage), prepare a few Extended Barkskin spells, one Fire spell of 2nd level or higher, and a few Cure spells, you're pretty much good to go.

Keep the Fire spell prepared at all times, and use it to power Fiery Burst for 2d6 (or 3d6, if you find a 3rd level Druid Fire spell somewhere) reflex half in a five-foot radius (four squares; eight, if you do 3-d combat) spread at will. Use Barkskin for defense, and use your 1/day Wildshape when you want to pull out "the big guns".

As for equipment, low-levels are a little hard, but it's difficult to go wrong with a +2 Peripat of Wisdom (4,000), a +2 Cloak of Resistance (4,000), a Dragonhide Breastplate (it's silly for what's needed to get it, but a Dragonhide Breastplate technically has a market value of 700 gp), a masterwork heavy wooden shield (157 gp), and whatever odds and ends are needed to round out your adventuring kit (Backpack, bedroll, tent, waterskin, Rope, Flint and Steel, a club, and so on).
 

StreamOfTheSky

Adventurer
Keep the Fire spell prepared at all times, and use it to power Fiery Burst for 2d6 (or 3d6, if you find a 3rd level Druid Fire spell somewhere) reflex half in a five-foot radius (four squares; eight, if you do 3-d combat) spread at will.

Fire Wings, level 3, Spell Compendium, can cover this. It's a poor spell, but if you're not actually casting it and just using it for Fiery Burst, it's useful. It is interesting... it has a 150 gp focus, but do you need that to prepare it, or just to cast it? Because, if you never plan to cast it anyway and need to save money... Admittedly, I probably wouldn't allow one of my players to pull this. :)

Jack's advice is good, I agree with it.
 

Starbuck_II

First Post
Other good spells:
0th: Guidance: stacks with everything (for most of career, but only +1 and only one use)
1st: Faerie fire: Removes darkness, concealment like blur, etc.
Longstrider: hr/level speed bonus.

2nd: Barksin: Better bonus than can afford Amulets of.
3rd: bite of werewolf: Yes, sir, I want to be a better melee powerhouse. Enhancement bonuses, but why not! Not like you have one of each physivcal stat.

Lion’s Charge: Full attack after charging, why not?

4th: Contingent Energy, Resistance: For when you aren't sure which resistance you'll need. Now you always have right protection.

Resistance (+3 save), Greater: like aq Cloak of Resistance but as a spell.

Moon Bolt: Can you say Str damage, save 1/2, yes you can. Damage heals 1 point a day.

5th: Bite of were tiger: Be a better warrior, yes.

Ice Flowers: Battle field control/damage.
Panacea: Cure everything if lack a Cleric to cure it.

6th: Resistance, Superior: +5 that is a free Cloak of Resistance for 1 spell slot.


Don't forget the Bite spells can be used on you or yor animal companion. You are a Bear with Bite of Were tiger: Huge Str, stats, Na, etc.
 

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