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Getting the most out of a druid?

randomling

First Post
Oh, that really makes me sound like a munchkin. I'm not. But I'm still fairly new to the rules, and I've never played a druid before. I'm making an 11th-level druid for a campaign that starts soon.

She is an urban druid, runs a pet sanctuary and most of her animal companions are cats and dogs.

My question is, how do I get the most out of her? Where do a druid's strengths lie and how would she best operate in a city environment?

Bit strange, I know! But anyone got ideas for feats, spell selection, must-have equipment, wild shape choices?
 

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I don't know much about druids, but do take Natural Spell feat, which lets you cast spells while in wildshape form. And Eschew Material to go with that so that spells with material components won't give you trouble with wildshaped spellcasting. Power Attack is cool once you get to Dire animal shapes. Maybe some feats that aid grappling would work as well...

Z.
 

One good combo if you plan to get into combat is to take a level of Monk. While it requires that you be LN, and you lose a level of spellcasting, you gain Wis to AC, which can really boost your chances of surviving, especially in animal form. If you want the whole animal army thing, get a Hand of Glory and three Rings of Animal Friendship for an extra 36 HD of animals. Also, see if you could get better versions of animals, like a few really big, strong dogs with the stats of Direwolves.

One really evil combination is to get lots of crows. You'll have an airborne army that can rip a person to shreds in a single round. While you might lose a lot of them to Great Cleaves or wizards, it would still be a cool and interesting option.
 

Also, remember wildshaping into small creatures gives you a great cover throughout the city. And while your Con goes down, your hps stay the same, so you can often slip away in the streets, if combat gets bad and you have to run. ITs good to be small.
 

Druids have a beautifully versatile spell list. they are almost as good at artillery as mages and almost as goos at healing as clerics, and they have some unique abilities of their own.

A few specific spells:

Animal Friendship - 'nuf said

Cure wounds/restorations - a level higher tha nthe clerical versions, but hey, you still can heal well.

Charm Person - a mages staple that you too can have. A level higher than for mages, but it also affects animals.

Call Lightning - d10 per level and 10 foot radius, but only every 10 mins. you need at least clouds, but you can craete tem easily. If you are outside and its cloudy, its markedly better than a lightning bolt and the same level

Heat/Chill Metal - another near exclusive thats often handy

Greater Magic Fang - only you can give the party monk enhancement bonuses like all the rst of the fighters.

Rusting Grasp - believe it or not, its the only rust spell in the PHB and only you can cast it. It devastates those otherwise nearly invulnerable iron golems.

Poison - 1d10con/1d10con a level earlier than a cleric.

Scrying - useful, and you get it at L4 like a mage instead of 5 like a cleric

Flame Strike - almost as good as fireball. Its a level higher with a worse area of effect, but caps at 15d6 and half the dmg is holy instead of fire

Control Winds - great defense against flyers and ships

Awaken - nifty and unique

Animal Growth - mondo buffing spell for your animal companions

Rock to Mud - bye, bye stone buildings

Fire Seeds - perphaps the best fire spell in the game.

Reincarnation - the lowest level way to revive a character, but risky.

When you get L7 spells, you will really start to shine with creeping doom, heal, harm, control weather, sunbeam (save or die for vamps), fire storm, and true seeing

Masters of the Wild is full of useful spells, uncliuding druidic fly and teleport spells and LOTS of powerful buffs.

Dont bother fighting in wild shape. Use it for utility purposes...instead buff your animal companions and heal and blast.

Note that the druids offensive spell-list is very fire-heavy. they rival wizards in their ability to work with fire. Thus, you should get Energy Substitution so that all those powerful fire spells can be powerful cold or sonic spells.
 

Take a good look at your Wild Shap ability. I've noticed that far too many druids don't use it. And it's not just for combat (which you should usually avoid if you can). It's for spying too.

But be sure to have the stats for your more common transformations ready. Otherwise, you'll be looking through the MM constantly.

Ow, and for spells there is a Story Hour you can check out for some fun druid things. It's rather long though and I'm not sure of where the relevent parts are.

But, they start on This Page, 8th post up from the bottom. Biggist post on that end of the page.

Basically, you have spells that can take down armies well. Individuals can be a problem though. Take good care of Flamestrike and it'll take good care of you.
 

Wildshape wildshape wildshape!!! I played a druid once that rarely stayed in their humanoid form.

Druids got a decent spell selection, can't say what to choose cuz each persons tastes differ as do their playing styles.

If you are allowed check out legendary animals from MotW. =o) Some great animals there. =o)

Since you say you are playing in a city and the druid is going to be "urban" then the most common animal forms that you will prolly be taking are cat and dogs and rats if you meet the requirements for size and all. Also other things that can fly just for mobility.

Feats I can suggest 2 off the bat, eschew materials and natural spell. Must haves for druids that want to be able to cast most of their spells while in animal form. Also when you can blindsight is decent to pick up as is scent. And no spellcaster should be without empower spell. =o)

That's about all I can really think of atm since it's late and I'm beyong tired.
 

All the following suggestions/comments/opinions are the results of watching a druid in the party for 13 levels. I didn't play the druid personally, though, so these are outside observations.

1. A druid is a great utility character that can help in almost any situation. But the druid isn't the best in any situation. Keep that in mind.

2. A druid in combat has two choices: spells or wildshape. Take spells with range and utility, like entangle (a wonderful spell!) and faerie fire, as well as heavy hitters such as flamestrike and, at lower levels, flaming sphere. When playing the spellcaster, remember to stay out of range. Your armor restrictions mean you'll most likely be vulnerable.

2a. Wildshape. Have a few animals statted and ready. Our druid chose one animal for each combat situation she thought her druid might wind up in. Remember that any spells cast on you before you change stay with you. Magic Fang and Greater Magic Fang are your friends. Our druid's favorite combat shape was a rhinoceros with a Greater Magic Fanged horn. Later, dire animals pack a good punch.

3. In combat, you're better off wildshaped, so focus your equipment purchases to bolster your spellcasting. Pearls of Power are wonderful for druids, allowing them to memorize a single healing spell or buff spell or elemental defense spell, and cast it multiple times. At around fourth-level, the pearls become prohibitively expensive, but any decent druid should have at least a half-dozen 1st-level pearls, a few 2nds, and even a 3rd or two.

4. The one exception to #3 is a ranged weapon. Get yourself a good enchanted sling so that you can deliver missile fire when either your spells run out, or you need to stay out of melee range. Some creatures can make mincemeat out of even a GMF'd rhino or dire bear, so caution is the better part of valor. ;) Our druid managed--through a random treasure roll!--to lay hands on a +2 shocking burst sling. Since the damage die for a sling bullet is so low, adding elemental damage to such a weapon will give you the best bang for your buck.

5. You mentioned that your animal companions will be cats and dogs. This is bad from a powergaming standpoint, because those creatures, if taken into combat, will die very, very quickly. The best way to utilize the druid's companion (and the companion is a large part of the druid's power,) is to invest as many HD as you possibly can in a single creature. The animal lives longer, becomes absolutely dreadful after spells such as Animal Growth, and can be Awakened once you get 5th-level spells, and start taking class levels. I'd suggest that your PC be caretaker to cats and dogs, but for his actual animal companion, he choose something stronger. If for RP reasons this simply isn't doable, then resign yourself to giving up a big chunk of the druid's power.
 

Wow. I might have to look at Druids a second time. I've never DMed one, never played with one in the party and the only time I ran one was when I was forced to play a pre-generated 2e character originally designed for another player (so naturally I was a bit put off and made sure to play it as smart-@$$ed as possible - including drawing a character sketch that resembled Nigel from the movie Top Secret, complete with leafy green underwear and curly gold tresses). But between this string, and the awesomely cool Art of Warcraft III book I just got... (anyone who likes druids should check out some of the cool Night Elf designs in there!) ... I might have to reconsider my previous 'unbathed hippie nest-headed squirrel-loving tree-hugging inbred hill-billie banjo-playing berry-eating fish-breath dirt-napping fungus-toed no-toilet-paper-using nature boy' revulsion to the class and take it a bit more seriously.

Maybe.
 


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