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Getting the most out of a druid?

I think you'll find the Druid's great in urban settings. One thing we should mention but haven't dared to is Miasma from Masters of the Wild. It's a great fourth level death spell of sorts but you should find an implamentation acceptable to your group BEFORE the gaming session, preferably a day or two before.

I'd also reiterate Flame Strike as well as Last Breath from MotW as the lowest level raise dead effect as long as you're at the crime scene. One addition would be the chain spell feat that works great with Charm Person or Animal; force a dozen people two make will saves for the price of a fifth level spell.

While your character probably won't, and shouldn't, be able to do everything, don't give up on conventional fighting especially in an urban setting. With leather and a large wooden shield, you have the basics of a good armor class, especially since the Barksin spell stacks as a natural armor bonus. The Club is a handy weapon to use as a base for Spikes from Defenders of the Faith which will give you a +2 enhancement bonus to hit and a +10 (apparently unnamed bonus) to damage. Remember, unless all you run up against is fighters, your should have an equivalent BAB and hit points to your foe's.

Tyranny,
PTL
 

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Do you have access to Magic of Faerun? It's got some great Druid spells in it:

Level 1:
- Speed Swim (subject can swim 30 feet/round)
- Camoflage (+10 to Hide checks)
- Blinding Spittle (touch attack at -4 blinds victim)

Level 2:
- Cloudburst (heavy rain for 10 min/level)
- Master Air (you sprout wings and can fly (!!!))
- Remedy Moderate Wounds (subject gains fast healing 2 for 10 rounds +1/2 levels)
- Scent (gain Scent Feat for 1 hour / level)
- Share Husk (see & hear via an animal, duration = concentration)

Level 3:
- Blindsight (1 hour/level)
- Circle Dance (indicates direction of target)
- Infestation of Maggots (1d4 Con damage per round)

Level 4:
- Mass camoflage (+10 to Hide checks for many subjects)
- Wind at Back (doubles overland speed (not tactical speed))
- Murderous Mist (steam cloud blinds and does 2d6 points of damage, 1d6 per round thereafter)

Level 5:
- Breath of Truth (reveals illusions)
- Echo Skull (see, hear & speak via prepared animal skull for 1 hour / level)
- Memory Rot (spores do 1d6 Int damage, +1 Int/round)
- Owl's Insight (+1/2 levels Wis bonus for 1 hour/level)
- Vine Mine (vines grow rapidly; various effects)
- Wind Tunnel (ranged weapons gain +10 bonus and double range)

Level 6:
- Crumble (1d6/level damage to structure or object (bypasses hardness))
- Drown (target immediately begins to drown)
- Stone Hold (huge stone arms grow from the earth and grapple tresspassers; 1 day/level)

For an urban spy druid, Share Husk and Echo Skull are two awesome spells. Consider Share Husk + Animal Messenger -- you'd seem to be sending a message, but also you're spying.

Between Crumble and Rusting Grasp, you've got a way in to nearly any building. Stone Shape and Wood Shape are excellent infiltration spells, too.

As far as combat goes, you can be very effective. Take an Energy Substitution Feat -- you've got Fire covered, Electricity is a close second, and if you're allowed to use the spells in MotW, you've got a bit of Cold, too. Acid and Sonic are good Substitutions.

-- Nifft
 


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