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How to play a druid?
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<blockquote data-quote="Votan" data-source="post: 2813826" data-attributes="member: 18680"><p>WHat books do you have access to? What levels will you play at?</p><p></p><p>A few thoughts based on these questions:</p><p></p><p>1) Between levels 1 and 4 the key druid asset is the "War Dog" or Wolf which will trip every time it hits. Focusing on a good animal companion is a key element of an effective druid at these levels.</p><p></p><p>2) After level 11 (spell levels 7+) the spells available to a druid IN CORE lag behind the other full casting classes. Heal and Finger of Death, for example, show up a level late. </p><p></p><p>Before that, however, some very good spells show up early or on time that are really useful (Flame Strike, Poison, Baleful Polymorph). Other unique druid spells are very nice (Entangle, Barkskin) for the druid. This assymetry means the druid scales better (as a caster) than other full caster classes.</p><p></p><p>Depending on combination of books and adherence to errata, it is possible for Druids to be freakishly good at spells. Quill Blast and Miasma (pre-errata) are nasty indeed. Spikes changes melee weapon chocies completely and so forth. </p><p></p><p>3) Notice the 4 skill points per level and the good skill list. This can be a very nice asset if it is properly developed. Note, carefully, that the very high wisdom of the druid makes them extremely effective scouts and trackers (better, on average, than rangers). </p><p></p><p>4) Wildshape is a mixed blessing post-errata. If the DM enforces the "no talking in wildshape" rules it is going to be hard to exploit it like before (due to the item rules) especially with the failure to improve hit points. In particular, expect low AC.</p><p></p><p>Natural spell is imperative if you are going to go this route routinely as you will deifnitely need to cast buffs on your animal form and just don't haev enough uses per day until very high levels to shift out before casting. </p><p></p><p>5) Others might get mileage out of summoing (in particular, ther eis a non-combat use for summoning unicorns). I find full round spellcasting times to be semi-suicidal even with something as tough as a Druid. It begs for disrupted spells and makes the druid an attack magnet (note the low AC in #4 above). </p><p></p><p>These are just a few thoughts.</p></blockquote><p></p>
[QUOTE="Votan, post: 2813826, member: 18680"] WHat books do you have access to? What levels will you play at? A few thoughts based on these questions: 1) Between levels 1 and 4 the key druid asset is the "War Dog" or Wolf which will trip every time it hits. Focusing on a good animal companion is a key element of an effective druid at these levels. 2) After level 11 (spell levels 7+) the spells available to a druid IN CORE lag behind the other full casting classes. Heal and Finger of Death, for example, show up a level late. Before that, however, some very good spells show up early or on time that are really useful (Flame Strike, Poison, Baleful Polymorph). Other unique druid spells are very nice (Entangle, Barkskin) for the druid. This assymetry means the druid scales better (as a caster) than other full caster classes. Depending on combination of books and adherence to errata, it is possible for Druids to be freakishly good at spells. Quill Blast and Miasma (pre-errata) are nasty indeed. Spikes changes melee weapon chocies completely and so forth. 3) Notice the 4 skill points per level and the good skill list. This can be a very nice asset if it is properly developed. Note, carefully, that the very high wisdom of the druid makes them extremely effective scouts and trackers (better, on average, than rangers). 4) Wildshape is a mixed blessing post-errata. If the DM enforces the "no talking in wildshape" rules it is going to be hard to exploit it like before (due to the item rules) especially with the failure to improve hit points. In particular, expect low AC. Natural spell is imperative if you are going to go this route routinely as you will deifnitely need to cast buffs on your animal form and just don't haev enough uses per day until very high levels to shift out before casting. 5) Others might get mileage out of summoing (in particular, ther eis a non-combat use for summoning unicorns). I find full round spellcasting times to be semi-suicidal even with something as tough as a Druid. It begs for disrupted spells and makes the druid an attack magnet (note the low AC in #4 above). These are just a few thoughts. [/QUOTE]
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