Info on starting a druid.

Mordeth

First Post
I am startign a druid in a game I am in. Never playing a druid before, I am not sure whats best to focus on with feats, skill points, and basic goals to work on. Starting at level 1. The game is pretty hard with fairly low magic items to be had as well overall.

Any advice on what to do? Any help would be greatly welcomed. :)
 

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Druids are cool. They're very self-sufficient, which will serve you well in a low-magic campaign.

What are your stats? Druids benefit from most stats, but you can do without Strength and Dexterity most easily. Your most important stats will be Wisdom and Constitution. Intelligence is nice as well, for Druids get some good class skills. Charisma is nice for many skills, and for the Leadership Feat (after 6th level).

Don't get too attached to your Animal Companion(s).

You have access to several Martial Weapons. Use them. Use a Longspear, a Shortspear or a Scimitar whenever you can. Slings are nice since you can use one from behind a shield -- unlike most missile weapons.

Entangle and Cure Light Wounds are your best 1st level spells. Expect to play a "support" role -- as in, expect to heal others and not kill much yourself -- until you are higher level.

Skills: Wilderness Lore is okay, but really works best if you take Track as one of your Feats. You'll take the Ranger's place in your party, as well as the healer's role.

Heal may be very useful.

Concentration is a must.

Diplomacy, Animal Empathy, Handle Animal -- is Charisma one of your higher stats? If so, these are good skills.

Eventually, Scry will be very useful. For now, don't worry about it too much.


Feats: Track may be useful, and every spellcaster likes Improved Initiative. Point Blank Shot is kinda useful, especially when combined with Produce Flame at 3rd level. Do NOT take Combat Casting -- Skill Focus (Concentration) is better.

Expertise is a great Feat for you. You don't have access to much armor, and at 5th level you'll be able to turn yourself into a Bear or Wolverine -- high strength, but poor AC. Expertise allows you to take animal shapes and still retain a decent AC.

At 3rd level, consider taking Craft Wonderous Item. It lets you create many of the most useful items in the game. Very, VERY useful if you can't just go buy those items.

If your DM allows it, take Natural Spell after 5th level. That Feat lets you cast spells while Wildshaped -- this is nice, as you can fly high above the Orc army while casting Call Lightning a few times. Well, eventually.

-- Nifft
 

I recommend looking in the Masters of the Wild for material.

The greatest weakness of a wildshaping Druid is his low Armor Class - the base AC for most animals is 15.

There are some things to do against it, when you achieve these levels - like buying a wild shaping armor (+3 enhancement equivalent), Ring of Protections and Wilding Clasps...

For stats, Wisdom, Constitution, Intelligence, Charisma, Dex and Strength are important, in this order.
Wisdom for spells, Constitution for hit points (remember that you use your "base" form consitution for hitpoints). Intelligence is, as always, important for skills. Charisma, Dex and Strength can be considered equal, though at later level your "natural" Dex and Strength will become more or less irrelevant.

Weapons:
At first levels, you can`t wildshape, so you will need an alternative tactic (and even at later levels, you can`t steadily change form due to the limited uses per day).
Using a Long Spear seems to be a good tactic to avoid getting hit to often (you have weak armor and should not spend to much on Dex). Alternatively, you might choose the sling, which is not a very strong weapon, but be aware - is is a useful ranged weapon against Skeletons (bludgeoning damage!).

At 3rd and higher levels, you could use the Flame Blade spell (you don`t need a good strength for it, since strenght only apply to attacks, not damage with the blade - and it is a melee TOUCH attack).

Spells:
You are, even if it seems ridiculous, the best friend of a monk - Magic Fang and Greater Magic Fang can greatly improve his combat abilities. (It is similar to "GMW" an archers arrows, with the advantage of the monk usually not losing is magic weapons after 50 hits :) ). When you are in your wild shape, you will have to use GMW on yourself.

You should look careful at your spells - Druids lack the flashy spells (maybe except for flame strike), but they are still very useful. Many of the spells are druid only (or other classes have "better" spells at that level), so you might have never seen them before in action, so read the description.

If you have anyone in your group able to establish telepathic communication with you, it may make many things easier when you are wildshaping.

Animal Companion:
Probably Wolf, depending on your size (read: If you are a Halfing or a Kobold) a Riding Dog might be a good choice. At later levels, bears, tigers and so on become useful options.

For combat, HD and Strength is all that matters, so you will usually get the biggest animals out there. Anyway, consider to have some weaker ones for noncombat purposes (a Hawk scouting - be sure to have speak with animals at hand, a dog "scenting" )
Be aware, animals have low Armor Class, so you might consider getting some Bardings for them. (I am not sure if they are considered proficient with them, if they learned the "armor trick", but I think this is the only thing that really makes sense)
If you have some more money, you can even enchant them or get them some other magical items (Collar of Resistance, Horseshoes of Speed?)

Skills:
Animal Empathy - many encounters with animals can be ended without a single strike of a weapon, if you rely on this skill.

Heal: It is a nice skill to have, especially without a cleric around. But you won`t need to many ranks in it, I think...

Knowledge (Nature) - this skill might give you some useufl information in the wilderness, and maybe about some creatures. Depending on your DM, you might be able to identify even nonanimals and plants with it. (Which makes sense, I think)

Intuit Direction - you do not need many ranks, but it is an trained only skill, IIRC

Wilderness Lore - basically a tag skill for Barbarian, Druids and Ranger. At low levels, you will often have to walk to the next dungeon through the wilderness. This ability ensures that you don`t starve and always have a fine camp.
If you choose Track (consider this if there is no Ranger in your group), you can be helpful in several adventures, especially at low levels...

Feats:
It seems there are no many really direct druid feats (except for Extra Wildshape or similar ones from the MotW)
Maybe search for some Prestige Classes, what they need. (Alertness and Endurance for the Shifter, a PrC I really enjoy playing - but I play a Druid8/shifter8)

Anyway, Improved Initiatve and Combat Casting (or Skill Focus Concentration) are always useful for spellcasters.
If you want to use a longspear (and later in most animal forms), Combat Reflexes can be very useful. (Not only for extra AOOs, but also for the ability to take AOOs even if flat footed)

Considering that most animals don`t have feats (except for Weapon Finesse), Power Attack and Cleave could be nice, though it is not a "realistic" choice.

Equipment:
Wand of Cure xyz. You can`t memorize enough healing spells, so just don`t do it, buy the wand. Ask your group for money. :)
Ring of Animal Friendship - 12 extra HD of animal companions are nice.
The Druid`s Vestment is useful once you are able to wildshape.
As already explained, a Longspear can be a very useful weapon for a Druid (well, for anyone who engages in melee)

Mustrum Ridcully
 

If you spend one slot for Goodberries each day, you can have more of them around since the duration is 1day/level.

Poison is a very evil and nice spell :D Especially Empowered.

Fairy Fire rocks.

Ask the party wizard to cast Mage Armour on you before you wildshape. It will be very useful for your animals too (a sorcerer with Mage Armour is a druids best friend).

Try to work out with your DM to advance your animals instead of taking more (advanced large wolves with strength +8 and size large are awful good at tripping enemies!)
 

Feats:
It seems there are no many really direct druid feats (except for Extra Wildshape or similar ones from the MotW)

It's no use for a 1st level druid, but don't forget, druids have access to one of the best feats around - Blindsight, 120' radius.

They can meet the prereq either as a Drd12 or a Drd5/Shifter3...

-Hyp.
 

What about race, was thinking about elf for all the abilities they get...

Read in MOTW that you can take blindsight 120' as a feat at 12th, thats crazy :)

Thanks alot for the info, it will help alot...
 

Humans make awesome Druids, due to the extra Feat and the extra skill points.

Halflings are good too, especially if your DM counts slings as "thrown weapons". If not, you can still throw darts and daggers.

Elves aren't that great -- unlike Elf Wizards, who get a bunch of useful Martial Weapon proficiencies, Elf Druids can't use those weapons due to their special Druid vows (or whatever).

-- Nifft
 

Dump STR
You will wildshape later and have no more need for it.
Aim for the shifter PrC to enhance your wildshape abilities.
Wis is THE ability to go for.
Take natural spell as soon as you can. there are a lot of spells which need only V,S,DF so with a comrade giving you your holy symbol back after you wildshaped you can cast most spells in wildshape form. never underestimate move silently cause you can be a very good spy for the party.
Wilderness lore along with Track are definetly very useful.
Wilding clasp is a item to go for execpt you take a shifter prc early. This PrC helps using items even in wildshape form !
Go for bracers and ring of deflection.
as long as you can't wildshape stay in the second line and use sling or longspear.

Just a few ideas ...
bye
 

So, do you get to use feats and spells from MotW or not? There are some mighty spells available for Druids in that book.

Another thing to br aware of is the upcoming changes to Druids in 3.5e, how will this affect your character? Ask your DM what he plans to do. Either look them over, ignore them, or grab them all, but at least then you'll have an idea where things are going.
 

Elves, unfortunately, are statwise crappy for druids. I can tell you from experience, that -2 to CON really hurts, once you're fifth level -- it basically makes it very dangerous to use wildshape for fighting purposes.

For the same reason, dwarves and (especially) gnomes make great druids.

Druids have some highly specialized spells, useless in most situations and jaw-droppingly-powerful in a few situations. We recently went up against a group of fire cultists. Just before we set out against them, I looked at the spell "quench."

It's almost always useless. But imagine a fourth-level spell that has the same effects as a fireball, except that it only hits fire-based creatures (leaving your allies unharmed), also destroys fire spells per dispel magic, allows no save or spell resistance, and has a ridiculously huge and shapable area of effect.

When you play a druid, you should become very familiar with your spell list, and learn about the weird, mostly-useless-but-sometimes-overpowering spells you gain access to.

If you can purchase items, the single most cost-effective item you can get is a wand of mage armor for your party arcane caster. Have him use it on you and your animal companions before battle; it'll be a lifesaver.

The next most cost-effective item is a wand of curing (light or moderate). This will keep you from having to devote all your prepared slots to the curing spells, which you're not very good at anyway.

Have fun -- druids are a blast!
Daniel
 

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