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New to DnD and need advice about Druids
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<blockquote data-quote="Imaculata" data-source="post: 6871181" data-attributes="member: 6801286"><p><strong>Concentration </strong>is an obvious choice for spell casting. But <strong>Spot, Listen and Search</strong> are always worth an investment in 3.5. Some of them are cross class skills for the Druid though, so investing in them is costly. </p><p></p><p><strong>Climb, Jump and balance</strong> are often useful skills for general adventuring. <strong>Swim and Use Rope</strong> are useful as well, although you often don't get a lot of use out of Swim. But you want to have some points in Swim at least, just in case you need to swim.</p><p></p><p><strong>Gather Information and Sense Motive</strong> can be important role playing skills for interacting with other characters. It kind of depends on your DM if these skills will be useful to you during the campaign. Some DM's are completely clueless at making rulings for these two skills. And some campaigns simply do not focus a lot on talking to people.</p><p></p><p><strong>Heal </strong>is probably pretty useful as well. Especially if you plan to be the healer of the party.</p><p></p><p><strong>Knowledge Nature</strong> is one of the knowledge skills that you definitely want to invest some points into. Nature is the Druid's thing after all. You'll want to be able to identify strange herbs and animals.</p><p></p><p></p><p></p><p>If you already have a dedicated healer in the party, then you could agree with your party to focus on damage instead. Otherwise, go for healing. The Druid has an excellent mix of buffs and debuffs, and plenty of good damage spells. His selection of damage spells is however rather limited at lower levels. It also doesn't hurt to just do a bit of everything. The Druid is a very versatile class. Even if you focus on damage, it might be handy to also be a backup healer.</p><p></p><p><strong><u>First level spells</u></strong></p><p><strong>Entangle </strong>is a very useful crowd control spell that remains useful for quite a while.</p><p><strong>Obscuring Mist</strong> is a good defensive spell at low levels.</p><p><strong>Shillelagh </strong>is basically a free +1 weapon.</p><p><strong>Summon Nature's Ally</strong> is pretty useless. Wait for the higher level versions of this spell.</p><p><strong>Goodberry </strong>is not only a decent low level heal, but it is also free food.</p><p><strong>Cure Light Wounds</strong> is definitely a very useful spell to have, even if you are not a dedicated healer.</p><p></p><p><strong><u>Second level spells</u></strong></p><p><strong>Charm Person/Animal</strong> is a very powerful spell at low levels, but quickly becomes useless against foes with higher saves.</p><p><strong>Barkskin </strong>is a very useful defensive spell.</p><p><strong>Flaming Sphere</strong> is a good attack spell with decent damage. Just don't set fire to a forest.</p><p><strong>Resist Elements</strong> is a powerful defensive spell that remains useful, even at high levels.</p><p><strong>Warp Wood and Wood Shape</strong> can be useful role playing spells.</p><p></p><p><strong><u>Third level spells</u></strong></p><p><strong>Call Lightning</strong> is a very powerful damage spell.</p><p><strong>Greater Magic Fang</strong> is a very good buff that works well with shape shifting.</p><p><strong>Poison </strong>is a good spell for ability damage, but you have to get in touch range.</p><p><strong>Summon Nature's Ally 3</strong> is a decent summon. It allows you to summon an animal that can actually do some damage, such as a bear. But Summon Nature's Ally 4 is the one you really want. Dire Wolves for example can do trip attacks, which is very powerful during combat. It can render some opponents entirely helpless for the whole fight.</p><p><strong>Protection from Elements</strong> is a very good buff, which again remains useful at high levels.</p><p><strong>Water Breathing</strong> is a very situational spell. If the campaign features a lot of water this might be useful, but otherwise not so much.</p><p></p><p></p><p></p><p></p><p>Pretty much that is what it means. If you encounter a monkey, then you can now transform in that specific kind of monkey.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6871181, member: 6801286"] [B]Concentration [/B]is an obvious choice for spell casting. But [B]Spot, Listen and Search[/B] are always worth an investment in 3.5. Some of them are cross class skills for the Druid though, so investing in them is costly. [B]Climb, Jump and balance[/B] are often useful skills for general adventuring. [B]Swim and Use Rope[/B] are useful as well, although you often don't get a lot of use out of Swim. But you want to have some points in Swim at least, just in case you need to swim. [B]Gather Information and Sense Motive[/B] can be important role playing skills for interacting with other characters. It kind of depends on your DM if these skills will be useful to you during the campaign. Some DM's are completely clueless at making rulings for these two skills. And some campaigns simply do not focus a lot on talking to people. [B]Heal [/B]is probably pretty useful as well. Especially if you plan to be the healer of the party. [B]Knowledge Nature[/B] is one of the knowledge skills that you definitely want to invest some points into. Nature is the Druid's thing after all. You'll want to be able to identify strange herbs and animals. If you already have a dedicated healer in the party, then you could agree with your party to focus on damage instead. Otherwise, go for healing. The Druid has an excellent mix of buffs and debuffs, and plenty of good damage spells. His selection of damage spells is however rather limited at lower levels. It also doesn't hurt to just do a bit of everything. The Druid is a very versatile class. Even if you focus on damage, it might be handy to also be a backup healer. [B][U]First level spells[/U][/B] [B]Entangle [/B]is a very useful crowd control spell that remains useful for quite a while. [B]Obscuring Mist[/B] is a good defensive spell at low levels. [B]Shillelagh [/B]is basically a free +1 weapon. [B]Summon Nature's Ally[/B] is pretty useless. Wait for the higher level versions of this spell. [B]Goodberry [/B]is not only a decent low level heal, but it is also free food. [B]Cure Light Wounds[/B] is definitely a very useful spell to have, even if you are not a dedicated healer. [B][U]Second level spells[/U][/B] [B]Charm Person/Animal[/B] is a very powerful spell at low levels, but quickly becomes useless against foes with higher saves. [B]Barkskin [/B]is a very useful defensive spell. [B]Flaming Sphere[/B] is a good attack spell with decent damage. Just don't set fire to a forest. [B]Resist Elements[/B] is a powerful defensive spell that remains useful, even at high levels. [B]Warp Wood and Wood Shape[/B] can be useful role playing spells. [B][U]Third level spells[/U][/B] [B]Call Lightning[/B] is a very powerful damage spell. [B]Greater Magic Fang[/B] is a very good buff that works well with shape shifting. [B]Poison [/B]is a good spell for ability damage, but you have to get in touch range. [B]Summon Nature's Ally 3[/B] is a decent summon. It allows you to summon an animal that can actually do some damage, such as a bear. But Summon Nature's Ally 4 is the one you really want. Dire Wolves for example can do trip attacks, which is very powerful during combat. It can render some opponents entirely helpless for the whole fight. [B]Protection from Elements[/B] is a very good buff, which again remains useful at high levels. [B]Water Breathing[/B] is a very situational spell. If the campaign features a lot of water this might be useful, but otherwise not so much. Pretty much that is what it means. If you encounter a monkey, then you can now transform in that specific kind of monkey. [/QUOTE]
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