Optimizing Core Druid

gamma

First Post
Hello guys.
My character is a druid 15th, human. I have to choose feats, and equipment...

I wish I had some advice to optimize it, however we play
only with the 3 core rulebooks and latest errata corrige (so
the druid does not use magic items in wild form!).
I searched and read various guides, but usually they refer to the class
before of these changes (when she was a really overpowered class :D ) or they include all published handbooks.

So I want to know what are your concerns about the best feats, spells,
animal companions, wild forms, magic items, tricks, strategies, etc ... that
you would use with just with the core rulebooks allowed and at this level (from 15 to 20).

Thank you
 

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Other than Natural Spell, take Imp. Natural Attack on your most common natural attack types. Take Flyby Attack, it's one of the best feats in core. Consider Leadership, if the DM allows it, it's the most powerful feat ever printed, though I've never cared to use it myself... Improved Initiative is always good, as is Quicken Spell. You may or may not want to go for Augment Summoning and some item creation feats. The latter are only useful if the DM gives you lots of downtime and/or makes purchasing magic items from NPCs difficult.

And you still can use items in wildshape, iirc, you just have all the ones on you when you transform annoyingly meld and become useless. If you have a friend to "dress you" (a cohort, perhaps?), you should still be able to wear anything your new form could wear. Just means you can't stealth around as a dog or a horse if you've got bling on or be able to do that mid-fight if you need to change forms, no biggie.

Race: I suggest dwarf, forest gnome (it's in the Monster Manual), or water halfling (in Unearthed Arcana and on the online SRD, if that counts as "core"). Core doesn't have many good feats and you're hrdly starved for them, so I wouldn't do human. Get some sexy racial features. IIRC, since you don't gain the new form's special qualities, you retain your own (like a dwarf's darkvision).

Companion: Definitely go for a pouncer, either a Tiger with the companion advancement or Dire Tiger, forget which is better. I think Dire Tiger is, but only slightly.

Forms: Big cat pouncers and dinosaurs for the most part, occasionally Roc, Dire Bat, or other flying form.

Magic Items depends on how your DM interprets the eratta. By RAW, the "getting dressed" method should work, so get things in slots most animals could wear (amulets, hats/helms, belt, etc... but not gloves or boots) and stuff like iuon stones (dusty rose and orange, maybe some of the stat boosters if they only come in slots animals often can't wear) and a stone of good luck. Even if your DM is beyond RAW strict and simply bans magic item use while wildshaped, which is insane, still at least get Wis +6 item, as being wildshaped will only cost you the save DC boost, not the bonus spells (I'm assuming you'll have some out of form / all day buff spells that you'll be casting) and tons of pearls of power. You can just use the pearls in the middle of the day before shifting back to recover spell slots, so they're still handy even in extreme conditions.

Tactics: My druids usually pepper the field with battlefield control spells to limit movement, possibly summon reinforcements, then close in to melee themselves. At your level, with the power level of foes and the likelihood they have flight or teleportation (making summons and BFC spells pretty worthless, respectively), you're probably going to just do melee for the most part, though you can also moonlight as a blaster flying around in avian form when you want to.
 

The dressing method doesn't work:
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
Druid :: d20srd.org

IMHO this make Wild shape just an option, not the main combat strategy (it's just useful to fly, scout, swim etc... ). So the old just take Natural Spell and you win is no more viable.
 

The dressing method doesn't work:
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
Druid :: d20srd.org

IMHO this make Wild shape just an option, not the main combat strategy (it's just useful to fly, scout, swim etc... ). So the old just take Natural Spell and you win is no more viable.

Not to pick a fight, but this post is wrong and misleading.

The falling off part only refers to when the druid reverts, so dressing the animal in useful items works perfectly (you would want them to drop off when you revert so you get them back).

Also, wickedly powerful wild shapes + druid buffing spells + ability to cast other druid spells is already uber in core.

So, just take Natural Spell and you win...
 


Not to pick a fight, but this post is wrong and misleading.

The falling off part only refers to when the druid reverts, so dressing the animal in useful items works perfectly (you would want them to drop off when you revert so you get them back).

Also, wickedly powerful wild shapes + druid buffing spells + ability to cast other druid spells is already uber in core.

So, just take Natural Spell and you win...
mmmh..maybe you're right about the dressing method. Anyway i think that spending the round casting the right spell is more useful than being in melee. :erm:
 

If your DM is a stickler about you not being able to talk with the rest of the party in animal form (I certainly am), you might want a permanent Rary's telepathic bond or maybe a helm of telepathy.
 

If your play group uses only 3 core books, the main problem of fighting in wild shape form will be the low AC and relatively low saving throws.

Regarding AC, either buy some barding and let your friends help wearing this after shaping. Or, let your party Sorcerer/Wizard cast Mage Armor spell on you.

Regarding saves, I can't think of any good method to buff you up within core rules. Ioun Stone?

The another problem will be overcoming enemy DR. Magic can be provided via Greater Magic Fang spell. But you cannot overcome DR/Alignment or DR/special material. At level 15th, you must expect fighting against opponents with such DRs rleatively often. So, take Power Attack feat.

Summon Animal X are good spells. But the main problem is their casting time. 1 full-round means they are very likely to be disrupted. So, don't rely too much on them. They will be, basically "cast in front of the door before opening it" spells. But some clever (and/or nasty) DMs do not let PCs utilize such spells at all.
 


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