Optimizing Core Druid

If you are in animal form, they probably shouldn't know you are casting. Even if they do (e.g. after the first time), you can fly.

By RAW, opponents with spellcraft skill can still understand which spell are you casting, by watching/hearing your modified Somatic/Verbal components.

At level 15th, flying is quite a popular ability and not particularly a good defense. And You are staying in one place while casting a Summon spell anyway.

On top of that, those doesn't matter when your entire party is caught within the area of spells or breath weapons.
 

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By RAW, opponents with spellcraft skill can still understand which spell are you casting, by watching/hearing your modified Somatic/Verbal components.

Debatable. I would at least apply a penalty to the spellcraft check.

At level 15th, flying is quite a popular ability and not particularly a good defense. And You are staying in one place while casting a Summon spell anyway.

On top of that, those doesn't matter when your entire party is caught within the area of spells or breath weapons.

What percentage of enemies are even intelligent enough to target a normal spellcaster, never mind a spell-casting animal? How many of those can fly (or in some cases swim...) or use ranged attacks?

Sure, it's something to keep in mind, but not a problem anywhere near all the time.
 

Debatable. I would at least apply a penalty to the spellcraft check.

Maybe. But while there are a lot of spell-casting creatures which have alien vocal organs and/or different kind of (or no) limbs, I cannot find any rule in core books which suggests that spellcraft skill should be treated differently for, or by, such creatures.

What percentage of enemies are even intelligent enough to target a normal spellcaster, never mind a spell-casting animal?

Non-intelligent foes do not particularly ignore animals.

How many of those can fly (or in some cases swim...) or use ranged attacks?

Almost all the encounters do (or should) include some of such foes, I say. At level 15th, simple encounters against land-bound, melee-only enemies are quite boring. And no matter how nasty those monsters' melee attacks are, at least mildly optimized party can win such an encounter without spending almost no resources, unless that encounter is fought in an environment in which PCs also cannot utilize spells/ranged attacks/flight abilities and such.

Even at one-digit levels, you should better often include spellcasters, ranged attackers, fast-moving (or flying) opponents and such in encounters to make them interesting.

Sure, it's something to keep in mind, but not a problem anywhere near all the time.

Thus, that is totally different from my experience.
 
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Should also be pointed out in a core game, Druid is flying at average or worse maneuverability most likely. If he spends 1 round cast time on a summon spell while aloft, he'll stall and begin falling...

I'm used to having Pectoral of Maneuverability or Improved Flight feat available. :)


Leadership for a wizard cohort just seems like a better idea by the minute. S/he can dress you, buff with telepathic communication, Mage Armor, magical flight (so you don't have to choose between pouncing and flying), etc..., craft for you... It really is a great feat. :)
 

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.
Yes,we play with the 3 core books.
Anyway, why all these efforts to be decent in melee when the class is excellent for casting?
 



Debatable. I would at least apply a penalty to the spellcraft check.

This statement typifies a common approach to D&D which I have always find ironic (and try to guard against with myself). No one balks at the idea that a Druid can change into an animal and can cast a spell without penalty because of a feat, but somehow an animal casting spells is so strange in the world of D&D that other creatures shouldn't be able to recognize the action as easily?

It's a mystery to me when/why people decide to impose a sense of plausibility or believability in a game in one instance and ignore it in another.
 

What percentage of enemies are even intelligent enough to target a normal spellcaster, never mind a spell-casting animal? How many of those can fly (or in some cases swim...) or use ranged attacks?

In my experience, most. We don't fight many non-intelligent creatures or ones without access to ranged weapons or spells.
 

Nobody has mentioned so far the ridiculous overpowering that you can get from a relatively cheap consumable wondrous item:

Incense of Meditation
This small rectangular block of sweet smelling incense is visually indistinguishable from nonmagical incense until lit. When it is burning, the special fragrance and pearly-hued smoke of this special incense are recognizable by anyone making a DC 15 Spellcraft check.

When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all his spells as though affected by the Maximize Spell feat. However, all the spells prepared in this way are at their normal level, not at three levels higher (as with the regular metamagic feat).

Each block of incense burns for 8 hours, and the effects persist for 24 hours.

Moderate enchantment; CL 7th; Craft Wondrous Item, Maximize Spell, bless; Price 4,900 gp; Weight 1 lb.

Trivial to get several of these from his expected wealth of 200,000gp (and he ought to get the feats to allow himself to make them.

When you need to bring down the pain, prepare a whole set of maximised flame strikes, call lightning storm, fire seeds etc. Especially if you are likely to be active outdoors - arrange for stormy weather in one of several ways and cast one call lightning storm and you summon a 50 damage bolt every round for 15 rounds! Set off 8 holly fire seeds with a command word and do 184 damage (Ref save for half). Poison spell being maximised is a killer against living creatures. Each flame strike does 90 damage.

A standard strand of prayer beads is also great - +4 caster level on all spells for 10 mins per day? yes please!

The druid has access to really kick-ass damage spells, and access to typically overpowered divine magic items that allow him to REALLY take advantage of them.

Cheers
 

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