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Starting a druid in 3e, any advice/suggestions
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<blockquote data-quote="Saeviomagy" data-source="post: 488600" data-attributes="member: 5890"><p>My suggestions:</p><p>Make use of wildshape. It's great. If you don't use it, you may as well play a cleric of plants and animals.</p><p></p><p>for a 'wildshape combat' druid:</p><p>1. Skimp on str and dex. Once you start wildshaping, if you need one of those stats, you'll be able to pick a form which has them at high levels. The only problem with this will be your effectiveness at low levels. For a while you may have to be content with acting as party support, and fighting through your animal companions (be sure to train them to fight strange creatures).</p><p></p><p>2. Boost con. Hitpoints are good when your AC is bad, and it is the only physical stat you have which still matters after you wildshape.</p><p></p><p>3. Consider picking up a level in either barbarian or rogue, because many of their abilities will still work while you're wildshaped. Specifically, any of the great cat forms will be able to sneak attack multiple times off a charge...</p><p></p><p>4. Pick up sneak and move silent cross-class. Druid spells and animal sizes/other modifiers can make up for the reduced ranks which you are allowed.</p><p></p><p>Given the above, the best races are dwarf, gnome or human - dwarf and gnome because they get improved con, and their disadvantages (slow movement, reduced strength for the gnome) are offset by wildshaping, human because of the extra feats and skill points (and their disadvantage of having normal vision is offset by wildshaping).</p><p></p><p>Pick feats which mesh well with your abilities, and offset your weaknesses. The primary weakness of a wildshaped druid is a low armour class. Hence, AC-increasing feats are a fantastic idea. Dodge and expertise are probably the best ones to choose. Natural spell is almost essential, but you can afford to wait until level 3 or 6 to get it (in fact you may have to wait until 6 - I think it requires wildshape first). Avoid choosing feats which require equipment (shield bash, weapon focus, quickdraw etc). Consider picking up weapon focus (claw) or weapon focus (bite). Power attack works too, although bear in mind you probably can't select it due to low str (some DM's may allow you to pick it anyway, but not use it unless you're in a form with sufficient strength).</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 488600, member: 5890"] My suggestions: Make use of wildshape. It's great. If you don't use it, you may as well play a cleric of plants and animals. for a 'wildshape combat' druid: 1. Skimp on str and dex. Once you start wildshaping, if you need one of those stats, you'll be able to pick a form which has them at high levels. The only problem with this will be your effectiveness at low levels. For a while you may have to be content with acting as party support, and fighting through your animal companions (be sure to train them to fight strange creatures). 2. Boost con. Hitpoints are good when your AC is bad, and it is the only physical stat you have which still matters after you wildshape. 3. Consider picking up a level in either barbarian or rogue, because many of their abilities will still work while you're wildshaped. Specifically, any of the great cat forms will be able to sneak attack multiple times off a charge... 4. Pick up sneak and move silent cross-class. Druid spells and animal sizes/other modifiers can make up for the reduced ranks which you are allowed. Given the above, the best races are dwarf, gnome or human - dwarf and gnome because they get improved con, and their disadvantages (slow movement, reduced strength for the gnome) are offset by wildshaping, human because of the extra feats and skill points (and their disadvantage of having normal vision is offset by wildshaping). Pick feats which mesh well with your abilities, and offset your weaknesses. The primary weakness of a wildshaped druid is a low armour class. Hence, AC-increasing feats are a fantastic idea. Dodge and expertise are probably the best ones to choose. Natural spell is almost essential, but you can afford to wait until level 3 or 6 to get it (in fact you may have to wait until 6 - I think it requires wildshape first). Avoid choosing feats which require equipment (shield bash, weapon focus, quickdraw etc). Consider picking up weapon focus (claw) or weapon focus (bite). Power attack works too, although bear in mind you probably can't select it due to low str (some DM's may allow you to pick it anyway, but not use it unless you're in a form with sufficient strength). [/QUOTE]
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