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Starting a druid in 3e, any advice/suggestions
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<blockquote data-quote="wolff96" data-source="post: 489250" data-attributes="member: 342"><p>They're fun, they do well anywhere and really excel in the wilderness, and they're one of the most self-sufficient classes in D&D. </p><p></p><p>The cons are that your spells are more specialized and generally less powerful than those of a wizard but about the same as a cleric -- unless you're using the situation specific spells, which easily approach the level of an arcanist. Also, you have clerical BAB, but not the armor proficiencies. Your AC will always be low until very high levels. Training animal companions takes quite a bit of time. </p><p></p><p>The pros are your spell list, decent BAB, decent HP, and wildshaping. </p><p></p><p>Something many people overlook: Druids absolutely control ground-movement. They get an entire group of spells (spike growth, spike stones, entangle, rock to mud, etc) that hinder and damage the opponent on the ground. Using the spells that generate wind, you can force flyers to land -- even the big ones like dragons can't fly in tornado-force winds. Thus, druids who want to do so really control tactical movement.</p><p></p><p>Oh, and you can make Flamestrike wands. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>As Saeviomagy said, Human, Gnome, and Dwarf make really good druids.</p><p></p><p></p><p></p><p>Really, you shouldn't focus too much. Druidic 2nd level spells are incredibly potent. At mid-levels, wild-shape makes you very, very good in combat. Low-level druids are decent in combat.</p><p></p><p>My advice is to avoid focusing too much on any one area of the druid. Back up the fighter at low levels. Wild-shape and enter combat at mid-levels. At higher levels, rely more on your spells (don't neglect animal summonings and Animal Growth... for two spells, get a few MASSIVE damage sources) and, if you really want to, wade back into combat at high levels with Shapechange.</p><p></p><p>Don't get caught in the wildshape = combat mindset, either. Scouting, escape, combat, even healing are all uses for your ability.</p><p></p><p></p><p></p><p>Natural Spell is the best recommendation I can make. All the other feats you choose are going to depend on what you want to do with your druid.</p></blockquote><p></p>
[QUOTE="wolff96, post: 489250, member: 342"] They're fun, they do well anywhere and really excel in the wilderness, and they're one of the most self-sufficient classes in D&D. The cons are that your spells are more specialized and generally less powerful than those of a wizard but about the same as a cleric -- unless you're using the situation specific spells, which easily approach the level of an arcanist. Also, you have clerical BAB, but not the armor proficiencies. Your AC will always be low until very high levels. Training animal companions takes quite a bit of time. The pros are your spell list, decent BAB, decent HP, and wildshaping. Something many people overlook: Druids absolutely control ground-movement. They get an entire group of spells (spike growth, spike stones, entangle, rock to mud, etc) that hinder and damage the opponent on the ground. Using the spells that generate wind, you can force flyers to land -- even the big ones like dragons can't fly in tornado-force winds. Thus, druids who want to do so really control tactical movement. Oh, and you can make Flamestrike wands. :) As Saeviomagy said, Human, Gnome, and Dwarf make really good druids. Really, you shouldn't focus too much. Druidic 2nd level spells are incredibly potent. At mid-levels, wild-shape makes you very, very good in combat. Low-level druids are decent in combat. My advice is to avoid focusing too much on any one area of the druid. Back up the fighter at low levels. Wild-shape and enter combat at mid-levels. At higher levels, rely more on your spells (don't neglect animal summonings and Animal Growth... for two spells, get a few MASSIVE damage sources) and, if you really want to, wade back into combat at high levels with Shapechange. Don't get caught in the wildshape = combat mindset, either. Scouting, escape, combat, even healing are all uses for your ability. Natural Spell is the best recommendation I can make. All the other feats you choose are going to depend on what you want to do with your druid. [/QUOTE]
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