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Tips for a starting druid
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<blockquote data-quote="Jack Simth" data-source="post: 3595796" data-attributes="member: 29252"><p>Thanks.</p><p></p><p>You can make a Druid Archer, and Aspect of Nature will increase your to-hit (Dex boosting alteration), but you're unlikely to keep up with the Archer Fighter, Archer Ranger, or Archer Cleric. Unlike the Cleric, the Druid doesn't have anything to increase BAB - and so the Druid will get behind on arrows per round and to-hit. Likewise, in order to use a manufactured weapon, the Druid has to stay in humanoid form - and so misses out on the extra Strength/Size from Wildshape. A Cleric can cast Divine Power, Divine Favor, and Righteous Might to boost damage output, unlike the Druid. The Fighter can invest an insane number of feats into being good with a bow, unlike the Druid. The Ranger gets half the needed feats almost free of charge, unlike the Druid. </p><p></p><p>As a Druid Archer, you end up with MAD issues - you need Strength for that Composite Bow, Dex for your To-Hit, Wisdom for your spellcasting, and Con for your HP (everyone needs Con). The combat Rider only needs Wis, Str, and Con. The Summoner only needs Wis and Con - and can do without much Wis. The Combat Monkey only needs Wis and Con (and can manage without much Wisdom). The Animal Handler just needs Con and a little Charimsa (but only at low levels depends on level), plus a bit of Wis to be able to buff up the companion. The Spellslinger just needs Wis and Con. Plus you either need to take a feat to get a good ranged weapon, or limit your racial pick to get it. The other basic builds leave you fairly open on your race choice (almost any race makes a decent Druid - just avoid Wis and Con penalties, and you're pretty much set).</p><p></p><p>A Druid Archer can work, but it's tricky to make reasonably strong, unlike the others, which are fairly simple builds (one or two feats, some skill ranks, and the reasonably obvious stats, for the most part) - which is why I didn't include it in the list.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 3595796, member: 29252"] Thanks. You can make a Druid Archer, and Aspect of Nature will increase your to-hit (Dex boosting alteration), but you're unlikely to keep up with the Archer Fighter, Archer Ranger, or Archer Cleric. Unlike the Cleric, the Druid doesn't have anything to increase BAB - and so the Druid will get behind on arrows per round and to-hit. Likewise, in order to use a manufactured weapon, the Druid has to stay in humanoid form - and so misses out on the extra Strength/Size from Wildshape. A Cleric can cast Divine Power, Divine Favor, and Righteous Might to boost damage output, unlike the Druid. The Fighter can invest an insane number of feats into being good with a bow, unlike the Druid. The Ranger gets half the needed feats almost free of charge, unlike the Druid. As a Druid Archer, you end up with MAD issues - you need Strength for that Composite Bow, Dex for your To-Hit, Wisdom for your spellcasting, and Con for your HP (everyone needs Con). The combat Rider only needs Wis, Str, and Con. The Summoner only needs Wis and Con - and can do without much Wis. The Combat Monkey only needs Wis and Con (and can manage without much Wisdom). The Animal Handler just needs Con and a little Charimsa (but only at low levels depends on level), plus a bit of Wis to be able to buff up the companion. The Spellslinger just needs Wis and Con. Plus you either need to take a feat to get a good ranged weapon, or limit your racial pick to get it. The other basic builds leave you fairly open on your race choice (almost any race makes a decent Druid - just avoid Wis and Con penalties, and you're pretty much set). A Druid Archer can work, but it's tricky to make reasonably strong, unlike the others, which are fairly simple builds (one or two feats, some skill ranks, and the reasonably obvious stats, for the most part) - which is why I didn't include it in the list. [/QUOTE]
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