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Tips & tactics for playing a druid?
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<blockquote data-quote="Blue" data-source="post: 1938317" data-attributes="member: 20564"><p>Druids are very versitile, and 6th level is a point where they are really coming into their powers.</p><p></p><p>Wild shape is wonderful. Want to scout an orc camp, look like another hound gnawing on leavings. Or a hawk flying above. You've got some powerful combat forms, too. You can do just about any type of movement, including burrowing and swiming. You can go full aquatic if you need to, based ont he adventure.</p><p></p><p>Natural spell, as people have mentioned, allows your druid to cast like that. A 6th level druid can be wildshaped for 12 hours a day (6 hours x 2) and it only goes up from their. Natural spell allows you to cast while like that. So you can assume a form early and stay in it.</p><p></p><p>Druid's ability to auto-convert to Summon Nature's Ally spells is quite nice. I happen to be playing a 5th level summoner druid (with augment summoning as mentioned above) and it works quite well. They also get a surprising amount of attack spells.</p><p></p><p>Your animal companion is decent. At low levels it's liek a free fighter-type. One neat trick I've seen is to make your animal companion a mount (either a horse if medium sized, or other chocies like wolf if playing a small sized character). This way your ability to share spells can be used often (protective spells, longstrider, etc), and the rules allow a lot of casting while riding. Obviously, this route isn't as big for an oft-wildshaped druid.</p><p></p><p>As a side note, I find high Int a bonus when playing a druid because they have a number of good skills, including Spot and Listen. The 5th level druid I mentioned above is the eyes and ears of the party, and the group has two multi-classed rogues in it.</p><p></p><p>Good luck, druids are a lot of fun because they can do a wide variety of things and don't have to choose just one. </p><p></p><p>Cheers,</p><p>=Blue</p></blockquote><p></p>
[QUOTE="Blue, post: 1938317, member: 20564"] Druids are very versitile, and 6th level is a point where they are really coming into their powers. Wild shape is wonderful. Want to scout an orc camp, look like another hound gnawing on leavings. Or a hawk flying above. You've got some powerful combat forms, too. You can do just about any type of movement, including burrowing and swiming. You can go full aquatic if you need to, based ont he adventure. Natural spell, as people have mentioned, allows your druid to cast like that. A 6th level druid can be wildshaped for 12 hours a day (6 hours x 2) and it only goes up from their. Natural spell allows you to cast while like that. So you can assume a form early and stay in it. Druid's ability to auto-convert to Summon Nature's Ally spells is quite nice. I happen to be playing a 5th level summoner druid (with augment summoning as mentioned above) and it works quite well. They also get a surprising amount of attack spells. Your animal companion is decent. At low levels it's liek a free fighter-type. One neat trick I've seen is to make your animal companion a mount (either a horse if medium sized, or other chocies like wolf if playing a small sized character). This way your ability to share spells can be used often (protective spells, longstrider, etc), and the rules allow a lot of casting while riding. Obviously, this route isn't as big for an oft-wildshaped druid. As a side note, I find high Int a bonus when playing a druid because they have a number of good skills, including Spot and Listen. The 5th level druid I mentioned above is the eyes and ears of the party, and the group has two multi-classed rogues in it. Good luck, druids are a lot of fun because they can do a wide variety of things and don't have to choose just one. Cheers, =Blue [/QUOTE]
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