Why are druids so dumb? (kidding - looking for druid experiences)

The Souljourner

First Post
With the success of the last thread I posted (Why are paladins so dumb?) I thought I'd glom on to its fame, besides the fact I think it's terribly amusing.

Anyway - the meat of the question is this - What have been your experiences playing Druids in 3rd edition? I may be starting in yet another campaign, and I'm considering being a druid, but I'd like to know what you guys think of them. What are their biggest benefits? Drawbacks? What character ideas would you suggest? Prestige Classes?

For reference, this is a fairly combat heavy campaign with 5-7 PCs. I'm coming in late, so I'll probably be 3rd-5th level starting off (not sure yet what the DM's policy is). I'm considering human, but I'm open to just about anything.

Thanks,

-The Souljourner
 

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Though I only got to play for a few levels, I had some good experiences with a "combat oriented" druid. He was a halforc and more strong than wise. Using a longspear and the Combat Reflexes/ Expert Tactician feats, he was able to do really well in low-level combat.

His orcish strength, combined with reach were very useful. And there are a couple of low level Druid spells that mesh very well with Exp. Tact. From MoW, check out the "Sandblast" spell. It's like Burning Hands but has a chance to stun (which can yield an attack with Exp Tac). There is also a "Blinding Spittle" spell from one of the expansion books that is a tough ranged touch attack but allows no save. And again, blind = free attacks from Exp. Tact. every round until the victim can wash his eyes out.

As far as pets, be sure to check out the MoW rules on "Raised from Birth" and advancing your pet (spend 200xp to up it one HD after you level). These two things put together make it worthwhile to keep around your starting pet rather than trade him in every level (which is really nice from an RP perspective).

And as a final note, if you can use Oriental Adventure stuff, look at the armors. Might also want to look at the Dust "egg gernades" for another easy way to blind opponenets (and thus make more use of Exp Tac).
 


My experiences DMing for a 3rd ed druid -

"Dammit, I'm gonna kill that bear!"

That bear (now a dire bear) is a monster. He usually travels about with Greater Magic Fang upon him - and before critical fights gets Animal Growth. Not many monsters are capable of defending themselves against an opponent with over 200 hp.
Imagine what he could do with a ring of Animal Friendship or two.

Now that the druid in question can wildshape into a Dire Bear himself, it's only gotten worse.

Translation - mid to high-level druids are incredibly dangerous. And fun, too.
 

To answer your question:

I have no experience playing a Druid in 3e. We fought one once, and he fought us to a standstill and got away, causing a few deaths. Very humbling experience.
 

Give druids time to prepare the right spells in a wilderness setting and they will tear you apart. Our druid stopped the landing of two large boats and killed over 50 4th level invaders (barbarians) ar 11th level. THe rest of the party stood and watched. We were not needed.

The Wildshape Ability is great, the Animal campainions can be a big help. Druids are not wimps anymore, if they ever were.
 

We have a druid in our group.

She is fairly new to D&D, but our experience is that she has one situationally very useful first level spell spell - entangle, and one barely useful 2nd level spell (flaming sphere).

This is speaking of combat only. I think lvls 1-4 are pretty rough for druids in combat, though they certainly have the tools to be very interesting in general (if you consider roleplay and utility).

She just hit lvl 5, and we are expecting some great moments once she starts shifting into a bear here and there (limited to black bears until lvl 8 though).

-Skaros
 

Druids can be tough, but only if you are going to play higher levels. I like my druid, but do not get too much into his character because our party always wants to crawl into dungeons and go make money. Plot lines that were developed by our DM for the druid, the other players showed little interest and gave up on at the first sign of resistance. So I play a quiet druid with a smart mouth in cities. Actually I spend at least twice the amount of time in cities than I do the wilderness. I will only play a druid in a more class specific campaign. I want to develope character and motivation, but can't.
 

Skaros said:
We have a druid in our group.

She is fairly new to D&D, but our experience is that she has one situationally very useful first level spell spell - entangle, and one barely useful 2nd level spell (flaming sphere).

This is speaking of combat only. I think lvls 1-4 are pretty rough for druids in combat, though they certainly have the tools to be very interesting in general (if you consider roleplay and utility).

She just hit lvl 5, and we are expecting some great moments once she starts shifting into a bear here and there (limited to black bears until lvl 8 though).

-Skaros

No good second level spells? You almost made me choke on my pizza when I read this. Your group has never heard of Barkskin?
Who doesn't want a +3 natural Armor bonus that lasts for half an hour?

Other spells of note:
1st: Goodberry, give me a spell slot and I'll give you 2d4*(level) hps of healing, spread where you'd like them to be. Pass them out and no fighter ever has to say "Uhm, I don't have heal skill..." when somebody is a -9 and falling. With a duration of your level in days these things can stack up.

Shillelagh gives you a great weapon at low levels. 1d10 is nice.

2nd: Barkskin, see above. Pretty much everybody loves this spell. Pass them out to the boys and everyone will thank you.

Charm Person is great for utility and all animals have lowsy will saves.

Produce Flame and Flame blade are both fun for those who like to mix it up some.

Summon Swarm for the druid who wants enemy spellcasters to shut the heck up.

3rd...Poison. Honest. Who doesn't love 1d10 con points of damage.....twice? With a save based on your level it only gets better as you go up.

These are mostly the spells that can drasically change combat. Druids aren't the best combat casters but they are certainly capable. Add to this some great utility spells and the ability to find out anything you'd want to know in the woods...or anyplace with animals...

This isn't even mentioning the animal companions. As a druid I rarely bother drawing my sickle unless I'm really bored....
 

Best druid moment:
Druid gets improved-grabbed by a wyvern,
Druid turns into Giant Squid, grapples and pins
Wyvern. Rest of party finish off wyvern.

You get +4 to grapple checks for each extra pair of arms, and so she was grappling with +16 ( +12 from arms, +4 from being Large ).
 

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