3.5 Core Druid! [Archive] - Wizards Community

Post/Author/DateTimePost
thelveres

10-22-05, 07:21 AM
Need Help in making a min maxed 3.5 core only druid plz !

Need info on a wildshaper and good animal companions , stats are 14, 12, 14 10, 12, 17

Thanks!
Musrum

10-22-05, 07:56 AM
Druid Handbook (http://boards1.wizards.com/showthread.php?t=465005&page=1&pp=10)
Moon-Lancer

10-22-05, 10:41 AM
how core? mm1, dm's guild, players handbook? can you use mm2? can you use draconomicon? any other campain books like eberon or faeyrun?
Daevaron

10-22-05, 11:40 AM
Core is Player's Handbook, Dungeon Master's Guide, Monster Manual (yes only I), period.
Moon-Lancer

10-22-05, 11:52 AM
I ask becuse sometimes people say core but they mean more then just core. I know what core is, and i am clarifying that the op's idea of core is the same as mine.

Their is a defference to what something is and what something is defined at being.
Sang-Drax

10-22-05, 01:15 PM
Still, refer to the Druid Handbook. The suggestions for core companion and shapes are still very good.
Trall541

10-25-05, 01:23 PM
Ive read both of them and still would like some help with my druid, Core only 3.5, level 10 druid human, stats are 18x2 17x2 16x2, wildshaper, animal companion. it would be great help if people could help me, such as what feats to take. both druid handbooks ive read tell me to take natural spell, but other than that i couldnt really see any core feats that helped wildshapers. any help here?
angelshelper81

10-25-05, 01:34 PM
If you're going to be wildshape-focused, go with things that will increase your combat ability. Weapon Focus (Claw), Power Attack, and Improved Natural Attack (Claw) all come to mind.

Don't forget that you can optimize your companion, too. Many animals in the MM have feats and skills that are flat-out pointless for a companion.
Sang-Drax

10-25-05, 01:46 PM
I wouldn't go for Weapon Focus, but Improved Natural Attack is quite good. Multiattack comes into mind as well.



Power Attack (1st)
Extend Spell (3rd)
Natural Spell (6th)
Improved Natural Attack (9th)
Multiattack (12th)
Maximize/Quicken Spell (15-18)

I wouldn't know what to recommend for your 1st level slot. I don't know if you can take Multiattack at first level; I suppose you can't.
nittanytbone

10-25-05, 02:01 PM
I am also playing a 3.5 core only druid right now. I've just started not so long ago but found several useful gems between play and research on the boards.

First, stats. As the handbook states, your phyiscal stats don't matter. I'd reccomend:

Str: 12
Dex: 10
Con: 12
Int: 14
Wis: 17
Cha: 14

I like higher strength because you can carry more junk, but you could just as easily put the 12 into dex for better defense and ranged touch attacks in your human form. It won't matter much once you start wildshaping anyways. Use your stat boosts for wisdom.

Some key core only feats include:

*Spell Focus Conjuration --> Augment Summoning (if you like summoning spells)
*Craft Wondrous Item (depends on how your DM runs it -- but creating an amulet of wisdom +4, a Circlet of Animal Speech, etc. all could be very useful to a druid)
*Extend Spell (you have lots of utility and battlefield control spells which are very useful when extended, although this feat can be doubled with a fairly cheap rod... your call)
*All of the above mentioned Weap Focus and such -- although I think that if you invest carefully with Craft Wondrous Item you can easily replicate their effects.

One key cross class skill is Jump. You'll want one rank in it so that you can land on your feet instead of prone. Given that you have many wildshape options as well as a Jump spell to make your jump modifier huge, having that one rank opens up a lot of tactical options for you.

Another useful cross-class skill is Use Magic Device. With the synergy with 5 ranks in spellcraft, you should be able to activate many scrolls or wands given enough time with one rank in UMD. This will be essential for using scrolls or wands of Mage Armor, which is key to get your wildshaped AC up out of the nether regions and can save a lot of money -- those potions get expensive.

Other skill selection depends on your party composition. I'm the primary caster, so maxing out concentration and spellcraft was a must. You probably want to pick up the survival synergy with 5 ranks of knowledge nature, but I wouldn't bother investing in lots of survival; between your wisdom, the synergy, and your +2 druid bonus, your survival modifier will be good enough for most tasks. You might also want to consider being the party Spot and Listen guy. Getting heal to a +5 modifier can be useful so that you can take 10 on any "long term care" check.

As far as animal companions go, I like sticking with the riding dog. Sure, you could get a bigger animal with one of the higher level lists, but the riding dog gets many bonus hit dice and thus feats, stat boosts, and skill points and is thus highly customizable. It has "track" and "scent" and is quite versatile. It makes an exceptional defensive tank. If your DM will let you, have it take "Combat Expertise" and you never have to worry about bad guys getting through to disrupt spells ever again.

With wildshape I am partial to the big cats. Leopards have a wide variety of useful skill bonuses and are fairly effective in combat. The key is not getting locked into a rut; you want to remain flexible with your wildshape options. Use the skill bonuses and abilities afforded by various forms to deal creatively with different situations. For example, Dire Badger has a burrow speed, which can be useful in some underground situations.

The same goes for summoning spells. Don't always summon a wolf or a hippogriff; keep an open mind and realize that some animals might be more useful in some situations, or realize that there are some creative solutions which using different conjured animals can address (using a summoned dire badger to dig a shelter, for example).

I've had a lot of success with my druid. He fills the Blaster, Summoner, Buffer, and Utility caster roles fairly well, with a bit of healing on the wide. Wildshape and Spontaneous Summonings give me flexibility even if I picked bad spells for the day. Good luck and have fun!
nittanytbone

10-25-05, 02:05 PM
Oh, as the guide mentions, there's three main options for "fixing" wildshaped AC.

1 -- Temporary buffs such as Barkskin and Mage Armor
2 -- Wild Dragonhide Plate Mail
3 -- Monk's Belt

Option 1 is cheapest, option 2 gets you the most AC, and option 3 is a decent mix of economy with versatility. You'll want to decide which road you're going and spend money accordingly (i.e., don't waste money on Dragonleather Plate Mail +1 if you're planning on getting a monk's belt ASAP).
waper9

10-25-05, 04:11 PM
Also consider being middle aged or higher, as your physical stats just don't matter.

Metamagic rod of lesser extend helps for many buffs.

Produce flame, combined with accidental discharge from touch attacks can give your wildshapes a nice boost. Especially a pouncer like leopard can make some nice use out of this.

Obscuring mist + blindsight form = concealment for you and the ability to target enemies from it.