3rd Level Druid Feat? [Archive] - Wizards Community

Post/Author/DateTimePost
kegdrainer

01-12-05, 04:57 PM
Just made Druid 3 in a Wizard less (Sor ok, Wiz hunted down) campaign set in a cold valley. Other party members are a Cleric of Pelor 2 and a halfling Ranger 3. Currently have SF (Conj) and Aug Summon. I was thinking of taking Craft Wonderous at 3rd. Already have plans for Natural Spell at 6th.

This brings up the question, what should I aim to craft or should I pick a different feat? :confused:
Snarf

01-12-05, 10:06 PM
I'm partial to Nymph's Kiss (BoED) myself. Has to be one of the best feats in the game, especially when taken at low level, and if your DM cares about the RP aspect, a Druid has the best chance to acquire it.

On the other hand, if you're playing in an arctic setting, the Frostburn book might be more up your character's alley.
Lafing Cat

01-13-05, 11:57 AM
How flexible is your GM on custom created items?
If he'll just let you waltz into a shop and pick up anything you can work out a price for, be it in the DMG or not, then don't bother.
Likewise if you never have downtime, item creation isn't worth it.

However! If you have some reasonable downtime, and if your GM isn't keen on "custom order magic shops" Craft wonderous is an excellent investment. With the new 3.5 experience rules, you'll get extra experience any time you are behind a level, which with some careful timing on *when* you craft can essentially repay all the experience you spend. 1 feat for 1/2 off all wonderous items, as well as access to custom items is a pretty sweet deal. (Hint, a wonderous item that casts Cure Light Wounds at CL 1 at will is only 900 GP and 72 EXP to craft) cheap for a 3rd level character. Who needs the ability to spontaneous cast healing spells? ^^
kegdrainer

01-14-05, 07:03 AM
Magic seems to be on the rare side in his world with very few able to craft any magic. As the group is only 3rd or so, we should not expect much magic. The hard part for crafting the items is going to be the gold. The Undead Dwarfs that we ran into in the last adventure took the gold but left us alive, as we were running away kicking gold in all directions. If anything, we will have to unload any equipment for gold.

Just a bit of background, 7 characters were to be summoned to the world for some final conflict, only 4 showed up. Of those, 2 players did not return so we are down to the two (Druid, Ranger) plus a local cleric. In order to gain the feat for 3rd, we have to track down someone to train us so it is off to the big city.

As for what items to craft, first on the list would be some boots of the winterlands and maybe later try to tack on longstrider for the increased speed. I was debating on taking track for 3rd but agree that crafting magic items may be better.
Zeffan the Fighting Man

01-14-05, 10:10 AM
Craft wonderous item is a great selection for your third level feat. I've made several items by fifth level, which saved me thousands in gp.

I also agree with Snarf. My newest Druid has Craft WI at third and took Nymph's Kiss as one of his first level feats.

The +2 to any CHA based skill rocks. My DM has said, "...it's as if my character has a +4 to his ability!" ...well...duh! :rolleyes: That and the plus to saving throws andskill points make this a great feat selection.

Good luck.

zeff
Rara Avis

01-14-05, 11:35 PM
As I myself have learned, you must plan for the future. Either Nypmh's kiss if your skills points aren't coming in that high + you get other nice bonuses or try taking the Spell Penetration tree which many frown upon. SP has saved my life a plenty against the insane amount of SR creatures at the higher levels. Trust me, Snow gave me the same suggestion, the SP tree saves lives.
LucRivNor

01-15-05, 05:24 AM
animal bound (complete adventurer) is a good feat too if you want to improve your animal companion.

animal companion + summons is the druid way to fight before wildshape.
MustafaHazaraKhan

01-15-05, 11:53 PM
Natural Bond is a no-go unless you've multiclassed, because it specifically states that it can't make your effective druid level exceed your character level. It works with Beastmaster though, in fact every Beastmaster should take it.

As for other feats, have you considered Track? Survival is a class skill based on Wisdom and you get a +2 bonus to it at 1st level, as well as a +2 synergy bonus if you take 5 ranks in Knowledge (nature), so you'll be easily hunting down anything from miles away. Failing that you could always take Quick Reconnoiter from Complete Adventurer, allowing you to make Spot and Listen checks (also class skills) as free actions and gaining a small initiative bonus to make up for your lack of Dex until you can wild shape.
Snicker-Snack

01-16-05, 08:08 AM
Extend Spell is also a solid choice for a 3rd level Druid Feat.

Wether by making your buffs last for a long time or by making those Creeping Cold of yours to really hurt, it's gonna prove useful.
kegdrainer

01-16-05, 08:38 AM
I was thinking of taking Track, however as the party already has a Ranger, I did not want to steal his thunder. Extend spell would be nice but I was thinking of taking that at 9th when I have more spell levels to power the buff spells.

I was going to work on a pair of Boots of the Winterland for my first magic item but as it is CL 5, I will have to go with something else. The DM will allow a cloak of resistance that also has Endure elements.
Dain

01-16-05, 09:03 AM
Spontaneous healer is a good feat. Not because it makes you cast a lot of healing spells. It's good because you don't have to memorize healing spells, which opens up for much more versatility in your spell selection.
Rara Avis

01-20-05, 12:03 PM
Your hearts are in the right places, however, Track and Spontanious healing are completely redundent when it comes to Druids. A Druid can simply wildshape later on to get the Scent ability or get the 2nd level spell Embrace the Wild to get abilities like Blindsense 120', LLV, and an Improved version of Scent for some real tracking goodness. As for the healing, Just summon some unicorns for some CMW 3x per day. Extend Spell is easily remedied by purchasing a Rod of Lesser Extend, its cheap and doesn't cost you a feat slot. You don't need those feats. Just stick with Nymph's kiss or if you are going into the high levels, go Spell Penetration tree. Go to the Uderling's Druid forum for some great suggestions and tips. I give them full credit for the greatness my Druid has achieved. They could better answer your questions.
FlimFlam

01-20-05, 03:43 PM
Not sure what other feats you took, but maybe Augment Summoning? Works well with Summon Swarm...

Another suggestion, since you mention you are playing in a cold-based campaign, is to take Extend Spell. Use it with Endure Elements, and it will last 48 hours. This way you only have to cast the spell every other day, which frees up a spell slot for those off-days. Or you could still prepare it and cast it on an ally. I know, I know, not an uber powerful combo by any means, but quite useful if your DM is a stickler for weather affects and temperatures and other conditions like that.
FunkyTrip

01-20-05, 04:15 PM
I have selected Spontaneous Healer and it definately is a handy feat. No more need to memorize healing on top of the no-need-to-memorize-summons is awesome and allows for great versality in spell selection.

'Just wait till you're level 7 and summon Unicorns' doesn't cut it because that's 4 levels from where you are now and you have to keep a 4th level slot or higher free at all times to be able to do that...which is pretty tough until you really are high level. I for one do not save that one or 2 4th level spells you get for healing, I rather freely exchange cure moderates or cure lights.

For optimized builds at high level, go for Uberlings handbook, but for there here and now, Spontaneous healing is a good way to start if you have a wisdom of at least 18 and not a cleric in your party... which you have hehe ;)
waywreth

01-20-05, 04:44 PM
Have Frostburn? Try Beckon the Frozen, a feat which will make your summons all the more powerful.
AviLazar

01-20-05, 05:16 PM
(Hint, a wonderous item that casts Cure Light Wounds at CL 1 at will is only 900 GP and 72 EXP to craft) cheap for a 3rd level character. Who needs the ability to spontaneous cast healing spells? ^^

I seem to recall, a long long time ago, people talking about making wands of CLW unlimited usage. Now given that wands are cheaper then wonderous items, these wands were extremely expensive...why you ask? Because although CLW in combat may not help too much for a higher level group - it kicks in outside of combat "Oh we have 5 minutes to rest, well thats 50 rounds x 1d8 healing...we are all back to max"...I would think a wonderous CLW would cost more then 100k gold.<br><br>
Many items do not fall under the standard cost because they are more powerful in item (unlim usage) format then in spell slot format.

-A
MustafaHazaraKhan

01-21-05, 09:59 PM
Your hearts are in the right places, however, Track and Spontanious healing are completely redundent when it comes to Druids.
No way, I completely disagree. Track is absolutely amazing at low levels. And it isn't 'completely redundant' at high levels because it remains a prerequisite for the invaluable Nature's Warrior PrC. You can track perfectly well (getting well into the 40s) without wasting a wild shape that would be better used on something like Elephant Hide or Lion's Charge.
Snarf

01-21-05, 10:06 PM
Plus, the Track feat will allow you to do things (track things) that the Scent feat will not. And vice-versa. If you are planning on pumping Survival anyway, I believe that Track is a great feat choice (my druid gets all sorts of use out of it).
FlimFlam

01-22-05, 05:25 PM
Plus, the Track feat will allow you to do things (track things) that the Scent feat will not. And vice-versa. If you are planning on pumping Survival anyway, I believe that Track is a great feat choice (my druid gets all sorts of use out of it).

Yes, the Scent ability won't let you track by itself. You need the Track feat in conjunction with that. So you can track things that don't leave or have footprints (pixies, ghosts, etc.).
Rara Avis

01-25-05, 05:03 PM
If you're taking a PrC, then maybe you can take Track, maybe. As for picking a PrC, I'm reluntant to do so being that Druid 20 is much more versitile and powerful, but that is another forum. As for the importance of Track, why don't you just communicate via spell with your wolf companion to do so or train your riding dog (better than the wolf) to do the same. I see your points but I just think that investing a feat that the druid's companion/nature's ally could take care of, would seriously alleviate the feat options for druid's limited amount. Everyone has valid points but n the end, to each his/her own.
Snarf

01-25-05, 07:00 PM
If you're taking a PrC, then maybe you can take Track, maybe. As for picking a PrC, I'm reluntant to do so being that Druid 20 is much more versitile and powerful, but that is another forum. As for the importance of Track, why don't you just communicate via spell with your wolf companion to do so or train your riding dog (better than the wolf) to do the same. I see your points but I just think that investing a feat that the druid's companion/nature's ally could take care of, would seriously alleviate the feat options for druid's limited amount. Everyone has valid points but n the end, to each his/her own.
I agree, to a point. I am coming at this from the perspective of a druid with like +50 to Survival. A wolf can tell me "smells like orcs went this way a while ago." With Track and crazy Survival skill, I can tell that "3 orcs came this way, one with a limp, each carrying 50 lb. of gear, 4.5 hours ago, but the short one was scouting ahead at a jog" which is a lot more useful. You can get many specifics with Track that Scent just doesn't allow, and since Track is based on a skill rather than an ability, you can get a crazy high score.

Granted, tracking by Scent allows you to do things like track creatures across bare rock, etc. that you'd normally need a high-to-impossible Survival skill to use the Track feat to follow. However, a druid with the Track feat has the best of both worlds at his disposal (Scent via, usually, Embrace the Wild)...you could probably even claim a synergy bonus by using both tracking methods simultaneously.
Kurama Youko

01-25-05, 07:08 PM
Me choice would have to be a metamagic feat like Fell Drain, its not necessarily evil or good (perfect for a druid.)

Nymph's Kiss like someone suggested is a good idea to.

Also Eschrew Materials isnt half bad either.
Zeffan the Fighting Man

01-25-05, 07:58 PM
Also Eschrew Materials isnt half bad either.

:P
You're right, Kurama! Eschew Materials is not half bad...it's ALL Bad! Natural spell allows you to use material components even when they've melded into your wildshaped form...so eschew materials is a complete waste of a feat for a druid.

Read them both. A druid needs every one of his/her feats working hard--to be truly optimized. Eschew materials blows...and HARD.

Enjoy your game.

Z
Interested2

01-25-05, 07:58 PM
If you're into summoning, which you obviously are, check out the Ashbound feat in the Eberron campaign setting, if it's allowed.
Snarf

01-25-05, 09:20 PM
:P
You're right, Kurama! Eschew Materials is not half bad...it's ALL Bad! Natural spell allows you to use material components even when they've melded into your wildshaped form...so eschew materials is a complete waste of a feat for a druid.

Read them both. A druid needs every one of his/her feats working hard--to be truly optimized. Eschew materials blows...and HARD.

Enjoy your game.

Z
Yeah, Eschew Materials is nice for an arcane caster, but generally a lot less useful for a divine caster, because many/most spells that have an arcane material component simply have a divine focus (holy symbol) component replacing it on the divine side...a druid's material component needs are few and far between. However, if you take this with the intention of taking Ignore Material Components in epic, that's not half bad, although still generally better for wizards and clerics, given their spell lists.