advice for a druid20 [Archive] - Wizards Community

Post/Author/DateTimePost
elthenar

03-21-06, 06:39 PM
A buddy of mine is starting a campaign and I think I am going to play a druid, I want to have full spellcasting, wildshape and companion, so druid 20 looks like the way to go. The class will exactly as in the PHB, but there are some campaign quirks to be considered.

Human is the only race allowed, and at the beginning of the campaign all of the planes are closed off so nothing extraplanar can be summoned (ie celestial animals, elementals). I will be the only healer type in the group, so I dont want to neglect my healing. I am shooting for a good all around build. I don't know druids very well, every build i think up gets snagged by something. I know druids rock, help me make mine rock.
Paradisio

03-21-06, 06:44 PM
You can heal but you can't summon celestial creatures?

Plot hole.

Anyways, "summon natures ally" doesn't say it summons extraplanar creatures, it says "natural creatures" unlike "summon monster". Elementals can be on any plane, including prime material.

As far as a build goes, I would check out the druid handbook and customize one yourself. Druids are very flexible.
Tyrasius

03-21-06, 07:06 PM
How much isthere t change with a druid anyway? youve got AC (animal companion not armor class), feats, skills, and equipment, and thas pretty much it. And skills are pretty straight forward (concentration, spell craft, and probably handle animal) Yes this a real question as it really doesn't seem to me that going full divine spell caster gives you much to change. And divine spell casters don't get more feats or anything like that either. So what is it about them that you can specialize?
Thanatos42

03-21-06, 07:22 PM
Monk 1/Druid 9/Divine Fist 10 gives almost full spellcasting (still access to 9th lvls spells, just not as many) and makes you a capable melee fighter on top of wild shape. Just check with your GM to see what elements of monk (like unarmed attack) will carry over whenever you wild shape.

Feat options are numerous - some of the wild ones in complete adventurer are pretty handy, as are any metamagics. I'd say away from any sort of weapon specialization, as I doubt you'll be using it.

Master of many forms is another fun PrC that you could really make use of, though you'll loose your full spellcasting.
elthenar

03-21-06, 07:27 PM
I forgot to mention this in my first post,(just got home from work). In the beginning of the campaign all monsters and demihumans that are not creations have been locked away in seperate planes (all that is left is humans, animals, undead, and contructs).

So no elementals on the material plane, this also means no BoED feats to let me get celestial animal companions. This will likely change, as part of the campaign involves people trying to unseal these monsters, but that is how it is gonna start. Most of the things i will wind up fighting will likely be other humans, undead and various constructs with maybe the odd random animal attack.

BTW, how does being able to heal constitute a plot hole? You can have positive energy with the planes locked, look in the MotP.

edit: i found that druid handbook, good stuf in there. But are legendary animals from MotW considered 3.5?