Best magic items for a druid [Archive] - Wizards Community

Post/Author/DateTimePost
prozacman

03-13-06, 03:22 AM
so yeah, i'm curious to see what people think are the best magic items for a druid.

armor with the "wild" enchantment would be great, as would beastskin armor.

I've also heard about other types of magic items that wild shape with a druid, and allow his equipment to shape with him.


So, any suggestions for wicked druid stuff?


thanks in advance
runestar

03-13-06, 04:13 AM
Screw eq and get VOP. ;)
risner

03-13-06, 06:53 AM
Monk's Belt

Wilding Clasp X (where X is however many items you have that you want to use while wildshaped)
Tsushi

03-14-06, 05:56 PM
Wild clasp

A wand of cure light wounds to help in keep a low level party alive.

The Staff of Life serves the same purpose at 20th level by providing as many heal spells as you might need.

Rods of Metamagic – Empower (lesser) & Extend (lesser) to greatly increase Creeping Cold

Perpiet of Wisdom the highest you can get

The Ring of Counterspells

The Ring of animal companoins is nice

Since many druids have the Blindsight feat the Ring of the Darkhidden is, effectively, a Ring of Improved Invisibility as long as they are in darkness.

Druid’s Vestments

Belt, Monk's - add their Wisdom bonus +1 to AC .

Torc of Animal Speech – This item has two great functions. 1) It allows the druid to talk to his or her animal companion. 2) When wildshaped it lets another member of the party talk to the druid.

Armor – There is no need to buy ‘wild’ armor as druid’s should be wildshaped into a Legendary Ape from 13th level onward allowing them to wear Leather +5 and Bracers +8. Moreover, an animated shield is a cheap replacement for a ‘wild’ shield. Make sure it is made of darkwood to avoid skill penalties.

Weapons – A druid should use his or her natural weapons up to 12th level. At 13th level a Legendary Ape-shaped druid can use a club with the spell Spikes (DotF) cast on it which makes it +2 to hit and +10 to damage.

Epic – The mantle of stealth is cheap and provides an unnamed bonus of +30 to hide & move silently which stacks with Forestfold.
Diyon

03-14-06, 08:30 PM
Woodwalk for armor from Races of the Wild is fun.
RavenDrake

03-14-06, 08:38 PM
Belt, Monk's - add their Wisdom bonus +1 to AC .


There is a bit of contention on this fact.... not that I want to start that argument again(gods no), but just to let those reading know that they should check with thier DM for his or her ruling on the subject before they take this as RAW.


Armor – There is no need to buy ‘wild’ armor as druid’s should be wildshaped into a Legendary Ape from 13th level onward allowing them to wear Leather +5 and Bracers +8. Moreover, an animated shield is a cheap replacement for a ‘wild’ shield. Make sure it is made of darkwood to avoid skill penalties.


Umm... I'm pretty sure you're not trying to stack Magic armour with Bracers of armour. I'm positive you meant "OR" in there, instead of "and", as they both provide armour bonuses, and a such, don't stack.

The shield is a good option though.

Weapons – A druid should use his or her natural weapons up to 12th level. At 13th level a Legendary Ape-shaped druid can use a club with the spell Spikes (DotF) cast on it which makes it +2 to hit and +10 to damage.

Err... well, that's great, but at lower levels a druid could do with a decent weapon. Keeping a sling(and some Alchemical silver bullets) on hand is a good idea. So is keeping a simple quarterstaff. With Shillelagh (http://www.d20srd.org/srd/spells/shillelagh.htm) you get a +1/+1 double weapon that deals 1d10 damage per hit. Not bad. for early levels, until you get better wildshape forms and/or better magic weapons.

Also, having an Amulet of Might Fists(on a Wilding Clasp) is a good way to boost your natural weapons when you choose to use them.
prozacman

03-18-06, 06:00 PM
awesome, lots of good stuff in here.

where is the wilding clasp? I've never seen it, but with so many magic items floating around. specific items are easy to miss.


also, where can i find the legendary ape?

oh yeah, is there any way (other than master of many forms) for a wild shaped druid to be able to communicate with the whole party?


thanks again.
Halzebier

03-19-06, 02:22 AM
Two must-have items from the DMG:

- Strand of prayer beads, normal (to protect your summoned creatures from getting dispelled too easily -- just activate the karma bead and get CL +4; this is also gives you 4d6 extra damage with flamestrike and fireseeds, though damage caps apply)

- rod of empower, normal (to cast empowered fire seeds spells or summon 3-7 juvenile arrowhawks for up to 14d6 electricity per round)

Regards,

Hal
RavenDrake

03-19-06, 04:31 AM
Wilding Clasp and the Legendary animals both first appeared(as I recall) in the 3.0 Masters of the Wild splatbook. The Legendary Animals were updated in Monster Manual II(and probably other sources), not sure about the Wilding Clasp... I'd check Complete Adventurer first... unless someone else knows where a 3.5 update of it is.
prozacman

03-19-06, 04:41 AM
thanks... lots of good ideas here. keep um coming.

havn't had a chance to play a druid, but will in the next game we start (or if one of my characters dies)

and i wanna be completely prepaired.


thanks again, any other ideas are welcome, imma keep this thread bookmarked so i can use it for reference.
prozacman

03-22-06, 02:48 AM
:bump:
malignor

03-22-06, 11:25 AM
I'm also curious as to the 3.5 listing for the Wilding Clasp.
Without it a wildshaping druid is horribly limited in equipment choices... can only take armor of Wild(shaping).

Suddenly the NG Druid with VoP is pretty much the only way to make a strong druid who can actually take advantage of wildshaping. What a lame "errata".
prozacman

03-28-06, 02:05 AM
:bump:
strumbleduck

03-28-06, 02:21 AM
oh yeah, is there any way (other than master of many forms) for a wild shaped druid to be able to communicate with the whole party?

You need to get another party member to cast tongues on you every day. Not only can you communicate with a tongues spell, but you can activate command word magic items while in animal form.
Pliskit

03-28-06, 05:01 AM
I'm also curious as to the 3.5 listing for the Wilding Clasp.
Without it a wildshaping druid is horribly limited in equipment choices... can only take armor of Wild(shaping).
As far as I know there's no 3.5 version of the Wilding Clasp. In 3.0 it was featured in Masters of the Wild if I remember correct.

And indeed, with the new wildshaping errata you bloody well need it. In 3.0 a feat also was available called something like Master of Wildshape or something that gave you the option to choose what would melt and what not. With the new errata I want to see that feat back :)
Melik

03-31-06, 12:05 AM
Great Ideas, I am trying to get some Magic Eq. for my brand new druid myself. I am just alittle wary of if my DM will allow Legendary Apes to use normal equipment.
Pliskit

03-31-06, 02:33 AM
My DM most definitely will not. Apes may have opposable thumbs but their eye-hand coordination isn't evolved around using instruments in the same way humans have.
I know theoretically it is defendable to have an ape wield a sword, but where do you draw the line? Apes have 4 "hands", so following the same theory an ape hanging from his tail could wield 4 weapons. Or 2 weapons and 2 shields for example :)
prozacman

04-03-06, 03:33 AM
fair enough.. but a troll could strap 17 human sized bucklers to his limbs.. you still only get the shield bonus once.

(thinks about a troll completely covered in bucklers to the point he couldnt move.. laughs.. goes to play some more DDO and hack up trolls w/ his dwarven cleric)
Priest_of_Shaundakul

04-03-06, 04:04 AM
(thinks about MMORPGs...laughs)
Mist of Shadows

04-03-06, 09:15 PM
Not to nitpick but apes don't have tails. Thus they couldn't hang from them. There are a number of good items in the savage species book as well as the dragon. A neckless that makes them count as magic for damage res. Anything that helps a divine caster helps them for the most part.
tiercel

04-03-06, 10:32 PM
You might want to check with your DM to see about apeforms and equipment before you just assume you can do that. Many DMs may not be too happy about that (else, all druids are apes all the time, pretty much).

Note that you don't HAVE to lose your equipment when you wildshape. Wildshape is a long, long lasting buff after all -- if you aren't wildshaping in combat, you can actually take off your most important equipment (e.g. periapt of wisdom), wildshape, and have someone help you put it back on.

You'll have to check with your DM about which "slots" exist for an animal form, but most any animal form could probably wear some kind of neck equipment, possibly head equipment, and likely rings if they have some form of digits/claws. Things like cloaks and boots are a little more problematic, I'd imagine.
Pliskit

04-04-06, 02:10 AM
Not to nitpick but apes don't have tails. Thus they couldn't hang from them. Heh, you're completely right... that would be an ape sitting on a barstool wielding four weapons then :D
Mist of Shadows

04-04-06, 10:30 AM
The mental picture of a ape on a barstool is funny :)

Though in truth the apes legs don't work the same as it's arms. They might have semi hand like feet but the joints are different. An ape isn't a monkey and their legs don't bend the same. So they really couldn't use a weapon with their legs. Hold things (move them around a bit) while sitting yes but not really much more then that. Not enough movement to swing a weapon by any means.
KublaiKhan

04-04-06, 10:38 AM
Actually, an ape could be fun for the 'brachiation' feat--swinging from tree to tree and all that. If the rules permit you to throw things with your 'feet', why, so much the better.
prozacman

05-09-06, 11:23 AM
yay dire ape!
Jay_Ibero_911

05-09-06, 07:05 PM
In the Living Greyhawk campaign, animals can wear one cloak, one amulet/collar item, and one suit of barding. For a home game of course, it can be adjusted depending on the animal...