A little druid help

Post/Author/DateTimePost
#1

ninto

Oct 21, 2008 10:21:08
So the group I am in is starting a new game. Its going to be a planescape game using the Patherfinder (3.5) rules. Also I am not sure what books we will have available to us for this game quite yet but I think the DM's might be limiting us to a select choice of books. But, my question is, having never played a druid, What are the most important stats for the druid? Last night as we were finishing up our current game we were able to roll up our stats. (2d6 +6, but couldn't be more than +12)

So far I have the way I want to play him and a background for him. He is also a Bariaur from the Beastlands, whos fraction is The society of Sensation (The Sensates), though we will be tweeking the abilities on him a little.

But for my starting stats are as fallowed: 18,17,16,13,11,10. It comes out to +11 and 3 odds. Not to bad I thought.

Anyway, any kind of feedback would be great.
#2

vangrue

Oct 21, 2008 11:04:05
This Druid Handbook should be of some help as you continue with your character, and should give you a good starting resource. There are also several good threads, so be sure to explore the board a bit more.

Now that I think about it, you said you're playing with Pathfinder rules. My brother started playing a pathfinder game, and he mentioned some changes made to the Barbarian. Were there extensive changes to the Druid? That might impact the advice you get here. I'm not currently familiar with Pathfinder.
#3

pithica

Oct 21, 2008 11:14:47
Don't know the Pathfinder rules, yet, but in addition to the above, Check out:

Druid Spells
and
Planar Shephard Handbook

Despite the stinky cheese possible with Planar Shephard, I think it's a great class flavor-wise with Planescape. A bauriar with chosen plane as the outlands (or whatever the wheel plane is called) can pretty much wildshape into anything. Don't abuse the awesome or gnomes will eat you in your sleep.
#4

ninto

Oct 21, 2008 15:04:28
This Druid Handbook should be of some help as you continue with your character, and should give you a good starting resource. There are also several good threads, so be sure to explore the board a bit more.

Now that I think about it, you said you're playing with Pathfinder rules. My brother started playing a pathfinder game, and he mentioned some changes made to the Barbarian. Were there extensive changes to the Druid? That might impact the advice you get here. I'm not currently familiar with Pathfinder.

Yeah in Pathfinder they tweeked everyone really, for the better. Alot of really cool abilities and such. You should check it out. You can get a free download of the Beta Handbook. The site is Paizo.com

Thank you for the info I will check it out later on as I am in a little rush. Time for class.
#5

thegodhead

Oct 21, 2008 15:10:47
Yeah in Pathfinder they tweeked everyone really, for the better.

I disagree. It's off topic here though. If you want some compelling argument PM me.
#6

muertog

Oct 21, 2008 15:26:49
Just be aware that the wildshape cheese has been greatly reduced. REALLY read through the polymorph school information, since the different levels of granted shape forms have firm limits on what features and abilities are available to the character when wild-shaped.

Personally, I like the changes. Makes taking a class 1-20 a much better prospect than before, since even the spellcasters get spiffy tricks for gaining levels. Also fixes my problem with all the "front-loading" of abilities. You can't gain spiffy cleric domain stuff without X levels of cleric. Sorcs get flavorful fluff if they stick with the class, while wiz gets a slight change over the old version. The 20th level abilities are interesting.
#7

ninto

Oct 22, 2008 11:19:58
Thank you so much for the link for the druid handbook. I have read through it and its been a really big help. I also love the PrC section.

I have another question because of that. So we are playing in Planescape setting so I was wondering since the Planar Shepherd is from the Faiths of Ebberron book, and its from the Ebberron planes would that still work for a planescape game? They wanna keep it really true to the planes and everything but i dont see why it would be a big deal. But I figured it would because since Sigil is the city of doors wouldn't that mean that there would be a door to ebberron and all of there planes? I could be totally wrong, wouldn't be the first. But that was going to be my arguement on why I could do it in planescape. But if im wrong let me know about that too. Thank you again.
#8

pithica

Oct 22, 2008 12:06:18
Planar Shepherd, as written, is Eberron Specific and specific to their planes.

However, there's no reason why the 'Greensinger Initiate' feat couldn't be changed to 'Sensate Initiate', and be played as an offshoot for sensate druids that protect the Beast Lands. Flavor wise, the two match up somewhat.

I'd allow it as a DM for a player I knew wouldn't be a complete cheesemonger with Wildshape.
#9

ninto

Oct 22, 2008 13:20:56
Well as for the DM letting me do the switch im not so sure. He is more of a, "If its not in the books, Im not going to allow it kinda guy"
#10

yawar

Oct 22, 2008 15:36:28
Isn´t forbiden by law in sygil to have animal wanedering in the street? Even if it is your special mount or animal companion? And isn´t half your spelllist obsolete inside a city without plants or animals?

Humbly yours,
Yawar
#11

pithica

Oct 22, 2008 15:53:17
Well as for the DM letting me do the switch im not so sure. He is more of a, "If its not in the books, Im not going to allow it kinda guy"

Then just take the Greensinger Initiate feat as is and see if he notices. DM's not willing to make perfectly legitimate 'flavor' changes that don't affect mechanics to suit their campaigns are just lazy.

Isn´t forbiden by law in sygil to have animal wanedering in the street? Even if it is your special mount or animal companion? And isn´t half your spelllist obsolete inside a city without plants or animals?

I don't know about the laws of sigil, but I do know that druids can be quite effective in cities, even major ones. There are plenty of plants and animals around, if you felt you needed them, and there are a lot of druid spells that have nothing to do with either.
#12

muertog

Oct 22, 2008 15:58:21
Alternate druid class features (Taken from here: http://forums.gleemax.com/wotc_archive/index.php/t-906113)

Druid
Druidic Avenger (UA, p 51): no animal companion or spontaneous casting, penalty to wild empathy. Gain fast movement and rage.

Deadly Hunter (UA, p 58): Gain bonus to AC when unarmored and fast movement (as monk). Gain favored enemy, track, and swift tracker as a ranger. Lose armor and shield proficiency and wild shape.

Half-Orc Druid Substitution Level (RD, 159): d10 hitdice, add intimidation as class skill.
1st level: Tough Animal Companion (companion gains toughness)
4th level: Bully Animal (use Str instead of Cha for wild empathy), lose resist nature's lure
6th level: Augmented Nature's Allies (+4 Str/Con on SNA's), lose one wildshape/day

Goliath Druid Substitution Levels (RS, p 151)
1st level: Elemental Bond (better earth summons, can't summon other elements)
6th level: Earth Companion (animal companion gains earth-type and some stat changes
12th level: Earth Wild Shape (change into an earth elemental instead of plant)

Halfling Druid Substitution Levels (RW, p 157) add climb, jump, move silently, and hide to skill list (6 skills points per level)
1st level: Spontaneous Casting (Special list of spontaneous spells), Enhanced Link (bonus to ride animal companion)
5th level: Undersized Wildshape (wildshape limited to smaller forms, usable more times per day)
13th level: Camouflage ability, lose thousand faces

Elemental Companion (CM, p 33): Gain an Elemental as a companion instead of an animal.

Spontaneous Rejuvenation (PHB 2, p 39): Lose spontaneous SNA spells. Gain the ability to sacrifice spells to give allies fast healing.

Shapeshifter (PHB 2, p 39): Lose wildshape. Gain the ability to change into several forms, with set bonuses, at will.

Dragon Aspect (DrM, p 11): You don't gain wildshape. Instead take on various aspects of dragons.

Phynxkin Companion (DrM, p 13): Gain a phynxkin instead of your normal animal companion.

Root Walker (DS, p 9): Lose woodland stride, resist nature's lure, and wild empathy. Gain wild empathy towards vermin, move over earth, stone, and rock debris and +4 bonus on saving throws against spell like abilities of abberations.

City-Shape (CS, web): Smaller wild shapes, but gain the ability to change into vermin.

City-Soul (CS, web): Lose the ability to wild shape into an elemental, turn into animated objects instead.

Crowd-Walker (CS, web): Exchange woodland stride for the ability to move in crowds more easily.

Go to Ground (CS, web): Lose trackless step, gain the ability to hide from Urban Tracking.

Iron Constitution (CS, web): Lose resist nature's lure. Gain the strong stomach feat, and +2 bonus to saves against disease.

Urban Companion (CS, web): Instead of a normal animal companion, instead gain something similar to a familiar.

Urban Sense (CS, web): Lose nature's sense, gain a +2 bonus to sense motive and knowledge: local checks.

Voice of the City (CS, web): Lose wild empathy to gain the ability to communicate with people who speak languages you do not know.

Planar Druid (PlH, p 31): gain knowledge: the planes as class skill
4th level: Resist Planar Might (+2 bonus to saves to resist spell-like abilities of outsiders), lose resist nature's lure
9th level: Planar Tolerance (become attuned to planes), lose venom immunity
13th level: Counter Summoning (counter summon monster spells), lose thousand faces

Shifter Druid Substitution Levels (RE, p 126): add balance, climb, and jump to class skills
1st level: Beast Spirit (grants powers and abilities as level increase), replaces animal companion
4th level: Reckless Nature (+2 initiative checks and reflex saves, -2 to will saves), replaces resist nature's lure
5th level: Wild Shifting (can use racial shifting an extra time per day, and add wisdom bonus to duration. At 8th level claws are treated as one size larger, at 15th level they are treated as two sizes larger. Gain additional uses each time you would gain more uses of wildshape.), replaces normal wildshape ability. At 16th level, gain the ability to change into an elemental as normal.