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| #1VaDaunJan 26, 2015 19:23:54 | So I will be doing a new campaign and I would like some tips. The setting is going to be in the underdark. I have decided to be the groups healer because no one else wanted to do it and I didn't think it would be a good idea to travel the underdark without a healer. We will be meeting once a week and going till about June when I move, and our starting level is 6. We curently have a Boomstick and a skillmonkey for sure. I would like to be a Dream Dwarf Druid form the races of stone because they seemed really cool and being able to change forms and have a pet is awesome. We are playing 3.5 and the Dm is allowing anything but is going put us against stuff depending on our characters, so broken characters=broken monsters. So that being said I would like to stay away from online, homebrew, and dragon magazines. This is only my 3rd campaign I have never been past lvl 6 and i have played mostly melee classes, and the Dm is going to be very strict on roleplaying which is a first for me. I rolled the following stats 18 17 14 13 12 11
Tips on how to build a rock loving peaceful druid healer that can take a hit and hold his own in melee would be appreciated. Also any tips on how to roleplay said druid would be nice too. |
| #2RPGBGJan 27, 2015 5:32:27 | Well, there are few things that you should have in mind.
1) Healing in combat is a loosing battle. Killing or controlling enemies prevents much more damage than you can heal. Healing is something that is done out of combat. With wands of lowest level regeneration or healing spells. If you don't have access to them - summon an unicorn (you will get access to that next level). 5d8+20 over the course of 4 rounds is much better use for a lvl 4 slot than 3d8+7 that a cure serious wounds can do in one round. Not to mention that you get another body on the field, magic circle against evil and a neutralise poison as a bonus. Having in mind that you are in the underdark - that neutralise can come in handy (but still its better idea to find more permanent solution if poison is often present).
2) The druid and his animal companion are a solid melee option (more solid than the classic options before Tome of Battle) especially with good wild shape and companion choices plus few buff spells. In this regard the Natural Spell feat is a must since it allows you to cast while rending faces. Initiate of Nature is another feat you can consider. Nothing like stealing your enemies' spider pets. Assume Supernatural Ability is just broken with enough research. If you are not interested in breaking it - it is solid and flavourful when combined with Aberrant Wildshape feat. Also thematic for the underdark. Have in mind that if your DM is keeping close eye on roleplaying - finding an aberrant form with awesome ability in Monster Manual XIX and dropping it in the middle of the fight will not make good impression. Assume only the forms of creatures that you have seen, researched or otherwise become familiar with in game. It's good to discuss even the normal forms with your DM... you are lvl 6 Druid so you can safely assume familiarity with all animals native to your region and places you have visit, but some DMs get offended from a desert druid turning into Shark or Polar Bear just like that. If you are interested in a specific exotic shape - provide explanation in your backstory.
3) Summoning is a strong aspect of the druids, so consider using some feats to make it even stronger. Augment Summoning, Imbued Summoning (with venomfire and magic fang) and Ashbound or Greenbound summoning is probably enough. Have in mind that your Greenbound summons can't be affected by spells that only affect animals so most of your buffs are out, but the Greenbound template more than makes up for it and you can still buff them with venomfire or magic fang. At lvl six the doubled duration of the Ashbound summons will also be nice if your encounters last that much.
4) Fleshraker Dinosaur is great animal companion. Metamagic Rod of Quicken is expensive but very useful if you don't want to focus on equipment optimisation too much. Wilding Clasps are very attractive options. Check if your DM thinks that Monk's Belt give you Wisdom modifier +1 to AC. If he does - get one.
That's it - you will be able to contribute very well in every area without being totally broken. Don't be totally broken. If you must be totally broken - google Planar Shepard.
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| #3Andarious-RosethornJan 27, 2015 7:31:59 | And furthermore, regarding healing in combat, etc. If you want to keep the concept in tact, consider making a druid that uses non-lethal tactics and spells. Get an animal companion that grapples well (a Heavy Horse at 1, or Ape at 4 for example), cast spells that don't deal damage but take all the fight out of your oponont. Area control spells like Entangle and Obscuring Mist or debuffs like Faerie Fire. Other options include utility spells Stone Shape to change the battlefield. You can still have the healing spells available either with unprepared slots that you can prepare as needed throughout the day, by using magic items (scrolls or wands) or via Summon Nature's Ally IV eventually to call a Unicorn.
And yes, a horse grappling is a realy funny image but RAW they can, so I guess it would be like sitting on someone? |
| #4Slagger_the_ChuulJan 27, 2015 7:39:59 | One option that would particularly suit a rock-loving druid living underground would be the Elemental Companion alternative class feature from pages 33-34 of Complete Mage. With this alternative class feature, you lose the regular animal companion and wild empathy, but get an elemental companion of a chosen element instead (which grows in size as you advanced in level). Apart from matching your flavour, its earth glide ability is especially useful if you spend most of your time underground. |
| #5Tempest_StormwindJan 27, 2015 10:04:01 | Just a minor aside: The way you posted this destroys the style sheeting for the mobile site, and causes problems for the main one (note how it adds returns in the middle of words?). If you're going to be writing this up in a word processor then pasting it in, please use the Paste From Word button rather than the regular paste command.
I just wanted to second Slagger's suggestion for the elemental companion, and really emphasize that "healer" is not a necessary combat role. Read Andarious' link if you haven't already; it might surprise you. |