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| #1Dictum_MortuumApr 28, 2008 17:36:23 | I've been reading the CO boards for quite some time now and was lurking for a bit before i create an account. In all those years, i think that the most common threads are those asking for help on druids. Well, i realized after searching the handy links that we haven't yet an official druid build! I mean, there is a general skeleton floating around, but rarely anyone elaborates on feat selection, spells, wild shape forms, what to do pre-wild shape, equipment etc. So post your builds CO druid fans! Please provide detailed information on as many aspects of the character as you can. I'll try to compile the information into a general build, so that people can read this thread and get quick tips on the druid. First of all check the latest handbook and the spells for the optimized druid threads! This is pretty straightforward. You need two things: constitution and wisdom. Unfortunately races that give bonuses to those attributes are quite rare. The following are the best druid races, according to the books you are using: Core:
Free For All:
Class Skills:
Cross Class Skills:
Skill Tricks:
The feats druids need can be broken down to three categories: summoning, casting and wild shaping. The newest druid's handbook has detailed information about all of them. I'll just note here the most important feats:
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| #2Dictum_MortuumApr 28, 2008 17:36:45 | reserved. |
| #3moodyApr 28, 2008 17:57:40 | Here's my Druid stats that I'm using now in a campaign. Lvl: 5 Human Druid Stats (Rolled 4d6) Str: 9 Dex: 13 Con: 14 Int: 12 Wis: 19 Cha: 11 Notable Equipment: Armor of the Fallen Leaves (MiC): DM is really generous. Animated Heavy Wooden Shield: Ioun Stone: +1 AC Insight Feats: Improved Unarmed Strike Improved Grapple- (I love being an unstoppable grapple machine when I get to lvl 8) Companion Spellbond (phb 2) Really useful, extends share spells ability to 30 short range Animal Companion: Ape Choose the ape because dinosaurs aren't around in the DMs world and I think Fleshraker is overpowdered.(sic) Ape if fine. So far before I got wild shape I would just heal, buff, entangle, and shoot things with Produce Flame. Here are my stats when I change into a Dire Hawk (MMII) Wild shaped Dire Hawk lvl 5 Druid Hp: 5d8 +10 AC: 29 (+6 Dex, +3 Nat, +6 Armor, +3 Shield, +1 Insight) Bab: +3 Attacks: 2 Claws +4 (1d4+1), Bite -1(1d6) Ranged: +9 (Produce Flame (1d6+5) Str: 12 Dex: 22 |
| #4ninjarabbitApr 28, 2008 18:55:47 | One feat i've always liked for a wildshaped-focused druid is improved trip. For starters it's a touch AC attack so it helps offset the druid's medium BAB. Second it can be used in any form so you can do trip attacks for animals who might not normally do so, like a bear. It is even a decent feat when not wild shaped like during early levels. Third is that combat expertise isn't a bad feat for a druid given how most wildshape forms only have so-so to poor AC. Finally unlike most warriors, a druid can use improved trip effectively at higher levels as his wildshape forms get bigger and bigger. |
| #522_Over_7Apr 28, 2008 18:59:52 | I've been reading the CO boards for quite some time now and was lurking for a bit before i create an account. In all those years, i think that the most common threads are those asking for help on druids. I call that thread the Handbook. |
| #6Dictum_MortuumApr 29, 2008 3:38:22 | I call that thread the Handbook. No, this isn't a replacement of the handbook. Check the latest handbook, there are a lot of suggested races, feats, spells, etc, but no builds. This is just a compilation of quick tips and tricks (that is, a lot smaller than a handbook), so that a player can create his druid easily. |
| #7xoraxxApr 29, 2008 3:40:36 | Here is the skeleton I usually use for (summoning) Druids: Human/ Shifter/ Anthromorphic Bat Druid 20 1 Extend Spell 1 Spell Focus (Conjuration) 3 Augment Summoning 6 Natural Spell 9 *Free* (Augment Elemental) 12 *Free* (Rashemei Elemental Summoning) 15 *Free* (Ashbound) 18 *Free* (Greebound) |
| #8progresslevel9Apr 29, 2008 5:27:46 | Here's my Druid stats that I'm using now in a campaign. for an absolutely boss aerial/combat form, one should take a good look at the Dire Eagle (Races of Stone) Nat is +5, Dex is 18, so your AC will be pretty much the same. Attack line up is 2 talons at 1d8, and a bite which is also at 1d8, str is 20! Also, flyby attack as a feat. of special note is the fact that it's size large, and does give you reach! However, this delays use until 8th lvl, making it basically an upgrade, rather than a better option. About the only downside it has to a dire hawk is 60ft fly instead of 80, and +4 rather than +6 init. They also make super animal companions! By the RoS text (rather than that in the PHBII), a druid can have one at 4th level, at level -3. with ECS, a 7th level druid could debateably have a Horrid Dire Eagle at level -6! Nice to have a pet that can dish out 8-10d6+20 damage a turn when Growth'd. |
| #9SenevriApr 29, 2008 7:14:10 | Xoraxx has it, pretty much. The grapple line after 6th and maybe improved natural attack on Bite or somesuch might not be bad - or Hover... What about spell selection? |
| #10hasdrubalApr 29, 2008 8:05:17 | Interesting project. I'd be much in favor of a detailed strategy to build an effective druid at low levels. I'm playing in Living Greyhawk, so they're plenty of opportunities to die, not ot mention you're a jeopardy for your own party if you can't contribute effectively... which is kind of the essence of the low level druids from what I've seen here ("sorry dudes, I can't yet wild shape, I'm useless now") |
| #11hogarthApr 29, 2008 8:07:59 | No, this isn't a replacement of the handbook. Check the latest handbook, there are a lot of suggested races, feats, spells, etc, but no builds. This is just a compilation of quick tips and tricks (that is, a lot smaller than a handbook), so that a player can create his druid easily. I like the idea of having a thread to point to when someone asks "What's a good [druid/cleric/wizard/etc.] build?". But the problem is that 75% (say) of a druid's effectiveness comes from which particular spells, wild shapes, and animal companion he selects, and 25% is from what feats, race, skills, etc. he chooses. So a build by itself doesn't really say much. Here's my build: Forest gnome druid Feats: SF: Conj, Augmented Summoning, Sudden Widen, Energy Subst (Elec), Born of the Three Thunders, 3 more |
| #12Chaos_RedefinedApr 29, 2008 16:38:51 | hogarth: your build lacks a very important feat: natural spell xoraxx: ashbound and greenbound are both available a lot earlier, and are a lot more useful than some of the other low level feats. Core druid: 1) SF(Conj) 1) Augment Summoning 3) Improved Init 6) Natural Spell 9) Extend Spell 12) Quicken Spell 15) *free* 18) *free* There are plenty of good core spells that can own encounters ranging from the low-level Entangle to the mid-level Control Wind and the high-level Shapechange. Although I will admit that I get more mileage of the Spell Compendium than any other non-core book when playing a druid. I am aware that better feats are available outside of core. But this build is for people restricted to core-only. |
| #13dawnmorApr 29, 2008 18:34:34 | I was just thinking of perhaps a.......Swordsage 2/Druid 5/XXX/XXX, grab full spellcasting and youll get boosts to your attacks, Wis to AC. Unless you take the SIMPLE DRUID from UA then drop Swordsage for full spellcasting progression. Or a Druid 5/Primeval 10/XXX :P. |
| #14SenevriApr 29, 2008 19:13:06 | dawnmor, those really aren't the druids we're looking for. Still no spell suggestions? I've never played a druid... 1st: Magic Fang, Shillelagh, Obscuring mist, I guess. Entangle if in wilderness. 2nd: Barkskin & Buffs. Tree Shape = safe sleeping. 3rd: GMF, Sleet Storm, Stone Shape. Imminent Nat. Spell. 4th: Dispel, FoM, Flame Strike or Ice Storm, although Direct Damage isn't relevant for many more levels. no Dispel if Wiz in party. Air Walk for party buff, maybe? 5th: Animal Growth! Awaken! Death Ward, Stone Skin, Tree Stride, Commune With Nature ( awesome ). Lv 9 is druid hitting jackpot, spell-wise, it seems. 6th: Meh. Find The Path. Wall of Stone is good, though. SNA 6 is okay. 7th: Heal, True Seeing. 8th: Reverse Gravity, Animal Shapes, Finger of Death, Word of Recall. 9th: Shapechange, Foresight. This in SRD, though. |
| #15songnsilenceApr 29, 2008 19:21:02 | I like the idea of having a thread to point to when someone asks "What's a good [druid/cleric/wizard/etc.] build?". Illumian Cloistered Cleric1/Wizard1/Druid8/Arcane Hierophant10 Feats: DMM: Persistent+requirements, Natural Spell, Abberant WS, [Knowledge Devotion], Improved Sigil: Krau.
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| #16dawnmorApr 30, 2008 0:21:00 | dawnmor, those really aren't the druids we're looking for. Dictuum wasnt specific. If he was then I would have come up with something more specific. So the Fault is you guys not mine. |
| #17xoraxxApr 30, 2008 3:12:24 | xoraxx: ashbound and greenbound are both available a lot earlier, and are a lot more useful than some of the other low level feats. Well those feats slots are basically free, so you can switch around, I just put them there because I really like them :P, but yeah you could switch Extend spell With Ashbound/greenbound or take flaws to get them earlier. I just put Extend first because there are a lot of good Druid buffs out there to extend (Shapechange and the Bite of the... spells being just a few of these). |
| #18Dictum_MortuumApr 30, 2008 3:28:13 | Extend at 1st level is kinda stupid :P it's only useful after 3rd level. |
| #19xoraxxApr 30, 2008 3:38:48 | Extend at 1st level is kinda stupid :P it's only useful after 3rd level. True, I said it was swappable, but Augment and Greenbound are useless at level 1 aswell (With summons lasting 1 round and all), so its just a matter of prefference I guess. |
| #20hogarthApr 30, 2008 6:11:23 | hogarth: your build lacks a very important feat: natural spell. I don't really care for the aesthetics of looking like a bear all day. YMMV. |
| #21banorApr 30, 2008 21:03:48 | Bear is fine small Bird flying over the battle field is awsome |
| #22stageverwildeMay 01, 2008 1:52:09 | IMHO at low level druid = divine spell casting mage. Entangle + any ranged attack will allow you to be a force to be recognised. When I play low level druids thats how I play. Longstrider is awsome when your out of luck and running for your life, and if you don't need it you can always use Call natures ally instead. Now, since the biggest danger zone is the first 4-5 lvls so that when you ACTUALLY need to be exedingly careful on how you play and fight. The only thing that you should need to worry about is tactics and spell selection. The tactic's are simple: 1. Don't get in melee 2. If things get bad, run/hide. 3. Attack from range (i.e. cast spells, thowing a spear, ect...). Here is a quick list of the spells that I would choose for a generic druid build. 1st lvl Entangle Produce Flame Cure Light Wounds Longstrider Pass without Trace Summon Nature’s Ally I 2nd lvl Barkskin Bear’s Endurance Bull’s Strength Cat’s Grace Soften Earth and Stone Gust of Wind Owl’s Wisdom Restoration, Lesser Spider Climb Summon Nature’s Ally II 3rd lvl Call Lightning Cure Moderate Wounds Daylight Poison Water Breathing Summon Nature’s Ally III 4th lvl Cure Serious Wounds Dispel Magic Flame Strike Ice Storm Freedom of Movement Summon Nature’s Ally IV 5th lvl Baleful Polymorph Call Lightning Storm Control Winds Cure Critical Wounds Transmute Mud to Rock Transmute Rock to Mud Tree Stride Summon Nature’s Ally V 6th lvl Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Owl’s Wisdom, Mass Cure Light Wounds, Mass Dispel Magic, Greater Summon Nature’s Ally VI 7th lvl Changestaff Control Weather Cure Moderate Wounds, Mass Fire Storm Heal Transmute Metal to Wood True Seeing Wind Walk Summon Nature’s Ally VII 8th lvl Cure Serious Wounds, Mass Earthquake Finger of Death Repel Metal or Stone Reverse Gravity Sunburst Whirlwind Summon Nature’s Ally VIII 9th lvl Cure Critical Wounds, Mass Elemental Swarm Regenerate Shambler Storm of Vengeance Summon Nature’s Ally IX Now this is just skimming the SRD for multi function spells. there are prolly a few that I missed and/or a few that don't work as well as they sound like they would but that can get picked thru as the thread moves on. |
| #23Chaos_RedefinedMay 01, 2008 5:41:48 | I don't really care for the aesthetics of looking like a bear all day. YMMV. You don't need to look like a bear all day long to benefit from natural spell. You can buff yourself up/heal without shifting back to human form. You can switch between spellcasting and melee-ing with no thought whatsoever. You only need look like a bear while in combat. Which, generally speaking, is when you want to look like a bear. On a slightly different topic, what are people's general viewpoints of the druid's role in the party? Do people focus on melee, summoning, battlefield control, blasting, something else, combination of the above, etc...? |
| #24tshernMay 01, 2008 5:47:02 | On a slightly different topic, what are people's general viewpoints of the druid's role in the party? Do people focus on melee, summoning, battlefield control, blasting, something else, combination of the above, etc...? I prefer melee+BFC. However, occasionally I love pulling out Fire seeds for massive damage. |
| #25hogarthMay 01, 2008 7:40:27 | Bear is fine small Bird flying over the battle field is awsome I agree that flying is great; I like to use a dire bat/hawk/eagle for an animal companion. If you want to, throw Natural Spell into the build I suggested; it can't hurt! But I'm "just not that into" Wild Shape. I prefer summoning & casting in battle. |
| #26Dictum_MortuumMay 01, 2008 8:27:14 | You don't have to use wild shape to kill people. You can get a high-AC flying form and use it to cast from safety. |
| #27awaken_D_M_golemMay 06, 2008 16:29:40 | Core druid: I'm curious as to which is better: Leadership or Natural Spell ?? Semi-gestalting the best class with itself, or getting another Summoner Druid, just not quite as good yet ?? For most other classes, Leadership is the choice at 6th level, but Druid ... |
| #28tshernMay 06, 2008 17:13:26 | Leadership is better per se. To save the DM from a huge amount of work, I'd take Natural spell first, then Leadership and actually RP acquiring the cohort and whatnot. |
| #29Chaos_RedefinedMay 07, 2008 3:34:40 | I will point out that my build was straight off the top of my head. Leadership didn't even enter my mind, partially to most sane DM's banning it with words like "I'm making a campaign. Usual rules apply." |
| #30awaken_D_M_golemMay 07, 2008 16:58:28 | "off the top" Yeah, Leadership doesn't usually show up for exactly the reasons above. But that's the power of the Druid, that there would even be a question. What build wouldn't have Leadership, and Druid raises it's hand. I've done a few Psiotheurgist builds (Dr #349) that take Metamorphic Transfer at level 6, and finish a psi-recharge set-up at level 9, putting off Leadership to *gasp* 12th level. And even then it's shaky. Is this : Druid For "Dummies" ?? Or the Final Answer: Druid ?? |
| #31zillahMay 07, 2008 19:21:15 | my build was a melee druid build with VOP. human. First level sacred vow+VOP take your slew of exhaulted feats. important ones are intuitive attack(just in case) exhaulted wildshape(gotta have this) and whatever others you feel like. alertness, toughness. 5 druid/5warshaper/10 MoMF. your level of what you can wildshape into is limited to 15th. you get +8+6+4+2 to your stats. I would do +8 to con, +6 to STR +4 wis +2 int. you can change forms as many times as you want 24/7/365 not using wildshaping abilities. wildshaped for 15 hours per use. immune to crits, fast healing, extra reach, extra dice damage. MoMF gives you sick abilities. War troll with a STR of 31+4=35. VOP abilities give +6 str and it is an EX ability. so you keep it(if i am wrong please let me know) str of 41. or cave troll with rend/rake/pounce. regeneration with EX abilities through MOMF makes this pretty cool. the correct way to level this is druid 5/MoMF 3/Warshaper 5/MoMF7. combat expertise/imp sunder/imp trip or power attack/shock trooper/leap attack variants. |
| #32Chaos_RedefinedMay 08, 2008 4:55:55 | MoMF gives you sick abilities, in comparison to fighter 20. However, in comparison to Druid 20, it is rather weak. |
| #33shriekingdrakeJul 06, 2008 16:51:26 | Thank you for this excellent thread. |
| #34eldarielJul 07, 2008 8:43:05 | I feel you should add the following races: Free For All Water Halfling: +2 Con, +2 Dex, -2 Str - natural Swim-speed (saving your wildshapes on that part). If you need to start, this is the race you want with their bonus to thrown weapons, kickass attack bonus (+2 Dex, +1 size, +1 racial), and +2 Con for the longterm game with a hit to dumpstat. Very good if you need to stay in Humanoid Form for extended periods of time. Also, Dragonborn version would have +4 Con for -2 Str. Strongheart Halfling: Human (feat), but instead of the extra skills (which are great), you get small size, +2 Dex (so much better early game before Wildshape) and miscellaneous bonuses. Dragonborn Lesser Aasimar: Thanks to their type change, Lesser Planetouched qualify for Dragonborn. This is +2 Wis, +2 Cha, +2 Con, -2 Dex form. Also, Dreamsight Shifters are a solid race (+2 Wis when Shifting) and qualify for Moonspeaker. Then all naturally telepathic races are good for when you get Wildshape. |
| #35jha85Jul 07, 2008 8:48:48 | A build I made for about a year back. With a little help from the people on this board ![]() Adax the Human druid, level 10. And Dax. His animal companion, a smilodon. (Book: Frostburn, Page 118) |
| #36bayarJul 14, 2008 13:29:05 | Another Free for All: Jermlaine: -6 Str +6 Dex -2 Con -2 Int +6 Wis -6 Cha, tiny, fey. Yeah, if the DM is so stupid to allow anything from MM2, go for it. The thought of a tiny creature wild shaping into a large polar bear is too funny. |
| #37shriekingdrakeAug 02, 2008 16:14:55 | Since this is a quickstart thread, I'd recommend that we think about what the starting equipment might be. Once we settle on some good equipment, perhaps the OP will add it to the first post. Thanks again, DM, for a great thread. ShriekingDrake |
| #38iconoplastAug 03, 2008 0:35:07 | Starting Gold: 50 Hide Armor: 15 Scimitar: 15 Heavy Wooden Shield: 7 ... What else for the last 13? War Trained Riding Dog, lv. 1 Companion: HD:3d8 + 12 BAB: +2 Atk: Bite +5 1d6+6, AC 16, Speed 50, Alertness, Track, Trip (As Wolf). 1 Free Feat (Power Attack? Combat Reflexes?), S 18, D 15, C 18, I 2, W 14, C 6. At first level, if you just memorize Enrage Animal twice, you're bringing as much or more to the table than a level 1 barbarian. |
| #39shriekingdrakeAug 24, 2008 22:09:39 | DM: I'd also recommend putting a note about Vow of Poverty, which is quite good for druids, as they're quite equipment independent. Also, consider mentioning the Summon Elemental Reserve Feat. -- ShriekingDrake |
| #40Dictum_MortuumAug 25, 2008 5:23:09 | DM: I'd also recommend putting a note about Vow of Poverty, which is quite good for druids, as they're quite equipment independent. Also, consider mentioning the Summon Elemental Reserve Feat. -- ShriekingDrake Summon elemental is a nice idea, but i will never ever suggest vow of poverty. I don't consider it even close to optimized (in general - not only for druids). |
| #41shriekingdrakeAug 25, 2008 18:57:14 | Summon elemental is a nice idea, but i will never ever suggest vow of poverty. I don't consider it even close to optimized (in general - not only for druids). Excellent point. VoP is all flavor with a few bennies, but given all the great magic items out there, I was out in left field. -- ShriekingDrake :D |
| #42woodenbandmanAug 31, 2008 20:42:41 | I'm playing an Aasimar Druid8 right now. It's a pretty sweet deal, having proficiency with all Martial weapons as well as the bonuses to stats. I'm one level away from Exalted Wild Shape, which means that by level 20 I'll be wildshaping into a Celestial Dire Polar Bear with a Mouthblade Greatsword. I've nearly got enough money to enchant my Darkleaf Fullplate into +1 Wild Darkleaf fullplate, which means that with just one spell I'll be able to run around in a form with 59 strength and power attack, for attacks at a +24 with damage equal to 3d6+76 (If I full power attack.) Overall, not too bad, really. Not to mention that I get 3 of those per round. I'm thinking of going into Nature's Warrior, although then I'd lose shapechange if I went in more than 3 levels. I'm strongly considering dying and (hopefully) coming back as a human or something else so that I can keep those lovely bonuses and lose that awful level adjustment. |
| #43deckinhandSep 27, 2008 19:29:16 | Since this is a quickstart thread, I'd recommend that we think about what the starting equipment might be. Once we settle on some good equipment, perhaps the OP will add it to the first post. Isn't there an "Standard Dungeon Equipment" thread somewhere? Deckinhand |
| #44phoenix00Sep 27, 2008 22:09:47 | I'm playing an Aasimar Druid8 right now. It's a pretty sweet deal, having proficiency with all Martial weapons as well as the bonuses to stats. How are you getting 59 strength instead of 39 strength and a +6 item? |
| #45cruSep 29, 2008 4:48:36 | War Trained Riding Dog, lv. 1 Companion: What am I missing? The Riding Dog entry in srd (http://www.d20srd.org/srd/monsters/dogRiding.htm) says the dog has 2 HD, 40ft. speed, and different stats (e.g. 15 Str). The PHB p.36 says to use the base statistics given in the Monster's Manual. And that the companion gains first bonus HD on level 3. |
| #46innabinderSep 29, 2008 9:03:15 | Human Druid 'Skeleton build' – presumes no other divine caster STR 11 DEX 8 CON 14 INT 8 WIS 17 CHA 14 (WIS>CON=CHA>STR>DEX>/ = INT) Druid 1. Spell Focus (Conjuration), Track; Goodberry, Entangle, Faerie Fire Druid 2. Shillelagh Druid 3. Augment Summoning; Barkskin, Summon Swarm Druid 4. Boost WIS; Bull's Strength or Resist Energy Druid 5. Stone Shape, Greater Magic Fang Druid 6. Natural Spell; Spike Growth or Protection From Energy (do not duplicate Druid 4 choice) Druid 7. Dispel Magic, Ice Storm Druid 8. Boost WIS; Air Walk (cast on the poor BSF – you've got Wildshape or a flying mount) Druid 9. Extend Spell; Animal Growth Druid 10. Baleful Polymorph Druid 11. Mass Bear's Endurance Druid 12. Empower Spell; Boost WIS; Transport via Plants Druid 13. Heal Druid 14. Changestaff Druid 15. Silent Spell; Finger of Death Druid 16. Boost WIS; Sunburst or Animal Shapes Druid 17. Shapechange Druid 18. Still Spell; Elemental Swarm Druid 19. Shambler Druid 20. Boost WIS; Storm of Vengeance Buy and use Lesser Vigor/Vigor and Lesser Restoration/Restoration potions and wands. I personally prefer Charger-type Animal Companions like the various big cats, as they can regularly go first, maul someone, and make the NPCs react to them. |
| #47shriekingdrakeOct 19, 2008 20:56:23 | ![]() |
| #48grey_dragonOct 21, 2008 22:46:03 | Starting Gold: 50 I'd actually dispense with the scimitar in favor of a club. At low levels, you shouldn't be fighting in melee most of the time, and if you do need to mix it up, a Shillelagh-ed club will hit harder anyway. Use the extra cash to get barding for your dog, turning Fido into a respectable tank. (At first level, he's better in melee than you are, and roughly on par with the party fighter). |
| #49awaken_D_M_golemOct 22, 2008 18:20:28 | Question: If you were doing a Monk 1 / Druid 19 build , when do you stick in the Monk 1 ?? |
| #50innabinderOct 22, 2008 18:35:55 | Awaken DM golem, that might depend on what level you start at. It's either level 1 or level 20, generally. |
| #51Dictum_MortuumOct 23, 2008 6:23:25 | Awaken DM golem, that might depend on what level you start at. It's either level 1 or level 20, generally. Should never be level 1, because it messes your skills (unless of course you grab able learner or something like that). Level 20 is a waste, because you just can get a monk's belt. I believe that you should get it at 2nd or 4th, depending on your build and your wisdom. |
| #52deckinhandNov 26, 2008 21:05:35 | cuz this thread is soooo good. |
| #53hogarthNov 27, 2008 7:33:17 | Should never be level 1, because it messes your skills (unless of course you grab able learner or something like that). Level 20 is a waste, because you just can get a monk's belt. I believe that you should get it at 2nd or 4th, depending on your build and your wisdom. I would even wait until after 5th level. You don't really need the Wis to AC before you start using wild shape + natural spell. Before that you can wear armor. |
| #54krosangardenerDec 20, 2008 17:23:34 | Reincarnate is an incredibly fun spell. O no! The Barbarian died! Will he come back as a Lizardfolk or a gnome? |
| #55tytalusFeb 13, 2009 7:57:55 | Augment Summoning: +4 bonus to strength and dexterity is a good bonus, but the problem is that it requires a useless feat, spell focus (conjuration). Luckily for us, there are ways around that (like initiate of malar or the 7th half-orc substitution level). Augment Summoning gives +4 STR and CON, not DEX. Dragon Wild Shape: Another great feat, a must have at level 12. You get all supernatural and extraordinary abilities of the dragon you wild shape into. Note that dragons normally speak and can cast spells, so you probably don't need natural spell, but i need input in this one. It's clearly RAI that a druid can cast when wildshaping into a form capable of speech. Sadly, the RAW is not crystal-clear: "A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)". However, even if it's ok, there's another reason to consider Natural Spell: access to material components and focuses, which is otherwise hardly possible while wildshaped. It's basically Eschew Materials++: "You can also use any material components or focuses you possess, even if such items are melded within your current form." |
| #56shriekingdrakeMar 08, 2009 11:39:03 | For what it's worth my take is, assuming two flaws . . . 1: Spell Focus Conjuration; Augment Summoning (flaw); Ashbound (Flaw) 3: Greenbound Summoning 6: Natural Spell 9: Extend Spell 12: Dragon Wild Shape 15: Elemental Summoning (Reserve Feat) 18: Initiate of Nature If you get a bonus feat at first level for being human, etc., I'd bump Greenbound Summoning to 1st and take Extend Spell at 3rd, Initiate of Nature at 9th, and Quicken Spell at 18th. --ShriekingDrake |
| #57the_admiralMar 23, 2009 8:43:30 | How come none of these druid threads mention anything about equipment? People keep saying that taking VoP is a bad idea, but never elaborate beyond that. Why is it a bad idea? Unless your DM allows you to pick and choose custom-made all-in-one items with Wildling Clasps (which seem to work only on amulet- and vest-slot items, and make you look relatively stupid, for those who care about this sort of thing), VoP seems like a nice way for a druid to deal with the wild shape errata, not to mention avoid the gear-related headaches added on top of an already complicated class. Giving up two feats for it is crazy, I agree (mostly because 10 out of the 11 exalted ones you get are more or less useless), but it's still a decent choice for people who aren't familiar with all the intricacies of wealth optimization (especially if flaws are allowed). |
| #58Dictum_MortuumMar 23, 2009 10:57:51 | How come none of these druid threads mention anything about equipment? Sigh. You can duplicate nearly all of the abilities granted from vow of poverty and still have money to spent for wands and metamagic rods. Even using the DMG, the equipment selection is pretty straight: animated shield, dragonhide full plate, druid's vestments, etc. Can't really go wrong :p |
| #59the_admiralMar 23, 2009 12:23:08 | Sigh. Agreed. What I was trying to say is that these choices are not really obvious, especially for novice players. Or at least, not more so than the choice of feats, or the choice of gear for any of the other classes (and I've seen equipment sections for quite a few of them). It just struck me as something that should be addressed, at least in passing. ![]() |
| #60droppedbutnotbrokenMar 27, 2009 11:03:46 | I for one would applaud the idea of adding an equipment (magic and non-magic) section to this excellent thread.![]() ![]() ![]() |
| #61snorkasaurousMay 10, 2009 21:43:52 | ![]() |
| #62sofawallMay 10, 2009 22:07:30 | Someone likes Druids. |
| #63risnerMay 10, 2009 22:49:30 | I didn't see it here, but I like this trick: Aberrant Wild Shape (2nd feat in chain) + Natural Spell and wild shape into a Will O Wisp after casting SC's Enhanced Wild Shape. Small Insane touch AC Darkvision Immune to Magic Free Action invis Fly 50 perfect |
| #64ymuckluckAug 03, 2009 13:07:12 | My girlfriend wants to play a drow (go figure) druid. We are playing without flaws and with LA buyoff. We decided to go with the following. (books allowed: core, complete, eberron) 1) Improved Unarmed Strike 3) Powerful Charge (ECS) 6) Wild Spell 9) Lions Pounce (CD) 12) Improved Grapple 15) Multi-Attack 18) improved multi-attack Eberron you can use an action point to give another use of wild shape which can be turned into a pounce attack. Action point = pounce. *****in. This is Druid 20, but she might pick up one or two levels of Warshaper. |
| #65shriekingdrakeFeb 18, 2010 11:08:02 | Preservation bump. |