Druid help

Post/Author/DateTimePost
#1

warior4356

Jul 30, 2012 1:52:19
This is 3.5 dnd

Im making a raptoran druid and i was wondering if i could get some build advice that woukd be great.
Currently ive got a 4th level raptoran druid i dont have a clue wat spells to use ill i have so far is a dire bat companion and natural spellcaster as a feat
In our party we have a figher and a cleric so im looking to cast for dmg mostly any adivce and imput would be apreciated

I do NOT want to break the game peroid
#2

alsebra

Jul 30, 2012 10:24:35
Two things:

1.  Is this your entire party?  If so, you may want to check with your DM about having another character (run by either one of the players or the DM) tag along to deal damage...

2.  What books are available to you for use?  That's probably the biggest piece of information that is missing...


Spells from the two books I know you have access to (RotW and the PHB).  There are many useful-ish spells, but the ones that deal damage either directly or indirectly (as requested):

Guidance - (PHB, 0 level) - It's not much, but it adds +1 to an attack roll, which could mean the difference between hitting and missing.

Magic Stone (PHB, 1st level) - Since we don't know what weapon you favor, this could be your opening salvo.  Three rocks each get +1 to attack and deal 1d6+1 damage.

Shillelagh (PHB, 1st level) - Your club or quarterstaff becomes a +1 weapon and deals 1d10 damage (instead of 1d6).  Short duration, though.

Summon Nature's Ally (PHB, 1st/2nd level) - The stuff you summon may not deal all that much damage themselves, but they give you more options for damage...and your enemies have more targets.  Think about summoning up wolves, though...they can trip pretty easily, thereby granting anyone next to the tripped enemy an attack of opportunity if they try to stand up.

Bull's Strength/Cat's Grace (PHB, 2nd level) - Depending on the weapon set-up, this can help you and your party dole out more damage (+2 to attacks and possibly damage).

Chill/Heat Metal (PHB, 2nd level) - Anything wearing metal would end up taking 1d4 + 2d4 +2d4 +2d4 +1d4 if the wearer fails the Will save.  Affects two targets at your level.

Flame Blade (PHB, 2nd level) - Melee touch attack (which ignores most armors) that deals 1d8+2 damage (at your level).

Flaming Sphere (PHB, 2nd level) - 2d6 damage, lasts for 4 rounds (at your level), and you can direct its movement.


Spells that I feel useful (or have made good use of in the past) in other books:

Aspect of the Wolf (Spell Compendium, 1st level) - You gain a bite attack (1d6+1, can make a free trip attack if you hit), low-light vision, 50 foot base speed, and a +2 natural armor bonus.

Claws of the Bear (SC, 1st level) - Your unarmed attacks deal 1d8 damage (plus your Strength bonus) and become natural weapons.

Crabwalk (SC, 1st level) - Instead of the normal +2 attack/-2 AC on a charge, the target gets a +4 attack/+0 to AC.

Enrage Animal (SC, 1st level) - Target animal rages like a barbarian (+4 Str, +4 Con, +2 Will, -2 AC), but isn't fatigued.

Snake's Swiftness (SC, 1st level) - Target immediately makes one attack.  For free.  Your fighter can whap something again, your animal can get another attack, your wolf can attempt another trip, etc.

Bite of the Wererat (SC, 2nd level) - +6 Dex, +2 Con, +3 natural armor, bite attack (1d4 + 1.5x your Strength bonus), Weapon Finesse.  Not terrible.

Blinding Spittle (SC, 2nd level) - -4 to a ranged touch attack, but blinds the target.

Creeping Cold (SC, 2nd level) - Deals cumulative damage over three rounds (1d6 in round one, 2d6 in round two, 3d6 in round three) and only allows one saving throw (if they make the Fort save, it halves the damage).  Slightly pricy spell (25gp for the vessel), but still.

Daggerspell Stance (SC, 2nd level) - Three benefits if you hold two daggers:
     1.  If you make a full attack, you get a +2 to attacks and damage rolls that round.
     2.  If you fight defensively, you gain SR 5 + your caster level (so SR 9)
     3.  If you take the total defense action, you gain the benefit of #2 and DR 5/magic.

Healing Sting (SC, 2nd level) - Touch deals 1d12+4 (at your level) damage, heals you of the same amount.

Kelpstrand (SC, 2nd level) - Ranged touch attack;  if you hit, you can start a grapple for free (and no AoOs).  Add your Wis bonus and your caster level instead of size and Strength bonuses.  You're not grappled if it's successful, either.  If you're within 300 feet of an ocean shore, you get a +4 to any grapple checks for the purposes of this spell.

Saltray (SC, 2nd level) - 2d6 damage (at your level, 1d6 damage/2 levels) and has a chance to stun for 1 round.

Snake's Swiftness, Mass (SC, 2nd level) - As above, but all allies within a 20-foot radius burst.  Say you give up your second spell for a Summon Nature's Ally I and get 3 wolves...that's one attack from each of them, one from your fighter, one from the cleric, and one from your animal companion.  FOR FREE.

Splinterbolt (SC, 2nd level) - Ranged attack, deals 4d6 damage, can fire up to three sprays (at level 11), 18-20 crit threat range, bypass damage reduction (counts as magic and piercing).

Winter's Embrace (SC, 2nd level) - 1d8 damage (barring a successful Fort save at the start) each round for 1 round/level.  Second failed save during that time makes the target fatigued, fourth makes them exhausted.

Heat Lightning (Advanced Player's Manual from Green Ronin Publishing, 1st level) - 5-foot radius cylinder, deals 1d6 nonlethal damage +1 per level to anything there (half on a Reflex save).  Failed saves make them dazzled for 1 round and set them on fire (dealing 1d6 damage/round until they put it out...another Reflex save at DC 15).

Icebolt (Complete Book of Eldritch Might from Sword and Sorcery by Monte Cook, 2nd level) - Ranged attack roll to deal 2d6 damage + (1d6 + 1/level cold damage);  if the ranged attack misses, calculate it as if it were a ranged touch attack;  if that hits, it deals 1d6 + 1/level cold damage.

The whole list of Mark of (element) spells (CBoEM, 3rd level) - I know you can't cast these yet, but they're great.  A target gets the following (using the second ability dispels the spell itself):
     Air - +2 Dex, can conjure up a shield of air that provides a +5 to AC for 10 rounds
     Earth - +2 Str, can throw a mass of rocks up to 100 feet + 10 feet/level that deals 5d6 damage on a successful ranged attack
     Fire - +2 Dex, can shoot a ray of flame from the hand that deals 3d6 (range as above) damage on a successful ranged touch attack
     Frost - +1 AC, can throw a spear of frost (as a shortspear, no proficiency required) to deal 1d8 damage + 2d6 cold damage
     Water - +2 Con, can shoot a blast of water (range as Earth and Fire) to deal 5d6 damage on a successful ranged attack

Bolt of Power (Relics and Rituals II from Sword and Sorcery, 2nd level) - Ranged touch attack to deal 2d8 damage, halved by a successful Reflex save.

Ricochet (R&RII, 2nd level) - Causes a projectile (arrow, sling bullet, or crossbow bolt only) to strike up to two extra targets (at your level) with successful attack rolls.
#3

warior4356

Jul 30, 2012 14:48:20
Sorry i have access to all offical books within reason also thanku for replying
Wat equipment woukd u recoment noth magic that is not cheeep
#4

Krusk

Jul 30, 2012 14:56:54

I do NOT want to break the game peroid

Probably shoulnd't play a druid. 

Wat equipment woukd u recoment noth magic that is not cheeep


What?


What are all official books within reason? How much gold does your PC have? Wilding clasps are generally good for druids, as is the item of wis +X. Outside of that druids don't need a whole lot. Maybe some nice leather armor, and some stuff to put on your bat. 

#5

warior4356

Jul 30, 2012 15:05:12
Ok thnx and he said and i quote all offical material kwith no races exceeding +1la
Also what about basic gearnwat in that. Regard would a deuid want
#6

alsebra

Jul 30, 2012 15:26:22
I assume that means all of the official books, anything on the site that isn't homebrew, and Dragon/Dungeon things.  If so, that cuts my list down somewhat (since the others weren't released under the D&D header...even though they're d20 compatible).

How much gold does your PC have?



I assume it's something on par with the basic 4th level amount.  What that is, I cannot recall :/


As for gear, warior4356, it all depends on what you want to do with the character.  If you're staying ranged, Dex-boosting items and Wis-boosting items would work fabulously (Dex for ranged attacks, Wis for spellcasting).  If you're going some odd melee route (as I was...planned to take my Druid into Reaping Mauler;  combining the constriction ability of a snake with the abilities of the Mauler was an interesting thought), bump up your Str and/or Dex and carry something nasty (probably some sort of magical staff, although I went sickle).
#7

warior4356

Jul 30, 2012 15:43:26
I was looking for a spell casting build that until i can get natural spellcaster i would exaust my spells than wild shape so im looking for items that apply in wild shape

Also the gold woulD be near 5400

Seggustions appreciated
#8

warior4356

Jul 30, 2012 17:01:03
As another point raptoran flying is useless to a druid can i get a list of other medium races that would themeaticly make a good druid also if the race travels alot that would be good
#9

awaken_D_M_golem

Jul 30, 2012 18:47:44
Quickstart Druid guide:
community.wizards.com/go/thread/view/758...

Druid guide:
community.wizards.com/go/thread/view/758...


Both are very good places to start.
#10

warior4356

Jul 31, 2012 3:37:57
Ok can u give me a list of la0 races that you would use thnx
#11

Krusk

Jul 31, 2012 14:44:00

I would use human. Small races also work well. Anything with a physical stat penalty and mental stat boost is a good idea. 


For non magic gear, I like to get spears or javalins. I can throw them for ranged attacks, but if needed can use them in melee. Buy some hide armor too. 

#12

alsebra

Aug 01, 2012 10:04:24
My choice of race was Gnome, oddly enough.  The cons (smaller weapons, lower carrying capacity, slower speed) were offset almost fully by the Con bonus and Wild Shape (grants you the movement of the chosen animal).  Throw in the animal companion (which can be talked to, thanks to the SLA of every Gnome) and the small-size bonuses and there's plenty to make a Druid a decent choice.