New to D&D, need help with my character


Savage Tide Adventure Path


My friend is going to be DMing Savage Tide next Thursday, and it's the first time I'll be playing D&D. I'm using her 3.5 books to make my character, and the campaign will take place in Eberron.

So far, I decided I'll be playing a Sea Kin Druid. These are my ability scores:

Str 14
Dex 11
Con 15
Int 14
Wis 17
Cha 13

With my skills, I had 16 skill points, so I put them like this:

Concentration 4
Handle Animal 2
Heal 2
Knowledge: Nature 2
Survival 2
Swim 2

This left me with 2 skill points, but I can't decide how to spend them.

I don't know what my 1st level feat should be, and tips about what spells would be useful for There Is No Honor would be helpful.

Is there enough water in Savage Tide that I could have an aquatic animal companion, or take some of the feats from Stormwrack?


My memory of 3.5 is a bit rusty, and a lot of things depend on the rest of the party.
Skills:Either up some of the existing ones by a point or two (Swim, Know Nat and survival) or add spellcraft or spot/listen/search (even if they are not class skills)
Feat: If you are going to do most of the fighting, then something to keep you alive Toughness maybe (you do not qualify for dodge) Otherwise I have always found Scribe scroll usefull for druids. Spell focus Conjuration/augmented summoning are very good.
Spells: For combat Shillelagh is supprisingly good, Magic fang for your companion or entangle (but check how your DM rule it, does it only work if there is existing vegitation)

As I said I now play pathfinder and my 3.5 is in the attic, so I am relying on old memories


There is a lot of water in Savage Tide, but you will also be on land some of the time. Stormwrack feats should therefore be useful some of the time. There is not much fighting on board ship.
If you have 2 skill points left, consider knowledge (geography) or profession (sailor). Check if they are class skills for druids, otherwise you can invest only 1 point in them. But they are very useful in the campaign.


I think that giving too much advice on what spells to take for a specific adventure is a little too metagamey for my liking, only one step away from 'Watch out for Monster X in Room Y, they're weak against Spell Z, so pick that'

I'd suggest that you pick a feat, skills and spells based on the concept of your character, as it's called Savage Tide and you start in Sasserine, it's easy to tell that it's going to have a good amount of pirates and naval encounters. This is roughly what I told my players, and they're fine. One is a wood mage that doesn't like water (as it gets his books damp) but he's playing it really well.

And the Druid can completely change his spells overnight anyway, so you don't really have to worry about those. Skills and Feats can also be changed if your DM is willing to use the Retraining Rules, so have a word with him/her

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