New Player here, Seeking Druidic info


3.5/d20/OGL


Hello, i am new to D&D (played about 5-6 sesstions of 6hrs +)so i thought i seek out the advice of the pros.

After a quick foray into a paladin (Lawful good was too diffcult to play, a raciest zealot was not in the cards), he got killed off so now (Random encouters with Assasins hurt, thanks Taliesin!) i am trying a druid.

I am currently playing the durid as a pure neutral, with a focus in elemental spells (less animal more shaman). He is starting out at 7th level. I was wondering if anybody has some advice...My DM in Taiwan suggested that wisdom might be found here.


Well, from what I´ve seen of Druids, I´d advice to stay out of melee - druids are not exactly melee fighters, unlike paladins. Make good use of buff spells (bears strength and the like) to help the other fighters. If your group has a cleric, don´t bother much with healing spells - the cleric is better at it. Try to use some elemental spells to control the battlefield, and make your DM mad by summoning lots of monsters. The druidic shapechange is cool for reconnoisance missions - animals are mostly regarded as harmless.

With the alignment, I don´t know - neutral good is easier to play IMO. But that depends on your group.

Just some tactical advice. If you wanted advice on roleplaying, ask again and provide some more details.

Stefan


If you're less interested in animals & wildshape, you might consider gaining the Shapeshift ability (Players Handbook 2).


Hi and welcome to druidic fun,

Here is what I would recommend:

First, if you like melee combat the Animal Companion can be your answer if you pick one of that type (wolf, dog or even tiger at your level). If you pick one of a lower level (like dog) the upgrade it gets can make it stand next to the Bruisers in a group. Don't forget that when it gets more Hit Dices it gets skill points (usually one per h.d.), Feats every 3, and Ability increases every 4 in addition to the stated improvements indicated by your druid level. The Feat options of the Monster Manual are usually interesting for Combat Companions (Improved Natural Weapons, Improved Natural Armour, etc.). If you stick close enough you can "buff" yourself and share the benefits with your companion (Barkskin, Bear's endurance, etc.).

Second, you kind of have to check out the stats of a few animals and other creatures from the "summon nature's Ally" spells, they can be surprisingly useful in varied ways other than combat (Dire Badgers can dig small tunnels, Hippogrif can carry someone on a short distance, Arrow Hawks make ranged touch attacks, Satyrs have damage reduction and Unicorns have healing abilities). The info. can also be useful for using "Wild Shape". I would use the shape of a Dire badger to dig out a small cave for the group to set up a safer camp when traveling in hostile lands.

As for healing spells, I recommend having "Cure light" around since your level bonus makes it interesting and if your close to your Animal Companion it gets the healing too.

"Wild Shape" is fun in scouting and traveling but to get the best out of it for combat you have to take off the usable gear before transforming (so it doesn't meld into the form and become inactive) and put it back on after (with some help if possible) to be at your best. A slow process that can still be effective if you have some prep. time before a big fight. But check with the DM before hand what he will allow a certain animal shape to wear, nobody really argues about amulets or belts but ring and cloaks are arguable and gloves and boots are usually out, you don't want to get into an argument just before the big event.

Hope this helps, tell us how it goes and if I think of something else I'll post it here,

Have fun.

Liberty's Edge

A handy spell to have ready if you find yourself without a weapon: Flameblade. Its a 2nd Level Druid spell that essentially gives you a scimitar made of fire. I'd definitely suggest seeing if your DM will let you use the feat Forge Ring to try and craft a ring that allows you to sacrifice a spell to spontaneously cast Flameblade just as you can do with Summon Nature's Ally.

As a Druid you have two good Saving Throws and a 3/4 Base Attack Bonus. Wisdom is probably your most important Ability score, as your spells are based off of Wisdom.

With such limited weaponry available, melee may not be your forte, but with just a sling, ranged combat is even less so.

Since you don't want to use Wildshape much, I'll echo the statements of using environmental/elemental spells. Druids can really control the battlefield when used properly.

But remember, while you can summon loads of animals, they are not magic creatures, and they only have animal intelligence. They will not understand that the best target to attack may not always be the one attacking them. You should definitely invest in ranks of Handle Animal to exert better control over them.

Also, at level 7, I think you qualify for the spell Tree Stride. This spell is a great way to get from place to place fast. You can travel up to 3000 feet with one jump if you step into an Oak tree, and can still make a couple more jumps.


So far good info (the idea about animals compainons are good, i am a newbie so i chose an easy one)Keep it comming. i give you a quick stat sheet of what i am playing.
7th level Elf Durid - Kael'thas Sunstrider (neutral/neutral) 129 years old
Str 10
Dex 14 (+2 racial) = 16
Con 16 (-2 racial) =14
Int 12 (+1 level adjustment) = 13
Wisdom 18
Cha 8

Feats
Natural Spell
Alertness
Run

Skills
Spot
Spellcraft
Knowledge (Nature)
Animal companion (Owl)

Please forgive the unorgnial name. None of the other guys play MMO's so there like cool! At least i know how to say it.. :).

I created a 2 page background story, but for the sake of simplicity (and your valuable time) just say he is a Elf wanting power and prestige in his own. His low CHA score makes him overlooked and he doesnt like it. He prefers the elmental nature (Air, Ice, Fire, etc..). Because of that (and my newness) i am limiting myself to The teopard, the cat, and the bear. I am going to probally play him as a caster. What you think? to hard?

Chac in my grp are Halfing soccerer, a human cleric, a multiclass barbarian/rouge/beguiler (pro D&D player), and a dopliganger (sp?)theif. Were hiting age of worms. the DM is on this forum so i just /wave at him.

Want to say thanks to everybody. Stayed on the print (books) and electornic forms of Roleplaying for years, checking out tabletop!


Fatfish wrote:
Kael'thas Sunstrider

Auw!

I mean, I don't have a lot of druid related advice, but this might help too. I mean no offense but it bothers the heck out of me when I see people use the names of famous characters for their own.

And if that one doesn't suit you, just try some random google'ing for name generators.

Good luck with the druid, remember to feed the Oehoe.


yeah i know, i take it for easy of saying it. Nothing ruins the mood like messing up your or other chac. names.

But can i get away with saying i am a noob? :)-


As to the alignment. True N being easier to play then LG?!?

True neutral is most commonly defined these three ways (in my experience):

Spoiler:

1)Ignorance. The person has not given any commitment to any alignment path. They think of themselves as generally good but... They do not favour good nor evil nor order nor freedom above any other (in the long term). They take 1-5 steps down one alignment "path" and then 1-5 steps down another and the steps back and then down a different one and then another and another... etc.

2)Maintain personal balance (balance in the character's actions). This version means that they seek to balance their actions in the world so as to limit (or neutralise) their own actions from personally tipping the scales.
This one is often a cop-out for people. It allows them to do what ever they want when they want. They do evil and good when they want to or get to much attention from the DM so they can "keep their alignment".
(It is easy for most people to use this definition as they don't have to try. And they can often be "good guys" or at least not bad guys and still do whatever.)

3)Maintain balance in the world (maintaining balance in the character's sphere of influence).
This one is often hard to play and can lead to unexpected consequences. This version understands good, evil, order and chaos but care not for any of them. They understand that they need each other to exist.
This often means that the character supports the under dog to maintain balance. If the evil baron is oppressing his people, then the character sides with the people against the baron. If the order of paladins is about to completely eliminate all thieves in an area, then the character will help the thieves. If all evil races are about to be driven from the world, then the character will help the evil races.
This version is often seen as turn coats and unreliable as they do not commit themselves to a specific path but look at the "big picture".


But feel free to ignore these ideas. If you are playing your game, you can play it the way you like.

Dark Archive

Since your Animal Companion gains new feats every 3 HD, you can select Light Armor Proficiency for one of them and slap some Chain Shirt Barding on a War Dog and have a pretty survivable critter. Either buff the crap out of him and use him as your 'tank,' or Summon critters, or buff your allies (or all of the above). Going into spell-flinging combat with such spells as Flame Blade isn't really going to be your most effective tactic. Improved Toughness (Complete Warrior, Libris Mortis, MM3) is another good Feat choice for the critter.

Once you can Wild Shape, most big cat forms are devastating (and upgrading to a big cat Animal Companion, who can also be trained to wear Light Armor for an extra +4 AC), you can take Natural Spell and go up there and pretend to be a fighter for awhile, flanking with kitty and making judicious use of 5 ft. steps to avoid full-attacks (which can really chew you up, as your AC will not be able to keep up with your damage output).

Augment Summoning and Augment Elemental (from Magic of Eberron, might not be available, supplies limited) are two awesome feats for a Druid who likes to summon Elementals in combat. Combined with Natural Spell, you could even do this while in Wild Shape.

Pre-Wild Shape, or if you don't plan on using it much, some sort of Bone or Wood armor might help, as Leather is pretty crappy for AC. Check if your DM will allow you to use the special armors from the Arms & Equipment Guide such as Leafweave or whatever. (The Eberron Campaign Setting also has some druid-usable armors of this sort, and the Ironwood spell might allow a Druid to wear a Breastplate of Darkwood or something.)

Note that certain races of Druid might end up having perks over others. If you have Races of Stone or Races of the Wild, several races have special Animal Companion options, or interesting Alternate Class Features that could be fun to base a character around.

If using Wild Shape, a single level of Barbarian and the Extra Rage feat can add some serious melee crunch power. Druids tend to have a lot of good Feat choices, so this would be a sacrifice.


Druids are an amazingly versatile class; I think you can have a lot of fun with a druid with nearly any role-playing outlook, though some of the combinations can be a little hard to see if you're new to DnD.

One of the best things about the druid is that one really never needs to multiclass or take prestige classes; the druid all by itself is a well-built class. I particularly suggest this for newer players, since you can avoid all the extra bookkeeping that comes with extra classes. You'll have enough of that in keeping track of your spell effects and summoned creatures.

For the stated goal of gaining personal power, to me that suggests that you want a druid that can show amazing power. In my opinion, that would be through some pretty large-scale magic effects. One great thing about druid spells is that many of them have very large areas of effects. At lower levels they may not do much, but entangle has saved my low-level party's bacon three times in five game sessions. As mentioned flameblade is a great spell that can be intimidating if opponents think you unarmed. Flaming sphere is fun, and summon swarm lasts as long as you concentrate on it (+2 rounds). You have the added bonus of third and fourth level spells, which means death has no sway over anyone you choose (reincarnate). You can really impress the farmers by helpful application of plant growth, another great roleplaying opportunity.

Wild shape gives you an incredible amount of versatility. You can scout, you can escape, you can fight reasonably well, and you can escape most encounters if need be. Plus, being able to change into forms adds to that sense of personal power - no-one else can do it.

I have generally played my druids as ones concerned with the land. Sometimes that means picking out some natural area, and appointing oneself guardian. It really depends on your DM as to how tied to one location you can be.

As for developing your alignment, that is really a collective design between you and your DM. In my current game, I play a druid who is true neutral. His backstory involed him investigating rumors of a girl who demonstrated Nature-type magic. Our DM has thrown at us a vampire and a mage who is corrupting humanoids and animals to create new races (like the dread porcu-bear or the elf-alo), giving me two "aberrations of Nature" to vent my spleen against. We also have some politics going on, where we went from the heroes of a small town to having a mark of justice forcibly emblazoned on out heads in a major city, giving my character reasons to dislike/distrust big cities and the aristocracy.

More role-playing stuff saw someone he cared for deeply run off to avoid the dangers of one organization, which has helped define alignment issues. In the start, we were in a rural area, and helped find lost children and drive off bandits adn gnerally do some very "good" things. Moving to the big city, we still have "good" goals - how to destroy a vampire threatening the small town - but have some less "good" means. My charcter has made a vow to bring down a foreign trading guild, based on its family name being the smae as that of the vampire, and also humble the mages guild for forcing the brand upon him and coercing them to work to restore trade with this same guild. If that means earthquaking the city at 15th level, so be it. Definitely not good, but since the residents of the city are callous and cruel, and certain leaders threaten pristine areas of nature, he sees it as a duty.

To summarize, I think a druid is a great character for somone fairly new to DnD. There is a lot to learn (spells, wildshape), but not a lot that needs tinkered with, adn the character itself ends up being so versatile you can do just about anything. Best of luck, and let us know how it goes.


Druids are definitely a good class, even for beginners. The only danger is having too many options, but it sounds like you already have a concept (which provides a framework and filter to approach the class with). As has been mentioned, druids have spells that affect amazingly large areas. I believe they are the only class with spells in the PHB whose radius is expressed in miles rather than feet. Even at low levels, entangle is so powerful it borders on broken. It's just one of those gold standards that everything else is measured against.

As far as melee combat, no, druids aren't the kings (unless they turn into a bear or a tiger, in which case they're still scary). But that doesn't mean so much. Take, for example, call lightning. Get a few scrolls of this. Better yet, when you can afford it, get a wand. Why stab someone with a 1d6 scimitar or 1d8 spear when you can call 3d6 lightning bolts from the sky all day? Unless they have evasion, spell resistance, immunity or resistance to electricity, you're always going to have some effect against them, unlike with a normal melee attack, which would have a noticeable chance of missing and doing nothing.

Because it is spontaneous, and because of the diversity of abilities offered by creatures on their list, a druid's summon nature's ally provides some of, if not the, best summoning in the game (discounting supplements and the arguable gate).

A druid's animal companion is one of the class's greatest features, of course. They're also one of the DM's biggest headaches, which is why I'm not so fond of them, but I won't deny their power.

As far as flinging elemental damage spells, there's the aforementioned call lightning. Additionally, produce flame will be your 1st level friend (1st spell level; it remains viable for some time). And don't forget about things like flame strike and call lightning storm at later levels. Elemental swarm is fun, and control weather, storm of vengeance, and fire storm are good, too. Druids have excellent spell options available at virtually every level, even when you narrow the field down by applying an element-themed filter.

Dark Archive

Biggest downside with the Druid, once it gets Wild Shape, is the temptation to 'scout ahead.' As anyone who has played Shadowrun knows, a character who goes off to do their own thing (cyberDecker sorts) suddenly turns out to be playing a solo character in a group adventure. The other players stand around holding their cheese, and if you do get into trouble, it's the kind of trouble tailored to your entire party, not just you!

Horror movie rules apply. Never split up the party!

It's like those Wizards who say they are sending their Familiar off to scout. Just mark off the exp loss now and save time.


Apropos druid: Pathfinder 5 has a little druid veariant that changes a couple of things. Basically, you get to use a wider variety of critters as your "animal" companion (with things like sphinxes, minotaurs, behirs...) and be able to use some magic powers to help your (possibly) furry friend and lose on some other things.

If you don't have Pathfinder 5, you can get some more variants - for free - at d20srd.org's class variants

Among the changes are:
Druidic Avenger (basically, trade animal companion for rage)

Monk's fast movement and AC bonuses, ranger's favoured enemies and tracking instead of armour proficiency and wildshape.

Variant wild shape ability, getting aspects of nature instead of animal forms (like agility: +8 dex, -4 str or flight: wings and fly speed)


Thanks for all the info.

Special thanks goes out to Archlich for that good look at true neutral. Probally play ignorance, Kael doesnt really care...he is out for his own good, and if it happens to be good cool, if its evil /shrug.

I am also thinking about comming up with a simple spell incantation for teh 4th level and above spells such as

Flame Strike - The Heaven open up and Natures wrath decends upon you, duridic spell 45....FLAME STRIKE...

Since high level spells are rarely used (i can only cast 2 a day right now) i think it would add soem RP into combat. What you guys think? too annoying?


Fatfish wrote:
...The Heaven open up and Natures wrath decends upon you...

I have to caution you against using those words. The first druid I plyed in 3.0 used "Face Nature's Wrath!" as his battle cry... and I invariably rolled a five or less on my attack. It became a running joke that Nature just wasn't all that wrathful.

This was the same character for whom the DM house-ruled scythes as druidic weapons, and with that big x4 multiplier, who could resist. Battle after battle goes by and no 20s. Several sessions (with no threats) into the campaign we face off agains a cavern chock full of zombies, and in one battle I rolled seven natural 20s... all against undead. Sigh.

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