nogoodscallywag
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Ok, I have a Druid. I plan on keeping him single-classed. Therefore, Druid is my "favored class." So when I go up a level, in addition to my die roll for HP, I get the favored class bonus of +1 HP OR another skill rank, remembering the rules for skill ranks/level. Correct?
Also under the Druid description, regarding spellcasting: the text says Druids can cast each spell allotment once per day. There is a 1 hour meditation where the Druid will regain the spells. Does this mean that the Druid CANNOT use all spells in a combat encounter, rest for one hour, get the spells back, then once again in a matter of hours use them all again in a combat encounter...only to turn around and rest for another hour to regain spells? Is this possible? How many times can the spells be gotten back per day?
| BigNorseWolf |
Ok, I have a Druid. I plan on keeping him single-classed. Therefore, Druid is my "favored class." So when I go up a level, in addition to my die roll for HP, I get the favored class bonus of +1 HP OR another skill rank, remembering the rules for skill ranks/level. Correct?
Yup. And you can mix and match these, ie, a 6th level druid can have 6 extra hps; 6 extra skill points; 3 hit points and 3 skill points; 2 hit points and four skill points; 1 hp and 5 skillpoints etc.
Also under the Druid description, regarding spellcasting: the text says Druids can cast each spell allotment once per day. There is a 1 hour meditation where the Druid will regain the spells. Does this mean that the Druid CANNOT use all spells in a combat encounter, rest for one hour, get the spells back, then once again in a matter of hours use them all again in a combat encounter...only to turn around and rest for another hour to regain spells? Is this possible? How many times can the spells be gotten back per day?
Wizards can use all of their spells, rest for 8 hours, blast all their spells, wait for 8 hours. Divine casters have one time each day (usually dawn) where they get back all of their spells. The upside is that Divine casters do not technically need to rest, so they can stand guard, and if the dm is being a bastard and not letting the party rest for more than an hour the wizard is too tired to memorize... but the druid/cleric is not.
Time of Day: A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells. Instead, the character chooses a particular time of day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, she must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, she must wait until the next day to prepare spells.
| Tilnar |
BigNorseWolf wrote:I thought you picked ONE of the bonuses (skills or hp) and then that was it.
Yup. And you can mix and match these, ie, a 6th level druid can have 6 extra hps; 6 extra skill points; 3 hit points and 3 skill points; 2 hit points and four skill points; 1 hp and 5 skillpoints etc.
You pick one at each level. So if you're feeling a lack of skill, you can take a skill at L2, even if you took the HP at L1.
| mdt |
Also,
Depending on your race, you may have other favored class options.
Gnomes : Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type).
Half-Elf : Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power. For half-elf druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the half-elf ever replaces her animal companion, the new companion gains these bonus skill ranks.
Human : Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
So, if you are human, and you gain a level of Druid, then you can take +1hp, +1sp, or +1/2 bonus on Diplomacy/Intimidate when changing a person's attitudes.
Don't forget, you get your favored class benefits for every LEVEL you have in Druid, that includes 1st level.