| Monkeykibble |
I got incredibly lucky on the rolls and got 18/18/16/16/16/10. Was thinking of going human for extra feat and skills. Also was hoping to go melee primary and caster secondary. I'm just stuck on proper stat allocation and feat picks. Will be in a party with a bard, Rogue/cleric, Ranger/sorc and Ranger.
Core rulebook only.
Thanks for any help!
| Lemonfresh |
18's in STR and WIS. Dump CHA. For a combat Druid, take feats like Toughness, Improved Initiative and Power Attack at Level 3 (consider Combat Relfexes and Craft Wonderous Item as alternate feats). Pick up a longspear and wield it two-handed until you can Wildshape at Level 4. Pick up a sling. Pick up smokesticks to use with the faerie fire spell. Pick up a 750gp wand of cure light wounds. Select an Animal Companion.
Reynard_the_fox
|
Yeah, sadly Druids have ZERO reach options.
I'm going to second the Str/Wis high stats, and dumping Cha (which powers Wild Empathy and very little else). Toughness is definitely good for melee druid, since you have a d8 hit die and low AC for a while. Consider Scribe Scroll as your other level 1 feat - it's incredibly useful. There are so, so many circumstantial druid spells, that to be able to always have them handy makes you a much more versatile character. Also, unlike a wizard, chances are it may be difficult to find Druid scrolls at your nearby magic shoppe.
With an 18 in Str and Wis, you actually have a pretty unique opportunity to be a melee beast with high save DCs. There are very few spells on the Druid list you won't be able to take advantage of. I would still advocate for an animal companion over a domain if you're going melee.
Here's what I'd do for feats:
1) Scribe Scroll
1) Toughness
3) Power Attack
5) Natural Spell
Those I wouldn't change, except to substitute Combat Reflexes for certain builds. The higher levels are up for debate. Here's a fun route to go down - Overrun! Nothing like trampling your opponents into dust to start a morning of adventuring.
7) Improved Overrun
9) Greater Overrun
11) Charge Through
13) Elephant Stomp
15) Powerful Shape
17) Planar Wildshape
Alternately, you could go with something a little more generalist.
7) Furious Focus
9) Lunge
11) Planar Wildshape
13) Combat Reflexes
15) Quicken Spell
(any of these could be a crafting feat instead)
Druids also make great grapplers, especially with a Monk splash. (dat constrict)
1 level Tetori monk splash at some point for Improved Unarmed Strike, Improved Grapple
7) Wild Speech
9) Greater Grapple
11) Powerful Shape
13) Rapid Grappler
Up to you! With both Wild Shape and full casting (including spontaneous summons), Druids are almost certainly the most versatile class in the game. Do what you like! :D
Reynard_the_fox
|
Controlling your animal companion is pretty darn easy for a druid. Most GMs just handwave a lot of it, and even for those that don't, you get a +4 bonus for free, which means with a rank and as a class skill you have +8 at level 1. That means you basically autosucceed on any trick your animal knows. Pushing is trickier, but doesn't come up often enough to make Cha a worthwhile stat for Druids. Not only that, if you boost your AC's int to 3, they can understand common.
Compare:
-Str and Wis are obviously important
-Dex boosts Touch AC, Initiative, Reflex save, and a lot of good skills
-Con gives you HP and fort save
-Int gives you +3 skills per level, and +3 on Knowledge checks
If you want a charismatic Druid and invest in a social skill (intimidating prowess can make you a wunderbar intimidater) I could see the argument for Int 10 Cha 16, but I wouldn't do it myself.