Playing a caster Druid


Advice


I'm about to start playing a Druid for the first time. I've read a couple of guides but would appreciate advice on a few things:

1) Spell selection - Which spells are most effective at each level, and what should I have memorised at all times?
2) Combat priorities - What do you do first in combat, and which other factors help to make your actions successful? I was planning on a Control spell like Entangle to start followed by a couple of Summons.
3) Onward progression - Metamagic feats? Item Creation? Superior Summons? What makes a Caster Druid a powerhouse? (Apart from Natural Spell, of course)

I'm starting at level 3, probably going with a Human for the bonus Feat. Feats will be something like Improved Initiative, Spell Focus (Conjuration) and Augment Summoning, primary stat Wisdom with decent Dex and Con. The current party has a Wizard and Cleric already, as well as a Fighter, Ranger and Thief, so in was planning on a flexible Battlefield Control/Summoner type. The Caves (Earth) Domain seems to give a good number of control spells, so it seems a good fit. Any good tips for a rookie Druid?


if you're going caster, then produce flame isn't the worst 1st level spell.

You can throw 3 bolts that hit on a touch attack, and deal 1d6+3 damage each (better then a sling), and it provides illumination. It's not game changing, but getting 3 rounds out of a 1st level spell isn't the worst, especially since you can cast this pre-battle.

Sovereign Court

Sounds like you've got a good idea of what's going on. I'm a big fan of Scribe Scroll for Druids assuming you can pick up a Polymorphic Pouch and your GM allows it - having access to the huge utility-heavy Druid spell list at all times is fantastic.

Combat priority - I think you've got the right idea. First go with the stuff that needs to have all the enemies and/or allies in one spot, then summon spells (which are more useful the earlier in combat they're cast), and then play it by ear.

With a 6-man party, you don't really need all that much help for the front lines (particularly with summons - beware clogging up the field and taking really long turns), so I would spend some time looking at the domains and picking a good one. I believe there are archetypes that let you swap out spontaneous SNA for spontaneous domain spells, which could be quite handy - usually only the highest or second-highest available summon is good in combat anyway, which you could simply prepare yourself.

Produce Flame and Call Lightning are great spells to give you some staying power when it comes to blasts. Some other great Druid spells:

  • Faerie Fire - find invisible foes with scent or another ability, then light them up for the party
  • Eagle Eye - great scouting spell for outdoors areas. Less necessary when you can turn into a bird.
  • Stone Call - 2d6 damage no save, and make a huge area difficult terrain. Awesome spell.
  • Dominate Animal - animals usually have low will saves and great physical stats, and this makes one your ally for the rest of the fight.
  • Mass Feather Step - combine with Stone Call to give your party a huge advantage in a ground-bound fight.
  • Spit Venom - touch attack to blind for 1 round with no save, and poisons them too.
  • Strong Jaw - summon a nasty single-hit creature, then throw this on it. Stegosaurus dealing 8d6 per hit, anyone?
  • Fickle Winds - lol projectiles
  • Wall of Thorns - RAW, this thing is crazy busted. No save to stick someone in it, and they have to make Strength checks of 25 or more to get out while taking damage.
  • Antilife Shell - keep out most types of creatures, no save. Poof, you are immune to anything without projectile attacks or Dispel Magic.

IMO, the thing that really sets apart Druids from the super spell lists of Wizards/Sorcerers and the domains and channeling of Clerics is the versatility provided by wildshape. A wizard has to spend multiple spells and turns to give himself flight, advanced senses, etc.; you can turn into whatever you want on a whim and stay that way for hours. Make sure you are very familiar with what forms will give you certain abilities - if you can always turn into the right creature for the situation, you will find yourself getting a TON of mileage out of wildshape.

Dark Archive

I might still recommend that you do not swap out your animal companion, one spell per spell level is good, but not necessarily amazing like animal companions can be, because they are basically another person. You have the right idea, and Reynard made some good suggestions. Never swap out spontaneous SNA, though, because it is what makes druids so versatile (you basically have 2 spells memorized for every 1 and can change as needed). This actually makes druids the second best summoners in the game, next to master summoner. Feat choice is good, and the next I would take would be superior summons for stirges for con damage, at level 5 when you get the feat, spontaneous a sna III for 1d4+2 stirges= a good chance of hitting on most enemies (+7 touch I think) for 1 con per round per stirge. In society, we have a druid in our area who uses this to take down things we are assumed to be running from.


Also if you're starting at level 3, consider picking up the missionary trait from the APG, under outlander. It lets you pick 3 spells to cast at a +1 caster level, and give them +1 DC, which is just straight up better then gifted adept.


Thanks guys, these all sound like good ideas.


I really like setting up combos with the other casters. You have Flaming Sphere, the Wizard has Pyrotechnics. You will get Aqueous Orb, the Wizard gets Hideous Laughter. Barkskin is a good buff, as is Bull's Strength before everyone has belts. One of you drops an Obscuring Mist and all 3 of you summon. At 4th you can turn into an Eagle, get Silence from the Cleric and get Invisibility from the Wizard for very good scouting. Entangle + Fog Cloud is a good escape plan if you think you need to run rather than fight.

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