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DnD3.5e: Core Only Druid builds

   
Core Only Druid builds

What would be a good build for a human druid that is core only with the stats. 14 14 15 15 16 17

Quote:
Originally Posted by Solo View Post
Pick Natural Spell. Have fun.
Sadly that's about all one needs to have

Preeetty much.

Improved initiative is useful for everyone. Especially someone who might not have a decent dexterity.

Improved Grapple- for those days when you feel like giving a bear hug. Literally.

Track. For all your bloodhound needs.

Augment Summon. No druid should ignore this baby. It's not even metamagic. Badger. On. Steroids.

STR - 14
DEX - 15
CON - 16
INT - 14
WIS - 17
CHA - 14

STR and DEX don't really matter which is which really. Dependning on starting level, you could just have your animal companion (likely a wolf or riding dog) do most of the combat for you while you hang back, out of harms way.

When you level up, and wild shape comes online, then definitely get Natural Spell at level 6. Everything else is gravy. You can take Power Attack if you'd like, but don't bother with Cleave. Improved Unarmed Strike can be useful, as it lets you have an extra attack and can benefit from the iteratives from your BAB.

1st level: Spell focus conj + augment summoning
3rd level: improved unarmed strike
6th: natural spell
9th: improved grapple

Ithamar's stats are good. Wisdom highest with Con in 2nd.

Summons and animal companion will be your low level meat and potatoes. Pack vigor for healing instead of cure, better efficiency. You have passable combat stats, but use a sling primarily, with a scimitar/wood shield for when you can't shoot things.

Quote:
Originally Posted by Requiem_Jeer View Post
1st level: Spell focus conj + augment summoning
3rd level: improved unarmed strike
6th: natural spell
9th: improved grapple

Ithamar's stats are good. Wisdom highest with Con in 2nd.

Summons and animal companion will be your low level meat and potatoes. Pack vigor for healing instead of cure, better efficiency. You have passable combat stats, but use a sling primarily, with a scimitar/wood shield for when you can't shoot things.
Another good option for melee is the classic club + shillelagh. Magic stone is also a solid spell choice if you go the sling route, since it not only makes your no-cost sling magic and +1, but increases the damage dice to d6s for three shots per spell cast.

I wouldn't waste my time on improved unarmed. Club or quarterstaff is superior in all regards and pretty well free. Spend that feat on improved initiative.

No such thing as too much initiative.

improved unarmed strike means you can squeeze a few extra attacks while wild shaped, and it's a prerequisite for the amazing improved grapple.




 

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