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View Full Version : Please help me kit out my core druid



Jackolas
2010-07-19, 08:35 AM
Hi guys,
im making a core only 3.5 druid and need some advice and tips on kitting him out. I will be starting at level 5 using the appropriate starting wealth in the phb (i dont remember what it is :smallredface:)
Im new to druids really and would like to know if there are any must haves along with other wacky stuff that is useful to have for coolness!

As for essential stuff I would also appreicate what you think he will need however our almighty DM has a few houserules about ammo and food. Basically he assumes that our characters have enough common sense to stock up on these for the upcoming adventure. This doesnt count for magic arrows ect.

Cheers guys

gbprime
2010-07-19, 08:48 AM
Well what do you want to focus on with the druid? Melee as yourself, Wild shape melee, blaster, summoner, healer, ultimate animal companion? Do you have a prestige class in mind for later?

Jackolas
2010-07-19, 08:54 AM
He will be for a relatively un optimised campaign and so needs to be a generalist I think. I do like the idea of wildshape but I would rather be more of a spell caster that can do wildshape well instead of just relying on becoming a bear if that makes sense. I will probably just be pure druid as there are no decent (to my knowledge) core prestige classes.

Also I sohuld probably mention that as a houserule druids in this campaign dont get a companion but instead get a domain exactly like in pathfinder

Shadowleaf
2010-07-19, 09:05 AM
He will be for a relatively un optimised campaign and so needs to be a generalist I think. I do like the idea of wildshape but I would rather be more of a spell caster that can do wildshape well instead of just relying on becoming a bear if that makes sense. I will probably just be pure druid as there are no decent (to my knowledge) core prestige classes.

Also I sohuld probably mention that as a houserule druids in this campaign dont get a companion but instead get a domain exactly like in pathfinder
Honestly, it's more powerful to be a "generalist". The Natural Spell feat (which 99% of Druids take) lets you Wildshape into something beastily while you maintain your ability to cast spells, while your buffed animal companion summoned creatures chews up the enemies.

Jeff the Green
2010-07-19, 09:44 AM
I'm not entirely sure how to build an unoptimized druid, but good luck.

Anyway, your starting equipment is almost entirely irrelevant. Pretty soon you'll have plenty of gold to spend, and at level 5 you'll be fighting as a mighty avatar of nature.

Grab a weapon--scimitars are nice and shiny, but a short spear will get the job done for cheaper. A sling and some bullets are good in a pinch, and almost free. Clubs are free.

Armor's a good idea too. Leather's probably the best: hide will net you an extra 1 to AC, but it'll cost you in in ACP and speed. It might be worth buying some barding for your animal companion if you have the money. It'll cost twice as much (4x if it's large), but will net it a nice bonus.

Beyond that, there are a ton of randomly useful items in the PHB. Make sure you have a backpack and bedroll, but beyond that, pick what sounds interesting. Rope is always useful. Oil is fun if you're one of those "burn civilization to the ground" druids. Sunrods are nice if you don't have darkvision. 10-foot poles are notoriously useful.

Jackolas
2010-07-19, 10:02 AM
I was just browsing the SRD and noticed this
This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate.

No aura (nonmagical); Price 3,300 gp.

Is it worth getting? Im thinking that the really good ac bonus would be useful and the low speed wont really be an issue as I can wild shape when I need speed

Prodan
2010-07-19, 10:07 AM
Druids are not proficient in that armor.

Eldariel
2010-07-19, 10:29 AM
Druids are not proficient in that armor.

Not that big a problem though. See:
1) Druid Wildshaped doesn't have the armor on. Later on, when you have the Wild (http://www.d20srd.org/srd/magicItems/magicArmor.htm#wild)-property (yeah, you should go for it), it only grants the AC bonus in Wildshape and before then, it doesn't exist.
2) Druid doesn't really need attack rolls (outside low-level Produce Flame, which isn't really good anymore) outside Animal Form.

Due to these two factors, you don't really care about Armor Proficiency. Though Druids have Medium Armor Prof; just buy Heavy if you wish to.


As for Core Druid Items:
Ioun Stones (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#iounStones): Not on your person so it shouldn't be a problem to get boosts in Wildshape forms. Use these for most stat boosts & especially Caster Level Boost later.
Strand of Prayer Beads: Karma (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#strandofPrayerBeads): You'll want +4 Caster Level on your Greater Magic Fangs, et al.
Metamagic Rod of Extend (http://www.d20srd.org/srd/magicItems/rods.htm#metamagicExtend): Wonderful for morning buff routine again.
Pearl of Power (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#pearlofPower): Recover your buff slots, extra spells, etc.
Animated Shield (http://www.d20srd.org/srd/magicItems/magicArmor.htm#animated): Again, not on your person so should work just fine.

Wand of Cure Light Wounds (http://www.d20srd.org/srd/magicItems/wands.htm): Most efficient healing in Cure. Only 750gp for average of 275 points of healing. Match Potions against that, just for the hell of it.
Scrolls of specialized spells: Ones you don't wanna prepare but might need.

Periapt of Wisdom (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#periaptofWisdom)/Periapt of Health (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#periaptofHealth): As your non-Wildshape Con determines your Wildshape HP, Periapt of Health "works" just fine when Wildshaped. And Periapt of Wisdom grants you bonus spell slots you can use for morning buffs and then not really care about losing the benefit when Wildshaped.

One trick that usually works is just putting your items on after Wildshaping. Take it off and then (have your allies) put it back on after Wildshaping. For that, Monk's Belt (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#beltMonks) gives you the best AC; can't use Shield or Armor but can benefit of e.g. Mage Armor and rocks just fine.

Note, most of that stuff of course comes later, but just buy what you can afford and save for the others, knowing where to aim. Don't forget you can pick Craft Wondrous Items (most of those are Wondrous) if you want some goodies on discount too, and if party has other crafters, they can help you with other types (rods and arms/armor and wands, mostly). Also, you can craft for others, of course.


Oh, and don't forget to get the heaviest Barding (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#bardingMediumCreatureandLarge Creature) possible for your Animal Companion, along with any stat boosters and such (though just use your Barkskin and Greater Magic Fang spells for its weapon and Natural Armor boosts, respectively). War-Trained Animals (http://www.d20srd.org/srd/typesSubtypes.htm#animalType) are proficient in Armor, so if you train yours for Fighting (http://www.d20srd.org/srd/skills/handleAnimal.htm) (supposedly), it should be proficient and you can just give it heaviest armor it can use (also, if you happen to pick a War-Trained Riding Dog (http://www.d20srd.org/srd/monsters/dogRiding.htm), or a Warhorse (http://www.d20srd.org/srd/monsters/horse.htm#warhorseHeavy) as your AC, both come complete with natural armor proficiency).

Otherwise, Mw. Studded Leather Barding or Mithril Shirt (http://www.d20srd.org/srd/magicItems/magicArmor.htm#mithralShirt) Barding is the way to go as those have no Armor Check Penalty and thus non-proficiency isn't an issue. And yeah, Animated Shield is again a good idea eventually.


And yeah, normal adventurer's kit is still fine when in humanoid form, though by this time you can already rest in Rope Tricks and eat magical food so it's not as relevant. Still, tents, bullseye lanterns, scimitars, 10-foot poles, rope, kits (note Tool, Mw. (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#toolsAndSkillKits); talk with your DM if you'd want a tool of some kind for an item that doesn't have one listed, it falls under that and splats have stuff like Animal Trainer's Kit, Listening Cone and so on), clothes, alchemist's fire and so on are always convenient.

And don't forget that if you max Handle Animal, you can have lots of various servants and such in the nature; very Druidic and perfectly within the rules. Handle Animal Guide (http://community.wizards.com/go/thread/view/75882/19871522/The_Handle_Animal_Guide) also outlines how you can keep a bunch of those beyond AC with you. You can equip those as you see fit.

Jackolas
2010-07-19, 11:25 AM
Thanks guys! You have really been a great help so far.

The Glyphstone
2010-07-19, 11:36 AM
Like others have said...it's very, very hard to screw up a Druid. Survive till level 6 and get Natural Spell, then you can turn into a bear and cast spells at the same time.

aeauseth
2010-07-19, 12:17 PM
Oddly enough nobody mentioned the Druid Handbook (http://brilliantgameologists.com/boards/index.php?PHPSESSID=e29df55c62d2c11f08dffd5c51c002 a3&topic=1354). It is intended for optimizing, but gives good general druid advice that you can pick an choose from.

WarKitty
2010-07-19, 12:21 PM
Don't forget your basics. Rope is always good. Surprisingly a net is one of the items I've found a lot of uses for. Waterskins, potion bottles, etc. And a flask or two of your favorite alcohol if you're ever in town, you'd be surprised what you can do with that.