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View Full Version : So my rogue died and im making a druid (D&D)



Crispy Dave
2007-11-02, 10:28 AM
ok so my rogue died when i was gone for shakesphere festival (yes the culprit was savagely beat just like the way my barbarian would've done it in my other campaign ) and im now making a druid here are things know

I have never played a druid

I have never played anything that usis spells

This is my third character ever

I need advise

martyboy74
2007-11-02, 10:31 AM
What level is the character going to be?

Are there any major houserules?

What books do you have access to?

What kind of character do you want to be; a caster or a meleer?

Azerian Kelimon
2007-11-02, 10:32 AM
Stay in Wildshape as long as you can. Get Natural spell feat. Load yourself on buffs. If you have access to it, pick a fleshraker as your wildshape. You'll probably enjoy being a better melee fighter than the fighter himself.


Edit: This is aiming for cheesiness, and trying to use core only. Everything else is gravy.

Crispy Dave
2007-11-02, 10:34 AM
Its a eberon campain

I have access to just about any book

Im starting at lvl 5

I am planning on being a mounted combat most of the time

I am besicly sopposted to be a native american who when doing a achiant ritual
was teleported into the eberon world (still trying to think of a better way to describe it )

Edit:sorry heres the caricter it should work file:///C:/Program%20Files/Redblade%203.5e/charactersheets/Dances%20with%20Bears%20.html

Hario
2007-11-02, 10:36 AM
Well first off is the game core? What level are you starting at? What race did you have in mind?

Outside of those questions wisdom needs to be your top stat you will need at least a 14 in wisdom (laughably easy to get) your second stat is constitution (which does not go up when you wildshape). Humans and halflings make awesome druids for different reasons. Humans get a bonus feat and since you only need arguably 1 or 2 stats your int can be above average (3rd stat) Halflings are small size but don't get confused they follow the same wildshape progression so you are small all the time and can eventually train your animal companion to carry you and you can easily bring them into dungeons, a fairly common build though not core is human paladin 5/druid 1/ beastmaster 1/ halfling outrider 10/ druid 3 which gets you a 29 HD mount I do believe. Druids are one of the few classes that are good all around in spell casting fighting and healing, most of their spells are good or better than arcane spellcasting. Druid 20 is a very awesome build much better than cleric 20

Hario
2007-11-02, 10:38 AM
since you are in eberron I highly suggest playing a halfling which are nomads who ride on dinosaurs (so cool!) you can get some cool dinosaur animal companions and do some good damage, I'd suggest a long spear though if you take a level in fighter you get heavy armor proficiency and can weild a lance, which means you can do some heavy damage. If you don't plan on wildshaping a good feat is mounted spellcasting.

Crispy Dave
2007-11-02, 10:40 AM
heres the link to my charicter so far my program only runs on core rules though and when i get to where im playing tonight i have acsess to evry book made

file:///C:/Program%20Files/Redblade%203.5e/charactersheets/Dances%20with%20Bears%20.html

Crispy Dave
2007-11-02, 10:44 AM
hmmm halfling would interfer with my being a native american

cupkeyk
2007-11-02, 10:51 AM
since americans don't exist in eberron, neither do native americans

Crispy Dave
2007-11-02, 10:53 AM
ok the guy was preforming an anchiant riual form his tribe and he was teleported into eberon we already have a European cristain cleric

KIDS
2007-11-02, 11:07 AM
If you want to resemble a native american shaman or something like that, it's all fine. But accept that this is a fantasy world and thus the legend of that shaman shifting into a bear and ripping enemies of the tribe to shreds is more than a legend here.

I'd propose something themathically sound as an animal companion (as long as you don't go into cities in which case you need a smaller companion) like a Bison or a Mountain Lion (Leopard). Your Wildshape preferred forms for now can be black bear or hyena or you can ride your bison and throw spears and lightning bolts at enemies.

You just have to realize that there are many ways to be a native american and shaman or whatever you like while using your class features effectively. Druid is strong enough that you don't really need to worry about being weak even if you dump everything for flavor, however do take natural spell at level 6, and Spell Focus Conjuration/Augment Summoning are always good choices.

Toliudar
2007-11-02, 11:14 AM
Right, so human is pretty much a given.

If you're focusing on mounted combat for your druid, and you're going core only, you may want to look at a heavy horse or bison as your animal companion. Both can be ridden, work with your background, and could be fun, atypical choices.

With mounted combat, you're going to find yourself in melee combat, in your own form, more than druids normally might. Consider talking with your DM about the Aspect of Nature (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#wildShapeVariantAspectOfN ature) alternative to wildshape that's available in the SRD. Spell selections will need to balance overall utility with self-buffing (barkskin, etc).

The spell Brambles works great with a spear with a fire-hardened wood tip - nothing in the spell says that the original weapon needs to be bludgeoning, just a wooden striking surface.

Good luck!

Crispy Dave
2007-11-02, 11:28 AM
i like the bison idea so I think ill go with that and ill use a longspear and I have profeciensy wth a shortbow

Hario
2007-11-02, 11:34 AM
did you get simple weapon proficiency shortbow somehow? homebrew? only elves are the only core race that gain proficiency with a shortbow at the start of the game and druids for no truely good reason gain proficiency with them. :/

Crispy Dave
2007-11-02, 11:38 AM
ok so heres what i got im a native american who when proforming a ritual was teleported into eberon

im level 5

my animal compainion is a bison

my feats are mounted combat martial weapon proficiency (longspear) and quicken spell(wiling to change this one)

I havend decided a shape to take yet

im a human

I have a longspear +2

i have masterwork leather armor

and o think thats it any other suggestions

Azerian Kelimon
2007-11-02, 11:41 AM
Eeeeh, Longspear is a simple wep. No need to take martial proficiency.

Crispy Dave
2007-11-02, 11:42 AM
nope acorting to redblade its martial

your thinking of a shortspear

cupkeyk
2007-11-02, 11:43 AM
but a longspear is simple and you don't need a feat for it. T_T

cupkeyk
2007-11-02, 11:44 AM
who is redblade? why does he supercede the phb?

Crispy Dave
2007-11-02, 11:47 AM
redblade is a charicter generating program that runs off dnd core rules 3.5

Azerian Kelimon
2007-11-02, 11:49 AM
Redblade is, from now on, officially BS:

Weapons
Weapon Categories
Weapons are grouped into several interlocking sets of categories.

These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).

Simple, Martial, and Exotic Weapons
Anybody but a druid, monk, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

Melee and Ranged Weapons
Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

Reach Weapons
Glaives, guisarmes, lances, longspears, ranseurs, spiked chains, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

Note: Small and Medium creatures wielding reach weapons threaten all squares 10 feet (2 squares) away, even diagonally. (This is an exception to the rule that 2 squares of diagonal distance is measured as 15 feet.)

Double Weapons
Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaffs, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Thrown Weapons
Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a -4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

Projectile Weapons
Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow, specially built composite longbow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.

Ammunition
Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork Weapons), and what happens to them after they are thrown.

Light, One-Handed, and Two-Handed Melee Weapons
This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Light
A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.

An unarmed strike is always considered a light weapon.

One-Handed
A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or ½ his or her Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1½ times the character’s Strength bonus to damage rolls.

Two-Handed
Two hands are required to use a two-handed melee weapon effectively. Apply 1½ times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.

Weapon Size
Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.

Table: Larger and Smaller Weapon Damage Example Weapon Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Shuriken — — — 1 1d2 1d3 1d4 1d6 1d8
Gauntlet — — 1 1d2 1d3 1d4 1d6 1d8 2d6
Dagger — 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6
Shortspear 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
Falchion 1d2 1d3 1d4 1d6 2d4 2d6 3d6 4d6 6d6
Longsword 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
Bastard Sword 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
Greataxe 1d4 1d6 1d8 1d10 1d12 3d6 4d6 6d6 8d6
Greatsword 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6

A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons
A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative -2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a -4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

Improvised Weapons
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a -4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Weapon Qualities
Here is the format for weapon entries (given as column headings on Table: Weapons).

Cost
This value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon.

This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Damage
The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled "Dmg (S)" is for Small weapons. The column labeled "Dmg (M)" is for Medium weapons. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack. Table: Larger and Smaller Weapon Damage gives weapon damage values for weapons of various sizes.

Critical
The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.

×2
The weapon deals double damage on a critical hit.

×3
The weapon deals triple damage on a critical hit.

×3/×4
One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.

×4
The weapon deals quadruple damage on a critical hit.

19-20/×2
The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 19-20.)

18-20/×2
The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 18-20.)

Range Increment
Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.

Weight
This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons.

Type
Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.

Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.

In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.

Special
Some weapons have special features. See the weapon descriptions for details.

Weapon Descriptions
Weapons found on Table: Weapons that have special options for the wielder ("you") are described below. Splash weapons are described under Special Substances and Items.

Table: Weapons Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
When two types are given, the weapon is both types if the entry specifies "and," or either type (player’s choice at time of attack) if the entry specifies "or."
The weapon deals nonlethal damage rather than lethal damage.
Reach weapon.
Double weapon.

Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Unarmed Attacks
Gauntlet 2 gp 1d2 1d3 ×2 — 1 lb. Bludgeoning
Unarmed strike — 1d23 1d33 ×2 — — Bludgeoning
Light Melee Weapons
Dagger 2 gp 1d3 1d4 19-20/×2 10 ft. 1 lb. Piercing or slashing
Dagger, punching 2 gp 1d3 1d4 ×3 — 1 lb. Piercing
Gauntlet, spiked 5 gp 1d3 1d4 ×2 — 1 lb. Piercing
Mace, light 5 gp 1d4 1d6 ×2 — 4 lb. Bludgeoning
Sickle 6 gp 1d4 1d6 ×2 — 2 lb. Slashing
One-Handed Melee Weapons
Club — 1d4 1d6 ×2 10 ft. 3 lb. Bludgeoning
Mace, heavy 12 gp 1d6 1d8 ×2 — 8 lb. Bludgeoning
Morningstar 8 gp 1d6 1d8 ×2 — 6 lb. Bludgeoning and piercing
Shortspear 1 gp 1d4 1d6 ×2 20 ft. 3 lb. Piercing
Two-Handed Melee Weapons
Longspear4 5 gp 1d6 1d8 ×3 — 9 lb. Piercing
Quarterstaff5 — 1d4/1d4 1d6/1d6 ×2 — 4 lb. Bludgeoning
Spear 2 gp 1d6 1d8 ×3 20 ft. 6 lb. Piercing
Ranged Weapons
Crossbow, heavy 50 gp 1d8 1d10 19-20/×2 120 ft. 8 lb. Piercing
Bolts, crossbow (10) 1 gp — — — — 1 lb. —
Crossbow, light 35 gp 1d6 1d8 19-20/×2 80 ft. 4 lb. Piercing
Bolts, crossbow (10) 1 gp — — — — 1 lb. —
Dart 5 sp 1d3 1d4 ×2 20 ft. ½ lb. Piercing
Javelin 1 gp 1d4 1d6 ×2 30 ft. 2 lb. Piercing
Sling — 1d3 1d4 ×2 50 ft. 0 lb. Bludgeoning
Bullets, sling (10) 1 sp — — — — 5 lb. —
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons
Axe, throwing 8 gp 1d4 1d6 ×2 10 ft. 2 lb. Slashing
Hammer, light 1 gp 1d3 1d4 ×2 20 ft. 2 lb. Bludgeoning
Handaxe 6 gp 1d4 1d6 ×3 — 3 lb. Slashing
Kukri 8 gp 1d3 1d4 18-20/×2 — 2 lb. Slashing
Pick, light 4 gp 1d3 1d4 ×4 — 3 lb. Piercing
Sap 1 gp 1d43 1d63 ×2 — 2 lb. Bludgeoning
Shield, light special 1d2 1d3 ×2 — special Bludgeoning
Spiked armor special 1d4 1d6 ×2 — special Piercing
Spiked shield, light special 1d3 1d4 ×2 — special Piercing
Sword, short 10 gp 1d4 1d6 19-20/×2 — 2 lb. Piercing
One-Handed Melee Weapons
Battleaxe 10 gp 1d6 1d8 ×3 — 6 lb. Slashing
Flail 8 gp 1d6 1d8 ×2 — 5 lb. Bludgeoning
Longsword 15 gp 1d6 1d8 19-20/×2 — 4 lb. Slashing
Pick, heavy 8 gp 1d4 1d6 ×4 — 6 lb. Piercing
Rapier 20 gp 1d4 1d6 18-20/×2 — 2 lb. Piercing
Scimitar 15 gp 1d4 1d6 18-20/×2 — 4 lb. Slashing
Shield, heavy special 1d3 1d4 ×2 — special Bludgeoning
Spiked shield, heavy special 1d4 1d6 ×2 — special Piercing
Trident 15 gp 1d6 1d8 ×2 10 ft. 4 lb. Piercing
Warhammer 12 gp 1d6 1d8 ×3 — 5 lb. Bludgeoning
Two-Handed Melee Weapons
Falchion 75 gp 1d6 2d4 18-20/×2 — 8 lb. Slashing
Glaive4 8 gp 1d8 1d10 ×3 — 10 lb. Slashing
Greataxe 20 gp 1d10 1d12 ×3 — 12 lb. Slashing
Greatclub 5 gp 1d8 1d10 ×2 — 8 lb. Bludgeoning
Flail, heavy 15 gp 1d8 1d10 19-20/×2 — 10 lb. Bludgeoning
Greatsword 50 gp 1d10 2d6 19-20/×2 — 8 lb. Slashing
Guisarme4 9 gp 1d6 2d4 ×3 — 12 lb. Slashing
Halberd 10 gp 1d8 1d10 ×3 — 12 lb. Piercing or slashing
Lance4 10 gp 1d6 1d8 ×3 — 10 lb. Piercing
Ranseur4 10 gp 1d6 2d4 ×3 — 12 lb. Piercing
Scythe 18 gp 1d6 2d4 ×4 — 10 lb. Piercing or slashing
Ranged Weapons
Longbow 75 gp 1d6 1d8 ×3 100 ft. 3 lb. Piercing
Arrows (20) 1 gp — — — — 3 lb. —
Longbow, composite 100 gp 1d6 1d8 ×3 110 ft. 3 lb. Piercing
Arrows (20) 1 gp — — — — 3 lb. —
Shortbow 30 gp 1d4 1d6 ×3 60 ft. 2 lb. Piercing
Arrows (20) 1 gp — — — — 3 lb. —
Shortbow, composite 75 gp 1d4 1d6 ×3 70 ft. 2 lb. Piercing
Arrows (20) 1 gp — — — — 3 lb. —
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons
Kama 2 gp 1d4 1d6 ×2 — 2 lb. Slashing
Nunchaku 2 gp 1d4 1d6 ×2 — 2 lb. Bludgeoning
Sai 1 gp 1d3 1d4 ×2 10 ft. 1 lb. Bludgeoning
Siangham 3 gp 1d4 1d6 ×2 — 1 lb. Piercing
One-Handed Melee Weapons
Sword, bastard 35 gp 1d8 1d10 19-20/×2 — 6 lb. Slashing
Waraxe, dwarven 30 gp 1d8 1d10 ×3 — 8 lb. Slashing
Whip4 1 gp 1d23 1d33 ×2 — 2 lb. Slashing
Two-Handed Melee Weapons
Axe, orc double5 60 gp 1d6/1d6 1d8/1d8 ×3 — 15 lb. Slashing
Chain, spiked4 25 gp 1d6 2d4 ×2 — 10 lb. Piercing
Flail, dire5 90 gp 1d6/1d6 1d8/1d8 ×2 — 10 lb. Bludgeoning
Hammer, gnome hooked5 20 gp 1d6/1d4 1d8/1d6 ×3/×4 — 6 lb. Bludgeoning/Piercing
Sword, two-bladed5 100 gp 1d6/1d6 1d8/1d8 19-20/×2 — 10 lb. Slashing
Urgrosh, dwarven5 50 gp 1d6/1d4 1d8/1d6 ×3 — 12 lb. Slashing or piercing
Ranged Weapons
Bolas 5 gp 1d33 1d43 ×2 10 ft. 2 lb. Bludgeoning
Crossbow, hand 100 gp 1d3 1d4 19-20/×2 30 ft. 2 lb. Piercing
Bolts (10) 1 gp — — — — 1 lb. —
Crossbow, repeating heavy 400 gp 1d8 1d10 19-20/×2 120 ft. 12 lb. Piercing
Bolts (5) 1 gp — — — — 1 lb. —
Crossbow, repeating light 250 gp 1d6 1d8 19-20/×2 80 ft. 6 lb. Piercing
Bolts (5) 1 gp — — — — 1 lb. —
Net 20 gp — — — 10 ft. 6 lb. —
Shuriken (5) 1 gp 1 1d2 ×2 10 ft. ½ lb. Piercing

Arrows
An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Axe, Orc Double
An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon.

A creature wielding an orc double axe in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Bolas
You can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas.

Bolts
A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Bullets, Sling
Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Chain, Spiked
A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.

When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn’t a light weapon for you.

Crossbow, Hand
You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.

You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

Crossbow, Heavy
You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.

Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

Crossbow, Light
You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.

Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.

Crossbow, Repeating
The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.

You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.

Dagger
You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill).

Flail, Dire
A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can’t use it as a double weapon— only one end of the weapon can be used in any given round.

When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.

Flail or Heavy Flail
With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.

Gauntlet
This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.

Gauntlet, Spiked
Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.

Glaive
A glaive has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Guisarme
A guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.

Halberd
If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.

You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.

Hammer, Gnome Hooked
A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

You can use a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped.

Gnomes treat gnome hooked hammers as martial weapons.

Javelin
Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.

Kama
The kama is a special monk weapon. This designation gives a monk wielding a kama special options.

You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.

Lance
A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

While mounted, you can wield a lance with one hand.

Longbow
You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.

Longbow, Composite
You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.

For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.

Longspear
A longspear has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character.

Net
A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).

A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Nunchaku
The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

Quarterstaff
A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.

Ranseur
A ranseur has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Rapier
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 1½ times your Strength bonus to damage.

Sai
With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

The sai is a special monk weapon. This designation gives a monk wielding a sai special options.

Scythe
A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.

Shield, Heavy or Light
You can bash with a shield instead of using it for defense. See Armor for details.

Shortbow
You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.

Shortbow, Composite
You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost.

For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.

Shortspear
A shortspear is small enough to wield one-handed. It may also be thrown.

Shuriken
A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can’t be used as a melee weapon.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.

Siangham
The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.

Sickle
A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.

Sling
Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.

You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.

Spear
A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.

Spiked Armor
You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor for details.

Spiked Shield, Heavy or Light
You can bash with a spiked shield instead of using it for defense. See Armor for details.

Unarmed Strike
A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.

An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.

Sword, Bastard
A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.

Sword, Two-Bladed
A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Trident
This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.

Urgrosh, Dwarven
A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.

Dwarves treat dwarven urgroshes as martial weapons.

Waraxe, Dwarven
A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.

Whip
A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.

You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.

When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.

Masterwork Weapons
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.

Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.




To redblade: hasta la vista, baby.

Mad Mask
2007-11-02, 11:50 AM
According to the Player's Handbook, the SRD and wizards (both 3rd edition and 3,5 edition), the Longspear is a Two-Handed Simple Melee Weapon.
I have the book in front of me.
EDIT: Ninja'd !

cupkeyk
2007-11-02, 11:52 AM
and since druids do not even follow the traditional simple/martial/exotic list and have a list of their own that includes the spear you shouldn't waste a feat on it.


Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Use this Character Generator, it is vastly more dependable: http://www.pathguy.com/eberron.htm

Hario
2007-11-02, 11:54 AM
Also use Heroforge for making characters especially non-core I only use redblade when I'm trying to buy for my characters, Heroforge will calculate everything for you and it has access to so many PrC and abilities

Telonius
2007-11-02, 12:02 PM
Yes, ignore this Redblade program. If it screws up on something that simple it's not reliable. You might want to check out the D20 System Reference Document here (http://www.d20srd.org/index.htm).

Okay, for a Druid, you're going to want the "Natural Spell" feat at 6th level. This is the single most powerful feat you can get.

Don't prepare any Summon Nature's Ally spells, ever. You can always channel another spell to take its place.

Familiarize yourself with the list of animals you can summon. Their stats are on the SRD under "Monsters." (They're all grouped at the bottom right under Monsters (Animals).)

You will eventually be much more powerful in your Wildshape form than you are in your normal form. Don't sink too many feats into mounted combat. Your physical ability scores won't matter as much, either, since you take the stats of the form you're in. Pump up your Wisdom as high as you can get it.

Spell Focus (Conjuration) and Augment Summoning are two other feats that you might want to look at. You have a limited number of feats available, but if you're going to summon a lot of things, it might be worth it to you.

Ailurus
2007-11-02, 12:22 PM
As people have said, taking natural spell, and spending all day wildshaped is the most powerful way mechanically to play a druid.

However, since it sounds like you'd prefer to play a druid who usually stays in human form, plus the mounted combat, you might want to consider looking at the Stormlord PRC in Complete Divine if you have it (pg 65). (The prereqs are +4 fort save, endurance, great fortitude and weapon focus (spear), and casting 3rd level divine spells. [Also, you need to worship the local storm god and also be hit by a bolt of lightning, but those are things you can talk to your DM about]).

You'd lose any wildshape progression, and probably animal companion progression too, but you'd keep full druid spellcasting. And, in exchange for the wildshape abilities you probably won't be using much, you'd instead get buffs to your spear (and also javelins if you start using those), and miscellaneous things like electricity resistance, and the ability for you and your bison to travel through storms unhindered.

Crispy Dave
2007-11-02, 12:23 PM
ok I have my feats at mounted combat and trample i need one more good one for eberon

Crispy Dave
2007-11-02, 12:24 PM
well thats just great because evryone else in the party was hit by a lighting bold because of a stupid cleric

cupkeyk
2007-11-02, 12:43 PM
Eberron is awesome because of ashbound, which makes your summoned monsters more powerful. Add augment summoning and imbue summoning and your monsters are PHAT!

Nevar
2007-11-02, 01:38 PM
If you would want to go more of a casting rout along side mounted combat I would go for arcane hierophant (Races of the Wild) your animal companion would become your familiar and thus your companions inteligance would also go up. Spell progression wouldn't be as strong as straight druid however you would have more flexability in your spell casing and open up more elemental spells. Plus you would still be able to wear your leather armor. It has great flavor and can still be fairly powerfull. I'm not sure if it's possible but I'm pretty sure it is if your mount (In this case the bison) starts talking to the party members.

Tor the Fallen
2007-11-02, 04:10 PM
I am planning on being a mounted combat most of the time

Does that mean the party will be riding you, or is it a hilarious typo?

cupkeyk
2007-11-02, 04:13 PM
I don't see that as unlikely, we once meta-party built and made a lancer/halfling outrider riding a shapeshifted druid. Being a mount means your rider gets to deflect one blow a round. If your rider is a halfling outrider, you also get evasion.

Crispy Dave
2007-11-02, 04:24 PM
no im riding my animal companion witch is a bison

Temp
2007-11-02, 04:51 PM
I'm a fan of this (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#druid) variant. It trades a Druid's armor use and Wild Shape for Monk AC and land speed, and Ranger Tracking and Favored Enemies.

It's not nearly as powerful as Wild Shape, but it's still pretty nifty.

Leon
2007-11-02, 10:36 PM
Good to see you step away from the "common" druid archtype, i also recomend the Hunter Variant from UA as a option



and since druids do not even follow the traditional simple/martial/exotic list and have a list of their own that includes the spear you shouldn't waste a feat on it.


Longspear however is not on the druids list