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Druid Guide by Sajber

Version: 1.00 | Updated: 04/05/07

Neverwinter Nights 2:
"Druid" Class Guide by 
Erik Fasterius, erik.fasterius@hotmail..com
Copyright 2007 Erik Fasterius


       Who I am, what this guide is for, etc...

       An introduction to the class of Druids
          2.1 Druid potential
          2.2 What sort of Druid do you want?
          2.3 Planning ahead

   3.0 RACE
       Pointy ears or extra skills, that is the question...

       Very important for a Druid!

       Also known as "stats", but Ability Scores sounds better!
          5.1 Discourse On Stats
          5.2 Examples
          5.3 Bonus Stats

   6.0 SKILLS
       Those little quirks that make your character special
          6.1 Must-have Skills
          6.2 Recommended Skills
          6.3 Useless Skills

   7.0 FEATS
       You probably won't have alot, so you better choose carefully!
          7.1 Free Feats
          7.2 Recommended Feats
          7.3 Useful Feats
          7.4 Useless Feats

       Having a God sure can help sometimes!
          8.1 Level 0
          8.2 Level 1
          8.3 Level 2
          8.4 Level 3
          8.5 Level 4
          8.6 Level 5
          8.7 Level 6
          8.8 Level 7
          8.9 Level 8
          8.10 Level 9

       You might or you might not use it, but it's a terrific thing to have!
          9.1 Initial Shapes
          9.2 Dire Shapes
          9.3 Elemental Shapes

       Loyal and faithful, sure, but which one?

       All the rest of the remaining boring stuff...
          11.1 Credit where credit is due
          11.2 Version History
          11.3 Who can use this guide
          11.4 Special Thanks

Hello, My name is Erik Fasterius, just a nobody from sweden who spends far too 
much time at my computer. I think that I'm pretty good at english, but there
are going to be mistakes made anyhow. If you find a mistake, grammar or other-
wise, feel free to send me a mail about it. You can find my mail at the top of
this page. You're free to send me constructive criticism as well, but anything
that's simply says my guide sucks and I'm a noob will simply be blocked and
deleted. Of course, feel free to mail me and tell me how good you though my 
guid was! =P

Before I start with the guide, I would like to point out that I will use 
smilies. I do this because I have learned from experience that I'm simply not 
good enough at writing to be able to express sarcasm, jokes and the like 
without them. With smilies, hopefully everybody will know when I'm serious and
when I'm not!

To search this guide, simply press CTRL+F and type in a searchword. For
example, if you're looking for the section on Skills, type in "6.0", and your
browser will automaticly take you to any text in the guide with 6.0 in it - 
which should only be two places, if I've done it correctly: the Table of 
Contents and the section itself.

I will assume you know the basics of the AD&D 3.5 ruleset. If you don't, read
your manual and catch up. I will often refer to feats and such without giving
a description of what it does, you will have to check that for yourself. Your 
manual is as good a place as any. The internet is also an alternative, one good
site being www.gamebanshee.com.

Keep in mind that this is my guide, and therefore it contains my explicit views
on how one should play the Druid. If you find something that you disagree with,
feel free to tell me about it, and why you think I'm wrong about the issue at
question. And this is not a step-by-step guide, ending in just one character, it
is a collection of thoughts and ideas on different ways to play the class of
Druids. Therefore, you have to do alot of thinking by yourself, and not rely on
me telling you exactly what to do. There is however alot of data in here to help
you do those decisions, though, so don't worry! =D

And with that, let's start the guide!

So, you've decided to create a Druid. Or perhaps you're thinking of creating
one. This section of my guide will attempt to try to give you an idea of what
sort of character a Druid can become. Druids are very versatile characters, and
you can build your Druid in many ways. Although they are versatile and can adapt
to many sitations without having to prepare, they can still be focused on going
in one direction or the other. 

2.1 Druid Potential
Ok, so Druids are versatile. What does that mean, exactly? Well, it basicly 
means that a Druid can fill any other role in a party, be it as a warrior,
healer, spellcaster or general buff-bot. While it is their strength to be able
to take all these roles (often at just a moments notice), they will of course
not be as good as a "pure" class of whatever area they are taking over for. We
have to keep this in mind whenever we play our Druid, so as not to overestimate
our prowess in the different areas of battle.

Before we move on, here are the Druid basics, copied from the manual.

Class Features: Druids

Alignment Restrictions: Any neutral
Hit Die: d8
Base Attack Bonus: Medium
High Saves: Fortitude and Will
Skill Points: 4 + Intelligence Modifier

Weapon Proficiencies: 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.

Armor Proficiencies: Light and medium as well as shield (except for tower 

Class Skills: Concentration, Craft Alchemy, Diplomacy, Heal, Listen, Lore, 
Parry, Spellcraft, Spot, and Survival.

Spells: A druid casts divine spells, which are drawn from the druid spell list.
A druid must choose and prepare her spells in advance. To prepare or cast a 
spell, the druid must have a Wisdom score equal to at least 10 + the spell level
(Wis 10 for 0-level spells, Wis 11 for 1st level spells, and so forth).

Spontaneous Casting: A druid can channel stored spell energy into summoning 
spells that she hasn't prepared ahead of time. She can "lose" a prepared spell
in order to cast any summon monster spell of the same level or lower.

Animal Companion: A druid begins the game with an animal companion.

Wild Shape: At 5th level, a druid gains the ability to turn herself into an 
animal and back again once per day.


Ok, so Druids have got a medium amount of Hit Points, medium armour + shields,
a good amount of skills, can cast divine spells, has an Animal Companion, can
shapeshift into different animals and has a mediocre selection on weapons. Based
on just this, we can make an assumption that the Druid as a class is a fairly 
well-balanced one, no real strengths nor weaknesses. So, now you have to decide
into what direction you want your Druid to travel!

2.2 What sort of Druid do you want?
While the Druid can do alot of things, I very much recommend that you try to
make him or her focus on one area that the Druid will be better at. This could
be fighting, for example, or spellcasting. You could become your party's second
tank, or perhaps a ranged attacker. I'll give you some examples here, to get
you started.

The Spellcaster Druid:
This is a Druid that focuses most of his efforts on becoming master of his 
spells. He will focus most of his stats into Wisdom, to enhance his spells, and
forgo his physical stats. He will be utilizing alot of the Druid's offensive
spell repertiore, and some healing spells thrown in for good measure. He will be
standing at the backlines of the battle, throwing magical mayhem at his party's

The Tanking Druid:
This Druid will attempt to have as much Constitution and Dexterity as possible,
in order to make him both harder to hit and harder to kill. He will use his full
potential in his defensive spells, even further increasing his AC and HP. He can
be found standing at the front of the fray, staring straight into his attackers'
eyes, sharing his place with his fellow fighters. This Druid can hold his own
even against several attackers due to his excellent stamina and healing spells.

The Shapeshifter:
This is a Druid that spends alot of his time shapeshifted, in order to share the
frontlines with the other warriors. He will use alot of his spells to enhance
his damage output, but still be able to throw off the odd heal if the need 
should arise. This Druid becomes truly powerful once he achieves his Elemental
forms, and when his buffing spells reach truly epic proportions. One would do
well to not stand in a true Shapeshifter's path.

There are, of course, many other variations that you could attempt. The only
thing you need to think about is that you need to know what you're after. Don't
start building a Druid (or any other character, for that matter), without first
knowing what type of character you want it to become. If you don't already know
what you want your Druid to be like, take a moment and think about it, before
you keep reading.

2.3 Planning Ahead
Ok, now that you know what type of Druid you want, you need to start planning.
Ask yourself some questions about your character. Is he or she a spellcaster? 
Ok, what sort of spells does she cast, offensive, defensive or buffing? Ok, what
type of feats does he or she need, general feats or Metamagic feats? Ok, will he
or she be multiclassing into anything? 

Give yourself a chance to get a general feel for your character. Don't worry 
about the details yet, we'll get to those in the other sections of the guide. 
The important thing now is that you know what you want to have!

3.0 RACE
So, what race is your Druid going to be? Your main attribute, regardless of
build, is most probably going to be Wisdom, so something that increases your
Wisdom would be welcome. You still have to think for yourself what other sort
of stat balance you need, depending on your type of Druid. Here are some good
choices when it comes to race:

Wood Elf:
+2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence.
A Wood Elf Druid gets access to both the Short and Long Bow, which could be a
good thing if you want a ranged Druid. Low Light Vision and Keen Senses always
help as well. It's never welcome to loose out on Constitution, but you gain
other stats. Intelligence doesn't make that much of an impact, to be honest.

+2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution.
Pretty much the same as the Wood Elf, except that you get more stats, spell
resistance and a level adjustment of +2. A Drow Druid would look... weird,
however. =P

+2 Dexterity, +2 Wisdom, -2 Strength, -4 Charisma.
These little guys have a ton of bonuses, spell resistance and saving throw
bonuses among the nicer ones. Small stature is a nice twist as well. A problem
would be the +3 level adjustment, though. If you think it makes up for it is
up to you to decide.

You can always take a human, no matter what class you are. One extra feat, more
skills and any favoured class. A solid choice, as always.

+2 Wisdom, +2 Charisma.
Darkvision, excellent stats and some elemental resistances wraps this race up
quite nicely. Keen senses are always a nice bonus as well.

+2 Constitution, -4 Charisma.
Excellent choice if you want to take a Druid for tanking. They have various
bits of good about them, and the -4 Charisma doesn't hurt all that much.

You can, of course, take any race whatsoever. Any race can make a good choice
for any class, it's just that some might be better than others! =D

As a Druid, you have to have at least some part of neutrality in your alignment.
This means, you can only be Neutral Good, Neutral Evil, Lawful Neutral, True
Neutral or Chaotic Neutral. For most, this is an aestethic choice, but there is
one special case where it needs more consideration: Shapeshifters. Some shifters
like to get one level of Monk, to get the bonuses for their Wild Shapes (more
on the details later), and Monks need to have something lawful in them. This
means that a Druid that is going to be multiclassing to a Monk have to be
Lawful Neutral, and nothing else.

When you play the game, keep in mind that you have to remain neutral, otherwise
you can't continue as a Druid. You can't do too many good things in a row, you
have to mix it out with some evil, and vice versa. This isn't very hard, as long
as you keep it in the back of your head. If you've done something nice a few 
times, just go ahead and kill that guy you should be helping next time instead,
and you'll be back on course. I myself think that this concept of "neutrality"
sucks... Meh, I didn't design the game, so I have to deal with what i get... =/

Almost all Druids' main stat is Wisdom, and a generally good idea is to start
with at least 16. The rest is really up to what sort of Druid you are.

5.1 Discourse On Stats
Strength: Almost no Druids need this stat to be very high. A spellcaster won't 
          need it for obvious reasons, a shapeshifter won't need it becuase it's
          going to be modified in Wild Shape anyway and tanks don't really need
          it. If you're thinking about  creating a melee damage dealer type of 
          Druid, then you'll need it. I can't think of a good reason to create 
          such a Druid, though, since there are so much better alternatives! =P
          Recommended starting value: 10-14.

Dexterity: This stat's value varies a bit more than Strength. If you're a 
           spellcaster, you want a bit more Dexterity to be able to get some 
           more AC out of it, and the same goes for a tanking Druid. However, 
           tanks need to be a bit more planning than simply putting much into 
           Dexterity. The really hardcore tanks might want to invest in the 
           Heavy Armour Feat, which means they won't need more than a +1 in 
           their Dexterity modifier. A shapeshifter doesn't really need 
           Dexterity, but it is always nice to have, regardless. 
           Recommended starting value: 12-14

Constitution: For tanks, this is essential. For spellcaster, it's nice, but not
              that much needed. For shapeshifter, as with all physical stats, 
              it doesn't really matter all that much.
              Recommended starting value: 14+ (tanks), 12-14 (rest).

Intelligence: A Druid's least needed stat. We've already got 4 skills per level,
              which is already enough. It really depends on how many skills you
              want to be good at, and what race you are. If you're a human, 
              you'll have +1 skills per level to play with as well. Just look up
              the Skill section lower down, decide how many skills you want, and
              adjust your Intelligence accordingly.
              Recommended starting value: 8-12.

Wisdom: Main stat. Duh. =P
        Recommended starting value: 16-18.

Charisma: How much you want in Charisma is basicly how good you want to be 
          with Diplomacy, Bluff and Intimidate. How much you want it up to you,
          and what mod you play.
          Recommended starting value: whatever you have left.

5.2 Examples
Here follows some examples on how Ability Scores can look for different types
of Druid with different races:

         Human Spellcaster     Aasimar Spellcaster    Svirfneblin Spellcaster
Str             10                      10                        8
Dex             14                      16                       16
Con             14                      14                       14
Int              8                      10                       10
Wis             18                      18                       18 
Cha             10                      12                        8

            Human Tank            Duergar Tank            Svirfneblin Tank
Str             14                      14                       12
Dex             12                      12                       14
Con             16                      18                       16
Int              8                      10                       10
Wis             16                      16                       16
Cha             10                       6                        6

         Human Shapeshifter    Wood Elf Shapeshifter      Drow Shapeshifter
Str             12                      14                       12
Dex             14                      14                       14
Con             14                      12                       14
Int              8                      10                       12
Wis             16                      16                       16
Cha             14                      12                       10

Keep in mind that all these are just that - examples. Just because I have
distributed the stats for one type and one race in one way, it does not mean
that if you have that same type and race you have to put the stats exactly the
way I did (phew, long sentance! =P). How many skills you want and if your mod
uses Charisma can make them change alot. Just your own liking of one thing and
not the other can change it! Roleplay can change distribution. My examples here
were roughly made for the Original Campaign.

5.3 Bonus Stats
Every fourth level, you will be given an Ability Score point to distribute as
you see fit, for a total of 5 increases at level 20. Where should you put them?
Well, Wisdom, of course! The only exception I can think of would be the Tank,
who should put 3 into Wisdom and 2 into Constitution. 19 Wisdom is the least you
need to be able to cast level 9 spells, so that's really the minimum, becase you
DO want those spells, even if you're a tank!

In this section, I'll talk about skills - which are bad, which are good, and so
on. I'll start simply by writing out the Druid's class skills, once again:

Concentration, Craft Alchemy, Diplomacy, Heal, Listen, Lore, Parry, Spellcraft,
Spot, and Survival.

Druids gain skills according to 4 + (Intelligence modifier).

6.1 Must-have Skills
These are the skills that I couldn't live without. You might disagree, but since
this is my guide, you don't have a say in it! (mwuhahaha! =P). 

Concentration: This is an excellent skill, since a Druid is always a caster at
               the bottom of it. Concentration will help you get those spells
               off when you're in a middle of a tight group of monsters!
Heal: You've already got healing spells, but this can be used as a last resort,
      if you're either out of useful spells or if you need to cure something and
      have no current spell for it.

6.2 Recommended Skills
Skills that are useful. Just take your pick from them and what suits you.

Diplomacy: I myself really like to be able to talk myself out of a situation, 
           but that's just me. If you don't like it, don't take it.

Listen: This is really the Rogues' job, in my opinion, but if you don't have
        one in your group, it always helps. It might help even if you DO have
        a Rogue...

Lore: There probably is somebody else in your party with better Lore than you
      could ever get, but just in case there isn't, this skill is dead useful.

Spot: The same as for Listen, but a bit more useful.

Spellcraft: It's always nice to be able to see what that fancy-looking spell 
            actually is, rather than just feeling it's power once they're done
            casting. Maybe you have a Wizard in your party, and chances are he
            has a higher Spellcraft score than you, but that doesn't really 
            matter. It's a good skill to have.

Tumble: Although it is not a class-skill, this has great benefits for tanking
        Druids. More AC, and easy ways to avoid Attacks of Opportunity, yay!

6.3 Useless Skills
If you don't think they're useless, by all means, take them. Just don't say I
didn't warn you! =D

Parry: Seriously? You're a druid. The only exception here would be for a tanking
       Druid, but he couldn't become as good at parrying as other tanks could,
       just because of lack of feats. It might be useful for tanks, but for all
       other Druids, it's just pure fail.

Survival: Slow movement speed traded for ability to see the monsters nearby on
          the minimap? Sounds like a rip-off trade to me. Never found it the
          least useful.

As always, with everything in this guide, if you disagree with some of my 
choices, you're more than welcome to send me a mail, telling me why I should
reconsider. My mail can be found at the top of this page.

You won't have an endless amount of feats to take, so you have to be picky when
it comes to what to take and what to pass up. This section will help you decide.
What feats you take will vary, depending on what sort of Druid you are.

7.1 Free Feats
These are the feats that you gain for free as you level up your Druid.

Nature Sense:         A druid gains a +2 bonus to Survival and a +2 bonus to 
                      Search and Spot while in wilderness areas. (level 1)

Woodland Stride:      The Druid gains a +10% movement increase when in outdoor, 
                      natural environments. (level 2)

Trackless Step:       The Druid gains a +4 competence bonus to Hide and Move 
                      Silently checks when in wilderness areas. (level 3)

Resist Nature's Lure: The Druid gains a +2 bonus on saving throws against all 
                      Fear spells and effects. (level 4)

Wild Shape:           Starts at level 5. Read more in the "Wild Shape" section.

Venom Immunity:       The Druid gains immunity to all poisons. (level 9)

7.2 Recommended Feats
Here I will list some of the feats that i've found useful through my playtime
in the game. They will vary depending on what area you are focusing on as a 
Druid, so you just have to be picky. This is really the area where you start to
focus on your area of expertise, even more than by just your attributes. I will
not give you any description whatsoever on what the feats themselves do, you
will have to look that up yourself, I'll simply state what I think about them
and their usefulness.

Dodge:                Useful for all kinds of Druid, no matter what focus.

Metamagic Feats:      Very good for the spellcaster type Druids. Empower spell
                      is very good for dishing out that extra damage, and
                      Extend spell for making those buffs last a bit longer.
                      Extend spell is useful for all kinds of Druids, not just
                      the spellcaster types (that is, if they can afford it).
                      Maximize spell is good too, to a certain extent.

Mobility:             Excellent feat. As you'll be moving around in combat more
                      often than not, having a bit extra AC against Attacks of
                      Opportunity sure can help! (Requires: Dodge)

Toughness:            For tanking type Druids, this is worth gold. Just don't
                      take it at an early level, wait until it makes a 
                      difference instead.

Natural Spell:        Simply a must-have for shapeshifters! A spellcaster who
                      likes to take on a Wild Shape could also benefit from this
                      feat, although he would make more use from the Elephant's
                      Hide feat.

Oaken Resiliance:     Again, very good for anybody except a shapeshifter. Maybe
                      even good for them as well, since it's so bloody good!

Zen Archery:          For a ranged type of Druid, this feat is worth it's weight
                      in gold! You won't have to boost Dexterity at all, simply
                      keep your Wisdom high!

7.3 Useful Feats
These are simply spells that are good choices when deciding what feats to take,
and can give a bit more flavour to your character.

Spell Penetration:    Good for spellcasters for obvious reasons.

Heavy Armour Feat:    Good for tanks who want to be able to wear that plate
                      armour. It can be argued that a level in fighter is better
                      because of the extra feat you gain along with this one,
                      and I have to say I'm simply not sure which way I prefer.
                      Decide for yourself!

Luck of Heroes:       +1 AC and +1 to all saving throws. Good for all types of
                      Druids, but even more so for tanks.

Elephant's Hide:      Good for everybody except shapeshifters (since they want
                      to use their forms), and especially for tanks.

Point Blank Shot:     Obviously, useful if you're a ranged type of Druid.

7.4 Useless Feats
These are feats you might think are useful, but they're not. There are tons of
feats that are useless to a Druid, but I'll only list those that you might think
are good! =P

Extra Wild Shapes:    You'll have as many Wild Shape charges so you won't even
                      use them all before resting in the end anyway. Don't take
                      this feat!

Combat Casting:       This is vital for arcane casters with low armour, but not
                      for a Druid. You'll be maxing your Concentration skill
                      anyway, so this spell won't help you much. There are 
                      better choices out there!

Spell Focus:          Sure, it can help, but wasting an entire feat just to 
                      improve one school of magic? Pathetic, don't even think
                      about taking this one.

This is not a description on every spell that the Druid has in his arsenal, it
is rather a small collection on the spells that I've found to be useful. It's
pretty much the same as the "Feats" section in that it excludes alot, and only
includes the important. Keep in mind, though, that it is what I think is 
important, and you may disagree. If you do, please tell me why, and maybe I'll
include your thoughts in a future version of the guide.

I won't include the "Summon Monster" spells in this list, since a Druid always
can cast them via the Spontaneous Casting feat they have. Some like the
summoning spells, and some don't. I find them to be a waste of another good
spell, frankly. If you like them, however, remember to never memorize them,
since you can always cast them anyway.

8.1 Level 0
Resistance:           About the only useful Orison spell there is, although it's
                      not bad at all. At higher levels, you can basicly go with
                      it activated all the time on your character(s) for free.

8.2 Level 1
Cure Light Wounds:    A healing spell. Not much to say about these, except that
                      you're going to be needing them. This is the first of many
                      to come.

Endure Elements:      A good spell to have in your back pocket, or when you know
                      you'll be up against elemental damage.

Magic Fang:           Very useful for Shapeshifters, since they can actually 
                      cast it on themselves, rather than just their Animal

8.3 Level 2
Barkskin:             More AC, anybody? Hell yes, dead useful spell!

+Stat spells:         These include Bull's Strength, Bear's Endurance, Cat's
                      Grace and Owl's Wisdom. These are very useful, and are
                      even better if you Extend them via the Metamagic feat.

Flame Weapon:         Every sort of bonus damage is good. Cast this preferably
                      on a character only wielding one weapon, as it only
                      affects the "first" weapon.

Lesser Restoration:   A good spell to remove all those pescy Ability Score
                      reductions. Always good to have one of these!

8.4 Level 3
Cure Moderate Wounds: Another healing spell, yay!

Call Lightning:       A sheer damage spell, to the joy of spellcaster Druids.
                      It's very good, too!

Greater Magic Fang:   The same as Magic Fang (level 1), but a better version.

Jagged Tooth:         Excellent for shapeshifters, if they can cast it on them-
                      selves. More crits are always nice!

8.5 Level 4
Cure Serious Wounds:  Healing for the win!

Dispel Magic:         If you've got alot of bad buffs on you, this is the spell
                      to use. Very good if you know that you'll be up against
                      other spellcasters that use debuffs.

Flame Strike:         More damage spells for the spellcasters, wohoo!

Stoneskin:            If you feel that you're taking all too much damage, or 
                      just need some more protection, this is the spell for you.

8.6 Level 5
Cure Critical Wounds: Need I say anything?

Own's Insight:        A very good temporary boost to Wisdom, especially good for
                      shapeshifters who have taken a level in Monk.

Restoration:          Same as Lesser Restoration (level 2), but better.

Slay Living:          If you know that a target has a low Fortitude save, and
                      preferably have them lowered by some other means as well,
                      this is a good instant-death spell to throw at them.

8.7 Level 6
Energy Immunity:      If you know you'll be up against one of the five energy
                      types, this is an excellent spell for preparing for it!

Greater Dispel Magic: Same as the level 4 spell, but better.

Greater Stoneskin:    Same as the level 4 spell, but improved.

Regenerate:           One of my favourite spells! Put it on something with a ton
                      of hit points (your tank), and see him become invincible!

Tortoise Shell:       An excellent bonus for your tank, or something else that's
                      taking too many hits. Keep in mind that you'll be moving
                      slower during the spell's duration.

8.8 Level 7
Aura of Vitality:     Although it has a very short duration, this spell can be a
                      lifesaver in the middle of a heated battle!

Creeping Doom:        Throw it at a wizard, see their spells fizzle and die!

Fire Storm:           More damage spells for the spellcasters' joy and glee!

Harm:                 Deadly, if you can get your target's Will save down a bit.

Heal:                 Awesome healing spell, it the word's true meaning. A real

Mass Cure M. Wounds:  This spell can actually be useful at times, either if you
                      have lots of monsters around you (to heal you) or if there
                      are a ton of undead you can damage with it!

Sunbeam:              Good against undead, but not against much else.

True Seeing:          If you know you're up against Rogues, this is the spell
                      to use.

8.9 Level 8
Finger of Death:      This has always been a good spell, regarless of what game
                      it's been in. Try to lower your target's Fortitude save
                      before you cast it.

Mass Cure S. Wounds:  Same as the Mass Cure Moderate Wounds, but better.

Premonition:          Damage reduction at it's finest!

Storm Avatar:         The mother of all damage buffing spells! Set this on your
                      warrior (or yourself, if you're a shapeshifter), and see
                      your damage soar into the air!

Sunburst:             Very effective against undead, and have better effects for
                      the non-undead than Sunbeam (level 7) have.

8.10 Level 9
Elemental Swarm:      This is actually a summoning spell I like! Elementals are
                      sure handy sometimes.

Mass Cure C. Wounds:  The last healing spell!

Shapeshange:          My favourite would be the Horned Devil. A really good 
                      spell, especially for shapeshifters!

And there you have it, all the spells that I tend to use most. Different
situations require different spells, though, so just because a spell isn't on
this list doesn't mean it's not useful in some area or the other, keep that in
the back of your head! =D

At level 5, you get your first Wild Shapes. You will be able to shapeshift into
one of four animals, and you will get their respective physical stats (Strength,
Dexterity and Constitution). This means that having already good physical stats
doesn't help your Druid when it comes to shapeshifting. This is one of the 
things that makes Druids so variable in their gameplay - you can have crappy
stats and make up for them by shapeshifting.

How much you want to use Wild Shape really depends on what sort of druid you
have and what sort of playstyle you're looking for. Initially, you cannot cast
spells in animal form, but if you take the feat "Natural Spell", you can. This
means, that if you plan on using shapeshifting alot, you really should take that
feat. On the other hand, you might only want to use shapeshifting when you've
already exhausted all your spells, in which case you won't need Natural Spell.

If you have taken one level in Monk, your Wild Shapes will get dramatically
better. At level one Monk, you will add your Wisdom modifier (which should be
high) to your AC, when unarmoured. Naturally, this won't help much when you're
not shapeshifted, since you'll be wearing armour, but it'll add 3-5 AC in your
shapeshifted forms, which is alot! Another good thing you gain from one Monk
level is Flurry of Blows. Not as great as the AC bonus, but it's still a good
feat for shapeshifters.

9.1 Initial Shapes
These are the first animal shapes that you get at level 5. You can use them once
per day at level 5, with an increase at level 6, 7, 10, 14 and 18, for a total
of six times per day. Here are your choices:

Strength - 19, Dexterity - 13, Constitution - 15.
Due to it's high Strength, the Bear is the animal form you should take when you
want to do alot of damage. He's got an ok Constitution, probably the same or 
more than you have, but a bit lower dexterity. If you've taken one level in Monk
that shouldn't really matter, though. The Bear is very large, so it can be hard
to use in cramped areas, keep that in mind.

Strength - 15, Dexterity - 10, Constitution - 17.
This is the closest to a tank you'll come with shapeshifting. You'll gain some
hitpoints, but you'll (probably) loose some AC. Again, a level in Monk helps.

Strength - 8, Dexterity - 17, Constitution - 15.
I won't even talk about the Badger, he's just totally and utterly useless as a
Wild Shape. Don't ever use it.

Strength - 13, Dexterity - 15, Constitution - 15.
The Wolf is just avarage in everything, not much more to say about him, except
that he's a bit smaller.

So, which one of these should you use? Naturally, you should decide what form
you want to take depending on the situation at hand. The natural choice if you
just want damage (which you'll want most of the time) would be the Bear. It's
the form you'll be using the most, as it doesn't really loose much tanking value
from the Boar (you gain 1 AC and loose one Constitution modifier). You could use
the Boar if you really, badly needed the HP. The Badger if just... *shrug* Don't
ever use it, period. And I can't really think of any usefulness from the Wolf,
when you can choose the Bear instead.

9.2 Dire Shapes
At level 12, your animal shapes will become "Dire" animal shapes, increasing
their power. Here they are:

Dire Bear:
Strength - 31, Dexterity - 13, Constitution - 19.
This is, by far, the best dire form out there. Don't even bother with the other
ones. I'll list their stats, but I won't even say anything about them, the Dire
Bear beats them all without any problems.

Dire Wolf:
Strength - 25, Dexterity - 15, Constitution - 17.

Dire Boar:
Strength - 27, Dexterity - 10, Constitution - 17.

Dire Badger:
Strength - 14, Dexterity - 17, Constitution - 19.

9.3 Elemental Shapes
The epitome of a shapeshifter's career. At level 16, you gain your first Huge
Elemental Shapes. At level 20 you can take the forms of Elder Elementals, even
further increasing your shapeshifting powers.

Fire Elementals:                       Huge                   Elder
                  Strength              18                     22
                  Dexterity             25                     29
                  Constitution          18                     18
                  Base AC               20                     27
                  Base damage: 2d8 + 1d8 Fire

Water Elementals:                      Huge                   Elder
                  Strength              24                     28 
                  Dexterity             18                     22
                  Constitution          21                     21
                  Base AC               22                     25
                  Base damage: 2d10

Earth Elementals:                      Huge                   Elder
                  Strength              29                     33
                  Dexterity              8                      8
                  Constitution          24                     21
                  Base AC               19                     23
                  Base damage: 2d10

Air Elementals:                        Huge                   Elder
                  Strength              18                     22
                  Dexterity             29                     33
                  Constitution          18                     18
                  Base AC               22                     29
                  Base damage: 2d8

And here we run into a bit of trouble. Remember how I've been talking a bit 
about taking one level of Monk to be able to get the bonuses? Well, taking one
level of Monk means that you won't get the Druid to level 20, which means that 
you won't get the Elder Elemental forms. So, as a shapeshifter, do you take the
Monk level or not?

What you gain from taking a level of Monk is a bonus AC equivelant of your
Wisdom modifier. This means, that to counter, for example, the AC gain from
Huge to Elder Water elemental (for example), you need  Wisdom modifier of at
least +3. You will have this from level one, so that's not a problem, but for
other forms, such as the Air Elementals, you need at least a +7 modifier, which
means 24 Wisdom. With items and buffs, it is not unreachable.

You also gain Flurry of Blows, which is another attack per round at -2 attack
penality. On the other hand, you will loose the +attack/damage you gain in the
Elder forms from their increase in Strength (they all get an increase in 4
Strength, which means +2 attack/damage).

I myself like the Water Elemental best, and seeing as it's not very hard to
compensate for the lack of it's Elder form by the single Monk level, the choice
for me isn't hard. However, you might like some other elemental better, and you
might have to do some calculations of your own. Decide for yourself! =D

As a side note, the number of attacks you get in your Wild Shaped forms do not
depend on what form you are in, but rather your own form's BAB. This means that
all your Wild Shapes will get the same amount of attacks as you do in your
normal form. The Elemental forms are unquestionably best for dealing damage. 
Well, best for everything, really, once you get them! =P

At creation, Druids of all variations can choose an Animal Companion to 
accompany him or her on her travels. This companion can be summoned once per 
day, but will still with you as long as it does not die. If it does die, you 
will have to wait another day until you can summon it again. There are not as 
many to choose from as in Neverwinter Nights 1, and they don't have any means 
of becoming your "secondary rogue" anymore. (In NWN1 some Companions could 
detect traps and similar rogue skills) They basicly are the same as your
Wild Shapes, so if you've read that section, you can easily relate the two. Here
is the list!

Weak Strength and mediocre in everything. Sure, it can frenzy, but that doesn't
help much. Again, it's as utterly useless as it is to shapeshift into. Ignore 

Rather mediocre, it's simply to weak to be able to be any use. It just dies too
fast to be able to be useful. I'd skip it.

This is a good choice in the beginning of the game, as the Wolf can knockdown,
as per the feat. This usefulness quickly degenerates as you gain levels and the
monsters more easily resist the knockdown attempts.

The toughest of all the companions you can choose, and it's good just for that
reason alone. If you want a tank for your Animal Companion, the Boar is for you!
It does so-so damage, but not bad either, so it'll actually help on that front
as well.

It's not as durable as the Boar, but it does somewhat more damage. 

I'd recommend the Bear or the Boar, really. They're both good at dealing damage
and tanking, you just have to decide which part you need most. If you want more
damage, take the Bear, if you want a tank, take the Boar.

The guide is at it's end, oh woe is me! =P

7.1 Credit where credit is due
Seeing as this is the first version of the guide, there aren't really any other
people except me that have done anything with it, which means that I can't give
any credit for anybody other than myself. If you have contributed to this guide
in any way, such as correcting a mistake on my part or adding something I didn't
include, you'll be put up on the "Special Thanks" list below, if you want to.

7.2 Version History

ver. 1.00, 5th of April 2007
     - Initial release

7.3 Who can use this guide
At this very moment, only Gamefaqs can use this guide. I will almost always give
permission for anybody to use the guide, however, as long as you actually ASK.
Do that by sending me a mail telling me you want to use the guide, and what site
you're wanting to put it up on. It must be un-altered in it's entirety, and must
be free.

7.4 Special Thanks
Bioware          - For being the great developers they are!
Gamefaqs         - Because lurking at your forums is fun!
Holidays         - So I can have nothing to do, and makes guides instead!

And that's it folks, I hope you've enjoyed the guide!

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