Starting a Druid

Overview
Druids are a fairly simple class to build as long as you aren't going for a max DPS or ultimate tank build. This simply won't happen with a druid but they can do many other things very well. Druid also go very well with several multi-classes.

There are 3 mainly used styles of druid.


 * Juggernaut: Uses bear forms, this one is the most difficult as it needs strength, wisdom, and dexterity. Some people will drop dex and go for straight for constitution but as you can only wear light armor, dex will be your main source of AC.
 * A good build would be like: Str 14, Dex 14, Con 16, Int 8, Wis 16, Cha 8.(32 pt)


 * The Shredder: Focused on shape-shifting, generally wolf and ice wolf. This build will make you do fairly good melee DPS and is very survivable and amazing for solo. Half/half wisdom for DCs and strength for DPS.
 * A good build would be like: Str 16, Dex 10, Con 16, Int 8, Wis 16, Cha 8. (32 pt)


 * Elementalist: Very caster-oriented but can melee in some cases with the Flame Blade spell. Max wisdom and max out one elemental line of enhancements. I suggest frost for the creeping cold and ice storm. This will allow for good AOE and single target DPS.
 * Most of the time it will just be Con 18, Wis 18. In some cases for UMD purposes you can do Con 14, Wis 18, Cha 16.

Stat allocation
The druid is very simple. If you're in melee you're a shape-shifter so you don't use the TWF or THF feats so you dont need to worry about prereqs.


 * Str: At least 16 for The Shredder and 14 for the Juggernaut. Drop to 8 or 10 for Elementalist.
 * Dex: Only useful for tank or monk-splash reflex build. At least 14 for those, otherwise dump.
 * Con: Minimum 14. For melee at 16 is better.
 * Int: Dump stat unless you maybe want a few more skill point. Never go above 10.
 * Wis: On basically all build you want 16 or more. This will affect your Wild Shape spell DCs and spell points. Try to keep this as high as you can.
 * Cha: Dump stat unless you want UMD.

Races
As far as races go there aren't many pros or cons to any of them.


 * Human: One extra of 2 stats. Can be nice for one extra Wis and Con/Str.
 * Elf: Extra Dex for AC and long sword proficiency. Less Con so less health.
 * Halfling: Extra Dex, saves, and AC. so can be good for a monk splash. Not to much for tank because of Str penalty.
 * Dwarf: More Con. Good for tanks. Less Cha. Doesn't really matter.
 * Warforged: More Con and all those good resists. However the penalty to Wis really hurts to is not a good option for druids.
 * Drow: More Dex, Int, and Cha. Basically not useful unless you're on a UMD build. Less Con.
 * Half-Orc: Great for any melee dps build. Less Int can hurt the skill point but you can mostly get by. Less Cha doesn't really matter.
 * Half-Elf: Make a very good Melee druid for the rogue dilettante gives you the extra damage or the barbarian for a tank. The extra stat can also be very nice.

Overall you will for melee you will want Dwarf, Half Orc or Half elf. For caster Human is best bet for extra feat.

Feats
As for feat there a a few ways you can go.

Toughness is basically required for all druids.

Caster. Both Spell Focus and Greater Spell Focus: Evocation are vital for DCs. Maximize and Heighten are also very good as the at high level your Creeping Cold can end up doing very high damage with both of those. Mental Toughness and Improved Mental Toughness are useful to help compensate for the druid's lower SP pool.

As both tank and melee DPS, you will want to max out double strike chances. For this you will want both regular and greater Shield Mastery. Once you hit level 9 you will want to start stacking the Natural Fighting feat for even more double strike. Power Attack is also nice for the extra damage.