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So, barring bonuses from things like Masterwork or magical weapons, your attack roll is looking like - 1d20+1+1. A Fighter with 18 Strength at 2nd level would be getting +4 from their Strength and +2 from their Base Attack Bonus.
For reference; ability score modifiers (that +X number next to the actual score) is what's applied to any rolls involving the stat, not the stat as a whole.
So at 10 and 11, the modifier is +0. At 12 and 13, it's +1. Then 14 and 15 have +2 and so-on.
That sucks. Is there an alternative way to build a druid? Cause apparantly str doesnt work.
At least my pet is carrying me very hard. Haha.
How does shapeshifting work anyway. Do you need str for it or agility for shapeshifting?
Modifier:
Base attack bonus (1 per lvl forfor barb/fighter/paladin/ranger, 0.5 for sorc/wizard, 0.75 for everyone else, BaB also gives additional attacks at 6,11 and 16)
Flanking gives +2 (2 units attacking same target).
Outflank feat gives another +2 when flanking.
Bard and Cleric have a lot of buffs that increase it (heroism, bless, inspire courage, prayer, haste etc)
Every 2 strength above 10 gives +1 (enchantment from item and from spells does not stack)
Weapons +1 means it gets 1 higher chance to hit and crit.
Chance to hit is: A random value between 1-20 + your attack modifier. If that is higher or equal to enemy AC then you hit. (also always hit on a 20 roll, so it is not possible to avoid all attacks)
Strength is used for melee and Dexterity is used for ranged/spells. (some classes/weapons can use dexterity in melee)
Should i then pump all on str at early lvs and charisma as second ?
This rule system is pretty similar to D&D, so find a druid build from Baldur's Gate 2 or Neverwinter Nights on the internet to see how other people are distributing their stats. But druids are usually very weak in early game, and gets stronger around level 5-6.
For strength, you usually have to rely un the spell Bull's Strength, or a potion/scroll early on. You usually don't have enough points for more than 12 strength.
Example:
STR: at least a 10, but not much higher. Remember, you get Bull's Strength
very soon!
DEX: at least a 14. This will aid your Armor Class and any stealth abilities
you may want to develop.
CON: at least 12. This will give you a +1 bonus to your hitpoint dice roll. Remember, you aren't a true warrior so you needn't get stack this.
INT: keep it at 10, so you suffer no penalties. No reason to raise this,
ever.
WIS: minimum of 14, and continue to add points as you gain levels. This is
a critical stat for druids.
CHA: 12 is enough if you plan on using Animal Empathy and Persuade. Any
additional points can be placed where you see fit.
From a guide for druids for NWN. Much of this applies to this game as well:
https://gamefaqs.gamespot.com/pc/188666-neverwinter-nights/faqs/22520
Doubt it cause the druid specialisation has only 2 available spell slots unlike the others and wisdom doesnt provide it more spells
Their recommended stat is wisdom, they get more spell slots as they level up.
Level 4 is first level they unlock transformations and then more later on.
With the transformation you get +2 size bonus to strength and +2 natural armor + more attacks.
Another transformation gives dexterity instead of strength (I think it is ranged)
A feat that requires 13 wisdom allows you to cast spells while transformed.
If you intend to make a transform druid you could get outflank and weapon focus with the attack type you would mainly use.
A lvl 9 druid with 20 wisdom = 6 rank 1 spell slots, 5 rank 2, 4 rank 3 etc.
My lvl 9 cleric with 19 wisdom have 1 less spell slot of each rank.
The more wisdom you have the more spells you would be able to cast that you buff you, any animal companion you have and to summon more creatures and cc/heal etc.
I would build a druid with mainly wisdom, then strength, I would put spare points in dexterity or con. Since the late points cost so much (3-4 points for 1 rank) it can be good to buy some cheap 1 point/rank instead.
You can upgrade a attribute 1 rank every 4 lvls.
If you have cleric and bard then you won't have any issues with hitting once you get to act 2.
I see the druid im playing works slightly different. But Nice input anyway.
Make sure to take outflank as an early feat - dont forget to put it on allies too!
make good use of enlarge person and lead blade spells
wear belts of strength
by level 4 ths should put you at a solid +12 to hit
Nice ;)
Ye i guess outflank will help and have a bard buffing the team
Yet finding info on the Feyspeaker is harder
The stat assignment advice listed above still works, just swap around the suggested Wisdom and Charisma scores.
EDIT: Maybe add that you're using the Feyspeaker archetype to the original post to make it clearer.