I am currently working through the pathfinder rules and work out my "new" druid. I played him for one adventure, so, basically I can change everything.
I was thinking to go human with:
STR 10, Dex 14, Con 14, Int 10, Wis 18, Ch 10
Feats: Spell Focus Conjuration, Augment Summoning
Traits: reactionary, Indomitable Faith
Animal companion: lion or ape
Any thoughts or comments, maybe new things I should take into consideration? Thanks for all help!
Hey! Dont know which faction you are, but if you're Cheliax, I'd look at the feat "Master of Pentacles"
It increases your caster level for a summoning spell by +2 once per day...You look to be building a summoner build, so I think you'll find your summons will go from suck to awesome for those first few levels.
If Qadira is more your flavor, they have a similar trait. (this comes from the Qadira companion, though, which is technically an issue if you don't own it).
If you do replace your trait with one of the two aforementioned ones, I'd probably keep reactionary---always nice to go first when you want to summon stuffs!
Faction is Osirion, so probably those feats don't work.....
Kjob wrote:
Hey! Dont know which faction you are, but if you're Cheliax, I'd look at the feat "Master of Pentacles"
It increases your caster level for a summoning spell by +2 once per day...You look to be building a summoner build, so I think you'll find your summons will go from suck to awesome for those first few levels.
If Qadira is more your flavor, they have a similar trait. (this comes from the Qadira companion, though, which is technically an issue if you don't own it).
If you do replace your trait with one of the two aforementioned ones, I'd probably keep reactionary---always nice to go first when you want to summon stuffs!
Looks O.K. to me, but note that summoning is worse (in my opinion) than in 3.5. For instance, summoning a dire bat requires SNA III instead of SNA II, and according to the Bestiary Preview the Pathfinder dire bat is even weaker than the 3.5 dire bat.
(Usually I don't bother taking Augment Summoning until level 3, since it's mostly useless at level 1. But that's just a matter of taste.)
Looks O.K. to me, but note that summoning is worse (in my opinion) than in 3.5. For instance, summoning a dire bat requires SNA III instead of SNA II, and according to the Bestiary Preview the Pathfinder dire bat is even weaker than the 3.5 dire bat.
(Usually I don't bother taking Augment Summoning until level 3, since it's mostly useless at level 1. But that's just a matter of taste.)
Plus augment summoning has a prereq now making it even less worthwhile taking early..
Looks O.K. to me, but note that summoning is worse (in my opinion) than in 3.5. For instance, summoning a dire bat requires SNA III instead of SNA II, and according to the Bestiary Preview the Pathfinder dire bat is even weaker than the 3.5 dire bat.
(Usually I don't bother taking Augment Summoning until level 3, since it's mostly useless at level 1. But that's just a matter of taste.)
Plus augment summoning has a prereq now making it even less worthwhile taking early..
Yes, it does have a prereq, but it's the same as it did in 3.5
I am currently working through the pathfinder rules and work out my "new" druid. I played him for one adventure, so, basically I can change everything.
I was thinking to go human with:
STR 10, Dex 14, Con 14, Int 10, Wis 18, Ch 10
Feats: Spell Focus Conjuration, Augment Summoning
Traits: reactionary, Indomitable Faith
Animal companion: lion or ape
Any thoughts or comments, maybe new things I should take into consideration? Thanks for all help!
With the way wildshape is working I am much more of a fan of taking a higher Strength over wisdom. I just dont feel druids currently have enough spells that are DC reliant that would demand the wisdom though bonus spells are NICE(due note I have a 18 STR,16 WIS on my dwarf druid.)
I am considering taking Defensive Combat Training to raise the # people have to beat once I go into a grappling form.
Thanks for the input. You see, I am trying to get a grip on the new rules, and had no real idea that summoning got so much weaker. Would it be better then going down the wildshape route?
For feats I am already considering to take Toughness first (and if going sumoner to take augment at level 3).
Are there good traits or feats for wildshapers or to enhance the animal companion?
Another set of stats would be:
STR 16, Dex 12, Con 14, Int 10, Wis 16, Ch 8
I still think summoning is useful, but it's not the "killer app" it used to be (with druids summoning hippogriffs or dire wolves that are tougher than the party fighter).
I think summoning is still viable for a druid...for people who think the SNA list was nerfed into oblivion, I beleive the errata notes A LOT of mistakes that bring SNA more in line.
Anyway, SNA is still very useful, best case scenario is some damage, and maybe some of the animals' secondary effects (I've had a wolf's trip be the game winner more than just a few times). Worst case scenario, the summons give flanking for a round and then soak up some hits from the bad guys...this is especially useful in PFS scenarios...
Point of the story, if you want to be a summoning druid, I say go for it, I dont think your gimping yourself or your party.
Of course, Im pretty bias, I love druids, and I love summoning things...so I'll just throw that out there.
Oh, and beyond combat feat/traits that help all melee, nothing special I can think legal in PFS that helps out your animal companion/wildshape (Extra wildshape and NATURAL SPELL aside, of course).
Thanks, so I stay summoning, but am thinking that the second set of stats might be better as well as taking Toughness first.
What about the feat from the Qadira handbook? Do I need to have Qadira as a faction, or it is a general feat everyone can take?
you might want to look at the stirges on SN1. very annoying criter. also remember that your AC is going to take awhile to train at 1 skill per session, and if he dies at higher level it will be awhile before hes built back up.
Thanks, so I stay summoning, but am thinking that the second set of stats might be better as well as taking Toughness first.
What about the feat from the Qadira handbook? Do I need to have Qadira as a faction, or it is a general feat everyone can take?
The thing I was talking about was a trait, not a feat, which requires Qadira as a faction.
And about the Animal Companion---yes it takes a while to train the pet up, and it is annoying when they die, but I wouldn't let that discourage you, the pets are very effective, particularly at the very low levels (1-2) where your summons wont really be worth casting.
Bummer, nothing great for Osirion? I guess no chance in changing actions, or - even as it was in the earlier Pathfinder Guide.
Kjob wrote:
PeteZero wrote:
Thanks, so I stay summoning, but am thinking that the second set of stats might be better as well as taking Toughness first.
What about the feat from the Qadira handbook? Do I need to have Qadira as a faction, or it is a general feat everyone can take?
The thing I was talking about was a trait, not a feat, which requires Qadira as a faction.
And about the Animal Companion---yes it takes a while to train the pet up, and it is annoying when they die, but I wouldn't let that discourage you, the pets are very effective, particularly at the very low levels (1-2) where your summons wont really be worth casting.
Bummer, nothing great for Osirion? I guess no chance in changing actions, or - even as it was in the earlier Pathfinder Guide.
Correct, unfortunately the ONLY two things that you can't change in the conversion process are name and faction. Everything else can change if its your first game since GenCon...
I wouldn't worry too much about it, its a nice benefit, but not a defining trait---your summoner idea (if thats still what you want) is still very viable without it.
Thanks for the input. You see, I am trying to get a grip on the new rules, and had no real idea that summoning got so much weaker. Would it be better then going down the wildshape route?
For feats I am already considering to take Toughness first (and if going sumoner to take augment at level 3).
Are there good traits or feats for wildshapers or to enhance the animal companion?
Another set of stats would be:
STR 16, Dex 12, Con 14, Int 10, Wis 16, Ch 8
Summoning and wild shape have been nerfed a lot from 3.5. I look at summoning as a nice way to help control the battlefield and wild shape is a fighting enhancement and escape mechanism.
One bright spot is your animal companion and the ability to increase its intelligence above 2. That opens up a whole new level of ability especially for ape animal companions. Some serious kung foo there.
I would focus on feats that help buffs. Buff your pet up.
My ELF druid I am going to focus my feats on archery instead of summoning, with My buff spells I think I can be a fairly decent archer. natural spell and extend spell is a must for feats IMO. I also like improve initiative. There is also a trait with a +2 bonus to initiative. That is sone serious initiative bonus when combined with improve initiative.
I am still looking at using wild shape to buff my archery. I think if I have extra weapons with party members when I wild shape into an ape they could hand my bow and quiver of arrows back to me and as an ape I could further enhance my archery.
Eric Tillemans(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)
Mahrdol wrote:
I am still looking at using wild shape to buff my archery. I think if I have extra weapons with party members when I wild shape into an ape they could hand my bow and quiver of arrows back to me and as an ape I could further enhance my archery.
Normally, I give out a little inward grown when I hear about shapechanging into an ape to be able to use weapons, but an ape firing a bow is interesting and sounds like a fun character to play.
Bummer, nothing great for Osirion? I guess no chance in changing actions, or - even as it was in the earlier Pathfinder Guide.
Correct, unfortunately the ONLY two things that you can't change in the conversion process are name and faction. Everything else can change if its your first game since GenCon...
I wouldn't worry too much about it, its a nice benefit, but not a defining trait---your summoner idea (if thats still what you want) is still very viable without it.
I've just replaced my stolen laptop and have yet to re-download the Qadira PDF,
but I have a general comment on this topic that should hold in this case:
PFS Faction is NOT, I repeat NOT, synonymous with Regional Affinity, which is what Regional Traits or Feats like you find in the Qadira or Cheliax Companion are based off of. There is absolutely nothing stopping you from having an ethnically Qadiran character be a member of the Osirion Faction, for example. Indeed, the summary of the factions mentions how Ulfen Barbarian mercenaries may be associated with Taldor - they would still be eligible for Ulfen/Linnorn Regional Feats from their background growing up in the Land of Linnorn Kings (LOLK?). Likewise, a Qadiran Cleric of Asmodeus would MAKE SENSE as being a member of the Chelish Faction (being most directly in Asmodeus' sway) while taking Qadiran Regional Traits (emphasizing the different RP motivation of such a characters vs. more Chelish-nationalist Chelish Faction members would be recommended, IMHO).
One may still not take more than one Trait of a given category, so taking a Regional Trait at character creation precludes taking a Faction Trait (though you take the Additional Traits Feat at any time). AFAIK, there isn't a clear rules limit on the number of affinities a PFS character can have, though during the PRPG playtest I had suggested linking it to CHA bonus (akin to starting # of Bonus Languages). Any comment on this, Josh?
But my main point is that the only limitation on mixing Factions with 'unassociated' Regional Traits/Feats is making it work within YOUR character concept (along the lines of the examples above). As well, a good number of the Feats/Traits from Regional Companions are NOT regionally tied in ANY way whatsoever, they just happened to show up in that Regions' guide - Any regional affinity/requirement is listed more or less exsplicity in the Feat/Trait's individual requirements.
All that said, I hardly think it's 'necessary' to worry about finding the perfect Summons-augmenting Traits in order to pull off a Summoning-focused Druid. The obvious Core Feat will help you just fine, and just having fun with your character (and knowing when to retreat from dangerous situations instead of dying) will do you just fine in PFS play!
Looking at your stats: you're going to be what I call a "Dex Druid" (the new rules have created optimizing conditions for two builds: the "Str Druid" for those with high STR and like to wildshape into big things and wade into melee; and the "Dex Druid" for those with high Dex and like to wildshape into small/tiny/diminutive things and cast spells from a distance)
Assuming your stats will remain as is and are going for "Dex Druid", it is imperative you take the Natural Spell, Spell Focus Conjuration, and Augment Summoning feats. My favorite "mode" is being wildshaped as a bat (diminutive) which grants you blindsight so you can pinpoint and paint stealthy/invisible enemies with faerie fire spells in order to allow the rest of the party to combat such foes effectively. Then I almost always cast produce flame and call lightning. Remember that if you're a summoner, you can summon an air elemental and get a great combo with call lightning i.e. "If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6."