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nice build! mine is close...
feats are: school focus, augument summon, scribe scrolls (we got no healer so i craft healing scrolls) ,and natural spell
animal companion is a Trex, with toughness, power attack and now i need to choose a feat for levrl 5, thinking of improve bull rush ?
i must say, the ability to bring the young templete as standard action with temp HP is.... making summoning as shaman the stringest summon in the game...
its as deadlyas a character...
i can make my trex be a humanoid.
can this be done>?
i like to make the best of druids - as i see them that mean to fill whatever gaps are missing.
as for scribe scrolls - it is a must since we got no healer i need to craft haeling scrolls .
as for the guides - they are great BUT old - not regurding all the options now available for druids.
ok, its a saurian druid.
the trex will have:
so, its Rime spell for a great Frostbite debuff or 1 team feat .
the world is low magic and items cant be bought.
option 3: a saurian druid for melee and summoning. its a mix versatile while still able to attack and cast.
lastly, a maneuver god: monk 2\ lore warden X with dip into shadow dancer for best spring attacker ever.
Wild Fighting (Ex): At 2nd level, even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC. This ability replaces uncanny dodge.
free attack for -2 even wehn not raging.... its even great for cleric to dip no?
you missed some great tricks.felling smash >> ki throw > binding throw =
move, attack once, damage, free trip, 2*AOO, ki throw to position foe, free grapple = 1 standard action
move = greater graple for pin.
opponent is hit 3 times, prone and pinned in 1 round.
last night our barbarian died.
anti life is only 10 feet.... but a natural attack cant penetrate, even with 10000 feet reach.the hand will be blocked.
putting difficult terrain need to be used wisely.
summoning is a standard action only for mui, saurian fix that problam.
as for spells.... you wrote "by the point you have 5th-level spells, you will gain little more versatility out of casting"
i truly disagree, lets have a look .
anti life shell = the druidmonk just cant attack you any more and ... lose the fight. = total win for true druid.
Eagle Aerie: is massive summon
find the path is so great most DM ban it
Wall of Stone: is a great control spell (wall of thrones is better)
stone skin communal = full DR for party
Transport via Plants = teleport
control weather = masss combat uses.
creeping doom = killing many minions, a feat a druidmonk cant do
heal: yes, druid get it late but its the only healing in combat in the game.
Scrying, Greater: utility
wind walk: all party travel spell
word of recall.
now - the PVP : lets assume they both fight/
the full druid will pop out of the ground, summon as standard action and disapear again . after several rounds a small army will fight the monkdruid.
well.... i would take a full druid or druid 19/monk 1 any time.
summoning many big meat shields make combat great - i am not sure your monk will wind due to that fact. (see next post).
a druid can still do OK damage (vital strike + behemoth + strong jaw) , yes, i know its 1 attck VS 10000 of the flurry.... but still.
a flurry dinosaurous is.... weird.
Both are meant for Druid with one dip into maneuver master monk, free trip per round :
Moondragon Starshadow wrote:
i disagree on archtype being worse,1. saurian get wild shape at level 4, at level 6 it act's as level 4/8 depend on what you turn into.
2. saurian get to summon as standart action which makes summon so muhch better.
3. i know all druid can summon, but without the feats the summon creatures are only good if used as highest level - with augument summon you can use lower level and be ok .
4. the bonus feats are great.
i agree tiger is supreme, and i will have it only as level 8 (10 for rake) --- but other abilities make it worth it.
list of grab creatures: as a level 6 :
second level spell give grab to any creatures.
i agree but... and there is a but :
1. attack once with vital strike and power attack >> grab >> move action for greater grapple >> opponent is pinned >> redo = win
but i agree summon is more potent as grapple wont work always, and for destryong casters grab wil do.
as for TREX :
the group are:
my bulid is made for versitility - my goal is to do several things:
which will prove better?
I plan 2-3 options .
Earth Root Boots
Price 8,000 gp; Aura faint transmutation; CL 3rd; Weight 2 lbs.
The longer the wearer of these boots stays in one place—as long as that place is on solid ground—the harder it is to move her from that place. The wearer gains a cumulative +1 circumstance bonus to her CMD (maximum of +10) for each round she does not move from her space.
Cost 4,000 gp
Craft Wondrous Item, elemental body I
if you stay foot, you can grapple and no one will be allowed out with up to +10 cmd...
There are boots that grant tremorsense, 5000gp. Since it's a constant effect, they continue functioning during wildshape.
no they dont...... the wording says ON THE GROUND..... not UNDER...
Price 10,000 gp; Aura faint divination; CL 5th; Weight 1 lb.
These brown leather boots have a reinforced toe of steel with grooves along the soles, crafted to help the wearer pick up vibrations from the surrounding environment. These boots grant the wearer tremorsense 20 feet as long as he is standing on solid ground.
1. a druid using earth glide is bat blind. he lack tremor sense unless he is a cave druid so ... he aint much of a scout seeing nothing.
druids are stringer in places where :
i play now a saurian level 4 druid, and i disagree they cant be great casters and fighters.
a good druid will always learn how to scribe scrolls, to have aces in his sleeves.
every combat i evaluate the area and the fight. i use wild shape to fight, and spells when the timer is over.
am i over powered? no. i dont bother or cause pain to the DM, but i can ALWAYS do something.... ALWAYS.
i even took a trait do give me diplomacy and i plan to learn some stealth so i can do stuff of combat (tracking master + scouting + info gather) . all and all - super fun to play.
yes, barb are powerfull, but also has issues...when hurt they cant get healed (cause of the super auto save) and they cant stop raging (cause the HP drop will kill them).
it is true, that they are rarley hurt.... but when they do - they die.
Gregory Connolly wrote:
how early can you be as a mystic?you need at least "Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells."
so its level 7 min
Powerfull in what ?
Comparison / a pouncing level. 11 barbarian will attack 3 times , only 2 will hit .
A Druid with vital strike, one attacking is ( 8d6) + 10 (str) +6 +magic (2)
My lore warden with 2 dip into maneuver master can do a better than pounce :
My marital vital strike Druid never uses pounce and kill fast.
and... no he cant.... greater trip need minimum of int 13 and the wolf shaman says :"he must meet the prerequisites for these bonus feats"
i would like to play :
barbarrian tank woth HUGE DR
a combo of lore warden > 2 dip into maneuver master monk > shadpw dancer . spring attacks for maneuver terror.