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Melee Druid Feats


Rules Questions

Owner - Pikes Comics

So I am playing a melee druid that fights either in wild shape or with a shilleighed oversized quarterstaff.

I was wondering if there is any non-core feats you could reccommend to take for this build. I only plan to take him to 12th and will be played in society play.

Definite Feats:

1.Combat Casting
3
5 Natural Spell
7
9
11


Pathfinder Roleplaying Game Superscriber; Pathfinder Comics Subscriber; Pathfinder Cards Subscriber

Well, aside from making a comment about oversized weapons...

Power Attack and Toughness would both be a good choice for a melee druid. Vital Strike and Cleave are also both good for some of the animal forms as well as your great big stick. ;)

Owner - Pikes Comics

Thazar wrote:

Well, aside from making a comment about oversized weapons...

Power Attack and Toughness would both be a good choice for a melee druid. Vital Strike and Cleave are also both good for some of the animal forms as well as your great big stick. ;)

Any thoughts for feats that are not in the core books?


What books do you have access to?

Owner - Pikes Comics

wraithstrike wrote:
What books do you have access to?

Pretty much any Pathfinder book.(Companion, Chronicle or module)

Owner - Pikes Comics

lostpike wrote:
wraithstrike wrote:
What books do you have access to?
Pretty much any Pathfinder book.(Companion, Chronicle or module)

Found this:

I can use anything marked with a P

http://nethys.karuikage.net/feats.htm


lostpike wrote:

So I am playing a melee druid that fights either in wild shape or with a shilleighed oversized quarterstaff.

I was wondering if there is any non-core feats you could reccommend to take for this build. I only plan to take him to 12th and will be played in society play.

Definite Feats:

1.Combat Casting
3
5 Natural Spell
7
9
11

Wildshape build (human is best, extra feat and skills, free floating stat, and you loose most racial abilities and gain the form you change into, humans having no special vision etc make a great choice)

Human Toughness, 1 Combat Casting, 3 power attack, 5 natural spell, 7 multiattack, 9 quicken SLA wildshape, 11 quicken spell

Shillelagh build 10 druid/2monk Human is still great, but other options can be good if you plan on not wild shaping a lot, talk to your GM about changing into larger forms of creatures you can duplicate with wild shape(huge monkey) human toughness, 1 combat casting, 3 weapon focus(quarterstaff), 5 power attack, 7 natural spell, 9 Quicken SLA wild shape, 11 quicken spell. You can use your monk levels to nab dodge/improved grapple for versatility. you can flurry with your quarterstaff.

Another option would be 1 druid/11 monk and using a wand of shillelagh with catch off guard most DM's would let you use a large wand as a quarterstaff.

Owner - Pikes Comics

grasshopper_ea wrote:
lostpike wrote:

So I am playing a melee druid that fights either in wild shape or with a shilleighed oversized quarterstaff.

I was wondering if there is any non-core feats you could reccommend to take for this build. I only plan to take him to 12th and will be played in society play.

Definite Feats:

1.Combat Casting
3
5 Natural Spell
7
9
11

Wildshape build (human is best, extra feat and skills, free floating stat, and you loose most racial abilities and gain the form you change into, humans having no special vision etc make a great choice)

Human Toughness, 1 Combat Casting, 3 power attack, 5 natural spell, 7 multiattack, 9 quicken SLA wildshape, 11 quicken spell

Shillelagh build 10 druid/2monk Human is still great, but other options can be good if you plan on not wild shaping a lot, talk to your GM about changing into larger forms of creatures you can duplicate with wild shape(huge monkey) human toughness, 1 combat casting, 3 weapon focus(quarterstaff), 5 power attack, 7 natural spell, 9 Quicken SLA wild shape, 11 quicken spell. You can use your monk levels to nab dodge/improved grapple for versatility. you can flurry with your quarterstaff.

Another option would be 1 druid/11 monk and using a wand of shillelagh with catch off guard most DM's would let you use a large wand as a quarterstaff.

Cant use Quicken SLA wild shape (and dont know where its from) or multiattack. :(

Thanks for trying though!

Andoran

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
lostpike wrote:
grasshopper_ea wrote:
lostpike wrote:

So I am playing a melee druid that fights either in wild shape or with a shilleighed oversized quarterstaff.

I was wondering if there is any non-core feats you could reccommend to take for this build. I only plan to take him to 12th and will be played in society play.

Definite Feats:

1.Combat Casting
3
5 Natural Spell
7
9
11

Wildshape build (human is best, extra feat and skills, free floating stat, and you loose most racial abilities and gain the form you change into, humans having no special vision etc make a great choice)

Human Toughness, 1 Combat Casting, 3 power attack, 5 natural spell, 7 multiattack, 9 quicken SLA wildshape, 11 quicken spell

Shillelagh build 10 druid/2monk Human is still great, but other options can be good if you plan on not wild shaping a lot, talk to your GM about changing into larger forms of creatures you can duplicate with wild shape(huge monkey) human toughness, 1 combat casting, 3 weapon focus(quarterstaff), 5 power attack, 7 natural spell, 9 Quicken SLA wild shape, 11 quicken spell. You can use your monk levels to nab dodge/improved grapple for versatility. you can flurry with your quarterstaff.

Another option would be 1 druid/11 monk and using a wand of shillelagh with catch off guard most DM's would let you use a large wand as a quarterstaff.

Cant use Quicken SLA wild shape (and dont know where its from) or multiattack. :(

Thanks for trying though!

Why not? They're from the Bestiary so are core Pathfinder.


Wildshape is not an SLA. It is a supernatural ability so it can't be quickened.


wraithstrike wrote:
Wildshape is not an SLA. It is a supernatural ability so it can't be quickened.

You are correct I could have sworn it changed to SLA in pathfinder. Regardless. Making a new feat quicken supernatural ability using the same rules as quicken SLA should be an easy enough fix and something a shifting focused druid should be able to do.

Owner - Pikes Comics

grasshopper_ea wrote:
wraithstrike wrote:
Wildshape is not an SLA. It is a supernatural ability so it can't be quickened.
You are correct I could have sworn it changed to SLA in pathfinder. Regardless. Making a new feat quicken supernatural ability using the same rules as quicken SLA should be an easy enough fix and something a shifting focused druid should be able to do.

Sadly this is for Pathfinder Society and you can not use Bestiary feats. Only the ones on the link i posted above and the core book.


lostpike wrote:
grasshopper_ea wrote:
wraithstrike wrote:
Wildshape is not an SLA. It is a supernatural ability so it can't be quickened.
You are correct I could have sworn it changed to SLA in pathfinder. Regardless. Making a new feat quicken supernatural ability using the same rules as quicken SLA should be an easy enough fix and something a shifting focused druid should be able to do.
Sadly this is for Pathfinder Society and you can not use Bestiary feats. Only the ones on the link i posted above and the core book.

That is terrible. Multiattack should most definately be an available feat for druids or there's not any point in turning into anything but a dire lion for all primary attacks. Anyways, the build is viable those are icing on the cake. Insert whatever you like in those two feat slots. It is playable from level 1 and at 5-7 hits its sweet spot and gets better til about 13-14 with wild shape capping out at 12


lostpike wrote:

So I am playing a melee druid that fights either in wild shape or with a shilleighed oversized quarterstaff.

I was wondering if there is any non-core feats you could reccommend to take for this build. I only plan to take him to 12th and will be played in society play.

Definite Feats:

1.Combat Casting
3
5 Natural Spell
7
9
11

Another possible shillelagh build (12 druid)

Human bonus(double slice) 1 two-weapon fighting, 3 weapon focus(quarterstaff) 5 natural spell 7 power attack 9 improved TWF
Simple yet effective. Sadly shillelagh stays the same forever, only getting bonuses by you pulling small trees out of the ground and calling it a large/huge quarterstaff. if you're only playing to 10 it's probably viable.


Heavy Armor Proficiency is not a bad choice, but you will have to use dragonhide armor. I don't know how items are gained in PS so that may be out of your price range.


Pathfinder Roleplaying Game Superscriber; Pathfinder Comics Subscriber; Pathfinder Cards Subscriber
wraithstrike wrote:
Heavy Armor Proficiency is not a bad choice, but you will have to use dragonhide armor. I don't know how items are gained in PS so that may be out of your price range.

Dwarven Stone Plate is available in Pathfinder Society... and would fit very well with an earth elemental domain Druid. So the Heavy Armor Prof feat gets you about +5 AC over hide armor. But it depends on your Dex as to how much of a boost it is.


Thazar wrote:
wraithstrike wrote:
Heavy Armor Proficiency is not a bad choice, but you will have to use dragonhide armor. I don't know how items are gained in PS so that may be out of your price range.
Dwarven Stone Plate is available in Pathfinder Society... and would fit very well with an earth elemental domain Druid. So the Heavy Armor Prof feat gets you about +5 AC over hide armor. But it depends on your Dex as to how much of a boost it is.

what book is that in?

Grand Lodge

Pretty noob question but, where do you find out what is allowed or not allowed in PS? Or flat out what is and isn't PS?


Xen wrote:
Pretty noob question but, where do you find out what is allowed or not allowed in PS? Or flat out what is and isn't PS?

This site was mentioned earlier in the thread. Also, the Pathfinder Society download here on Paizo. I've got limited experience with the PFS, but I hope it helps.

Owner - Pikes Comics

Wicked K Games wrote:
Xen wrote:
Pretty noob question but, where do you find out what is allowed or not allowed in PS? Or flat out what is and isn't PS?
This site was mentioned earlier in the thread. Also, the Pathfinder Society download here on Paizo. I've got limited experience with the PFS, but I hope it helps.

Stoneplate sounds like a good idea though I was considering abusing Rhino Hide and the +2d6 you get from charging/pouncing!

My dex bonus is 0. Going 18STR 18Wis 16 Con 8 Int 5 Cha.


Pathfinder Roleplaying Game Superscriber; Pathfinder Comics Subscriber; Pathfinder Cards Subscriber

A few answers.

1. Dwarven Plate is in the Golarian Campaign Setting. It was also included in the Adventures Armory and updates from 3.5 to PFRPG.
Source Adventurer's Armory 19, Pathfinder Campaign Setting 212
Crafted by dwarven stonesmiths from alchemically strengthened plates of shale or basalt, stoneplate is heavy and unwieldy, but it offers unparalleled protection to its wearer.

Pathfinder Society has it's own section of the forums where you can ask lots of questions. They also have a players guide for a free download that lets you know what books (or parts of them) are allowed for play. More info can be found HERE.


Not sure if this would help, but First 9 level, more of a melee build, and then 11th level on more of a caster build.

What i have been looking at anyway:

1 = Toughness +3 hp +1 hp at 4th level on. (goal: Survive the first few level without being killed off by a single 1d6 arrow). 8 Max start + 3 toughness + 1 Favorite class = 12 hp at first level.

3 = Improved Initiative +4 Initiative. (goal: act first for melee or spell). Combine with Reactionary trait +2, and Dex Bonus (good to be an elf).

5 = Natural Spell. (goal: cast spell while in animal form).

7 = Power Attack. (goal: more damage). -1 to hit +2 to damage (+3 damage for 2 handed weapon) / per +4 BAB.

9 = Vital Strike: (goal: more damage). Weapon Base damage x 2

-----------

11 = Reach Spell Metamagic feat: +1 spell level per range to Long. (goal: i like many of the range spell, but many need to have greater range... this will let you up the range of such spell as chill touch, rusting grasp, cure spell, etc. Waited till level 11, to take, because you really do not have the extra level slot until this point forward.

13 = Persistant Spell Feat: +2 spell level but forces target to pass 2 saving throws to avoid spell effect. (goal: increase change for target to be effected).

15 = Improved Vital Strike: Base Damage x 3

17 = Spell Penetration +2 SR
20 = Greater Spell Penetration +2 SR

Add the Elf +2 to SR race bones. For a caster druid.

Other toughs:

A) Wanted to use the Scythe for 2d4 damage, + any str bonus. + Power attack + Vital Strike when possible. "" Power attack does +3 damage with 2 handed weapon vs +2 ""
1-6 level = 2d4 + Str
7-8 level = 2d4 + str + 6 PA ( -2 to hit ).
9-10 level = (2d4 x 2 with VS) + str + 6 PA ( -2 to hit).
11-14 level = (2d4 x 2 with VS) + str + 9 PA ( -3 to hit).
15 level = (2d4 x 3 with VS) + str + 9 PA ( -3 to hit).
16-20 level = (2d4 x 3 with VS) + str + 12 PA ( -4 to hit).

B) Had Heighten spell feat for level 7 originally, But prefer melee ( power attack ) over spell for low level, do to : Few spell slots, have to pass a concentration check, then saving throw, then spell resistance, etc. Though power attack would also be used 20 times more often vs a meta magic feat.

C) Why i did not chose more magic feats. Because a druid ( or cleric ), has to memorized there spell ahead of time, so unless you know in advance that you need a meta magic feat, it is usually to late. (unlike a Bard/Sorcerer/Oracle). Why, i did not go Still/Silent/Extend/ etc feats.

If i was going all melee, would change
11 = Endurance
13 = Heavy armor weapon proficiency
17 = Diehard
20 = Know idea ??


Power attack at level 3, no matter what. It is a must.

Shadow Lodge

You don't need to worry about multi attack on a druid anymore (or on anything really). The vast majority of all attacks are primary attacks, unlike in 3.5 where you had one primary and everything else was secondary.


Dragon Style is good for pounce builds since they really need to be charging.

Goblin Cleaver and Orc Hewer (dwarf) are good for big hit druids to cleave without adjacency. They're relative to your size so you don't much need the third in the chain when you can turn huge.

Natural Speech is good for animal form druids, especially if you want to use barding.


Planar wild shape

Powerful Shape


Xen wrote:
Pretty noob question but, where do you find out what is allowed or not allowed in PS? Or flat out what is and isn't PS?

Core Book, minus the changes mentioned in Guide to Organized Play (no Crafting or Leadership, no permanency or fabricate), and this list:

http://paizo.com/pathfinderSociety/about/additionalResources


power att
toughness
furious focus

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber

And since this was not addressed before. You can not wield oversized two handed weapons... period.

Shadow Lodge

Why powerful wildshape, unless you're a grappler?

Prerequisites: Wild shape class feature, druid level 8th.

Benefit: When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).

Traits: Beast of the society is amazing. Turn into a velociraptor for the mission briefing, still be in form at the end of the day.

You can't make wild rhino armor , or rhino hide barding in pfs. I don't think the rhino property would work if you transformed in it.


I know you said not feats from the CRB but power attack really is a solid choice.

Other than that though, Planar Wild Shape will allow you to burn two uses of wild shape when you go into animal form, and you gain a template based upon your alignment, if your Good gain celestial template. Smite Evil as a druid you may not have much Cha, but you still get your level as a damage bonus to all of your attacks.

Extend spell, again out of the CRB can be nice, you can load more cure lights in your level 1 slots, and put produce flame in your 2nd level slots, that way with each casting you get to deal the produce flame damage twice as much before it is used up.

If you plan to use large cats as the focus of your wild shape much, their rakes are claws, so any feats you take that apply to claws apply to 4 of your attacks.

Normally over sized weapons are not allowed, or were you talking about the inherent size increase in the spell? the spell does not really make it grow, but does damage as if it had grown, no reason really to not be able to say it turns into a small tree, just as a fun visual role playing thing though. Or did you get GM permission to use an over sized stick?


In case anyone didn't notice. This thread is over 4 years old and the character is most likely no longer in existence.


Damn, there's been a necromancer floating around these boards lately.

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