Druid feat and spell selection questions.


Advice


So I'm creating a 5th level half-orc druid for my friend's game and was wondering what feat I should take at 3rd level. I am going for a self buffing melee druid since the rest of the party consists of a master of many styles monk, a staff magus, a witch and a paladin. I would also like to know any good spells that I can use to either buff myself, my wolf companion, or that don't require a save from the 3rd level spells.
Here is a breakdown of what I have so far.

Str 18
Dex 12
Con 14
Int 10
Wis 15
Cha 8

Feats
1st Power attack
3rd
5th Natural Spell

I will usually stick with bulls strength on my wolf and I as well as magic fang on the wolf, and I have noticed that greater magic fang will not be useful on my companion until 8th level where he will get a +2. So any help would be appreciated.


Randomdonkey wrote:

So I'm creating a 5th level half-orc druid for my friend's game and was wondering what feat I should take at 3rd level.

Feats
1st Power attack
3rd
5th Natural Spell

Power Attack requires +1 BAB, so there is your 3rd level feat.

Now you just have to pick your 1st level feat!


Spell Focus (Conjurarion) and Augment Summons is a staple.

Craft Wondrous Items and Craft Magical Weapons & Armor are very useful. Specially if you consider you have to provide equipment for both you and you Animal Companion.

Wild Speech and Superior Summon are great too. Moonlight Summon can very useful depending on what type of enemies you usually face.

Scarab Sages

Randomdonkey wrote:


Feats
1st Power attack
3rd
5th Natural Spell

Eschew Materials

Unless you plan on avoiding spells with material components while using wildshape.

Shadow Lodge

Artanthos wrote:
Randomdonkey wrote:


Feats
1st Power attack
3rd
5th Natural Spell

Eschew Materials

Unless you plan on avoiding spells with material components while using wildshape.

You should read Natural Spell sometime.


Natural Spell
You can cast spells even while in a form that cannot normally cast spells.

Prerequisites: Wis 13, wild shape class feature.

Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.

You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.


Wow I never realized the +1 BAB for power attack since I've only used it on full BAB characters well then and the crafting will mostly be done by the staff magus since he also took crafting skills as well and since I will be using a few turns to buff myself I don't plan on using summon spells often.


I see. I still recommend Augment Summons. You can spontaneously cast Summon Nature Ally, so it's a very solid plan-B for those situations where you just don't have the right spell prepared.

Anyway...

Improved Initiative is always great. Furious Focus is particullary useful for classes with medium BAB. Same goes for Defensive Combat Training.

And I always try to ger Blindfight. Although it can be pointless depending on which shapes you use more often, since some of them include Blind-sense.

Combat Casting can also save the day of caster who like to get into melee combat. Heavy Armor Proficiency too.

Powerful Shape seems useful, but I've never seen it in game, so I can't say for sure.


Craft Wounderous at 3rd stat items, cloack of Ressistance, Pearl of power Amulet of natural Armor, Amulet of mightty fist.


Oh if this makes any difference we are playing Jade Regent and I thought of taking Extend Spell as my 1st level feat is that any good, Like I said i usually play fighter, barbarian and bard.


Extend is ok. Toughness isn't a bad idea for your level 1 feat.

Greater Magic Fang has the big advantage of lasting sixty times as long as Magic Fang.

Casting 1 min/level buffs like Bull's Strength and Magic Fang is usually a bad choice unless you have time to prep before a fight (like when you know the bad guy is in the next room.) Remember that every round you spend buffing is a round you don't spend fighting.

Longstrider is a really great level 1 spells (+10' speed for 1 hour/level) and Stone Call is good level 2 spell that deals damage with no save and creates difficult terrain.


it all depend on the character you play ..
i like versitile > pure melle.
as such, i think best way s to grab aug summoner - so when you are hurt, and cant enter melle (you'll have low AC ) go back, and summon away.
else, also consider Lunge - great reach is VERY important, and take power att + cleave + great cleave .... with 15' reach as APE - you'll be a killer

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