Advice creating a level 9 caster Druid with AC.


Advice


Hi.
Last week half our party was killed so me and my friend are creating new characters.
I have never played a Druid and I Think it would fit the Group so I thought I should give it a try. I usually play Bards or any class with high Charisma (Bard, Socerer, Cleric, Paladin, Rogue) so this will be something different.


    The two survivers are:
  • Elf alchemist with good stats (high int and dex). He rolled well. He has focused of bombs. He has maxed out a lot of knowledge skills. I think arcana, Nature and local.
  • Gnome Oracle, Battle mystery. Highly un-optimized. Rolled very poorly and used to be a Half-elf but got killed and reincarnated. He uses a long spear. Has maxed out intimidate and knowledge religion.

The killed characters were:


  • fighter using THW.
  • my Paladin and his Bard cohort.

My friend is going to play a Samurai focusing on descent Str and even stats (no dump stats).

So here is what I plan for my character:
Class: I’m going to create a Druid. Either a vanilla druid or a Menhir Savant archetype. I plan to make my Druid a Caster. He will focus on utility, scouting, buffing and Battle field control and some occasional blasting. One of the reasons we often get into trouble is that we seldom scout. I plan to pick a trait that grant stealth as a class skill.

Animal Companion: I think I pick a Wolf as an AC, but I’m not sure. I want an AC with only one attack since it is more practical. The only downside to the wolf is that it is large (but still don’t have reach).

We won’t roll the stats this time. We use 20 PB and two traits. One must be campaign trait (we use the campaign traits in the APG).
stats: Str 10, Dex 14, Con 14, int 12, Wis; 20 (16 +2 +1 +1), char 8. Or should I swap Str and char?
Feats: Must have feats: Spell Focus Conjuration, Augumented Summoning., Nature spell
Others I plan to pick: Improved Initiative, Spell penetration, Extra Trait or Combat Casting

Skills: I plan to focus on knowledge Nature, handle animal, Perception, Stealth and survival. Then add some ranks in other class skills and perhaps one or two ranks in Knowledge Dungeoneering and some ranks in linguistics.
Treantmonk's guide claim that you should pick up Undercommon and sylvan because it will allow you to communicate with a number of creatures on your Summon Natures Ally list. What creatures are he referring to?
Should I max knowledge nature with an Alchemist in the party that already got it maxed out? Any other advice on skills?

Trait: A trait that grants me stealth as a class skill. Also I wouldn't mind a bonus to concentration checks and initiativ.

Any advice on feats, AC, Magic items, skills etc. would be highly appreciated.
I really want medium armor with high AC and low ACP. What is the best choice?
Any cool druid feats?
Any other cool Animal?
Any good Conjuration spells?
Any good advice on summons?
Any good traits?
Any cool magic items for Druids?
vanilla druid or a Menhir Savant archetype? I Can't really see any big advantage with the Vanilla Druid. Amything that I'm missing?


Menhir Savant is an excellent archetype but I would strongly consider either Lion or Saurian Shaman. Both will give you standard action summoned monsters which is an enormous boost and nothing requires you to be in your animal form when you wild shape. You can fly around out of harms way as an air elemental dropping giant monsters on people.

For feats if you want to go down the casting route then some combination of:

Improved Initiative
Spell Focus (Conjuration)
Augment Summoning
Superior Summoning
Natural Spell (utterly crucial, required by every Druid)
Persistent Spell
Dazing Spell
Quicken Spell

For traits I would recommend looking very hard at Magical Lineage, especially if you go down the Dazing Spell route. In addition if you want Stealth as a class skill consider Wisdom in the Flesh. Reactionary is another excellent trait. I wouldnt worry about concentration checks, you shouldnt be up close anyway and at level 9 you arent far off making them automatically anyway.

For animal companions I am a fan of the Ankylosaurus. It only has a single attack but it is an attack which can daze. Slap some armour on it and its AC will make most opponents cry in frustration.

Scarab Sages

I've never played a Druid, but here are some general things:

Max AC: Dragonhide Agile Brastplate and a heavy darkwood shield enchanted to taste (3 ACP, 0 when climbing or jumping), if you don't like the ACP you could go Darkwood Wooden armor + Armored Kilt and Heavy darkwood shield (0 ACP). Jingasa of the Fortunate Soldier is one of the best AC boosting items.

For other magic items you're a caster so you want to have your casting stat as high as possible, for your level that means a headband of wisdom +4, Cape of Resistance is good, a couple Pearls of Power for more versatility.

Wolves are basically the best animal companion to my knowledge, consider having it take the "narrow frame" feat because it is large and most buildings/ruins/cities are not designed for large things.

Have you thought about your race? Aasimars can get the (kinda OP) feat "celestial servant" which gives your animal companion DR, energy resistances, and SR.


I'd suggest being a Samsaran. If your wisdom is maxed, you'll get to pick any one other divine class, pick out six spells from that list, and add it to your own. I suggest (obviously) Cleric, or Adept (yup, the NPC class).

I one level dip into Monk can be quite worthwhile. A level dip into Sohei in particular is nice, as you always act in the surprise round. Be a Saurian or Lion shaman, and during that surprise round, summon some nasty pouncers, and have them hitting enemies before the enemies even knew they were in danger. But the level dip into Monk also means you can apply your wisdom to your armor class, and since you're wanting to play a caster, your wisdom will always be the most important stat.

And if you do dip one level, might as well dip one more, and take advantage of the Magical Knack trait. One level dip into Sorcerer is always pretty good, even if you're charisma isn't high enough to cast those couple spells a day. Just dip for the Bloodline powers.

I had a build I wanted to play, a while ago, that was a Lion Shaman with the Nobility domain. She had thick, dark dreads, caramel skin, the typical pure-white eyes of a Samsaran, wore tattered cloth, carried a staff, and rode around on her zombie dragon she raised. Lawful Neutral. She didn't respect man's government and laws, but the laws of Nature and Fate. She believed in balance. She also is addicted to drugs that enhance her spellcasting.


Timebomb wrote:

I've never played a Druid, but here are some general things:

Max AC: Dragonhide Agile Brastplate and a heavy darkwood shield enchanted to taste (3 ACP, 0 when climbing or jumping), if you don't like the ACP you could go Darkwood Wooden armor + Armored Kilt and Heavy darkwood shield (0 ACP). Jingasa of the Fortunate Soldier is one of the best AC boosting items.

For other magic items you're a caster so you want to have your casting stat as high as possible, for your level that means a headband of wisdom +4, Cape of Resistance is good, a couple Pearls of Power for more versatility.

Wolves are basically the best animal companion to my knowledge, consider having it take the "narrow frame" feat because it is large and most buildings/ruins/cities are not designed for large things.

Have you thought about your race? Aasimars can get the (kinda OP) feat "celestial servant" which gives your animal companion DR, energy resistances, and SR.

Great advice.

I'll stick to human, but the narrow frame" feat is awesome.
I haden't tought about Darkwood Wooden armor. I'll ask my GM if it is legal.
I might even consider using Darkwood Wooden Heavy armor and picking Heavy armor training.


andreww wrote:

Menhir Savant is an excellent archetype but I would strongly consider either Lion or Saurian Shaman. Both will give you standard action summoned monsters which is an enormous boost and nothing requires you to be in your animal form when you wild shape. You can fly around out of harms way as an air elemental dropping giant monsters on people.

For feats if you want to go down the casting route then some combination of:

Improved Initiative
Spell Focus (Conjuration)
Augment Summoning
Superior Summoning
Natural Spell (utterly crucial, required by every Druid)
Persistent Spell
Dazing Spell
Quicken Spell

For traits I would recommend looking very hard at Magical Lineage, especially if you go down the Dazing Spell route. In addition if you want Stealth as a class skill consider Wisdom in the Flesh. Reactionary is another excellent trait. I wouldnt worry about concentration checks, you shouldnt be up close anyway and at level 9 you arent far off making them automatically anyway.

For animal companions I am a fan of the Ankylosaurus. It only has a single attack but it is an attack which can daze. Slap some armour on it and its AC will make most opponents cry in frustration.

You are probably right in that I shouldn't worry about concentration checks.

If I pick Magical Lineage whar spell should I aply it to?

My initial thpought was to not spend so much focus on blasting since we have an alchemist. My focus was more on versatility, my pet and battle field Control, but Dazing Spell mosnters is indeed fun.

Any suggestion when it comes to spells?


Mechanical Pear wrote:

I'd suggest being a Samsaran. If your wisdom is maxed, you'll get to pick any one other divine class, pick out six spells from that list, and add it to your own. I suggest (obviously) Cleric, or Adept (yup, the NPC class).

I one level dip into Monk can be quite worthwhile. A level dip into Sohei in particular is nice, as you always act in the surprise round. Be a Saurian or Lion shaman, and during that surprise round, summon some nasty pouncers, and have them hitting enemies before the enemies even knew they were in danger. But the level dip into Monk also means you can apply your wisdom to your armor class, and since you're wanting to play a caster, your wisdom will always be the most important stat.

And if you do dip one level, might as well dip one more, and take advantage of the Magical Knack trait. One level dip into Sorcerer is always pretty good, even if you're charisma isn't high enough to cast those couple spells a day. Just dip for the Bloodline powers.

I had a build I wanted to play, a while ago, that was a Lion Shaman with the Nobility domain. She had thick, dark dreads, caramel skin, the typical pure-white eyes of a Samsaran, wore tattered cloth, carried a staff, and rode around on her zombie dragon she raised. Lawful Neutral. She didn't respect man's government and laws, but the laws of Nature and Fate. She believed in balance. She also is addicted to drugs that enhance her spellcasting.

I stick to human and won't multiclass, but I will check out the Saurian or Lion shaman archetypes.

Cool story about that Lion Shaman. It is always nice to get inspiration from others. How did the drug enhance her spellcasting?

I have an idea that if I play Menhir Savant he will increase his caster level when he gets into a trans or when he becomes angry and thinks someone needs a divine punishment (fluff only).


Zark wrote:

If I pick Magical Lineage whar spell should I aply it to?

My initial thpought was to not spend so much focus on blasting since we have an alchemist. My focus was more on versatility, my pet and battle field Control, but Dazing Spell mosnters is indeed fun.

Any suggestion when it comes to spells?

I dont recommend focusing on blasting but instead apply Dazing Spell to a blast. That is all about the control and not about damage. Daze as a condition prevents the target from taking any actions. Dazing spell inflicts it for 1 round per level of the spell used. Nothing is immune to Daze, not undead, not oozes, not Golems.

I recommend looking at spells like Flaming Sphere, Produce Flame, Flame Strike, Frost Fall, Stone Call, Ice Spears (no SR!), Ball Lightning, Fire Snake and Wall of Fire as great ones to apply Dazing Spell to. Pick one for use with Magical Lineage if you choose to go down this route. The one you use will very much depend on what level you expect to reach.


Try an eagle shaman, ask your gm if you can have a roc animal companion. At lvl 9 you can summon a young roc... please look at it's stats, if you have augment summoning it is possibly one of the nastiest summons on the entire summon natures ally list.


andreww wrote:
Zark wrote:

If I pick Magical Lineage whar spell should I aply it to?

My initial thpought was to not spend so much focus on blasting since we have an alchemist. My focus was more on versatility, my pet and battle field Control, but Dazing Spell mosnters is indeed fun.

Any suggestion when it comes to spells?

I dont recommend focusing on blasting but instead apply Dazing Spell to a blast. That is all about the control and not about damage. Daze as a condition prevents the target from taking any actions. Dazing spell inflicts it for 1 round per level of the spell used. Nothing is immune to Daze, not undead, not oozes, not Golems.

I recommend looking at spells like Flaming Sphere, Produce Flame, Flame Strike, Frost Fall, Stone Call, Ice Spears (no SR!), Ball Lightning, Fire Snake and Wall of Fire as great ones to apply Dazing Spell to. Pick one for use with Magical Lineage if you choose to go down this route. The one you use will very much depend on what level you expect to reach.

It is a Pathfinder AP. The Campaign will end at level 16 or 17.

Edit:
BTW, Ankylosaurus is very, very cool, but I will stick to the wolf.
There will be a lot of dungeons so Ankylosaurus might be tricky to fit in. Even more problematic if I use Animal Growth.

Next time I'll play a Druid (if we play kingmaker) I will probably use the Ankylosaurus. The stunning effect is just awesome!


For AC, consider a Wild Dragonhide Plate. You cannot do better than that.


XMorsX wrote:
For AC, consider a Wild Dragonhide Plate. You cannot do better than that.

Thanks, but I'd like something with less ACP, and would prefer medium armor.


ACP wont apply once you are wildshpaed which will be all the time pretty much by fairly early on.


Zark wrote:

Next time I'll play a Druid (if we play kingmaker) I will probably use the Ankylosaurus. The stunning effect is just awesome!

While the ability is called Stun the condition it normally imposes is Dazed. This is a small but utterly crucial difference as lots of things are immune to being Stunned while nothing is immune to being Dazed. Some things may be immune by virtue of it being a Fort save but things like Oozes dont have that benefit.


andreww wrote:
While the ability is called Stun the condition it normally imposes is Dazed. This is a small but utterly crucial difference as lots of things are immune to being Stunned while nothing is immune to being Dazed. Some things may be immune by virtue of it being a Fort save but things like Oozes dont have that benefit.

That is even more awesome!

BTW, Doesn't ACP apply if you use the Wild property. I thought the idea was that you keep the armor even when you wildshaped.


It melds with you but you get to keep the armour bonus it provides with the Wild property.

Liberty's Edge

Zark wrote:
BTW, Doesn't ACP apply if you use the Wild property. I thought the idea was that you keep the armor even when you wildshaped.

Nope. You don't keep wearing the armor, you just keep the armor bonus. It's magic. :)


Personally, I believe casters shouldn't max their cast stats at character creation unless you are making level 12 or onwards. Move your points to str or cha from wis will help fairly well while doesn't put you down by much. Gives you much options. You can talk your way out of a fight using speak with animal and wild empathy without having penalty if you point 2 points to cha. Hit better in melee or wildshape and more damage with 2 more points in strength. It helps because animal can use natural weapons that do many attacks at once. Works better then holding a shield with a sickle sometimes.

Most important thing about being Druid could be about spell choice. There was one druid I play with, he can get out of any encounters unharmed because he chosen his spells wisely.


A Half orc Will allow you to put favored class stuff in to armor class. I would consider taking a domain and Living the vida loca as a spell Casting bird.


SiuoL wrote:
Personally, I believe casters shouldn't max their cast stats at character creation unless you are making level 12 or onwards. Move your points to str or cha from wis will help fairly well while doesn't put you down by much. Gives you much options. You can talk your way out of a fight using speak with animal and wild empathy without having penalty if you point 2 points to cha. Hit better in melee or wildshape and more damage with 2 more points in strength. It helps because animal can use natural weapons that do many attacks at once. Works better then holding a shield with a sickle sometimes.

you might be right about charisma, but my character won't enter melee.

He got the Wolf and his summons and spells.

SiuoL wrote:


Most important thing about being Druid could be about spell choice. There was one druid I play with, he can get out of any encounters unharmed because he chosen his spells wisely.

Any advice you can give me on useful spells?


Zark wrote:


Cool story about that Lion Shaman. It is always nice to get inspiration from others. How did the drug enhance her spellcasting?

It's Aether. Not optimal, but adds fluff. Stacks with the +1 Caster Level boost from Menhir Savant.

Plus the Bead of Karma (a individual bead from Prayer Beads) which costs 20k gp, and now you can cast a spell at +6 caster level(+1 from Menhir Savant, +1 from Aether, +4 from bead). Helps with animating the dead ;) (again, back to my druid, she felt that animating the dead was a mockery of life, but she was vengeful enough to animate evil entities, such as her black dragon mount. "I killed you, I own you" sort of mentality).

Also, you said you wouldn't multiclass, but I forgot to point out: I'm under the impression that you can wear +5 Wild Dragonhide Fullplate, and when you Wildshape, keep the +14 armor bonus, AND not count as currently wearing armor (as it melds with the new shape), which would allow you to get your Monk AC bonus. Really have no idea if this is legal (my druid rarely would wildshape, so I didn't look too much into it), but it's a cool idea, if it is...if not a bit cheesy. Even if you don't wildshape for melee, you could always shift into something tiny that flies, or whatever, and get both your armor bonus and wisdom bonus, PLUS your new size bonus, while still being able to cast. If you did go this route, a Polymorphic Pouch would become fairly vital. Keep your gear, but get the new shape.


Zark wrote:
SiuoL wrote:


Most important thing about being Druid could be about spell choice. There was one druid I play with, he can get out of any encounters unharmed because he chosen his spells wisely.

Any advice you can give me on useful spells?

It depends. The druid I'm teaming with at the moment is one of the most epic druid I have ever seen. He made Spider Climb looks unbeatable and won that encounter with just that spell. He know what spell to pick for the day everyday and use the most underrated spell useful. The GM could had asked him what spell he picked for that day and used it against him, but that would be cheating and unfair which my GM is not. So what I learnt from him was that you should know what you are going up against, pick what you will need while still have spells to do other things when things go wrong.


Mechanical Pear wrote:
Zark wrote:


Cool story about that Lion Shaman. It is always nice to get inspiration from others. How did the drug enhance her spellcasting?

It's Aether. Not optimal, but adds fluff. Stacks with the +1 Caster Level boost from Menhir Savant.

Plus the Bead of Karma (a individual bead from Prayer Beads) which costs 20k gp, and now you can cast a spell at +6 caster level(+1 from Menhir Savant, +1 from Aether, +4 from bead). Helps with animating the dead ;) (again, back to my druid, she felt that animating the dead was a mockery of life, but she was vengeful enough to animate evil entities, such as her black dragon mount. "I killed you, I own you" sort of mentality).

Also, you said you wouldn't multiclass, but I forgot to point out: I'm under the impression that you can wear +5 Wild Dragonhide Fullplate, and when you Wildshape, keep the +14 armor bonus, AND not count as currently wearing armor (as it melds with the new shape), which would allow you to get your Monk AC bonus. Really have no idea if this is legal (my druid rarely would wildshape, so I didn't look too much into it), but it's a cool idea, if it is...if not a bit cheesy. Even if you don't wildshape for melee, you could always shift into something tiny that flies, or whatever, and get both your armor bonus and wisdom bonus, PLUS your new size bonus, while still being able to cast. If you did go this route, a Polymorphic Pouch would become fairly vital. Keep your gear, but get the new shape.

Wow, Polymorphic Pouch is great. Thanks for the advice.


SiuoL wrote:
Zark wrote:
SiuoL wrote:


Most important thing about being Druid could be about spell choice. There was one druid I play with, he can get out of any encounters unharmed because he chosen his spells wisely.

Any advice you can give me on useful spells?

It depends. The druid I'm teaming with at the moment is one of the most epic druid I have ever seen. He made Spider Climb looks unbeatable and won that encounter with just that spell. He know what spell to pick for the day everyday and use the most underrated spell useful. The GM could had asked him what spell he picked for that day and used it against him, but that would be cheating and unfair which my GM is not. So what I learnt from him was that you should know what you are going up against, pick what you will need while still have spells to do other things when things go wrong.

OK.

Do you know where I can find a spread sheet with all Summon Nature's Ally?


1 person marked this as a favorite.

I've found a spread sheet :)


WOW, wraithstrike and Mr. Swagger is the same person.


Zark wrote:
WOW, wraithstrike and Mr. Swagger is the same person.

Add Concerro also. :)


Zark wrote:
I've found a spread sheet :)

Please do share!

-If you choose any archetype that impedes your generic wildshape, make sure you can find one that gives you fly.

-If you like stealth, a bird flying overhead or dog in the city trumps most characters with their silly stealth skill trying to sneak wherever. Don't wish to be the fly on the wall, be the fly on the wall.

-Starting out at mid-levels, don't discount the Domains available to you. My big cat had to sit out many hours of adventuring because of size, but Domains are always with you.


EpicFail wrote:
Zark wrote:
I've found a spread sheet :)

Please do share!

Behold the service of the Mighty wraithstrike/Mr. Swagger/Concerro! :)

Link.


Assuming you'll be getting the standard WBL. (46,000gp for a level 9 character)

An option you could look at is taking a dip in fighter, it'll give you heavy armor prof and the ability to equip tower shields.

33,800gp and you can have a suit of +1 Wild Stone Plate and a +1 Wild Tower Shield. This will boost your AC by 15, and while you're wild shaped (which you can be 8 hours/day per wild shape with druid 8/fighter 1, this is 24 hours/day) you'll take no penalties from ACP.

This should leave you with 32,200 left to spend if my math is correct.

If you're wanting to be a focused caster, I would recommend a Headband of Inspired Wisdom +4.

That'll leave you with 16,200, get whatever else you want at that point. Scrolls, potions, rods, etc.


So, I just realized, the title of your thread. It says druid with AC. I took that to mean Armor Class. Did you mean Animal Companion?


Sindalla wrote:
So, I just realized, the title of your thread. It says druid with AC. I took that to mean Armor Class. Did you mean Animal Companion?

Yes I meant Armor Class.

I'm not too keen on multi classing, but I'm grateful for any advice.


Zark wrote:
Sindalla wrote:
So, I just realized, the title of your thread. It says druid with AC. I took that to mean Armor Class. Did you mean Animal Companion?

Yes I meant Armor Class.

I'm not too keen on multi classing, but I'm grateful for any advice.

Ah, okay. Well, if you're not too keen on multi-classing I've got one of two options.

1)Try to convince you that it's a really good choice to take at least 1 level dip in fighter.

2)Try to find another way to boost your AC.
--------------------------------------------------------------------

So, going with option 1.

The 1 level dip in fighter will give you:

Pros:

1) A bonus feat

2) +1 BAB which will help your CMD and attack rolls if you get caught in such a situation

3) Heavy Armor Proficiency and Tower Shield Proficiency for free (saves you two feats)

4) Fortitude Save will go up by a bonus +2

Cons:

1) You'll be one level delayed on getting your 5th level spells. Not that bad, as you will still end up having 9th level spells.

2) You'll be one level behind on your wild shape, although, this is only a half-Con because you can circumvent this penalty with a feat.


I’m sorry. I meant Animal Companion, I did not mean armor class.

Posting on the messageboards and preparing dinner at the same time is never a good combination. I’m really sorry for the mix up.


full caster should never dip.
take planar wild shape for SR DR etc, if attack reach you.
either keep AC for a standing wall or take domain like fire or glory.


1 person marked this as a favorite.

Lol, no biggy.

Okay, so you're not overly worried about Armor Class, forget the level of fighter then.

If you want your animal companion to be extra effective, have him get Light and Medium Armor Proficiency. Equip him with some Mithril Breastplate. An Amulet of the Mighty Fist might also be handy, as you can add effects to it rather than just flat bonuses. Some Keen Ghost Touch Fangs can be pretty effective. (16,000gp) If you're not worried about Keen, just Ghost Touch (4000gp) the Anchoring property could also be fun, it's an interesting take on Grab, however your GM might rule it.


I just posted this in another thread, I think it might apply better to you than the other guy.


Zark wrote:
Animal Companion: I think I pick a Wolf as an AC, but I’m not sure. I want an AC with only one attack since it is more practical. The only downside to the wolf is that it is large (but still don’t have reach).

Each animal companion has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks are made using the creature's full base attack bonus unless otherwise noted. Animal attacks add the animal's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier. Some have special abilities, such as scent. See Special Abilities for more information on these abilities. As you gain levels, your animal companion improves as well, usually at 4th or 7th level, in addition to the standard bonuses noted on Table: Animal Companion Base Statistics. Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion's Dexterity and Constitution by 2.

This can be found in the CRB and here.


To make the A.C. more portable, this item- figurine of the concealed companion- works wonders. Just turn him into a fist sized statuette for however long as needed.

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