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Druid Farmer


Advice


I have a player who wants to have a classis old faith rural farmer with Druid powers. Should the Urban Druid archetype work or is there a better one available out there?

Shadow Lodge

I rarely - if ever - hear a farmer called "urban." Just stick with the regular druid (or perhaps even the plains druid) and flavor it accordingly.


Pathfinder Companion Subscriber

Actually, though the name seems to irk some, Urban Druid works great.

Be sure to pump profession, and have some ranks in craft.

What is the PC's race?

What is the PC's God?


blackbloodtroll wrote:

Actually, though the name seems to irk some, Urban Druid works great.

Be sure to pump profession, and have some ranks in craft.

What is the PC's race?

What is the PC's God?

The PC's religion is Old Deadeye, and is race has yet to be determined. But probably either a human or a halfling. He is NG.

I am also thinking of giving him a rod that can transform into any tool needed for any profession or craft skill, giving bonuses on them. It's weapon form would probably be anything a commoner would use, scythe, spear, staff, axe. You know basic tools that could be used as weapons.


Pathfinder Companion Subscriber

The Traveler’s any-tool, from Ultimate Equipment is what you want. It's 250gp. Add another 400gp for a +2 to all checks made with the tool.

I suggest the player take the Rough and Ready trait, for fun and flavor.

Note, for Golarion campaigns, Druid worshipers of Erastil gain proficiency with the Longbow.

Shadow Lodge

BBT, good call. I didn't see it like that.

As for weapons, don't forget the grain flail. :)


Pathfinder Companion Subscriber

Oh yeah, many miss out on some awesome concept opportunities due to the fact that they simply cannot look past the name of a class.

I can totally create a "ninja" character, without a single level in the Ninja class.

You define your own flavor.

The game itself is dependent on the ability of those playing to use their imaginations, which should never be quelled by the name of a class, feat, or class feature.


Thanks BBT, yeah when it comes to archetypes you have to look past the name and find out what their powers are in order to get a better understanding of how to use the archetype.


BBT is right. People do lose out on a lot of what a class can do simply by not being able to let go of the stereotype of that class.

I currently play an elven druid. Elves have always had strong ties with the natural world. My Druid is not a 'Druid' per se, he is simply an elf who listens to the spirits of the woods and the lands and implores them for assistance when needed. Whispers in elvish, or a whistle on the breeze and suddenly the forests answer his call.

Instead of his Nature's Ally spells making an animal appear out of thin air, they rush suddenly from the foliage and strike from cover, or swoop from the trees, or, hell, in the case of the Land Shark he called, right up from the ground.

I think the farmer druid is an awesome idea and all the 'common tools' you mentioned that'll serve as a means of defending himself are brilliant.


One thing I noticed about the Druid environmental archetypes is that they all reduce the efficiency of a Druids wild shape ability, even though no ability is in any way causing any need to reduce this ability. So I usually just let my environmental Druid use his wild shape at normal pace.


Another thing about archetypes is that the urban one can refer to anything having to deal with civilization, from royal gardeners to simple peasants and people who clean and patrol the sewars. It just depends on the choice of feat, ex. Community for farmer, protection for a guardian against wild beasts, and charm for a mediator between the wilds and the town.

The right tools for the right job.


Druids kinda get the shaft, I'm noticing. Every other class seems to have loads of feats dedicated to enhancing their abilities and the Druid pretty much gets Natural Spell... that's about it.

Andoran

Hartbaine wrote:
Druids kinda get the shaft, I'm noticing. Every other class seems to have loads of feats dedicated to enhancing their abilities and the Druid pretty much gets Natural Spell... that's about it.

Because Natural Spell is awesome?

I think Urban Druid works quite well for this, both mechanically and in name - a druid who works a farm is far more urbanized than your typical hermit druid.

Qadira

Hartbaine wrote:
Druids kinda get the shaft, I'm noticing. Every other class seems to have loads of feats dedicated to enhancing their abilities and the Druid pretty much gets Natural Spell... that's about it.

Most of those classes would happily give up every other ability-enhancing feat to have a feat that adds as much power and versatility as Natural Spell. It's more important to a Druid than Power Attack is to a Fighter.


zergtitan wrote:
It just depends on the choice of feat, ex. Community for farmer, protection for a guardian against wild beasts, and charm for a mediator between the wilds and the town.

Oops, I meant domain not feat.


I seem to recall druids have more feats than that. did you check.....

1.core rulebook
2.advanced players guide
3.ultimate combat
4.ultimate magic

I know their are plenty more in all of those. Remember, the feat doesn't just have to say druid in the requirements it could deal with any of the class abilities, it could say Summon Nature's ally, or wild shape, animal companion, or domain.

Andoran

blackbloodtroll wrote:

The Traveler’s any-tool, from Ultimate Equipment is what you want. It's 250gp. Add another 400gp for a +2 to all checks made with the tool.

I suggest the player take the Rough and Ready trait, for fun and flavor.

Note, for Golarion campaigns, Druid worshipers of Erastil gain proficiency with the Longbow.

Where does it say it?


blackbloodtroll wrote:

The Traveler’s any-tool, from Ultimate Equipment is what you want. It's 250gp. Add another 400gp for a +2 to all checks made with the tool.

I suggest the player take the Rough and Ready trait, for fun and flavor.

Note, for Golarion campaigns, Druid worshipers of Erastil gain proficiency with the Longbow.

The any tool is amazing, but it does state that its ineffective as a weapon, always counting as an improvised weapon. If he's wanting to use it to attack then a weapon with the transformative property is more along the lines of what's needed. It allows a weapon to transform into any other weapon of its same size. It is a little pricey at +10,000 gp though


Pathfinder Adventure Path Subscriber

David Drake wrote a bunch of short stories in the 80's about a character that sounds a lot like what you're trying to build.

They were collected in a book called Old Nathan that you can find for free on the Baen Free Library.


Joegoat wrote:
blackbloodtroll wrote:

The Traveler’s any-tool, from Ultimate Equipment is what you want. It's 250gp. Add another 400gp for a +2 to all checks made with the tool.

I suggest the player take the Rough and Ready trait, for fun and flavor.

Note, for Golarion campaigns, Druid worshipers of Erastil gain proficiency with the Longbow.

The any tool is amazing, but it does state that its ineffective as a weapon, always counting as an improvised weapon. If he's wanting to use it to attack then a weapon with the transformative property is more along the lines of what's needed. It allows a weapon to transform into any other weapon of its same size. It is a little pricey at +10,000 gp though

The Rough & Ready trait cancels out improvised weapon penalties when you use tools of your trade as weapons, so with Profession (Farmer) it should work with an anytool transformed into a hoe, scythe, threshing flail, etc. I'd personally allow that, at least. It does mean that you won't be getting an enchanted weapon without some houseruling, though.


Looking in the ultimate equipment guide, I found an item that might be perfect as a weapon for my druid. Mattock of the titans. Even though it is gargantuan sized, I can shrink it down and have him use the smaller version (though it still goes thru 10 cubit feet of dirt every ten minutes, and 10 cubic feet of stone every hour) so it will function as a medium +3 adamantine warhammer. I will also make it function as a warhammer or improvised weapon in terms of proficiency.

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