Sylph Sky Druid


Advice

Silver Crusade

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So I got the GenCon GM boon that allows me to make a sylph character for PFS, and I'm looking at probably doing the Sky Druid archetype from the Advanced Race Guide. Let me say that again, since it's frequently ignored in Advice subforum threads: This is for Pathfinder Society play, so we're talking about RAW only, Paizo products only, and only stuff that's PFS legal, though I can't think of any Paizo stuff that might relate to this that isn't PFS legal.

Since sylphs have a con penalty, I can't imagine trying to play the type of druid that wild shapes and attacks on the front lines. So this will definitely be a casting focused build.

Here's what I'm thinking for a possible stat array:

Str: 7 (-4)
Dex: 12 (0) (+2 racial)
Con: 12 (5) (-2 racial)
Int: 12 (0) (+2 racial)
Wis: 18 (17)
Cha: 12 (2)

I'd like to keep the int for skill ranks and some decent charisma, so I can be useful outside of combat. I was looking at maybe taking the Ease of Faith and Highlander traits, to get diplomacy and stealth as class skills. Combined with the Whispering Wind alternate racial trait that gives +4 stealth, I could be quite good at that. The 12 charisma and a couple of skill ranks could get me decent bonuses on diplomacy and handle animal. But I'm a little worried about the low strength and wearing armor. I'll have to do the math on encumbrance. If I'm in medium hide armor (probably dragon hide eventually), it shouldn't matter, since encumbrance won't slow me down any more than the armor, anyway.

I have this idea of taking the Cloud Gazer racial feat at level 1, which would let me see through all non-magical clouds, and see triple the normal distance through magical clouds. I'm just picturing walking around with a wand of Obscuring Mist that I use on the first round of any combat. Then, I'd be able to see 15 feet out of the mist to cast spells from a distance without enemies being able to target me back. I'd probably even make a point of moving within the mist every round to keep them guessing. As long as I stay in the back of the group, this plan usually shouldn't interfere with my allies, who would be working entirely outside of my mist. The only problem would be combats in close quarters, where my mist could interfere with my melee allies. Also, I could be targetted by AOE stuff, so I can't rely on this as my only defense - saving throws and HP still matter.

What other feats are useful for a casting focused druid? I know Natural Spell and Wild Speech are typical, but the archetype will allow me to fly almost every combat before I can wild shape, anyhow, so I just can't see using wild shape as often as most druids. I'll just fly around, surrounded by Obscuring Mist, casting at things from a distance, and that starts at level 5. That brings up typical caster feats like Improved Initiative, Combat Casting, Spell Focus, Augment Summoning, Spell Penetration, etc. Any other suggestions?

I'm leaning towards getting an animal companion, probably a roc, since it has to be a flying animal for the Sky Druid archetype. But I might also consider a domain. Besides the obvious Weather and Air domains, and their subdomains, Sky Druids also have access to the Liberation domain, and its subdomains, that most druids don't. So those are all potential options. But a roc would work nicely at low levels, when I could send it into battle at the start of a fight, then hide in the back with my wands of Obscuring Mist and Cure Light Wounds. At higher levels, I'd be more active in spellcasting every round of combat, and animal companions tend not to keep up for damage. But rocs get grab on both talons at level 7, so it could still be useful, even if its damage is inconsequential. And even though I'll be able to fly at level 5, the roc could carry one of my allies for extra flying power. Like I said, I'm leaning towards the roc, though my casting focus would benefit from a domain, so I haven't totally ruled it out.

I'm actually not that comfortable with druids overall, so suggestions for what types of spells I should be focusing on, and general strategies for playing a casting focused druid would be appreciated.

Actually, another reason I'm considering the animal companion is just to learn more about the rules regarding them. From what I've seen, most people tend to glaze over the rules for animal companions, ignoring the need for handle animal checks, training of tricks, etc. As a PFS GM, I'd like to know more about this stuff so I can educate others and get people to play these properly at my tables in the future. Just looking into this while thinking about making this PC has taught me a lot about that stuff.

Grand Lodge

Don't get that wand of obscuring mist. Your party will generally hate you for it as a lot of Pathfinder combats DO occur in the kind of spaces which make the spell a handicap, not a help. Make that a cure light wounds wand instead as per standard procedure for PFS.

Don't discount the domain options, especially if you're in a group that doesn't lack for hitting types but has a lot of will save poor characters. (of which your animal companion would be one of them)

Silver Crusade

Well, I wouldn't use the Obscuring Mist if it's going to get in the way of my party. But there are plenty of places where it would work. And I did say I'll have the typical CLW wand, too.

Since it's for PFS, I don't know what group I'll be with on any given day.


I was recently looking into a Sky Druid for a Razor Coast nautical campaign.

I personally got stumped because I was trying to fill too many party niches at once. (healer, summoner, buffer, battlefield controller, only caster in party of 7...) In the end I went Sylph Wizard because the stats fit better, and my role would be clearer to myself and the party. (Fine. NOBODY's a healbot).

But I did a lot of weighing of options which may have some nuggets of use to you...

TANKING VS CASTING

It sounds like you're a lot clearer on the role you intend to play:
Emphasis on CASTING. Excellent.

Otherwise way too MAD. I would consider boosting Dex more, since armor's a problem. You can get Dex up to 16, spending only 5 points. Of course you'll have to drop Cha or Int.

WILDSHAPE
* No tanking in wildshape.

* Probably no casting either at least until you get an elemental form. Then you can wear your gear and speak and use magic items.

* Scouting in wildshape is great for difficult to reach places, or unusual terrains. That makes stats easier.

ANIMAL COMPANION vs DOMAIN
Its a difficult choice--
I chose *Domain* because the Elemental Affinity +1 Caster Level on spells is great for casting focused character.

Also a bonus spell per level is VERY helpful.

Your animal companion would basically be another tank, which is nice. But PFS usually has quite a few tanks at the table. And by the time you can ride the Roc you'll be flying yourself anyway. So I'd go for the bonus casting power.

DOMAIN--
I chose Wind. It's a subdomain of Air and you get your +1 CL.

The bonus ability-- bullrush with air everyone in a 30' line, scales with level and will be useful your whole career.

RACIAL TRAITS--
Feather Fall v Whispering Wind v Speak with Animals:
As a Sky Druid you get Feather Fall back at 2nd. Don't need it.
Storm Druid (which I'm going to recommend in a moment) Does need it.

If you are keeping your Roc then get Speak with Animals so you can actually converse, not just empathize. (I don't know-- does Auran help you speak with birds? in which case, never mind.)

Whispering Wind - +4 stealth is great if you don't need the others.

Elemental Affinity v Anything else.
Keep Elemental Affinity-- +1 CL for Domain spells. If you're a caster, keep this.

Energy Resistance v Like the Wind:
5 Damage resistance for Electricity?
or 5' faster base speed?
I personally took speed, but its up to you.

Now SKY DRUID v STORM DRUID
Soupturtle kept telling me to take Storm Druid instead of Sky Druid, and I set out to prove him wrong. I ended up proving him right:

Sky Druid vs Storm Druid:

+1 Caster Level?
Both get it with appropriate domain spells. EVEN

Spontaneous Casting:
Sky Druid-- Gets to spontaneously summon
Storm Druid-- Gets to spontaneously use a domain spell. EVEN

Armor:
Sky Druid loses Medium Armor. Small Point to STORM

Animal Companion:
Storm Druid loses Animal Companion. Big Point to SKY

Woodland Stride (2nd):
Sky gets permanent Feather Fall, even unconscious.
Storm gets decreased effects from weather. Meh. Big Point to SKY

Trackless Step (3rd):
Sky gets Trackless Step
Storm gets a magically loud voice. Both meh. EVEN

Resist Nature's Lure (4th):
Sky gets a +4 to saves vs electricity and weather. meh.
Storm gets to see thru 10-30' of magical fog. Nice! Big Point to STORM.

Wildshape (4th):
Sky has to wait until 6th, but then gets +1 CL. ouch!
Storm gets to wildshape normally. Big Point to STORM.

Venom Immunity (9th):
Sky not affected by altitude or winds. meh.
Storm gets to pick a second domain. awesome! Big Point to STORM.

Timeless Body (15th):
Sky gets a fly speed at 13th. Late in the day but nice.
Storm is resistance to wind and thunder affects. meh. Big Point to SKY.
By this rough calculation...
Sky pulls out ahead early
Storm absolutely rules at 4th -12th
And Sky almost pulls even at 13th.

For most games which won't make it past 12th, it would absolutely be STORM. Thanks for peaking my curiosity soupturtle.

and FEATS and TRAITS:
Even tho you've minimized feats for Wildshaping, don't forget your other big swiss army knife in the toolbox-- SUMMONING!
You are a summoner.

Trait: Gifted Adept: Summon Nature's Ally-- + 1 Caster Level (this might even stack with Elemental Affinity +1 Caster Level. I'm not sure.)

Feats:
Spell: Focus Conjuration (meh for Druid, but required. does give bonuses for the spell Snowball tho.)

Then Augment Summons!! Big bonuses for your summoned creatures. This is a gotta have it. Storm Druid gets it FREE at 2nd. A 2- Feat gift!

Cloud Gazer: Storm Druids essentially get this for free at 4th level. The strategy is good of casting from inside a cloud, and being hard to target yourself. I'd just do it away from the rest of the party, who will be cranky about not being able to see either.

~~~

Thus ends my soliloquoy. Summarized from the help of many others. I hope you found some useful tidbits.

A

Silver Crusade

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Thanks for the detailed post, Apocalypso.

But you did miss one major point in your comparison of Sky vs Storm druids: Sky druids get Fly at level 5 instead of Trackless Step. It's not quite a fly speed, but it's close enough for combat purposes. Not only is that huge, but it's pretty much the defining characteristic of the archetype until you hit the actual fly speed at level 13. Analyzing the archetype without it really misses the point.

Somehow, I missed that Sky Druids lose medium armor proficiency. I think that makes stuff like Obscuring Mist even more important for avoiding getting hit. There's also the 1st level Windy Escape spell that only sylphs can use, which helps avoid attacks. I'm ok with thinking like a wizard when it comes to AC - use miss chances and spells instead of armor to avoid getting poked by pointy sticks.

You seem to be a bigger fan of the Air Affinity racial trait than I am. I was going to trade that out out for Air Insight, to get 2 extra rounds of duration every time I cast a Summon Nature's Ally spell. That one just seems like a no brainer for druids that cast SNA spells spontaneously. At higher levels, I'll have enough duration not to need the +2 rounds, but it's a pretty big deal at low levels.

As you pointed out, Sky Druid makes the racial Feather Fall unnecessary. I won't really need Speak With Animal as a spell-like ability, since it's a level 1 druid spell. That's a cheap scroll or wand, if I don't want to waste a prepared slot on it. That's why I was leaning towards Whispering Wind for the +4 stealth. Add in a trait to give +1 stealth and make it a class skill, and I can be the party scout, especially once I reach the level where I can wild shape into a little critter.

I'm still debating the whole companion vs domain thing.

The roc seemed like a way for me to play a combat character while my caster cowered in the back at low levels. I never had any intention of riding it. As you mentioned, I'll be able to fly on my own before it's big enough to carry medium sized passengers. I just figured it would make a nice front liner at low levels, and start grappling things at level 7 with its grab ability, since its damage by then will be negligible.

Looking at the stats, I just noticed that rocs have awful hit points, due to the 9 constitution, but their armor class is insane. It'll have 7 HP and 19 AC at level 1, unless I give it Toughness as its first feat, which seems almost mandatory. Pick up Light Armor Proficiency as its second feat at level 2, and I can boost that AC pretty quickly with chain shirt barding. The druid can't wear metal armor, but I don't see a similar restriction on the animal companion. And armor's pretty cheap, so rocs do seem like the ultimate tanks, when it comes to armor class.

On the other hand, I was looking at the Weather and Liberation domains, mostly. As you pointed out, Air's an option, too, but I don't like it quite as much.

Weather's got the same little level 1 damage attack as Air, except that the Weather version is non-lethal and has a nice little debuff tacked on, too. The Weather domain spells include Obscuring Mist and Fog Cloud, which might be enough to nix my wand of Obscuring Mist idea, since I'll be able to cast these from my domain slot, without needing to use my normal spell slots or buy the wand. Later domain spells are mostly blasting stuff, which probably aren't the most efficient damage, but aren't terrible. I'd use them all, which is really the main consideration.

Liberation has nice domain powers, include complete immunity to grappling for me at level 1 and all allies within 30 feet of me at level 8, which is terrific. The domain spells are mostly situational enough not to be generically useful, but they're nice condition cures to have, which a druid normally wouldn't have access to.

I think I'm still leaning slightly towards the animal companion, just because I'm not used to playing a PC with a pet, so it might be fun, just as something different. But the domains do look worthwhile. Tough call. If I do go with an animal companion, does anyone have any good/interesting flying suggestions other than the roc?

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Weather was the last domain I dropped from my list. I might go back to it over air after reading here though. The debuff should be pretty good for the lower levels. Plus you still get obscuring mist in the domain slot. It at least looks like a solid Druid domain.

I would definitely consider bumping dex to at least 14. You would have to move int or cha back to 10 for it, but you get the bonus to AC, ranged attacks, and more.

If I could be a little selfish and ask a question of my own that's at least related to the ability scores above, how much is a druid expected to have a decent Cha in PFS? If wild empathy and handle animal aren't critical abilities, and you don't personally need them for an animal companion, why not lower cha for more dex?


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I would like to point out that Sky Druids get access to the liberation domain which is one of the most powerful domains in the game.

The abilities it grants are pretty beast on a Cleric, and as I am learning with my sky druid down right amazing when you have the mobility of a druid.

Shadow Lodge

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I'm working on a similar deal - sylph druid. I plan to turn it into the Storm Kindler prestige as soon as I can though (Sadly, way up at 7th)

Debating on Sky Druid with Liberation or Storm Druid with Storms or Wind.

I'm not really sure what to do with it though.

Silver Crusade

I'm definitely very attached to the Sky Druid archetype. The only reason I was even making a druid is that I got the boon to make a sylph, and the archetype looked cool.

I'm still tempted by the animal companion, just because I've never played a PC with a pet before, and I want to try it out. But the more I look at the domains, the more tempted I am to dump the companion and get a domain instead. I'm half expecting to end up with two druid characters by the time I'm done - one with an animal companion and one with a domain.

Liberation looks like a great domain for a cleric, but my problem is that it's all reactive. When those conditions it defends against come up, it's awesome. But how often is that? You're giving up quite a bit that you'd use constantly in order to get a domain that's only conditionally useful. This domain just seems like a better bet for a cleric that gets a second domain with it, and doesn't give up as much to get this.

On the other hand, I just checked some of the cleric optimization guides that love Liberation, and they seem to hate Weather. The first level power may be kinda weak at higher levels, but it serves the role of giving the casting focused druid something useful to do at low levels when they don't have enough spells to cast every round. And the domain spells aren't the best, but they're all at least useful and active, so I could see casting them all regularly, unlike Liberation. So I think Weather is probably better for a druid than a cleric, if you're focused on casting.

I think the animal companion is a great option at low levels, but I've seen too many people whose companions just aren't doing enough damage to be useful by the time they hit level 5. Lots of little attacks might work great against low level mooks, but it doesn't overcome DR. And especially for a casting focused druid, the Weather domain gives you enough extra spells per day, plus the domain power, to be a useful choice.

So it's a tough call. I still haven't made up my mind.

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