Plant druid


Advice


Hey guys I need some opinions. I am trying to make a druid for my next game that will be Plant themed. I know for sure there will be some Mythic tiers in the game, and hierophant has some cool flavor with plants.

The game has an Urban Barbarian, and a Seeker Sorcerer. So my primary role would be spell caster, but be able a capable second-line fighter. I really want the plant theme, and that's ultimately the most important aspect to me. Summoning/Animal companion I don't necessarily know if I want to have that many character sheets.

Archtypes I have looked at:
Treesinger (would be allowed to use Half-Elf) - would be cool to have a plant animal companion, wildshaping kinda sucks though.
Green Faith Initiate - cool I guess

Prestige Class:
Green Faith Acolyte (Don't know necessarily how I feel, its very flavorful, but kind of blah)

Sort of want to make a poison ivy inspired character. However not evil.

Really would love all opinions.


Half Elves have a lot of cool options, and they can max out their WIS which will be your primary casting stat.

The Treesinger is cool because of the plant companion.

Scribe Scroll will be very useful to you if you want o be a spell battery, you also have the option of picking up a domain rather than going Treesinger for the plant companion.

If you intend to focus on spellcasting, then don't worry too much on optimizing your combat prowess in Wildshape, focus on your spellcasting.


Azelyan wrote:

Archtypes I have looked at:

Treesinger (would be allowed to use Half-Elf) - would be cool to have a plant animal companion, wildshaping kinda sucks though.

I'm playing a Treesinger/World Walker, and I'm really enjoying it. I highly recommend talking to your DM about houseruling the Wild Shapes to fix them. Just adding the equivalent movement speeds really helps out the class.

I also used the Half-Elf Skill Focus trait and Racial Heritage (Verdant) to get Tanglevine and other plant-themed abilities.


Never looked at the World Walker archtype! Thats a cool mix. I would not mind seeing your build to see how you go about playing. With Eldritch Heritage (Verdant Bloodline), you must have a high charisma, something i initially intended on dumping.


Azelyan wrote:
Never looked at the World Walker archtype! Thats a cool mix. I would not mind seeing your build to see how you go about playing. With Eldritch Heritage (Verdant Bloodline), you must have a high charisma, something i initially intended on dumping.

We rolled for stats, so I ended up with some weird/decent stats. But, you don't need a massive CHA to use it. It helps, but you can still use it three times a day even with a negative score. I don't have the build right now, but I've focused on Forests as my terrain right now (Kingmaker). It's probably not optimized, but it's a lot of fun!

Oh, also, make sure you have Bestiary 4 for the plant shapes. It adds the Mi-go from a core source, and it's awesome. And there are a few other cool creatures. Oh, and look into leshys. Creating them can be a fun little addition.


need a min of 13 Cha for Eldritch Heritage, my stat array is 18 to 8.

Way I was planning on putting it:
Str - 14
Dex - 12
Con - 16
Int - 10
Wis - 20 (18 + 2)
Cha - 8

Eldritch Heritage = 13 Cha, improved is 15, and greater is 17. I means technically if I take the 12 in Cha and use headbands to make it up, its something I could do. But then I don't have any melee backup options.

That being said my crawling vine acting as a grappler is a viable option to allow me to drop out of strength entirely.

I would not focus on summonings with this build, so the lack of Spell Focus Conjuration, and Augmented/Superior Summons opens up the floor for other feats.


this idea has been scratched as the GM wants to switch to gestalt. So unless anyone knows a good companion class for this build, its back to the drawing board.


Ah yes, the plant druids, who labor in the great organic factories of Terith-Or, churning out food, boguns, leshys, the awakened, and other resources for their never-ending war against the Great Golem Empire (and various other minor powers).


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Stick with Druid on one 'side' of the gestalt, then take Inquisitor and use that to take the Plant domain. Be the whomping willow if nature's judgement!


I could gestalt Monk, and switch more to a feral monk style fighting build. My Tree wildshaping would massively benefit from monks movement.


I hadn't thought of that! Take Feral Combat Training with the Natural Attack your most common plant shape will have and flurry away!

Then notice that a monk's unarmed strike class feature augments unarmed damage based off of level and size. The natural attack' sad age would change to that unarmed damage too.


Yes, it would be a good idea. But going monk loses the flavor I really wanted for the druid, losing the fundamentals of spell casting.


How so?

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