Advice on seeker tier character choice


Advice


I will soon be retiring my first character. A druid with the fire(ash) domain and specialization in summoning. Presently he seems... a bit overwhelming. Lesser dazing metamagic rod on fireball, call lightning, flaming sphere, and aqueous orb seem encounter ending.

Summons have proved not to taper off especially since I adventure with a destruction aura cleric a lot (DR? 1d3+1 cyclopes auto confirming auto critting solves that) and stirge spam has proved to be silly on non immune monsters. Summoning in general has felt strong.

The Build

Spoiler:

Rothgar Druid 11 Menhir savant.
Stats
STR 18 (16 + 2 Item)
DEX 12
CON 14
INT 12
WIS 24 (16 +6 item +2 level)
CHA 7
Traits: Reactionary, Ease of faith
Skills with at least 1 rank: Diplomacy, Fly, Handle animal, Heal, Know Nature, Know planes, Perception, Sense motive, Spellcraft, Survival.
Defensive: 93 HP, Fort 12, Ref 7, Will 17, CMD 23, AC 19, DR 5/piercing if res skin is up or evil if celestial thrush form.
Feats: H: SF conjuration, 1: Augment summons, 3: Superior summons, 5) Natural spell, 7) Planar wildshape, 9) Wild speech, 11) Divine interference
Special abilities: Domain fire(Ash), Spirit sense, Place magic 10/day, Resist nature's lure, Wildshape 4/day, Transport via plants 7/day, Default SNA.
Items of note: CLW Wand 22 charges, Red dragon hide breast plate (not +x), Eyes of the eagle, +3 cloak of resistance, Cracked dusty rose ioun stone, +2 str belt, +6 Wis headband, Cracked mulbery pinical ioun stone, +1 vicious amulet of natural armor, Bag of holding T2 (holds the heads of my slain enemies including krune for flavor and funzies), Lesser dazing MM rod, 20,000+ gp

Common spell list
Spoiler:

0: Detect magic, Guidance, Detect poison, Mending
1: Longstrider, Ant Haul, CLW, Obscuring mist, Faerie fire x2, D: Burning hands
2: 2x Burst of radiance, Delay poison, Resist energy, Flaming sphere, Barkskin, D: Produce flame
3: Aqueous orb, Daylight, Stone shape, call lightning, resist energy communal, D: Fireball
4: Freedom of movement, Life Bubble, Air walk, Echolocation, D: Wall of fire
5: Baleful polymorph x2, Control wind, D: Fire shield
6: Sirocco(Since getting 3x treants for 11 days is OP), Greater dispel magic, D: Fire Seeds

Side note if you see reasonable improvements to spells or a decent under 20k item I can buy before running eyes of the ten please do feel free to post it. I dislike baleful polymorph though. It almost never gets cast because it feels cheesy even from my perspective.

His saves are very good. He's effectively always flying as he's an air elemental or celestial thrush most of the time which negates most melee. Most ranged is negated via control winds with an eye centered on you (Unless rare multiple ranged encounter situations occur). Fire seeds are a boarder line absurd nuke. I have multiple save or sucks and buffs out the wazoo. He's a monster both offensively and defensively (And no his AC isn't good but he's a druid and spends most of his time flying and immune to ranged attacks since he casts control winds at CL12) and I plan on taking him as high as possible after EotT.

That all said I plan on having two characters at 12+(Either GMing EotT, running an AP part, or running/playing academy) . Currently I have two paladins (Archer and melee), cleric, and a barbarian (Superstitious but no beast totem) and a wizard and was curious as to what players would recommend about high level play. I'd like to hear a lot from players who play 12+ level in PFS as to what they feel. How needed is 7th level magic to beat adventures? Do barbarians and paladins hold their own in things like crypt of the iron Medusa or are they just overshadowed by world altering arcane and divine casters? Either way which of those four characters should I try to get to 12+ second?

PS: I'm greatly enjoying PFS. :)

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