First Druid (PFS - Saurian shaman)


Advice


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So I've never played a Druid before and I wanted to see what all of the hub-bub was about. I had gotten one last Tiefling PFS-legal before the drop dead date and figured using him (a Motherless Qlippoth-spawn) as a Saurian Shaman would be a strong candidate for this noble outcast savage I wanted to play.

My first thoughts as I started to look at the Druid was 'huhn - which way do I want to go with this guy?' Do I want to be a summoner-type or do I want to fight alongside my Animal Companion or what? I didn't want to leave any aspects of him on the table but I didn't want to stretch myself too thin, and with only 12 levels to work with (11 really) I was in a bit of a quandary.

What I decided to do was to focus on melee early on, taking advantage of a high strength and three natural attacks granted by my Totem Transformation class feature to complement my Animal Companion, but then to gradually transition to more of a 'stand back and summon/buff' role as the threats became greater and more dangerous. Standard summoning reptiles and dinosaurs is great, but you don't really have that many options until a bit later anyway, and its around that time I'll gain access to spells like Animal Growth.

So this is kind of what I came up with - I'd really appreciate any advice from those experienced playing Druids, particularly those in PFS or with a Saurian Shaman since this relatively new territory for me.

Tiefling (Qlippoth) Saurian Shaman
Extra hit point FCB, Fiendish Sprinter, Prehensile Tail alternate racial traits

Attributes:
STR - 18
DEX - 14
CON - 14
INT - 12
WIS - 14 (+1 @ 4th, 8th & 12th level)
CHA - 5

Traits:
Reactionary
Birthmark

Feats:
1st - Armor of the Pit
3rd - Precise Strike (teamwork)
5th - Tribe Mentality (teamwork)
7th - Spell Focus: Conjuration
9th - Augment Summoning
9th - Nimble Moves
11th - Superior Summons

Animal Companion feats: (Spinosaurus)
1st - Toughness
2nd - Precise Strike (teamwork)
5th - Tribe Mentality (teamwork)
8th - Narrow Frame
10th - Power Attack

Skills:
Climb (2)
Handle Animal (1-12)
Perception (1-12)
Profession: Guide (1)
Knowledge: Geography (4-12)
Knowledge: Nature (1-12)
Survival (1-12)
Swim (3)


this is an error, everyone knows that druids are boring :D


Zilfrel Findadur wrote:
this is an error, everyone knows that druids are boring :D

I suspect this will be anything but, though I'd still appreciate any advice on build or play style.


Druids are easy ...
As Melee you only need power attack.
I'd go:
1; augument summon
3: power att
5: natural spell
7: wild speech
9: vital strike ( free) , superior summon
11: divine Interferance
Lower str for more wis


666bender wrote:

Druids are easy ...

As Melee you only need power attack.
I'd go:
1; augument summon
3: power att
5: natural spell
7: wild speech
9: vital strike ( free) , superior summon
11: divine Interferance
Lower str for more wis

Wouldn't Augment Summoning require Spell Focus: Conjuration first?

I feel like my BAB is low enough that Power Attack likely wouldn't be useful except in very specific circumstances.

I don't anticipate using Wild Shape enough to burn two limited feats in order to cast spells while in a form I wouldn't adopt if my intent was to cast spells.

With natural weapons, Vital Strike seems to lose almost all of its punch - or are you assuming my wielding a TH weapon like a scythe?

I don't anticipate using spells that require saves very often, and if DC's don't need the boost, why raise Wisdom?

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