Low Level Druid in need of Advice


Advice


1 person marked this as a favorite.

Hi All,

So I'm a level 2 Druid in a three person party with a burst sorcerer and a paladin. I have a wolf animal companion that I rolled pretty lucky on his HP. Here are my thoughts:

So far the paladin and the wolf are our main sources of damage. I'm hoping to fill the roll of battlefield controller with my caster druid sitting in the back lines casting and summoning.

I'm very new to roleplaying and to PF and my party is limited to CRB and APG for our spells, items, etc.

I'm looking for advice on a few things:

1. What are various ways to control the battle field?
2. What equipment would help me control the battle field and what are creative ways to use them?
3. Any tips for how to use a low level druid?

I'll tell you what I know already:

1. Entangle melee enemies
Fairie Fire + Obscuring Mist
Expeditious Excavation under the sorcerer and let her blast away with magic missile then duck down.
2. Caltrops can be used to control the battlefield, but I'm not sure how to use these well. Same with tying people up during battle? Could I have my wolf hold one end of a rope in his mouth and try to clothesline people with it?

Once again, looking for not only mechanics, but also roleplaying tips since I'm not very adept at it yet.

Thanks all in advance!

RPG Superstar Season 9 Top 32

Summoning is very powerful for a Druid and are perhaps the best battlefield control period.

At your level, Mudball is surprisingly good.

When you get 2nd level spells there's some obvious choices but one that often gets no love is flaming sphere. You can move it 30ft for a move action every round it persists and still cast other spells after round 1.

Create pit plus hydrolic push = awesome until you start facing off against flyers.


GM_Solspiral wrote:

Summoning is very powerful for a Druid and are perhaps the best battlefield control period.

At your level, Mudball is surprisingly good.

When you get 2nd level spells there's some obvious choices but one that often gets no love is flaming sphere. You can move it 30ft for a move action every round it persists and still cast other spells after round 1.

Create pit plus hydrolic push = awesome until you start facing off against flyers.

Nice combos! Keep them coming!

The mudball spell sounds really fun. Too bad its from Advanced Race Guid.

To reiterate, we are only able to use Core Rulebook and Advanced Player's Guide. This is because we are all still learning PF and how to roleplay. We're all new to PF! Yay!

**Edit**

I'm also just looking for ways to spice up combat. Not just combos (although these are very welcomed). That's why I have a few caltrops and hope to use them, just don't know how to. Haha


Dot

RPG Superstar Season 9 Top 32

Remember that entangle has a damaging option if the area plants are appropriate. MY Gm was ok with me keeping cacti and poison ivy and all sorts of fun plants that I'd use as a focus for my entanglement spells.

Silver Crusade

Create difficult terrain, but ensure that you and your allies can overcome it, like by using feather step.

RPG Superstar Season 9 Top 32

Stone rain is a great way to do this with a 2nd level spell


Pick up all the planar languages. Ordinarily, summoned critters will just attack, attack, attack. Pick up the planar languages, and have your elementals use tactics.

RPG Superstar Season 9 Top 32

When you get to 5th level NAtural spell is a fantastic feat choice as it allows casting in your various natural forms.


With first level spells you're pretty limited. If you can lure enemies into difficult terrain when you've precast Feather Step and you have a reach weapon you've got a serious advantage. Entangle can create difficult terrain but it keeps trying to re-entangle you as well as your enemies which can be awkward.

Come level 3 when you get 2nd level spells, Summon Swarm or Summon Nature's Ally II (1 giant spider, wolf or earth elemental or 1d3 eagles) can be handy. Entangle remains very useful at this level.

Caltrops aren't a big deal, more like an occasionally useful prank. Tying people up in battle relies on being much, much better than them at grappling. Clotheslining people with a rope from surprise is really dependent on your GM - it's not well covered by the rules.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

Druids don't get reach weapons.

Don't underestimate making a few good berries the day before you are going someplace dangerous. Do this in the late afternoon so that you can use them for the next day and morning of the day after. Sure they are only 1 hp each, but you never waste a hit point of healing with them.

Obscuring Mist and it's big brother Fog Cloud are great ways to shut down ranged attacks. Thing is that you will want to make sure your group coordinates what to do after that. The Fog Cloud is better since it isn't centered on where your character is standing.

Liberty's Edge

Summoning swarms of Stirges is deadly. They drain con, which trumps HP damage any day and it only needs a touch attack. It drains on the end of their turn, so as long as they hit it does 1 point of drain.


@Shar-Tahl Woah. Stirges are pretty awesome. As I've said, I'm pretty new. In order to summon this swarm, would the best thing to do is say that I summon a swarm of stirges, then show my GM the Stirge creature? It's a noob questions, but I'm serious.

@BretI I really want to love Obscuring Mist, but we haven't run into a situation with much range yet so I haven't found a use for it quite yet. That's why I'm interested in the Fairie Fire + Obscuring Mist combo, but I wonder if I'm limiting my usefulness by taking one of my 3 level 1 spell slots with Fairie Fire. Do you like this combo?

Overall, I've been given a lot of great ideas. In so much as as spells are involved, the battlefield control of a low level Druid sounds a little limited. Since I haven't heard a lot of ways to control the battlefield through items (rope, caltrops, etc.), I'm assuming there aren't many successful ways for me to accomplish this.

That said, I view my secondary role in the party is to buff. Any suggestions on buffs for a low level Druid?

RPG Superstar Season 9 Top 32

Most of the good stuff starts kicking in 2nd level spells or higher.

Equipment tricks I adore including using a thunderstone as sling ammo against casters. Low level casters have issues with being deafened.


You can wield a greatsword, did you know? Sure everyone calls it a Quaterstaff and it only does 1d6 damage, but wield it two handed and guess what, strength and a half (+3 for a 14 strength, +6 for an 18 strength).

Then cast Shillelagh, and suddenly its a +1 weapon, with a base damage of 2d6. (2d6+7 for those of you keeping track at home).

And if you happened to take the growth domain, well, the sky is the limit here (3d6 + 8 damage). Maybe splash for power attack? (3d6 + 11 damage)

All possible at 1st level.

prototype00

Edit: Ah, sorry, just saw that you wanted to control. Carry on.


GM_Solspiral wrote:

Most of the good stuff starts kicking in 2nd level spells or higher.

Equipment tricks I adore including using a thunderstone as sling ammo against casters. Low level casters have issues with being deafened.

Umm.. I'm in love with this idea! Thanks so much!

@prototype00 That's a lot of damage. Unfortunately I've built myself more as a caster so my strength is set at 10. 0x1.5 doesn't help much. : (

Thanks for the tips! Keep them coming!


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber
Dr.FelixUrr wrote:

@BretI I really want to love Obscuring Mist, but we haven't run into a situation with much range yet so I haven't found a use for it quite yet. That's why I'm interested in the Fairie Fire + Obscuring Mist combo, but I wonder if I'm limiting my usefulness by taking one of my 3 level 1 spell slots with Fairie Fire. Do you like this combo?

[snip]

That said, I view my secondary role in the party is to buff. Any suggestions on buffs for a low level Druid?

If you don't hit anything with ranged attacks, Obscuring Mist probably isn't worth the spell slot. Keep it in mind for the future since you can pick new spells each day.

Keen Senses can be a useful buff, especially for humans at night. The duration is only one battle though.

Don't underestimate the utility of the Guidance orison, especially if dungeon delving. You could give it to each person before opening a door.

RPG Superstar Season 9 Top 32

Handle animal is a clutch skill that is often neglected.

I love collecting stray dogs as a druid. War train the big ones as guards for your casters, train the small ones to wake you when someone approaches your camp at night, train others to help track foes, or to sniff out various substances, or to run a potion to a party member.

Birds can be trained to pass written messages, or be an early alert when camping, or even hunting like a falcon.

Horses and farm animals have all sorts of uses.

The limit to this skill is your imagination.

Liberty's Edge

Dr.FelixUrr wrote:
@Shar-Tahl Woah. Stirges are pretty awesome. As I've said, I'm pretty new. In order to summon this swarm, would the best thing to do is say that I summon a swarm of stirges, then show my GM the Stirge creature? It's a noob questions, but I'm serious.

Have the stat block handy, ideally printed from a PDF of the Bestiary you own, so your GM does not have to look them up. This is true for any summoned creature you plan on summoning regularly. I played a PFS druid up to level 12 and had copies of summoned creatures and wildshape forms to make the game run smooth. I even had leveled up versions for when we were doing a double session day at the game store.

Grand Lodge

GM_Solspiral wrote:
The limit to this skill is your imagination.

Or the GM if he doesn't want you controlling a pack of animals.


@BretI I'm starting to see some of the failings of the FF + Obscuring Mist combo. If I were to get close enough to envelope the enemies in the mist, I'd more than likely be within the 5' of vision. If the enemy is outside of the mist but my allies are within after FF is cast, then only ranged would gain the benefits of the combo. Others combos may be better.

@GM_Solspiral This is a fun thought! I'll have to learn more about this. Any resources you can point in my direction? I referenced the CRB and I would assume that you would have to Rear from Wild an animal in this fashion. Otherwise domesticate an animal that you keep in captivity? This seems like the few times that Wild Empathy would help.

I've also been reading about some interesting applications for Love Potions and other such magical equipment. This has been making me think about what items/magical items to get first.

Any thoughts? I'm not just looking for the usual Resistances/Amulets/Wands but also fun applications of random wonderous items.

Liberty's Edge

claudekennilol wrote:
GM_Solspiral wrote:
The limit to this skill is your imagination.
Or the GM if he doesn't want you controlling a pack of animals.

This is important. Take heed of how much you clog the battlefield and don't create a disruption that slows the game way down. Outdoor settings are fine, but small rooms can cause issues. I had my druid get stuck in a corner when a summoner filled the room up and my guy almost died. luckily he was built for melee combat and beat down the foe before he got the beat down.


Shar Tahl wrote:
claudekennilol wrote:
GM_Solspiral wrote:
The limit to this skill is your imagination.
Or the GM if he doesn't want you controlling a pack of animals.
This is important. Take heed of how much you clog the battlefield and don't create a disruption that slows the game way down. Outdoor settings are fine, but small rooms can cause issues. I had my druid get stuck in a corner when a summoner filled the room up and my guy almost died. luckily he was built for melee combat and beat down the foe before he got the beat down.

Sounds like something I would (inadvertently) do. Haha.


I should have put this in the OG post, but here's another combo I've wanted to try out:

Produce Flame + Extend Spell (Metamagic): A nice damage spell for low levels.

Anyone else have feats they like for Druids that aren't the usual summoning feats (eg. Augment Summoning)?


Dr.FelixUrr wrote:

I should have put this in the OG post, but here's another combo I've wanted to try out:

Produce Flame + Extend Spell (Metamagic): A nice damage spell for low levels.

Anyone else have feats they like for Druids that aren't the usual summoning feats (eg. Augment Summoning)?

Metamagic. You have good carriers for dazing spell. Lingering spell turns blasts into short duration control. Persistent spell is usually an increase in effectiveness. Heighten might be chosen as a prerequisite for preferred spell. Elemental Spell is pretty limited, but if you wind up preferring and perfecting an elemental damage spell other than flame strike you might want it to get around energy resistance.

Preferred spell and Spell Perfection are also good if you wind up with a default spell choice.

Also, spell focus and greater. A dazing spell build will probably want evocation. Otherwise conjuration and transmutation have potential. Spell Penetration and greater are other good feats.

Improved Initiative is always nice, though you'll eventually be stacking size modifiers to dex from wildshape either as a diminutive animal or a huge air elemental. (The latter should be able to cast spells without natural spell as long as you pick up your component pouch after shaping for the day and whirlwind form counts as stormy weather for boosting call lightning).


Atarlost wrote:

Metamagic. You have good carriers for dazing spell. Lingering spell turns blasts into short duration control. Persistent spell is usually an increase in effectiveness. Heighten might be chosen as a prerequisite for preferred spell. Elemental Spell is pretty limited, but if you wind up preferring and perfecting an elemental damage spell other than flame strike you might want it to get around energy resistance.

[Snip]

Improved Initiative is always nice, though you'll eventually be stacking size modifiers to dex from wildshape either as a diminutive animal or a huge air elemental. (The latter should be able to cast spells without natural spell as long as you pick up your component pouch after shaping for the day and whirlwind form counts as stormy weather for boosting call lightning).

Thanks for the recommendations! Metamagic is something that still eludes me, so your post helps clear a few things up. The Lingering Spell feat seems interesting, but seems geared more towards fireballs and such, although I can see a few uses for it myself already. Dazing Spell seems nice too, but that's a feat for a few more levels since it adds three more levels to any spell I know.

And I already have Improved Initiative ; )

Any other feats or equipment people suggest?


Pathfinder Adventure Path Subscriber
Shar Tahl wrote:
Dr.FelixUrr wrote:
@Shar-Tahl Woah. Stirges are pretty awesome. As I've said, I'm pretty new. In order to summon this swarm, would the best thing to do is say that I summon a swarm of stirges, then show my GM the Stirge creature? It's a noob questions, but I'm serious.
Have the stat block handy, ideally printed from a PDF of the Bestiary you own, so your GM does not have to look them up. This is true for any summoned creature you plan on summoning regularly. I played a PFS druid up to level 12 and had copies of summoned creatures and wildshape forms to make the game run smooth. I even had leveled up versions for when we were doing a double session day at the game store.

^This.

Go through your summons list. Alternatively read some threads, guides, or posts on optimizing summons.

You may find you only need one or two of the creatures per level 90% of the time.

If you focus on heavier summoning with Augment Summoning, Superior Summoning feats and so on be sure to have the statblock of the final version of the summoned creature with all of it's modifications.

Word of warning: multiple summons can severely clog down a battle. Know exactly what they can do, and summon them in limited quantities.

+1 for Natural Spell. It's amazing.

Spell-wise some are dependent on the campaign but here's a few I'd consider (other than summon nature's ally)

Core
Guidance: when in doubt, give your buddy that +1.
Magic Stone: actually pretty nice against undead.
Flaming Sphere. Under-appreciated spell. Great way to block off a corridor.
Lesser Restoration. Right now it looks like you are IT when it comes to restoring ability damage.
Summon Swarm. Powerful against enemy casters. Very dangerous (will hurt allies) so use carefully.
Barkskin: slap on your pet (and yourself) before entering a dungeon.

APG
Touch of the Sea: situational, may not apply to your campaign. But if you need to swim...it's very nice.
Stone Call. Great AoE plus control. Bypasses spell resistance.
Campfire Wall. Nice spell for camping.
Feather Step. Ignore difficult terrain.


Rerednaw wrote:

Go through your summons list. Alternatively read some threads, guides, or posts on optimizing summons.

You may find you only need one or two of the creatures per level 90% of the time.

If you focus on heavier summoning with Augment Summoning, Superior Summoning feats and so on be sure to have the statblock of the final version of the summoned creature with all of it's modifications.

Word of warning: multiple summons can severely clog down a battle. Know exactly what they can do, and summon them in limited quantities.

+1 for Natural Spell. It's amazing.

Spell-wise some are dependent on the campaign but here's a few I'd consider (other than summon nature's ally)

Core
Guidance: when in doubt, give your buddy that +1.
Magic Stone: actually pretty nice against undead.
Flaming Sphere. Under-appreciated spell. Great way to block off a corridor.
Lesser Restoration. Right now it looks like you are IT when it comes to restoring ability damage.
Summon Swarm. Powerful against enemy casters. Very dangerous (will hurt allies) so use carefully.
Barkskin: slap on your pet (and yourself) before entering a dungeon.

APG
Touch of the Sea: situational, may not apply to your campaign. But if you need to swim...it's very nice.
Stone Call. Great AoE plus control....

Great advice! After spending most of my time learning classes and feats, I'm finally able to focus on spells. There's so much to consider with them especially once you start to think about metamagic feats. With your recommendations and other posters', I'm planning out my favorite spells for future levels. Of course, this will all be circumstantial depending on the campaign. Flame sphere is definitely on one of those lists. I've also heard that it's pretty good with a Dazing Spell metamagic. I'm bummed that there aren't better buffs for allies though. Seems like battlefield control will be how I shine.

I am thinking about creating a separate thread for this next question:

Anyone ever dip their caster Druid into anything else they found useful or fun? I had never thought about doing this, but I was just starting to explore this idea. Most recommendations I see are for more physically built Druids unfortunately. *sad face*

Thanks Rerednaw!

RPG Superstar Season 9 Top 32

There's plenty of decent buffer spells for Druids...
Barkskin, Bull's Strength are there for you are 2nd level and will aid your melee crew greatly. There's at least a couple good ones every level.

Best dip for a caster Druid?

-Cleric is not a terrible choice. Out of combat channel healing, 2 domain powers, and a few decent low level spells not on your list like bless. Travel, Weather, Trickery, Freedom, Darkness, Growth, and Darkness are all awesome choices.

-Zen Archer Monk: Wis to AC, weapon proficiencies that include bows, bonus feats, perfect strike which is awesome.

Silver Crusade

1 person marked this as a favorite.

Dipping for casters is generally a bad idea. Slows down your spell progression.

Do you want some higher level spells, or a lot of lower level spells?

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Dr.FelixUrr wrote:
Rerednaw wrote:

Go through your summons list. Alternatively read some threads, guides, or posts on optimizing summons.

You may find you only need one or two of the creatures per level 90% of the time.

If you focus on heavier summoning with Augment Summoning, Superior Summoning feats and so on be sure to have the statblock of the final version of the summoned creature with all of it's modifications.

Word of warning: multiple summons can severely clog down a battle. Know exactly what they can do, and summon them in limited quantities.

+1 for Natural Spell. It's amazing.

Spell-wise some are dependent on the campaign but here's a few I'd consider (other than summon nature's ally)

Core
Guidance: when in doubt, give your buddy that +1.
Magic Stone: actually pretty nice against undead.
Flaming Sphere. Under-appreciated spell. Great way to block off a corridor.
Lesser Restoration. Right now it looks like you are IT when it comes to restoring ability damage.
Summon Swarm. Powerful against enemy casters. Very dangerous (will hurt allies) so use carefully.
Barkskin: slap on your pet (and yourself) before entering a dungeon.

APG
Touch of the Sea: situational, may not apply to your campaign. But if you need to swim...it's very nice.
Stone Call. Great AoE plus control....

Great advice! After spending most of my time learning classes and feats, I'm finally able to focus on spells. There's so much to consider with them especially once you start to think about metamagic feats. With your recommendations and other posters', I'm planning out my favorite spells for future levels. Of course, this will all be circumstantial depending on the campaign. Flame sphere is definitely on one of those lists. I've also heard that it's pretty good with a Dazing Spell metamagic. I'm bummed that there aren't better buffs for allies though. Seems like battlefield control will be how I shine.

I am thinking about creating a separate thread for this next question:

Anyone ever dip their...

I would never dip as a druid. They have, in my opinion, the 2nd best 9 level spell list in the game behind the wizard and don't have to worry about spellbooks/spells known. Also, each upgrade to wild shape is potentially a huge upgrade, depending on what forms you prefer.

Just be careful. Dazing spell is super cheesy with things like flaming sphere, call lightning, and ball lightning.

RPG Superstar Season 9 Top 32

A one level dip isn't going to ruin the character, I'd also really make my recommendation based on stats

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber
GM_Solspiral wrote:
A one level dip isn't going to ruin the character, I'd also really make my recommendation based on stats

I never understood why people aren't annoyed but it. If I got to level 11 and couldn't cast wall of stone, I'd be pretty annoyed at myself.

RPG Superstar Season 9 Top 32

For me at least, I enjoy being more versatile than I enjoy being specialized. It drives me more crazy to have no ranks in a skill and it comes up rather than missing a spell by one level.


Brad McDowell wrote:

Dipping for casters is generally a bad idea. Slows down your spell progression.

Do you want some higher level spells, or a lot of lower level spells?

Thanks for the warning Brad McDowell. I'm more interested in having fun than breaking a character. This thread is just to get ideas on a class/game I've never played before.

@Some Other Guy I'd be surprised if my campaign will be going up to level 17 in order to get the 9th level spells for a druid. My GM told us that we should expect level 15-16 instead. But you've raised my curiosity; what 9th level spell are you referencing?

@GM_Solspiral here are my following stats (tell me if I missed something):

Human Druid lvl 2

HP: 18

STR: 10
DEX: 16
CON: 14
INT: 14
WIS: 19
CHA: 12

Nature Bond: Animal Companion(Wolf)

I get 7 skills a level which happens to be the highest in the party. I am with two others, a Paladin and a Sorcerer, so I have charismatic ladies in my party. I've created a druid with a shadier past who tries to fill part of the role of the Rogue in the party. Also, got the template for the Druid from Treantmonk's guide.

As for Dips: I can see how those would all be helpful. I'll have to look into the Cleric domains to see if any jump out at me that fit with my character. The Zen Archer Monk seems like he would fun to play, but maybe for a different character since I'm not sure I want my Druid to be so physically based. How does Wild Shape combine with the Zen Archer Monk dip?

Any other DIP ideas for a druid?

Thanks all!


1 person marked this as a favorite.
Dr.FelixUrr wrote:

Hi All,

So I'm a level 2 Druid in a three person party with a burst sorcerer and a paladin. I have a wolf animal companion that I rolled pretty lucky on his HP. Here are my thoughts:

So far the paladin and the wolf are our main sources of damage. I'm hoping to fill the roll of battlefield controller with my caster druid sitting in the back lines casting and summoning.

I'm very new to roleplaying and to PF and my party is limited to CRB and APG for our spells, items, etc.

I'm looking for advice on a few things:

1. What are various ways to control the battle field?
2. What equipment would help me control the battle field and what are creative ways to use them?
3. Any tips for how to use a low level druid?

I'll tell you what I know already:

1. Entangle melee enemies
Fairie Fire + Obscuring Mist
Expeditious Excavation under the sorcerer and let her blast away with magic missile then duck down.
2. Caltrops can be used to control the battlefield, but I'm not sure how to use these well. Same with tying people up during battle? Could I have my wolf hold one end of a rope in his mouth and try to clothesline people with it?

Once again, looking for not only mechanics, but also roleplaying tips since I'm not very adept at it yet.

Thanks all in advance!

Summoning is probably one of the best ways to control the battlefield, but it's also very costly and typically not worth it early on because of the number of rnds the monster stays. Caltrops is another way to limit movement or cut your enemies movement in half. Never go adventuring with at least two sets of nets and two sets of rope, this is especially useful for setting up traps in a dungeon, or a defensive perimiter. Bells and thread also help you set alarms in certain areas. Creating good berries helps you preserve your healing for one - 2 days before adventuring. Being able to cast the four primary zero level spells asissts as well. Light, stabilize, create water, and guidance. Guidance is a free buff, light helps you see, stabilize ensures survive, create water can create obstacles and stave off thirst.

Spells: Produce flame is one of your better spells because you can utilize multiple times and even possibly in more than one combat. It is a straight combat spell but it allows you to attack with a touch AC which may ridiculously help your party. It also has good range. Call Animal is the most powerful spell you have because you can possibly convince an animal to help you with a CR that's equal to your character
level. This spell is also a great roleplaying tool and prepares "alternate" companions if your wolf ever dies.

I have to go for now so I'll comment later.


Monk is not a terrible dip for a Wild Shape focused druid. Getting WIS to AC makes up for not having armor when in beast shapes. But as a caster druid, you're much more likely to use wild shape to stay away from combat via flight/burrow/swim/climb. If you are going to focus on being a caster, it's much better to stay straight classed as a Druid. Spells are king at fulfilling the role of what you want to do more than any other options that multiclassing would open up for you. More powerful spells should be your first goal then. I would strongly dvise you against multiclassing.

Call Animal (2nd level spell in APG) + Wild Empathy can help add another meat shield to your party. They won't be as strong as your AC, but they will provide you a means to provide even more combat support to the Paladin.

I also strongly recommend (almost say it is required) to pick up Natural Spell at 5th. Casting in Wild Shape is a must for just about all druids, whether combat or caster focused.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Dr.FelixUrr wrote:
@Some Other Guy I'd be surprised if my campaign will be going up to level 17 in order to get the 9th level spells for a druid. My GM told us that we should expect level 15-16 instead. But you've raised my curiosity; what 9th level spell are you referencing?

I was referring the the spell list itself, not a particular spell, compared to other spell lists that have 9 levels (wizard/sorcerer/arcanist, cleric/oracle, witch, shaman).


With a 10 Strength, wild shape will be primarily used to help you get out of range by turning into a bird or air elemental. If it isn't too late to switch archetypes around (ask your GM), you could become a Wolf Shaman druid from the APG. It lets you speed up your summons so that they only take a standard action (instead of a full round) to cast, but only when summoning canines. There aren't many canines on the list, but you can get a lot of mileage out of hyenas, wolves, and dire wolves by adding the advanced and huge templates to them (read the bear shaman description for a full description of what the Totemic Summons ability really does).

And in my opinion, the only reason to ever dip as a druid would be to take the feat shapeshifting hunter from Ultimate Combat (not in your books, I know). It lets you take a 1 level dip in Ranger to pick up the full advancement of the Favored Enemy class feature. That would make crossbow or longbow shots (free proficiency from ranger level) hit much harder when you were fighting favored enemies.


@Noctani The call animal sounds interesting. With my stats the way they are, my Wild Empathy check only gets a small bonus, and with my luck it would probably fail. I'll try anything once though so thanks for the suggestion!

@DocShock yeah I understand that as a caster Druid I limit what I can dip into. I'm not as worried about being a level or two behind in getting spells since I'm more interested in creating an interesting character.

Does anyone else think its weird that caster Druid's don't have many successful dipping options?

RPG Superstar Season 9 Top 32

Not really it is generally not idea to dip with a caster. PF is generally designed to single class.

I'll point out one that's not too shabby if you are going down the summoning route- Cavalier for the very awesome tactician ability. IT grants a TW fet to all allies in 30ft and gives you the feat as well. IT would also grant you a mount but I'd trade that out for Banner via the Herald archetype.


A caster doesn't usually have much reason to dip levels. Other caster classes will just give them some low level magic in exchange for the high level magic of their first class they could have had. Non-caster classes won't give them anything that will help their casting. Especially with only the two books, there's not much reason to dip. Monk at least can add your Wisdom to your armor class when you're using Wildshape and have no armor anyways, and Monk of the Lotus gives you a potent Wisdom-based power.

An interesting way to participate in combat with Wildshape and Spell would be to turn into a Fire Elemental and cast Flame Blade. Assuming you can use the Weapon Finesse feat to make your touch attacks with Dexterity, Strength is irrelevant. As a Fire Elemental you get a bonus Burn effect on anything you hit with a melee attack, and your dexterity and natural armor both increase.

By level 8, casting Flame Blade before a battle gets you a 1d8+4 fire damage attack, and being a Medium Fire Elemental gives you 1d6 Burn and lights foes on fire. Empower Spell metamagic gives Flame Blade a +50% bonus to total damage too, and a full attack action by 8 also means two Flame Blade attacks. Not a bad option if and when you want to get your hands dirty.


1 person marked this as a favorite.
BadBird wrote:

A caster doesn't usually have much reason to dip levels. Other caster classes will just give them some low level magic in exchange for the high level magic of their first class they could have had. Non-caster classes won't give them anything that will help their casting. Especially with only the two books, there's not much reason to dip. Monk at least can add your Wisdom to your armor class when you're using Wildshape and have no armor anyways, and Monk of the Lotus gives you a potent Wisdom-based power.

An interesting way to participate in combat with Wildshape and Spell would be to turn into a Fire Elemental and cast Flame Blade. Assuming you can use the Weapon Finesse feat to make your touch attacks with Dexterity, Strength is irrelevant. As a Fire Elemental you get a bonus Burn effect on anything you hit with a melee attack, and your dexterity and natural armor both increase.

By level 8, casting Flame Blade before a battle gets you a 1d8+4 fire damage attack, and being a Medium Fire Elemental gives you 1d6 Burn and lights foes on fire. Empower Spell metamagic gives Flame Blade a +50% bonus to total damage too, and a full attack action by 8 also means two Flame Blade attacks. Not a bad option if and when you want to get your hands dirty.

Wow BadBird. So much research to be done in order to learn a character! I haven't even begun to look at my Wild Shape ability in that much detail to see what spells would go well with what forms. That's a really unique combination.

I just finished reading The Forge of Combat and I'm suspecting that until my group starts to feel comfortable playing PF, I'm going to have to play the role of the arm and the anvil while the other two are playing the hammers. Knowing this, I think I'll shine in my group until the Sorcerer starts to look at her other spells.

Thanks for the ideas!

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Low Level Druid in need of Advice All Messageboards

Want to post a reply? Sign in.