Nature Fang with a Sword (WotR Spoilers)!


Advice

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Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm looking to construct a character for Wrath of the Righteous, and fks here have generously directed me to the Nature Fang archetype, which is almost EXACTLY what I want out of such a character: Druidic magic without wildshape, guerrilla tactics and combat style feats!

But I don't know HOW to build a Druid at all, let alone a Nature Fang. So I need some advice. Here's the basics of what I want out of him

Going with human (specifically Kellid) and using my free feat to get Martial Weapon Proficiency (Longsword) because scimitars aren't very Celtic, which is what I'm going for with this guy. I'm hoping to go sword and board, since his name has "shield" in it.

Looking to use a horse as an animal companion so he can double as a mount, and it won't seem ridiculous like a wooly mammoth. I'm a Celt, not a caveman!

Since WotR uses mythic, I want to definitely take the Divine Source abilities, but I'm not sure what to take for a path. I'm debating multipathing Guardian and Hierophant, as Hierophant has a lot of druid goodies, but I don't like the campaign trait associated with it that makes the character the son of an existing god, since I want him to follow the Green Faith.

So...what should I do? Can I make this work or is it doomed out of the gate?


Well one just because he's the son of a god doesn't mean he can't follow the Green Faith, you could also talk to your GM about it being the Green Faith in the first place instead of a deity. Also I don't think that you need to select that trait in order to go down that path it's just mostly that trait is best with the certain path(I haven't really read the character creation rules/guidelines of that AP though)

As for the build do you want him to be more of a caster or a up close fighter?

For the Animal Companion horse could be good if you are just looking for a mount, if you want an Animal Companion that can fight and also act as a mount something like a Wolf, Elephant, War Bull, Aurochs, perhaps even an Axe Beak which while they might not be able to be mounts from level 1 would also be good in combat.

Both of the paths seem like they could be good for your character and multipathing could be a good idea but it depends mostly on if you want to be more martial or more casty like I asked earlier on which one to focus more one.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm looking to be sort of like that CoDzilla I keep hearing about, using buffs to improve myself to the point where I can go toe to toe with the best of them. Put at its simplest, I wanna actually be able to USE the sword, not just have it for show.


Do you have stats ready yet?

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Nope.

Sovereign Court

Codzilla mostly refers to the druid wild shape and various tricks associated with it or cleric builds...which is a problem, because the druids spell mostly buff natural attacks or some spells help you change shapes into various animals.

You can make it work, mostly because you gain studied target, slayer talents and sneak attack. Simply use your advantage as a druid, you will always have flanking companions, just cast summon nature ally to always have someone to flank with. Essentially you will be able to do a lot of damage all the time with a combination of studied targets, sneak attacks, and some of the nature allies who can grapple your foes.

Your only problem is WotR will have you fighting monsters who are higher levels than you after you become mythic, so your nature ally will lag behind, a lot but well, they still serve their purpose as flanking companion, even if other melee in the party can't help.

With divine source, as a druid, you will be neutral on one axis, so you really need to pick the right domain, that can make you a better melee character. I would recommend the Heroism domain, a subdomain of the glory domain, giving you spells like bless weapon(very useful in this AP) or eventually later on, the very good spell Holy Sword, which will significantly boost how you fight with a sword.

Optional, since you can't wild shape, you might consider getting the feat Animal Soul, so you always count as an animal and cast some animal buffs on you from time to time, casting Animal Growth on yourself for example, will make you significantly taller and stronger. Sadly wont increase your blade damage, but well, I'm sure you will find uses for it.

Edit: Easiest way to do it quite honestly would be with a Samsaran, mystic past life: add paladin spells to your druid spells list or take advantage of WotR going all the way to level 20 and tier 10, by grabbing cleric spells (righteous might, Magic weapon greater, Divine favor, Miracle etc...)


One of the real juicy bits of Natures Fang is giving druid access to ranger combat styles which normally can give rangers feats earlier than they normally could which is magnified on a druid. The second thing to remember is that starting at level 5 you can take extra slayer talent as a hit dice feat. This will allow you to get the full build going sooner than you would normally be able to.

Two weapon fighting style with a +1 bashing spiked heavy shield as your main hand weapon and a gladius offhand while dumping dex will get you a lot of attacks with decent damage and hit chance.

Sword and Shield Style can get you shield mastery at level 6 which will turn your +5 bashing spiked heavy shield into a devastating DR penetrator long before anyone else could have one. Once again the shield is your main hand weapon leaving offhand for casting.

Natural weapon style opens up vital strike and improved vital strike at the same levels a fighter could take them which along with the blessing of the chosen line of feats and mythic vital strike could turn a large bastard sword with lead blades and a potion of enlarge person into a terrifying huge hit with an almost certain chance to hit. And there is nothing saying you can't have a normal sized bastard sword to pair with a shield as well.

Lastly you can get the trap-finder slayer talent so your druid can find traps if you don't have someone else.

This is all in mind that you are a melee combatant first and casting second.


Don't be so hasty about getting longsword (or any sword) proficiency; a spear is the quintessential celtic weapon. Sure, the crit range drops a little, but it's not a big difference and you save a feat.


On further inspection I don't believe druids can qualify for Weapon of the Chosen line so swapping those three feats out will give you different options and remove your need to follow a specific deity.

As a funny thought a Aklys can advance to 3d6 for a two handed version at a -4 to hit and still be thrown 20ft, caber toss anyone? The other three options are Bastard Sword, Dwarven Waraxe and Taiaha. I favor the -2 2d8(B)/1d8(P) x2/x3 Large Taiaha over the -4 3d6 x2 range 20 Huge Aklys or -2 2d8 19-20x2 LBS or -2 2d8 x3 LDWA.

The Taiaha has an interesting feel for a ancient celtic weapon.

Basic feats:

1) PA
H) Animal Soul
3) EWP Taiaha
4 Slayer) WF Taiaha
5) Furious Focus
6 Slayer) Vital Strike
7) Winter Strike?
8 Slayer) Trap finder
9) Evolved Companion
10 Slayer) Improved Vital Strike

Not sure when our how you take Mythic Vital Strike but it should be done ASAP.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
avr wrote:
Don't be so hasty about getting longsword (or any sword) proficiency; a spear is the quintessential celtic weapon. Sure, the crit range drops a little, but it's not a big difference and you save a feat.

Yeah, but no one ever cares about Rhongomiant. It's all about Excalibur! <_<


I'd hesitate to spend a feat on longsword prof. I'd rather dip for it.

Slayer 1 gives you another studied target, not sure if any archetype would fit, or ranger or barbarian all give you lots of nice extras...

Sovereign Court

Alright what about this:

Nature fang druid

Get crocodile domain , you'll get a familiar (make him a mauler archetype familiar, so it can transform into medium size and use your combat feats), crocodile domain gives you more sneak attack (+3d6 at level 16 on top of the sneak attack dice you get from nature fang) or if you are not a fan of the caiman crocodile, get improved familiar asap and get a better one (Mephit for example).

You'll want to get the feat improved grapple, to take advantage of your death roll attack from the domain.

You can essentially studied target, charge, grapple (Death roll) your enemies. You might consider going into the Grey Warden prestige class, which will give you access to judgements and other abilities, if you want to smack people around with the sword.

And that's frankly all I can advise about this setup.

Of course with this setup, would strongly recommend to grab hierophant , inspired spell is much stronger than anything that you could ever get from guardian. Being able to cast any divine spell, at anytime > to just some better defenses.


I'd forgo the animal comp and choose a domain.

Panther domain looks cool: true strike? yay! also nine lives.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Did Sarkoris HAVE panthers?

Grand Lodge

It's just the name of the Domain.


Mountain Lion, Cougar, Panther...
Or choose the wolf domain for flanking and aspect of the wolf as a lvl3 spell.

Check out the Wild Hunter Ranger too for a nice dip.


Eltacolibre wrote:
Get crocodile domain , you'll get a familiar (make him a mauler archetype familiar, so it can transform into medium size and use your combat feats), crocodile domain gives you more sneak attack (+3d6 at level 16 on top of the sneak attack dice you get from nature fang) or if you are not a fan of the caiman crocodile, get improved familiar asap and get a better one (Mephit for example).

One of the main advantages of a mephit familiar is using it as a wand monkey, which it cannot do as a mauler, since maulers can't speak. Personally for improved familiars with the mauler archetype I'd go for the dweomercat cub (CN), or nycar (CN). The nycar has a higher starting STR (and remember tiny maulers get an addition +4 STR and -2 DEX in battle form), but the dweomercat has that ridiculous dweomer leap ability.


Outsider familiars are a little off-theme. Fey familiars would fit the celtic druid ideal more I would think. The crocodile domain is really good, but there weren't many crocodilians in celtic lands (any, really). Other animal domains that grant a familiar are eagle, frog, and serpent.

Grand Lodge

Could you use a Scimitar, and still keep to your concept?

You could do a bit of reflavoring.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Honestly scimitar was something I was trying to avoid. It just isn't what I'm looking for with this kind of character.

Grand Lodge

I was just curious if you wanted to go more dex based.

This can also be done with an Aldori Dueling Sword(fancy longsword), or a Elven Branched Spear.

Scarab Sages

blackbloodtroll wrote:

I was just curious if you wanted to go more dex based.

This can also be done with an Aldori Dueling Sword(fancy longsword), or a Elven Branched Spear.

I think the Estoc (2d4 18-20/2x) is better than the aldori dueling sword, unless you plan to take any of the aldori traits/feats. It's finessable and two handable as well.


Eltacolibre wrote:
Optional, since you can't wild shape, you might consider getting the feat Animal Soul, so you always count as an animal and cast some animal buffs on you from time to time, casting Animal Growth on yourself for example, will make you significantly taller and stronger. Sadly wont increase your blade damage, but well, I'm sure you will find uses for it.

Atavism might be a better choice, since it is a lower level spell (easier to use often), and gives more AC. Less strength bonus...buts it basically gives you a +4 to all stats and +2 natural armor. I am sure you can find something useful with that.

Instantly get a decent INT for slayer talents (they usually use INT). Get better DC for spells. Be more charming. Have better saves across the board.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
blackbloodtroll wrote:

I was just curious if you wanted to go more dex based.

This can also be done with an Aldori Dueling Sword(fancy longsword), or a Elven Branched Spear.

Interesting, but not quite what I'm looking for. I basically want my character to function like these guys.

Grand Lodge

I don't see why any of those couldn't be dex based.


But how do you get DEX to damage with any of these weapons?
Agile enchantment? Or is there another way?

Grand Lodge

Those are options. There are more.

Scarab Sages

Archpaladin Zousha wrote:
blackbloodtroll wrote:

I was just curious if you wanted to go more dex based.

This can also be done with an Aldori Dueling Sword(fancy longsword), or a Elven Branched Spear.

Interesting, but not quite what I'm looking for. I basically want my character to function like these guys.

Those guys don't seem to have any magical abilities... I'm a little confused. In what ways do you want to function like them?

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I wanna look and act like them. The reason for the Druid class is because the Circle of Hierophants, an organization made up of Green Faith Druids, was the closest thing Sarkoris had to a unified ruling body, so if I wanna play a character whose raison d'être is to unite the scattered remnants of the Sarkorian people and take their home back from the demons, I'll need to play as a Druid. This concept was originally going to be a paladin before I did more research into how Sarkorian politics functioned pre-Worldwound.

Silver Crusade Contributor

From the sounds of things, Unchained will have some innovative ideas about layering one class's abilities onto another's. So you might be able to layer some druid onto a barbarian, or vice versa. Might be worth holding on until we've seen how that works. :)


A character can be of the green faith and be a member of a druid order without having Druid written on his character sheet. Is the magic part of things irrelevant to your character concept? Perhaps a Slayer of a particular archetype would work better. If you do want magic, a nature-themed bloodrager, inquisitor (sanctified slayer archetype), a hunter, or something similar might work better.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Well, having done more research it looks like the magic would be a huge plus for things like leading the ritual to seal the Worldwound or casting a mythic spell to purify Sarkoris' tainted aquifer. The more I read about Druids the more I go, "Hey, maybe this'd be more fun to play than my original idea!" I also like the idea of becoming a paladin-friendly nature God who ISN'T Erastil. Originally I wanted to be a paladin of him, but that would just turn the Radiance sword into a longbow, and I'm more interested in being King Arthur than Robin Hood.

Grand Lodge

Are you looking to wear heavier armor?

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Medium at best, something like horn lamellar, since I can't wear metal armor.


Ah- improved spell sharing (teamwork feat) seems like it would work great with animal soul.

Boost all of you and your AC's stats by +4 with a single spell.

Grand Lodge

That's why I suggested a dex focus.

You are not going to wear heavy armor, and you will not have Wildshape to buff your AC.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It sounds like a good idea. With that new slashing grace or whatever its called I can use it with a longsword...

Grand Lodge

I still suggest the Aldori Longsword.

It is so much a Longsword, that you can use it as a Longsword, if you are not proficient.

This will allow for Slashing Grace, without a dip.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Thank you, but I'd rather stick with basic longsword.

Let me be clear: I'm not looking for OPTIMIZED with this character. I'm just looking for FUNCTIONAL. As long as he can effectively cast spells and isn't a TOTAL chump in melee combat, I'll be happy. I fully expect there'll be at least ONE paladin who'll be better than him in melee, and that's okay.


Instead of taking a feat for the weapon proficiency - I would dip one level as a cavalier - since you want a horse animal companion anyway you would get a mount and then as a druid use that mount as your animal companion. If you took two levels you would get your Order's ability as well.

- now a cavalier gets a bunch of things that aren't particularly useful for a druid (heavy armor proficiency etc) but you may be able to work with that - either by finding non-metal options or taking certain specific druid archetypes/choices.

- generally speaking I would suggest avoiding taking a weapon proficiency especially for a martial weapon - there are a LOT of other ways to get weapon proficiencies - you can dip into any number of classes, you can take certain traits or you can choose certain races (an elf for example would give you longsword proficiency from the beginning) -

or be a human but take the "adoptive parentage" alternative trait - your human was then raised by another race, you get that race's bonus languages and weapon proficiencies for free but you don't get the human bonus trait - personally I think this would be a better deal than if you take weapon proficiency - longsword & it could be a very flavorful decision as well (i.e. a human raised by elves as a druid makes a LOT of sense to me)

(one small item- it is unclear from the archetype if the Nature Fang ever gains more than +1d6 sneak attack.I think they should be gaining +1d6 every two levels as that is what the rogue sneak attack ability states but it isn't absolutely clear - but is likely the case)

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Won't dipping deny me the druid capstone ability?

EDIT: Nevermind I just saw the Druid's capstone is just wild shape at will, which I won't have anyway.

Dipping DOES seem tempting. Maybe I can justify it after first level by saying I demanded training with the crusaders after the initial attack to help lead the charge...


He could wear heavy armor if he wanted.

Here is a heavy armor wearing twf. It isn't so ba really, with mythic twf and mythic power attack you can put out some hurt.

Jimmy and Wacky the anklyosaur:

Jimmy
Human druid (nature fang) 10/Champion 3 (Pathfinder RPG Advanced Class Guide 92)
NG Medium humanoid (human)
Init +13; Senses Perception +4
--------------------
Defense
--------------------
AC 32, touch 13, flat-footed 31 (+12 armor, +2 deflection, +1 Dex, +4 natural, +3 shield)
hp 118 (10d8+65)
Fort +11, Ref +4, Will +11
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft. (15 ft. in armor)
Melee +1 light shield bash +12 (1d8+4) or
+2 longsword +13/+8 (1d8+8/19-20) or
longsword +13/+8 (1d8+6/19-20)
Special Attacks mythic power (9/day, surge +1d6), sneak attack +1d6, studied target +3 (3rd, swift action)
Druid (Nature Fang) Spells Prepared (CL 10th; concentration +14)
M mythic spell
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 18, Int 10, Wis 18, Cha 7
Base Atk +7; CMB +13 (+15 bull rush); CMD 26 (28 vs. bull rush)
Feats Heavy Armor Proficiency, Improved Bull Rush, Improved Initiative[M], Improved Shield Bash, Martial Weapon Proficiency (shield, light), Power Attack[M], Shield Slam, Spirit's Gift[ACG], Two-weapon Fighting[M]
Traits heirloom weapon (proficiency), reactionary
Skills Acrobatics -4 (-12 to jump)
Languages Common, Druidic
SQ amazing initiative, combat style (weapon and shield), favored terrain (urban +2), nature bond (ankylosaurus named wacky), recuperation, slayer talents (combat trick, ranger combat style, ranger combat style, terrain mastery), trackless step
Combat Gear extend metamagic rod (lesser); Other Gear +3 stoneplate, +2 bashing shield spikes light wooden shield, +2 longsword, longsword, belt of physical perfection +2, headband of inspired wisdom +2, ring of protection +2, 135 gp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) You have a link with your Animal Companion.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+3 bonus, bypass all DR).
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spirit's Gift (Stone, Animal Companion) You commune with a spirit of your choice, and it grants your animal companion or familiar a boon.

Prerequisite: Animal companion class feature or familiar class feature.

Benefit: At the start of the day, you can choose to
Studied Target +3 (swift action, 3 at a time) (Ex) Study foe as a Swift action, gain +3 to att/dam & some skills vs. them.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Two-Weapon Fighting [Mythic] As an imm. action, use 1 power to negate all two weapon fighting attack penalties for 3 rds.

--------------------

Wacky
Ankylosaurus (Pathfinder RPG Bestiary)
N Large animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 33, touch 11, flat-footed 31 (+5 armor, +2 Dex, +17 natural, -1 size)
hp 58 (+18)
Fort +7, Ref +8, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; DR 5/adamantine
--------------------
Offense
--------------------
Speed 30 ft.
Melee tail slap +9 (2d6+15)
Space 10 ft.; Reach 5 ft.
Special Attacks stun
--------------------
Statistics
--------------------
Str 22, Dex 15, Con 13, Int 3, Wis 12, Cha 8
Base Atk +6; CMB +11; CMD 25 (29 vs. trip)
Feats Ability Focus (stun), Combat Reflexes, Iron Will, Power Attack, Toughness
Skills Climb +10, Perception +5
SQ devotion, multiattack / extra attack
Other Gear mithral kikko armor
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stun (DC 22) (Ex) Tail attack can stun targets.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Not too keen on stoneplate, honestly. One, I'm more interested in scaly armor like scale (duh) or lamellar, since those are Late Roman/Dark Age kind of armors that don't have to be made of metal (chainmail is something I'd like, but that's usually made of metal). Two, it feels kinda cultural-appropriationy, as stone armor is almost exclusively the purview of dwarves, and I'm trying to emphasize my character's own Kellid culture, rather than adopt the trappings of dwarves. I know from a mechanical standpoint it's less potent, but like I said, I'm looking less for power and more for just being NOT useless.


The take whatever you want instead of heavy armor proficiency.

Maybe a metamagic like quicken spell


again I would suggest a dip if you are seriously considering taking multiple feats when a single dip or a 1st level choice would accomplish the same - yes it would slightly slow your spell casting progression - but if you are going to be combat focused (which as a nature fang I think you would be) the boost to BAB might also be helpful.

Liberty's Edge

I know people have pointed out superior options to the horse for the mount/familiar, but have you looked at the Megaloceros? Cause nothing screams avenger of nature to me like being charged down by a rider on a giant elk, who, by the way, is actually pretty awesome at charging in his own right.

Edit - You will have to wait til 7th level to ride one though. You could ride a horse til that time.


remember that if you are a full druid you can (unless an archetype restricts it) switch your animal companion - which is worth considering at some levels.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Megaloceros DOES look tempting, but I was trying to avoid megafauna, and in addition to screaming "AVENGER OF NATURE!" it also kinda screams "ERASTIL OR CERNUNNOS WORSHIPPER!" and I'm not too keen on misrepresenting my stance as a Green Faither. Yeah, Cernunnos was a British god, but there's already two Horned Gods on Golarion, and if I wanna be my own god, I don't wanna take a theme that's already crowded. I was looking to be more of a "Wheel God." *shrug*

I guess a Cavalier dip isn't such a bad idea to gain weapon proficiencies. Plus it'll give me access to class skills I wouldn't have as a Druid, like Diplomacy and Intimidate.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Ho HO! With Heroes of the Wild's new Green-Faith-based Cavalier order, the Order of the Green, a Cavalier dip just got a LOT more tempting! :)

Any advice on how to build a Nature Fang/Cavalier combo?

Grand Lodge

Well, you could go Daring Champion.

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