Druid Wildshape off tank help!


Advice


Hi! Thanks for skimming over this! I am playing a Pathfinder society game and am now hitting higher levels and have kinda of taken on role off tank and just hitting lvl 4 gives me wild shape to consider and I was hoping for advice on solid forms.

A little more info to help is I am actually a Storm druid and my plan was to just fly and rain down spells from the sky and avoid combat. However, We rotate around on who DM's each session so everyone gets a fair chance to play and everyone DM's. That being said now that we have hit more challenging content when our tank DM's we have been having a bit of trouble. I spent my gold on dragonscale armor and shield and we have a summoner eidolon that is ... well not super squishy (high ac but nearly dies in one shot as we learned last campaign). After our 3 part campaign Shades of Ice I got to sell a nice bursting great axe and have saved so I think I can buy the armor enchant to keep armor while shape shifted, but I just have not found a solid med/small animal yet that would be a solid tanking choice!

Sorry for the long explanation, but I was just hoping to avoid the "why is the storm druid casting" comments best I can. Thanks again! <3's


My suggestion is to go Medium-sized. 2 Strength increases your ability to hit and deal damage, and you'll still basically gain the 2 Armor from if you went Small-Sized anyway.

I'd suggest you look this over, as it can give you a better idea as to what you should be building for if the expectation is you plan to become an off-tank of sorts.

Also, it doesn't hurt to throw out Summons as a means of soaking up HP damage. They can be quite effective.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

You actually gain one more point of AC going small size
Dex +1 from +2 Dex
Size +1
NA +1

It really depends on your stats and role. If you are a Str based char, look at medium forms and Eagle when you need flying. If you are dex based, consider investing in an Agile Amulet of Might Fists and focusing on smaller forms.


This might help


Druids can be terrifying melee characters. When it comes to natural attacks, the more the merrier. I've been posting about melee druids, and I have a whole lot of ideas.

I should ask you first.

In your campaign, if you Wild Shape into an Aquatic creature, do you lose the ability to breathe air?

What is your character's race?


@ Taenia: I always forget the Size adjustments...I don't know why...just like how I always forget that Barbarians get temporary HP when they Rage. In either case, 1 AC won't absolutely kill you. Might get hit a couple more times, but that's it.

@ Scott: There's nothing in the rules that says you no longer breathe normally, or that you suffocate unless you're in an aquatic region. I also never seen a GM rule as such. Maybe they should because their new form doesn't provide normal breathing, maybe they shouldn't because you only assume the form, and only gain the listed benefits/limitations, and breathing isn't one of them.

Though, if you lose your land speed from your new form, you can only ever move 5 feet/round on land. Which is why I wonder how come beached whales can't just move back into water in 6 seconds...


Darksol the Painbringer wrote:

@ Taenia: I always forget the Size adjustments...I don't know why...just like how I always forget that Barbarians get temporary HP when they Rage. In either case, 1 AC won't absolutely kill you. Might get hit a couple more times, but that's it.

@ Scott: There's nothing in the rules that says you no longer breathe normally, or that you suffocate unless you're in an aquatic region. I also never seen a GM rule as such. Maybe they should because their new form doesn't provide normal breathing, maybe they shouldn't because you only assume the form, and only gain the listed benefits/limitations, and breathing isn't one of them.

Though, if you lose your land speed from your new form, you can only ever move 5 feet/round on land. Which is why I wonder how come beached whales can't just move back into water in 6 seconds...

I can look at it again, but my reading of Polymorph seemed to leave the door open to GMs to take away the PC's ability to breathe air.

Reviewing the OP again, I realize that question is academic, I was thinking in terms of the OP Wildshaping into a Giant Octopus, but the OP is playing Pathfinder Society, and that means he can't take Multiattack. And that means all those Tentacle attacks get a -5, and I won't advise that.

I would recommend the OP start turning into a Deinonychus. I would recommend one or more levels in Warpriest and taking the Blessing of Destruction. Every Natural Attack the OP takes Weapon Focus in will have a Base damage of 1d6, and the Destruction Blessing gives a +1 per 2 WP level on every one of those attacks.

If the OP takes Shaping Focus, his nondruid levels count as Druid levels until level 8, which will allow for Huge Animals, including the Megaraptor and the Allosaurus. I'm not sure which I like better.

If the OP is Human, then he can take Martial Versatility Weapon Focus and apply WF, and therefore Sacred Weapon Damage, to all natural attacks regardless of what form he takes. He can also take 2 levels in Ranger, Improved Natural Weapon, and Martial Versatility Improved Natural Weapon.

And he can always just cast Strong Jaw on himself, perhaps via a Wand.

Darksol the Painbringer wrote:
Though, if you lose your land speed from your new form, you can only ever move 5 feet/round on land. Which is why I wonder how come beached whales can't just move back into water in 6 seconds...

Sometimes they do. Orcas are willing to chase seals right up to the beach. I had the idea that there is something else going on with whales that beach themselves other than mere mechanics. Also, Pathfinder is just a game.


Scott Wilhelm wrote:

I would recommend the OP start turning into a Deinonychus. I would recommend one or more levels in Warpriest and taking the Blessing of Destruction. Every Natural Attack the OP takes Weapon Focus in will have a Base damage of 1d6, and the Destruction Blessing gives a +1 per 2 WP level on every one of those attacks.

If the OP takes Shaping Focus, his nondruid levels count as Druid levels until level 8, which will allow for Huge Animals, including the Megaraptor and the Allosaurus. I'm not sure which I like better.

If the OP is Human, then he can take Martial Versatility Weapon Focus and apply WF, and therefore Sacred Weapon Damage, to all natural attacks regardless of what form he takes. He can also take 2 levels in Ranger, Improved Natural Weapon, and Martial Versatility Improved Natural Weapon.

And he can always just cast Strong Jaw on himself, perhaps via a Wand.

Wow, that's impressive.Some REALLY good ideas here.


Jodokai wrote:
Scott Wilhelm wrote:

I would recommend the OP start turning into a Deinonychus. I would recommend one or more levels in Warpriest and taking the Blessing of Destruction. Every Natural Attack the OP takes Weapon Focus in will have a Base damage of 1d6, and the Destruction Blessing gives a +1 per 2 WP level on every one of those attacks.

If the OP takes Shaping Focus, his nondruid levels count as Druid levels until level 8, which will allow for Huge Animals, including the Megaraptor and the Allosaurus. I'm not sure which I like better.

If the OP is Human, then he can take Martial Versatility Weapon Focus and apply WF, and therefore Sacred Weapon Damage, to all natural attacks regardless of what form he takes. He can also take 2 levels in Ranger, Improved Natural Weapon, and Martial Versatility Improved Natural Weapon.

And he can always just cast Strong Jaw on himself, perhaps via a Wand.

Wow, that's impressive.Some REALLY good ideas here.

Thanks, man!

Scarab Sages

If you're having off-tank issues, sounds like you need to up your threat gain, and save up your rage to charge/cleave the adds. Make sure the healer bubbles you, and tell the DPS to hold off the AoEs until you've got solid aggro. You might be a little under-geared, so consider upgrading to some low-tier epics before hitting the tougher stuff.


The whole Beached Whales thing was a joke, naturally. If it didn't across as such, then my apologies. In addition, I thought Orcas were a species of Dolphin, and not a Whale.

Interesting, I never thought about combining Waaaaughpriest with Druid. The synergy is definitely there thanks to that feat, and when he hits 8th level, he could remain Wildshaped for perpetually 24 hours. This means that he would also get Pounce with it by 6th level (thanks to Beast Shape II providing the special ability), and that he can use Warpriest Spells with the Natural Spell feat.

Unfortunately, he wouldn't be able to take Martial Versatility until 10th level, as Martial Versatility is a 4th level Fighter feat, which means he must spend a Bonus Feat (which he wouldn't qualify as a 4th level Fighter until 10th level). He could retrain it if he wishes, to get it earlier, but aside from that, 10th level is the breaks.

If you can, I'd look into getting Improved Unarmed Strike, as the Martial Versatility feat when used with Natural Weapons also applies to Unarmed Strike attacks, which means your Unarmed Strike dice will scale just as if it were a Sacred Weapon. This also means that when you Full Attack, you can throw in Unarmed Strikes equal to your normal BAB in addition to your Natural Attacks, since you can basically do bodychecks to perform the Unarmed Strikes. If not, I'd certainly consider disposing of the secondary Natural Weapons and carry the Unarmed Strikes that way.

You might want to look into Sacred Fist, but I wouldn't be too worried about it. Getting Wisdom to AC and CMD is nice, especially when Wildshaped.


Darksol the Painbringer wrote:
Unfortunately, he wouldn't be able to take Martial Versatility until 10th level, as Martial Versatility is a 4th level Fighter feat, which means he must spend a Bonus Feat (which he wouldn't qualify as a 4th level Fighter until 10th level). He could retrain it if he wishes, to get it earlier, but aside from that, 10th level is the breaks.

Ooh, that is a sticky wicket, that I didn't consider. Thanks for the heads-up.

Martial Versatility requires 4 levels in Fighter, but Warpriest counts as levels in Fighter, so 4 levels in Fighter and/or Warpriest. I'm not sure where you get the level 10 thing from, but the level 4 thing is kind of a big deal.

To make this work for my own PFS character, I need to work in some levels in Fighter.

Grr, I'll figure it out.

Thanks for bringing that to my attention.


Scott Wilhelm wrote:
Darksol the Painbringer wrote:
Unfortunately, he wouldn't be able to take Martial Versatility until 10th level, as Martial Versatility is a 4th level Fighter feat, which means he must spend a Bonus Feat (which he wouldn't qualify as a 4th level Fighter until 10th level). He could retrain it if he wishes, to get it earlier, but aside from that, 10th level is the breaks.

Ooh, that is a sticky wicket, that I didn't consider. Thanks for the heads-up.

Martial Versatility requires 4 levels in Fighter, but Warpriest counts as levels in Fighter, so 4 levels in Fighter and/or Warpriest. I'm not sure where you get the level 10 thing from, but the level 4 thing is kind of a big deal.

To make this work for my own PFS character, I need to work in some levels in Fighter.

Grr, I'll figure it out.

Thanks for bringing that to my attention.

You have 4 levels of Druid, and 6 levels of Warpriest. The earliest Warpriest level you could count as for Martial Versatility is 6th. Ergo, 10th level is required unless he can retrain it via Ultimate Campaign rules, but as far as I know, PFS doesn't use Retraining rules. Even so, it would still be, at earliest, 8th level.


HI wow first thanks a lot here so I will go respond in order!

In your campaign, if you Wild Shape into an Aquatic creature, do you lose the ability to breathe air?

Yes unless the creature naturally can breathe out of water.

What is your character's race?

Half-elf

Stats?
Str/Dex/Con/Int/Wis/CHA
14 /14 /12 /10 /20 /7

Sounds like you having off-tank issues.
Well I am not having much trouble off tanking with our main tank, but as I mentioned we rotate DM's in this society game and so when our Main Tank is DMing I am not the MAIN tank for my party which is the problem especially since I built Storm Druid caster.

Some of these idea's are great. I had actually looked at a few when first building my character thinking of making the "Furry Fist" Build, but I have built caster till now and not sure I can really turn into a strong melee. I just kinda need to do my best to keep my team alive once every 5 sessions or so!


Those are some solid statistics. Certainly better than my melee Druid, and he's seen some action. I'd consider specializing in some Summons so as to help soak up some damage you might take; Augment Summons (which requires Spell Focus [Conjuration]) might be worthwhile, since it increases HP and Attack/Hit of summons, and if you can stomach the feat cost, Superior Summons is absolutely awesome for high-end summoning (effectively doubles your highest-level summon numbers per cast). They can also take out some mooks in the event you're surrounded and you have to deal with them and the BBEG at once.

What feats did you select? You don't have Natural Spell yet (need 5th level to do so), so I'd only Wild Shape in dire circumstances; I'd also see if you could bum a Mage Armor spell (or two) from your party Wizard when you Wild Shape, so as to keep your AC up until you get Wild armor. Unless he memorizes Magic Missiles for every slot, I'm sure he could spare you a couple.

Quick Wild Shape will be helpful later down the road, as the feat lets you Wild Shape for lesser actions at the cost of reducing your effective Druid Level to determine Wild Shape effects. (For example, a 10th level Druid using Quick Wild Shape to transform into a Deinonychus as a Swift Action only receives the benefits of Beast Shape II.) Reducing the Action Economy for Wild Shape can save you a lot of trouble and hassle of deciding between buff/blasting or going into melee mode.


Darksol the Painbringer wrote:
You b]might[/b] want to look into Sacred Fist, but I wouldn't be too worried about it. Getting Wisdom to AC and CMD is nice, especially when Wildshaped.

It would take a fair amount of multi-classing but if you go 4 monk MOMS/4 fighter/12 druid you could take monotistic legacy, feral combat training + martial versatilaty. This combined with monk robes would give all your natural attacks a base 2d8 DMG die.

Then combine this with a wildshape form with a lot of attacks+pounce and ... Well... You see where I'm going


Yea I was out voted and we played epic fantasy so their plenty of points there. It made first set of campaigns a bit boring (especially with the summoner). So I have a little more rounded character.

I have improved init and toughness for feats. I was sorta just winging it waiting for natural spell to be fully honest.

The summon idea to help add to the tanking actually sounds really smart. I think I will look into that and turning into the chicken dinosaur!


Darksol the Painbringer wrote:
You have 4 levels of Druid, and 6 levels of Warpriest.

Do I? 4 levels in Druid, surely, because Wildshape, but I haven't committed to 6 levels in Warpriest. I like the idea, you get 1d8 SW Damage and +3 Destruction Blessing, but I'm still working that out.

Also, I only need 4 levels in Warpriest.

Warpriest wrote:
for the purposes of these [Combat] feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.

But that does mean 8th level.

Darksol the Painbringer wrote:
as far as I know, PFS doesn't use Retraining rules.

Sure it does. It's been a while since I used it, but there sure USED to be retraining in PFS. Are you aware of a rules change?

Martial Versatility is academic anyway vis a vis the OP. His character is not Human


Four levels of Druid plus Shaping Focus means access to small/medium elemental forms by level 6/8, including medium air elemental (+4dex, +3 natural armor, 60ft fly) and medium earth elemental (+4str, +5 natural armor). Combined with at least one level of Monk, Unchained Monk or Sacred Fist to add your wisdom to AC, you would have an enormous armor class advantage with the ability to use Flurry of Blows with a humanoid elemental, and the ability to cast things like magic fang on your "fists".

While it's kind of weird to be using Unarmed Strike with animal forms, once you can turn into a small elemental at 6 it gets pretty interesting. If you typically stay in earth/air elemental form (which is more functional since you can talk and are a "humanoid" form instead of a big animal), you can even carry a weapon if you want (you just have to drop it while changing form).


Scott Wilhelm wrote:
Darksol the Painbringer wrote:
You have 4 levels of Druid, and 6 levels of Warpriest.

Do I? 4 levels in Druid, surely, because Wildshape, but I haven't committed to 6 levels in Warpriest. I like the idea, you get 1d8 SW Damage and +3 Destruction Blessing, but I'm still working that out.

Also, I only need 4 levels in Warpriest.

Warpriest wrote:
for the purposes of these [Combat] feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.

But that does mean 8th level.

Darksol the Painbringer wrote:
as far as I know, PFS doesn't use Retraining rules.

Sure it does. It's been a while since I used it, but there sure USED to be retraining in PFS. Are you aware of a rules change?

Martial Versatility is academic anyway vis a vis the OP. His character is not Human

I know 4th is the minimum, but you only count as Fighter Levels when you're configuring Bonus Feats. Warpriests gain Bonus Feats every 3 levels. Meaning, unless he retrains at 8th level, or goes to 6th level Warpriest, he can't take the feat.

His character has the Humanoid (Human) subtype. Ergo, he should count as Human for effects related to race, which means he does qualify for Martial Versatility, the same way he would qualify for the Human FCB, if he wanted. So the concept isn't invalidated for him just yet.


Darksol the Painbringer wrote:
His character has the Humanoid (Human) subtype. Ergo, he should count as Human for effects related to race, which means he does qualify for Martial Versatility, the same way he would qualify for the Human FCB, if he wanted. So the concept isn't invalidated for him just yet.

I'm not even sure why I know this, but while the official ruling in general is that a Half-Elf counts as Human for things like FCB and feats, Pathfinder Society specifically doesn't allow it for some reason. So depending on situation...


Pathfinder Society does allow Half-Elves to count as Elves or Humans, the only restriction is that Half-Orcs can't get Orc feats/traits.

EDIT: And yes re-training is still allowed.


Forgot to add cites: Link

John Compton wrote:

Favored Class Bonus for Half-Elves and Half-Orcs:

For the purpose of qualifying for favored class bonuses, half-elves are also treated as both elves and humans, and half-orcs are also treated as humans (but not orcs)—a byproduct of their respective elf blood and orc blood racial traits. Only characters that have the elf blood or orc blood racial trait count as a member of another race for this purpose.

Bolding mine.


Since you're caster built you really don't want to multiclass.

For forms Deinonychus is generally the standard medium, though if you still need to be medium at level 8 the leopard hits harder on a pounce. At level 6 I'd look at Dire Hyena for reach and trip.

Your best bet given your stats and archetype is to prepare SNA-II in every 2nd level slot. A small earth elemental (or water elemental against aquatic foes) will be about as much of a melee threat as you can expect to be for now even without feat support. As a caster druid spell focus conjuration isn't bad to have anyways.

You can use Frostbite from first level slots to increase your melee threat for a bit using the held charge rules, but it's not particularly strong until you get your caster level (and hence uses per casting) a bit higher and you might be better off with other spells for now.


@ Darksol the Painbringer,

Even if I could take Martial Versatility with 3 levels in Warpriest and 1 level in Fighter, that still means no Martial Versatility until level 8. If the goal is to take Weapon Focus Claws and Martial Versatility Weapon Focus and Improved Natural Attack and Martial Versatility INA, the remaining 4 levels are just not enough to pull off the Wildshaping Warpriest using Martial Versatility that I had in mind :(

Probably the thing to do is to play a Tengu with Claws instead of Swordtrained and take Weapon Focus for each Natural Attack: Claws, Bite, then take a level in Monk and take 2 weapon for 2 unarmed strikes, a level in White Haired Witch and get a Hair Attack, and acquire a Helm of the Mammoth Lord and get a Gore Attack. I would put on Spiked Armor so that I would get bonus damage every time I hit someone with my Hair. Then I would take Hamatula Strike so that I get a Free Grapple and Armor Spike Damage with my Bite and Gore. The Snake Style so I get it with my Unarmed Strikes, too. Then maybe Feral Combat Training Claws so I get a Free Grapple and Armor Spike Damage with the claws as well.

Even 1 level in Ranger or Druid would allow me to acquire wands of Strong Jaw and Lead Blades. If I wanted to go Wild Shape, it would be to grow Huge and do more damage/attack. Just staying as a Tengu, I figured out how to squeeze in 6 levels in Warpriest for base damage 1d8, and Snake Fang besides, for 1 Bite, 1 Gore, 1 Hair, 2 Claws, 6 Unarmed Strikes + 6 Armor Spike hits = 17 attacks/round, which, if boosted by Strong jaw and Lead Blades, do 3d6 and 2d6 respectively, with all of them enjoying a a +2 for Strength and +3 Destruction Bonus, so what is that: 7 * 12 + 11*15.5 = 84 + 170.5 = 254.5 DPR?

Not bad.


I think I figured it out. More later.


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The key is Brawler. With Brawler, you get Improved Unarmed Strike, which is the prerequisite for Improved Grapple, which is the prerequisite for Hamatula Strike. Also, Brawler levels count as Fighter levels, and so you can get Martial Versatility after taking 2 levels in Brawler and 2 levels in Fighter.

I have this build designed for Wildshaping into a Giant Octopus. Reviewing the Polymorph rules, I have become convinced that turning into an Aquatic creature does not cause you to lose your ability to breathe air. The other problem with Giant Octopus is that Tentacles are Secondary Natural Weapons, and PFS Characters are not generally allowed to take Multiattack. But there are exceptions, and one of those exceptions I just realized is the Brawler's Martial Versatility Class Ability! This character will be using this Ability to gain Multiattack.

Level 1, 1Brawler: Martial Flexibility, Brawler's Cunning, Unarmed 1d6, 2 Weapon, Blind Fighting
2B1Druid1: Level 1 Spells
3B1D2: Snake Style
4B1D3: Level 2 Spells
5B1D4: Wild Shape, Natural Spell
6B2D4: Improved Grapple
7B2D4Warpriest1: Weapon focus Tentacle, Aura, Sacred Weapon, Minor Blessings of Destruction and something else, Shaping Focus, Grab, Large Animals
8B2D4W1Fighter1: Greater Grapple, Constrict
9B2D4W1F2: Hamatula Strike, Martial Versatility Weapon Focus
10B2D4W1F2Witch1: White Haired Witch
11B2D4W1F3Wh1: Weapon Specialization, Tentacle
12B2D4W1F4Wh1: Martial Versatility Weapon Specialization

This character is pretty unremarkable until level 7: Druid with a few fewer spells and a few more hit points. Wild Shape seems pretty powerful even with nothing else added to it. But she gets really scary at level 7, when she can turn into a Giant Octopus with Multiattack. She will have armor made for her in her Octopus Form, Lamellar Leather or Horn, and the armor with have Armor Spikes, so every Tentacle attack will be accompanied by a Grab, and every Grab will do Armor Spike damage, and the word of the day will be

Double Damage.

At level 8, Wild Shape matures so that she will gain Constrict, and the word of the day will be

Triple Damage.

Martial Versatility will happen at level 9, when Weapon Focus, and therefore Sacred Weapon Damage will be able to be applied to all the Natural Attacks, including the Octopus Bite and the Gore Attack I intend to get from a Helm of the Mammoth Lord. Also the White Hair Attack she will get at level 10. I intend for this character to acquire a Wand of Strong Jaw, so the damage from her attacks will be 1d6 Sacred Weapon -> 1d8 Size Large -> 3d6 for Strong Jaw. As for the number of Attacks, we have 1 Gore, 1 Bite, 1 Hair, 2 Unarmed, and 8 Tentacles for 13 Attacks, but Grab and later Hamatula Strike will allow every one of those attacks to get a Free Grapple Attack, with Constrict and Armor Spikes, so effectively it will be more like 26 attacks/round.

Well, what do you think?


Quote:
As for the number of Attacks, we have 1 Gore, 1 Bite, 1 Hair, 2 Unarmed, and 8 Tentacles for 13 Attacks, but Grab and later Hamatula Strike will allow every one of those attacks to get a Free Grapple Attack, with Constrict and Armor Spikes, so effectively it will be more like 26 attacks/round.

Do you get to keep your hair when polymorphing? I mean it says "you get the ability to use your hair" but says nothing about actually growing any hair unlike some class features.

Quote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function.


Yeah, you keep the magical add-on effects. White Hair is not dependent on form. For example, you could have the White Hair ability if you were a Tengu or Nagaji, or Kobold: races that don't even have hair.

White Hair is a magical add-on. Your sorcerers' claws are a great example. Maybe also like polymorphing might make you lose access to the Alchemal Discovery Tentacle, but not Feral Mutagen.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

I think this goes back to the Aspect of the Beast debate.

White Haired Witch gives you a natural attack using your Hair.

White Hair (Su): At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet.

When you polymorph you lose your natural attacks.

Now if you were using the Prehensile Hair Hex and activated it after Wild Shape/Polymorph it would work. White Hair Witch does not.

Helm of the Mammoth Lord also doesn't work unless you put it on after polymorphing, as the tusks you use are the ones on the helm and do not transform with you, falling under the same polymorph guidelines and confirmed by James Jacobs.

If you want to add natural attacks to Wild shape/Polymorph you need to be able to grow them or activate them. For example barbarians can grow horns when they rage (lesser fiend totem) and claws (abyssal blood, lesser, draconic blood, lesser) as rage powers. If you raged while polymorphed these effects would activate.

Also not sure how you are doubling damage with Armor spikes. Armor spikes add their damage when you make a grapple as extra damage, so not double damage but + 1d6 P or 1d8 if you are large. Now constrict would definitely apply but remember as secondary attacks you are at 1/2 str damage for all of them.


Well Taenia,

Are you saying that if you are in the form that doesn't have hair, you can't benefit from White Haired Witch? That means that if you are a Tengu, Kobold, or Nagaji character, you can't take levels in White Haired Witch, and I don't think the rules support that claim.

Taenia wrote:
When you polymorph you lose your natural attacks.

Sometimes, as you said,

Taenia wrote:
For example barbarians can grow horns when they rage (lesser fiend totem) and claws (abyssal blood, lesser, draconic blood, lesser) as rage powers.

And there is the example of Prehensile Hair which you brought up. But bear in mind that White Hair replaces Hex, that all the power of your Hex is instead focused on 1 part of your body, you hair, or in the case of a character who doesn't have hair, your plume or your barbels, or maybe even 1 of your suction cups, if I am right. Anyway, it does seem that if Prehensile Hair would work, then White Hair should work, too.

I hope I'm not coming across as too harsh. I asked for advice/opinion, and that is what you gave me. I am grateful for it. Is there anything you would recommend instead of taking a level in WHW?

Were there any official quotes that emerged from that Aspect of the Beast Debate that might bear on here.

Taenia wrote:
Also not sure how you are doubling damage with Armor spikes. Armor spikes add their damage when you make a grapple as extra damage, so not double damage but + 1d6 P or 1d8 if you are large. Now constrict would definitely apply but remember as secondary attacks you are at 1/2 str damage for all of them.

Yeah, I guess that was hyperbole. I kind of had a wand of Lead Blades in the back of my head, but I didn't squeeze a level of Ranger into those 12 levels. That would have made it 2d6 instead of 1d8, but that's also 2d6 instead of 3d6. Also it is full Strength bonus instead of half, so that might also work out to a match for the Tentacle damage, depending on your strength. If I had the character take weapon Focus and Specialization unarmed instead of Tentacle, then the Martial Versatility feats would count toward the Armor Spikes, too, since Unarmed Strikes fit both into the Natural and Close weapons groups, and it would eventually lead to higher base damage with more Warpriest levels, but that would mean a delay in other areas. Still, an extra whole set of attacks growing off all those other attacks is pretty awesome.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

I did not say Kobolds/Nagaji/Tengu could not use White Haired Witch abilities. I said that polymorphing removes them, period.

The difference is simple, abilities either:

Give you natural attacks
Allow you to temporarily gain natural attacks

If the ability like Aspect of the Beast, White Haired Witch, Tusked Trait, Claws ability from Tengu or a base Tengu's bite attack are all natural attacks of the base form and go away as described under the polymorph rules. It isn't "does this form have hair?" it is a natural attack of the base form and those are lost.

Relative power level isn't a reason to ignore rules except in a home game. They are two different abilities. Again the rules above apply, one is a constant natural attack the other an activated one, the rules are clear here.

Aspect of the Beast fits in with the basic rules, polymorph subschool is pretty clear. You lose the natural attacks of your form. It is right there in the rules. Not going to argue that White Haired Witch is underpowered, it is, but that is a different argument.

Armor spikes don't add str damage in a grapple they add Extra piercing damage. Tentacles are secondary attacks so add only half strength.


Are you saying that if I were a Tengu, and polymorphed into a crocodile, I would lose my Bite Attack? Surely you aren't saying that if I Polymorph from 1 creature with a Bite Attack into another creature with a Bite Attack, that I lose my Bite Attack.

It seems that it's not fair to say that Polymorphing simply removes the WHW ability. If I polymorphed from human to horse, why should I be unable to animate my horse's hair and still have a hair attack? The class ability says that you can animate your hair. If you turn into a form that still has hair, why shouldn't you still be able to animate whatever hair you have?

And if you don't even need hair, then what's the problem? I'm not sure I understand why White Hair is dependent upon form and lost when Polymorphing.


Scott Wilhelm wrote:

Are you saying that if I were a Tengu, and polymorphed into a crocodile, I would lose my Bite Attack? Surely you aren't saying that if I Polymorph from 1 creature with a Bite Attack into another creature with a Bite Attack, that I lose my Bite Attack.

It seems that it's not fair to say that Polymorphing simply removes the WHW ability. If I polymorphed from human to horse, why should I be unable to animate my horse's hair and still have a hair attack? The class ability says that you can animate your hair. If you turn into a form that still has hair, why shouldn't you still be able to animate whatever hair you have?

And if you don't even need hair, then what's the problem? I'm not sure I understand why White Hair is dependent upon form and lost when Polymorphing.

He's saying you'd lose the natural attacks of your previous form, as they are replaced with the natural attacks of your new form. Of course, certain options (such as Unarmed Strikes) are certainly still valid to perform regardless of form, though it is intended for said creatures to have a semblance of humanoid-like intelligence to perform Unarmed Strikes in concert with their Natural Weapons.

At any rate, if you have a Tengu with a Bite and 2 Claws, and then transform into a Crocodile, you'd use the Crocodile's Bite attack (which means better damage dice, etc.), and your previous Bite attack is gone (meaning no 2 Bite attacks). Your claw attacks are also lost, as those were dependant upon your Tengu form (and the feat/racial trait, for example, requires that you are Tengu, or count as Tengu, in order to select them).

It's not much different than Wildshaping from say, a Deinonychus to a T-Rex. You'd lose the Claws and Talons of your Deinonychus form, but you'd gain the Bite attack of the T-Rex form (over your old Deinonychus Bite).

As for White Hair, that falls into GM FIAT territory. I will remind you that Devs have stepped in and put in their RAI on the matter. More specifically, Steven Radney-Macfarland stepped in. That post summarizes that although you might have the pre-requisites for fulfilling a feat which grants an attack that you could make, you still need to have the limb present in order to actually make the attack in relations to said limb. In that thread, this means that if a Human who takes Racial Heritage (Kobold) (which is technically not allowed per RAW, but besides that,) he must possess a tail in order to perform a Tail attack. (People argued that humans in real life possess tails upon birth, but Steven further clarifies that the Humanoids in Pathfinder, unless described as generally having a tail, do not have a tail.)

I'm sure GMs will handwave the whole "requires Hair" issue of the matter, so as to make the Archetype viable. After all, there's nothing about having prosthetic/fake hair to fulfill the pre-requisite. (It actually makes for some cool flavor on the matter, too.) But it is certainly contested by one (if not more) of the Paizo developers to not function unless said limb (or what functions as it) is present.


Taenia wrote:
Armor spikes don't add str damage in a grapple they add Extra piercing damage.

I'm pretty sure they do.

Core Rulebook, Getting Started, Ability Scores, Strength wrote:
You apply your character's Strength modifier to... Damage rolls when using a melee weapon

Even though you aren't making a regular melee attack with those spikes, you are nevertheless using them. For instance, if I didn't have Armor Spike proficiency, and I proposed to Grapple and inflict damage with those Armor Spikes, you would impose a non-proficiency penalty, wouldn't you?


@Darksol and Tainia,

I suppose it might be safer and maybe even more powerful to instead of taking a level in White Haired Witch take a level in Freebooter Ranger and gain a +1 on all those attack and damage rolls that you share with all you allies. Plus, she can use a Wand of Lead Blades so the Armor Spikes would then do 2d6 instead of 1d8.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

I will be the first to admit I am not as familiar with Armor Spikes as others. My interpretation stems from the description:

You can have spikes added to your armor, which allow you to deal extra piercing damage on a successful grapple attack (see "spiked armor" in the Martial Weapons Table).

In this case you can attack with armor spikes, which deals Armor Spike damage plus Str Mod.

or It deals extra piercing damage with a successful grapple attack. Now extra damage has its own rules and is the same language as Sneak Attack for rogues. For this reason I assume that it is damage in addition to the normal damage dealt and not an additional damage roll. I do not know whether this means you have to grapple to do damage to get the extra damage or whether you get the extra damage with each attack.

As for WHW if this was a home game I would follow your interpretation. The WHW just doesn't balance what you gain with what you lose. I personally would love to see the WHW get modified to be more in line with prehensile hair hex.

As Darksoul explained regarding natural attacks you lose yours and gains the one of the relevant creature.

Now sometimes the polymorph rules are really confusing for example if I am a Dwarf wizard and alter self to a Half-Orc, I lose my darkvision. This is because I lose my extraordinary senses when I polymorph and Alter Self does not give Darkvision. This is one of those cases where the rules make little sense but can't deal with weird corner cases.

Freebooter Ranger is an awesome dip. Good skills, good saves, another spell list (though some overlap with Druid) and the untyped bonus that applies to everyone is great. Consider also that Gravity Bow is now on your list for ranged combat options (especially with a high strength and adaptable bow)


Cat shapes are nice for attacking because you eventually get Pounce. Elemental shapes can be great for mobility, and at higher levels the air elemental whirlwind can be a powerful weapon. A level of Monk (possibly around 9th level) can let you easily pick up Greater Grapple and maybe get a little AC boost without spending a lot of gold on Wild Armor.

Summoning can create some useful melee helpers even without Augment Summoning. With it they can be downright powerful.


Devilkiller wrote:

Cat shapes are nice for attacking because you eventually get Pounce. Elemental shapes can be great for mobility, and at higher levels the air elemental whirlwind can be a powerful weapon. A level of Monk (possibly around 9th level) can let you easily pick up Greater Grapple and maybe get a little AC boost without spending a lot of gold on Wild Armor.

Summoning can create some useful melee helpers even without Augment Summoning. With it they can be downright powerful.

The thing that really catches my eye with cats is Rake, but yeah, Pounce is ineteresting. I had been toying with the idea of a Druid spending her whole time as an animal and having a Human Companion, say a Cavalier with a lance doing double damage from you, the charging mount. I was thinking more in terms of the Druid as a Triceratops, but Pounce is pretty cool.


Cats get to use Rake when they Pounce. I think that becomes available at 8th level. If you can find a way to hit consistently while using Power Attack you can cause quite a lot of damage this way. An animal companion with Outflank and or a Menacing Amulet can help a lot with that. Summoning stuff into flank helps at least a little.


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Beast Shape II allows Pounce, so a Druid of 6th level or higher would be eligible for it. I'd be thinking Dire Tiger for that sort of thing. Of course, if the rider is Small-sized, a Deinonychus mount would be pretty wicked all the same.


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Pounce is available at 6th level, but Rake doesn't show up until 8th. Dire Tiger is indeed a fine shape for these sorts of shenanigans. You also get Grab at 8th level, which is why I mentioned picking up Greater Grapple around 9th if possible. In the level 4-5 range I guess a Cheetah with 3 attacks and a free Trip might not be bad if you want a cat theme all along.

Grand Lodge

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Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

If you play a Lion Shaman you can turn into great cat forms using Beast Shape III at 6th level thus getting rake/pounce at that point.

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