What to do with a Druid...


Advice

Grand Lodge

So, i have a Saurian Shaman druid that just hit lvl 3... and he's a halfling, with an Ankylosaurus companion [what's the term for High AC/Low HP?].
The problem is, i don't know what to do with him. I originally planned on having him go the Dervish Dance route- but think that Wild Shape may be a better focus.

Initially, the plan for the character was to use the Anky to tank, while the halfling flanks and makes sure his Anky doesn't die if swarmed.

Still, i don't know what feats to give him, here on out- i still haven't decided on his lvl 3 Feat. Mobility + Canny Tumble is an idea, possibly some Teamwork feats [Outflank].

Any advice is welcome.

Also, when my halfling is in wild Shape, is he restricted to Dino's/Reptiles his size?
Does any spell he cast on himself linger when he's in Wild Shape, like Bull's Strength?


You're right that wild shape is ultimately your best combat option, but it won't come online for another three levels. Until then, teamwork feats sound like an excellent option to coordinate with your companion - and hopefully the rest of your party - improving your combat performance regardless of your form. Once you reach 6th level and gain wild shape, you are not limited to creatures of your own size. Instead, you simply follow the guidelines of the druid wild shape ability, using your druid level as modified by saurian shaman depending on whether or not it is a dinosaur/reptile. So at level 6, for example, you could turn into any Small or Medium animal, or any dinosaur or other reptile from Tiny to Large. Your spells will absolutely linger in wild shape, but remember that you lose any benefits from other polymorph effects, magical items that require activation, or anything that alters your size.


Selvaxri wrote:
Also, when my halfling is in wild Shape, is he restricted to Dino's/Reptiles his size?

No. Just like a Human Druid, you are limited to Size Huge Animals.

Selvaxri wrote:
Does any spell he cast on himself linger when he's in Wild Shape, like Bull's Strength?

Yes, and if you take Natural Spell, you can cast spells while in Wild Shape. The earliest you can take Natural Spell is level 5, probably, usually.

I don't normally do Animal Companions. My instinct for an Anklysaurus is to get him Great Cleave, Quick and Greater bull rush, and Paired Opportunist. Do you think you can get magic items for your Anklysaurus Companion? Ring of Ratfangs, Helm of the Mammoth Lord, Tentacle Cloak, something that gives Claw Attacks. Just a thought: If your AC gains another Natural Attack, the Tail is downgraded from Primary to Secondary and only gets +0.5 St Mod to damage instead of of 1.5 like it does now. But the Natural Attacks granted to your Animal Companion scale up with size. It's worth a thought. And then I'd recommend your AC take Multiattack. You might also get some of these magic items for yourself if you want to develop a Wild Shape Melee Build.

Still another thought is taking levels in Cavalier and make your Animal Companion your Mount. An Anklysaurus Mount is pretty badass. I'm not 100% sure it's legal. I think it should be, but check with your GM. The idea of developing Teamwork Feats with your AC seems very atrractive.

I really like Wild Shape builds. I call them Druidzilla builds. I forget who on this forum gave me the name.

My favorite Dinosaurs to Wild Shape into are Megaraptor: 5 attacks/round, Size Large, Allosaurus: 3 Attacks/round, but Size Huge. Triceratops is an interesting option. The largest Pterasaur you can turn into would be a Quetzacoatlus, which is good because flying. You can also probably find something good in the way of an Aquatic Reptile, but I really like Giant Octopi.

If you take a level in Warpriest, you can do Sacred Weapon Damage with your Base Damage will Jump up to 1d4 and will scale up with size. Since you are already a Druid, there is an excellent chance you worship a Deity whose favored weapon is Natural Weapons, otherwise, you will need to take Weapon focus for all your Natural Weapons. Take Improved Natural Attack, and each of your Natural Attacks you take it for inflicts damage as if you were 1 Size bigger. Cast Strong Jaw, 2 sizes for All your Natural Attacks. Take Hamatula Strike, and all your Piercing natural Attacks: Gore and Bite, anyway, give you free Grapples. If you have Barding made for yourself with Armor Spikes, you do Armor Spike Damage with every Grapple. And remember that AS damage also scales up with Size. If you take a level in Ranger, you might acquire a Wand of Lead Blades, upping the damage of your Armor Spikes by 1 Size.

You also might consider a level in Arcanist. Acquire a Wand of Swift Girding so you can dress yoruself in your Allosaurus Armor as a Swift Action. Also, with the Dimensional Hop Arcane Exploit, you will be a better Flanking buddy with your Animal Companion.

Grand Lodge

I plan on getting him a Dire Collar & Beast-Bond Brand. The "surprise" Enlarge Person would be hilarious, and the Brand allows Touch spells to be cast at a range of 30ft.

Featwise for the Dino, i was planning on mostly stick with a lot of Teamwork feats- probably Improved Trip, then Paired Opportunist, Circling Offense.
You'd assume the enemies would target the largest creature- like my Dino when i activate the Dire Collar- so, while the enemy is trying to attack the dino, my Druid is going around taking care of the enemies.

The Anky doesn't have much strength, so i don't really plan on making it a primary attacker. Not until it gets a size boost from Enlarge Person, or it's natural size increase at lvl 7.

I've considered possibly Multiclassing, but this is a PFS character.
Cavaliers- and Samurai- are often neglected classes because mounted combat is rare and often unplayable.
So, with my Dino, i don't plan on it being a battle mount.
Sadly, since this is a PFS character, Imp. Natural Attack isn't legal; besides- being small, grappling really isn't a viable option.
besides, what other reasons are there for dipping into Warpriest?

Likewise with Arcanist- why should i stunt my Dino's level progression for some moot ability.
I do have the Dangerously Curious trait, so i do have UMD as a class skill.

Grand Lodge

so, if no one has any further advice for this build, i may as well take mobility/canny tumble, and focus on Teamwork feats after that.

RPG Superstar 2012 Top 32

Do Animal Companions need Int 3+ to take Teamwork Feats?

Shadow Lodge

SmiloDan wrote:

Do Animal Companions need Int 3+ to take Teamwork Feats?

Yes. If it's not specifically listed under Animal Feats (in the animal companion section), they need 3+ Int to take it.

Scott Wilhelm wrote:

No. Just like a Human Druid, you are limited to Size Huge Animals.

Not sure what Scott is getting at here, but it sounds incorrect. You're definitely able to use the same wildshape options as Druids of other sizes if you're a Halfling or other small race.

At 4th level: Small or Medium
At 6th level: Tiny or Large
At 8th level: Diminutive or Huge

EDIT:

Selvaxri wrote:

Does any spell he cast on himself linger when he's in Wild Shape, like Bull's Strength?

Yes.

The problems you get are: gear absorbed into your form, can't cast spells unless you have Natural Spell, can't talk unless you have Wild Speech, and your armor doesn't (generally) function.

Saurian Shamans (and other animal shamans) don't get wildshape until 6th level. Also, you have the -2 to Druid level penalty for non-dino forms and +2 bonus to Druid level for dino forms.
So, at 6th level, you (finally) get wildshape and can transform into a Huge dinosaur. Pretty awesome.

Saurian Shaman is regarded as the most powerful animal shaman archetype and arguably one of the most generally powerful ways to be a Druid.
The summoning and wildshape list is incredibly flexible. There are few weak choices.

I suggest directing your character toward melee combat prowess. Feats like Weapon Focus: Bite or Claw, Toughness, Power Attack, and Improved Initiative are good choices.
Powerful Shape is really nice.
Vital Strike will be a very strong choice by 9th level, since there are some base wildshape forms that roll lots of dice; Strong Jaw yourself or use other silly tricks to step up the damage dice and you can hit HARD.

Amulet of Mighty Fists is important.
Belt of Strength, Cloak of Resistance are good too.
Check out Shifter's Headband for boosting Wisdom and getting some nice bonuses.

As far as advancing your animal companion, I suggest taking similar combat-oriented feats to what you take yourself. Weapon Focus, Power Attack, Vital Strike, etc.
Teamwork feats can be a good choice, but you don't get a lot of them.
I suggest Outflank and Shake it Off.

The best guide on Animal Companions is, by far, the one written by Flutter:
Druid's Log
Check it out.


Tomos wrote:

Not sure what Scott is getting at here, but it sounds incorrect. You're definitely able to use the same wildshape options as Druids of other sizes if you're a Halfling or other small race.

At 4th level: Small or Medium
At 6th level: Tiny or Large
At 8th level: Diminutive or Huge

What you said is more correct than what I said.

I only meant that the upper size limit for Wild Shape is not affected by the original size of the Druid. A Halfling can Wildshape into an Allosaurus just as easily as a Human can.


Oh, by the way, I just posted a Druidzilla build here if any of you are interested.

Shadow Lodge

Scott Wilhelm wrote:
Tomos wrote:

Not sure what Scott is getting at here, but it sounds incorrect. You're definitely able to use the same wildshape options as Druids of other sizes if you're a Halfling or other small race.

At 4th level: Small or Medium
At 6th level: Tiny or Large
At 8th level: Diminutive or Huge

What you said is more correct than what I said.

I only meant that the upper size limit for Wild Shape is not affected by the original size of the Druid. A Halfling can Wildshape into an Allosaurus just as easily as a Human can.

I always thought it would be fun to play as a Sprite and be a Druid.

You would go from: "cute... it can stand in the palm of your hand" to: "AAAAh! it's a LION! Run!" in only a standard action.

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