Somewhat Silly Druid(ish) Idea


Advice


Okay, I know there have been many (many) variations on the wild shaping based druid builds. I'm aiming for something that hits as hard as possible, and uses a few cheese options - but is also built around a specific concept. We've already started the campaign so some things are set in stone, but I'll be able to change my higher level concepts as we progress. And please forgive any forum shortcuts I miss.

So currently stats are 17,14,14,12,14,7
Barbarian 1, Druid (Goliath Druid) 1, Monk (Martial Artist) 1

Traits: Giant Ambivalence, Stolen Fury
Feats: Extra Rage (1st), Warrior Priest (3rd)

This is how things are at present. My plan is as follows:

Levels 4-8 as Druid (all stat boosts in str)
Feats: Iron Will (5), Shaping Focus (7)

Levels 9- as Ranger (Shapeshifter) cont. in str, combat style Nat. Weap
Feats: Dragon Style (9), Dragon Ferocity (11)

This is as far as I have it planned out. Tell me if I'm missing something obvious, but I think I can get the following:

Wild shape (4-armed frost giant), allowing the use of two quarterstaves at once. Both can be self enchanted with shillelagh. Since these are just poles of appropriate size, they do 3d6 each (plus str bonus)

Rage, plus greater magic fang (lasts 1hr/level) on slam (giant's natural attack), plus ranger imp nat att on slam, and I think the slam is 2d6 each.

I calc the strength to be 27 (31 with bull's str self cast). So I think (unless I missed something):

Quarterstaff #1 +17/+12 3d6+16
QS #2 +17/+12 3d6+16
Slam x4 +8/+8/+8/+8 2d6+7

(since you can't flurry and get natural attacks, and I don't have multi attack yet) I took the Dragon-style feats for this build because my speed is 60 (with longstrider up) or 70 in Allosaurus form (which gets pounce and a whole different set of nasty attacks).

So feel free to hack away. I want to see what you all can do with it. Keep in mind I'm not relying on any magic items, and the first three classes (and associated feats) are already in play.

Scarab Sages

There are several things that don't work on this build. First off, where are you getting the stats for a four armed frost giant? Frost Giants have two arms unless you template them, and you can't use polymorph effects to take the form of a templated creature. Secondly, those slam attacks are using the same arms holding the quarterstaffs, so even if you can take the four armed giant, you can't use weapons and Natural attacks that use the same limb.

Finally, as a four limbed creature, you have one primary hand and three off-hamds. Wielding a two-handed weapon uses a primary hand and off hand. You can't TWF with two two-handed weapons because you only have one main hand.


Noted on the quarterstaffs and the slams. I found that ruling about 2 hours after I put up the OP. So I definitely agree with you there. As for the 4-armed FG, unfortunately it comes straight out of HL (hero lab).

Admittedly I did activate the Kingmaker campaign since that was the campaign we had played in earlier, and it was listed as an available WS form when I was scaling up. Frankly, I'm looking to find flaws, since I know HL isn't perfect.

In any event, I'm now looking to tweak using just unarmed strike and slam attacks together - since those do stack, and I've already gotten the ruling that I'd be able to both cast and speak in giant form without the wild feats (benefit of the archetype).

So making the assumption it's out for the moment, but all of the other giant-types are in, where would we go with this concept?

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