advice for, oh, a cave-dwelling Viking kung fu druid


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this is another take on the 'Conqueror Ooze' from a while ago. (That is, at 10th level, a cave druid can turn into a carnivorous crystal with its ridiculous 7d8 natural attack). I was thinking, there's two more gross things to do with that: use Feral Combat Training and flurry with it, or use Furious Finish and end a rage to deal max damage with it. Basically, One-Punch Man's 'Consecutive Normal Punches' or his 'Two-Handed Punch', give or take. So, why not both? Well, because usually monk powers and barbarian powers have mutually exclusive alignment restrictions on them.

Human (Ulfen)
cave druid 7/unchained monk 2/Ulfen guard 2
traits: Gruff Watcher, ???
Starting abilities
Str 17, Dex 14, Con 14, Int 10, Wis 14, Cha 8
feats/powers
cave druid 1 Weapon Focus (spear), ???, nature bond (Cave domain)
cave druid 2 --
cave druid 3 Spell Focus (conjuration)
cave druid 4 --, +1 Strength
cave druid 5 Augment Summoning
cave druid 6 retrain all of your feats to Weapon Focus (slam), Natural Spell and Shaping Focus
unchained monk 1 Improved Unarmed Strike, Feral Combat Training (slam), Stunning Fist, ???
unchained monk 2 ???, +1 Strength
ulfen guard 1 Vital Strike, ???
ulfen guard 2 -- (well, now you can finally turn into a hideous killing machine)
cave druid 7 Furious Finish, also the spell strong jaw, which turns a 7d8 punch into a 16d6 one.

So yeah, ulfen guard is like a prestige barbarian with entry requirements that don't require feats. Neat. So later on I can advance monk for good defensive stuff (although it looks like I can't style strike with a slam, oh well), and I can advance ulfen guard for more rounds of rage with which to blow holes in bad guys with Furious Finish. Seriously, 32d6+6 maximized is 198, that's enough to break through a wall of force made by a 13th level caster.

I've got something great to do in melee during a full attack, and I have something great to do in melee after moving. I need some advice for the following things

1 trait
the human bonus feat (or what to trade it out for)
2 low-level bonus monk feats
1 combat feat or rage power (1st level barb)
magic doodads (I know I'll need a ring of eloquence)

I don't need help with things like crits, or with those cool Nature Magic/Vital Strike feats (they assume that whatever you hit is still standing).

any ideas?


okay, I've been thinking about this a while, so here goes

feats 1-5 can be Spell Focus (conjuration), Augment Summoning, Moonlight Summons, and Sunlight Summons. That seems like a nice druidic summoning chassis.

Then at 6 retrain all of those out for Weapon Focus (slam), Natural Spell, Wild Speech, and Shaping Focus. The ring of eloquence might be nice, but it's also nice to be able to converse in Druidic when wild-shaped, I guess.

The extra trait can be Surface Stranger. It's not the best trait, but since Gruff Watcher really is the best trait, we can afford to skimp.

The monk feats should be Combat Reflexes and Deflect Arrows, for some fun defenses. Could be some style feats I guess?? A pity there's no 'ooze style'.

The, what's it called, guard dedication at 9 can be Blind-Fight. That plus Surface Stranger takes the % chance to miss against total concealment from 50% to 16%. That seems legit.


Dragon style and Dragon ferocity are usually good style feats for natural attacks, get more damage and charge through allies. Admittedly, for Vital Strike build they are not as strong as for pouncers.
I would recommend Magical Knack as a trait to boost your caster level since you lose some CL from Ulfen guard.


Huh. The Strength damage is who cares, but hey, do you think you could Dragon Roar your 16d6 slam with Feral Combat Training? That’s tempting if it works.


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Alright, let's do this again

Mr. Shine, Him Diamond
Human (Ulfen), alignment LN
cave druid 7/unchained monk 1/ulfen guard 3
traits: Gruff Watcher, Surface Stranger
starting abilities
Str 17, Dex 14, Con 14, Int 8, Wis 15, Cha 8
Skills (4 ranks per level, thanks humanity!)
max ranks in Perception and Acrobatics
half ranks in Knowledge (nobility), Knowledge (dungeoneering), Survival, and Sense Motive
+7 hit points from FCB, maaaybe 1 rank of Linguistics for Undercommon
feats/powers
cave druid 1 Spell Focus (conjuration), Augment Summoning
cave druid 2 --
cave druid 3 Sunlight Summons
cave druid 4 -- (+1 Strength)
cave druid 5 Moonlight Summons
cave druid 6 -- (retrain Sunlight Summons and Moonlight Summons to Natural Spell and Shaping Focus)
unchained monk 1 Improved Unarmed Strike, Stunning Fist, Combat Reflexes, Feral Combat Training (slam) (also retrain your other two feats to Dragon Style and Dragon Ferocity) (also buy an opalescent white pyramid ioun stone keyed to slam attacks, and shove it into a wayfinder for Weapon Focus (slam))
ulfen guard 1 guard dedication (Deflect Arrows)
ulfen guard 2 Vital Strike
ulfen guard 3 guard dedication (formal training: Dragon Roar)
cave druid 7 Furious Finish

from the top

1) ulfen guard has a race requirement, which is more or less human, half-elf, or half-orc. I went with human for the bonus feat.
2) For traits, Reactionary and Magical Knack would be more traditional. I happen to like traits that give +1 to init and something extra, and if you're going to kill someone by punching them, missing them because they're invisible or a ghost is more annoying than usual. YMMV
3) Reducing Int for Wis 15 and boosting at 8th is so that you only need a headband of inspired wisdom +2 to grab an extra 4th level spell at 11th, strong jaw plus something else, maybe air walk?
4) high Perception and Acrobatics are required by your prestige class and fighting style, and the others are either prestige (again), or you get a bonus for being a cave druid
5) languages would be Common, Skald, and Druidic. Since you're basically playing a viking from the Hollow Earth, maybe an FCB point towards Undercommon wouldn't hurt.
6) For your first career as a druid, pick whatever feats you like. I just went with a summoning chassis, but whatever really.
7) So now there's 3 tricks on top of a 7d8 natural attack

flurrying with it (via Feral Combat Training), Vital Striking with it (plus Furious Finish), and Dragon Roar for an AoE with it (but only 2/day).

This leaves you oooone feat short. Fortunately you can cadge Weapon Focus (slam) for 10,250gp and a magic rock that makes no sense (proficiency with slam attacks? okkaaay, whatever...). Unfortunately this means that two of your three extra tricks shut off (plus your ability to speak via a ring of eloquence) in an antimagic field. Fortunately in that case Vital Strike and Furious Finish still do work :)

8) So again with being very short with feats. An ulfen guard can cadge a free combat feat, but only at 3rd level, otherwise I'd just go 2 and 2. The other option there would be to take the scaled fist archetype and get Dragon Style as a bonus monk feat, but then you'd lose the nice Wis spells/Wis AC thing that a druid/monk has got going. And feyspeaker and cave druid don't stack.
9) There are a ton of goodies that an ulfen guard can choose for their guard dedication. I picked Deflect Arrows because I was going to pick that up at monk 2 anyway, and the ulfen guard version has a little bonus thrown in. Maybe a rage power like moment of clarty or swift foot would also be good?

Alrighty! How do like them apples?

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