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I've had two other threads on here getting advice on ways to make a build that I want and everyone was very helpful, so I thought I would post what I've come up with to see how others think it will fair. Any advice, comments, and corrections are welcomed and appreciated. So... settle in.

I want to have a caster Druid, yes with an animal companion because I don't think one spell per CL is worth it when you can't choose the spell, but I think for the majority of the game (especially early on) the Druid just doesn't have the spell slots to rely on magic alone. I also know that a Druid can't do it all, but I think if there is one class that can do a little of one thing and a lot of another then this is it. My attempt at this is to have a secondary fighting ability to throw weapons. He of course won't be great at throwing, but in those situations where I don't have spells to spare or SR is too big a problem, or even just early on, I think it will be viable. I would mainly rely on Thorn Javelin and Produce Flame for this. I'm also drawn to spells that have continuous effect after they've been cast. Things like TJ and PF, of course, but also those controllable sphere spells like "Ball Lightning, Flaming Sphere" as well as Call Lightning, and I mean, you get the picture. Ideally I would use wild shape to take the form of a bird or flyer of sorts to cast spells form above and always have 1-2 spells for damage of each energy type, or maybe element type since acid could be hard to maintain but "earth" would be easy. A heal or two for emergency situations, but mostly heal out of combat with wands and potions because I'm no healer. I also like dispel and energy resist spells, so one or two of those, but mostly crowd control and utility spells is what I want. Things like entangle, warp wood, that one where you teleport between trees seems cool, and of course crowd control that also deals damage is a plus like thorny entanglement (I think.) So, anyway....

With a 20 point buy and human ability bonus:
Str. 14 Dex. 16 Con. 14 Wis. 18 Int. 10 Cha. 10
I don't want to dump Charisma and Intelligence if I don't have to because I feel like out of combat I would be extremely limited and I want to be able to role play as well.

Traits: Focused Mind and Reactionary

Primary Skills: Craft (Alchemy), Fly, Handle Animal, Knowledge (Nature), Perception, Spellcraft, and Survival

Profession: Herbalist
I think that Herbalist and Craft Alchemy are both flavor appropriate for a Druid and should work well together, though I don't actually know how. Perhaps I can find reagents with Herbalist and save on cost for Alchemy?

Feats:

1.) Point Blank and Precise Shot (Human)
3.) Extend- Up until this point I would probably have to lug around javelins or something since I won't have many spells and will want to deal damage from a distance. Suddenly with extend my PF and TJ are sticking around for six rounds and are a decent use of a spell slot.
5.) Natural Spell- Because duh...
7.) Rapid Shot- Now I can throw two of TJ or PF per turn, no Quickdraw required, and at level 8 my BAB will grant an additional attack. (I believe that is how it works anyway.)
9.) Dazing Spell- Suddenly that PF has huge crowd control potential and later I can put this feat on other spells and be the CC + damage king. Also, I would take this at 9th level because it would bump PF up to a level 5 spell slot. Additionally this is where I can cast Aspect of Wolf (?) for +4 to Str. AND Dex. keeping TJ viable. Maybe even turn into some sort of ape and gain bonuses that way. A TJ wielding gorilla with buffs.... pretty cool.
11.) Heavy Armor Proficiency- This is the level I need to be to cast Irnonwood and can now wear it without penalty.
13.) Intensified Spell- Ups my PF damage as well as for other spells, but mostly I need another metamagic feat for my next feat to work
15.) Spell Perfection- I would have to wait until I get there but I might put this on PF; although an Intensified, Dazing, Perfected Ball Lightning sounds pretty sweet. Who knows... long ways off.
17.) Maybe Toughness.... I don't know, if I make it this far that is. Campaign might not get me here, I might not get me here, open to suggestion at this point.
19.) Perhaps Lightning Reflexes if those saves are really hurting me; again suggestions here would be good.

That's pretty much it. Let me know and thanks in advance.


I currently had another thread going about a unique build for a druid which was essentially a thrower but used things like Thorn Javelin and Produce Flame in place of typical thrown weapons. Things got interesting but it lead me to some confusion on "produce flames" and after a lot of research it would appear that I am not the only one.

So, Produce Flames:Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

Does this mean that feats such as Point Blank Shot, Precise Shot, Rapid Shot, and Vital Strike would all be applicable to this spell? Would Precise Shot even be necessary or do you not take the -4 penalty for enemy in melee? Also, since it is considered a thrown weapon would you add a Str. modifier to the damage? Would your Dex. affect your hit chance?

Assuming all of the above information is able to be applied I think adding Extend Spell and another metamagic feat or two could make this spell a lot of fun and a viable weapon replacement, or at least weapon addition.

Grand Lodge

I am new to Pathfinder so feel free to laugh at, correct, or simply give advice whenever you see fit.

I'm working on my first official character and am building a druid. The more I think about it the more I like the first level spell: Thorn Javelin. The description is as follows: A wooden thorn the size of a javelin (appropriate for your size) appears in your open hand. You can wield this thorn as a javelin, and you are proficient in its use. Any creature struck by the javelin must succeed at a Fortitude save or be sickened for 1 round. If you throw the javelin, another one appears in your hand. Any javelin that leaves your grasp disappears at the end of your turn. Each javelin attack you make reduces the spell’s remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after that attack resolves.

So.... assuming that this spell last for 1 minute per caster level, which I believe it does, this means that by casting this one spell, I can use the attack six times by level six, once per round. Now, if I were to take point blank shot and rapid shot for feats not only would it be more powerful and accurate, but I could throw 2 per round for 3 rounds? Add a strength modifier and this is a pretty great level one spell that could be efficiently used throughout the majority of the game, right? I should also mention that I am interested in using primarily throwing weapons like a spear, in addition to spells, so the feats wouldn't only pertain to this one spell. I'm also interested in using alchemical splash weapons; would these feats pertain to those as well or are they not truly range weapons like the javelin is? I feel like there is something here that could be really fun and effective so please let me know and give me some guidance.

Grand Lodge

Greeting fellow nerds,

I am very new to Pathfinder(attempted a campaign that fell apart after three sessions,) and could use some advice on building a druid.

I know that an obvious race choice for a druid is a human (that extra feat would be nice,)or dwarf, but I think I would rather have a half-elf. My reason for this is the ability to use a cleric domain which in my opinion would be of great use early on since a druid's spells are so limited until around level 4. At that point obviously that domain ability would taper off and basically never be used by level 8. So, my first set of questions is this: is that a bad idea? If not, which domain power would be a good choice? I like the idea of the acid dart or lightning equivalent, but the illusion's copycat one also sounds useful. There is also one (can't remember the domain) that allows you to throw a weapon and have it return back to you, which would be very fitting for my ideal build, and that leads me to my next topic....
THE BUILD. I want my druid to be much like the majority of druids in that he is basically a second best at everything. Can take some damage, deal some damage, and cast a variety of spells, just not as good as classes geared towards those aspects specifically. I want him to be best at crowd control/effect type spells and druid utility type spells (warp wood, stone, etc. stuff like that.) I also want him to essentially be a ranged combatant sans the ranged weapon; using things like a short spear and shield so he can throw the spear, spells like thorn javelin, and I also want him to be good with craft-alchemy so he can make splash weapons like acid and tanglebag.... advice here is greatly appreciated.... and now on to my next topic....
How do I make craft alchemy a viable tool? Will taking herbalist as a profession help or negate any of this? Would the use of splash weapons make that cleric domain discussed earlier less useful since they are both geared more towards early game? Basically any and all information would be appreciated. I will write down what I've come up with so far after this bit here and feel free to comment on and critique that as well.

Str.14 (16 with half elf perk) Dex.16 Con.14 Int.10 Wis.18 Cha.8

Feat 1. Combat Casting Feat 2. Natural Spell (the rest can wait)

White Tiger Companion (named Mittens)

For fighting I mainly want to take the form of a bird and cast spells from above, occasionally be like a bear or dinosaur and charge in. Mostly stay back when human casting spells and slinging throwables, but sometimes take to the front with spear and shield when appropriate. Basically able to fill any void while mostly sticking to the things I said I mostly want to do or prefer or however I phrased in. Thanks in advance for the help.