Making the Quarterstaff whole
*** This is by no means an optimization guild, but rather an attempt at a fun character ***
*** please take this into account when replying – Thank you ***
I am looking at building a Large melee Druid around the Quarterstaff, using Shillelagh as a staple for combat.
Originally I had planned to do this using a Wild Shaping Druid (Apes, Dire Apes, etc)
but your equipment does not grow (e.g. your weapon), rather it merges.
So you would be forced to walk around with a tree truck (Large Quarterstaff),
drop it when Wild Shaping and then pick it up again.
From a role-playing stand point, not very interesting.
The following is what I have come up with instead.
-This character will be played from 1st level on.
Human/Half Orc
- + 2 to Str
Trait
- Magical Lineage (Enlarge)
Druid (Nature Fang)
-Shillelagh
-Slayer Talents (actually important)
-Full caster
Plant Domain (Growth Sub)
- Enlarge as a Swift action
- Enlarge and Righteous Might added to Spell list
Feats
1st Improved Initiative/ (Insert Human Feat)
3rd Power Attack
4th TWF (ST: Ranger Combat Style)
5th Improved Overrun
6th Weapon Focus (Quarterstaff (ST: Weapon Training))
7th Quicken Spell (Quicken Enlarge as 4th level spell)
8th ITWF (ST: Ranger Combat Style)
9th Greater Overrun
10th Double Slice (ST: Ranger Combat Style)
11th Vital Strike
12th Two-Weapon Rend (ST: Ranger Combat Style)
13th Improved Critical (Quarterstaff)
etc.
Nature Fang Archtype
Since I could not use Wild Shape “well” with the Quarterstaff I looked around and found the Nature Fang Archtype.
The Slayer Talents let you acquire the TWF chain without the Dex requirement, allowing us to focus on Str and avoid Weapon Finesse.
Studied Target offsets the ¾ BAB and helps with TWF/Power Attack penalties.
The 1d6 Sneak attack is just an extra.
Strengths
Swift action Enlarge (as SU or Spell) and cast Shillelagh (3d6 Double weapon)
Then use overrun to “get behind” opponents to provide flank and gain 1d6 sneak.
Being large with flank and Shillelagh one does 4d6 + bonuses.
There is added versatility as you can two weapon fight or two handed fight with Power attack and Vital strike.
Overrun is used to assist getting around the battlefield since we don’t have acrobatics.
I purposely left out Quarterstaff Master and Weapon Specialization in favor of Improved/Greater Overrun.
If there is time to prep, Righteous Might (at higher levels), Barkskin, Stoneskin, and other Defensive spells.
When not in Melee, or unable to reach for various reasons, you still have a full caster to fall back on.
Weaknesses
Low AC with limited armor, lower Dex and being large (spells will help),
no magic weapon (since using Shillelagh) and possibly over coming high damage reduction
(hoping vital strike will help, 7d6 + bonuses when large and flanking).
Casting Shillelagh every encounter. Even with Extend, at 10th level that is only 20min.
Should our DM allow it I will be trying to get Permanency cast on Shillelagh.
Maybe a Lesser Metamagic Rod with Extend would at least help.
Having played D&D for a long time I am familiar with the in and outs,
that said this is only my second campaign in Pathfinder and want to ensure a character that can last into the higher levels.
Any thoughts, recommendations, or holes that I may have missed?