Help building a level 5 druid!!!


Advice


Hi again, thanks to covid-19 my group will play a one-shot through zoom, letting another player DM.

The party has 1 rogue, 1 fighter, either and archanist or a cleric (this player knows what he is doing, the rest and especially me have almost no clue) and my druid.

I wanted to make a mix of crowd control, animal companion (a tiger or lion) and some damage (spells and quarterstaff).

It´s a 20 point buy game, with automatic bonus progression:

Human
STR 12
DEX 14
CON 12
INT 10
WS 20 (selected this at level 4 and for the +2)
CHA 8

Traits:
Focused Mind
Reactionary

Favored class bonus: 1 Skill point x5

Nature Bond: Animal Companion

Feats:
Improved Initiative
Point-Blank Shot
Precise Shot
Natural Spell

Skills: Ranks invested
Climb 1 = 5
Fly 3 = 8
Handle Animal 5 = 7
Heal 2 = 10
Kn. Geography 1 =
Kn. Nature 5 = 10
Perception 5 = 13
Spellcraft 3 = 6
Survival 3 = 13
Swim 1 = 5
UMD 1 = 0

Spells:
Lvl0:
Create Water
Detect Magic
Guidance
Light

Lvl1:
Cure Light Wounds
Entagle
Produce Flame
Shillelagh
Snowball

Lvl2:
Barkskin
Stone Call
Wood Shape

Lvl3:
Magic Fang, Greater
Thorny Entanglement

Animal Companion:
Cat, Big I selected to increase Strength.

Feats:
Agile Maneuvers
Armor Proficiency, Light
Weapon Focus: Natural (Claw)

Tricks:
Attack
Attack (all)
Maneuver (Grapple)
Down

Skills: Ranks invested
Acrobatics 4 = 11
Perception 1 = 6

Lastly, we were given a Handy Haversack with lots of alchemic weapons/goods and 3000-3500 gold to spend on whatever we want. . . What do you recommend?

Since I only have 2 days and I still have to go to work, any and all help will be greatly appreciated!


Scratch the 2 day deadline, it has been moved to next weekend.


Not sure what point blank shot and precise shot are really doing for you. Why not the ol' Spell Focus (conjuration) plus Augment Summons?

Also, why agile maneuvers on the cat when it's going to become far stronger than it is dextrous?

Finally, it's always hard to pass up sinking that ability score increase into intelligence; gaining sentience is just such an awesome option for your animal companion.


Quixote, thanks for your reply.

I thought precise shot would help with flinging Produce Flame and Snowball.
But I don't really know if that is useful or wise and I am willing to change them if they aren't good, same with the animal companion feats.

I picked agile maneuvers because it has 18 DEX and 15 STR.

I was going to put the ability score on Int, to rise it up to 3, but the GM was against it claiming that it would take away from the other players "protagonism" so to speak.

But everything s open to be improved!

I have been told, that the one shot will only consist of 2 in game days.


That's an interesting idea. Take away from their "protagonist", hm? I'd be interested to hear more on that.

Spell Focus (conjuration) will boost a few of your spell DC's, but more importantly, it'll make your summoned allies much more potent. And since druids can spontaneously cast those summon spells, it'll come up often.
I'd just make a few index cards with the stat blocks of your most commonly summoned beasties, preferably ones without lists on lists of weird special abilities (i.e., take earth elementals over air or water).

Forgot this was a one-shot. For your familiar, maybe...armor proficiency, weapon finesse and power attack? That way, you've got...what, +8/+8 (1d4+4) +3 (1d6+2) +3/+3 (1d4+2)?

Silver Crusade

I wouldn't summon any creature that I didn't have pre-prepared stats for. It slows down the game.


PCScipio wrote:
It slows down the game.

Agreed. Though a post it bookmark in the bestiary is just as good as an index card of hand written stats. Unless you go and take Augment Summons, of course.

Notation on spells in general is pretty nice. Range, DC, a quick summary of the effect and a nod to any weird variables.
I had a player who cast spiritual weapon in almost every combat. Never knew how it worked, exactly. Never wrote it down. Never. They also had an animal companion, wanted to summon multiple creatures with multiple attacks and conditional modifiers, and insisted on rolling every single d20 by itself. Needless to say, when your turns take 20 minutes, it's a bit of a drag on the story's momentum.


Quixote wrote:

That's an interesting idea. Take away from their "protagonist", hm? I'd be interested to hear more on that.

Well just as you later commented, he doesn't want my turn to drag out to long and that my animal companion becomes like a second playabel character.

So spell wise I think it looks ok?
Feat wise, I dont know, I like the once you mentioned.

Quixote wrote:

Forgot this was a one-shot. For your familiar, maybe...armor proficiency, weapon finesse and power attack? That way, you've got...what, +8/+8 (1d4+4) +3 (1d6+2) +3/+3 (1d4+2)?

Does weapon finesse work with natural attacks/weapons?

Also, if I'm not mistaken, he has only one bite attack +5 (1d6 +2) and two claw attacks +6 (1d4+2).

Also what gear should I be looking to get for my Druid and Animal Companion?


I'd argue that an In3 animal companion lets the game run smoother; being able to understand more complex commands and a spoken language means a lot less time trying to figure out exactly what you can ask of it and how to go about doing that.

Per weapon finesse:

"Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons."

Spells look okay. Just remember that you can pick a whole new assortment every day. Snowball seems kind of lackluster; I'd consider Obscuring Mist for more control. Thorny Entanglement is interesting, though I'm not sure it's on par with Sleet Storm or Spiked Growth.

And while the big cat doesn't have pounce or grab until you hit lvl7, it does have two rake attacks. So...that makes them rather lackluster, honestly.
I'd consider the small cat. With the lvl4 advancement, it's stronger, tougher and quicker than the big cat, not to mention faster and with the trip ability. So on a full attack, that's +7 (1d6+5 and trip) +2/+2 (1d3+2).

Equipment-wise, I'm not super familiar with the automatic bonus system, but I'd guess you'd want stuff to improve your utility.


Since "crowd control" is what you're after spell wise, I recommend Plant Growth... when cast on an area affected by any Entangle spell it's DC increases by 4! Catch some bad guys in there and they will have quite the difficult time getting out lol. Don't forget Bull's Strength, Owl's Wisdom, etc.! Another spell that I would like to recommend is Frostbite... 1d6+5 non-lethal Cold damage BUT it can be delivered via Natural Attacks AND can be triggered a number of times equal to your Caster Level AND applies the Fatigued condition (-2 to Str and -2 Dex = -1 to attack and damage rolls and -1 to AC and CMD) on a failed save! That's 5 of those with one casting for a total 5d6+25 non-lethal Cold damage! Charges are only consumed on successful attacks so misses do not waste any charges! Just dont attempt to deliver a Cure spell to a friend while you have charges remaining lol. Cast this on your animal companion or on yourself before going into melee.

For the animal companion, having a 3 Int will not make it's turn last any longer in combat, in fact, it will probably be even faster because its understanding of 1 language (limited to uncomplicated instructions) grants it a freedom from "push" handle animal checks. The additional benefit is it allows any feats the animal is physically able to perform instead of being limited to "Animal" feats. That being said, I think selecting an animal with a 4th level advancement will be much more useful to you. Like Quixote suggested Small Cat would be a better choice but I could also suggest Constrictor Snake(Grab and Constrict), Badger(6 rounds of Rage) or Alligator(Grab and Death Roll).

For your feats, Produce Flame and Snowball both target Touch AC which is usually easy enough to begin with, so perhaps there are some other options that will have greater benefit...

Evolved Companion- give your companion a 1 point evolution (not Pounce or Reach). I suggest Bleed (1d6), Magic Attacks (bypasses DR/Magic), Improved Natural Armor (+2 NA) or Improved Damage, depending on which animal you go with. You can take this feat more than once ;)
Spirit's Gift- choose from Shaman spirit animal boons to affect your animal for a short duration each day like DR5/Adamantine or Fast Healing 1
Spell Focus- either Conjuration or Transmutation. Every +1 to spell DC's counts!

Feats for your animal companion (some require 3 Int)...
Improved Natural Attack- increase an attack by 1 size category
Dirty Fighting- if flanking, give up flanking bonus to perform combat maneuvers without provoking attacks of opportunity blah blah blah... the real benefit: count as having 13 Int, Combat Expertise AND Improved Unarmed Strike when meeting prerequisites for Improved "Combat Maneuver" feats like Improved Grapple or Improved Trip!
Power Attack- less accuracy for more damage
Combat Reflexes- additional attacks of opportunity per round equal to Dexterity modifier.

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