Shifting-focused Druid?


Pathfinder First Edition General Discussion

101 to 150 of 193 << first < prev | 1 | 2 | 3 | 4 | next > last >>
The Exchange

Zurai wrote:
Daniel Moyer wrote:
Zurai wrote:
... crafting takes time. It's not something you can really do while you're adventuring, unless you're an artificer with a portable hole and a homunculus that can craft for you.
So your adventuring partys never rest or train? Unless you have a particular adventure that needs to be done within a specific time frame, an adventurer should have plenty of time to craft during rest/training.

Generally speaking, adventures need to be done within a certain amount of time, and you can't just take off two weeks in the middle of one because your druid finally got enough ready cash together to enchant his +2 amulet of mighty fists to +3 (25k difference in price = 12.5k difference in cost = 13 days to enchant).

And no, we don't use any homebrew training rules. We use the ones in the book, the ones that say your characters are training while they're adventuring and thus don't need to spend time or money training to gain a level.

Just wanted to add that the few AP's I've read suggest at certain points a certain amount of downtime to allow or encourage characters taking time to create items or start a business etc..


Zurai wrote:


And no, we don't use any homebrew training rules. We use the ones in the book, the ones that say your characters are training while they're adventuring and thus don't need to spend time or money training to gain a level.

The way I see it, adventuring IS training. That's where the challenges are, where the personal growth happens, where boys become men, yada yada...


kyrt-ryder wrote:
The way I see it, adventuring IS training. That's where the challenges are, where the personal growth happens, where boys become men, yada yada...

Training rules were great. I don't think house rules is the right term, perhaps "Classic Rules". Bummer they were yanked.


Zurai wrote:
Daniel Moyer wrote:
Zurai wrote:
... crafting takes time. It's not something you can really do while you're adventuring, unless you're an artificer with a portable hole and a homunculus that can craft for you.
So your adventuring partys never rest or train? Unless you have a particular adventure that needs to be done within a specific time frame, an adventurer should have plenty of time to craft during rest/training.

Generally speaking, adventures need to be done within a certain amount of time, and you can't just take off two weeks in the middle of one because your druid finally got enough ready cash together to enchant his +2 amulet of mighty fists to +3 (25k difference in price = 12.5k difference in cost = 13 days to enchant).

And no, we don't use any homebrew training rules. We use the ones in the book, the ones that say your characters are training while they're adventuring and thus don't need to spend time or money training to gain a level.

Even worse, since it takes 25 days to upgrade the +2 amulet to a +3 amulet (25k difference in the base price = 12.5k difference in material costs = 25 days to enchant).

As for me, in the last 4 or 5 years time during which I have been a player and/or a DM all of that time, with multiple DMs in different campaigns, I have never had any adventure where we had 25 days just sitting around with nothing to do.

Yeah, sure, we could have made the time, sometimes. Not while the princess was tied to the altar and we had to rescue her immediately or she would be sacrificed (never happened; I'm just using a cliche here), but maybe after we got her safely home and before we started off to the distand jungles in search of new adventure. Maybe if we had had anyone who wanted to kill 25 days in town cooling our heels to make a magic item, we might have made the time. Sometimes.

The fact is, most of our adventures were somewhat time sensitive. Usually there was an overarching campaign going on, and stuff was happening, armies were on the move, civilians were disappearing left and right, worlds were on the verge of being destroyed. Adventurers just can't take a month off during those kinds of adventures.

And later, when he wants to take nearly three months off to upgrade it to +5, well, that's dang near out of the question.

Oh, and spending two hours a day while adventuring means it will take him 100 days to upgrade an amulet from +2 to +3. Heck, by that time, he will have done so much adventuring he will be 8 levels higher and have no need of a puny +3 amulet at all. Even funnier if he finds a +4 amulet at about day 90...

As a DM, if I have a player taking feats to craft magic items and planning to use this feat (or why would he take it), I would want him to use it. I don't deliberately screw my players out of using their abilities. So I would make the time.

But on the other hand, as a DM, I like campaigns with overarching stories that make the world seem real, and full of peril, and make the PCs into heroes who save the world from that peril.

Unfortunately, those two things are almost diametrically opposed, like night and day or like good and evil. It's almost impossible to run that kind of campaign when characters are adventuring for a few weeks, then taking a couple months off, then adventuring for a few weeks, then taking another couple months off...

Sovereign Court

Everytime a campaign even remotely suggests "PCs can enjoy some downtime" I slap a "2 years have gone by" banner in front of the players, followed by the question "Please list your craft/profession/perform/handle animal modifiers on this sheet."


DM_Blake wrote:
Alot of wise commentary concerning crafting time and adventure pacing

and THAT, my friends, is why I advised killing the 'time component' aspect, and reducing it to something reasonable. Extracting the current, retarded (it makes no sense why the time something takes would be based solely on it's value) method, I'd advise maybe 5-10,000 gold value maximum per day.


Umbral Reaver wrote:

I play a Druid that's heading for Shifter in order to emphasise wild shape to the expense of most other abilities.

However, my group is switching to Pathfinder and Druids as wild shape combat monsters look rather depressing now.

I'm stuck. Without going into splatbooks, is there any way in Pathfinder to make a shifting-focused Druid? It looks like Sorcerers and Wizards do vastly better at turning into combat monsters and I'd like to find a way for my character to remain a Druid and not suck.

We are finding they buff just fine. In some ways too well considering the brokeness was meant to be cut.

14 str and con (not a big ask, and far more reasonable than the believability problem in 3.5 of a str 8 character surviving and being choosen as an apprentice only to have the change of view to feel comfortable in melled come 5th level.

+2 hit and dam str
Barkskin = +2 AC
Magic Fang +1 hit and damage
Ath 4th level
+3 bab
Wild Shape +2 str and nat AC
Produce Flame d6+4 damage
Plant domain + 2 damage

Means + 7 hit, + 4 AC, + 6 dam with an extra +d6+4 on one attack. Even a house cat at this level is a fine combat form.

As you level the plant domain damage just goes up AND at 8th if things hit you they take damage from your ‘thorns’. Barkskin, Greater Magic Fang, Wild Shape all just add more and more strength and AC. Combined with your multiple attacks and the likelihood of having power attack (as over 13 str base) adds up fast. Even if your going the charge route with a single heavy attack the combo of plant domain, produce flame and vital strike (doubles the base dice... rhino anyone) puts you in good stead.

Ape, Viper Snake, Cat, Dinosaur etc are all good choices.

Just because the standard plagerisms don’t still apply doesn’t mean a bit of thinking cannot net you a equivocal druid wild shaping melee monster. More balanced as is the paizo way.


Purple Dragon Knight wrote:
Everytime a campaign even remotely suggests "PCs can enjoy some downtime" I slap a "2 years have gone by" banner in front of the players, followed by the question "Please list your craft/profession/perform/handle animal modifiers on this sheet."

That's all well and good.

But in those two years:


  • The princess who was kidnapped has been killed and reanimated as a banshee.
  • The drow have risen and slaughtered 4 dwarven cities. No survivors.
  • The lich king has destroyed two more kingdoms and now his army is unstoppable.
  • Vampires have dominated the king and all his court and the kingdom is entirely at their mercy.
  • Some archmage has summoned a horde of demons who have built a permanent gateway and, with no heroes to stop them, half the demonic population of the abyss is running rampant through the streets of every city in the land.

Or, maybe some really nasty stuff has happened.

But, at least your heroes have some new toys to play with.

And none of that even begins to deal with the question of what the fighter, rogue, and paladin are doing while the wizard and cleric are whipping up magic items for two years. Knowing those guys, they're off on some adventure. And another adventure. And another adventure. And another adventure. And when the crafters are ready to close up their workshops and hit the road for adventure, they'll find that their companions have gained 8 levels in the past two years and don't want to adventure with such wimpy lowbies now.

(well, OK, that won't happen if you just wave your DM hand and say "two years just passed" - but the first question I would ask is what did I do for two years since I have no crafting feats, and I wouldn't take "nothing" for an answer).

I'm not saying it can't be done. I'm just saying that many campaigns, including every single AP that Paizo has published, don't have opportunities to take two years off. Most of them have no opportunity to even take two months off. Doing so would allow the bad guys to win.

Sure, the DM can step in and alter the AP. Unless, of course, the players have already discovered that certain things are going to happen by the next full moon, or by the summer solstice, or when the sand of this hourglass runs out. Taking two months off, or two hours off, in some of those cases, might completely defeat the existing story line.

All I'm saying is, most published adventures have deadlines. Most worlds that have any verisimilitude at all have NPCs, both good guys and bad guys, who are doing things - and some of them are bastions of ultimate evil who are going to bring ruin throughout the land. Even homegrown adventures, or at least those I've created, those I've played in, and those I've heard about from friends and fellow RPers, usually have many time-critical plotlines to deal with.

RPG Superstar 2010 Top 32

insaneogeddon wrote:
Umbral Reaver wrote:

I play a Druid that's heading for Shifter in order to emphasise wild shape to the expense of most other abilities.

However, my group is switching to Pathfinder and Druids as wild shape combat monsters look rather depressing now.

I'm stuck. Without going into splatbooks, is there any way in Pathfinder to make a shifting-focused Druid? It looks like Sorcerers and Wizards do vastly better at turning into combat monsters and I'd like to find a way for my character to remain a Druid and not suck.

We are finding they buff just fine. In some ways too well considering the brokeness was meant to be cut.

14 str and con (not a big ask, and far more reasonable than the believability problem in 3.5 of a str 8 character surviving and being choosen as an apprentice only to have the change of view to feel comfortable in melled come 5th level.

+2 hit and dam str
Barkskin = +2 AC
Magic Fang +1 hit and damage
Ath 4th level
+3 bab
Wild Shape +2 str and nat AC
Produce Flame d6+4 damage
Plant domain + 2 damage

Means + 7 hit, + 4 AC, + 6 dam with an extra +d6+4 on one attack. Even a house cat at this level is a fine combat form.

Let's look at this as a practical matter. 28 point buy, so our druid is 16/14/16/10/14/8 (with race and the level 4 stat-up). He turns into a crocodile and has GMF running, so he's looking at...

46 HP
AC 16 (assuming Barkskin is running)
CMD 20
Attack: +9 to hit, d12+7 damage with tail slap (assuming GMF is running)
Saves: +7/+3/+6

This druid probably has a con or str booster on top of this (if not a wis booster), and probably has a +1 save cloak as well. (I'm not 100% if the Produce Flame trick still works in PF, with the unarmed/natural attack separation. I do know that Plant domain's boost to unarmed attacks does not work with natural attacks.) I'm also going to assume the druid also has Power Attack.

So let's see how this druid fares against some CR 5 competition. At this point, I really don't know how it goes down.

First off, let's try a dire lion. They split initiative, but let's say the druid gets it.

The druid moves in and most likely hits the lion with power attack (+7 to 15 AC) for 17. This is a decent whack, so the lion turns and shreds with its claws for 22 (+13 to hit can't hardly miss AC 16) and splits odds on hitting with the bite (+7 versus AC 16) for 7 more. If the bite hits, the druid is in serious trouble because the lion's +15 CMB is probably going to beat his CMD and grappling with a dire lion is a really bad place to be.

So this druid is unlikely to survive two turns with the dire lion, and has hit it for less than a quarter of its HP. If the party doesn't finish it off, the lion is likely to kill him next turn whether or not it establishes a grapple.

So let's try a bearded devil. The devil decides that the crocodile is someone's pet, and goes for some easy prey. How easy of prey is the druid?

Devil charges in using Power Attack, and +9 to hit most likely hits the druid's 16 AC, hitting for 16 (14 plus two points of bleed). The druid swings back, hitting little more than half the time (+9 versus AC 17) for 8, which is a glancing blow to the devil (right at a sixth of his HP). The devil then goes into his full attack routine on the druid with power attack, hitting about half the time (+7 versus AC 16) for 14 and occasionally hitting (+2 against AC 16) for 14 more. With the bleed going, the druid can only survive three hits and that's probably 2-3 rounds, whereas the druid needs at least 6 rounds to kill the devil and probably needs something like a minute.

So the druid can't really win a fight with the bearded devil, but this is as much an issue of DR as anything.

My next random picks were completely unfair fights (no druid is ever going to fight a mummy in Wild Shape when he can cast Produce Flame, you'd have to be foolish to fight a fire elemental with natural attacks), until I came on a large earth elemental. If you can't tank the baseline brute for this level, what can you do?

The druid can't get initiative, practically, because of the elemental's reach, so the elemental comes in and slams the druid, power attacking. It likely hits (+10 versus AC 16) for 20 damage. The druid tailslaps back, hitting about half the time with power attack, for 8 damage. The earth elemental's retaliation could end the druid right here, since all it takes is two slightly above-average hits or three average hits to kill the druid stone dead.

We could try this with deinonychus form or leopard form, but the match with the devil and elemental would be even more unfair, since DR sucks up a lot more from multiple attacks.

A level 5 wildshaping druid can't really take two turns of attacks from CR 5 foes, near as I can tell.


A Man In Black wrote:

A level 5 wildshaping druid can't really take two turns of attacks from CR 5 foes, near as I can tell.

Exactly. And this is why a druid should simply summon a dire wolf, which I will feel could win alone against a dire lion due to the trip attack and strength bonus. 1d8+10 almost autohit + trip is nice ;-)

Or 1d3 hippogriffs would shred that lion I guess.

And in the mean time said druid could do other things, drop a flaming sphere

RPG Superstar 2010 Top 32

Funkytrip wrote:
Exactly. And this is why a druid should simply summon a dire wolf, which I will feel could win alone against a dire lion due to the trip attack and strength bonus. 1d8+10 almost autohit + trip is nice ;-)

Bestiary nerfed dire wolves, and a dire lion has a 21 CMD against trips versus the wolf's +8 CMB. The dire wolf would fare just about as well as the croc-shaped druid, getting in a hit or two before being torn to shreds. It's just that the croc-shaped druid can't just summon another of himself. ¬_¬


One of the real flaw of the new druid, is that the shifting stuff power stop evolving past the level 6.

One of the best realistic shape is the tiger (pounce, rake, nice attacks).
You can shift into a tiger at level 6.

You gain nothing past that level which enhance your fighting power (no new spell, no new abilities).
Ok at level 8 you can shift into huge animals, but the huge ones are not that good (maybe the elephant, but it is really really big anyway).
Ok then you can shift into elementals but they are not that powerfull compared with tiger shapes ( grab, rake, pounce....).

I am not saying at all that druids are not good, but find it very frustrating to know that I won't really wait for new cool features in term of pure damage output past level 6.


DM_Blake wrote:
Purple Dragon Knight wrote:
Everytime a campaign even remotely suggests "PCs can enjoy some downtime" I slap a "2 years have gone by" banner in front of the players, followed by the question "Please list your craft/profession/perform/handle animal modifiers on this sheet."

That's all well and good.

But in those two years:


  • The princess who was kidnapped has been killed and reanimated as a banshee.
  • The drow have risen and slaughtered 4 dwarven cities. No survivors.
  • The lich king has destroyed two more kingdoms and now his army is unstoppable.
  • Vampires have dominated the king and all his court and the kingdom is entirely at their mercy.
  • Some archmage has summoned a horde of demons who have built a permanent gateway and, with no heroes to stop them, half the demonic population of the abyss is running rampant through the streets of every city in the land.

Or, maybe some really nasty stuff has happened.

But, at least your heroes have some new toys to play with.

And none of that even begins to deal with the question of what the fighter, rogue, and paladin are doing while the wizard and cleric are whipping up magic items for two years. Knowing those guys, they're off on some adventure. And another adventure. And another adventure. And another adventure. And when the crafters are ready to close up their workshops and hit the road for adventure, they'll find that their companions have gained 8 levels in the past two years and don't want to adventure with such wimpy lowbies now.

In general you only do the 'wave the x amount of time has passed as downtime at the END of a story arch, and rarely in the middle of one. The princess is saved, the lich defeated etc. You guys have some time to rest.

Do your adventuring groups adventure every day of their lives without rest? Even the most potent warrior needs time.

As for what everyone else does, generally I allow the player to take on political considerations, or start buisinesses. You know make some kind of use of the proffession skills, or at least allow a little interesting roleplay. The paladin might become a member of a church or organization, the rogue begins a black market magic item buisiness, the fighter opens a training facility. All these things better tie the characters to the location/setting beyond what occurred prior to their first level. It also provides future plot hooks. Someone comes to the rogue with a rare item to be fenced, one of the fighter's students are kidnapped, the paladins church is waging a campain to rid region x of undead.

These sorts of things have always been necessary both from a story and immersion perspective, and even without crafting, the wizard needs significant downtime for reasearching and writing new spells into his spellbook. Some prestige classes require joining an organization, do organizations in your world only involve and afternoon worth of initiation? There are lots of reasons for significant downtime, its just that crafting has become a more prominent reason for it then it was before.

Sovereign Court

Kolokotroni wrote:
DM_Blake wrote:
Purple Dragon Knight wrote:
Everytime a campaign even remotely suggests "PCs can enjoy some downtime" I slap a "2 years have gone by" banner in front of the players, followed by the question "Please list your craft/profession/perform/handle animal modifiers on this sheet."

That's all well and good.

But in those two years:


  • The princess who was kidnapped has been killed and reanimated as a banshee.
  • The drow have risen and slaughtered 4 dwarven cities. No survivors.
  • The lich king has destroyed two more kingdoms and now his army is unstoppable.
  • Vampires have dominated the king and all his court and the kingdom is entirely at their mercy.
  • Some archmage has summoned a horde of demons who have built a permanent gateway and, with no heroes to stop them, half the demonic population of the abyss is running rampant through the streets of every city in the land.

Or, maybe some really nasty stuff has happened.

But, at least your heroes have some new toys to play with.

And none of that even begins to deal with the question of what the fighter, rogue, and paladin are doing while the wizard and cleric are whipping up magic items for two years. Knowing those guys, they're off on some adventure. And another adventure. And another adventure. And another adventure. And when the crafters are ready to close up their workshops and hit the road for adventure, they'll find that their companions have gained 8 levels in the past two years and don't want to adventure with such wimpy lowbies now.

In general you only do the 'wave the x amount of time has passed as downtime at the END of a story arch, and rarely in the middle of one. The princess is saved, the lich defeated etc. You guys have some time to rest.

Do your adventuring groups adventure every day of their lives without rest? Even the most potent warrior needs time.

As for what everyone else does, generally I allow the player to take on political considerations, or start buisinesses. You know make some kind of use of the proffession skills, or at least allow a little interesting roleplay. The paladin might become a member of a church or organization, the rogue begins a black market magic item buisiness, the fighter opens a training facility. All these things better tie the characters to the location/setting beyond what occurred prior to their first level. It also provides future plot hooks. Someone comes to the rogue with a rare item to be fenced, one of the fighter's students are kidnapped, the paladins church is waging a campain to rid region x of undead.

These sorts of things have always been necessary both from a story and immersion perspective, and even without crafting, the wizard needs significant downtime for reasearching and writing new spells into his spellbook. Some prestige classes require joining an organization, do organizations in your world only involve and afternoon worth of initiation? There are lots of reasons for significant downtime, its just that crafting has become a more prominent reason for it then it was before.

Kolo: I agree 100%: these things are necessary to take into account and allow for, otherwise the campaign starts looking like a darn video game. It is very much worth it for the DM to take an extra 10 minute of prep time to consider the effects of PC decisions/projects during downtime.

DM_Blake: I understand what you may be referring to, as *some* pre-published campaigns may have had that sense of urgency built into them, but as far as I have seen most APs (I am personally familiar with Second Darkness, Legacy of Fire, and Council of Thieves) all have blurbs at the end of some of the chapters saying the the PCs can take some downtime, with no baddies doing anything in the background... (for instance, at the end of House of the Beast, the PCs could really take 10 years off if they want to; downtime is important, otherwise you finish off campaigns near level 20 with a bunch of 20 year old adventurers, which looks ridiculous IMO; I also like to apply the rules on aging, which are beneficial to spellcasters, and downtime is a good way to get there... it's also a nice way to show players who play human fighters that there is a downside to the extra human feat, and that you can get a whole lot of mileage with an elf or dwarf fighter, for instance...)

The Exchange Owner - D20 Hobbies

glenstryder wrote:

One of the best realistic shape is the tiger (pounce, rake, nice attacks).

You can shift into a tiger at level 6.

Nit pick, you need 8th level to get Pounce/Rake because it is only available in Beast Shape III.

Also, as I understand, one of the design focus of 3.p rules was to switch the Wild Shape/Polymorph paradigm from "you become these" to "you get some of these qualities."

Sovereign Court

Man I love the new druid. This is quickly becoming my favorite class. One of my fave is to encase all enemies in a circle-shaped Wall of Thorns, shifting into Huge Triceratops form, and then crossing through the thorns to TRAMPLE THEM ALL!!! (finishing the round outside the circle of course, MUHAHAHAHAHA!)


Kolokotroni wrote:

In general you only do the 'wave the x amount of time has passed as downtime at the END of a story arch, and rarely in the middle of one. The princess is saved, the lich defeated etc. You guys have some time to rest.

Do your adventuring groups adventure every day of their lives without rest? Even the most potent warrior needs time.

The answer is It Depends.

  • Depends on the campaign
  • Depends on the players in the group
  • Depends on how much cash money the party has, if they have to sell stuff to craft it's a zero sum gain. Sell stuff you don't want for 50%, craft stuff you do want for 50%. If you have cash burning a hole in your pocket it then you make time.

    Most groups I've been in have very little crafting beyond scrolls between adventures and a few Wondrous items.


  • Purple Dragon Knight wrote:
    Man I love the new druid. This is quickly becoming my favorite class. One of my fave is to encase all enemies in a circle-shaped Wall of Thorns, shifting into Huge Triceratops form, and then crossing through the thorns to TRAMPLE THEM ALL!!! (finishing the round outside the circle of course, MUHAHAHAHAHA!)

    You do know that you can't use your Woodland Stride ability to move through a wall of thorns don't you?

    Hmm... never mind there is a specific exception Hmm..


    DM_Blake wrote:
    lots of stuff

    Some campaigns may not have downtime. You are allowed to craft 8 hours a day if that is all you do, and if you are adventuring you can craft 2 hours a day while adventuring. You may not be able to make really expensive items while adventuring very easily, but you can make a lot of wonderous items and some low enhancement weapons and armor.

    We are playing legacy of fire right now and in the first book there was absolutely no downtime and there wasn't even anywhere to buy anything except like 5 varieties of potions. Between the first and second book there is a year of downtime with characters newly at level 5. You can make a lot of +1 weapons and armor and wonderous items in a year.


    grasshopper_ea wrote:
    DM_Blake wrote:
    lots of stuff

    Some campaigns may not have downtime. You are allowed to craft 8 hours a day if that is all you do, and if you are adventuring you can craft 2 hours a day while adventuring. You may not be able to make really expensive items while adventuring very easily, but you can make a lot of wonderous items and some low enhancement weapons and armor.

    We are playing legacy of fire right now and in the first book there was absolutely no downtime and there wasn't even anywhere to buy anything except like 5 varieties of potions. Between the first and second book there is a year of downtime with characters newly at level 5. You can make a lot of +1 weapons and armor and wonderous items in a year.

    But where do you get the gold to do that? Flipping through the module I see a lot of magic items but not huge piles of gold.


    Dennis da Ogre wrote:
    grasshopper_ea wrote:
    DM_Blake wrote:
    lots of stuff

    Some campaigns may not have downtime. You are allowed to craft 8 hours a day if that is all you do, and if you are adventuring you can craft 2 hours a day while adventuring. You may not be able to make really expensive items while adventuring very easily, but you can make a lot of wonderous items and some low enhancement weapons and armor.

    We are playing legacy of fire right now and in the first book there was absolutely no downtime and there wasn't even anywhere to buy anything except like 5 varieties of potions. Between the first and second book there is a year of downtime with characters newly at level 5. You can make a lot of +1 weapons and armor and wonderous items in a year.

    But where do you get the gold to do that? Flipping through the module I see a lot of magic items but not huge piles of gold.

    A year is plenty of time for trips to Katapesh and back... and one of the players (namely me) is a merchant/tradesperson to boot (the only reason the character was originally adventuring was to "find Haleem").


    Abraham spalding wrote:
    Dennis da Ogre wrote:
    grasshopper_ea wrote:
    DM_Blake wrote:
    lots of stuff

    Some campaigns may not have downtime. You are allowed to craft 8 hours a day if that is all you do, and if you are adventuring you can craft 2 hours a day while adventuring. You may not be able to make really expensive items while adventuring very easily, but you can make a lot of wonderous items and some low enhancement weapons and armor.

    We are playing legacy of fire right now and in the first book there was absolutely no downtime and there wasn't even anywhere to buy anything except like 5 varieties of potions. Between the first and second book there is a year of downtime with characters newly at level 5. You can make a lot of +1 weapons and armor and wonderous items in a year.

    But where do you get the gold to do that? Flipping through the module I see a lot of magic items but not huge piles of gold.
    A year is plenty of time for trips to Katapesh and back... and one of the players (namely me) is a merchant/tradesperson to boot (the only reason the character was originally adventuring was to "find Haleem").

    *points to abe* what he said. We opened a trade route to Katapesh.. that's the whole purpose of the first book


    Abraham spalding wrote:
    A year is plenty of time for trips to Katapesh and back... and one of the players (namely me) is a merchant/tradesperson to boot (the only reason the character was originally adventuring was to "find Haleem").

    I don't see where doing that gives you thousands of gold to craft tons of magic items. It's 1500GP. I suppose if the everyone in the party does this you can craft 3000gp worth of items for each. That's not a huge percentage of your total wealth at that level.

    I'm not suggesting there is no benefit to crafting. Just that it's generally not a big percentage of total character wealth.

    Edit: Actually, not even that so much as it's just not that way in most groups.


    Dennis da Ogre wrote:
    Abraham spalding wrote:
    A year is plenty of time for trips to Katapesh and back... and one of the players (namely me) is a merchant/tradesperson to boot (the only reason the character was originally adventuring was to "find Haleem").

    I don't see where doing that gives you thousands of gold to craft tons of magic items. It's 1500GP. I suppose if the everyone in the party does this you can craft 3000gp worth of items for each. That's not a huge percentage of your total wealth at that level.

    I'm not suggesting there is no benefit to crafting. Just that it's generally not a big percentage of total character wealth.

    Edit: Actually, not even that so much as it's just not that way in most groups.

    I'm a bit confused by your post, where the 1500 and 3000 gp are coming from.

    A year is enough time to craft over 300K in magic items if you have the resources to do so.


    Dennis da Ogre wrote:
    Abraham spalding wrote:
    A year is plenty of time for trips to Katapesh and back... and one of the players (namely me) is a merchant/tradesperson to boot (the only reason the character was originally adventuring was to "find Haleem").

    I don't see where doing that gives you thousands of gold to craft tons of magic items. It's 1500GP. I suppose if the everyone in the party does this you can craft 3000gp worth of items for each. That's not a huge percentage of your total wealth at that level.

    I'm not suggesting there is no benefit to crafting. Just that it's generally not a big percentage of total character wealth.

    Edit: Actually, not even that so much as it's just not that way in most groups.

    Selling stuff that we found we (I) used the gold from doing to to craft my items, especially sense I was on the low end of the character wealth at the time. Now we are currently above wealth, however judging by the wealth we would have had from simply splitting all the items we got we aren't that much over for the adventure path we are doing... about 20k each currently and just the adventure path (meaning increasing my split at everyone else's expense) would probably have dropped that to about 13~14k each.

    Depending on how the DM runs and what is expected out of the item creation feats crafting can account for anywhere from a 0% net increase in character wealth to a 100% increase in character wealth... the biggest issue is the DM, the group as a whole and their expectations.

    Where did your numbers come from by the way? They seem to have appeared out of thin air and are supported by anything from what I can see.

    Please note we did the shopping and crafting in the town of Katapesh.

    Sovereign Court

    Dennis da Ogre wrote:
    Purple Dragon Knight wrote:
    Man I love the new druid. This is quickly becoming my favorite class. One of my fave is to encase all enemies in a circle-shaped Wall of Thorns, shifting into Huge Triceratops form, and then crossing through the thorns to TRAMPLE THEM ALL!!! (finishing the round outside the circle of course, MUHAHAHAHAHA!)

    You do know that you can't use your Woodland Stride ability to move through a wall of thorns don't you?

    Hmm... never mind there is a specific exception Hmm..

    Yes.. indeeeeeeeeeeeeeeeeeeeeeed! :)

    Sovereign Court

    Dennis da Ogre wrote:
    Abraham spalding wrote:
    A year is plenty of time for trips to Katapesh and back... and one of the players (namely me) is a merchant/tradesperson to boot (the only reason the character was originally adventuring was to "find Haleem").

    I don't see where doing that gives you thousands of gold to craft tons of magic items. It's 1500GP. I suppose if the everyone in the party does this you can craft 3000gp worth of items for each. That's not a huge percentage of your total wealth at that level.

    I'm not suggesting there is no benefit to crafting. Just that it's generally not a big percentage of total character wealth.

    Edit: Actually, not even that so much as it's just not that way in most groups.

    If you do the set piece in the first book, and if you keep ALL the loot (all mundane armor/weapons included, plus all rewards) you'll end up with several thousands per PC after the first book (my group each bagged about 6-8K each)

    By the end of the 2nd book, each PC's total worth is about 25K in my campaign anyhow (including a few random encounters, and all of Zayifid's office stuff...)


    A Man In Black

    I like it. Nothing better than getting burned by fact.

    Is there a reference to the plant domain unarmed boost not adding to natural attacks?

    Does this mean monks 'unarmed attacks' can no longer be benefited by 'improved natural attack'?


    insaneogeddon wrote:

    Is there a reference to the plant domain unarmed boost not adding to natural attacks?

    Does this mean monks 'unarmed attacks' can no longer be benefited by 'improved natural attack'?

    An unarmed strike and a natural attack are two expressly different types of attacks.

    The PRD lists under Standard Actions that a melee attack, a ranged attack, an unarmed strike, and a natural attack are all different types of attacks.

    This is also implicit in the writeup of the amulet of mighty fists. If unarmed strikes and natural attacks were the same, there would be no need to state that the amulet's bonus applies to both types of attacks.

    Since the Plant domain specifically states "unarmed strikes," it does not, by RAW, apply to natural attacks.


    Randall Jhen wrote:
    insaneogeddon wrote:

    Is there a reference to the plant domain unarmed boost not adding to natural attacks?

    Does this mean monks 'unarmed attacks' can no longer be benefited by 'improved natural attack'?

    An unarmed strike and a natural attack are two expressly different types of attacks.

    The PRD lists under Standard Actions that a melee attack, a ranged attack, an unarmed strike, and a natural attack are all different types of attacks.

    This is also implicit in the writeup of the amulet of mighty fists. If unarmed strikes and natural attacks were the same, there would be no need to state that the amulet's bonus applies to both types of attacks.

    Since the Plant domain specifically states "unarmed strikes," it does not, by RAW, apply to natural attacks.

    Not so fast.

    Pathfinder Core Rulebook, page 58 wrote:
    A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.


    Zurai wrote:
    Randall Jhen wrote:
    insaneogeddon wrote:

    Is there a reference to the plant domain unarmed boost not adding to natural attacks?

    Does this mean monks 'unarmed attacks' can no longer be benefited by 'improved natural attack'?

    An unarmed strike and a natural attack are two expressly different types of attacks.

    The PRD lists under Standard Actions that a melee attack, a ranged attack, an unarmed strike, and a natural attack are all different types of attacks.

    This is also implicit in the writeup of the amulet of mighty fists. If unarmed strikes and natural attacks were the same, there would be no need to state that the amulet's bonus applies to both types of attacks.

    Since the Plant domain specifically states "unarmed strikes," it does not, by RAW, apply to natural attacks.

    Not so fast.

    Pathfinder Core Rulebook, page 58 wrote:
    A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

    Agreement with Zurai, please note this only counts for the monk anyone else has to find another way to deal with it.

    RPG Superstar 2010 Top 32

    Purple Dragon Knight wrote:
    Man I love the new druid. This is quickly becoming my favorite class. One of my fave is to encase all enemies in a circle-shaped Wall of Thorns, shifting into Huge Triceratops form, and then crossing through the thorns to TRAMPLE THEM ALL!!! (finishing the round outside the circle of course, MUHAHAHAHAHA!)

    Readied actions.


    So no use for plant domain druids. Harsh.

    Seems the Spring Attack, Improved Natural Attack, Vital Strike path is best for melee druids. The bigger forms dice stack up fast.


    Pathfinder Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
    insaneogeddon wrote:

    So no use for plant domain druids. Harsh.

    Seems the Spring Attack, Vital Strike path is best for melee druids. The bigger forms dice stack up fast.

    I just can't understand why someone would give up a sweet animal companion for some lousy wooden hands in the first place.

    Incidentally, I think that particular person started a thread asking about if it applied, and ended up working out with the DM that they could have the bonus because, fundamentally, it isn't world-beating, especially given its limited duration. Might have been someone else, but it seems kind of unlikely.

    For me, the animal companion is one of the defining abilities of a druid (and as such, I kind of despise that rangers and pallies also get them, but grudgingly accept that they can have limited options for companions, which isn't spelled out clearly for the paladin but is my interpretation). As it stands, though, an animal companion is nothing to sneeze at.

    I see the druid as a jack-of-all-trades kind of class. They'll never be the best at much of anything, but the more the player is able to think of clever things the more they can pull off. Standing and getting hit repeatedly is one of the few things that you will never be particularly great at, which is why the crowd control powers like whirlwind are the way to "tank" as it were. If you can keep the big bad guy away from you and your party, giving up your action each turn to allow everyone else to just keep shooting without the bad guy from ever reaching the party seems fair, even if you can't drop 'im off a cliff.

    For what it's worth, I created an NPC for my current game that will eventually be a druid/wizard/arcane hierophant and while the individual spellcasting power/melee power/whatever else power will be weakened (a lot at lower levels), the character will have more options once she starts getting to those arcane hierophant levels.

    It just seems kind of like the Batman of character concepts. Enough gadgets to solve every problem, and preparation+creativity is the secret to victory over everything. Not as powerful as Superman, but that's why you keep Kryptonite in your utility belt.


    Some people like being an atacking, willed animal and being active in melee instead of living vicariously thru a slave.
    Some don't like playing an extra or don't want to take thunder from the fighters or have the vision to see that in their campaign the extra loss of healing via the lower AC companion ends up being a burden of resources on the party than the animal can make up for in damage and liability (granted joyous euphoric PC that runs it rarely thinks of this).
    Others consider the companion their friend so only would use it in less lethal situations, some have DMs that insist on making the handle animal check and sticking to the specific tricks so PCs cannot tactically place and manipulate an independant creature.
    Many have DMs that play as if NPCs want to live so the animals will save makes it a mere round off attacking the party, some have DMs that consider the druids ethos and the line "Ex-Druids: A druid who ceases to revere nature" to be somehow inclusive of the animal companion and friend so to offer it up to pain over, and over, against impossible odds, over and over to be a valid way of loosing druidhood.

    There are probably many more I have yet to experience but as its a game .. game dynamics: pcs and the world are as much a part of it as mathematical philandering.

    RPG Superstar 2010 Top 32

    insaneogeddon wrote:


    Some people like being an atacking, willed animal and being active in melee instead of living vicariously thru a slave.

    That's cool, but understand that a wild shaping druid has all of the disadvantages of an animal, like bad defenses and some basic issues with DR. Conversely, they don't get the main advantage: overwhelming offense for their CR. 3.5 druids used to get the advantage, and as it turns out overwhelming offense plus magic to cover the holes just happens to win D&D 3e. You can't play like that any more, and a "shifting-focused" druid is going to have lots of situations where level-appropriate enemies casually waste him.

    So, you need to either avoid those situations, or become very good at identifying them.

    Dark Archive

    A Man In Black wrote:
    Lots of stuff about a shape shifted druid taking on a creature of equal CR to druid level in single combat.

    I just wanted to take the time to point out that your analogy is horribly flawed. I must remind you that a CR5 is meant to be a _challenge_ for _four_ characters of 5th level or equivalent. It is meant to be a _challenge_ for _six_ characters of 4th level.

    Telling me that a druid is weak and useless because it can't shape shift and whip the backside of a creature meant to be a challenge for him and 3 of his companions makes me really wonder what kind of game you're playing. Would a single 5th level fighter have a chance against a dire lion in single combat? His AC may be higher but his HP won't be much different and the CMD is spot on too.

    Lets look at this from something more balanced. Let's pit the same druid against your average CR3. Now I'm not going to say that facing off against an Ogre with an AC of 17, 30 HP, a CMD of 18, and the ability to hit about 50% of the time for an average of 16 dmg is much better but it will be a much more even fight. As, it's supposed to be! The crocodile druid has more HP, an equivalent AC, a better chance of hitting the Ogre than the other way around, and most likely a higher CMB.

    A group of 4 such Ogres is an EL of 7, which is extremely challenging for a group of four 5th level characters and the druid has a good chance of holding his own until more help arrives when the first party member kills their foe.

    Just my $0.02

    Dark Archive

    Purple Dragon Knight wrote:
    Dennis da Ogre wrote:
    Purple Dragon Knight wrote:
    Man I love the new druid. This is quickly becoming my favorite class. One of my fave is to encase all enemies in a circle-shaped Wall of Thorns, shifting into Huge Triceratops form, and then crossing through the thorns to TRAMPLE THEM ALL!!! (finishing the round outside the circle of course, MUHAHAHAHAHA!)

    You do know that you can't use your Woodland Stride ability to move through a wall of thorns don't you?

    Hmm... never mind there is a specific exception Hmm..

    Yes.. indeeeeeeeeeeeeeeeeeeeeeed! :)

    Yep I have a druid and a ranger/dervish in my Second Darkness game and they quite often make use of this tactic. The ranger ties half the battlefield up with Wall of Thorns. The druid then concentrates his spellcasting on the enemies not in the thorns along with the Wizard, Cleric, Monk, & Fighter. Meanwhile, the ranger/dervish uses her woodland stride to slip into the wall and begins dancing and chopping everyone inside to bits over the next few rounds. Very effective against all opponents who lack above average strength for their level or have the woodland stride ability themselves.


    A Man In Black wrote:
    insaneogeddon wrote:


    Some people like being an atacking, willed animal and being active in melee instead of living vicariously thru a slave.

    That's cool, but understand that a wild shaping druid has all of the disadvantages of an animal, like bad defenses and some basic issues with DR. Conversely, they don't get the main advantage: overwhelming offense for their CR. 3.5 druids used to get the advantage, and as it turns out overwhelming offense plus magic to cover the holes just happens to win D&D 3e. You can't play like that any more, and a "shifting-focused" druid is going to have lots of situations where level-appropriate enemies casually waste him.

    So, you need to either avoid those situations, or become very good at identifying them.

    In what way are we still talking about druids having bad defenses and bad offense. I thought we had already shown their damage per round to be capable of awesomeness if that is what you want your druid to do. You are stating your opinion like fact, when facts contradict your opinion.


    Abraham spalding wrote:
    Depending on how the DM runs and what is expected out of the item creation feats crafting can account for anywhere from a 0% net increase in character wealth to a 100% increase in character wealth... the biggest issue is the DM, the group as a whole and their expectations.

    That's pretty much it.

    Abraham spalding wrote:
    Where did your numbers come from by the way? They seem to have appeared out of thin air and are supported by anything from what I can see.

    Some assumptions I made based on the AP and what you said. Please disregard, I don't want to put spoilers in here.

    RPG Superstar 2010 Top 32

    AlKir wrote:
    I just wanted to take the time to point out that your analogy is horribly flawed. I must remind you that a CR5 is meant to be a _challenge_ for _four_ characters of 5th level or equivalent. It is meant to be a _challenge_ for _six_ characters of 4th level.

    My point is that melee is an exceedingly dangerous place for a druid against CR 5. I'm not expecting it to crush the opposition and survive the retaliation, as it could before.

    However, I am expecting it to crush the opposition or survive the retaliation, else the druid has no business being in melee combat at all with that foe, unless it is to finish it off. Note that melee classes generally can survive melee with the various sluggers I offered IME.

    Now, with my anecdotal experience and a buck you can buy a cup of coffee. So let's redo the test!

    Quote:
    Telling me that a druid is weak and useless because it can't shape shift and whip the backside of a creature meant to be a challenge for him and 3 of his companions makes me really wonder what kind of game you're playing. Would a single 5th level fighter have a chance against a dire lion in single combat? His AC may be higher but his HP won't be much different and the CMD is spot on too.

    Well, let's see. I'm going to try a scratch fighter against the same three foes. Since it is a fighter, I'm going to go far enough to do his feats and magic items; if someone wants to do that for the druid, too, and redo the stuff from before, that's fine.

    Bill the fighter specializes in greatswordery. His stats (same 28 point buy) are 19/14/16/8/10/8 after racial and statup. His feats are Power Attack, Weapon Focus (greatsword), Weapon Spec (greatsword), Dodge, Improved Initiative, and some other junk. He has a +1 greatsword, +1 full plate, and +2 str gloves and some minor stuff. (Wiser than the +2 str gloves would be paying for a permanent Enlarge Person but let's say he's not that clever.) So he's not exactly specialized in defense.

    52 HP
    AC 21 (22 when Dodge is applied)
    CMD 22
    Attacks: +13 greatsword (2d6+11)

    So first up, it's the lion. He's got initiative on the lion, so he gets the first swing. He can't hardly miss even on a power attack (+11 versus AC 15), so he hits for 24 damage. The dire lion is on a two and a half turn clock from the fighter alone.

    The lion is pissed. It claws back, hitting with about one claw on average, for about 10 damage. The bite is dangerous but misses 3/4 of the time, but the lion makes the grapple 2/3 of the time if it hits. So the fighter is on about a 3-4 turn clock with the lion, assuming he doesn't hit the 1/6 chance that he gets bitten and grappled (and is thus in a LOT of trouble).

    So the fighter splits this fight. Sometimes he gets the lion, sometimes the lion gets him.

    Now, for the bearded devil. I forgot the bearded devil's rage for the druid, so we're forgetting it for the fighter, too.

    These two split initiative but the devil has reach, so the result is essentially the same. The devil charges, not Power Attacking this time because he can't afford to. He hits about half the time for 10 (with the bleed). The fighter steps in and swings for the fences, hitting about 60% of the time for 19. Even the full attack routine isn't anything special against Bill; the devil is still hitting about every other turn.

    The fighter just has more AC and can drop Power Attack to finish off his opponent. This one is a likely win for Bill (who then drops over dead from the bleed, but whatever).

    Now, it's Bill versus the great grey hope, Rocky the large earth elemental.

    Bill is probably winning init on the elemental, but the elemental has reach. Blah. However, the elemental can't afford to power attack, so his first slam hits about half the time for 17. The fighter swings back, power attacking, and hits about 2/3 of the time for 19. The elemental brings both fists to bear and hits about once a round for 17.

    This is ugly. Bill needs about 6 rounds to kill the elemental, and the elemental needs about 3-4 to kill him. Bill needs help on this one.

    So Bill can survive about twice as long as the druid without help, and has a fighting chance to win some of these fights solo.

    Quote:
    Lets look at this from something more balanced. Let's pit the same druid against your average CR3. Now I'm not going to say that facing off against an Ogre with an AC of 17, 30 HP, a CMD of 18, and the ability to hit about 50% of the time for an average of 16 dmg is much better but it will be a much more even fight. As, it's supposed to be! The crocodile druid has more HP, an equivalent AC, a better chance of hitting the Ogre than the other way around, and most likely a higher CMB.

    Let's see. Our druid, from before: 28 point buy, so our druid is 16/14/16/10/14/8 (with race and the level 4 stat-up). He turns into a crocodile and has GMF running, so he's looking at...

    46 HP
    AC 16 (assuming Barkskin is running)
    CMD 20
    Attack: +9 to hit, d12+7 damage with tail slap (assuming GMF is running)
    Saves: +7/+3/+6

    I used the 3.5 monsters before, but let's move over to the PF monsters since they're easily available. Drew the druid is fighting Polly the PF ogress.

    Reach strikes again. Polly gets the initiative either way and lumbers over and whacks Drew, visions of crocodile steaks floating through her tiny mind. She hits 60%-ish of the time for 16. Drew hits back, power attacking, slapping her silly for 19. It proceeds in this fashion, since Polly may be dumb but she's not so dumb as to try and grapple a crocodile. (Plus, PF giants are silly terrible grapplers due to the CMB/CMD change.)

    Drew has the advantage; he needs three turns on average to down Polly, while Polly needs just about five rounds to down Drew. (Now, if Polly has her CR-appropriate wealth in, say, a +1 breastplate and a masterwork weapon, then the situation is reversed. But I'm not a jerk.)

    Now, Drew will lose if multiple ogres target him first before being drawn into other melees, since two charges will put him behind at least 16 HP and probably 32 and three charges can very easily kill him. So he can't really mix it up in the front. But he can try and pull an ogre off of Bill, who incidentally can take three ogre charges with difficulty.

    So druids can't really mix it up in the front, because level-appropriate opposition can wtfpwn them, but they can punch glass jaws and play second-line melee. Was I wrong in saying:

    A Man In Black, last week wrote:
    Now, I'm not saying that druids can't get things accomplished in melee, but rather than hanging in the front like a paladin or fighter or barb or cleric, you'll need to play more like a rogue or ranger and wait for unfair fights.


    AlKir wrote:
    A Man In Black wrote:
    Lots of stuff about a shape shifted druid taking on a creature of equal CR to druid level in single combat.
    I just wanted to take the time to point out that your analogy is horribly flawed. I must remind you that a CR5 is meant to be a _challenge_ for _four_ characters of 5th level or equivalent. It is meant to be a _challenge_ for _six_ characters of 4th level.

    One thing I feel I need to point out, is that a CR 5 is NOT meant to be a challenge to a 5th level party of 4. It's intended to be a cakewalk, to burn up a hair under 1/4 their total resources (HP included) This means, that in order to be a melee combatant, you damn well had better be capable of sticking it out in melee with level appropriate threats, because level appropriate is supposed to roughly equal character level.

    As the examples earlier showed, The Fighter has a fair chance against the lion, is likely to beat the bearded devil (though without healing or the oddball ranks in the heal skill he would die afterwards unless there was a cleric around) and would more likely than not loose to the earth elemental (which have always been known to be extremely competent melee combatants, ask any high level summoner lol)

    In short, the druid's been brought down into a state of balance now, where he can contribute in melee, but can't replace a proper melee combatant (such as a Fighter or Paladin)


    A Man In Black wrote:
    AlKir wrote:
    I just wanted to take the time to point out that your analogy is horribly flawed. I must remind you that a CR5 is meant to be a _challenge_ for _four_ characters of 5th level or equivalent. It is meant to be a _challenge_ for _six_ characters of 4th level.

    My point is that melee is an exceedingly dangerous place for a druid against CR 5. I'm not expecting it to crush the opposition and survive the retaliation, as it could before.

    However, I am expecting it to crush the opposition or survive the retaliation, else the druid has no business being in melee combat at all with that foe, unless it is to finish it off. Note that melee classes generally can survive melee with the various sluggers I offered IME.

    Now, with my anecdotal experience and a buck you can buy a cup of coffee. So let's redo the test!

    Quote:
    Telling me that a druid is weak and useless because it can't shape shift and whip the backside of a creature meant to be a challenge for him and 3 of his companions makes me really wonder what kind of game you're playing. Would a single 5th level fighter have a chance against a dire lion in single combat? His AC may be higher but his HP won't be much different and the CMD is spot on too.

    Well, let's see. I'm going to try a scratch fighter against the same three foes. Since it is a fighter, I'm going to go far enough to do his feats and magic items; if someone wants to do that for the druid, too, and redo the stuff from before, that's fine.

    Bill the fighter specializes in greatswordery. His stats (same 28 point buy) are 19/14/16/8/10/8 after racial and statup. His feats are Power Attack, Weapon Focus (greatsword), Weapon Spec (greatsword), Dodge, Improved Initiative, and some other junk. He has a +1 greatsword, +1 full plate, and +2 str gloves and some minor stuff. (Wiser than the +2 str gloves would be paying for a permanent Enlarge Person but let's say he's not that clever.) So he's not exactly specialized in defense.

    52 HP
    AC 21 (22 when...

    Your comparison is flawed. I smart druid player would turn into a form that had multiple attacks at 5th such as a raptor and benifit from this increasing his damage output...

    RPG Superstar 2010 Top 32

    lostpike wrote:
    Your comparison is flawed. I smart druid player would turn into a form that had multiple attacks at 5th such as a raptor and benifit from this increasing his damage output...

    It means that the druid is completely hopeless against the two DR 5/whatever foes, and doesn't give the druid the ability to not lose to the lion in one or two rounds, because the lion just overwhelms the druid offensively.

    I'm not really inclined to redo the whole test with the druid in tiger form or whatever. If you want to redo my tests, be my guest.


    Pathfinder Rulebook Subscriber

    If the druid was ment to be able to stand in melee like a fighter then s/he wouldn't have a whole list of spells to draw off of in the first place. If you want to use wild shape to beat the dire lion then turn into a bird and cast flaming sphere or what not. Between wildshape and spells and everything else a druid has, s/he has the ability to fight against the weekness of most situations thrown his/her way. So while they are not great at anything but good at everything, they can choose what to do against the foe that is great at something but bad when it faces something else and the druid can then become that something else.


    A Man In Black wrote:
    lostpike wrote:
    Your comparison is flawed. I smart druid player would turn into a form that had multiple attacks at 5th such as a raptor and benifit from this increasing his damage output...

    It means that the druid is completely hopeless against the two DR 5/whatever foes, and doesn't give the druid the ability to not lose to the lion in one or two rounds, because the lion just overwhelms the druid offensively.

    I'm not really inclined to redo the whole test with the druid in tiger form or whatever. If you want to redo my tests, be my guest.

    I did the math myself in a different thread labeled multi attack down below...showed how Druids can keep up with the power curve for damage...

    RPG Superstar 2010 Top 32

    lostpike wrote:
    I did the math myself in a different thread labeled multi attack down below...showed how Druids can keep up with the power curve for damage...

    I have no idea what thread you are talking about and I sincerely doubt that you figured out a way to make a form with many weaker attacks more effective than a round with a single hard-hitting attack against a DR 5/- foe. Also, I don't see how having more attacks doesn't keep you from getting eaten in two turns by a dire lion.

    So unless you're going to show your work, I honestly don't believe you.


    I like the druid 5 vs. CR5 encounters waay up there, minor/major nitpicks though.

    Crocs are actually large sized, so you can't really use the 1d12 tail slap. Same with the large sized tigers, I'm afraid.

    For multiple attacks, yeah the Leopard has 3 attacks (no rake or pounce available) with pitiful damage. Splurge for an Amulet of Mighty Fists for damage. Aand..the highest single attack damage you're liable to do for medium animal forms is a 1d6 bite from most of the dogs/cats.

    So, don't count on a level 5 wildshaped druid to do much. Best to wait for level 6 and that dire tiger form and the pounce, rake, trip and grab abilities.

    Oh, and consider the controversial ability (by RAW) to keep Shield AC. +2 AC always helps.

    RPG Superstar 2010 Top 32

    Gamender wrote:
    Crocs are actually large sized, so you can't really use the 1d12 tail slap. Same with the large sized tigers, I'm afraid.

    The section was written before the Bestiary came out.

    Quote:
    So, don't count on a level 5 wildshaped druid to do much. Best to wait for level 6 and that dire tiger form and the pounce, rake, trip and grab abilities.

    Rake is level 8 but your point stands.


    A Man In Black wrote:
    lostpike wrote:
    Your comparison is flawed. I smart druid player would turn into a form that had multiple attacks at 5th such as a raptor and benifit from this increasing his damage output...

    It means that the druid is completely hopeless against the two DR 5/whatever foes, and doesn't give the druid the ability to not lose to the lion in one or two rounds, because the lion just overwhelms the druid offensively.

    I'm not really inclined to redo the whole test with the druid in tiger form or whatever. If you want to redo my tests, be my guest.

    I like the test where the druid dominates the dire lion and has it attack the earth elemental, then becomes one himself and goes after it also.

    101 to 150 of 193 << first < prev | 1 | 2 | 3 | 4 | next > last >>
    Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Shifting-focused Druid? All Messageboards

    Want to post a reply? Sign in.