Never played a druid before


Pathfinder First Edition General Discussion


hi guys. as the title says ive never played a druid before. or infact any sort of caster. how do i go about building one? and is it viable to multiclass into barbarian for a few levels? i ask because im making a band of 4 human barbarians from the same tribe so i think they should all have some barbarian in them. i also need him to do all of the healing.

Silver Crusade

Pathfinder Adventure Path Subscriber

Multiclassing a caster sucks. Unless you're shooting for a Mystic Theurge, who isn't that great anyway.

A druid is feral enough to be considered barbarian-ish on his own.

Grand Lodge

josh hill 935 wrote:
hi guys. as the title says ive never played a druid before. or infact any sort of caster. how do i go about building one? and is it viable to multiclass into barbarian for a few levels? i ask because im making a band of 4 human barbarians from the same tribe so i think they should all have some barbarian in them. i also need him to do all of the healing.

No, stay druid. 4 barbarian...yesh...good luck :P .


Druidic Avenger class substitution from 3.5


Pathfinder Starfinder Roleplaying Game Subscriber
josh hill 935 wrote:
hi guys. as the title says ive never played a druid before. or infact any sort of caster. how do i go about building one? and is it viable to multiclass into barbarian for a few levels? i ask because im making a band of 4 human barbarians from the same tribe so i think they should all have some barbarian in them. i also need him to do all of the healing.

Are you a dm? Or is this part of a party of 4 barbarians?

If you want to take a level or two of barbarian you wont suck, but you are far better off going straight druid. All their abilities are level dependant and dont play well with other classes. Spellcasters dont multiclass well, druids and summoners are probably the worst of the bunch. Particulary if he is your caster/healer, you want him to go straight druid or almost straight druid.

Keep in mind wild shape only provides bonuses so you want to have good physical stats if you want to get into combat. You may want to check out treantmonk's druid guide which will give you lots of advice on how to put together a druid.

Also flavor wise druids and barbarians fit nicely without mutliclassing. Druid can easily be the barbarian tribes 'shaman' in which case he doesnt need barb levels to fit the theme.


ok im convinced i dont need barbarian. funily enough shaman was the idea i had for him. what should i do in the way of spells? and skills? i want him to be combat / healer / caster


Pathfinder Starfinder Roleplaying Game Subscriber
josh hill 935 wrote:
ok im convinced i dont need barbarian. funily enough shaman was the idea i had for him. what should i do in the way of spells? and skills? i want him to be combat / healer / caster

Doing all 3 will be difficult. You should pick either caster or combat as your focus, then go from there. You wont be able to do both well. Healing is still a side job, it would just be a matter of picking heal spells when you prep.

Edit:

by the way seriously consider checking out treantmonks guide


Kolokotroni wrote:
josh hill 935 wrote:
ok im convinced i dont need barbarian. funily enough shaman was the idea i had for him. what should i do in the way of spells? and skills? i want him to be combat / healer / caster

Doing all 3 will be difficult. You should pick either caster or combat as your focus, then go from there. You wont be able to do both well. Healing is still a side job, it would just be a matter of picking heal spells when you prep.

Edit:

by the way seriously consider checking out treantmonks guide

ok then probably caster as i wont have another caster at all


Some tips. You are free to follow or not.

1 Healing is for you and maybe your animal compaignon. In times of great need you can give up your spells for party members. A wand of healing is usefull.

2 Stats: Str 13, dex 14, con 13, int 10, wis 17, cha 10(human with 20 poitn buy. you need all round stats for wild shape to have a good advantage.

3 Skip you animal compaignon, and go for the extra domain. you can focus on spellcasting only. An animal gives a lot of work.

4 Make sure you know most of the animals abilties good. You should be able to tell all combat rules when someone wakes you in the middle of the knight. Good tactics makes a Druid awsome!

5 Skip the barbarian. A druid has to be played al a full druid. If you want to make a melee combatand: MAKE A Figher, or Barbarian.

6 Skills, knowledge nature(know the animals to shape), perception(you are an idiot if you dont), Survival, fly, clim, swim (human skill point and favered class).

Succes!


Count Duck wrote:

Some tips. You are free to follow or not.

1 Healing is for you and maybe your animal compaignon. In times of great need you can give up your spells for party members. A wand of healing is usefull.

2 Stats: Str 13, dex 14, con 13, int 10, wis 17, cha 10(human with 20 poitn buy. you need all round stats for wild shape to have a good advantage.

3 Skip you animal compaignon, and go for the extra domain. you can focus on spellcasting only. An animal gives a lot of work.

4 Make sure you know most of the animals abilties good. You should be able to tell all combat rules when someone wakes you in the middle of the knight. Good tactics makes a Druid awsome!

5 Skip the barbarian. A druid has to be played al a full druid. If you want to make a melee combatand: MAKE A Figher, or Barbarian.

6 Skills, knowledge nature(know the animals to shape), perception(you are an idiot if you dont), Survival, fly, clim, swim (human skill point and favered class).

Succes!

With respect, I disagree with half of these.

1. Try never to heal in combat. Instead, focus on casting spells which prevent damage from happening in the first place. Outside of combat, make sure your tanks are good. Typically, the tank you can trust the most is your animal companion. However, not always.

2. Who cares about wild shape? Your most effective abilities are your spells. Your wild shape is for utility (scouting as a bird, for example) unless your party is tank light.

4. Not important. Make sure you understand how to use your spells. Obscuring Mist shuts protects your fighters. Entangle protects your wizards. You've got spells which can absolutely make every combat play out the way you want them to. Make sure you know how to use them.


Well my two bits are first and foremost give Treatmonks guide a look. No matter how you want to play it gives you some good ideas and is very informative. I also would recommend that you stay pure druid. Most barbarians have a shaman or mystic type person in the tribe that is not really a rage machine so it works out flavor wise.

The last bit of advice I have is RP based. If you really are going to be basing your character on a specific group of barbarians maybe select your nature bond to match them. If they honor a specific type of animal, go with the animal companion and make it that type of animal. If they are a mountain tribe, maybe go earth elemental based. Do they worship a volcano make it fire based. Nature is also good for most barbarians as they can do the rain dance or something. Finally, animal domain would work for blessing the hunt for the tribe.

Not all of the above choices are exactly "The Best", but it could be fun with a focused party.


Additionally if you are going to be the only healer, I highly recommend getting a wand of Cure XXX Wounds... or maybe a Staff of Healing. Druids are not the best healer out there and you will run short of spells pretty quick otherwise.


If you are going to do a shaman of a particular barbarian tribe, I'd like to recommend that you study up on a particular real world tribe and it's spiritual views.

I'm not saying that the game world tribe will match everything in the real world tribe, but you are likely to find a lot more fleshed out view of spirituality and some interesting myths and rituals and whatnot which can make the character seem more fleshed out and more alive.

Talk to your GM about doing this. He/She will probably be thrilled.


josh hill 935 wrote:
ok im convinced i dont need barbarian. funily enough shaman was the idea i had for him. what should i do in the way of spells? and skills? i want him to be combat / healer / caster

Actually for healing you might think about getting Brew Potion feat.

Druids have some damage inflicting spells that are handy and you would be better off using slots for those and ones that deal buffs for combat.
Making Potions for Goodberry and Cure spells isn't that expensive.

The main thing for healing is the cycle of combat your GM usually has.
If he usually give the characters a couple of days between combat you can always prepare Cure spells for those off days to get everyone back up to full strength.

The main question is do you want to focus on animals or elements?
Algthough not as deadly as a Wizard in terms of damaging spells the fire spells aint shabby, and even Shillelegh comes in handy. If you want to focus on things like that, take the Domain option for your nature bond and pick the fire domain, which also gives some good domain powers.

If on the other hand you like critters go with the animal companion and make sure you have spells prepped to buff your companion.

The one feat you want for sure is Natural Spell, but you can wait till 5th level since you don't get Wild Shape till 4th level. I would suggest two weapon fighting for a combat feat since it would be useful for both weapons and your animal form. Improved grapple is also good for fighting in your wild shape.


josh hill 935 wrote:
ok im convinced i dont need barbarian. funily enough shaman was the idea i had for him. what should i do in the way of spells? and skills? i want him to be combat / healer / caster

Oh, and what race is your character? Humans or Orcs make the best "barbaric" choices. Are they generic fantasy barbarians or did you guys draw inspiration from real ones like vikings, goths, and mongols.

If you all went for a realistic one, that would help you select feats and skills better.


thanks for the help everyone. the campaign is based on trying to avenge our village that was destroyed by a newly expanding empire. so far we have a full barbarian with a greataxe. 2 rangers (one archer and one twf). and me. possible another charicter too. what are the pros and cons of an animal companion over a spell domain? i think the rangers agreed to both have wolf companions as they where the tribes hunters and used wolves to hunt with.


Never ditch your animal companion in favor of a domain. Companions are a force to be reckoned with, especially in early levels. You can use them for scouting, being a meatshield, flank enemies, protect you from enemies etc. It outweighs those few extra spells you can cast by miles imho.


what kind of role will i fulfill (probably?) i don know what the dungeon will be like yet but probably mostly indoors. i meen what do i do as a caster?


josh hill 935 wrote:
what kind of role will i fulfill (probably?) i don know what the dungeon will be like yet but probably mostly indoors. i meen what do i do as a caster?

If you skip the animal companion, spell focus conjuration, and & augment summoning at first level as a human. and still get that extra domain for spells. (as the only caster you need it).

Never use spell slots for healing (use wands) If you use a slot for healing always be ready to drop it for a summons...

Never use slots for summon natures ally spells (its spontaneous).

Get familiar with the creatures you can get!...I beleive someone already put the monsters together in a spreadsheet, normal and then augmented. (I forgot who it was).


Pathfinder Starfinder Roleplaying Game Subscriber
josh hill 935 wrote:
what kind of role will i fulfill (probably?) i don know what the dungeon will be like yet but probably mostly indoors. i meen what do i do as a caster?

As a focused caster druid there are a couple things you want to do, first of all, keep in mind all of your spells can be traded out for summon natures ally spells on the fly. Summon spells are extremely versatile, and can do alot of things from help deal damage, provide flanks, help with battlefield control or just soak up enemy damage. Pay close attention to what animals you can summon with summon natures ally at each level, figure out what you can use each creature for. I recommend making a list of some kind with notes for each animal you find useful.

I also recommend recording the stats of the animals you find useful. It really saves time at the table, and you can add in notes for buffs or augments etc. There are a bunch of products out there if you want summon cards, check out paizo's store I think they have one or two by 3rd party publishers if you dont want to write htem yourself.

Next you look at hte spells themselves. Treant monk gives a really good analysis of the spells in his guide you want to look in the wild mystic section.

But basically you want to be a buffer/battlefield controller as a druid caster. Entangle, Soften Earth/Stone, Spike Growth, Spike Stones, etc allow you to control the battle. Place these spells on enemies to hamper them, or place them in other areas to force them to either choose to go through, or go around into directions you want them do. For instance and area of softened Earth can be used to make it difficult to flank your party fighter. Or it can be used to pin down some enemies while your archer ranger picks them off from a distance.

You can also buff your companions and your animal companion, magic fang, barkskin, bears endurance, bulls strength, cats grace, resist energy, these spells can be used to enhance your allies offensive/defensive capabilities. It is generally more effective to buff allies then debuff enemies as theres no save to a buff, but you also have some descent debuff spells like Contagion, or Poison but which can sometimes be rather satisfying to use. Up to you in that department.

And ofcourse you have access to many of the 'healing spells'. Which includes more then just cure x, but things like restoration, neutralize poison etc are on your list. Most of the time it is better to have these on a wand or a scroll rather then prepare them, but since you can always turn them into summons, it doesnt hurt to have a lesser restore and a cure x prepared just in case. Remove paralysis is also a good one to have around.

Note: Unless you know you will be dealing with animals or plants often (based on the campaign) dont prep any of the animal or plant themed spells, like charm animal, or control plants. It just isnt common enough to be worth it.

Dark Archive

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My two PBP Druids;
Shadrach, Katapeshi caravan guard / desert guide

Lianth, woodsy 'witch'

For a barbarian shaman, I'd probably make sure to have a rank in Knowledge (religion) in addition to my normal choices, just to fit the character's role in the tribe, performing rites and obeisances.

I tend to go Human, and then pick Spell Focus (conjuration) and Augment Summoning as my two starter feats, as well as one of the Traits that allows +2 CL to a single conjuration spell / day, so that even at 1st level, I can have one of my Summoned critters out for 3 rounds.

That's a huge sacrifice, burning two feats for Summoning enhancement (since Spell Focus - conjuration isn't exactly awesome for a Druid), and you might have other preferences. If playing a Druid who can use a bow, for whatever reason (feat, trait, elf, bonus human prof optional rule, druid of mielikki, whatever), some archery feats might be even better here. If you know that wild shape-foo is going to be your schtick, Power Attack and Cleave could be fine choices even at low level, and Improved Initiative and Toughness are good for anyone of pretty much any build.

I rarely prepare anything other than Entangle or Cure Light Wounds at 1st level (and, if the solitary healer, it's Cure Light Wounds), as I can turn them into Summons if I don't need the cures.

As a Druid solo healer, a Wand of Cure Light Wounds is *vital,* preferably paid for by the entire party. It's a necessary evil.

If the rest of the party are Barbarians, beg the GM to allow (and the other PCs to take) some sort of Rage power that assists in the hit point recovery mechanic, such as Rage-limited Fast Healing 1 or something (scaling with level perhaps, so it's not a waste at higher levels).

Alternately, if items from other WotC sources are allowed, look at some combination of Lesser Vigor / Vigor (Spell Compendium, particularly wands thereof), a Totem Spirit thingie of healing (DMG II) and / or the Touch of Healing reserve feat (Complete Mage?).

The Faith Healing spell (max Cure Lt Wounds, only on people of your faith) would be ideal for this sort of party, if everyone worships the same faith as your Druid, but it's probably Cleric-only, which would be typical. :)

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