Feat for a Druid


Advice


I just turned level 9 with my Druid and I'm kind of at a loss for what feat i should next get. Yeah there is plenty in the Core book. But none i am really happy with. So what i am wondering is are there any feats especially for a Druid in any other books besides the Pathfinder core book. That is the only one i have ATM.

Liberty's Edge

Razal-Thule wrote:
I just turned level 9 with my Druid and I'm kind of at a loss for what feat i should next get. Yeah there is plenty in the Core book. But none i am really happy with. So what i am wondering is are there any feats especially for a Druid in any other books besides the Pathfinder core book. That is the only one i have ATM.

Ok, well first off what feats do you already have? Lets start there. Also what are you doing with the character? At this point you could qualify for a handful of prestige classes if you like too.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Razal-Thule wrote:
I just turned level 9 with my Druid and I'm kind of at a loss for what feat i should next get. Yeah there is plenty in the Core book. But none i am really happy with. So what i am wondering is are there any feats especially for a Druid in any other books besides the Pathfinder core book. That is the only one i have ATM.

The "big two" feats for a druid, IMO, are Eschew Materials and Natural Spell. After that, it depends on what sort of focus you want: a druid concentrating on summoning should take Spell Focus (Conjuration) and Augment Summoning, a druid concentrating on combat should take Power Attack and other combat feats, a druid concentrating on spellcasting should take metamagic and Spell Focus/Penetration feats, a druid concentrating on magic item creation should take magic item creation feats, etc.

As with any major spellcaster, the druid has a lot of options on how they can be developed. It all depends on what you want your druid to focus on...


That's just the thing tho. I have no clue what i want to or wish to focus on really. I do have the feats Natural Spell as well and Spell Focus (Conjuration) and Augment Summonings. The group i play with its just the DM, one other player and myself. He's got a bard/fighter/rogue. So i have pretty much let my Animal Companion do most of my works for me really. I either tend to sit back and get into close combat when i know its save. Because its only the two of us i have to pretty much blow all my spells on cure spells.

I don't often shape change in battle because for what i might gain in some extra to hit and damage i lose in some considerable AC loss. Oh i do have the feat Dodge and i got a free feat from before i switched to Pathfinder that lets me use a longbow. That's about it.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Razal-Thule wrote:

That's just the thing tho. I have no clue what i want to or wish to focus on really. I do have the feats Natural Spell as well and Spell Focus (Conjuration) and Augment Summonings. The group i play with its just the DM, one other player and myself. He's got a bard/fighter/rogue. So i have pretty much let my Animal Companion do most of my works for me really. I either tend to sit back and get into close combat when i know its save. Because its only the two of us i have to pretty much blow all my spells on cure spells.

I don't often shape change in battle because for what i might gain in some extra to hit and damage i lose in some considerable AC loss. Oh i do have the feat Dodge and i got a free feat from before i switched to Pathfinder that lets me use a longbow. That's about it.

Craft Wand lets you make a wand of cure light wounds for 375 gp any time you get a day of down time (750 gp market price < 1,000 gp limit per day for magic item creation). If you "have to pretty much blow all [your] spells on cure spells," this will help out tremendously (50 charges, each curing 1d8+1 hp) with healing everyone after each combat. Make two and give one to the bard/fighter/rogue (you could make him pay the creation cost), since cure light wounds is on the bard spell list and a bard can use it without needing a Use Magic Device check. I'd also look at Scribe Scroll to expand the number of spells you have available for use beyond just what you have prepared.

After that, I'd look at the metamagic feats, since you're covering almost all of the spellcasting duties. Extend Spell is useful early (Extended barkskin, longstrider, magic fang, or summon nature's ally, for example). Once you hit 7th level, a Widened entangle (80 ft radius spread!) can be pretty nasty.


Thank for the info. I never really gave Craft Wands a thought. I have hated the fact how much it has cost me and my friend to buy them and we tend to go threw one to 2 a game. That would be a huge help and open up a bunch of my spells.

I will also give some Meta's a thought too. I have never used them before so i really have never considered them to much. I have looked into Maximize and Empower but it just didn't feel right for the char i play and the expense of 2 to 3 higher level spell slots for such little gain. Meaning my lower level spells don't do enough damage to really benefit from either Meta at this time. But maybe i am wrong and you know better.
Tho i do like what you mentioned about Extended. That could be very helpful for my Animal Companion.

I just i was just wondering if there was any new Druid feats or something to help boost your Animal Companion. Thanks for you time and help :).

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You might want to consider Empower Spell at 11th level. You get 6th level spell slots then, and Empowered Flamestrikes do a lot of damage.

Craft Wand is pretty good for druids. You can make wands of CLW, Produce Flame, Poison, a lot of good Buff spells, etc.

Extend Spell is really good for your 1 hour a day spells, like Greater Magic Fang. Metamagic rods of them are real useful too.

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