
GM Rednal |
I would suggest looking through some online guides to see which spells are generally considered best for your level. Level 1 spells have fairly limited buffing potential, though... what level are you right now, and how much money do you have to burn?
(If you're still Level 1-2, I'd suggest just getting a Wand of CLW and leaving it at that.)

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magic fang before you shift, cheap so if you cant get back after dropping as a free action not a horrible loss.
bristle is ok, it lets you turn your nat armor bonus into enhancement damage
for other things than damage:
bless and clw as stated.
protection from evil can be pretty nice to have.
endure elements can sit in a bag for awhile but when needed can really help a party.

tonyz |
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Shield of faith is a cleric spell, but is a nice defensive bonus (and stacks with mage armor).
ice armor might be better than mage armor (creates a breastplate of ice, 6 AC vs 4, and wearable by druids)
Enlarge person is a good combat buff (reach, size increases = better damage dice)
Faerie fire is a good way to deal with invisible attackers

Atalius |

Atalius wrote:Wizard would be holding the wand as I'm shifted into an octopus he would than hand me the wand and I would use it on myself via a tentacle.Can you speak the command word as an octopus?
Would wild speech suffice? If not a gold nodule should do. Or maybe even a better idea would be casting share language.

Scott Wilhelm |
Mage armor if you don't have wild armor, longstrider if your wild shape is speex challenged, and if you can possibly swing the UMD, longarm (assuming you work out the meaning of the term "arm", you use an octopus don't you?)
Have a suit of Barding made for you to wear in your favorite Wild Shape. Get a Wand of Swift Girding, so you can be dressed in a Standard Action. If you don't want to dip a level in Wizard or Magus or something, perhaps the party Paladin would be good enough to use the Wand on you, like how everyone gives the PFS party Cleric their Wands of Cure Light Wounds.

Reksew_Trebla |
Scott Wilhelm wrote:Dude, Wand of Strong Jaw when you can afford it!But Scott no need to get that wand I am a druid I can just cast it, its worth spending one or two spell slots on. Wand is super pricey and in the campaign we are playing in (ROTRL) we are starving for cash.
Not going to spoil anything, but as long as you manage to loot and carry around 50 or so bodies worth of magic gear to sell off, you'll be fine in that AP, as I've played it.
Unfortunately, that's easier said than done. Might want to buy a shovel and bury the stuff you can't carry all the way to town once you've cleared an area, rent a wagon at town, and go back for the rest. If you get in good with any particular NPC, you might consider purchasing a wagon and storing it at their place instead of renting each time. And when the wizard gets Teleport later, he can make a quick trip to town and back with the wagon so you can save some time, assuming you're gonna rest at town so he can reprepare those spells.

Atalius |

Atalius wrote:Scott Wilhelm wrote:Dude, Wand of Strong Jaw when you can afford it!But Scott no need to get that wand I am a druid I can just cast it, its worth spending one or two spell slots on. Wand is super pricey and in the campaign we are playing in (ROTRL) we are starving for cash.Not going to spoil anything, but as long as you manage to loot and carry around 50 or so bodies worth of magic gear to sell off, you'll be fine in that AP, as I've played it.
Unfortunately, that's easier said than done. Might want to buy a shovel and bury the stuff you can't carry all the way to town once you've cleared an area, rent a wagon at town, and go back for the rest. If you get in good with any particular NPC, you might consider purchasing a wagon and storing it at their place instead of renting each time. And when the wizard gets Teleport later, he can make a quick trip to town and back with the wagon so you can save some time, assuming you're gonna rest at town so he can reprepare those spells.
Great thank you! will definitely be doing that. Ya sometimes we don't seem to loot all the bodies, need to be doing more of that.

Scott Wilhelm |
Reksew_Trebla wrote:Great thank you! will definitely be doing that. Ya sometimes we don't seem to loot all the bodies, need to be doing more of that.Atalius wrote:Scott Wilhelm wrote:Dude, Wand of Strong Jaw when you can afford it!But Scott no need to get that wand I am a druid I can just cast it, its worth spending one or two spell slots on. Wand is super pricey and in the campaign we are playing in (ROTRL) we are starving for cash.Not going to spoil anything, but as long as you manage to loot and carry around 50 or so bodies worth of magic gear to sell off, you'll be fine in that AP, as I've played it.
Unfortunately, that's easier said than done. Might want to buy a shovel and bury the stuff you can't carry all the way to town once you've cleared an area, rent a wagon at town, and go back for the rest. If you get in good with any particular NPC, you might consider purchasing a wagon and storing it at their place instead of renting each time. And when the wizard gets Teleport later, he can make a quick trip to town and back with the wagon so you can save some time, assuming you're gonna rest at town so he can reprepare those spells.
Depending on your build, you might not want to take 7 levels levels in Druid. Also, you might want to cast Strong Jaw more times in a day or cast it in Combat where you would be afraid of drawing attacks of opportunity.

Atalius |

Atalius wrote:Depending on your build, you might not want to take 7 levels levels in Druid. Also, you might want to cast Strong Jaw more times in a day or cast it in Combat where you would be afraid of drawing attacks of opportunity.Reksew_Trebla wrote:Great thank you! will definitely be doing that. Ya sometimes we don't seem to loot all the bodies, need to be doing more of that.Atalius wrote:Scott Wilhelm wrote:Dude, Wand of Strong Jaw when you can afford it!But Scott no need to get that wand I am a druid I can just cast it, its worth spending one or two spell slots on. Wand is super pricey and in the campaign we are playing in (ROTRL) we are starving for cash.Not going to spoil anything, but as long as you manage to loot and carry around 50 or so bodies worth of magic gear to sell off, you'll be fine in that AP, as I've played it.
Unfortunately, that's easier said than done. Might want to buy a shovel and bury the stuff you can't carry all the way to town once you've cleared an area, rent a wagon at town, and go back for the rest. If you get in good with any particular NPC, you might consider purchasing a wagon and storing it at their place instead of renting each time. And when the wizard gets Teleport later, he can make a quick trip to town and back with the wagon so you can save some time, assuming you're gonna rest at town so he can reprepare those spells.
If i could take only 1 dip into another class which would you suggest? as an Octopus shaped druid

Scott Wilhelm |
Scott Wilhelm wrote:If i could take only 1 dip into another class which would you suggest? as an Octopus shaped druidAtalius wrote:Depending on your build, you might not want to take 7 levels levels in Druid. Also, you might want to cast Strong Jaw more times in a day or cast it in Combat where you would be afraid of drawing attacks of opportunity.Reksew_Trebla wrote:Great thank you! will definitely be doing that. Ya sometimes we don't seem to loot all the bodies, need to be doing more of that.Atalius wrote:Scott Wilhelm wrote:Dude, Wand of Strong Jaw when you can afford it!But Scott no need to get that wand I am a druid I can just cast it, its worth spending one or two spell slots on. Wand is super pricey and in the campaign we are playing in (ROTRL) we are starving for cash.Not going to spoil anything, but as long as you manage to loot and carry around 50 or so bodies worth of magic gear to sell off, you'll be fine in that AP, as I've played it.
Unfortunately, that's easier said than done. Might want to buy a shovel and bury the stuff you can't carry all the way to town once you've cleared an area, rent a wagon at town, and go back for the rest. If you get in good with any particular NPC, you might consider purchasing a wagon and storing it at their place instead of renting each time. And when the wizard gets Teleport later, he can make a quick trip to town and back with the wagon so you can save some time, assuming you're gonna rest at town so he can reprepare those spells.
Warpriest.
You get Sacred Weapon Damage replacing the normal damage for your Tentacles and Bite, after taking Weapon Focus for each. The Sacred Weapon Damage for a Size Medium Level 1 Warpriest is 1d6. So when you become a Size Large Giant Octopus, that goes up to 1d8, and when you cast Strong Jaw, you gain a Virtual Size Increase of 2 spots, so 3d6 base damage for your Tentacles, Constricts, and Bite.
Plus your Blessings grant global Bonuses, say lesser Blessing of Destruction, will give you a +1 Damage on every hit. Damage Reduction is the bane of a character with multiple attacks, but Weapon Against Evil is a Level 1 Cleric (and therefore Warpriest) Spell, and it will bypass the DR of lots of creatures.

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1 level dip Bloodrager (urban)/unchained barb +2 attack and damage (1 or 2) (free action to activate/ spend a feat to get extra rage) make your amulet furious. This will help with DPR a lot. It nets you +4 attack (1 bab, 2 rage, and 1 extra from furious) and 3 damage per attack.
Overall that is .5 less damage per attack then the warpriest when either has strong jaw cast. But much more accurate and you get a damage boost when you don't want to spend the round casting. This, I think, should result in higher DPR.
Plus you improve your saves and movement. Bloodragers also get some really great wands bladelash, protection from evil, shield.

Scott Wilhelm |
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Is dipping the best strategy here, this is a campaign that will go up to level 18. And are we talking just a single level dip or?
Dude, that all depends on what you like. For the past few years of my building characters, I haven't been going for the attainment of high-level Class Abilities, but rather for the accumulation of bonuses. I dip a lot, making characters that 4 classes by level 12 is not uncommon for me. I see a Feat here, a Class Feature there, that Spell over there, and say, "I like that one: let's fit that into my build!
I was proposing at least 4 levels in Druid, 2 levels in Fighter, 2 levels in Brawler, and at least a level in Warpriest, maybe 5, a massively complex, multiclassed, minmaxed monstrosity.
I think I build very powerful characters, and I have been reassured of this by people who think my character builds are so powerful that I have been accused of cheating, making a mockery of the game, and even pederasty on these forums!
But you always give up something when you get something else. Most people, for instance, reckon Druids to be extremely powerful spellcasters, and the more you dip, the longer you put off getting those big spells. As you keep leveling up in Druid, you will learn how to Wild Shape into Elementals and Plants. Do you want that?
And also, you have to decide about your own aesthetic tastes. You're the one who has to play the character. Also, what about your playing style? Do you like intricate characters with lots of tricks, or do you want a simple, deadly toolkit?
Also remember, tabletop roleplaying games are games with no winners, no losers, and no object-of-the game. "Winning at D&D" is something you have to define for yourself. I personally derive great pleasure from aggressively using the rules in creative and complex ways to create powerful characters, but some people get their pleasure from completely different things, myself included. And "powerful" is also something you will have to define for yourself. Which things do you want to be good at?
I love sharing my ideas with you, but you have to pick the best strategy for you.

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Dipping can help martial combat, add some flexiblity, damge output and if planed correctly saves.
It will hurt class abilities. The most powerful of which is 9th level casting.
This is how I think of multiclassing. Am I making a "better" version of the most martial class I have taken. Better can mean more damage or more versatility.
Example 1:
20 int wizard 1 level of fighter. This is neither a better fighter or a better wizard.
Example 2:
Bloodrager/investigator
I'm not as strong as a bloodrager but I'm much more verstile, have solutions to many more encounters, and fully buffed I may even be a little stronger. Though I may be maybe mostly investigator, through buffing and versatility I have made a stronger character than a perfectly viable bloodrager.
Example 3:
Druid 4/Tetori monk X
Super speicalized builds that use class features to be really great a one thing.
From what I have seen Scott's builds fall into the second catogory. giving up being a great caster for stacking bonuses to damage effectively making a great martial out of a mix of classes.