Advice on Melee Druid


Advice


I'm currently playing Rise of the Runelords, and I'm playing a Druid focused on melee and the wildshape ability. I was thinking that given that build, maybe I should multiclass the druid to take some fighter levels to add damage to his attacks, or maybe do something like wildshaping into an earth elemental and staying that way for the whole day, using armor for the elemental (instead of getting wild ones) and using a weapon like a scythe.
I would really like some advice from more experienced players and someone here more adept at min maxing characters. Is it really a good idea to multiclass or maybe I should just make it a straight Druid. If you can build him up to level 11 to ilustrate your point, that would be really nice. Hoping for help, thanks guys.

Sovereign Court

I would recommend straight Druid. I will link you to Treantmonk's melee druid, since I agree with 80% of his guide.

Link

Liberty's Edge

I play a druid in pathfinder society using treantmonk's guide. At level 7, he has turned into a primary tank and damage machine. I highly recommend following that guide as written. You will have low DCs so all your spells prepared will be buffs.

PS: In the games I played yesterday, I just fell in love with the T-Rex as an animal companion(with Toughness, Power Attack and combat reflexes). It also fits my mwangi druid ; )

Liberty's Edge

Squidzilla wrote:

I'm currently playing Rise of the Runelords, and I'm playing a Druid focused on melee and the wildshape ability. I was thinking that given that build, maybe I should multiclass the druid to take some fighter levels to add damage to his attacks, or maybe do something like wildshaping into an earth elemental and staying that way for the whole day, using armor for the elemental (instead of getting wild ones) and using a weapon like a scythe.

I would really like some advice from more experienced players and someone here more adept at min maxing characters. Is it really a good idea to multiclass or maybe I should just make it a straight Druid. If you can build him up to level 11 to ilustrate your point, that would be really nice. Hoping for help, thanks guys.

You will not need other classes to augment your damage. The only benefit would be a level of barbarian to add rage. I would suggest pure druid or add a single level of barbarian.

For combat, animals are your best bet. The elementals are not all that impressive and plants are a pure disappointment. I pretty much use 4 combat forms depending on what is needed and how much I need to move around. Velociraptor is medium sized pouncer, Dire Tiger for Large pouncer, Cheetah for medium tripper, Dire Hyena for large reach tripper. I also have prepared Air Elemental for flying situations.

Liberty's Edge

My druid plan at level 8(currently 7 but I already updated my spreadsheet to 8 in preparation)

Race:Human

STR:20
DEX:14
CON:14
INT:8
WIS:14
CHA:7

Saves: Fort=9, Reflex=5, Will=9

HP:73
AC:25

Armor: +1 Stoneplate, +1 Darkwood Heavy Shield
Weapon: +1 Adamantine Scimitar(+12/+7 1d6+6)
Other Magic: Cloak of resistance +1, Ring of Prot +1, Ring of feather fall, Druid's Vestments

Have a Amulet of Mighty Fists +1(Used the +1 for +1d6 electricity ability) so the pouch forms with 4 to 5 attack potential for extra D6 on each.

Once I hit 9 and take Vital Strike, I plan on using the Stegosaurus huge animal shape and having an 8d6 tail attack that also trips.

Feats: Improved Unarmed Strike, Toughness, Improved Grapple, Natural Spell, Heavy Armor Proficiency.

My T-Rex has 4 feats(Toughness, Power Attack, Combat Reflexes, Improves Natural Attack(bite)) He has one attack at +9 (always power attacking) that does 3d6+20. He has a 23 AC.

I love my little T-Rex!


I recommend going with the Blight Druid from the APG. It's got some amazing combat debuffs that require you to simply be adjacent to your enemy.


Squidzilla wrote:

I'm currently playing Rise of the Runelords, and I'm playing a Druid focused on melee and the wildshape ability. I was thinking that given that build, maybe I should multiclass the druid to take some fighter levels to add damage to his attacks, or maybe do something like wildshaping into an earth elemental and staying that way for the whole day, using armor for the elemental (instead of getting wild ones) and using a weapon like a scythe.

I would really like some advice from more experienced players and someone here more adept at min maxing characters. Is it really a good idea to multiclass or maybe I should just make it a straight Druid. If you can build him up to level 11 to ilustrate your point, that would be really nice. Hoping for help, thanks guys.

If you want to be purely damage as a druid, barbarian or fighter 1-2 is ok. Wildshape for some characters caps out at druid 6 when you get pounce and large cat shape. Fighter 1 gives you access to better weapons, tower shields(wooden), and stone plate.

The only feats you will need are power attack, natural spell, and multi-attack dependent on if you want to use giant octopus form(tentacles are secondary attacks)

If you want more powerful spellcasting go straight druid.


A level of monk between 7th and 9th level is a decent choice in my opinion.
Upside: +2 all saves, improved unarmed strike and improved grapple (bonus feat)- next feat would be grater grapple -, wisdom to AC, with monks vest an increase in speed, increased unarmed damage, flurry of blows and stunning strike
Downside: loose one BAB, one spell level progression and one level animal companion. Though CL loss can be compensatet with Magical Knack trait.


The thing is, at higher levels the enemies start having DR, which you can't pass through with your natural attack, since they lack special materials (cold iron, silver, adamantine) or magical bonuses equivalent to those materials (+3 or higher), so your damage potential starts going down. Is there some way to circumvent this without investing a boatload of money on an amulet of mighty fist +3 or higher?
The DR / magic is easy, since you get greater magic fang, but the others are not. I was thinking maybe I could become more of an utility melee character, using poison in all my claws and bites, etc, or does the advanced player guide provide some new options for the melee druid?


Doesn't greater magic fang make it equivalent to a +3 or highter weapon once you get a decent caster level on it? That would count as that +3 or highter bonus for overcoming DR.


What about taking one level of Monk, for the flurry, the extra AC and the unarmed strike plus bonus feat. Maybe it could prove usefull to take a 1 level dip.


Adventure Path Charter Subscriber
Squidzilla wrote:

The thing is, at higher levels the enemies start having DR, which you can't pass through with your natural attack, since they lack special materials (cold iron, silver, adamantine) or magical bonuses equivalent to those materials (+3 or higher), so your damage potential starts going down. Is there some way to circumvent this without investing a boatload of money on an amulet of mighty fist +3 or higher?

The DR / magic is easy, since you get greater magic fang, but the others are not. I was thinking maybe I could become more of an utility melee character, using poison in all my claws and bites, etc, or does the advanced player guide provide some new options for the melee druid?

Apg totaly has the feat you want, its call elderich claws if memory serves. It treats your natural weapons as silver and magic. APG also has some other nifty tidbits for your druid, total worth every copper to get imho.


Squidzilla wrote:
What about taking one level of Monk, for the flurry, the extra AC and the unarmed strike plus bonus feat. Maybe it could prove usefull to take a 1 level dip.

Nah, flurry doesn't allow natural attacks and unarmed strike doesn't improve them.


if you are willing to go with a D&D rulebook, Complete Warrior and Complete Advenutrer have some good fighting druids.

Complete Adventurer has the master of many forms, decent BAB, good for and ref saves, and Improved wild shape. I.W.S. lets you (& each new lv.) turn into (respectivily) 1humanoid, 2giant + large, 3monstrous humanoid, 4fey + tiny, 5vermin (large giant scorpian..., 6aberration + huge, 7plant, 8ooze + Diminutive, 9elemental, 10Dragon + gargantuan.

+some other abilities as well.

the one from the complete warrior is only 5 lv.s with some very good ablilties. like immune to crits, incresed damage, +4 to str and con, 10 ft, reach for medium size characters, fast healing 2, and one other that is complected, but good for a shape-changer, like a wild shape focused druid.

have fun...


Squidzilla wrote:

I'm currently playing Rise of the Runelords, and I'm playing a Druid focused on melee and the wildshape ability. I was thinking that given that build, maybe I should multiclass the druid to take some fighter levels to add damage to his attacks, or maybe do something like wildshaping into an earth elemental and staying that way for the whole day, using armor for the elemental (instead of getting wild ones) and using a weapon like a scythe.

I would really like some advice from more experienced players and someone here more adept at min maxing characters. Is it really a good idea to multiclass or maybe I should just make it a straight Druid. If you can build him up to level 11 to ilustrate your point, that would be really nice. Hoping for help, thanks guys.

Just take a look at your name. Enough said.

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