Shillelagh and Monks


Advice

Sczarni

The druid spell Shillaleigh (sp?) gives a +1 bonus to both ends of a quarterstaff and makes them deal damage as though two sizes bigger (so for a Medium druid, 2d6)

Quarterstaves are also monk weapons, and thus usable in a flurry of blows.

See where I'm going with this?

My plan for my next campaign is to make a multiclass druid monk who can cast Shillaleigh on his quaterstaff, then flurry with it, effectively dual wielding +1 greatswords at level 2.

But I'm not sure where to take it from there. Aside from being melee-capable and valuing their Wisdom, monks and druids have very little in common. And they both really want to hit level 4 quickly, monks for their ki and druids for Wild Shape, which I'm not sure synergizes with a monk's flurry (though it might with IUAS). Should I dip into one class and just focus on the other, or just go one class? I could just go straight monk and get a Wand of Shillaleigh, but then I'd pretty much be spending all my skill points and a good chunk of my gold. I could go pure Druid with the TWF tree, but then I lose the monk's flurry BAB, and have to spend feats on this instead of getting monk bonus feats (and I need a 15 dex to do this at all). Druids do get some sweet spells at later levels, but the Monk's scaling AC and movement speed are sweet too.

I'm split! Which class should I focus on? How can I balance the two? And should I roleplay in an Irish accent?


Wildshape doesn't get you much unless you go to level 6 to get wildshape as beast shape II. At that point dire apes should be able to flurry with a large quarterstaff. Otherwise, even if you can find a primate in medium you only get +2 strength/+2 natural armor. If there were flying monkeys it would be different, but I don't think Pathfinder has them.

I'd therefore minimize druid to what gets you enough first level castings for comfort and consider looking at the archetypes that delay wildshape if you now you're getting out before level 6 and not going back in later. The 4 level rule for combining 3/4 BAB classes doesn't really apply to monks since they flurry and perform maneuvers as if full BAB.


Silent Saturn wrote:


My plan for my next campaign is to make a multiclass druid monk who can cast Shillaleigh on his quaterstaff, then flurry with it, effectively dual wielding +1 greatswords at level 2.

Would it be easier to just buy loads of oils of shillaleigh? More expensive but wouldn't need to multiclass.

Only issue harder to overcome DR since you only get +1 never higher (unless ally cast GMW on it).


Starbuck_II wrote:

Would it be easier to just buy loads of oils of shillaleigh? More expensive but wouldn't need to multiclass.

Only issue harder to overcome DR since you only get +1 never higher (unless ally cast GMW on it).

Shillelagh only lasts 1 minute per caster level, so oils are pretty low duration (unless you pay tons more).

I'd say go for it - decent alternating back and forth. A domain might be good, although an animal companion could give you flank. Plant Domain is pretty awesome with unarmed strike, but that wouldn't apply. Go up to level 4 druid eventually (to even out the BAB) - treat the wild shape as a scouting tool, not combat. Then go the rest monk.

FYI Starbuck, GMW doesn't help with the higher DR's.

Scarab Sages

well, the issue here is that you're looking at druid for just one thing.

If you're a melee combatant, then the druid animal companion will be more damage and a flanking bonus. The druids wild shape abilities can be used at the least to provide you with extra bonuses to your physical stats and armor class. However, while flurrying you won't get the natural attacks the form brings.

The druid spells also give you bull's strength, magic fang *which applies to unarmed strikes as well* and a bunch of other useful spells.

So monk gives you flurry *which actually kind of hurts you since you can't add in additional attacks*, the good IUS, wisdom to ac, lawful requirement, and eventually a ki pool for more attacks. However, you don't *have* to use flurry of blows.

Ok, the real problem with using Shillelagh is that you're looking at spending a round casting the spell *or applying the oil*. With a duration of 1 minute/level, it's not something you'll be using before the fight most of the time. And you're only going from 1d8 to 2d6. That's 4.5 average damage to 7 average damage. In other words, spending a round to deal an average of 2.5 more damage per attack. Usually, you'd have gotten more mileage out of attacking on the first round of combat instead. :/

The idea of a monk wielding a druid-buffed staff is nice. If you like the concept, then I'd just take one level in druid and the rest in monk. The boost is the same whether you're druid 1 or druid 20, and 1 minute should be long enough for most combats. Wildshape will be less effective with a flurry, and the monk levels will get you more attacks sooner. In this case, you should nab the domain for the druid and hunt around for some extra spells you'd like to have.

Eventually, you can buy a lesser rod of quicken, so that you can just apply shillelagh and move right into combat without losing duration. And remember, you can make a flurry of blows using just one end of that quarterstaff, so you don't have to pay to get both enchanted.

I should be doing homework right now :/


One minute should be long enough, and Pearls of Power 1 are cheap.

Quicken Metamagic Rod is messy, as then you have one hand for casting, and one hand for Rod, so need Quickdraw (and have your Rod on the ground subject to AoE damage), and you don't really want Quickdraw.
But if it's an Extend Rod (much cheaper too), right before opening a big door, then good.
Once you've played it a bit (Druid 1/Monk 4), see if the 2nd level of Druid (and its perks/BAB) are worth it. If the campaign's wrapping up soon, it probably is. If not, some of those level 5-12 Monk abilities are really good, and not worth delaying for mediocre casting, plus the ki pool keeps growing.
The good low-level Druid buffs, you can get on a wand.

If you like the staff-flurry concept, ignore Wild Shape. The Staff goes away when you transform, so you'd have to carry a Large Staff, and drop it before you change, then pick up. Awkward.
Look at the Druids that get WS later, but get something else earlier (like Shamans or Urban Druid).
A Strength Ferocity Subdomain (Bear Shaman) or even better Plants Growth Subdomain (most any Druid) can add some more smack (Enlarge Person, too, get wand ASAP).
You don't need much Str (as Flurry doesn't go 1.5x and your Staff is sufficient), but PA does count for -1/+3, so don't go below 14.
If you're bold or have good PC support, sacrifice AC (your other defenses are probably the best in any non-Paladin party), go with Lunge/Enlarge Person (Druid domain)/Combat Reflexes and destroy everything by taking Str as highest stat.
If you do aim to take several levels of Druid, swap out Stunning Fist with an archetype, maybe even one that doesn't increase Unarmed Damage.

15 pt. build: (bit stat-dumpy,skill-dumpy sorry)
Human/Half-Elf/Half-Orc
Str 18 Dex 14 Con 13 Int 7 Wis 14 Cha 7 (Still AC 14 w/o Mage Armor)
Dwarf (I like the combat racial traits & Darkvision)
Str 15 Dex 14 Con 16 Int 7 Wis 16 Cha 5 (lose 1 pt.)
Start Druid, so you can have Hide Armor, Shield, Dex, & Shilleleigh Club: nice AC and 2d6+str damage (3d6 grown +Combat Reflexes). Monk's too fragile without the offense of Shilleleigh/Combat Reflexes kicking in.
1st Combat Reflexes (though it's fine at 2 as bonus)
2nd Bonus Monk Feat (Deflect Arrows, for defense at low AC)
3rd Lunge + Bonus Monk Feat (Trip? You are pretty big...)
5th PA or begin style feat chain. (You probably do enough damage)


I would just go a couple levels of druid and give up the animal companion. Instead take the plant domain with the growth subdomain for the swift action enlarge person to boost your damage even more.


Wolf druid domain could give you improved trip to make a trip monkey.

Shadow Lodge

What level is this going to? at 12th you'll be doing 2d6 with your fists anyway(7th level if you get Monk's robes, and come on, you're a monk, what else are you spending your money on?)


I like the idea of a monk (choose your archetype of choice) / reincarnated druid - split it up Monk 15 / Druid 5, with the 5 druid monks early and Quivering Palm providing a capstone at character level 20. Good saves, unkillable (or killable, but you'll get better).

The Exchange

The shellelegh would be useful for lower levels but eventually your unarmed strikes would be better. but as long as you have monk and druid levels, take Shaping Focus, Monk4, druidx. Your monk levels increase natural weapon damage and you add your wisdom to AC.


Malhavoc Shimeran wrote:
The shellelegh would be useful for lower levels but eventually your unarmed strikes would be better. but as long as you have monk and druid levels, take Shaping Focus, Monk4, druidx. Your monk levels increase natural weapon damage and you add your wisdom to AC.

Your Monk levels don't increase your natural weapon damage, only your Unarmed Strike damage, though you might argue you get DR/Magic strikes.

This is a great 'animal shape' fighter, but I think he likes the stick. (And given the amount of creatures you don't want to touch...)


isn't there a ranger getting access to druid spells.. cant remember well but it might be a good option.

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