Druid help


Advice

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So I want to be a support character and I opted for the Domain/spells versus an animal companion, and chose fire since I want to back row.

I'm not entirely sold on it since I only get the +1 spell but the 7 uses of the mini d6 ranged touch attack help with that. (why oh why can't druids get a decent ranged weapon?)

we're starting at 1st level and I've been out of 3.5/Pathfinder for about a year so I'm a little rusty.

I'm not a huge MUST BE OPTIMIZED guy but i don't want to nerf myself either.
What do you all think?


Take "heirloom weapon" and use it to get bow proficiency. Or play an elf or half elf to get racial proficiency with the bow.

I play a ranged bow-using druid and she does fine. However, she's not a ranger, she's a druid. On the other hand, she's not a ranger, she's a druid, so she can summon critters or cast spells like entangle at level 1.

If you have a wizard in the party, or any prepared spellcaster who can cast "magic weapon" get a level 1 pearl of power and use it to bribe them into enhancing your bow. At the very least get a masterwork bow.

To be a decent ranged character you need a decent dexterity.

"Aspect of the Falcon" is an excellent spell for druid archers.

If you seriously want to play a ranged fighting druid, you'll have to make some hard feat choices between things like "Spell focus: conjuration" and "Point blank shot." To be a decent archer you really have to pursue the PBS tree.


I have a Druid and I took the Caves subdomain because I really like the Pit spells you get. You also get the Acid Dart ability which is basically the same as the fire bolt. I like to summon so that helps give me something to do during combat.
Not sure if I am more uber than having the animal companion but I felt with summoning and wildshape and casting I already had a lot to track and the animal companion was just another thing on my plate.

-dm


Define "decent range weapon". Shortbow? You need to buy ammo and pay extra to get your Strength mod added to damage. Longbow is in the same boat.

Slings are cheaper and add Strength for free, and you can use darts, clubs, daggers, spears, and short spears over and over again.


Azten wrote:

Define "decent range weapon". Shortbow? You need to buy ammo and pay extra to get your Strength mod added to damage. Longbow is in the same boat.

Slings are cheaper and add Strength for free, and you can use darts, clubs, daggers, spears, and short spears over and over again.

If you want to play a ranged druid, strength may not be a dump stat, but it's pretty far down the list of priorities. My level 8 ranged archer druid has a str of 10, and she does fine in the damage department with a bow.

You can collect 50% of your missed arrows, and "Craft: Bow" allows you to make arrows every night as you camp. Plus you can eventually make MW bows yourself.

Darts and slings do 1d4 damage. A bow does d8. To equal the average damage of a bow a dart or sling user needs a strength of 14. Bows do triple damage on a crit. Overall you really need a strength of 16 before your dart or sling is going to have even a slight advantage over the bow. If you can afford to put a 16 in str for your wisdom based, dexterity needing druid archer... well, you've got one heck of a set of stats there.

Javelins are slightly better at d6, but javelins have their own issues, such as reloading them for multiple attacks when you get "rapid shot" or hit BAB +6.

Grand Lodge

BltzKrg242 wrote:

So I want to be a support character and I opted for the Domain/spells versus an animal companion, and chose fire since I want to back row.

I'm not entirely sold on it since I only get the +1 spell but the 7 uses of the mini d6 ranged touch attack help with that. (why oh why can't druids get a decent ranged weapon?)

we're starting at 1st level and I've been out of 3.5/Pathfinder for about a year so I'm a little rusty.

I'm not a huge MUST BE OPTIMIZED guy but i don't want to nerf myself either.
What do you all think?

Well, I'm a Druid (Menhir Savant) with the Caves subdomain instead of an animal companion.

Level 1 is always rough for a spellcaster. Don't be afraid to use a sling (and make sure you know the eratta on Heirloom Weapon!). Magic stone is a deceptively good low-level spell, especially if you have a little STR and/or are fighting undead.

Once you get a caster level or two under your belt, produce flame can give you multiple 120ft attacks per casting (against touch AC, even).

Your ranged options just go up from there, with not all of them requiring attack rolls. You have a fantastic spell list.

So I wouldn't even worry about archery feats; by the time you hit 3rd level, your spells/attacks will either not use attack rolls or be targeting touch AC anyway.


Dimitri, Varisian Explorer wrote:


Well, I'm a Druid (Menhir Savant) with the Caves subdomain instead of an animal companion.

Level 1 is always rough for a spellcaster. Don't be afraid to use a sling (and make sure you know the eratta on Heirloom Weapon!). Magic stone is a deceptively good low-level spell, especially if you have a little STR and/or are fighting undead.

Once you get a caster level or two under your belt, produce flame can give you multiple 120ft attacks per casting (against touch AC, even).

Your ranged options just go up from there, with not all of them requiring attack rolls. You have a fantastic spell list.

So I wouldn't even worry about archery feats; by the time you hit 3rd level, your spells/attacks will either not use attack rolls or be targeting touch AC anyway.

Produce flame is a good low-level spell. Once you get a magic bow with an energy effect on it, produce flame will be a very poor alternative. Druids get very few ranged attack spells. I've done a lot of analysis of the best ranged options for a druid, and I don't see a way for her to beat her bow in steady, consistent damage. Yes, she's invested in feats to do that, but every true archer build invests in those feats.

If the ranged attack needs are secondary "just in case" considerations, then by all means don't follow the archery path. If ranged attacks are a primary consideration, it's going to be tough to out-damage the bow.


Produce Flame isn't that good a spell at low-levels actually, since every time you attack with it the duration goes down by one minute.

That means one attack at level 1.


Azten wrote:

Produce Flame isn't that good a spell at low-levels actually, since every time you attack with it the duration goes down by one minute.

That means one attack at level 1.

True. I was being generous. Frankly I don't recall my druid ever using the spell. There was always a superior alternative.


DangerMaus wrote:

I have a Druid and I took the Caves subdomain because I really like the Pit spells you get. You also get the Acid Dart ability which is basically the same as the fire bolt. I like to summon so that helps give me something to do during combat.

Not sure if I am more uber than having the animal companion but I felt with summoning and wildshape and casting I already had a lot to track and the animal companion was just another thing on my plate.

-dm

I'm with you on the complexity of multiple abilities. This lets me have some spell attack power (albeit pretty weak at this level, but at higher levels lets me toss a fireball) at the cost of having a constant minion.

On the domain spells, are those available to cast with regular slots as well or ONLY the domain slot?


BltzKrg242 wrote:
DangerMaus wrote:

I have a Druid and I took the Caves subdomain because I really like the Pit spells you get. You also get the Acid Dart ability which is basically the same as the fire bolt. I like to summon so that helps give me something to do during combat.

Not sure if I am more uber than having the animal companion but I felt with summoning and wildshape and casting I already had a lot to track and the animal companion was just another thing on my plate.

-dm

I'm with you on the complexity of multiple abilities. This lets me have some spell attack power (albeit pretty weak at this level, but at higher levels lets me toss a fireball) at the cost of having a constant minion.

On the domain spells, are those available to cast with regular slots as well or ONLY the domain slot?

Domain spells can only be cast from the domain slot. You CAN metamagic them into higher level domain slots. But domain spells = domain slots.


I just gotta say I LOVE the name "DangerMaus". Do you have a minion named "Penfold?"


Adamantine Dragon wrote:


Domain spells can only be cast from the domain slot. You CAN metamagic them into higher level domain slots. But domain spells = domain slots.

That is how I was expecting but I wasn't sure. Thanks.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

The Point Blank Shot line, particularly Precise Shot, also helps out with ranged touch attacks like the Fire domain power and produce flame. Archery is feat-intensive and you will always be feat-hungry. A level or two of fighter can help you with that, but personally, I feel it isn't worth losing a level of spell access just to pick up an extra feat.

Entangle works great for archer druids. You can lock down the whole battlefield and plink away at leisure.

Spider climb also works great for archers. Think of it like a junior version of fly that lets you place yourself out of reach of the badguys while you can still shoot at them.


I was told that PBS and Precise shot only work with weapons and not spells?

"You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet."

Is there an errata that changes it from "ranged weapons" to "Ranged Attacks"?


BltzKrg242 wrote:

I was told that PBS and Precise shot only work with weapons and not spells?

"You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet."

Is there an errata that changes it from "ranged weapons" to "Ranged Attacks"?

It works with spells that are treated as "weapons." Rays in particular.

Grand Lodge

Adamantine Dragon wrote:
Druids get very few ranged attack spells.

Second Level Spells

Chill Metal
Heat Metal
Flaming Sphere
Burning Gaze
Stone Call
Tar Ball

Third Level Spells
Call Lightning
Aqueous Orb
Burst of Nettles

Fourth Level Spells
Flame Strike
Ice Storm
Spike Stones
Ball Lightning
Geyser
Volcanic Storm

Fifth Level Spells
Call Lightning Storm
Wall of Fire
Fire Snake

So... what were you saying?


Dimitri, Varisian Explorer wrote:
Adamantine Dragon wrote:
Druids get very few ranged attack spells.

Second Level Spells

Chill Metal
Heat Metal
Flaming Sphere
Burning Gaze
Stone Call
Tar Ball

Third Level Spells
Call Lightning
Aqueous Orb
Burst of Nettles

Fourth Level Spells
Flame Strike
Ice Storm
Spike Stones
Ball Lightning
Geyser
Volcanic Storm

Fifth Level Spells
Call Lightning Storm
Wall of Fire
Fire Snake

So... what were you saying?

I consider a ranged "attack" spell to be a spell with an attack roll. You know, the spells whose descriptor says "ranged attack." I'll also add "ray".

That reduces your list to:

Tar ball

Sczarni

Adamantine Dragon wrote:
Dimitri, Varisian Explorer wrote:


Well, I'm a Druid (Menhir Savant) with the Caves subdomain instead of an animal companion.

Level 1 is always rough for a spellcaster. Don't be afraid to use a sling (and make sure you know the eratta on Heirloom Weapon!). Magic stone is a deceptively good low-level spell, especially if you have a little STR and/or are fighting undead.

Once you get a caster level or two under your belt, produce flame can give you multiple 120ft attacks per casting (against touch AC, even).

Your ranged options just go up from there, with not all of them requiring attack rolls. You have a fantastic spell list.

So I wouldn't even worry about archery feats; by the time you hit 3rd level, your spells/attacks will either not use attack rolls or be targeting touch AC anyway.

Produce flame is a good low-level spell. Once you get a magic bow with an energy effect on it, produce flame will be a very poor alternative. Druids get very few ranged attack spells. I've done a lot of analysis of the best ranged options for a druid, and I don't see a way for her to beat her bow in steady, consistent damage. Yes, she's invested in feats to do that, but every true archer build invests in those feats.

If the ranged attack needs are secondary "just in case" considerations, then by all means don't follow the archery path. If ranged attacks are a primary consideration, it's going to be tough to out-damage the bow.

I would just like to add that most of druid spells have fixed damage, such as Flaming Sphere, 3d6 at all levels and they often just target someone and require save.

Investing in archery for druid isn't to profitable in terms of spells. It's shame he doesn't have more buffs on attack or dexterity.

Edit: Posters above me said what I wanted, oh well..

Grand Lodge

In that case, you didn't really read the post of mine that you were replying to. ;)

And in the context of the OP's request, why would you impose that limit? He just wants to be able to stand outside of melee and kill things from a distance. You don't need to make an attack roll to do that. In fact, the very fact you point out (that so few druid damage spells use attack rolls) makes the archery feats even less appealing. By level 5 or so, you're bringing lots of ranged hurt without benefitting from those feats very much at all. So wouldn't this be the better way of being a ranged druid?


Dimitri, Varisian Explorer wrote:

In that case, you didn't really read the post of mine that you were replying to. ;)

And in the context of the OP's request, why would you impose that limit? He just wants to be able to stand outside of melee and kill things from a distance. You don't need to make an attack roll to do that. In fact, the very fact you point out (that so few druid damage spells use attack rolls) makes the archery feats even less appealing. By level 5 or so, you're bringing lots of ranged hurt without benefitting from those feats very much at all. So wouldn't this be the better way of being a ranged druid?

There is a reason I distinguish "ranged attack" spells from "ranged spells". The main reason is that whenever possible, I don't want to rely on my spell's effectiveness being based on the target failing a saving throw. Also I can do a whole lot more to improve my attack bonus than I can to improve my spell DC.

Attack rolls are quantitatively better than relying on saving throws to be missed.

Every spell I cast is a spell I don't have any more. I can shoot arrows all day long.

The bottom line is that unless the target is warded against arrows or has major piercing DR, my bow simply blows my spells away for damage. I hit more reliably and do more damage and the only thing I lose is arrows, and I can recover half of my misses, plus I can make more every night.

Spells which allow me to boost my attack roll are similar to using a bow. In general the same spells which boost my bow, boost my ranged attack spells.

Spells which require a saving throw are not at the top of my priority list. They are very situational.

Grand Lodge

Adamantine Dragon wrote:

The main reason is that whenever possible, I don't want to rely on my spell's effectiveness being based on the target failing a saving throw.

.....

Attack rolls are quantitatively better than relying on saving throws to be missed.

.....

Spells which require a saving throw are not at the top of my priority list. They are very situational.

Interesting stance. On the other hand, a lot of damage spells still do half damage on a save, meaning you have guaranteed damage. As for the limited supply issue, there's the fact that a lot of the druid's damage spells can hit repeatedly for one casting (produce flame is one attack per level, flaming sphere keeps going and going, call lightning is multiple bolts for a single spell slot, etc).

For instance, for a single casting of call lightning (at the level you get it), you can call down five bolts of lightning for 3d6 damage each. Your range is 150ft, you don't get screwed by cover/concealment/other miss chances, and even if they make every single save, you deal an average of 25 damage (50 at tenth level). If they only make half their saves, you're averaging more like 35-40 damage at 5th level (twice that at 10th level).

That's with ONE spell slot, and ZERO feats.

I think it might be worth a second look. Saves are not quantitatively worse than attack rolls.


Dimitri, Varisian Explorer wrote:
Adamantine Dragon wrote:

The main reason is that whenever possible, I don't want to rely on my spell's effectiveness being based on the target failing a saving throw.

.....

Attack rolls are quantitatively better than relying on saving throws to be missed.

.....

Spells which require a saving throw are not at the top of my priority list. They are very situational.

Interesting stance. On the other hand, a lot of damage spells still do half damage on a save, meaning you have guaranteed damage. As for the limited supply issue, there's the fact that a lot of the druid's damage spells can hit repeatedly for one casting (produce flame is one attack per level, flaming sphere keeps going and going, call lightning is multiple bolts for a single spell slot, etc).

For instance, for a single casting of call lightning (at the level you get it), you can call down five bolts of lightning for 3d6 damage each. Your range is 150ft, you don't get screwed by cover/concealment/other miss chances, and even if they make every single save, you deal an average of 25 damage (50 at tenth level). If they only make half their saves, you're averaging more like 35-40 damage at 5th level (twice that at 10th level).

That's with ONE spell slot, and ZERO feats.

I think it might be worth a second look. Saves are not quantitatively worse than attack rolls.

I said "situational". So in certain situations, I use those spells. Call Lightning is one of them. Let's see, let me grab her sheet....

Here are her currently prepared spells (we are in town right now so in between adventures, but these are pretty representative).

First level:

Ray of sickening - It's a ray. If I hit, you're sick. Sick isn't a terrible condition to put on someone. Unfortunately it also allows a save. I just put it on here because it's a "ray". I think I'll replace it. Sigh... why have a ray AND a save. Totally stupid.

Faerie Fire - Our party has been targeted by invisible foes...

Magic fang - Gotta buff up my tiger

Obscuring mist - Just in case we have to skedaddle

Bristle - Nice "power attack" option for my tiger.

Long strider - Like I said, we're between adventures, although this is a pretty nice spell even in combat.

Second level:

Barkskin - She's a druid. It stacks. Our tank loves this.

Flaming sphere - She can cast entangle as a spontaneous spell... nice combo.

Tar ball - Hey, look at that!

Summon swarm - Mostly I want to see how this works. Never cast it before.

Third level:

Mad Monkeys - I just gotta get this thing cast one day...

Greater Magic Fang - Just in case...

Call Lightning - Yeah, I like this one.

Spike Growth - damage and crowd control? What's not to like?

Fourth level:

Spit venom - whattya know, another ranged touch attack...

Ball Lightning - Never cast it, it looks good.

Air Walk - Just in case..

Now, I personally would like to see more ranged attack spells. In 3.5 she relied heavily on "Ice Lance" and "Splinterbolt". Awesome spells. Of course she would boost her dex and armor with "bite of the wererat" but man she was a ranged attack spell monster in 3.5....

Of course she was totally OP too....

But I still miss the ability to blast out a ranged touch attack that did massive damage with my attack roll being comparable to our melee fighter. I rarely missed....

Grand Lodge

I'm seeing spells from the list I posted at every level. So obviously you agree that some of those ranged-but-not-attack-roll spells are worthwhile.

So... what are we discussing, again?


When the final version of Pathfinder came out the weather domain was said to be a good one. I never tried it, but you might want to look at that.

PS:I did skip a few threads so there might be more things being discussed than I know about.


Dimitri, Varisian Explorer wrote:

I'm seeing spells from the list I posted at every level. So obviously you agree that some of those ranged-but-not-attack-roll spells are worthwhile.

So... what are we discussing, again?

LOL, I said the druid had very few ranged attack spells. You listed a whole bunch of ranged save spells as rebuttal. I pointed out they weren't ranged attack. You said "yeah, but they're good anyway". I said they were "situational" you said "but still good" so I posted my spell list so you could see that I have them for those "situations."

Here's the deal. Most of those would not BE on my list if I had decent ranged attack alternatives. Do you understand my point now?

Yeah, you and I agree that those are probably among the better druid spells. But that's BECAUSE the druid sucks at ranged attack spells. I can guarantee you that if I had access to the sorc/wiz spell list, I'd have a lot different spells prepared...

And before you post: "But that's what druids do, they aren't supposed to be ranged attack spellsters!"

Which will cause me to say: "That's why she has a bow and the archery feats." Which brings the whole thing full circle...


You guys are funny.

The actual question was should I stick with the extra domain and spell as a back row Joe or go with the Animal Companion.
By Back row Joe I mean I'd be happy to do support/buff/healing but on rounds I'm not doing those, I'd like to still be functional.

Maybe I didn't ask it right?


BltzKrg242 wrote:

You guys are funny.

The actual question was should I stick with the extra domain and spell as a back row Joe or go with the Animal Companion.
By Back row Joe I mean I'd be happy to do support/buff/healing but on rounds I'm not doing those, I'd like to still be functional.

Maybe I didn't ask it right?

Well, I took "back row Joe" who is "functional" to mean a character who could support the party but could also do damage. When you also said "too bad there are no good ranged weapon options" for the druid, that implied to me that your "functional" included doing ranged weapon damage.

Ergo I posted my comments about using a bow, which led to all the entertainment.


The animal companion is better than the domain IMHO, but you can still be functional with a domain. Actually you can be a lot better than functional.

In short.
1.Animal companion
2.Weather Domain(from what I have heard)
3.Some other domain.

PS:After reading your post again I would say take the animal companion. What point buy are you allowed, and what level do you expect the campaign to last to?

Last, but not least Druid Guide


I would concur with Wraithstrike. Animal companion is, imho, the best option for a druid. Besides, it's archetypal. And just plain cool.

Grand Lodge

Caves subdomain is pretty good.

You get an acid dart power, which is nice: ranged touch, scaling damage, good elemental type.

Magic stone is a decent domain spell, especially against undead. It adds to your ranged capabilities as well.

Your second-level domain spell is create pit, which is really good. If they fail their save, they not only take damage but also get taken out of the fight for a while. Bonus tip: A creature that ends its turn adjacent to the pit has to make a save (at a +2 bonus) or topple in. Ready an action to cast during an enemy's turn - that way, if they make their save, they'll have to spend an action to move away (preventing a full-attack or possibly other actions) or else risk having to make that second save.

Spiked pit for the third domain slot is even better.

And this whole time you have your existing awesome spell list.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

Animal companion's great for an archer druid, too. An animal companion can stand in for a front-line type while you shoot arrows from the back row. PRO TIP: if the previous sounds good to you, go with a high-AC companion like an ankylosaurus. It will not do great damage. HOWEVER, every round it can Aid Another to grant you +2 on your bow attacks--which nicely offsets the -2 penalty from Rapid Shot.


Charlie Bell wrote:
Animal companion's great for an archer druid, too. An animal companion can stand in for a front-line type while you shoot arrows from the back row. PRO TIP: if the previous sounds good to you, go with a high-AC companion like an ankylosaurus. It will not do great damage. HOWEVER, every round it can Aid Another to grant you +2 on your bow attacks--which nicely offsets the -2 penalty from Rapid Shot.

Seriously, you can aid another for a bow attack? And an AC can peform that? Do you have to have a trick trained for it?

Grand Lodge

Adamantine Dragon wrote:
Charlie Bell wrote:
Animal companion's great for an archer druid, too. An animal companion can stand in for a front-line type while you shoot arrows from the back row. PRO TIP: if the previous sounds good to you, go with a high-AC companion like an ankylosaurus. It will not do great damage. HOWEVER, every round it can Aid Another to grant you +2 on your bow attacks--which nicely offsets the -2 penalty from Rapid Shot.
Seriously, you can aid another for a bow attack? And an AC can peform that? Do you have to have a trick trained for it?

Close, but no cigar:

Aid Another wrote:
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

The one doing the aiding has to be capable of a melee attack against the foe, and the foe interfered with also has to be engaging the beneficiary in melee. Sorry.


Dimitri, Varisian Explorer wrote:
Adamantine Dragon wrote:
Charlie Bell wrote:
Animal companion's great for an archer druid, too. An animal companion can stand in for a front-line type while you shoot arrows from the back row. PRO TIP: if the previous sounds good to you, go with a high-AC companion like an ankylosaurus. It will not do great damage. HOWEVER, every round it can Aid Another to grant you +2 on your bow attacks--which nicely offsets the -2 penalty from Rapid Shot.
Seriously, you can aid another for a bow attack? And an AC can peform that? Do you have to have a trick trained for it?

Close, but no cigar:

Aid Another wrote:
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.
The one doing the aiding has to be capable of a melee attack against the foe, and the foe interfered with also has to be engaging the beneficiary in melee. Sorry.

Yep, that's what I thought. But IF the AC was in melee, could it attempt to aid another? Would that be doable if you created an "aid another" trick?

Grand Lodge

As I cited, the RECIPIENT of the bonus must be currently engaged in melee by the enemy, in addition to the "aider" being in melee with the enemy.

EDIT: Or were you asking whether the AC was even capable of performing the Aid Another action at all?


Dimitri, Varisian Explorer wrote:

As I cited, the RECIPIENT of the bonus must be currently engaged in melee by the enemy, in addition to the "aider" being in melee with the enemy.

EDIT: Or were you asking whether the AC was even capable of performing the Aid Another action at all?

Yes. As I said in the post you cited, I didn't think aid another worked with ranged weapons anyway.

I'm just wondering if ACs in melee can aid another party member also in melee. And if it IS possible, would it require a trick.

As a GM I would probably allow it, but a trick seems a low price. Maybe a feat?

Grand Lodge

Off the top of my head, I can't think of a reason the AC couldn't do it by default... but then again, I've not recently read up on ACs.

If only there were a way to summon Grick to this thread...


Jiggy wrote:

Off the top of my head, I can't think of a reason the AC couldn't do it by default... but then again, I've not recently read up on ACs.

If only there were a way to summon Grick to this thread...

An Animal Companion can't even "sit" without learning a trick. But you think it should be able to "aid another" by default?

I don't agree.


That animal would probably need an int of 3 for most GM's. The animal is normally better off just attacking even if the GM allows it to aid another though.

Grand Lodge

Adamantine Dragon wrote:
Jiggy wrote:

Off the top of my head, I can't think of a reason the AC couldn't do it by default... but then again, I've not recently read up on ACs.

If only there were a way to summon Grick to this thread...

An Animal Companion can't even "sit" without learning a trick. But you think it should be able to "aid another" by default?

I don't agree.

Like I said, haven't read up on AniComps. :P


wraithstrike wrote:
That animal would probably need an int of 3 for most GM's. The animal is normally better off just attacking even if the GM allows it to aid another though.

Well, you could game a total tank Animal Companion that has crappy attacks but is dang near impossible to hit, and just use it as a portable +2 to your melee attacks. I'd have to do some real math to see if that would ever be more effective in combat than having a melee capable AC actually attacking.

But I can see a character concept built around it.


Why not take the animal domain, get those extra spells and abilities and then burn one feat on getting your animal companion back to full strength?

That way you get extra spells AND an animal companion and can still do some archery should you want.


BltzKrg242 wrote:

So I want to be a support character and I opted for the Domain/spells versus an animal companion, and chose fire since I want to back row.

I'm not entirely sold on it since I only get the +1 spell but the 7 uses of the mini d6 ranged touch attack help with that. (why oh why can't druids get a decent ranged weapon?)

we're starting at 1st level and I've been out of 3.5/Pathfinder for about a year so I'm a little rusty.

I'm not a huge MUST BE OPTIMIZED guy but i don't want to nerf myself either.
What do you all think?

As a guy who's currently playing a Ftr 1/Drd 17, who also took the fire domain, I can tell you that I like it.

For me, I like the fire resistance. I have yet to bother to use the fail d6+(9, for me) fire RTA. Not that I never would, but we started at 14th level, and I've had no call to use it.

Also, for this character, I envisioned him to be from the desert, and Arabic in ethnicity. Oded Fehr's (spelling?) character from the Mummy movies was somewhat of an inspiration.

As for optimization, I made him really strong on defense, and mobile, for aerial spellcasting. Air elemental is his usual form, and I have a 43 AC with a 120 (perfect) flying speed (and +14 to initiative). I can move to pretty much any point on the battlefield and cast, in the same round. I'm an emergency healer, and have saved other party members' lives a few times with heal. As for offensive casting, I didn't take any metamagic feats, but I do fairly well. I'd do better with some metamagic, but I wanted to be more utility than blaster. If I wanted a blaster, a divine caster isn't the best choice.

All of that being said, I'd recommend you read Treantmonk's guide to druids. He gives a great guide to a melee-oriented druid, and then a great guide to a caster druid, then a great guide to which druid spells you'll usually benefit the most from.


OK so I committed to the Domain/Fire route for extra spell casty goodness and it's been working out so far. At this level, the d6 fire touch attack is coming in VERY handy (especially since we were shipwrecked with no gear to start)

I'm tempted to go second level in Cleric and take weather/water as the domains to get additional healing goodness and additional low level ranged touch attacks.

It seems that Paizo has made staying in class (preferred) a viable alternative to even going prestige so am I hurting myself with this one level dip?


Bltz wrote:
It seems that Paizo has made staying in class (preferred) a viable alternative to even going prestige so am I hurting myself with this one level dip?

Losing a caster level would hurt by itself. Add to that nerfing by delay your wild shape abilities. That's a lot of hurt for not so much gain.


I've got maybe another two play sessions before 2nd so I thought I'd check. I was kinda leaning away from it for those reasons.

Sczarni

I am just gonna use this thread so I don't remake new same thread about it.

What recommendations would be to take on Metamagic rods for spellcaster druid.

So far my first choice seems to be Extend Spell rod which can prolong time of all my spells ( most of them ), hence the reason why it's practical. I can apply it on all spells and it wont get wasted.

But what other Rods to pick ?


My druid has a lesser extend rod and generally uses its three charges up on buffs or summons.

There was a discussion about maximize and empower and the effect they would have on summoned animals, but you'd want to talk to your GM to see how he/she would rule on that subject. Depending on the ruling the empower rod could be pretty nice, or totally useless.

It's hard to imagine when a quicken rod wouldn't be useful, but I hope you're drowning in gold if you want one.

Focused is handy when you've got variable strength opponents and know that one has a higher save or you just want a better shot at hitting it with an effect.

If you do any aoe damage spells then "selective" can be real nice.

For the most part the best rod for a low level druid is the extend. As you go up in levels the other rods get more useful. The next one I will probably pick up for my level 8 druid is "selective."

Sczarni

I was thinking same for selective, only that I didn't find to many aoe spells to use it really on, well not those that would suit my style.
Entangle with selective can be awsome tho I would think.

Generaly I am trying to pick cheaper rods for 3000gp and maybe those for 9000gp later on. Trying to kinda play blaster of some sort so Empower Rod will come in eventually.

This is my current list:

Extend Rod Lesser (1st pick)
Empower Rod Lesser (2nd pick) - for spaming Call Lighting Mostly
Selective/Lingering/Piercing/Thundering (flavour wise, not sure, how good is deaf? but it suits the lightning blaster don't you think! ) (3rd pick)

I am mostly planing infront and stuck on later selection of 3rd picks.

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