Peterrco's guide to Druids


Advice

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Xarthos Darkblade wrote:
This is a really good guide. I love the detail on everything, especially the animal companions and summoning options. The feat options for animal companions only seems to include the base option feats though. Once the companion has some int, a lot more feats open up and teamwork feats become amazing. Nothing like having Outflank with your companion. Or Lookout with a high perception companion.

Thank you, I hope you enjoyed reading it.

I initially left out feats that an animal companions could look at with a higher Int score, as what is available is subject to GM approval, and I didn't want to start speculating beyond what the rules specifically allowed. However, on reflection, I think I was being over cautious so I am planning to expand on that section (with suitable health warnings).

Xarthos Darkblade wrote:
I'm still reading through it all, so I'm not sure if you have touched on effective 1 level dips or multiclassing at all. I really like 1 ranger/19 worldwalker druid. You have to take a feat (from UC, can't remember name right now) but effectively you end up with full favored enemy and terrain on top of all the normal druid goodies.

I haven't looked at multi-classing at all. It's on my list of things to do, but probably not in the next update. I've found that just dealing with the single class druid is a bigger job than I thought, so this might have to wait for a bit. But you are certainly correct, there are a number of dips and multi-class options that deserve a look.

Thank you for your input.


peterrco wrote:
Xarthos Darkblade wrote:
I'm still reading through it all, so I'm not sure if you have touched on effective 1 level dips or multiclassing at all. I really like 1 ranger/19 worldwalker druid. You have to take a feat (from UC, can't remember name right now) but effectively you end up with full favored enemy and terrain on top of all the normal druid goodies.

I haven't looked at multi-classing at all. It's on my list of things to do, but probably not in the next update. I've found that just dealing with the single class druid is a bigger job than I thought, so this might have to wait for a bit. But you are certainly correct, there are a number of dips and multi-class options that deserve a look.

Thank you for your input.

I'm not seeing Favored Enemy as something to dip for, unless you are in a campaign where you will regularly only face one type of monster. And even then, I'm still not convinced.

Some dips I could see, kinda-maybe
Monk: Wisdom to AC, Improved Grapple feat (and it's prereq)
Cleric: 2 domains. Can give you, for example, +1 to saves and +10 ft move. Need to find appropriate god for this though.
Wizard: Pre-roll a dice 3/day (divination school). Familiar.

If you are a caster druid, then you shouldn't dip for any of these. Ever. No, not even then. These are still kinda iffy for a wildshape druid, since they are delaying access to their wildshape forms and buff spells, and hindering their animal companions. So, if you look at the above and say "yeah, that's worth losing out on this stuff for", then sure. Go for it. Otherwise, stick to druid.

For caster druids, I could see a prestige class that advances casting still, but it would have to be after you have access to a good wildshape form. And your animal companion takes a hit if you do, assuming you have one.


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Sorry if i missed it on the thread but...

Light armor proficiency is a waste of a feat on an animal companion unless you want to get medium to heavy armor prof.

Without proficiency you suffer the armors armor check penalty on a number of important skills and attacks.

The armor check penalty on a suit of masterwork studded leather is zero. So even though the critter isn't proficient, nothing happens.

If you want a chain shirt just buy mithril, with an ACP thats 2 less than normal. Its a pretty nominal amount to spend to keep your critter safe.


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Just curious if you plan to include the new plant companions for the even Treesinger druid?


Great guide, but I'm a little concerned about the Call Animal suggestions in part 4. As far as I can tell, there's no way to train an animal captured from the wild; is there anything written that describes the difference between training a domesticated animal or a wild one?

And if not, what's the point of "rear animal" (Handle Animal) if you can just use the same skill to train a wild one?


Patrick Juola wrote:

Great guide, but I'm a little concerned about the Call Animal suggestions in part 4. As far as I can tell, there's no way to train an animal captured from the wild; is there anything written that describes the difference between training a domesticated animal or a wild one?

And if not, what's the point of "rear animal" (Handle Animal) if you can just use the same skill to train a wild one?

The Animal handling skill allows for both. Whilst the distinction is not made clear in the main body of the description, it is clear from the section on untrained use:

***Untrained: If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic animals, but you can't teach, rear, or train animals. A druid or ranger with no ranks in Handle Animal can use a Charisma check to handle and push her animal companion, but she can't teach, rear, or train other nondomestic animals.***

The implication of this is that a Druid or Ranger with ranks in Handle Animal ***IS*** able to train other nondomestic (i.e. wild) animals.

The benefit of the "rear animal" skill is that untrained characters can use them as "domestic" animals.

Hope that this is clear.

Scarab Sages

I have a question, in your guide, it says for the Dinosour shamen, that they have x amount of cretures on the list and with templates 51 options to cast as a standard action..
How can u add templates to summons?

Druid Guide wrote:

This Totemic Summons option makes you the most powerful summoner in the game, outside of the Summoner class. The description states that this effects both “Reptiles and Dinosaurs”, so that includes Dinosaurs, Lizards, Crocodiles and snakes. This gives you a whopping thirteen options to choose from on the lists, all of which can have multiple templates applied to them. You end up with a total of 51 options for summoning an individual creature, and many more for summoning multiple creatures. Whilst other options can use their Totemic Summons to give them a boost to one style of attack, your options are spread over several different styles of attack, you can pick and choose what you want to do as you cast the spell. The sheer number and range of options that you have by the mid levels to cast a summons as a standard action, effectively removes the need for a full round summons in most circumstances. Remember to add the temporary hit point bonus as well.

Ohhh U might want to mention this as I didnt know this before...

bear shamen wrote:

Totemic Summons (Su)

At 5th level, a bear shaman may cast summon nature’s ally as a standard action when summoning bears, and summoned bears gain temporary hit points equal to her druid level. She can apply the young template to any bear to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template , or increase it by two to apply both the advanced and giant templates.


Edit: Disregard... probably best to make it it's own thread. Not quite on topic enough to the guide.


For a combat druid thorn body is very usefull.
Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage +1 point per caster level (maximum +15)
This is very good, adictional free damage.
Creatures that successfully grapple you take 2d6 points of piercing damage +1 point per caster level (maximum +15)
Good, i think this works also if you grapple.
In addition, your natural attacks and unarmed strikes deal an additional 1d6 points of piercing damage.

For me this is blue for a combat druid and green for a caster

Lantern Lodge

Sorry for Necoing this thread, but with the number of new materials available to the druid, would the guide be updated? (Its the most comprehensive of all the Druid Guides.

Also the Eagle Shaman has been FAQed and could do with a re-review.


I've noticed a good wildshape form when Beast shape III becomes avaible: the Aranea (it's a Medium magical beast).

You gain Darkvision, low-light vision, climb speed, a bite attack with Str Poison, and can do the web attack (in fact, I think it's the only way for a normal druid)

One could also assume you can speak normally in this form, since araneas are arcane spellcasters.

What do you think?

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Azymorath wrote:

I've noticed a good wildshape form when Beast shape III becomes avaible: the Aranea (it's a Medium magical beast).

You gain Darkvision, low-light vision, climb speed, a bite attack with Str Poison, and can do the web attack (in fact, I think it's the only way for a normal druid)

One could also assume you can speak normally in this form, since araneas are arcane spellcasters.

What do you think?

Druids can't wild shape into magical beasts, only animals, elementals, and plants. (sans archetype shenanigans)

Silver Crusade

i am trying to make a tank druid with a t-rex companien. does any one have have any suggestions to help me out with this?


Aerel Calandrel wrote:
i am trying to make a tank druid with a t-rex companien. does any one have have any suggestions to help me out with this?

what level? point buy?

it matter a whole lot!

couple of options :

1: the summoner tank druid saurian X \ monk 1
dwarf, CON, WIS, STR build.
1 monk, either maneuver master for free maneuver or master of styles for crane style. wisdom to AC and saves.
dwarf add TON of saves.
augument summon will soak hits and block areas.
go improve grapple > grt grapple for lock down.
summon as standard action, and move in.
take domain (feather) and boon companion and have load of perception, spells, and a full trex.

2: 1/2 orc, Goliath archetype.
fate's favorite for +2 to all saves.
toughness feat.
dip 1 into ranger and take the feat that add full progression for favorite enemy. (not needed) .
use a large magical strong armor and axe that will transform with you.
all spells = controll battle field and buff - mostly with extend .
and troll up.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Monk dip can add Wisdom to AC so if you wanted a caster tank type you can do it with one level monk dip that doesn't effect your casting quite as much. With Boon Companion and Feather Domain you would actually be at full level with your companion.

I would also consider that if you didn't want to melee, just tank Earth Elemental and Air elemental are great tank forms, with good AC boosts and not needing natural spell feat. You could instead take Shaping Focus with your monk dip and get access to elementals on your Saurian form on track with a normal druid.


there are a few special form for tanking, and unlike other classes druid CAN have it all.
let me show you some neat options, all level 12 without a single magical item :

the earth elemental :
*** should have item "Tremor Boots" .***
monk dip = master of styles (crane)
armor : 10 + 0 (dex) +6 (natural earth form) +5 (bark skin) + 5 (wisdom 20, monk) + 4-8 (cover, earth glide) -2 size +4 crane = 32 before a single item.
CON +6.
earth glide allow movement without AOO. and DR.

the maneuver controller:
monk = maneuver master.
grapple, trip, bull rush.
all are handy.
grab add +4. trip offer free action, MM add free extra one.


quickwood plant shape:
60' reach, trip-mania.

but my new, untested tank-druid is the Goliath.
regeneration, armor that shape with you, weapon - reach , 4 atacks .
what's not to love?

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

666bender I guess if you don't mind spending a feat on Crane Style you could grab any other monk archetype, get dodge bonus feat, Crane real feat and get another +1 to ac from dodge, you wouldn't even need to worry bout losing it with dex dropping since its a monk bonus feat.


Taenia wrote:
666bender I guess if you don't mind spending a feat on Crane Style you could grab any other monk archetype, get dodge bonus feat, Crane real feat and get another +1 to ac from dodge, you wouldn't even need to worry bout losing it with dex dropping since its a monk bonus feat.

True.

Poison also work well if party has a good save debuffer like shaman or witch.
My party has a lore warden / thug3 , shaman and a druid and a bard.
Round 1 any foe is down, not dead, down.
Sicken, shaken fatigue entangle poisoned and prone will make you go cry to your mama


This may be a tad late, but I was looking through the guide and realized that in the WildShape portion there is no information on Beastiary 4 creatures. Hopefully you already know and are working on it because I cannot wait to see what else is in store. This guide is fantastic, and kudos to you for making it, it is really going to help me in my next campaign. Speaking of which, Dimorphodon might not be that bad of a form starting out :P

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