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I guess I'll address some spells with this submission.
You've got a 3rd-level druid and a 5th-level cleric to work with. The cleric's domain spells can alter some of your options, but I didn't see those, so I'll not include them in my post.
Note: These lists don't necessarily include the obvious choices like remove poison and diagnose disease and cure light wounds. I'll try to focus on instantaneous, permanent, and other long-lasting effects that can benefit a large number of people.
Druid
0th level:
*Create Water - You'll be creating 6 gallons per casting, so not a whole heck of a lot of water at one go. The barrel in the CRB holds about 75 gallons, so you can fill one in under 2 minutes. The major downside to this spell is that the water does vanish if not consumed in 24 hours. Good way to garner the goodwill of the common folk by going around the fields each day [or even a few days a week], and filling up their water barrels with cool, clean water.
*Purify Food and Drink - 3 cubic feet per casting. This one is a weekly maintenance spell for the granaries and cisterns. Even if stuff goes bad, you can still bring it back to edible with this little gem. Combine with restore corpse, and you get a virtually unlimited emergency food supply by keeping a few skeletons of tasty animals in storage.
1st level:
*Restore Corpse - Yeah, kind of a gruesome spell at first blush, but it allows you to reuse the bones of butchered animals of Medium or smaller size. The flesh is "somewhat rotted and not fit for eating," but that's where your handy-dandy purify food and drink enters the picture. According to googling "average volume of a human body," you get a human [Medium-sized critter] coming in at around 2.5 cubic feet in volume. At level 3, you can purify 3 cubic feet. Bam; you got Thor's regenerating goats!
*Speak with Animals - Combined with the druid's Wild Empathy, you've got a whole lot of spies that can keep track of approaching threats. Sure, they can't tell the difference between a bunch of orcs and a bunch of school kids, but it's better than nothing.
2nd level:
*Animal Messenger - Now you've got a way to get word around the community by sending Spiffy the Wonder Fox to deliver messages.
*Defoliate - Clearcut potential firing lanes for your archers on the walls, and save some of the townsfolk a bit of labor clearing their fields.
*Soften Earth and Stone - Instant magical landscaping in 3 10ft-square chunks per casting. Useful for preparing the battlefield with difficult terrain.
*Warp Wood / Wood Shape - Useful for building and maintaining wooden structures. Remember with warp wood, you can straighten otherwise unsuitable lumber, increasing the amount of wood available for building.
3rd Level: Okay, you're not there, yet, but there's some good stuff when you get here.
*Plant Growth - The overgrowth option is great for creating thick hedgerows around and between the fields. The enrichment option is basically why farmers love local druids. This needs to be cast annually as part of a Spring Festival Week.
*Speak with Plants - In line with the animal version, but plants generally don't get around much.
*Stone Shape - Great for building and modifying stone structures, particularly those underground granaries and cisterns.
Cleric
0th level: Same as the Druid
1st level: Same as the Druid
2nd level:
*Gentle Repose - Extends your food sources. The restore corpse + purify food and drink combo may get you better mileage, though.
3rd level:
*Continual Flame - Upside is, you get a light source that won't risk fouling the air in enclosed spaces, won't start fires, and can be used underwater. Downside is it costs 50gp a pop to cast. At higher levels, combined with Heighten Spell, you can make nearly un-dispellable light sources for key areas.
*Create Food and Water - Don't need to get into how useful this spell is, do I? At 5th level, you'll be creating enough fare for 15 humans per casting. Again, stretching your stores in the event of a siege.
*Enter Image - Holy cow, is this spell fun! The wording is a little rough, but basically you can observe anything near your likeness with +10 to the Perception DC. Anywhere in your territory, or beyond. You can only actively enter your likeness within 50ft / level, but that's okay. This spell is great for checking on watchposts and such without needing to dispatch a runner. Have some tokens engraved with your image and give them to trusted guardsmen. Infiltrate the nearby orc nation and leave a few hidden in key places. Have fun and get creative!
*Symbol of Healing - Not cheap at 500gp [or 10500gp for a permanent one], but good in an emergency. Keep a couple in triage rooms in the underground redoubt.
Well, that's that for now. Arcane casters have a lot of other options that you might find very handy, such as abundant ammunition cast on a barrel of arrows for your archers on the wall. Those are ideas for another post, however.

Poldaran |

*Speak with Animals - Combined with the druid's Wild Empathy, you've got a whole lot of spies that can keep track of approaching threats. Sure, they can't tell the difference between a bunch of orcs and a bunch of school kids, but it's better than nothing.
How good their intel is depends on just how much your GM knows about certain animals. Since crows seem able to recall faces, I can't imagine it'd be too much of a stretch for them to be able to discern orc from school child.

boring7 |
The answer to both your wolf questions is "possibly". I don't know, off hand, if there *is* a particular handle animal check for convincing a captured direwolf mount to obey a new master, though I would assume you ought to have one and as DM would probably make it the DC of teaching the critter a new trick. This is assuming, of course, you manage to steal the wolves in the first place, since you'd likely have to beat them into unconsciousness, chain them down during the training process, and keep a close eye on them.
The other problem is the problem with most of the other critters we've suggested, they're giant hungry wolves which eat meat (expensive) and serve little other purpose besides tearing off faces.
That said, dire wolves are pretty hoss and it's possible they could pull farming duty, badly.
Your War Oxen could probably pull double-duty, but I don't actually know their write-up.
Of absolute certainty is the fact that wolves are stringy and less tasty than beef.
I still like hippogriffs, but that's because of their long-term benefit as an industry, which is probably a sign I play too many Sid Meier-type games.
Your stampede of expendable Oxen probably continues to be the best bet. Just keep a lot of salt around so when half the herd dies trampling orcish raiders you can cure and store the meat.
Speaking of beef, outlying farms need their defenses and evacuation plans beefed up. Homes can be rebuilt and crops re-sown, people are not so replaceable.
Finally, scouting, attacking enemy scouts/outriders and generally controlling your territory is *not* an act of war. If it was then you wouldn't need to worry about your defenses so much in the first place. That said sometimes it's better to capture, interrogate, and escort to the unofficial border than outright slay troublemakers. In fact it can help, since you can control what they see, imply what isn't necessarily true, and possibly intimidate their leaders through what they think they saw into not bothering you and yours. If the orcs see you controlling giant ants (that might just happen to be illusions) or an "elven ambassador" they might decide to back off. Or attack the elves (guaranteeing an alliance), or...
Sorry, I'm getting all "political" again. The point is keep your options open and good luck.

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Controlling territory; marking it, patrolling it and chasing out intruders with a show of strength would help keeps orcs at a distance.
I wouldn't go so far as to put orc heads on pikes, since that might be seen as a provocation. But showing your strength is probably a good idea, because not showing strength might lead them to think you're easy prey. People/orcs are more likely to behave nicely if they think you carry a big stick.
Using illusions to spread disinformation is a nice idea. It helps if you understand Orcish so that you can have orc illusions speak disinformation the real orcs will be able to "understand". Also, if speak orcish, spying will be more informative.
Also consider spying yourself. Keeping everyone mobilized fully means a lot of people who can't farm. If can get advance warning of raids, you can mobilize on-demand. You still need a backbone guard, but not everyone all the time.
A good way to spy is through clever birds. You can get a talking raven familiar through Eldritch Heritage (Arcane Bloodline), and the familiar gets pretty good skills because he copies your skill ranks. So a rogue or ranger's familiar is pretty kickass. The familiar is a bit better as a spy than an AC for a druid or ranger because it has higher intelligence, which is important in a scout. Also, it can learn languages if you take Linguistics. It's a pretty good deal for a single feat, and if it turns out you like the familiar, you can upgrade it with Evolved and Improved familiar too.
If your spying is going well, you may learn about the structure of orc leadership. You might try to engineer the political/violent downfall of more aggressive chieftains while secretly supporting more cowardly chieftains.
If there are fey creatures in the forest, try to create some sort of alliances with them. Fey are probably unpredictable allies at best, but they usually don't like orcs. If they can slow down orcs in the forest or provide advance warning of raids, that's valuable.

Kydeem de'Morcaine |

...Finally, scouting, attacking enemy scouts/outriders and generally controlling your territory is *not* an act of war. If it was then you wouldn't need to worry about your defenses so much in the first place...
However, history abounds with countries using it as an excuse for war.
It might be better if you can keep the raiders from getting over the border in the first place. Or if the disappear completely so the leaders don't know what happened to them.
The OP isn't high enough level for it yet. But what we did one time was teleport raiders to a 3rd country so someone else ended up killing them not us.

Morbios |

*Continual Flame - Upside is, you get a light source that won't risk fouling the air in enclosed spaces, won't start fires, and can be used underwater. Downside is it costs 50gp a pop to cast. At higher levels, combined with Heighten Spell, you can make nearly un-dispellable light sources for key areas.
It's a little cheesy, but you can use that same slot to summon a lantern archon with continual flame as a spell-like ability at will, thereby getting you one permanent torch per caster level without the added expense. You'll need the real version to make the heightened, difficult-to-dispel version, though.
If you have a potter, you can cast the continual flame on a pebble and then encase it in some easily-breakable ceramic. In case of a night attack, fling it into the orc ranks. The casing breaks, revealing the light source and illuminating your targets quite nicely.

Tiny Coffee Golem |

Stockvillain wrote:*Continual Flame - Upside is, you get a light source that won't risk fouling the air in enclosed spaces, won't start fires, and can be used underwater. Downside is it costs 50gp a pop to cast. At higher levels, combined with Heighten Spell, you can make nearly un-dispellable light sources for key areas.It's a little cheesy, but you can use that same slot to summon a lantern archon with continual flame as a spell-like ability at will, thereby getting you one permanent torch per caster level without the added expense. You'll need the real version to make the heightened, difficult-to-dispel version, though.
If you have a potter, you can cast the continual flame on a pebble and then encase it in some easily-breakable ceramic. In case of a night attack, fling it into the orc ranks. The casing breaks, revealing the light source and illuminating your targets quite nicely.
SUmmoned creatures can't use SLA's with costly material components. It's in the magic section of the PBP. Now if you used a calling effect (planar binding) you could theoretically talk it into doing this trick.

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As a note to Ascalaphus: Eldritch Heritage [Arcane] is indeed a good option, although it's a 2-feat investment. Gotta have Skill Focus in a Knowledge skill, first. If you want to be The Man when it comes to your territory, Know: Geography might be worth skill focus, or Engineering for town defense, or Local for your info-gathering spymaster.
Since anyone with the feats can pick up a familiar that way, I think a brief mention of good familiar choices is warranted.
The first one that jumps out at me is a Raven. They can already speak one language, more if you have Linguistics ranks. They can communicate with the other birds of the region whilst out and about, reinforcing your avian spy ring. Remember; crows are smart enough to remember who's a threat and who feeds them. Make sure you keep them on your good side with gifts.
Bats are also an option, if you expect night recon to be important. While owls have excellent night Perception, bats are less likely to be noticed by orcs [unless they try to eat them].
For Improved Familiars, your options are pretty extensive.
The adorable Brownie is thematically appropriate for a druid, and can act as a liaison with the local fey. Locals might also appreciate having a friendly neighborhood brownie, or even a gang of them. Just remember to never discuss having them around; that tends to get them to leave.
Earth and Air elementals are excellent for patrolling the surrounding lands, thematically perfect for a druid, and fairly sturdy if pressed. If you have a lot of rivers and streams, a Water elemental would be great, too.
If your alignment is within 1 step of Chaotic Good, then the Faerie Dragon is a really good all-purpose familiar. Their spells and abilities are excellent for scouting/spying/harassing invaders. They can also manipulate objects and speak, so . . .wands.
Lyrakiens are similarly awesome.
Mephits are in the same category as elementals, although it's easier to argue for letting them manipulate objects, as they always have hands and can speak. Some elementals appear in animalistic forms.
Pseudodragons are a little less magical than faerie dragons, but they're telepathic, have sleep poison, and are pretty sneaky in forested areas.
For those of a Chaotic Neutral alignment, and slightly more martial bent, there's the feisty Sprite. Getting one as a familiar could be the first step on the path to having a small army of devoted fey guardians for the town. See the character Toot Toot in the Dresden books for inspiration.
And that's my piece, for now.