
7heprofessor |
With all Paizo sources available, how would you rate these feat choices and what are your suggestions for the final two feats?
The concept is a "generalist" druid evenly split between wildshaping, summoning and general casting. We rolled stats so I'm sittin' pretty with:
Str: 18 (17 base +1 lvl)
Dex: 13
Con: 18 (16 base +2 dwarf)
Int: 12
Wis: 19 (17 base +2 dwarf)
Cha: 10 (12 base -2 dwarf)
I am currently level 5 with the Menhir Savant archetype and the feats I have are likely set in stone, but the rest are ideas of projected feat choices and are open to consideration:
1) Spell Focus: Conjuration
3) Augment Summoning
5) Natural Spell
7) Superior Summoning
9) Powerful Shape
11) Divine Interference
13) Quicken Spell
15) Planar Wild Shape
17) OPEN
19) OPEN
Traits: Glory of Old and Focused Mind
Comments/suggestions/critiques?

StreamOfTheSky |

Excellent choice on Menhir Savant.
Did you take the companion or a domain, and if so which one? Is this character already in play and unchangeable, or can it still be altered? If it can...I'd suggest getting Feather (Animal) domain then taking Boon Companion to fix your effective level for the companion. In the end, it's like getting +1/2 level on perception and a bunch of domain spells for the price of a feat. Further, you could switch Focused Mind for Two World Magic trait to pick up Ghost Sound and have a means of communicating while wild shaped.
You have no maneuver feats, are you sure you even want Powerful Wild Shape? It gives at most a +2 to CMB, if you're not huge, only a +1.
Not sure what else would be good for your feats, though... Perhaps some metamagic or item creation.
EDIT: How about Improved Natural Attack? Or Flyby Attack? Or Power Attack?

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I am running a Saurian Shaman dwarf druid in rise of the runelords. We died and had to create new characters, and are 3rd level.
1) Toughness
3) Natural Spell
5) Precision Strike (teamwork; My allosaurus will also take this)
7) Dodge(?)or spell focus (conjuration)(?)
9) Power attack (free), maybe augmented summons?
11) Eldritch claws
I am not to sure where to go after 5th level, but it seems we are on the same page.

7heprofessor |
Excellent choice on Menhir Savant.
Did you take the companion or a domain, and if so which one? Is this character already in play and unchangeable, or can it still be altered? If it can...I'd suggest getting Feather (Animal) domain then taking Boon Companion to fix your effective level for the companion. In the end, it's like getting +1/2 level on perception and a bunch of domain spells for the price of a feat. Further, you could switch Focused Mind for Two World Magic trait to pick up Ghost Sound and have a means of communicating while wild shaped.
You have no maneuver feats, are you sure you even want Powerful Wild Shape? It gives at most a +2 to CMB, if you're not huge, only a +1.
Not sure what else would be good for your feats, though... Perhaps some metamagic or item creation.
EDIT: How about Improved Natural Attack? Or Flyby Attack? Or Power Attack?
This character is currently in play, but my DM is super-lenient and would let me change anything that makes sense.
I went with the companion as I was initially feat-starved trying to get augement summoning and natural spell a.s.a.p. I don't stick with just one animal. I like to spend the 24 hours prior to going on an adventure to summon the one that seems the best fit. I started with a wolf, then we went on an aquan adventure so I summoned a constrictor snake and now we're in the plains so I have a boar. It's actually a lot of fun cycling through different animals and the down-time is much appreciated by the party wizard.
I figured Powerful Shape was a good substitute for the combat maneuver feats. Rather than just take one for a +2, I could get +1 on all of them. Misguided?
I have also asked my DM to eventually incorporate an item that will allow me to speak while wild shaped. He has obliged, but I haven't seen it yet.
Flyby Attack is an excellent suggestion, one I had completely forgotten about! Thank you.
I am running a Saurian Shaman dwarf druid in rise of the runelords. We died and had to create new characters, and are 3rd level.1) Toughness
3) Natural Spell
5) Precision Strike (teamwork; My allosaurus will also take this)
7) Dodge(?)or spell focus (conjuration)(?)
9) Power attack (free), maybe augmented summons?
11) Eldritch clawsI am not to sure where to go after 5th level, but it seems we are on the same page.
You cannot take Natural Spell at level three unless you have gained Wild Shape through means other than class levels.
Eldritch Claws is an interesting idea. I had assumed I would be under a Greater Magic Fang spell pretty much all day by that point though.
I am leery to take Teamwork feats with how often I swap out companions. I think it would be a little too convenient if all the animals I called happen to have the same teamwork feat! Good call if your dino has Int 3 though.
@Blave: you just found me my 17th level feat. Thank you sir!
Edit: I can't figure out how to edit the original post so here is the current lineup:
1)spell focus: conjuration
3)augment summoning
5)natural spell
7)flyby attack
9)powerful shape
11)divine interference
13)quicken spell
15)planar wild shape
17)steel soul
19)
I would consider Improved Trip, but my Int is only 12 :(

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One thing to make note of, is you have to teach a new companion most of its tricks. The bonus ones come free, so simply picking up a new one as conditions require may not always be sound.
Additionally, I suppose I cant get natural spell until 7th level based on its requirement...I may have to rework it a little bit.

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I figured Powerful Shape was a good substitute for the combat maneuver feats. Rather than just take one for a +2, I could get +1 on all of them. Misguided?
It's not bad, since it boosts the grab/constrict, trip, and trample abilities that come with your wild shape, and getting to use these abilities against larger creatures is a nice bonus.
But I personally prefer Quick Wild Shape, especially for games running into high levels. By level 10, you can turn into a large creature as a swift action and pounce on a foe for massive damage in the same turn, or turn into a huge creature or medium elemental as a move action and cast a spell in the same turn. If you hit level 16 your entire Wild Shape ability is essentially permanently Quickened.

Dr. Guns-For-Hands |

Heavy Armor Proficiency is especially good for Dwarven Druids.
Stone Plate is designed specifically for Dwarven Druids and is pretty much 'Fullplate druids can wear without losing their druid powers that you don't have to skin a dragon for'. It weighs 75 lbs, so only Dwarves can really wear it comfortably without major load penalties.
If you want to be a really interesting Druid, a late level feat you might consider is Deceptive. At level 13 you will receive Thousand Faces as a druid power. You can look like anyone, effectively getting a +10 on disguise checks. Combine that with a bluff check (maybe with the help of an int +2 ioun stone or headband enhancement), glamered armor enchantment, and ranks in disguise you could be an effective infiltrator. The +4 from the feat will help a lot. You will be suddenly be able to shadow the rogue or the sorcerer in many ways much more effectively than a rogue or sorcerer.
Combine that with Wild Speech and hilarity ensues. You are the magic fish that promises three wishes to the person that caught you. You are the magical talking animal that encourages the young farmhand to pick up the sword and become a hero. You are the raven that screams 'Death to everyone in this village!' as it flies overhead. You are every Disney sidekick. You are the squirrel that whispers on the edge of the windowsill 'kill, kill, kill, kill' and then wanders off.