Druids and damage reduction


Advice


So recently (In PFS if it matters) I've noticed how severe even DR 5 is to my druid. It's really hard to deal with going from
1d6+5
1d4+5
1d4+5
for both me and my AC. I drop from doing ~47 between a full attack from me and my AC to dealing ~17. The only work around I've come up with is "MOAR DAMAGE!" Because I can't bypass DR. If I can't bypass DR what are the best ways to increase my damage. My only work around was to summon 1d3+1 earth elementals that swing at 1d6+11 when Power Attacking. Below is my current character.

Spoiler:

Human druid 5
18 str (16+2 item)
12 dex
14 con
12 int
19 wis (16+1 lvl+2 item)
7 cha

Items of note
+2 str item
+2 wis item
+1 cloak of resistance
+5 perception Eyes of the eagle
Red Dragonhide breastplate
Wood Shield

Feats
H: SF Conjuration
1: Augmented summoning
3: Superior summoning
5: Natural spell
<7: Planar wildshape>
<9: Power attack>

Lion AC
Items
Red Dragonhide chain shirt

Feats
1: Light armor prof
2: Power attack
5: WF Claw
Totem companion Archetype

Gold available ~5,800


Magic Fang and its greater variant should help with DR.

RPG Superstar 2013 Top 16

Or buy an Amulet of Mighty Fists. Either +1 to regular damage, or add an elemental damage enchantment.

Grand Lodge

Amulet of Mighty Fists allows you to bypass certain types of damage reduction if the enhancement bonus is high enough.

+3 gets through Cold Iron/Silver DR
+4 gets through Adamantine DR
+5 gets through alignment-based DR


Pathfinder Adventure Path Subscriber

What kind of DR? Sometimes the best way to bypass the DR is to know the correct damage type. That means knowledge skills.

If you are referring to DR-bypassing via your summons then there's a feat that grants magic DR and another for cold-iron.

If it's for yourself, amulets of mighty fists are pretty much the way to go.


Gjorbjond wrote:

Amulet of Mighty Fists allows you to bypass certain types of damage reduction if the enhancement bonus is high enough.

+3 gets through Cold Iron/Silver DR
+4 gets through Adamantine DR
+5 gets through alignment-based DR

I don't think this is true. Even if it is I can't afford a +3/4 basically ever.

Quote:
What kind of DR? Sometimes the best way to bypass the DR is to know the correct damage type.

/Silver, /Cold iron, /adamantine, and lesser /good. addy, CI, and silver come up a lot (two or more monsters in every level 3+ adventure I've been in).

Most of these creatures (evil outsiders, golems, and fiendish creatures) Also have resistance to some element if not all of them.

Quote:
Or buy an Amulet of Mighty Fists. Either +1 to regular damage, or add an elemental damage enchantment.

+1 would be the equivalent of saving money on a pearl of power 3. Not that's bad but I'm not sure it's worth it.


Power Att and big creature, cast the bite spell and take vital strike...
No dr will stop you....


Also remember you got spells...
Fire, lighting and ice all ignore DR ....

Liberty's Edge

Undone wrote:
Gjorbjond wrote:

Amulet of Mighty Fists allows you to bypass certain types of damage reduction if the enhancement bonus is high enough.

+3 gets through Cold Iron/Silver DR
+4 gets through Adamantine DR
+5 gets through alignment-based DR

I don't think this is true. Even if it is I can't afford a +3/4 basically ever.

Why do you not think it is true? (It is.) Beyond that, I'd recommend looking over at the amulet of mighty fists again, their prices have come down significantly.

Beyond that, as bender suggested (in his first post), change your tactics. Instead of shape changing into a creature with tons of attacks, shape change into a single creature with a higher damage attack.

In addition, you've spent 0 feats working to improve your damage, but 4 feats to improve your spell casting, are you surprised that your damage is lagging behind in some encounters?


Your main problem seems to be that you are trying to do summoning and melee at the same time. You need to get a bit of focus. Power Attack is your best way of getting through DR combined with a creature with a larger damage base. Look at some of the dinosaurs for options as they tend to default to single large damage attacks.

At level 7 look into Strong Jaw, that increases your effective size by 2 when calculating the damage of your natural weapons.


666bender wrote:

Also remember you got spells...

Fire, lighting and ice all ignore DR ....

Except they don't

Evil outsiders have DR and resist all elements besides sonic. They also have SR. That's ignoring that even my better blasting spells (Example call lightning) are really bad (10.5 average is 6.5 lower than my nerfed melee.)

Constructs are by and large immune to magic.

Fiendish creatures have similar resistances to outsiders but with slightly lower SR.

The only solutions I can come up with are "Level up twice" which just feels so unsatisfying.


Hippo 2d8 , with power att, greater magic fang and str of 22 it's
9+7+1+6=23 passing all dr


Stegosaurus is a decent option if you have the room with its base damage of 4d6.


You might want to consider when *not* to be wildshaped as well. Buy yourself an appropriately materialed scythe, and go old school.


Sorry, but I don't get it.
You're complaining about DR eating up your DPR; people suggest how to work around that--either by spells ([greater]magic fang, feats (eldritch claws), items (AoMF) or play-style (focus!)--you dismiss all suggestions as not feasible and that's that?

What are you exactly looking for?

Ruyan.


RuyanVe wrote:

Sorry, but I don't get it.

You're complaining about DR eating up your DPR; people suggest how to work around that--either by spells ([greater]magic fang, feats (eldritch claws), items (AoMF) or play-style (focus!)--you dismiss all suggestions as not feasible and that's that?

What are you exactly looking for?

Ruyan.

Spells - GMF - I use this spell. It adds 1 damage and 1 to hit.

Feats - I don't get another one for 2 levels and YES planar wild shape will help the issue greatly. I wanted to know if there was a way to help it before that

Items - I'm aware of AoMF but I couldn't find an enhancement which simply said "Ignore 5 points of DR" or something which would let me bypass DR. As for a +3 amulet it should be noted that it doesn't bypass silver/cold iron as it's not a weapon. That rule only applies to weapons.

Feats - E Claws is mostly just worse than planar wild shape as smites are generally better. This feat actually fixes all problems but the "Construct combats suck" issue which is fixed summoning at level monsters.

Play style - Medium creatures don't really have the "One big attack" type. Large will in 1 level but large also grants the giant octopus, and dire tiger forms.

I'm not intending to be dismissive I'm simply trying to explain that a number of those solutions just make things worse (Using offensive blasting magic).

Quote:

Your main problem seems to be that you are trying to do summoning and melee at the same time. You need to get a bit of focus. Power Attack is your best way of getting through DR combined with a creature with a larger damage base. Look at some of the dinosaurs for options as they tend to default to single large damage attacks.

At level 7 look into Strong Jaw, that increases your effective size by 2 when calculating the damage of your natural weapons.

I was looking for solutions at level but yes level 7 fixes the problem. If suck it up for 2 levels is the solution that's fine.

Liberty's Edge

Undone wrote:
Items - I'm aware of AoMF but I couldn't find an enhancement which simply said "Ignore 5 points of DR" or something which would let me bypass DR. As for a +3 amulet it should be noted that it doesn't bypass silver/cold iron as it's not a weapon. That rule only applies to weapons.

You realize natural weapons are, in fact, weapons. And that all natural weapons are enchanted by said amulet?


I think the OP knows less about the rules then he thinks he does.

ShadowcatX has it correct.


w01fe01 wrote:

I think the OP knows less about the rules then he thinks he does.

ShadowcatX has it correct.

You're right I just found the FAQ on it. My bad.


Sorry if my post read as offensive to you--it wasn't meant to be.

While I agree on the AoMF being quite expansive, everything in the item description and a query with the section on overcoming DR (CRB, p 562) the mechanics read similiar how a manufactured weapon held in hand would help you in overcoming DR--it transfers the enhancement bonusses to your natural attacks.

Ruyan.


Undone wrote:
w01fe01 wrote:

I think the OP knows less about the rules then he thinks he does.

ShadowcatX has it correct.

You're right I just found the FAQ on it. My bad.

its all good this game has a ton of stuff in it.


RuyanVe wrote:

Sorry if my post read as offensive to you--it wasn't meant to be.

While I agree on the AoMF being quite expansive, everything in the item description and a query with the section on overcoming DR (CRB, p 562) the mechanics read similiar how a manufactured weapon held in hand would help you in overcoming DR--it transfers the enhancement bonusses to your natural attacks.

Ruyan.

No worries. I was thinking it didn't apply because it wasn't a weapon (As it's not available under the PFS +1 weapon clause). Even so by the time I could afford a +3 I'll have long since solved the problem with the celestial template and strong jaw.

I was considering vicious but was told that resinous skin wouldn't effect it which is why I discarded the idea. I was just curious if there were any items/forms which would be better.

Sczarni

Undone wrote:

So recently (In PFS if it matters) I've noticed how severe even DR 5 is to my druid. It's really hard to deal with going from

1d6+5
1d4+5
1d4+5
for both me and my AC. I drop from doing ~47 between a full attack from me and my AC to dealing ~17. The only work around I've come up with is "MOAR DAMAGE!" Because I can't bypass DR. If I can't bypass DR what are the best ways to increase my damage. My only work around was to summon 1d3+1 earth elementals that swing at 1d6+11 when Power Attacking. Below is my current character.

** spoiler omitted **

You could also be a Monk/Druid/

FEATS CLASS ABILITY BONUS FEAT
LvL 1 Weapon Finesse Improved Unarmed Strike, Flurry of Blows, Stunning Fist Dodge
LvL 2 Evasion Combat Reflexes
LvL 3 Weapon Focus Fast Movement, Maneuver Training, Still Mind
LvL 4 Ki Pool(Magic), Barkskin
LvL 5 Snake Style Purity of Body, True Strike
LvL 6 Slow Fall 30 Improved Disarm
LvL 7 Snake Sidewind Nature Bond, Nature Sense, Orisons, Wild Empathy, Liberation
LvL 8 Woodland Stride, Totem Transformation
LvL 9 Snake Fang Trackless Step
LvL 10 Resist Nature's Lure, Wild Shape x1
LvL 11 Quicken Spell Totemic Summons
LvL 12 Wild Shape x2,
LvL 13 Natural Spell
LvL 14 Wild Shape x3, Freedom's Call
LvL 15 Shaping Focus Ki Pool(Cold Iron/Silver), Power Attack
LvL 16 Slow Fall 40
LvL 17 Punishing Kick Improved Evasion Medusa's Wrath
LvL 18 Ki Pool(Lawlful), Slow Fall 50
LvL 19 Monastic Legacy Ki Leech
LvL 20 Diamond Body, Slow Fall 60

Qinggong Monk/Wolf Shaman Druid w/Liberation Domain

If that gives you any idea. Although that build is aimed more towards Colossal Damage IUS instead of using Natural Attacks. Also built highly towards survival.

Edit: Sorry it's messy. I copied it from an Excel sheet.


Kazumetsa Raijin wrote:
Undone wrote:

So recently (In PFS if it matters) I've noticed how severe even DR 5 is to my druid. It's really hard to deal with going from

1d6+5
1d4+5
1d4+5
for both me and my AC. I drop from doing ~47 between a full attack from me and my AC to dealing ~17. The only work around I've come up with is "MOAR DAMAGE!" Because I can't bypass DR. If I can't bypass DR what are the best ways to increase my damage. My only work around was to summon 1d3+1 earth elementals that swing at 1d6+11 when Power Attacking. Below is my current character.

** spoiler omitted **

You could also be a Monk/Druid/

FEATS CLASS ABILITY BONUS FEAT
LvL 1 Weapon Finesse Improved Unarmed Strike, Flurry of Blows, Stunning Fist Dodge
LvL 2 Evasion Combat Reflexes
LvL 3 Weapon Focus Fast Movement, Maneuver Training, Still Mind
LvL 4 Ki Pool(Magic), Barkskin
LvL 5 Snake Style Purity of Body, True Strike
LvL 6 Slow Fall 30 Improved Disarm
LvL 7 Snake Sidewind Nature Bond, Nature Sense, Orisons, Wild Empathy, Liberation
LvL 8 Woodland Stride, Totem Transformation
LvL 9 Snake Fang Trackless Step
LvL 10 Resist Nature's Lure, Wild Shape x1
LvL 11 Quicken Spell Totemic Summons
LvL 12 Wild Shape x2,
LvL 13 Natural Spell
LvL 14 Wild Shape x3, Freedom's Call
LvL 15 Shaping Focus Ki Pool(Cold Iron/Silver), Power Attack
LvL 16 Slow Fall 40
LvL 17 Punishing Kick Improved Evasion Medusa's Wrath
LvL 18 Ki Pool(Lawlful), Slow Fall 50
LvL 19 Monastic Legacy Ki Leech
LvL 20 Diamond Body, Slow Fall 60

Qinggong Monk/Wolf Shaman Druid w/Liberation Domain

If that gives you any idea. Although that build is aimed more towards Colossal Damage IUS instead of using Natural Attacks. Also built highly towards survival.

Edit: Sorry it's messy. I copied it from an Excel sheet.

For a second I thought this was impossible but then I realized you could be LN.

Secondarily the above does less damage and is less survivable because you lose the celestial template which is a huge jump in toughness, additionally I've no desire to play a monk and give up casting progression for even less BAB and lower damage.


Until your Planar Wild Shape is ready and you get money for the Amulett you could:

1) Blast the monsters with energy spells.
2) Get a cold Iron and Silver Scythe or Scimitar and go into melee without Wild Shape.
3) Buff your parties fighter or cast some battlefield control.
4) Use combat maneuvers trying to knock your enemies to the ground might work with the right companion too.

Sczarni

Undone wrote:


For a second I thought this was impossible but then I realized you could be LN.

Secondarily the above does less damage and is less survivable because you lose the celestial...

Actually, LN or not, you could take Monk levels First, then switch to Druid.

Edit: "Ex-Monks
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities."


If you are 5th level, you shouldn't be fighting that much creatures with DR and energy resists. There aren't tgat many at those levels...


gustavo iglesias wrote:
If you are 5th level, you shouldn't be fighting that much creatures with DR and energy resists. There aren't tgat many at those levels...

So far I've fought

Dretches (Not a big deal but the DR kept each dretch up another round causing us to take more damage), A bearded devil, three different types of constructs, a couple of fiendish creatures, a demon cleric boss that liked crawling on the ceiling with 5/cold iron or good, some fae with cold iron DR.

Quote:

Until your Planar Wild Shape is ready and you get money for the Amulett you could:

1) Blast the monsters with energy spells.
2) Get a cold Iron and Silver Scythe or Scimitar and go into melee without Wild Shape.
3) Buff your parties fighter or cast some battlefield control.
4) Use combat maneuvers trying to knock your enemies to the ground might work with the right companion too.

1) This is just bad. Call lightning, flaming sphere, and similar spells do ~10.5 damage a turn which allows a save, which are subject to SR and resistances. It's a non option. Spell damage as a druid is bad to terrible.

2) While this sounds reasonable consider the following.
I do ~17 damage instead of ~47 with me and my lion. My lion is half or so of that doing ~23.5 damage - 15 for DR 5 to 8.5 damage. I do the same. While it's true that with a cold iron 2 handed weapon I'd do 11 damage I'd lose my wild shape for the day. It's potentially worth it for 2 adventures until level 6 at which point dire tiger dwarfs the cold iron weapon.

3) Casting Bull strength and bristle on my animal companion seems like a possible work around. I went digging for buffs and when I found bristle and realized mehnir savant is finally useful my jaw dropped. This is an excellent option that I wasn't looking for previously. Thanks!

4) This A) Doesn't help DR, B) I can't do it without level 6 wildshape.

Sczarni

Gjorbjond wrote:

Amulet of Mighty Fists allows you to bypass certain types of damage reduction if the enhancement bonus is high enough.

+3 gets through Cold Iron/Silver DR
+4 gets through Adamantine DR
+5 gets through alignment-based DR

Please keep in mind:

"Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. "

If he's using Natural attacks, then it's no bueno. If he's using unarmed attacks(even in wildshape) then he's good to go. That's why I suggested the Monk/Druid build that I love so much. I'm not sure there is anything that would allow the use of the Amulet with natural attacks. If there is, THEN BUENO SENOR!

To the OP, I understand you do not want to go this route. I'm sure there are other options. Good luck!

Sovereign Court

Guys, Amulets of Mighty Fists-empowered natural attacks CAN bypass DR if the enhancement is high enough. They put it right there on the side of the page.

Undone, your best bet for now is probably just taking a form with one big attack and trying to break through the DR the hard way. (Normally this is where Power Attack for a +3 to damage (and next level +6) would be really handy, but that's the price you pay for being awesome at summoning things.) Remember that you get *1.5 strength mod if you only have one natural attack.

Your best bet at medium is probably a boar - you get a 40ft land speed and a 1d8 gore attack. Wolves are good if you want to be a little faster; 50ft land speed and a 1d6 bite.


Reynard_the_fox wrote:

Guys, Amulets of Mighty Fists CAN bypass DR if the enhancement is high enough. They put it right there on the side of the page.

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amule t-of-mighty-fists

Undone, your best bet for now is probably just taking a form with one big attack and trying to break through the DR the hard way. (Normally this is where Power Attack for a +3 to damage (and next level +6) would be really handy, but that's the price you pay for being awesome at summoning things.) Remember that you get *1.5 strength mod if you only have one natural attack.

Your best bet at medium is probably a boar - you get a 40ft land speed and a 1d8 gore attack. Wolves are good if you want to be a little faster; 50ft land speed and a 1d6 bite.

While good advice is "Summon stuff" the boar/wolf are not good choices. The boar does 1d8+7 after augment vs 1d3+1 earth elementals which do 1d6 +11 (4 base, 3 for 1+1/2 augment, 3 PA, 1 Earth mastery) which is 2-4d6+22-44 or 2-4d6+12-24. If you mean wild shaping into something I believe there are things with 2 slams which is a str and a half attack type if it's just slams. The problem with bigger attacks is if you can do damage at all with more hits rolling 3 attacks is just better even at dice -1 damage than rolling 1d6+2.

I guess 1d4+2 stirges could also be highly effective at draining hit points off not constructs now that I think about it.

Sovereign Court

Undone wrote:

While good advice is "Summon stuff" the boar/wolf are not good choices. The boar does 1d8+7 after augment vs 1d3+1 earth elementals which do 1d6 +11 (4 base, 3 for 1+1/2 augment, 3 PA, 1 Earth mastery) which is 2-4d6+22-44 or 2-4d6+12-24. If you mean wild shaping into something I believe there are things with 2 slams which is a str and a half attack type if it's just slams. The problem with bigger attacks is if you can do damage at all with more hits rolling 3 attacks is just better even at dice -1 damage than rolling 1d6+2.

I guess 1d4+2 stirges could also be highly effective at draining hit points off not constructs now that I think about it.

Ah, I did mean wildshaping to one of those forms, yeah. I don't know where you heard that slams are a 1.5 Str type attack, but that's not how it works in Pathfinder.

You may be right that multiple attacks are better for DR5 (I haven't crunched the numbers), though it is nice to be able to move and do 1 attack.


Reynard_the_fox wrote:
Undone wrote:

While good advice is "Summon stuff" the boar/wolf are not good choices. The boar does 1d8+7 after augment vs 1d3+1 earth elementals which do 1d6 +11 (4 base, 3 for 1+1/2 augment, 3 PA, 1 Earth mastery) which is 2-4d6+22-44 or 2-4d6+12-24. If you mean wild shaping into something I believe there are things with 2 slams which is a str and a half attack type if it's just slams. The problem with bigger attacks is if you can do damage at all with more hits rolling 3 attacks is just better even at dice -1 damage than rolling 1d6+2.

I guess 1d4+2 stirges could also be highly effective at draining hit points off not constructs now that I think about it.

Ah, I did mean wildshaping to one of those forms, yeah. I don't know where you heard that slams are a 1.5 Str type attack, but that's not how it works in Pathfinder.

You may be right that multiple attacks are better for DR5 (I haven't crunched the numbers), though it is nice to be able to move and do 1 attack.

Quote:
If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls.

I read that as if a creature has

2 +10 Slam

it gains str and a half on both attacks. I didn't mean multiple attack types just multiple attacks of the same type because it says so in the earth elemental stat block as an example.

As for movement + attacking I might use that for the next 2 adventures but at 6th I'll gain pounce. That more or less locks me into forms with 5 attacks or more. (Specifically celestial giant octopus and celestial dire tiger.)

As for some quick math on damage vs 1 attack with and without GMF

Bite: 1d6+5/6 = 3.5/4.5 after DR5
Claws: 1d4+5/6 = 2.5/3.5 after DR5
Claws: 1d4+5/6 = 2.5/3.5 after DR5
8.5 vs 11.5 with GMF

Gore: 1d8+7/8= 6.5/7.5 after DR 5

More hits just work better if you can do more than 1-2 points of damage.

Note: I assume no DR 10 because I've not yet faced one and I doubt that will happen prior to level 7 where I can ignore it.


If a creature has ONE slam he has 1.5 str. But elementals have TWO slams. They get 1.0x str


gustavo iglesias wrote:
If a creature has ONE slam he has 1.5 str. But elementals have TWO slams. They get 1.0x str

So they do. But the small earth elemental still applies str 1.5 as it has 1 slam. (Thought it went up on the bestiary chart.) Which makes them a great early choice.

Sovereign Court

No, I'm afraid it's "one natural attack, period," not "one type of natural attack." Small and Medium earth elementals get 1.5 because they only have one slam; Large ones get 1*strength on each slam because they have 2.

It's worth noting that if you had power attack and against DR10 (assuming 24 str, -2/+4 PA):

Claws: 1d6 + 7 (str) + 4 (PA) = 14.5 -> 4.5 after DR, each

vs.

Gore: 2d6 + 10 (str) + 6 (PA) = 23 -> 13 after DR

Whereas if you didn't have Power Attack:

Claw -> 0.5 after DR
Gore -> 7 after DR

So if you don't intend on picking up power attack any time soon, be wary when you reach those higher DRs...


Reynard_the_fox wrote:

No, I'm afraid it's "one natural attack, period," not "one type of natural attack." Small and Medium earth elementals get 1.5 because they only have one slam; Large ones get 1*strength on each slam because they have 2.

It's worth noting that if you had power attack and against DR10 (assuming 24 str, -2/+4 PA):

Claws: 1d6 + 7 (str) + 4 (PA) = 14.5 -> 4.5 after DR, each

vs.

Gore: 2d6 + 10 (str) + 6 (PA) = 23 -> 13 after DR

Whereas if you didn't have Power Attack:

Claw -> 0.5 after DR
Gore -> 7 after DR

So if you don't intend on picking up power attack any time soon, be wary when you reach those higher DRs...

Right I understand that but by the time I'll face DR 10 I'll have GMF at +2 if I want it. I'll also have the option by 7th or 8th to pick up a holy AoMF for myself or mufasa and put the whichever one I buy now on myself if I intend to do more casting during the adventure.

As an aside I'd use the dire tiger form which would put me to +6 str +1 GMF and potentially +1 or +2 D6 from holy or acid/lightning. At 5 attacks with rake/pounce it's usually better unless there's a form with powerful charge.

As I mentioned at 7th level this virtually evaporates. 4th level summons have a laundry list of SLA's, an even higher damage elemental or just spam small elementals at 1d4+2 which do 1d6+1 to even DR 10 targets.

Example of level 4 vs each type

1A) Evil outsider with DR 10 when I'm 7th. I can smite evil celestial dire tiger pounce which kills even the fierce Vrock alone in 3 rounds of full attacks.
1B) Vrock as above Summon 1d4+2 stirges twice to swarm and pluck away at the Vrock's con score greatly reducing the amount needed to kill it or over 3-4 rounds potentially kill it. This tactic is admittedly available at 3rd but uses all of my highest level magic which is currently GMFx2. It's impractical until 7th.

2A) Clay golem I can't smite evil and even power attack wouldn't greatly help here. Constructs are simply the weakness of the build I think unless Trample damage ignores DR. The best way to bypass this is to dump buffs on mufasa who will be doing dice+11 or more if factoring in an AoMF. Buffed up with bristle, and Bull str it would still be rolling at over 35 damage a turn if all hits.

2B) Clay golem as above Unfortunately my magic doesn't help greatly here. The soften earth and stone spell applied to the ceiling can potentially bury even the mighty clay golem which will prevent it from escaping for a while so we can smash it in the face (DC25 str to escape is possible but not probable). If it's under natural stone or dirt this could work. Otherwise I've no backup plan.

The other damage reduction strategies largely follow one of these 4. I was hoping there was a good work around that was affordable and I just didn't know about it.

Liberty's Edge

Kazumetsa Raijin wrote:

Please keep in mind:

"Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. "

If he's using Natural attacks, then it's no bueno. If he's using unarmed attacks(even in wildshape) then he's good to go. That's why I suggested the Monk/Druid build that I love so much. I'm not sure there is anything that would allow the use of the Amulet with natural attacks. If there is, THEN BUENO SENOR!

To the OP, I understand you do not want to go this route. I'm sure there are other options. Good luck!

I believe you are misreading what you quoted here. You still gain the full benefits of an amulet of mighty fists if you're using natural attacks. However, you can only use enchantments like flaming or speed if they can be applied to unarmed. That is a rule for what enchantments an amulet can contain, not one that says who can make use of them.

For example: An amulet of mighty fists cannot contain vorpal, because unarmed attacks are not slashing.


Also: an amulet of mighty fist can't contain Throwing, becouse you are not Mazinger Z :)


I think I've finally come up with the solution I'm going with. I'm going to give mufasa a vicious AoMF. If he doesn't die it's 10d6 damage, if he dies I get to shout NOOOOOO MUFASA!

Sczarni

ShadowcatX wrote:
Kazumetsa Raijin wrote:

Please keep in mind:

"Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. "

If he's using Natural attacks, then it's no bueno. If he's using unarmed attacks(even in wildshape) then he's good to go. That's why I suggested the Monk/Druid build that I love so much. I'm not sure there is anything that would allow the use of the Amulet with natural attacks. If there is, THEN BUENO SENOR!

To the OP, I understand you do not want to go this route. I'm sure there are other options. Good luck!

I believe you are misreading what you quoted here. You still gain the full benefits of an amulet of mighty fists if you're using natural attacks. However, you can only use enchantments like flaming or speed if they can be applied to unarmed. That is a rule for what enchantments an amulet can contain, not one that says who can make use of them.

For example: An amulet of mighty fists cannot contain vorpal, because unarmed attacks are not slashing.

Ah, good call! Thanks Shadowcatx!


Although, with the restriction that the enhancement must be applicable to unarmed strikes gets more foggy if you take style feats. Can you have a vorpal kick if you use tiger style or boar style? If so....then interesting.....

But probably not. That is too restricted a case to allow it generally, especially since the ability would be what? Turned off? if you don't have your style up or choose to do bludgeoning.

The Exchange

Anyone post about Versatile Weapon Spell? Bard 2, Rng 2, Sorc 3.

Range: Close

You transform the physical makeup of a weapon as you desire. This spell functions like greater magic weapon , except that it subtly alters the physical properties of a weapon, enabling it to bypass damage reduction of one the following types: bludgeoning, cold iron, piercing, silver, or slashing. The affected weapon still inflicts damage of its normal type and its hardness and hit points are unchanged. This spell can be cast on a natural weapon or unarmed strike.

Might be able to pick up a scroll and have someone cast it on you in the mean time.

Dark Archive

I have the same problems with my summoner and eidolon. I picked up Eldridge claws for the eidolon though it needs 7hd = 9level so that takes a long time, and still does nothing for both cold iron and alignment. Only one can be active at a time and of course the amulet of mighty fists is better, but at only 2,500, you could buy a Golembane scarab and keep it in reserve. Guessing it would take at least a move action to take off amulet first(maybe a second to store as opposed to dropping on the floor for free) and another to put on the scarab but hey, loosening one turn will be made up for when you later get all damage through to the golem, especially the dr10/15 golems.

I try to thik of those fights as the ones for the other players to shine in.


Raymond Lambert wrote:

I have the same problems with my summoner and eidolon. I picked up Eldridge claws for the eidolon though it needs 7hd = 9level so that takes a long time, and still does nothing for both cold iron and alignment. Only one can be active at a time and of course the amulet of mighty fists is better, but at only 2,500, you could buy a Golembane scarab and keep it in reserve. Guessing it would take at least a move action to take off amulet first(maybe a second to store as opposed to dropping on the floor for free) and another to put on the scarab but hey, loosening one turn will be made up for when you later get all damage through to the golem, especially the dr10/15 golems.

I try to thik of those fights as the ones for the other players to shine in.

I'm going to have mufasa use a vicious weapon to help mow down things faster. It effectively doubles his damage output at the cost of wand charges and if he dies OH NO YOU KILLED KENNY! <Unexplained return at start of next session.>

As a side note mufasa is a totem companion. He'll gain silver claws at 9 for free over multi attack.

Sczarni

You're a 5th level Druid that can spontaneously cast Summon Nature's Ally and you have Superior Summoning. You have lots of ways to overcome DR.

Sack a 3rd-Level spell and summon 1d4+2 Stirges. They have a touch attack with a +7 bonus that drains 1 CON, regardless of DR, plus their victim is automatically grappled, which should help everyone in the party. And when that devil/demon/whatever murders the buggers, that's 1d4+2 less attacks that were directed at your party.

Cast Bull's Strength on either the party fighter or your animal companion. More liklihood of hitting and increased damage when you do.

I gave my companion an Amulet of Mighty Fists with the Corrosive weapon property. If you're only worried about evil outsiders, get one with Outsider (Evil) Bane.

Barkskin. +2 AC. And next level it'll be +3. The less your party fighter is hit the more time it'll have to deal damage.

Always, always, always prepare Daylight. When you think you won't need it, sack it for stirges. Your party will thank you when the nasties cast Darkness and you foil their plans.

And if all else fails, stand back and zap someone with your cure stick. Not every character will be 100% effective in every encounter. But Druids are one of the strongest classes in the game. You shouldn't have too much problem.

I'm sure others can provide more advice.


Nefreet wrote:

You're a 5th level Druid that can spontaneously cast Summon Nature's Ally and you have Superior Summoning. You have lots of ways to overcome DR.

Sack a 3rd-Level spell and summon 1d4+2 Stirges. They have a touch attack with a +7 bonus that drains 1 CON, regardless of DR, plus their victim is automatically grappled, which should help everyone in the party. And when that devil/demon/whatever murders the buggers, that's 1d4+2 less attacks that were directed at your party.

Cast Bull's Strength on either the party fighter or your animal companion. More liklihood of hitting and increased damage when you do.

I gave my companion an Amulet of Mighty Fists with the Corrosive weapon property. If you're only worried about evil outsiders, get one with Outsider (Evil) Bane.

Barkskin. +2 AC. And next level it'll be +3. The less your party fighter is hit the more time it'll have to deal damage.

Always, always, always prepare Daylight. When you think you won't need it, sack it for stirges. Your party will thank you when the nasties cast Darkness and you foil their plans.

And if all else fails, stand back and zap someone with your cure stick. Not every character will be 100% effective in every encounter. But Druids are one of the strongest classes in the game. You shouldn't have too much problem.

I'm sure others can provide more advice.

I've only just recently after thinking about it discovered how bad an option GMF is compared to stirges. My brother pointed out how good they are and I'm starting more and more to believe him. If I summon 5 something with 20 con WILL die which is everything not in the first bestiary and a simple SM2 with 1d3+1 stirges will finish anything short of undead off.

Bull str is an option I've been using. It's made fighting the constructs tolerable but still frustrating when you are rolling dice -1 before BS and dice +1 after instead of dice +6.

Barkskin is +3 already with menhir savant. I've never used it before. Should I be preping it? The AC doesn't seem to be very good on mufasa (21 to 24) although I guess I could give it to him.

Mufasa is going to get a vicious amulet. The incidental damage will just eat charges if he kills something with a full round action. Buffing my lion until level 6 seems best. I guess Barkskin combined with resinous skin would be fantastic.

As for daylight aasimar are absurdly popular in my area. We've got no less than 1 a group. I could prep it though.

Thanks for the further reiteration of stirges. I greatly regret not realizing how absurd it was earlier.

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