TWF Shillelagh Druid Questions


Advice


So. I'm a pretty long-time D&D player, but I have much less experience with Pathfinder. Some friends and I were considering starting a nautical/pirate-themed campaign, which gave me this idea to play a Druid as their resident, semi-savage 'weatherwitch' they picked up on an island someplace. Druids have more water-and-weather magic than any class I know of, which sounds like it would be really helpful on a boat. I've never played a a Druid, either in D&D or PF, so I read through their spells for pretty much the first time. It was then that I saw Shillelagh and realized the potential for an awesome, if not exactly optimal, character: Cast shillelagh on the first round of combat, charge in essentially and TWF +1 greatswords at level 1. Likely not the best way to play a druid, but it looked like so much fun that I could't pass it up. I'm also taking the Growth domain to use its swift-action Enlarge Person to really kill stuff.
TL;DR: I'm playing a TWF Druid who uses Shillelagh and Enlarge Person to fight in melee.

So, I have a couple of questions:

1. I'm human, so what's a good second feat choice to make the most of my staff? I'm thinking Double Slice, but I'm not entirely settled. With 18 str (20 with enlarge) it's a difference of +3 damage on my offhand attack. I also considered Weapon Focus to bring up my shaky attack bonus (+3/+3). Thoughts?
2. We're starting at low levels where this looks like it will dominate, but I don't think it will be competitive later on, so at some point I'll likely switch to a wild shape-focused strategy. So: In Pathfinder, will my TWF feat help me in any way in bear-form (or whatever animal)? What if I'm really creative?
3. I'm going to be on a boat a lot. What are some useful tricks a druid can do with magic to help around the ship?

Thanks!

Shadow Lodge

Double Slice and Weapon Focus are both good options. I'd say Weapon Focus over Double Slice because you are in general better at doing damage when you actually hit them. Wildshape is strong enough that you don't really need to use TWF because you already have the Natural Attacks that you can use more of. You can use orisons like Purify Food and Drink to help supply the party with rations, though it will be mainly ship rats and salt water, or Know Direction so you know can try to find your way back to land.


    Level 0

  • = Create Water = Everyone needs fresh water
  • = Know Direction = Navigators new best friend :)
  • = Mending = ropes, sails, etc.
  • = Purify Food and Drink = As listed above.

    Level 1

  • = Detect Animal or Plants = Mainly animals, for best use of fishing nets.
  • = Endure Elements = If i was a sailor, above deck, i would be begging for this one.
  • = Touch of the Sea = Gain swim speed if needed.

    Level 2

  • = Eagle Eye = Your now the new crows nest, spotter :)
  • = Spider Climb = To help with sails, and rigging.

    Level 3

  • = Create Treasure Map = Argg, your a pirate now, yee sea dog.
  • = Cup of Dust = you do not want to cast this on someone aboard your own ship, but this is a wicked spell to use against someone aboard an enemy ship.
  • = Water Breathing = Always helpful, if you need to clean the hull or do underwater repairs.

    Level 4

  • = Freedom of Movement = See water breathing.
  • = Life Bubble = See water breathing.

    Level 5

  • = Control Winds = Varies.

    Level 6

  • = Find the Path = Navigation.

    Level 7

  • = Control Weather = Help or hinder

.........................................

After watching the TV show deadly catches.
I would want to do spell research on a High level spell, that would grant Endure Elements to everyone aboard the ship & the ship itself, as to prevent Icing up in cold climates or Sunburn in tropical climates.

If i was a Wizard, would do spell research on a Higher level Tiny Hut spell, except make it movable (located target ship), Mush larger (the whole ship). This is to provide the ship and crew protection from the element's, dangerous winds, and Rain/Sleet protection.


Thanks! Those are all really good ideas. Purify Food and Drink on salt water is particularly inspired, and Cup of Dust is just *evil*. Create Treasure Map, too. If I point it out to the GM, that can be our main source of loot from enemy pirates. It would make justifying the hoard of gear that they sometimes carry much easier.

Again, thanks!


Are you starting at level 1? If not, I recommend a 1-level Fighter dip as your first level for more HP, a bonus feat, and better BAB. This will also mean that you'll get Wild Shape just in time for a feat, which will let you take Natural Spell right away.

Liberty's Edge

If you're doing that, I'd go barbarian, because you can still rage in wild shape form.

Sovereign Court

Talk to your GM about whether or not you can continue using a quarterstaff in wild shape if you pick a form capable of handling it (e.g., a gorilla). I would hate to have a feat that is completely useless after level 5 or so, but having a dire ape (or at later levels an earth elemental) quarterstaff master would be pretty sweet. (Especially as enchanting a weapon is much cheaper than getting an AoMF, though you'll need to keep both halves of the quarterstaff updated independently. Craft Arms & Armor would probably be a good feat later on, as it would allow you to make Wild armor as well.)

Remember that a lot of your mobility/waterbreathing needs are taken care of by wildshape. (Who needs eagle eye when you can just transform into an eagle and fly up there?) And if you're going to be in naval battles, having a few fire spells up your sleeve is probably a good idea.


I played in a pirate style game where we had a ships druid, and between dolphin/shark form and warp wood/wood shape, and giant octopus form for full deck crowd control, I think that character single handedly sank about... 5 ships that I can recall. We only got up to 9th level.

Control weather, create wind, and a ton of the other druid spells are absolutely fabulous for pirate style games.

The Shillelagh idea is fun, and you could always do air/water elemental later and keep using that same weapon, or the ape idea if your GM lets it fly, I can't see how it wouldn't work myself.

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