
Byronus |

Here's my character:
Limitations: CRB, APG.
5th-level Male Half-Elf character: 4th-level Fighter, 1st-level Druid.
STR: 17; DEX: 14; CON: 16; INT: 13, WIL: 15, CHA: 9.
Feats: Combat Casting, Combat Expertise, Combat Reflexes, Improved Trip, Improved Unarmed Combat, Step-Up.
He was originally a Fighter focusing on the Trip, Disruptive, and Step-Up Feat chains, but having just multi-classed into Druid, I'm not sure of the viability of those choices.
I'm also completely lost on which groups to select for Weapon Training, with Natural Weapons being my only firm choice.
I was also thinking of advancing Druid to level 4, and alternating back and forth, keeping the Class levels even.
I look forward to everyone's input,
:Byronus

Master of the Dark Triad |
You're going to bad at everything you try and do or at least not as good as you normally would've been. You spells will be weak, your BAB low, and any animal companion will be useless.
Do not simply alternate levels. Dip for something or go into a PrC (not sure if any would fit though), but do not alternate class levels.

master_marshmallow |

Waiting a few levels to get spells ends up being the same thing as just playing a Ranger in the first place. They get more BAB than multiclassing, a Combat Style that covers most of what you would be getting with a fighter, and they can wear metal armor.
Plus they get way more skills, and an animal companion just like the druid.

Byronus |

Thanks for the responses, everyone.
I was a little vague with my original post. To clarify:
i) This is my first character EVER;
ii) I'm not starting from scratch, but multi-classing an already established character during an active campaign;
iii) After getting comfortable with the game mechanics, I decided to dabble in magic. I liked the character I had made, but felt he was too one-dimensional, and since he had a decent WIS score, I dipped into Druid;
iv) I did not take an Animal Companion; I chose the Weather Domain. We are playing a naval campaign in the Shackles, and the ability to control weather and winds seemed very handy for my character, the ship's Captain;
I'm just looking for some advice on how I should proceed with (or is it salvage?) this character, considering my original intention of making the Trip/Disruptive/Step-Up chain Fighter.
Thanks again,
:Byronus

Cornielius |

One option is to focus on wild shaping.
Take the shaping focus feat, so you can count your druid level as 4 higher (not to exceed character level) for wild shaping only.
Pick up natural spellcasting when you can.
Use your spells for self buffing, looking at such things as barkskin, longstrider, and magic fang.
There are also a number of spells such as the aspect of line which buff you in combat.
Various animal shapes may give you abilities like trip and grab, as well as reach. Pounce is also a favorite.
You may want to stay in druid to maximize the uses of wild shape and to get access to higher level spells at the cost of BAB and HPs, but you will be capable in combat and have more skill points and better saves.
Alternatively, more fighter levels means more feats and hit points, as well aiming towards your trip build.
One of the weaknesses of wild shaping is AC; fighting in human form does not have this problem.

Byronus |

One option is to focus on wild shaping.
Take the shaping focus feat, so you can count your druid level as 4 higher (not to exceed character level) for wild shaping only.
Pick up natural spellcasting when you can.
Use your spells for self buffing, looking at such things as barkskin, longstrider, and magic fang.
There are also a number of spells such as the aspect of line which buff you in combat.
Various animal shapes may give you abilities like trip and grab, as well as reach. Pounce is also a favorite.You may want to stay in druid to maximize the uses of wild shape and to get access to higher level spells at the cost of BAB and HPs, but you will be capable in combat and have more skill points and better saves.
Alternatively, more fighter levels means more feats and hit points, as well aiming towards your trip build.
One of the weaknesses of wild shaping is AC; fighting in human form does not have this problem.
Thanks for the info, sir.
Regretfully, the Shaping Focus Feat is not available to me as our group is limited to CRB and APG, as per our rookie DM's rules. :(
I've read Treantmonk's Guide to Druids, and I can't say that I'd want to focus on the Wild Shaping aspect of being a Druid. It's SUPER useful in many situations, but I want to focus on being a Fighter first, using the Druid spells you mentioned to buff my attacks, and using Wild Shape more tactically.
I don't know if you still recommend having more Druid levels if I DON'T intend on focusing on Wild Shape. :(
I was planning on staying in humanoid form for the most part, and have been using a Heavy Wooden Shield and Hide Armour. When I reach 7th-level Fighter, and my movement won't be impeded by wearing Heavy Armour, I was planning on getting some Dragonhide Full-Plate, ditching the shield, and using a Greatsword in combat. Is it better if I use the shield while wearing Plate?

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If you aren't going to be using wild shape, then don't take natural weapon for weapon training. For weapon training groups, I would say take training in hammers. You can sword and board using a club with Shillelagh on it for a 2d6 weapon and then trade out for a Tetsubo when you are ready to swap to another weapon.

Atarlost |
If you can't retcon the druid level your best move may be to burn it. Turn it into an ex-druid level because losing the ability to use metal armor until wildshape comes online is ruinous and without shaping focus available you're going to take too long to become functional as a martial shaper.
Having basically an NPC level clogging your build is less harmful than trying to fulfill the druid restrictions.

Tinkergood |
I'm going to get into a little role-theory for your build. It looks like you want what I like to call a non-boring fighter (my archer had dipped into inquisitor for 3 levels). However, my advice would depend mostly on your role for the party.
If you have a good primary damage dealer in your party that you need to keep your enemies away from and you don't have to contribute that much to the damage yourself, your trip/disruptive build would benefit most from being a sword and board fighter with your weapon mastery built around flails, using a light flail as your primary weapon. Keep in mind though that you can't cast spells with a somatic component while you hold your weapon and a heavy shield. A better option would be a darkwood buckler (since a regular buckler only comes in metal).
Since you have the APG as a usable source, I'd also suggest the totem shaman archetype although the eagle shaman is the only one with the weather domain. The aquatic druid archetype gives you a swim speed at 3rd level and all sorts of bonuses when in aquatic terrain, so I'd consider going into that archetype.
Generally, these builds assume only about 3 to 4 levels druid. This maximizes your human tank roll while still having some varied options and skills.

Byronus |

@Imbicatus:
The main reason I considered getting the Natural Weapons group for Weapon Training is because I like the idea of always being armed, which is why I chose the Improved Unarmed Strike (IUS) Feat to make unarmed strikes lethal. Also, I've associated my Trip attacks as sweep kicks, so when I roll to Trip (which is usually during an AoO), it's usually an unarmed attack.
Having the Natural Weapons group selected would allow me to add that bonus to CMB for unarmed strikes, and help out a little if I ever choose to fight using Wild Shape. I also considered getting the Close Weapons group, as it also includes unarmed strikes, but I won't be playing a TRUE Sword & Board Fighter (no shield bashing), and it felt like Natural Weapons was a better choice for a Fighter/Druid.
Since I have IUS (and plan on keeping it no matter what), I've thought about getting Ki Throw, Elemental Fist (Electrical), and Eldritch Claws, if the latter works with unarmed strikes.
And, regarding the Hammer weapon group, I don't think it's a good idea to get it. I imagine Shillelagh would be very underpowered at later levels, and I don't think Tetsubo would be available to me with the CRB/APG limitation.
@master_marshmallow:
As previously stated, I'm currently using a Heavy Wooden Shield and Hide Armour. I plan on getting Dragonhide Plate Mail at the first opportunity. I already have the cash saved up for it. ;)
@Atarlost:
The choice of becoming a Druid was intentional, and just burning the level doesn't make sense. Also, Druid powers don't work while wearing metal armour and for 24 hours after removing it, but it doesn't mean it can't be worn. If a situation arises where Druid powers aren't going to be of any help, and losing them for 24 hours is worth the life-and-death risk the character is facing, then he'll wear metal armour.
Tinkergood:
Our party consists of a Sword & Board Paladin, an Archery Ranger who's dipping into Wizard to become an Arcane Archer, a Sorcerer who focuses on Illusion spells, and my Fighter/Druid.
The Paladin is our primary damage dealer, but his heavy armour reduces his movement to 20 feet per round, so I usually handle tank duties until he gets there. Once he's in the mix, I use my superior mobility (at least to him) to trip/flank guys, and the slaughter begins.
I've considered getting the Flail weapon group, but the only thing Trip weapons do is allow you to drop the weapon if you fail by 10 or more, instead of falling prone. That's handy, don't get me wrong, but I would be more sure of this choice if Trip weapons provided a bonus (like disarm weapons do for disarm attempts) to Trip. They don't, so I'm sort of on the fence.
The Darkwood/Dragonhide Buckler is something I'm really leaning towards, for the exact reasons you mentioned. You also have the option of using the Flail two-handed to inflict more damage (with penalties, of course) AND you have a free hand for spell casting. I've always like the idea of just wielding two-handed weapons without a shield, and the Heavy Flail is a pretty killer option for that. :)
@EVERYONE!:
Thanks for all the ideas! Keep'em coming!! :D

Moondragon Starshadow |

Frankly, I would suggest dipping 1 level into Cleric instead of Druid and taking that domain. Cleric spells are a heck of a lot more beneficial. Furthermore, if you take a level in Druid you restrict yourself to non-metal armor. Congrats, you just screwed your fighter.
The only way to really play a druid is to go full druid (which is an extremely powerful class btw). Dipping into Druid is the fastest way to destroy another class because of all the restrictions with armor, nature appreciation, neutral alignment, etc. Just don't do it.

Dragonchess Player |

I'd recommend starting as a fighter 2/druid 3. That way, you still get two bonus feats and are only one spell level (two caster levels without the Magical Knack trait) behind. From that point, go with almost straight druid for the spellcasting; at some point, take a single extra level in fighter for Armor Training 1 (which lets you move full speed in medium armor). Once you gain wild shape, you can take the Aspect of the Beast (Claws of the Beast) feat for a pair of permanent claws. You can still gain 9th-level spells at 20th level (fighter 3/druid 17); you may also want to consider taking a cleric domain (or sub-domain) for the extra spells, instead of an animal companion, with Nature Bond.
As far as archetypes go, avoid the fighter archetypes that replace Armor Training 1 (it's that good; almost like getting mithral for free with any armor, even non-metallic armor; also, with a sash of the war champion for a mere 4,000 gp, you can effectively gain Armor Training 2, which allows full movement in heavy armor*): that leaves mobile fighter and savage warrior in the Advanced Player's Guide; of these, savage warrior might be the better thematic fit. For druid archetypes, pretty much any of them can be appropriate, depending on the character's background or what you want to focus on: many of them delay and/or change wild shape. If you want to focus on combat with weapons, then mountain druid (for the ability to assume giant form with wild shape) could be a good choice.
*- Congratulations, you can now wear dragonhide full plate and still move at full speed.

Dragonchess Player |

For the OP's character: Just go straight druid (mountain druid archetype) with the Growth sub-domain from now on. You lose out on 9th level spells, but most of what I wrote above still applies.
The swift action enlarge person domain ability and the bonus enlarge person as the 1st-level domain spell are immediately beneficial. Barkskin as your 2nd-level domain spell is also very good. The domain ability Bramble Armor at druid 6 is nice. Righteous might as your 5th-level domain spell is a good option until you can wild shape into a giant for hours at a time.

TGMaxMaxer |
2nd the suggestion to primarily fight with a Shillelagh, they are a 1h 2d6 +1 weapon. For a good while, that will probably outdo anything else you can use if you're set on the druid thing.
A druid on the water is a terrible thing actually, we had one in a pirate style campaign, even with the 4 level delay.
I'd actually argue that with the right spell selection you can be a formidable.
The suggestion to be a cleric (of a mythos and take weather and ... air-cloud sub from APG, or water) is also a good one. You could just worship the sea, the captain of a ship praying to the weather and waves is a fine choice, gets similar spells, doesn't interfere with your fighter armor options, gets some AoE minor healing for your crew.

Dudesoft |

Should I post here? I'm the Ranger/Wizard/Arcane Archer. It was my first character, so fiddling...
Anyway, you already deal a shit ton of damage. You and and the paladin are Cray Cray. I say just move on into Druid and stay there, now I think about it.
The point of this is to play to your character... Your story dictates the call to the druid powers that be or whatever the hell. So, heed the call and follow the path of Druid. Don't flip flop back into Fighter. Perhaps consider the idea of transforming. It might be really kick ass. A giant bear or something that trips his enemies so he can chew their faces off! :)

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One option if you want to focus more on the druid side is to retrain your fighter levels into Druid levels. Ultimate Campaign had rules for this and it would maintain your story and at the same time explain how the druid side is becoming more and more of your character's focus.
You will lose some feats but I would consider training back either all your fighter levels or leaving 1 or 2 for the bonus feats.

Byronus |

Hey all,
Once again, I appreciate all of your input; you've all given me a lot to think about. :)
I've got a lot to cover, so I'll change up the format a little:
Setting: Just a reminder that we are playing in the Shackles.
Character Levels and Archetypes: There have been suggestions to designate the class levels as if I were creating a new character at level 5. This is an already established character who was a 4th-level Fighter, and just dipped one level as a Druid.
Also, several Archetypes have been recommended, but I'm happy with the ones I've chosen. The stock Fighter template works well with his background story, as does my choice of the Weather Domain.
Thanks for you suggestions.
BAB and HD: There's been mention that dipping into Druid was a terrible mistake because a Fighter BAB/HD is far superior to a Druid.
The Fighter gets d10 HD, while a Druid has a d8 HD. To be honest, that doesn't look too bad to me, especially since the character has CON at 16, and gets +3 HP per level already. I've been happy with my HP so far, and have chosen the Skill Point rather than an extra HP for my Favoured Class bonus every time.
A Fighter get +1 BAB every level, while a Druid gets a +1 BAB every 3 out of 4 levels. Again, that doesn't look too bad to me. A 20th-level Fighter would have +20/+15/+10/+5, while a 10th-level Fighter/10th-level Druid has +17/+15/+7/+2, PLUS whatever buffing spells may be activated from the Druid spell list.
Heavy Armour: One concern mentioned is that the Druid dip means I'd be sacrificing Heavy Armour. Please see my previous post, under the @Atarlost heading, where I explain that I CAN still use Heavy Armour.
Heavy Armour gives you great AC, but everyone seems to have forgotten about the horrible Armour Check Penalties. We're in the Shackles and spend a lot of time on a ship, so my character never wore Heavy Armour BEFORE taking the Druid dip, out of fear of getting knocked off the ship and drowning. A lot of sailors favour the light/medium armours already, so I'd be on par with most of the villains I'd be facing.
***
I mean to write more, but I gotta. Please, feel free to respond to what I've mentioned, and chime in on what you think regarding Feat Chains and Weapon Proficiency groups.
Thanks again for all your help. :)

Sangalor |

I think it's not nearly as bad as some here believe. It may not be as efficient at one or two things that an optimized character there can do, but you certainly have a few nice options there and your character can deal with more situations :-)
Also, will save gets boosted which is never a bad thing, and the bonus to fortitude is nothing to sneeze at either.
One thing I would recommend is taking additional traits feat with magical knack. This way your character level for druid spells can increase making it more useful.
You will get some advantages like venom immunity at higher levels. Maybe you could look for ways to make it a bit more rounded, i.e. increase your defensive capabilities.
Furthermore, since you already have combat expertise I suggest to look at options like dirty trick and gang-up. Combat reflexes allows you to pickup bodyguard, so you can intercept attacks on your other team members.
Weapon training natural sounds good, but it gets better when you actually get natural attacks. As soon as you have wild shape class feature, pick up claws of the beast, add the racial heritage (half-orc) and razortusk feats, then multiattack, and to finish it off take that helmet of the rhino (or whatever it's called) that gives you a gore attack. Then you'll be looking at all your unarmed attacks as primary weapons, your natural attacks at a -2, and they can all be boosted by a single amulet of mighty fists. Your druid powers like barkskin will negate the loss of the neck slot for an amulet of natural armor.
Weapon training (natural) would then really be worth it.
Your second choice should include either a ranged weapon or a group with reach weapons to compliment your close-combat focused style.
By the way, I see you do not have power attack listed. This is something you *really* should get, it's one of the best feats and should be on top of your list.
Also, really consider getting aquatic druid. Particularly in S&S the bonuses - particularly the swim speed - are worth it.
Have fun!

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Should have gone Monk1/Druid4. (dex/wis)
You'd have decent spells, wildshape already(3x a day for 8 hours), a +11 bonus in damage without additional feats involved, 25 or 26 AC while shifted, a +13 in up to 7 skills with anywhere between 6-10 in 8 other skills, improved trip, saves as low as 6 and as high as 11, cmd of 29+, and possibly a +13 to attack all at level 5. Also unarmed damage for 12d8 by level 15..
I've personally tried combining Fighter and Druid... and it just doesn't synergize well at all.

Sangalor |

@OP: I put together what I understood from your posts. I did not assign skills, don't know what skill focus you choose, and I left the 240kGP WBL for level 15 chars - the level I assume S&S runs to - in. 22 skill points left.
Druid/Fighter Lvl5
Half-Elf Druid (Aquatic Druid) 1/Fighter 4
N Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +4
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Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex)
hp 46 (4d10+1d8+15)
Fort +9, Ref +3, Will +5 (+1 vs. fear); +2 vs. enchantments
Defensive Abilities bravery +1; Immune magic sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy shield bash +7 (1d4+3) and
. . unarmed strike +7 (1d3+3)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—storm burst (1d6+0 nonlethal damage)
Druid (Aquatic Druid) Spells Prepared (CL 1st; concentration +3):
1st—obscuring mist [D], obscuring mist, touch of the sea (DC 13)
0 (at will)—detect magic, light, stabilize
[D] Domain spell; Domain Weather
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 16, Int 13, Wis 15, Cha 9
Base Atk +4; CMB +7 (+9 trip); CMD 19 (21 vs. trip)
Feats Combat Casting, Combat Expertise, Combat Reflexes, Improved Trip, Improved Unarmed Strike, Skill Focus, Step Up
Skills Perception +4, Survival +4; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven
SQ elf blood, nature bonds (druid [aquatic druid] domain [weather] domain), wild empathy +0
Other Gear hide armor, heavy wooden shield, 239978 GP
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 to Will save vs. Fear
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Druid (Aquatic Druid) Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Storm Burst (1d6+0) (5/day) (Sp) 30' Ranged touch attack deals 1d6+0 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
That's the one for natural attack routine, it has 74 skill points left:
Druid/Fighter Lvl15 Natural
Half-Elf Druid (Aquatic Druid) 7/Fighter 8
N Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +5
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Defense
--------------------
AC 30, touch 16, flat-footed 27 (+14 armor, +3 Dex, +3 deflection)
hp 130 (8d10+7d8+45)
Fort +19, Ref +13, Will +15 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. enchantments, +4 bonus vs. [water] spells or exceptional or supernatural abilities of aquatic or water creatures
Defensive Abilities bravery +2; Immune magic sleep
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Offense
--------------------
Speed 30 ft., swim 15 ft.
Melee heavy shield bash +19/+14/+9 (1d4+6) and
. . bite +25 (1d4+11) and
. . 2 claws +25 (1d4+11) and
. . gauntlet (from armor) +24/+19/+14 (1d3+11) and
. . unarmed strike +27/+22/+17 (1d3+14)
Special Attacks weapon training abilities (natural +3), wild shape 1/day
Domain Spell-Like Abilities (CL 7th; concentration +10)
. . 6/day—storm burst (1d6+3 nonlethal damage)
Druid (Aquatic Druid) Spells Prepared (CL 7th; concentration +10):
4th—dispel magic, sleet storm [D]
3rd—call lightning [D] (DC 16), daylight, greater magic fang, wind wall
2nd—barkskin, barkskin, delay poison, fog cloud [D], natural rhythm (DC 15)
1st—obscuring mist [D], obscuring mist, touch of the sea (DC 14)
0 (at will)—detect magic, light, stabilize
[D] Domain spell; Domain Weather
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Statistics
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Str 22, Dex 18, Con 16, Int 13, Wis 16, Cha 9
Base Atk +13; CMB +19 (+21 trip); CMD 36 (40 vs. disarm, 40 vs. sunder, 38 vs. trip)
Feats Aspect of the Beast (Claws of the Beast), Bodyguard, Combat Casting, Combat Expertise, Combat Reflexes, Deadly Aim, Improved Trip, Improved Unarmed Strike, Multiattack, Power Attack, Racial Heritage, Razortusk, Skill Focus, Step Up
Skills Perception +5 (+8 in aquatic terrain), Survival +5 (+8 in aquatic terrain), Swim +11 (+14 in aquatic terrain); Racial Modifiers +2 Perception
Languages Common, Druidic, Elven
SQ aquatic adaptation, elf blood, nature bonds (druid [aquatic druid] domain [weather] domain), resist ocean's fury, wild empathy +6
Other Gear +5 dragonhide full plate, hide armor, heavy wooden shield, amulet of mighty fists +5, belt of physical might (str & dex +4), cloak of resistance +5, gloves of dueling, ring of protection +3, ring of sustenance, 11178 GP
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Special Abilities
--------------------
Aquatic Adaptation (+3) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and
Swim checks in aquatic terrain.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Bravery +2 (Ex) +2 to Will save vs. Fear
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Druid (Aquatic Druid) Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Racial Heritage (Half-Orc) You count as another race for the purpose of prerequisites.
Resist Ocean's Fury (Ex) +4 save vs. effects from [water] or abilities of aquatic or water subtypes.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Storm Burst (1d6+3) (6/day) (Sp) 30' Ranged touch attack deals 1d6+3 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Swimming (15 feet) You have a Swim speed.
Weapon Training (Natural) +3 (Ex) +3 Attack, Damage, CMB, CMD with Natural weapons
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.
This one can boost its ACs with spells like barkskin and put on a shield when necessary. It uses gloves of dueling to increase attack and damage - some don't accept this when having claws, so in that case you can reduce the bonuses accordingly. Power attack is not included.
You have enough cash for a bow or some other ranged weapon left, deadly aim will allow according bonuses to damage.
Druid/Fighter Lvl15 with maneuvers
Half-Elf Druid (Aquatic Druid) 5/Fighter 10
N Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +5
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Defense
--------------------
AC 39, touch 16, flat-footed 37 (+14 armor, +6 shield, +2 Dex, +3 natural, +4 deflection)
hp 132 (10d10+5d8+45)
Fort +19, Ref +11, Will +15 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. enchantments, +4 bonus vs. [water] spells or exceptional or supernatural abilities of aquatic or water creatures
Defensive Abilities bravery +3; Immune magic sleep, disease
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Offense
--------------------
Speed 30 ft., swim 15 ft.
Melee heavy shield bash +19/+14/+9 (1d4+6) and
. . light shield bash +19/+14/+9 (1d3+6) and
. . +5 ironwood light flail +24/+19/+14 (1d8+11) and
. . gauntlet (from armor) +19/+14/+9 (1d3+6) and
. . unarmed strike +22/+17/+12 (1d3+9)
Ranged +1 seeking composite longbow +16/+11/+6 (1d8+7/×3)
Special Attacks weapon training abilities (natural +3, pole arms +4)
Domain Spell-Like Abilities (CL 7th; concentration +10)
. . 6/day—storm burst (1d6+2 nonlethal damage)
Druid (Aquatic Druid) Spells Prepared (CL 7th; concentration +10):
3rd—aqueous orb (DC 16), call lightning [D] (DC 16), poison (DC 16)
2nd—barkskin, fog cloud [D], lesser restoration, summon swarm
1st—alter winds (DC 14), magic fang, obscuring mist [D], obscuring mist, touch of the sea (DC 14)
0 (at will)—detect magic, detect poison, light, stabilize
[D] Domain spell; Domain Weather
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 16, Int 13, Wis 16, Cha 9
Base Atk +13; CMB +19 (+21 dirty trick, +21 disarm, +21 trip); CMD 35 (37 vs. dirty trick, 41 vs. disarm, 39 vs. sunder, 37 vs. trip)
Feats Additional Traits, Bodyguard, Combat Casting, Combat Expertise, Combat Reflexes, Deadly Aim, Disruptive, Improved Dirty Trick, Improved Disarm, Improved Trip, Improved Unarmed Strike, Power Attack, Quick Draw, Skill Focus, Step Up
Traits magical knack, reactionary
Skills Perception +5 (+7 in aquatic terrain), Survival +5 (+7 in aquatic terrain), Swim +11 (+13 in aquatic terrain); Racial Modifiers +2 Perception
Languages Common, Druidic, Elven
SQ aquatic adaptation, elf blood, nature bonds (druid [aquatic druid] domain [weather] domain), resist ocean's fury, wild empathy +4
Combat Gear pearl of power (1st level) (3), pearl of power (2nd level), pearl of power (3rd level); Other Gear +5 dragonhide full plate, hide armor, +5 darkwood light wooden quickdraw shield, heavy wooden shield, +1 seeking composite longbow, +5 ironwood light flail, belt of giant strength +4, boots of speed, cloak of resistance +5, gloves of dueling, periapt of health, ring of protection +4, ring of sustenance, 4107 GP
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Special Abilities
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Aquatic Adaptation (+2) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and
Swim checks in aquatic terrain.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Boots of speed (10 rounds/day) Affected by haste
Bravery +3 (Ex) +3 to Will save vs. Fear
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Disruptive +4 DC to cast defensively for those you threaten.
Druid (Aquatic Druid) Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Immunity to Disease You are immune to diseases.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Druid [Aquatic Druid]) +2 CL for a specific class, to a max of your HD.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Resist Ocean's Fury (Ex) +4 save vs. effects from [water] or abilities of aquatic or water subtypes.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Storm Burst (1d6+2) (6/day) (Sp) 30' Ranged touch attack deals 1d6+2 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Swimming (15 feet) You have a Swim speed.
Weapon Training (Natural) +3 (Ex) +3 Attack, Damage, CMB, CMD with Natural weapons
Weapon Training (Pole Arms) +4 (Ex) +4 Attack, Damage, CMB, CMD with Pole Arms
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
This one is more directed to maneuvers. Note that the stats include an active barkskin spell cast by the druid. I swapped the natural attacks with the other weapon group in order but included it anyway...
70 skill points are not assigned.
I like the second one more :-)
Having quickdraw shields and the quick draw feat allows you to draw and put it away in the same round as free actions, so you can cast, switch weapons etc.
These are just some suggestions, I think they should work out pretty well. Of course you have many different options...

Sangalor |

By the way, one of the cool things of having a swim speed is being able to breathe water, that's one of the reason - besides being able to move quickly and freely in water - I like the aquatic druid in the S&S setting.
Also, from what I understood armor check penalty does not apply when you have a swim speed since you do not need to make swim checks - which is the only way I know of that ACP comes into play there :-)

Byronus |

Thanks for all the input, Sangalor! I'll comment on what you've submitted, but I still have to complete my LAST reply. :)
Since I don't feel that HD and BAB will be too negatively affected by an even Fighter/Druid level split, and that the absence of Heavy Armour isn't really a big deal considering the setting, I'm going to have my 4th-level Fighter take Druid all the way to 4th level. Once I have a feel for what this character can do with the even 4/4 split, I'll decided whether to switch back to Fighter, proceed with Druid, or alternate back and forth between them at each opportunity for level advancement.
At the moment, my biggest concerns are which Feat chains to pursue, and which Weapon Training to focus on:
Feats: Assuming this character reaches 20th level, and I decide to split it 10/10 evenly, this Fighter/Druid will have 10 Feats and 6 Fighter Bonus Feats. With all those options, I had the following Feat chains in mind:
Trip: Requiring Combat Expertise, Improved Trip, and Greater Trip, and better utilized with Combat Reflexes, I've always loved this chain. You can stop a character from moving away from/by you, knock them prone, take an AoO when you trip them, and then ANOTHER one when they get up from prone. I have read, however, that this chain becomes particularly less effective at later levels, once the enemies you face are less human in nature, having multiple legs (which make tripping more difficult), or the ability to fly (making tripping impossible);
Step-Up: Requiring Step-Up, Following Step, and Step-Up and Strike, this chain allows the Fighter to stick like glue to the enemy if they take a 5-foot step away from him. He can take a chance and provoke an AoO by manoeuvring around an enemy to help an ally with flanking and, finally, get an AoO himself! This is particularly effective when using the following chain;
Disruptive: The Distruptive/Spellbreaker/Teleport Tactician chain combines very well when using the Step-Up chain against magic-users. They take a 5-foot step away from you to cast a spell, you nail them with an AoO from an Step-Up and Strike. If they decide to stay next to you and cast defensively, they get a +4 to do so and, if they fail, you get an AoO. If they decide to use full movement to get away from you, they provoke an AoO which you use to Trip them, and they provoke TWO AoOs in the process. If they decide to cast a spell that'll teleport them away from you, THAT provokes an AoO.
These three chains, I believe, will work amazingly well in the context of this character, especially if they can Wild Shape into an flying animal/elemental, fly over and see the magician in the enemy ship, cast Fairie Fire on him/her followed by Fog Cloud over the deck, land beside the caster and change back into Half-Elf form, murder the caster while everyone else scrambles in the fog, change back into flying form to escape, lift the fog to reveal to enemies that their caster is dead, and call lightning bolts on them before summoning a pack of wolves to tear them apart, land back on the ship and slaughter again....for example. ;)
I would like input on the viability of these chains, and recommendations on any other Feats I should consider. The Feats I have already taken are listed in the OP.
***
Thanks again for all you input, and I'll address my Weapon Training ideas in a reply later in the day. I'll get to you eventually, Sangalor. :)

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Trip is likely not going to be that useful in your campaign, because a lot of the action will be in the water and most aquatic enemies are immune to tripping.
Step up and disruptive are both great and will be useful when human or wild shaped.
As for spell selection, do not overlook Produce Flame. For a fist level spell, it can start a LOT of fires. Fire on a Ship is bad, mmmkay.

Byronus |

I'd thought I'd chime in on the last two replies and bring up one more thing regarding Feats before getting to Weapon Training:
We haven't been fighting many aquatic creatures thus far, but going after pirates and slavers. Most of our fights have been on board the decks of ships against humanoids. We're mostly fighting ON the water, rather than IN it, but I understand that the Trip chain will be the least effective of the three chains I plan on getting.
It makes sense that you can't TRIP an enemy getting up from prone, so I guess I'll settle for damage. :)
I'm looking forward to having multiple attacks on a Full Attack. That way, when I have +11/+6/+1, I can use my +11 to Trip my opponent, they'll provoke an AoO due to Greater Trip, then I attack with the +6 and +1, and they'll provoke another AoO when they stand up from prone. I won't be hitting with max damage, but I sure will be hitting them often. ;)
The last Feat I wanted to address was Improved Unarmed Strike (IUS). I got IUS at level 1 because I thought it was really handy for a Fighter to always be "armed", and because I was planning to get the Grapple Feat chain. I've opted to NOT go for this chain, and now I'm not sure whether to pursue another Feat chain that pre-requires IUS (Are there any?), swap it out at a later Fighter level, or just keep it by itself. Any suggestions?
***
I'll be adding the Weapon Training section soon. Bear with me, and thanks for all the advice thus far! :)

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Improved unarmed strike can be useful for you if you do stick with druid and go into wild shape. If you take Feral Combat training and dragon style, you can effectively "two-hand" your natural attacks to get increased STR damage. However it is a large feat investment for you to do so. It really depends on what direction you want to take with your character.

Byronus |

Hey all,
I'm not sure who's subscribed to this thread, so I thought I'd add one last thing before revisiting this thread in four Druid levels. :P
I've created a bit of a table that covers Feat choices, Attribute increases, Base Attack Bonus increases, and Weapons Training selections for my first first TWENTY character levels; I've had it going before I started this thread. He may die way before then, but here it is, nonetheless.
I figured I'd leave it here so you guys can pick it apart and tell me how totally ineffective my character will be. :P I'm open for suggestion anywhere ???? have been entered, and am willing to change some of the choices I've made.
REMEMBER! The first FIVE LEVELS CANNOT be changed!! Also, this character is limited to CRB and APG!!!
Legend:
CLxx = Character Level;
Fxx = Fighter Level;
Dxx = Druid Level;
FBxx = Fighter Bonus Feat;
CL01: F01: BAB+01: CL01 Feat + FB01 Feat (Improved Unarmed Combat, Combat Expertise);
CL02: F02: BAB+02: FB02 Feat (Improved Trip);
CL03: F03: BAB+03: CL03 Feat (Step-Up); Armour Training 1;
CL04: F04: BAB+04: FB04 Feat (Combat Reflexes); Attribute Increase: DEX +1 (14);
CL05: D01: BAB+04: CL05 Feat (Combat Casting);
CL06: D02: BAB+05:
CL07: D03: BAB+06/+01: CL07 Feat (Greater Trip)
CL08: D04: BAB+07/+02: Attribute Increase: WIS+1 (16);
CL09: F05: BAB+08/+03: CL09 Feat (Natural Spell); Weapon Training 1 (Axes);
CL10: D05: BAB+08/+03:
CL11: F06: BAB+09/+04: CL11 Feat (Following Step); FB06 Feat (Step-Up and Strike);
CL12: D06: BAB+10/+05: Attribute Increase: STR+1 (18);
CL13: F07: BAB+11/+06/+01: CL13 Feat (?????); Armour Training 2;
CL14: D07: BAB+12/+07/+02:
CL15: F08: BAB+13/+08/+03: CL15 Feat (?????); FB08 Feat (Disruptive);
CL16: D08: BAB+14/+09/+04: Attribute Increase: WIS+1 (17)
CL17: F09: BAB+15/+10/+05: CL17 Feat (?????); Weapons Training 2 (?????)
CL18: D09: BAB+15/+10/+05:
CL19: F10: BAB+16/+11/+06/+01: CL19 Feat (Spellbreaker); FB10 Feat (Teleport Tactician);
CL20: D10: BAB+17/+11/+07/+02: Attribute Increase: WIS+1 (18)
I just wanted to add that I chose Axes as my first Weapon Training group because it seems the most versatile as it has ranged (Throwing Axe), One-handed (Battle Axe), Two-handed (Great Axe), and reach (Bardiche) choices. Plus, since the Half-Elf learned to fight from his Half-Orc buddies, it would make sense that he'd fight better with weapons that Half-Orcs favour.
Thanks in advance for all your help, guys.
:Byronus