
pogie |

I have a PFS Druid that just hit level 7. She is a Saurian Shaman Druid who typically melees in wildshape. I am committed to going Druid through level 8 so that I can get the Strongjaw spell.
I would get level 5 spells at level 9 but other than Animal Growth For my companion I don't see a lot on the spell list that excites me. I tend not to use summoning spells as between my character and an animal companion both with multiple natural attacks I feel I get more than enough spotlight time at the table.
I was considering a dip into Barbarian to get rage and rage powers. Any advice would be appreciated.

666bender |
i totaly disagree. dipping 1 level will hurt you. either dip 4 levels with shpaing focus or non at all.
as for spells i cant disagree more - the druid spells are AMAZING.
spells for a combat druid are the secret wepon when you a are hurt or need an edge to win. they are the stuff that make you better than fighter - not better as to make more damage - but better as in more versitle.
out of memory:
level 4:
strong jaw = the best combat spell ever.
air walk = long lasting better than fly spell
earth glide = a great escape for party spell
flame strike = nice blasting.
freedom of movement = best anti grapple spell
thorn body = nice
vermin shape = extra wild shape.
thorn body = extra damage.
level 5:
air walk communal = all party fly
aspect of the wolf = AMAZING! extra free trip, bonus to str and dex.
Baleful Polymorph = save or suck
blessing of salamander = regeneration
death ward = might be needed.
Threefold Aspect = 24 hours buff
wall of thorns = best wall ever
summoning: take cyclope to free crit the foe.
spells are a gre

soupturtle |
I think the dip is a solid idea, and I don't agree at all with the above comment of '4 levels or none'. That would be reasonable if you wanted to use the huge elemental forms at some point, but since you're a saurian shaman I assume you want to use mostly dinosaur forms. And since you mostly do melee, your spells are mostly for buffs and utilityand most of the important buff spells are level 4 or below, so you also don't lose that much in terms of spellcasting with a one level dip. On the other hand, you'll gain a lot of melee power, especially if you have room for the extra rage feat. Rage is a better buff than pretty much anything else you can do.
It's true that there's a lot of cool stuff in level 5 spells, but as a wildshaping combatant it's mostly situational things, so delaying it a bit won't hurt too much. Aspect of the wolf and blessing of the salamander don't stack with wild shape, and the other spells are mostly once a day kind of things (communal air walk, tree stride, wall of thorns), or will have failry poor DCs for you. It's very worthwhile having, but not terrible to delay.

Sadurian |
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I have just created a character along similar lines to yours - melee-focussed wildshaped druid with some scary beserking thrown in.
Mad Dog Barbarian/Druid Concept. Note that the original Mad Dog Barbarian idea got turned into the True Primitive to get Favoured Terrain (and thus Nature Warden).
No idea if this helps, but it seems to be along the lines you were looking for.

666bender |
. Aspect of the wolf and blessing of the salamander don't stack with wild shape, and the other spells are mostly once a day kind of things (communal air walk, tree stride, wall of thorns), or will have failry poor DCs for you. It's very worthwhile having, but not terrible to delay.
why do you think aspect of the wolf wont work in wild shape ? its... meant for it...

666bender |
There is always the tactic of turning into a behemoth hippo, rage cycling and dealing full damage on a vital strike with furious finish. In which case a dip would work, but you would need to get immunity to fatigue somehow.
well... that tactics would also work without fatigue immunity...
here is the battle code:fight begin:
round 1: move to opponent attack once and kill.
round 2: cast lessor restoration (or ask the bard to cast the scroll...)
round 3: go to round 1.
fight end.

pogie |

There is always the tactic of turning into a behemoth hippo, rage cycling and dealing full damage on a vital strike with furious finish. In which case a dip would work, but you would need to get immunity to fatigue somehow.
I have never understood the point of furious finish. The average damage of 2d6 on a vital strike is 7. The damage for a maxed 1d6 with furious finish is obviously 6. 7>6. I guess if you don't like the chances of rolling poorly?

soupturtle |
soupturtle wrote:
. Aspect of the wolf and blessing of the salamander don't stack with wild shape, and the other spells are mostly once a day kind of things (communal air walk, tree stride, wall of thorns), or will have failry poor DCs for you. It's very worthwhile having, but not terrible to delay.why do you think aspect of the wolf wont work in wild shape ? its... meant for it...
Because it's a transmutation (polymorph) spell and wild shape works as the beast shape spells, which are also transmutation (polymorph) spells. And the rules on polymorph spells state:
You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell.
Dr Grecko |

prototype00 wrote:There is always the tactic of turning into a behemoth hippo, rage cycling and dealing full damage on a vital strike with furious finish. In which case a dip would work, but you would need to get immunity to fatigue somehow.I have never understood the point of furious finish. The average damage of 2d6 on a vital strike is 7. The damage for a maxed 1d6 with furious finish is obviously 6. 7>6. I guess if you don't like the chances of rolling poorly?
In your example, the maxed furious finish would be 2d6 (or 12) vs the normal vital strike 2d6 (avg 7)
Where it really comes into play is when through various spells and abilities, said druid/barb is rolling 24d6 (or greater) on a vital strike.. 144 maxed damage vs 84 avg damage is quite a big difference.
Finding a way to avoid the fatigue afterward helps a ton.

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prototype00 wrote:There is always the tactic of turning into a behemoth hippo, rage cycling and dealing full damage on a vital strike with furious finish. In which case a dip would work, but you would need to get immunity to fatigue somehow.I have never understood the point of furious finish. The average damage of 2d6 on a vital strike is 7. The damage for a maxed 1d6 with furious finish is obviously 6. 7>6. I guess if you don't like the chances of rolling poorly?
Because a Behemoth Hippo has a bite of 4d8. If you cast strong Jaw that becomes 8d8, or 16d8 with vital strike. 128 damage plus bonuses is better than 70 plus bonuses.
Edit: Ninja Hippo'd

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From Improved Natural Attack:
Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
since the base attack does 4d8, it is using the d10 progression, not the standard progression.

Cornielius |

OK, I see.
It was a jump to 6d8 from improved natural attack, then a second jump from strong jaw to 8d8.
I missed that there were two effects increasing the size of the attack.
Is there a need for a FAQ as to whether the two effects stack?
I would think they did, since each was from a different source.

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No, actually is was a two size increase from Strong Jaw. If there were two increases they wouldn't stack, but Strong Jaw is a two size boost on it's own.

pogie |

pogie wrote:prototype00 wrote:There is always the tactic of turning into a behemoth hippo, rage cycling and dealing full damage on a vital strike with furious finish. In which case a dip would work, but you would need to get immunity to fatigue somehow.I have never understood the point of furious finish. The average damage of 2d6 on a vital strike is 7. The damage for a maxed 1d6 with furious finish is obviously 6. 7>6. I guess if you don't like the chances of rolling poorly?In your example, the maxed furious finish would be 2d6 (or 12) vs the normal vital strike 2d6 (avg 7)
Where it really comes into play is when through various spells and abilities, said druid/barb is rolling 24d6 (or greater) on a vital strike.. 144 maxed damage vs 84 avg damage is quite a big difference.
Finding a way to avoid the fatigue afterward helps a ton.
I thought furious eliminated the extra dice of vital strike and just gave the regular dice max damage.

Azten |

I thought furious eliminated the extra dice of vital strike and just gave the regular dice max damage.
Prerequisite: Rage class feature, Vital Strike, base attack bonus +6.
Benefit: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).
Let's say you're using a Greatsword, raging, and use Vital Strike. The damage dice you roll is 4d6. With Furious Focus, you maximize the damage being dealt, for a total of 24 damage.

XMorsX |
It is probably kind of late for focusing in Furious Finish IMO, and you do not have the right archetype either.
If you do not care about spells, I suggest muticlassing with a monk, for feral combat training (claws), coupled with dragon ferocity and monastic legacy for unarmed damage on claw attacks. Boar style can add a free 2d6 bleed damage too. Qinggong Master of many styles monk of the sacred mountain should work like a charm.

blahpers |

It is probably kind of late for focusing in Furious Finish IMO, and you do not have the right archetype either.
If you do not care about spells, I suggest muticlassing with a monk, for feral combat training (claws), coupled with dragon ferocity and monastic legacy for unarmed damage on claw attacks. Boar style can add a free 2d6 bleed damage too. Qinggong Master of many styles monk of the sacred mountain should work like a charm.
Saurian Shaman works quite well, actually. A T-rex's bite is almost as good as a behemoth hippos, and you get to be a T-rex instead of a hippo.

XMorsX |
XMorsX wrote:Saurian Shaman works quite well, actually. A T-rex's bite is almost as good as a behemoth hippos, and you get to be a T-rex instead of a hippo.It is probably kind of late for focusing in Furious Finish IMO, and you do not have the right archetype either.
If you do not care about spells, I suggest muticlassing with a monk, for feral combat training (claws), coupled with dragon ferocity and monastic legacy for unarmed damage on claw attacks. Boar style can add a free 2d6 bleed damage too. Qinggong Master of many styles monk of the sacred mountain should work like a charm.
Too bad you never get to become a T-Rex, as it is a gargantuan animal.

blahpers |

blahpers wrote:Too bad you never get to become a T-Rex, as it is a gargantuan animal.XMorsX wrote:Saurian Shaman works quite well, actually. A T-rex's bite is almost as good as a behemoth hippos, and you get to be a T-rex instead of a hippo.It is probably kind of late for focusing in Furious Finish IMO, and you do not have the right archetype either.
If you do not care about spells, I suggest muticlassing with a monk, for feral combat training (claws), coupled with dragon ferocity and monastic legacy for unarmed damage on claw attacks. Boar style can add a free 2d6 bleed damage too. Qinggong Master of many styles monk of the sacred mountain should work like a charm.
Well, poo. Allosaurus isn't bad, though.