PFS Easy Druid


Advice


Pathfinder Adventure Path Subscriber

I am introducing a young person to Pathfinder society. They really want to play a druid (mainly because they come with a pet). They are not really interested in spell casting (I know...), they want to be good at combat. Looking ahead (throwing Wild shape into the mix) I see nothing but frustration and problems. I am trying to steer them toward ranger (imo way easier to play).

Incase I am unable to change their mind, any hints or suggested builds for a pretty easy to play PFS druid? I have read through the guides and the class seems pretty complex, albeit flexible.

They are looking for:
1) most importantly a combat pet (animal companion)
2) Fairly easy to play
3) some but minimal spell casting
4) Combat focus that is not too complicated

suggestions? I would like for them to have a good experience...

Shadow Lodge

Not sure that you realise how strict those 4 criteria are, though I assume it's in order of importance. You'll never get "some but minimal spellcasting", it's always all or none.

I'm pretty sure there's an archetype that revokes spells, I don't think there's any that revoke wild shape (though you could always just not use it unless it's to "fly up there and have a look").


Kildaere wrote:

I am introducing a young person to Pathfinder society. They really want to play a druid (mainly because they come with a pet). They are not really interested in spell casting (I know...), they want to be good at combat. Looking ahead (throwing Wild shape into the mix) I see nothing but frustration and problems. I am trying to steer them toward ranger (imo way easier to play).

Incase I am unable to change their mind, any hints or suggested builds for a pretty easy to play PFS druid? I have read through the guides and the class seems pretty complex, albeit flexible.

They are looking for:
1) most importantly a combat pet (animal companion)
2) Fairly easy to play
3) some but minimal spell casting
4) Combat focus that is not too complicated

suggestions? I would like for them to have a good experience...

Your first instincts are correct. Playing a Druid with a kid having no experience is a bad idea. My son (11yo) started playing PFS as a fighter. Once he had the basics down he went on to play more complex classes with a good knowledge base.

You have to remember you will be subjecting your table mates to the kids learning curve. The people will have varying degrees of patience with a child at the table. Better to make that learning curve easier with a simpler class.

I would say that if a kid is not mature enough to accept that he needs to learn the basics with a simpler class, he is not mature enough to play at all. Especially when playing with strangers at a PFS session.


Pathfinder Adventure Path Subscriber

Reading through the guides, it appears that most construct a druid as either combat focused or casting focused. I would like options for a combat focused druid. Of course it will have spell casting (unless archetyped away) what I meant was a build that does not focus on spell casting as a primary role.

Avatar-1...does this make more sense:

1) have an animal companion
3) spell casting as a minor role
4) a build that does not rely on complicated combos/options

Sovereign Court

It's quite doable. Druids aren't trivial but they're not all that hard either. The learning curve is pretty gradual, you get a few new abilities every level.

Kildaere wrote:


1) most importantly a combat pet (animal companion)

Cats, wolves, rocs and ankylosauruses are among my favorites. Good stats all.

Kildaere wrote:


2) Fairly easy to play

You're proficient with scimitars, which are excellent 1H swords; decent damage and a good crit range. You even get to use a shield, so you'll be protected fairly well. With d8 HD you're in the okay range.

You can also use Shillelagh. More damage, less defense.

Invest in Strength. Finesse is for other classes, by level 4 you'll be wildshaping into combat forms that gain Strength bonuses and eventually size-related Dex penalties.

Kildaere wrote:


3) some but minimal spell casting

Cure Light Wounds is on your spell list so you can use the wand. Otherwise, Shillelagh and Magic Fang, and Bull's Strength at level 2. Just make sure you have Wisdom 14, that's sufficient if you focus on fighting.

Kildaere wrote:


4) Combat focus that is not too complicated

Scimitar for levels 1-3 and as a backup at level 4-5. By level 6 you'll have Druid's Vestments (additional daily wildshape) and you can fight as a Dire Tiger with Pounce and destroy your enemies easily.

===

I think druids are a good full class with which to experience full casting without having to rely on it. You have some nice spells but you're a decent warrior too. And if he's got those other spells anyway, maybe he'll start wondering what else he can do with them.


1 person marked this as a favorite.

The problem with Druids for a kid IS the animal companion at first level. Before the kid has ever played he has 2 different characters to track AC, hp, saves etc. Different movement bases different attack bonuses, multiple attacks for the animal companion at first level with different damage dice on each. It is a lot to keep track of and will result in pretty slow play. You may get a patient group and it will be a great experience for both of you. You make get a table thats not overly thrilled with a youngster taking 5 minutes to get through his turn in the initiative.

Whatever you do best of luck. I really enjoy playing PFS with my son. PFS is great for kids to learn the game and the one off style fits great with school and early bedtimes.

Scarab Sages

You can also try having the child play a Druid with domains, and the adult playing the "animal companion" Wild Shaped Druid. It could be fun.

Sovereign Court

If the kid really wants the pet, don't disappoint him. You should put in some extra work to prepare him.

Don't tell him he's not smart enough for that yet. Instead, run an adventure one on one with him to help him learn about the AC before actually taking him to PFS.


One other possibility is to look at the Hunter class from the Advanced Class playtest. It's a combination of Druid and Ranger. It gets an animal companion, seems more focused on combat (gets teamwork feats for you and the animal companion), some some spells (druid up to 6th).

It is a playtest class so changes might be made later, but it's something to look at.


Raising the voice a bit...
Summoner...
Looking for a way to escape...
1)Eidolon/summons why only 1 pet, make yours awesome and have some spares
2)Fairly easy, summon the minion to do the things for you.
3)Utility spells
4)Ceossbow, simply shot and recharge away from the danger

Go "XXXXXX"!!! I'm covering you!!! Mince them!!! Noooo!!! Protect me!!!

I kinda feel like playing the Eidolon as character and the PC as his buffer... thinking of cats right now...you know they control us....


Pathfinder Adventure Path Subscriber

I think part of my undoing was reading the druid guides...too many options and ways to play the class. They are very mature and have role played before. The problems lies not so much with the student but with the teacher. I think I was over thinking it (worried about archetypes etc...) after re-reading the class and Ascalaphus's post I think we will be fine. The class does add options at a manageable pace.

I think Vanilla Druid (16,14,14,10,14,10 array for 1/2 elf), scimitar
we should be good.


Here is something I worked up, a lion shaman, half-orc.

Daza:

Male Half-Orc druid 1 Archetypes Lion Shaman
CN Medium humanoid (orc, human)
Init +3, Senses darkvision (60 ft.); Perception +7
=================================================
DEFENSE
=================================================
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex, )
hp 13 ((1d8)+5)
Fort +5, Ref +2, Will +6

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee greataxe +3 (1d12+4/x3)
Melee club +3 (1d6+4)
Ranged club (thrown) +1 (1d6)
Melee dagger +3 (1d4+3/19-20)
Ranged dagger (thrown) +1 (1d4/19-20)
Ranged sling +1 (1d4+3)
Special Attacks Spontaneous Casting

Prepared Spells
Druid (CL 1st; concentration +4)
1st-cure light wounds(DC 14), produce flame
0th-detect poison, guidance(DC 13), stabilize(DC 13)
=================================================
TACTICS
=================================================
During Combat Daza attacks with his might greataxe!

=================================================
STATISTICS
=================================================
Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 14
Feats Endurance, Toughness
Skills Handle Animal +3, Knowledge (History) +5, Knowledge (Nature) +6, Perception +7
Traits Artifact Hunter, Reactionary
Languages Common, Druidic, Orc
SQ animal companion, bonus druid animal companion damage, darkvision, nature bond, nature sense, orc blood, orisons, sacred tattoo, shamans apprentice, weapon and armor proficiency, weapon familiarity, wild empathy +0
Combat Gear scroll (cure light wounds), scroll (longstrider/druid/1st/divine/minor), scroll (produce flame/druid/1st/divine/minor),
Other Gear greataxe, outfit (traveler's), hide, backpack, common, bedroll, sling bullets (10), flint and steel, grappling hook, common, mess kit, rope (hemp/50 ft.) (2), survival kit (common) (2), waterskin (filled), club, dagger, sling, 20.6 gp

=================================================
SPECIAL ABILITIES
=================================================
Animal Companion (Ex)

Artifact Hunter (Knowledge (History)) You know the legends of the Mwangi Expanse and the places where great treasures were rumored to have fallen. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.

Bonus Druid Animal Companion Damage Druid: Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Nature Bond A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory, Nobility, and Sun domains.

Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Shamans Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Wild Empathy (Ex) You can improve the attitude of an animal.

Wild Empathy (Ex) A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.

Daza's companion Tau:

Daza's Lion Tau
Male Companion Cat, Big (Lion) animal 2
N Medium animal
Init +3, Senses low-light vision; scent, Perception +6
=================================================
DEFENSE
=================================================
AC 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)
hp 11 ((2d8)+2)
Fort +4, Ref +6, Will +2

=================================================
OFFENSE
=================================================
Speed 40 ft.
Melee bite +2 (1d6+1)
Melee claws +2/+2 (1d4+1)
Special Attacks Rake,

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10,
Base Atk +1; CMB +2; CMD 16 (20 vs trip)
Feats Dodge
Skills Acrobatics +7, Perception +6,
SQ hunting, bonus tricks 1, link, low-light vision, scent, share spells,
Animal Tricks Hunting, Attack, Down, Fetch, Heel, Seek, Track
Combat Gear
Other Gear bite, claws, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Bonus Tricks 1

Companion Andoren Falconry

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Rake (Ex) You gain extra natural attacks under certain conditions, typically when you grapple foes.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion instead of on herself.

=================================================
ANIMAL TRICKS
=================================================
Hunting An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes 6 weeks.
Attack The animal attacks apparent enemies.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)

At 4th level, with a focus on combat feats and items for both master and animal companion.

Daza 4:

Daza
Male Half-Orc (Taldan) druid 4 Archetypes Lion Shaman,
CN Medium humanoid (orc, human)
Init +3, Senses darkvision (60 ft.); Perception +10
=================================================
DEFENSE
=================================================
AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 natural)
hp 35 ((4d8)+12)
Fort +8, Ref +4, Will +9, +4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants

=================================================
OFFENSE
=================================================
Speed 20 ft. (30 ft. with longstrider), Woodland Stride
Melee falchion +1 +7 (2d4+5/18-20)
Melee club +6 (1d6+4)
Ranged club (thrown) +4 (1d6)
Melee dagger +6 (1d4+3/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Ranged sling +4 (1d4+3)
Special Attacks Spontaneous Casting,
Wayfinder Spell-Like Abilities light (at will)

Prepared Spells
Druid (CL 4th; concentration +7)
2nd-barkskin, bull's strength(DC 15), flaming sphere(DC 15)
1st-cure light wounds(DC 14), faerie fire, longstrider(DC ), produce flame
0th-detect poison, guidance(DC 13), resistance, stabilize(DC 13)

=================================================
TACTICS
=================================================
Before Combat Daza casts longstrider on himself.

During Combat Daza will cast barkskin and bull's strength on his lion before wading into combat himself.

=================================================
STATISTICS
=================================================
Str 17, Dex 12, Con 14, Int 10, Wis 16, Cha 8,
Base Atk +3; CMB +6; CMD 17
Feats Endurance, Ironhide, Toughness
Skills Climb +4, Handle Animal +6, Heal +7, Knowledge (History) +6, Knowledge (Nature) +7, Perception +10, Survival +9, Swim +4,
Traits Artifact Hunter, Reactionary
Languages Common, Druidic, Orc
SQ animal companion, bonus druid animal companion damage (4x), darkvision, nature bond, nature sense, orc blood, orisons, resist nature's lure, sacred tattoo, shamans apprentice, totem transformation, trackless step, weapon and armor proficiency, weapon familiarity, wild empathy +3, woodland stride
Combat Gear Wand of Cure Light Wounds (50 charges), scroll (cure light wounds), scroll (longstrider/druid/1st/divine/minor), scroll (produce flame/druid/1st/divine/minor), scroll (magic fang/druid/1st/divine/minor) (3),
Other Gear falchion +1, outfit (traveler's), cloak of resistance +1, hide +1, backpack, common, bedroll, sling bullets (10), flint and steel, grappling hook, common, mess kit, rope (hemp/50 ft.) (2), survival kit (common) (2), waterskin (filled), wayfinder, scroll case, club, dagger, sling, masterwork barding (leather/large), 99.6 gp
=================================================
SPECIAL ABILITIES
=================================================
Animal Companion (Ex)

Artifact Hunter (Knowledge (History)) You know the legends of the Mwangi Expanse and the places where great treasures were rumored to have fallen. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.

Bonus Druid Animal Companion Damage (4x) Druid: Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Nature Bond A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory, Nobility, and Sun domains.

Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.

Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Shamans Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Totem Transformation (Su) At 2nd level, a lion shaman may adopt an aspect of the lion while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), senses (low-light vision, scent), or natural weapons (bite [1d4], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, the lion shaman may speak normally and can cast speak with animals (felines only) at will.

Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Wild Empathy (Ex) You can improve the attitude of an animal.

Wild Empathy (Ex) A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.

Woodland Stride (Ex) You may move through any sort of magical undergrowth at your normal speed and without taking damage or suffering any other impairment.

Tau at 4th:

Daza's Lion Tau
Male Companion Cat, Big (Lion) animal 4
N Medium animal
Init +4, Senses low-light vision; scent, Perception +6
=================================================
DEFENSE
=================================================
AC 20, touch 15, flat-footed 15 (+2 armor, +4 Dex, +1 dodge, +3 natural, )
hp 27 ((4d8)+8)
Fort +6, Ref +8, Will +3
Defensive Abilities evasion,
=================================================
OFFENSE
=================================================
Speed 40 ft.
Melee bite +5 (1d6+3)
Melee claws +6/+6 (1d4+3)
Special Attacks Rake,

=================================================
STATISTICS
=================================================
Str 14, Dex 18, Con 14, Int 2, Wis 15, Cha 10,
Base Atk +3; CMB +5; CMD 20 (24 vs trip)
Feats Dodge, Weapon Focus (Claws)
Skills Acrobatics +9, Perception +6, Survival +6,
SQ hunting, bonus tricks 2, link, low-light vision, scent, share spells,
Animal Tricks Hunting, Attack, Come, Down, Fetch, Heel, Seek, Track
Combat Gear
Other Gear bite, claws, masterwork barding (leather/large), 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Bonus Tricks 2

Companion Andoren Falconry

Constitution

Evasion (Ex) You can avoid damage from many area-effect attacks.

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Rake (Ex) You gain extra natural attacks under certain conditions, typically when you grapple foes.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion instead of on herself.

=================================================
ANIMAL TRICKS
=================================================
Hunting An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes 6 weeks.
Attack The animal attacks apparent enemies.
Come The animal comes to you, even if it normally would not do so.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)

Daza at 8:

Daza
Male Half-Orc (Taldan) druid 8 Archetypes Lion Shaman,
CN Medium humanoid (orc, human)
Init +3, Senses darkvision (60 ft.); Perception +14
=================================================
DEFENSE
=================================================
AC 17, touch 14, flat-footed 16 (+2 armor, +1 deflection, +1 Dex, +1 insight, +1 natural, )
hp 67 ((8d8)+24)
Fort +10, Ref +5, Will +11, +4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants

=================================================
OFFENSE
=================================================
Speed 30 ft. (40 ft. with longstrider), Woodland Stride
Melee falchion +1 +12/+7 (2d4+8/18-20)
Melee club +11/+6 (1d6+7)
Ranged club (thrown) +7/+2 (1d6)
Melee dagger +11/+6 (1d4+5/19-20)
Ranged dagger (thrown) +7/+2 (1d4/19-20)
Ranged sling +7/+2 (1d4+5)
Special Attacks Spontaneous Casting,
Wayfinder Spell-Like Abilities light (at will)

Prepared Spells
Druid (CL 8th; concentration +11)
4th-air walk, freedom of movement(DC 17)
3rd-call lightning(DC 16), magic fang (greater)(2)(DC 16), resist energy (communal)(DC 16)
2nd-barkskin(2), bull's strength(DC 15), flaming sphere(DC 15)
1st-cure light wounds(DC 14), faerie fire, longstrider(DC ), produce flame
0th-detect poison, guidance(DC 13), resistance, stabilize(DC 13)

=================================================
TACTICS
=================================================
Before Combat Daza will cast extended (using his rod) barkskin on himself and Tau, freedom of movement on himself, greater magic fang on both him and Tau, and an extended bulls strength on Tau.

During Combat Daza will take the form of a lion and attack!

=================================================
STATISTICS
=================================================
Str 20, Dex 12, Con 14, Int 10, Wis 16, Cha 8,
Base Atk +6; CMB +11; CMD 25
Feats Endurance, Ironhide, Natural Spell, Power Attack, Toughness
Skills Climb +9, Handle Animal +10, Heal +7, Knowledge (Geography) +5, Knowledge (History) +7, Knowledge (Nature) +9, Linguistics +2, Perception +14, Ride +5, Survival +10, Swim +9,
Traits Artifact Hunter, Reactionary
Languages Common, Druidic, Orc, Osiriani, Polyglot
SQ animal companion, bonus wild shape natural armor (8x), darkvision, nature bond, nature sense, orc blood, orisons, resist nature's lure, sacred tattoo, shamans apprentice, shaman wild shape, totemic summons, totem transformation, trackless step, weapon and armor proficiency, weapon familiarity, wild empathy +7, wild empathy, wild shape, wild shape, woodland stride
Combat Gear Wand of Cure Light Wounds (50 charges), Metamagic Rod of Lesser Extend (3 charges), scroll (cure light wounds), scroll (longstrider/druid/1st/divine/minor), scroll (produce flame/druid/1st/divine/minor), scroll (magic fang/druid/1st/divine/minor) (3),
Other Gear jingasa of the fortunate soldier, falchion +1, ring of protection +1, bracers of armor +2, outfit (traveler's), belt of giant strength +2, cloak of resistance +1, backpack, common, bedroll, sling bullets (10), flint and steel, grappling hook, common, mess kit, rope (hemp/50 ft.) (2), survival kit (common) (2), waterskin (filled), wayfinder, scroll case, metamagic rod of lesser extend, ioun stone, dusty rose prism, club, dagger, sling, amulet of mighty fists (flaming), barding +1 (studded leather/large), 204.6 gp
=================================================
SPECIAL ABILITIES
=================================================
Animal Companion (Ex)

Artifact Hunter (Knowledge (History)) You know the legends of the Mwangi Expanse and the places where great treasures were rumored to have fallen. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.

Bonus Wild Shape Natural Armor (8x) Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Nature Bond A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory, Nobility, and Sun domains.

Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.

Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Shamans Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.

Shaman Wild Shape (Su) You can change shape 4 times / day for up to 10 hours When changing into an totem animal, this functions as Beast Shape III

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Totemic Summons (Su) At 5th level, a lion shaman may cast summon nature's ally as a standard action when summoning felines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.

Totem Transformation (Su) At 2nd level, a lion shaman may adopt an aspect of the lion while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), senses (low-light vision, scent), or natural weapons (bite [1d4], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, the lion shaman may speak normally and can cast speak with animals (felines only) at will.

Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Wild Empathy (Ex) You can improve the attitude of an animal.

Wild Empathy (Ex) A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.

Wild Shape (Su) You can change shape 2 times / day for up to 6 hours You can change into any Tiny, Small, Medium or Large animal, or a Small elemental. When changing into an animal, this functions as Beast Shape II When changing into an elemental, this functions as Elemental Body I

Wild Shape (Su) At 6th level, a lion shaman's wild shape ability functions at her druid level - 2. If she takes on the form of a feline, she instead uses her druid level + 2.

Woodland Stride (Ex) You may move through any sort of magical undergrowth at your normal speed and without taking damage or suffering any other impairment.

Daza at 8 in wildshaped dire lion form:

Daza
Wildshaped (Dire Lion) Male Half-Orc druid 8 Archetypes Lion Shaman
CN large humanoid (orc, human)
Init +3, Senses darkvision (60 ft.), low-light vision, scent; Perception +14
=================================================
DEFENSE
=================================================
AC 24, touch 12, flat-footed 24 (+2 armor, +1 deflection, +1 insight, +1 luck, +10 natural, -1 size)
hp 67 ((8d8)+24)
Fort +10, Ref +5, Will +11, +4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants

=================================================
OFFENSE
=================================================
Speed 40 ft. (50 ft. with longstrider, Woodland Stride
Melee bite +13 (1d8+8 plus grab)
Melee 2 claws +13 (1d6+7)

Special Attacks Grab, Pounce, Rake (2 claws +13, 1d6+7), Spontaneous Casting

Prepared Spells
Druid (CL 8th; concentration +11)
4th-air walk, freedom of movement(DC 17)
3rd-call lightning(DC 16), magic fang (greater)(2)(DC 16), resist energy (communal)(DC 16)
2nd-barkskin(2), bull's strength(DC 15), flaming sphere(DC 15)
1st-cure light wounds(DC 14), faerie fire, longstrider(DC ), produce flame
0th-detect poison, guidance(DC 13), stabilize(DC 13)

=================================================
TACTICS
=================================================
Before Combat Daza has cast longstrider, greater magic fang, and freedom of movement. Note: his natural AC his is two points higher due to his favored class bonus, which stacks with barkskin.

=================================================
STATISTICS
=================================================
Str 24, Dex 10, Con 14, Int 10, Wis 16, Cha 8
Base Atk +6; CMB +15 (+19 to grab); CMD 27 (31 vs. trip)
Feats Endurance, Ironhide, Natural Spell, Power Attack, Toughness
Skills Climb +11, Handle Animal +10, Heal +7, Knowledge (Geography) +5, Knowledge (History) +7, Knowledge (Nature) +9, Linguistics(Osiriani, Polyglot) +2, Perception +14, Ride +4, Survival +10, Swim +11
Traits Artifact Hunter, Reactionary
Languages Common, Druidic, Orc, Osiriani, Polyglot
SQ animal companion, bonus wild shape natural armor (8x), darkvision, nature bond, nature sense, orc blood, orisons, resist nature's lure, sacred tattoo, shamans apprentice, shaman wild shape, totemic summons, totem transformation, trackless step, weapon and armor proficiency, weapon familiarity, wild empathy +7, wild empathy, wild shape, wild shape, woodland stride
Other Gear jingasa of the fortunate soldier, ring of protection +1, bracers of armor +2, belt of giant strength +2, cloak of resistance +1, dusty rose prism ioun stone
=================================================
SPECIAL ABILITIES
=================================================
Animal Companion (Ex)

Artifact Hunter (Knowledge (History)) You know the legends of the Mwangi Expanse and the places where great treasures were rumored to have fallen. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.

Bonus Wild Shape Natural Armor (8x) Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Nature Bond A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory, Nobility, and Sun domains.

Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.

Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Shamans Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.

Shaman Wild Shape (Su) You can change shape 4 times / day for up to 10 hours When changing into an totem animal, this functions as Beast Shape III

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Totemic Summons (Su) At 5th level, a lion shaman may cast summon nature's ally as a standard action when summoning felines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.

Totem Transformation (Su) At 2nd level, a lion shaman may adopt an aspect of the lion while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), senses (low-light vision, scent), or natural weapons (bite [1d4], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, the lion shaman may speak normally and can cast speak with animals (felines only) at will.

Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Wild Empathy (Ex) You can improve the attitude of an animal.

Wild Empathy (Ex) A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.

Wild Shape (Su) You can change shape 2 times / day for up to 6 hours You can change into any Tiny, Small, Medium or Large animal, or a Small elemental. When changing into an animal, this functions as Beast Shape II When changing into an elemental, this functions as Elemental Body I

Wild Shape (Su) At 6th level, a lion shaman's wild shape ability functions at her druid level - 2. If she takes on the form of a feline, she instead uses her druid level + 2.

Woodland Stride (Ex) You may move through any sort of magical undergrowth at your normal speed and without taking damage or suffering any other impairment.

Tau the Lion at 8th:

Daza's Lion Tau
Male Companion Cat, Big (Lion) animal 7
N Large animal
Init +3, Senses low-light vision; scent, Perception +6
=================================================
DEFENSE
=================================================
AC 30, touch 13, flat-footed 26 (+4 armor, +3 Dex, +1 dodge, +13 natural, -1 size )
hp 62 ((7d8)+28)
Fort +9, Ref +8, Will +4
Defensive Abilities evasion, devotion
=================================================
OFFENSE
=================================================
Speed 40 ft.
Melee bite +13 (1d8+9+1d6 acid, magic)
Melee claws +14/+14 (1d6+9+1d6 acid, magic)
Space 5 ft. by 5 ft. Reach 5 ft.
Special Attacks Grab, Pounce, Rake

=================================================
TACTICS
=================================================
Before Combat Tau has had greater magic fang, extended barkskin, and extended bull's strength cast on him.

Base Statistics Without spells, Tau's statistics are: AC 27, flat-footed 23; Melee bite +10 (1d8+6+1d6 acid)
Melee claws +11/+11 (1d6+6+1d6 acid)Str 23; CMB +12 (+16 to grapple); CMD 26 (30 vs. trip), Skills Climb +10, Swim +10
=================================================
STATISTICS
=================================================
Str 27, Dex 17, Con 18, Int 2, Wis 15, Cha 10
Base Atk +5; CMB +15 (+19 grapple); CMD 28 (32 vs trip)
Feats Dodge, Improved Natural Armor, Power Attack, Weapon Focus (Claws)
Skills Acrobatics +9, Climb +12, Perception +6, Survival +6, Swim +12
SQ hunting, bonus tricks 3, devotion, link, low-light vision, scent, share spells,
Animal Tricks Hunting, Air Walk, Attack, Come, Down, Fetch, Heel, Seek, Track
Combat Gear
Other Gear amulet of mighty fists (corrosive), bite, claws, barding +1 (studded leather/large/large), 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Bonus Tricks 3

Companion Andoren Falconry

Constitution

Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Evasion (Ex) You can avoid damage from many area-effect attacks.

Grab (Ex) If You hit with the indicated attack, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity.

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Pounce (Ex) When you make a charge, you can make a full attack (including rake attacks if you also have the rake ability).

Rake (Ex) You gain extra natural attacks under certain conditions, typically when you grapple foes.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion instead of on herself.

=================================================
ANIMAL TRICKS
=================================================
Hunting An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes 6 weeks.
Air Walk The animal is trained to move with the aid of the air walk spell.
Attack The animal attacks apparent enemies.
Come The animal comes to you, even if it normally would not do so.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)

Shadow Lodge

Laif wrote:

Raising the voice a bit...

Summoner...
Looking for a way to escape...
1)Eidolon/summons why only 1 pet, make yours awesome and have some spares
2)Fairly easy, summon the minion to do the things for you.
3)Utility spells
4)Ceossbow, simply shot and recharge away from the danger

Go "XXXXXX"!!! I'm covering you!!! Mince them!!! Noooo!!! Protect me!!!

I kinda feel like playing the Eidolon as character and the PC as his buffer... thinking of cats right now...you know they control us....

Haha, if you're going to play a druid's animal companion, why not go all the way and customise your very own eidolon, stat by stat, evolution point by evolution point!

That should be easy for him to pick up.

Sovereign Court

Kildaere wrote:

I think part of my undoing was reading the druid guides...too many options and ways to play the class. They are very mature and have role played before. The problems lies not so much with the student but with the teacher. I think I was over thinking it (worried about archetypes etc...) after re-reading the class and Ascalaphus's post I think we will be fine. The class does add options at a manageable pace.

I think Vanilla Druid (16,14,14,10,14,10 array for 1/2 elf), scimitar
we should be good.

You should be fine with that array. The nice thing about druids is that the standard version of the class is just plain solid. You don't really need any of the weird stuff.

As for feats: there is only one must-take feat, that's Natural Spell at level 5. There's lots of feats that are nice to have, but none you can't do without.

For level 1, I'd recommend putting the Skill Focus on Perception, and taking Improved Initiative as feat. No finicky mechanics to worry about, and it's bonuses that will be useful across all levels.

At level 3 you may want to pick up Power Attack; by then your kid will have fought enough combats to understand when to use it and when not. And it'll be good at level 4 with Wildshape because natural attacks get relatively good to-hit due to not being iterative.

As a wildshape form at level 4, I recommend the deinonychus. 4 attacks and a speed of 60 is nothing to sneeze at.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Unfortunately Bracers of Armor do not work with wild shape as armor bonuses specifically are lost.

Also if you want a less cumbersome class than the druid with a pet try the Hunter from the Advanced Class Guide free download. It is a druid/ranger hybrid that focuses on the pet and lets the main character play more of a archer/fighter roll with some spells mostly used to buff/heal the pet.

Scarab Sages

I'm just curious why a Ranger isn't an option. They are good in combat, can have a pet at first level (Falconer archetype), Have minor spellcasting, and are relatively easy to play.


I'm pretty sure I can help.

1) most importantly a combat pet (animal companion)

Get a lion. Take toughness as it's feat at 1, then Improved Natural Attack (Claws) at 2. Why a lion? Two reasons: a) kids know a lot about lions and b)when he shape shifts later, he can talk to the lion.

2) Fairly easy to play
Sure, just get very high strength, high Con, and a wisdom of about 14. Buy Hide Armor, Light Wooden Shield, and a Scimitar. Take improved initiative, toughness. At level 4, transform into a medium dinosaur (that's cool). At level 6, transform into a dire tiger. Basically you can stay in that form for a long time. Make sure to take natural spell at level 5.

3) some but minimal spell casting
Okay, besides Cure Light Wounds and Entangle, most of your spells are self buff spells and touch damage spells. Once you start shifting and using natural weapons, use the touch spells to boost damage (frostbite is the best).

4) Combat focus that is not too complicated.
See above. It's actually pretty simple.

Druids are a blast to play. Their biggest weakness is AC. The one thing that will probably frustrate your young player is if they start grappling as a dire tiger. There's a 2-page flowchart on grapple rules that will make your life easier.


Spell druid or melee druid? Avoid the tigers and go with a pet that has one big bite.

Dark Archive

Pathfinder Rulebook Subscriber
Moondragon Starshadow wrote:

I'm pretty sure I can help.

1) most importantly a combat pet (animal companion)

Get a lion. Take toughness as it's feat at 1, then Improved Natural Attack (Claws) at 2. Why a lion? Two reasons: a) kids know a lot about lions and b)when he shape shifts later, he can talk to the lion.

Improved Natural Attack requires +4 BAB. With the normal feat progression for Animal Companions, it cannot be taken until level 8.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / PFS Easy Druid All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice