Advice on druid build


Advice

Silver Crusade

Hi,

I am going to be playing a druid and was wondering if I could get any tips on my build? I have not played one before, so its going to be a new experience. My focus is spellcasting and using Wildshape. Combat is only going to be a concern if I am attacked. The focus on Use Magic Device is to help out with arcane items as we do not have an arcane spellcaster in the group (except for the alchemist/gunslinger and an absent monk/wizard, though he only has one level in his arcane class).

Here it is:

Arden Calashadir
Female Half-Elf Druid 8
NG Medium humanoid (elf, human)
Hero Points 2
Init +4; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 18 (+4 armor, +2 shield, +2 Dex, +1 natural, +1 deflection)
hp 51 (8d8+8)
Fort +8, Ref +5, Will +12; +2 vs. enchantments, +4 vs. fey and plant-targeted effects
Immune magic sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee light shield bash +3/-2 (1d3+1) and
. . darkwood wooden stake +4/-1 (1d4+1) and
. . mithral scimitar +8/+3 (1d6+1/18-20) and
. . unarmed strike +7/+2 (1d3+1)
Ranged masterwork sling +9/+4 (1d4+1)
Special Attacks wild shape 3/day
Domain Spell-Like Abilities (CL 8th; concentration +13)
. . 8/day—lightning lord, storm burst (1d6+4 nonlethal damage)
Druid Spells Prepared (CL 8th; concentration +13):
4th—cure serious wounds, flame strike (DC 19), grove of respite, sleet storm [D]
3rd—call lightning [D] (DC 18), cure moderate wounds, greater magic fang, spike growth (DC 18), stone shape
2nd—barkskin, fog cloud [D], lesser restoration, resist energy, soften earth and stone
1st—cure light wounds, entangle (DC 16), faerie fire, longstrider, magic stone, obscuring mist [D], produce flame
0 (at will)—detect magic, guidance, read magic, stabilize
[D] Domain spell; Domain Weather
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 12, Wis 20, Cha 14
Base Atk +6; CMB +7; CMD 20
Feats Augment Summoning, Natural Spell, Skill Focus (Use Magic Device), Spell Focus (conjuration), Wild Speech
Traits dangerously curious, elven reflexes
Skills Climb +4, Diplomacy +8, Fly +5, Handle Animal +6, Heal +12 (+15 to treat poison), Knowledge (geography) +8 (+9 to navigate underground in Ustalav), Knowledge (nature) +8, Linguistics +6, Perception +12, Ride +5, Sense Motive +8, Spellcraft +8, Stealth +4, Survival +12 (+13 to navigate in the wilderness in Ustalav, +14 to avoid becoming lost when using this), Swim +4, Use Magic Device +17; Racial Modifiers +2 Perception
Languages Aklo, Common, Draconic, Druidic, Elven, Sylvan, Treant, Varisian, Worg
SQ elf blood, hero points, nature bonds (druid domain [weather] domain), trackless step, wild empathy +10, woodland stride
Combat Gear potion of cure light wounds (3), potion of cure moderate wounds, potion of hide from animals, Potion of Hide from Undead, potion of protection from evil, potion of restoration, lesser, Scroll of Animal Messenger, Scroll of Calm Animals, Scroll of Charm Animal, Scroll of Speak with Animals, wand of cure light wounds (50 charges), wand of goodberry (50 charges), antiplague (3), antitoxin (3), Healer's kit (10/10 uses remaining), moonrod (3); Other Gear +1 leaf armor, +1 light wooden quickdraw shield, darkwood wooden stake, masterwork sling, mithral scimitar, sling bullets (50), amulet of natural armor +1, boots of the winterlands, cloak of resistance +1, handy haversack, headband of inspired wisdom +2, ring of protection +1, robe of blending, antidote kit, area map, bandolier, belt pouch, belt pouch, book of letters, canteen, compass, earplugs, everburning torch, flint and steel, garlic (10), hammer, hip flask, holly and mistletoe, holy symbol, silver, holy text, journal, magnifying glass, mirror, paper (10), pathfinder chronicle, pathfinder chronicle, perfume/cologne, - custom container -, scrivener's kit, scroll case, scroll case, - custom container -, signal whistle, spell component pouch, star charts, tindertwig (10), traveler's dictionary, unholy symbol, silver, waterproof bag, waterproof bag, waterproof bag, wolfsbane (5), 517 GP, 6 SP, 5 CP
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/9
Antidote kit (10 uses) - 0/10
Antiplague - 0/3
Antitoxin - 0/3
Darkwood Wooden stake - 0/1
Healer's kit - 0/10
Lightning Lord (8/day) (Sp) - 0/8
Moonrod - 0/3
Potion of cure light wounds - 0/3
Potion of cure moderate wounds - 0/1
Potion of hide from animals - 0/1
Potion of Hide from Undead - 0/1
Potion of protection from evil - 0/1
Potion of restoration, lesser - 0/1
Sling bullets - 0/50
Storm Burst (1d6+4) (8/day) (Sp) - 0/8
Tindertwig - 0/10
Wand of cure light wounds (50 charges) - 0/50
Wand of goodberry (50 charges) - 0/50
Wild Shape (3/day) (Su) - 0/3
--------------------
Special Abilities
--------------------
Antidote kit (10 uses) +3 circumstance bonus to Heal checks to treat poison.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Area map (Ustalav) A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Boots of the winterlands Travel across snow at full speed, across ice without slipping
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Druid Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
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.
Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.
Lightning Lord (8/day) (Sp) Call down lightning bolts against your enemies.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magnifying glass +2 Appraise for small or highly detailed items.
Natural Spell You can cast spells while in Wild Shape.
Potion of Hide from Undead Add this item to create a potion of a chosen spell.
Robe of blending 1/day can assume the form of another humanoid creature, as if using alter self
Scroll of Animal Messenger Add this item to create a scroll with spells on it.
Scroll of Calm Animals Add this item to create a scroll with spells on it.
Scroll of Charm Animal Add this item to create a scroll with spells on it.
Scroll of Speak with Animals Add this item to create a scroll with spells on it.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Storm Burst (1d6+4) (8/day) (Sp) 30' Ranged touch attack deals 1d6+4 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wand of cure light wounds (50 charges) Add this item to create a wand of a chosen spell.
Wand of goodberry (50 charges) Add this item to create a wand of a chosen spell.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Speech Speak while in wild shape
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Nothing looks horribly "wrong" with the build. So here is what you've got:

*Summoning
*Terrain Control (via Weather domain and druid spell-list)
*Desire to use arcane items.

For summoning, you might want to switch out your language choices. The summon nature's ally list includes a lot of elementals, animals, and giants, and fey. Communication and giving instructions to your summons is going to be important, so you might want to consider that as a factor.

Wild Speech feat and the speak with animals spell can help with animals, but you might consider switching out a few languages for elemental languages (Aquan, Auran, Ignan, Terran), Giant, and Sylvan - all those are likely to be more useful to you then Aklo, Treant, and Worg (unless your campaign world features an abundance of such creatures). elemental speech can also be handy spell.

With all these obscuring/fog/sleet spells you might want to check with your gm if you can get a "Goz Mask" - it lets you see through fog/mist, and you are more resistant to wind. I would try to trade out the robe of blending (8.4k) for a goz mask (8k) (besides, why turn into a humanoid when you can wild shape into a rat/eagle/elemental for 8 hours a day...)

You might want to consider how your are going to access all these wizard goodies while wild shaped. Reread the polymorph description in the magic section - all your gear goes away as an animal elemental! That feature of wild shape doesn't play well with using wands or scrolls. There is an item for this too - Polymorphic Pouch - not sure if it's a good idea to wear one when wildshaped as a fire or water elemental :)

That's off the top of my head :)


As a separate thought, what are the GMs thoughts towards cohorts? A high charisma character in your party could take Leadership and grab a wizard, witch or sorcerer.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Advice on druid build All Messageboards

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