Question about a skill fand wildshape for Druid


Advice


Here is a little background on my Human Druid. As a young lad he witnessed a single bolt of lightening strike a group of men in the street which is the first time he appreciated natures power. This is why hes chosen the Weather domain. He is currently living in Chrulwood to spy on thieves and bandits to keep them from attacking innocent people.

Now my question is, is the stealth skill a good skill for a Druid to have. or is it not worth it. I am playing in a home game and we do have a rogue.

My other question is how do you control casting magicks such as Fireball if you are flying above your foes. Would I need to make a spellcraft check? I understand I neeed the natural spell feet and I plan to take it when its time. Thanks for the help.

Liberty's Edge

For the stealth question it depend on your campaign.
For the magic question there is no problem controlling your fireball (if you have a way to cast one with a druid). Spells have no problem going down, up or in any other directions. They move in a straight line.


It's good to have a few ranks in Stealth, but it works out best if you use your Wildshape to polymorph into Small, Tiny, or Dimunitive creatures that gain a bonus to Stealth due to their size. You'll also avoid the Armour Check Penalties that may apply to your Stealth roll, as your armour will meld into your new form.

Reading up on the Fly skill should clarify anything conflicts you may have regarding casting spells while in flight.


Cool thanks. ive noticed that the animals I summon through summon natures ally only stays out 1 round per level which in the beginning isn't very long and they all seem to do 1d4 damage which is what my sling can do. my question is, is there a way to keep them out longer in the early levels of my character. Keeping in mind that the GM wants to remain Core with all feats and abilities. Thanks for the help again.


I happen to be currently playing a Fighter/Druid, also of the Weather Domain, and got a lot of my answers from Treantmonk's Guide to Druids which is an excellent Core-Rulebook-only Build Guide.

You seem to be playing what Treantmonk refers to as a "Wild Mystic", which is particularly tough to play in the earlier levels. Summoning is simply NOT worthwhile early on as the casting time is too long and the duration is too short. Summoning starts to become much better around levels 4 or 5, when the creatures you bring to combat actually hang around for the entire fight.

Since your character is currently hunting bandits in Chrulwood, your best abilities against them are Woodland Stride and Trackless Step, which will allow you to move faster than them within the woods, and without being tracked. Add a few ranks to your Stealth skill and apply the "Stealth and Detection in a Forest" rules, and you should be able to pick them off one at a time.

If any of these bandits happen to be Rogues, use Faerie Fire. ;)

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Question about a skill fand wildshape for Druid All Messageboards

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