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Advice


I'm sorry if this is posted in the wrong place, but I need some help/advice on creating my first character.

I'm going to a local convention in March and would like to show up with a character ready to play. I wanted to play a Druid, but the community pregen character from the Paizo resources is mostly a spell casting Druid and I wanted to be more of a melee/wildshape Druid with an Animal Companion.

I tried to follow the character creation guide in the beginner box and core rulebook, along with the Hero's Handbook, but I'm not totally confident that I did everything right. Would you please check my stat allocations to make sure I calculated the buyout correctly?

Here is what I came up with:

Race: Human
Nationality: Vudrani
Faction: Grand Lodge
Alignment: Neutral
Diety: Gozreh
Age: 25
Height: 5"9'
Weight: 175 lbs.
Level: 1

Str: 18 (+2 Human bonus included - bought up to 16)
Dex: 14
Con: 13
Int: 11
Wis: 11
Cha: 10

Feats: Animal Affinity, Toughness
Traits: Deft Dodger, Observant (Perception)
Abilities: Animal Companion,
Skills: Handle Animal (1), Heal (1), Knowledge-Nature (1), Perception(1), Stealth(1), Survival (1)

Weapons: Sickle, Short Spear, Sling
Armor: Hide
Shield: Heavy Wooden

Spells: level 0 - create water, mending, virtue; level 1 - summon nature's ally I

Animal Companion: Deinonychus
Skills: Acrobatics, Perception, Survival
Feat: Agile Maneuvers
Tricks: Attack, Come, Heel, Defend, Guard, Stay, Track

Dark Archive

Your point allocation is good, but I would suggest bumping up your Wisdom to at least 14-16. Druids use Wisdom as their stat for casting spells and require 10+spell level Wisdom to cast spells of a specific level. As is, you'd only ever be able to cast 1st level spells without an item to bump your wisdom up. While you do want to focus on melee, the best way to do this as a Druid is by giving yourself some cool buffs from your spells. Additionally, you'll likely never want to prepare a Summon Nature's Ally spell, as you can swap any of your prepared spells for that when you cast it. A tip for the animal companion you may not know, you will want to use two of your companions available trick slots for Attack. This will allow it to attack both living and non-living creatures (e.g. undead and constructs, which are common). You also seem to have allocated too many skill points, unless you're putting your favored class bonus into a skill point rather than an HP. a Druid gets 4+ INT Mod. (0) +1 (Human bonus) = 5. Improving your Handle Animal (at least until you can re-build out when more skill points can go in) is a good idea, so that you can effectively command your companion (DC10 or DC12,if injured, check that you get a +4 on). Skill Focus (Handle Animal) will get you an extra +1 on that for first level, which is probably better unless you plan to be mounted, since otherwise Ride is rarely used.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Administratively I can't see any mistakes.
You have 6 skills, so I assume the favored class bonus went into a skillpoint?

Personally I'd advise you to not dump wisdom that much and go with the following array:
Str: 17 (15+2 human)
Dex: 14
Con: 14
Int: 11
Wis: 13
Cha: 10

This gives you an extra hp (con 14 instead of 13), and you'll be able to cast up to level 3 spells until you get a headband at the expense of a +1 to hit and damage until level 4 where you can raise your strength to 18.

Shadow Lodge RPG Superstar Season 9 Top 8

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Hey Jarrin, I'll let everyone else give you good advice for your character. But if you want to make your character's stat block look slick for posting on these forums, check the spoiler below.

Spoiler:
By using some clever formatting, and knowing how to bold and italicize words--you can do some pretty neat stuff. To learn how to bold/italicize, click the "How to format your text" button below the "Submit Post" whenever you go to post.

Feel free to copy, paste, or edit the template below to suit your needs. Replace "n" for whatever number is appropriate.
-----------------------
Gender race class level(#)
alignment Size type (subtype, subtype)
Init +n; Senses Perception +n; additional senses
Exp n; Fame n; Prestige Points n

DEFENSE
AC n, touch n, flat-footed n
hp n (1dn+n)
Fort +n Ref +n Will +n

OFFENSE
Speed n ft.
Melee weapon +hit modifier (1dn+damage)
Ranged weapon +hit modifier (1dn+damage)
Spells Known/Prepared (CL Nth, concentration +n)
1st(4/day)—spell 1 (DC n), spell 2 (DC n)
0 (at will)—spell 3, etc

STATISTICS
Str n Dex n Con n Int n Wis n Cha n
Base Atk +n CMB +n CMD n
Feats Feat One, Feat Two, etc
Traits Trait One, Trait Two
Skills Skill +n, Skill +n, etc
Languages Common, etc
Combat Gear
Other Gear ; n gp


Thank you for the responses.

The extra skill did come from the favored class. I had a tough time choosing so I thought it might be well used in the skill pool. Is the hit point more valuable as melee than the skill point? If I went for the hit point I would drop the Stealth.

DrParty06, thanks for the attack tip. I had no Idea you could slot the same trick twice. I'll review my spell options for level one again. I'm Not sure how to hit 14 Wis without dumping Cha. Would that be a bad idea?

Damanta, thanks for the suggested stat allocations. I'll spend some time reviewing how stats factor in to what I want to accomplish.

Do my weapon/shield choices look ok? I wanted to try and be prepared for multiple situations. I also considered carrying a bludgeoning weapon until I can wild shape, but figured slash might be more effective.

Scarab Sages

This point buy calculator can help

You can drop charisma for more points. Having a lower handle animal isn't that big of a deal for a melee druid, and thats all you're going to use it for probably. If you set the animal to defend you and charge into combat it till probably follow. If it likes you...

Your little bundle of claws should get the attack trick twice: without the second attack trick animals won't attack undead oozes abberations and ... well. Pretty much half of what you're going to come accross in the dungeon. Come and heel are a little redundant so dropping one isn't the end of the world

STR: 17 DEX: 14 CON: 14 INT: 12 WIS: 14 CHA: 7

You can bump str up to 18 at 4th level.

Dex for ranged and armor class cause you're going to be naked while you shapeshift for a bit

con of 14 because you're in melee and things will hit you

int 12 is important because pathfinder society is very skill heavy and you'll want to keep a number of them maxed out.

If you're primarily melee you need the wisdom of 14 just to get to 4th level spells, and at some point you'll get a headband of wisdom to up it to 16 which will let you cast the most powerful spells in normal pfs.

7 charisma... well. You were raised by wolves. Its not their fault you didn't socialize properly and they had to send you back. The vast majority of druids only use charisma for handle animal, but thats very easy to increase on its own.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Hitpoints for a melee are usually more important than a skillpoint yes. However if you have access to People of the North and don't need to be a Vudrani you could go Kellid and take the feat Tribal Scars instead of Animal Affinity, with slothjaw being your tribe for a +6 hitpoints, +1 willsave and +2 to handle animal checks instead of +2 to handle animal and ride. I find this to be a very nice feat for frontliners :) and I find it enables me to use the favored class bonus for hitpoints or other useful things (like extra spells for oracles/sorcerers).

Clubs are free, so pick one up and carry it anyway. It'll also be a great target for the Shillelagh spell.

If you have enough gold trade the sickle for a scimitar if you want mechanical optimization.

Flutter already pointed out a possible stat array, and you can offset the handle animal check penalty from charisma for your animal companion really easy by using a 10 gp training harness (Advanced Race Guide, +2 handle animal) and a 50 gp masterwork tool for handling animals (CRB)

Scarab Sages

I believe that the training harness IS the (or at least a) mw tool for handle animal and probably wouldn't stack with another masterwork tool.

Sovereign Court

Pathfinder Rulebook Subscriber

If you want a bludgeoning weapon right away pick up a club (cost 0gp), and add it to your list of weapons (it can also become quite powerful with a casting of the spell Shillelagh). I second boosting wisdom to at least 13 if not 14. Not being able to cast higher level spells will really cut into your ability to buff and be flexible at higher levels.


Thanks again for all of the suggestions. You've made it much easier for me to get the character generation process to the point where I'm more excited than overwhelmed.

Flutter, I ended up really liking the stat layout you suggested.

Damanta, I'm not tied to being Vudrani, and I really like the Kellid option, so I'm going to pick up that supplement to be able to use Tribal Scars. The harness is also something I'll be getting. This looks like it puts me where I'm comfortable with my Handle Animal, while getting my Wisdom up to 14.

It looks like I can get the PDF copy of People of the North for fairly cheap. The PDF versions, on a tablet, should be acceptable for use if the GM needs to verify anything, correct? Other games that I'm familiar with allow this.

Damanta and Kigvan, I'm absolutely going to grab a club. The Shillelagh spell looks really nice.

-edit for clarity

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Flutter wrote:
I believe that the training harness IS the (or at least a) mw tool for handle animal and probably wouldn't stack with another masterwork tool.

Actually the wording on the two suggest it isn't entirely the same.

The training harness gives a permanent untyped bonus, while a masterwork tool gives a circumstance bonus, however the masterwork tool should be limited in use (for example only give you a +2 to push your animal companion, or a +2 to train an animal a new trick), so not a blanket +2 as my earlier statement.

Edit: and yes, PDF on tablet with watermark is perfectly acceptable in PFS.


Welcome Jarrin,

Though your skill points are allocated correctly, your overall numbers at each of those skills is not yet done. Except for Stealth you get a +3 bonus to each of these (they are class skills for a druid). You also get to apply your ability modifier to them (+2 on stealth with your original numbers for example).

Flutter wrote:
... Come and heel are a little redundant so dropping one isn't the end of the world....

I disagree. Come is to get an animal to come to you from a distance. Heel is to get an animal to stay next to you. At the very least expect table variation.


Hey all, I used the character you helped with at my first event tonight. I'm hooked by the game! Thanks for all the advice.

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