| DeathlessOne |
Wanted to get an opinion on this possible combination.
Druid (Nature Fang)
Animal Bond (crocodile)
VMC Cleric
Crocodile Domain (mauler familiar)
-Character is still a druid and should be able to take this domain
Half-Orc (because why not?)
-Wisdom +2
-Fey Thoughts (Acrobatic & Sense Motive
-Sacred Tattoo
-Shaman's Apprentice
-Orc Blood
Str 16
Dex 13 (+1)
Con 12
Int 12
Wis 17 (+3)
Cha 11 (+1)
Fate's favored
Serpent Runner (Two Weapons)
Shield Bearer (Ulfen)
Superstitious
We'll end up with a character that has Druid spells, cleric & druid spontaneous spells, animal companion, familiar, studied target, slayer talents, ranger combat styles, cleric channeling, sneak attack +4d6, and alter self at will.
No wildshape though....
I was thinking something along the lines of the the Weapon and Shield fighting style.
| DeathlessOne |
Going to give this a bump as I've got some more ideas.
First, dropping the Crocodile Domain. I've realized that while it is cool to have an animal companion AND a familiar, its just too much paperwork on top of full casting. Also, it would be time consuming to control each in battle. That being said, we are switching to the RAGE DOMAIN!
Why RAGE Domain instead of just going with VMC Barbarian?
1) For the LULZ. Or, flavor reasons. Take your pick. I like the idea of a Martial oriented druid (like the Nature Fang archetype) worshiping a god of conflict. I like the conflict and the opposing imagery. We have paradoxes everywhere and a True Neutral character that embodies them all.
2) VMC Cleric with RAGE Domain is just better in the long run. And yes, I am aware 'most' games don't make it to high level and more weight is given to lower level play. I still plan long term. RAGE domain gets TWO rages powers. You can match Greater Rage with Amplified Rage and its only a +2 difference (big whoop). Any kind of channeling is better than 3/- DR. Uncanny dodge is the only useful thing we can't duplicate. But you do get TWO RAGE powers after all and a domain ability, and spontaneous casting.
Druid (Nature Fang)
Cleric (VMC)
True Neutral
Worships Gorum
Half-Orc (because REASONS!)
-Wisdom +2
-Fey Thoughts (Acrobatics & Sense Motive)
-Sacred Tattoo
-Shaman's Apprentice
-Orc Blood
Abilities: 25 points
Str 16 (+2 Levels)
Dex 12
Con 12
Int 13
Wis 17 (15+2, +2 levels)
Cha 11 (+1 level)
Traits:
Fate's favored (+1 to all luck bonuses)
Shield-Trained (Gorum: Shields simple weapons, heavy shield=light weapon)
Shield Bearer (Bashes do +1 damage)
Drawback:
Superstitious (50% must save vs any spell except your own)
OK! Now into the nitty-gritty stuff. We'll have a breakdown of the feats, slayer talents and other important things that come into play as the character levels.
All levels: +1/2 to Companion Bite Damage
Level 1:
Animal Companion: Crocodile
Spontaneous Casting: Summon Ally & Cure Spells
Studied Target +1
Aura (Chaos)
RAGE Domain
Feat: Totem Beast (Bull: +2 to +6 Str for Companion)
Level 2:
We get nothing. Boo!
Well, we get more spells. Yay?
Level 3:
Trackless Step
Destructive Smite 3+Wis/day
2nd level spells
Feat: No Feats (VMC)
Level 4:
Sneak Attack +1d6 (Hurrah? Never get better. Still ok)
Slayer Talent
-Combat Trick
--Improved Shield Bash
Level 5:
Studied Target +2
3rd Level spells
Feat: Pack Tactics
Level 6:
Slayer Talent
-Ranger Combat Style (Weapon and Shield)
--Combat Style Feat (Two Weapon Fighting)
Level 7:
Channel Energy 1+Cha/day (Yay?)
4th level spells
Feat: No Feats (VMC)
Level 8:
Slayer Talent
-Ranger Combat Style
--Combat Style Feat (Shield Master)
Level 9:
5th level spells
Feat: Channel Smite (you know for a little extra damage)
Level 10:
Studied Target +3
Slayer Talent
-Ranger Combat Style
--Combat Style Feat (Bashing Finish)
Level 11:
Channel Energy Improves (4d6. Better Smites?)
6th Level spells
Feat: No Feats (VMC)
Level 12:
Slayer Talent
-Opportunist 1/round
Level 13:
A Thousand Faces
7th Level spells
Feat: Versatile Channeler (in combat healing or versatile smites)
Level 14:
Slayer Talent
-Evasion
Level 15: This is a BIG level.
Studied Target +4
Timeless Body
RAGE Domain (Rage 15rds)
-RAGE Power (12th level power backlog)
--Ferocious Beast
8th level spells!!!
Feat: No Feats (VMC)
Level 16:
Slayer Talent
-Weapon Training (running low on ideas)
RAGE Domain
-RAGE Power
--Superstitious (massive boosts to saves)
Level 17:
Nothing here but 9TH LEVEL SPELLS!
Feat: Amplified Rage (late, but still useful)
Level 18:
Slayer Talent
-Foil Scrutiny (Yeah ... Out of ideas on talents)
Level 19:
Channel Energy 9d6 (I suppose it makes for good smites now)
Feat: No Feats (VMC)
Level 20:
Studied Target +5
Slayer Talent
-Camouflage (GIVE ME IDEAS!!!)
You can probably tell from the feat choices that we are going to focus a good portion of our power on our animal companion. This is true, to a very high degree. We are already a full caster that can hold their own in battle due to massive amount of slayer talents. We're going to make this companion SHINE!
Important things we will be doing:
1) Raise INT to 3 ASAP so we can pick any feat.
2) Anthropomorphic Animal will allow our crocodile to become a walking AVATAR of Gorum.
3) Stacking buffs on the companion. Anthro-Animal is a polymorph effect but still leaves the Companion as an Animal type. Perfect for Animal Growth (lacks polymorph subschool).
Huge hybrid Crocodile swinging 9d9+51 vital strike bites (9d9+41 greatsword). Str 42 (46 in Rage)
Anyway, breakdown of progression:
Animal HD 2
Armor Prof (Light)
Animal HD 3
Power Attack
Animal HD 4
Int +1 (3)
Animal HD 5 (Anthro-Animal comes into play here)
Weapon Prof (Greatsword)
Animal HD 7
Furious Focus
Animal HD 8
Str +1
Animal HD 9
Vital Strike
Animal HD 11
Improved Natural Attack (Bite)
Animal HD 12
Str +1
Animal HD 13
???UNDECIDED???
Animal HD 15
Improved Vital Strike
Animal HD 16
Str +1
So, overall ... what is your opinion? Would you play? What would you change? What spells would you suggest?
| DeathlessOne |
Could you elaborate? Did you mean spend less feats towards the animal companion (cut Totem Beast, Pack Tactics) and spend them elsewhere? Or did you mean that the VMC option isn't worth losing 5 feats and I'm better off without it?
I could probably just drop the animal companion and get the Rage Domain off just druid levels. However, no spontaneous cure spells and no channel energy. I will be unable to serve as an emergency healer. No animal companion means my action economy gets reduced.
What are acceptable cutting blocks to you in a build like this?
| DeathlessOne |
Well, to be clear, neither the ability to channel nor the ability to rage will come online (and be effective) until late game anyway. Channeling starts out as merely an extra bonus to damage with Channel Smite (and Destructive Smite). By the time Rage becomes a thing (level 15), Fatigue is a condition that is easily ignored/bypassed.
Preparing healing spells has always been a big put-off to me. I kind of enjoy a bit of spontaneity with my spell casting.
Anyway, say we cut of VMC entirely and just went Nature Fang Druid with an animal companion. What feats would you recommend?