Advice on Nature Fang Druid in Giantslayer


Advice


Greetings all,

I am looking for a bit of advice with my character currently running through the Giantslayer campaign. Like a lot of character builds, his original intended focus has shifted a bit to better suit the play-style of the group and as a reaction to story events.

Druid (Nature Fang)/Crocodile Domain (Protector archetype)
Variant Multiclass: Cleric of Gorum
(more information in spoiler below, full stat block)

Original concept was a Bashing Finish, shield and shield style, type martial druid. I have since taken up the use of a Warhammer that will be (is) an artifact once it is restored. It does 2d6 damage and is one handed (+2 wpn)... I'm using it until something better comes along. I've replaced the Exotic Weapon Prof feat with Ironbound Master (gives me armor training as a fighter = character level -4).

As of right now, these feats are locked in. Next level, I will be taking the slayer talent 'Combat Trick' and choosing Improved Shield Bash so that I can retrain one of my character feats to something else. I am inclined to take Bonded Item and apply it to my shield. Its from Heroes of the Jade Oath, so you might not find it on the d20pfsrd. It basically lets me pick an item, weapon, armor, shield, etc and get a +1 luck bonus towards it use. With Fate's Favored, that's a +2. With the shield selected, and my ability to use it as a weapon, that's a +2 shield AC and a +2 luck bonus to hit with it.

Anyway, back to my initial request. Any feat choices, slayer talents, spell selection, or other tips/suggestions to offer? The spell list is my biggest hangup as there are so many good spells to choose from. It might not look like it, but my character can take a beating. I effectively have another 34 HP to play around with due to my familiar.

Party:

Halfling Kineticist (aether): Blasting, support, backup healer (if i go down), socializer
Aasimar Zen Archer: Hail of arrows (things die ... a lot), backup socializer
Human Ranger (Twohanded): Favored Enemy MURDER (seriously, see archer), skill monkey
Half-Orc Druid (Meee!): Spellcaster, High AC, emergency healer, out of combat healer, battlefield controller, summoner, *insert job and I can do it... except party face*

Stat Block:

Maln'Tar L7
Male half-orc druid (nature fang) 7/cleric*
N Medium humanoid (human, orc)
Init +2; Senses low-light vision; Perception +13
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Defense
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AC: 23, touch: 13, flat-footed: 21 (+7 armor, +1 deflection, +2 Dex, +3 shield)
hp: 69 (7d8+14)
Fort +10, Ref +7, Will +12
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Offense
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Speed: 30 ft.
Melee: +1 heavy shield bash +10 (1d6+3) or
Agrimmosh +11 (2d6+6/×3) {Warhammer +2, Impact}
Full Attack: (Two-Weapon Fighting) Agrimosh +9 and Shield bash +10
Ranged: mwk javelin +8 (1d6+4)
Special Attacks: ambush, channel positive energy 2/day (DC 11, 1d6), death roll, destructive smite (+3, 6/day), sneak attack +2d6, studied target +2 (1 target, swift action)
Spell-Like Abilities (CL 7th; concentration +8)
1/day—create water, dream feast, purify food and drink (DC 11), tan hide
Druid Spells Prepared (CL 7th; concentration +10)
4th—strong jaw[D,APG] (DC 17), thorn body[APG]
3rd—armor of the mountains (DC 16), barnacle armor, fire claws, water walk[D]
2nd—burst of radiance (DC 15), flame blade, ironskin, reverberate (DC 15), savage maw[D,ARG]
1st—faerie fire, frostbite[UM], goodberry, produce flame, shield companion, touch of the sea[D,APG] (DC 14)
0 (at will)—create water, light, mending, stabilize
D Domain spell; Domain Crocodile domain
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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 17, Cha 13
Base Atk +5.25; CMB +9 (+11 bull rush); CMD 22
Feats: Endurance, Improved Shield Bash, Ironbound Master, Shield Master*, Two-weapon Fighting*
Traits: fate's favored, shield-trained, trunau native
Drawback: superstitious
Skills: Climb +6, Disguise +5, Fly +3, Handle Animal +6, Heal +7, Knowledge (geography) +5, Knowledge (nature) +5, Knowledge (planes) +1, Perception +13, Profession (fisherman) +7, Profession (sailor) +7, Profession (trapper) +7, Sense Motive +11, Spellcraft +5, Stealth +12, Survival +11, Swim +6
Languages: Common, Druidic, Orc
[b]SQ:
combat style (weapon and shield[APG]), domain (rage[APG]), fey magic, nature bond (Crocodile domain), orc blood, slayer talents (ranger combat style[ACG]*, ranger combat style[ACG]*), trackless step
Combat Gear: pearl of power (1st level), wand of cure light wounds; Other Gear: +1 ironwood breastplate, +1 shield spikes heavy wooden shield, Agrimmosh, club, hopeknife, mwk cold iron falchion, mwk javelin, mwk spiked gauntlet, belt of giant strength +2, belt of physical perfection +2, boots of the cat[UE], cloak of resistance +1, hat of disguise, headband of mental prowess +2 (Wis, Cha), ring of protection +1, ring of sustenance, wayfinder[ISWG], backpack, basic maps (major landmarks only), belt pouch, blanket[APG], box of fishing tackle (1 lb), fishing pole, simple (1 lb), flint and steel, holly and mistletoe, iron holy symbol of Gorum[UE], knife, utility (0.5 lb), mess kit[UE], pot, shovel, folding[UE], soap, spell component pouch, trail rations (5), waterskin (2), 359 gp, 8 sp
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Special Abilities
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Ambush (Ex) Sneak Attack +1d6 per 5 levels beyond 6th.
-Sneak Attack: Total +2d6
Boots of the cat: When falling, always land on feet and take the minimum damage.
Cleric Channel Positive Energy 1d6 (2/day, DC 11) (Su)
Cleric Domain (Rage)
Death Roll (6/day) (Ex) Knock grappled enemy prone and deal 1d8 dmg.
Destructive Smite +3 (6/day) (Su): Make a melee attack with morale bonus to damage.
Empathic Link with Familiar (Su): You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Fate's Favored Increase luck bonuses by 1.
Fey Magic (Favored Terrain [Mountain]) Gain spell-like abilities in selected terrain.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Studied Target +2 (swift action, 1 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Superstitious 50% chance you must roll a saving throw vs. harmless spells (cast by others), even if they benefit you.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.

Variant Multiclass: Cleric

A character who chooses cleric as her secondary class gains the following secondary class features.

Deity: At 1st level, she must select a deity within one alignment step of her own. She gains the cleric's aura, bonus languages, code of conduct, and restriction from casting spells of opposed alignments. She also gains the cleric's spontaneous casting ability, which she can use with any prepared casting classes that have the appropriate spells on their spell lists.

Domain: At 3rd level, she selects one domain her deity grants, gaining that domain's 1st-level granted power, treating her character level as her effective cleric level.

Channel: At 7th level, she gains the ability to channel energy as a cleric of her character level – 6 a number of times per day equal to her Charisma modifier + 1.

Improved Channel: At 11th level, her ability to channel energy improves to that of a cleric of her character level – 4.

Improved Domain: At 15th level, she gains the additional domain power of her chosen domain, treating her character level as her effective cleric level.

Greater Channel: At 19th level, her channel energy ability improves to that of a cleric of her character level – 2.

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