Druid - Dire Wolf DM Craziness


Advice


So, a while ago, a previous DM of mine gave my level 1 druid a larger than normal wolf who had 18 strength...18 dexterity...and 18 constitution. My character already has three stats higher than 16 (because of rolling). I bet you can see where this is going.

One of the major dms in my group decided that we can take one of our characters and level them to 16. Guess what I'm doing.

~Insert Character That Should Have Never Been Born~

Elf Druid

Str 17
Dex 16 (14)
Con 12 (14)
Int 14 (12)
Wis 18
Cha 14

Awesome Wolf

Str 18
Dex 18
Con 18
Int 4
Wis 12
Cha 6

-------------------

My goal here is to build the most outside the box and viable level 16 druid while keeping the wolf. I'm coming to you guys for help.

Things that are staying:
Race - Elf
Animal Companion - The Wolf Above
Alignment - Neutral Good
Books: Ultimates, Advanced stuff, and Core

Go!


Actually, I have an idea here.

The druid would use the wolf as a mount. From there, the druid would go Nature Fang, and use the slayer talents for the mounted combat line of the ranger feats. It would look a bit like this.

Feats:
1 - Combat Casting
3 - Uncanny Concentration
S - Slayer Talent: Ranger Mounted Combat Style - Trick Riding
5 - Spell Focus: ?
S - Slayer Talent: Ranger Mounted Combat Style - Spirited Charge

Basically, I'd use the same tactic of wolves, Hit and Run, weaving debuffs or damage spells into my attacks.

The only problem I'd run into is how I'd get MWP: Lance.

Also, question: If I put spell storing into a lance, and I use Spirited Charge, does SC double the spell damage along with the lance damage, or what does Spirited Charge affect exactly?


Mounted is a good idea. It combines well with the Improved Share Spells feat for buffing the two of you (look up the Frightful Aspect spell.) Note Mounted Skirmisher as well BTW.

For a lance - the extra damage applies only on a charge, and absolutely does not apply to a spell cast via a spell storing weapon. It doubles/triples the weapon damage and flat bonuses for at most 1 attack/round, not for a spell cast using an action triggered by the hit. You might be best to put a debuff spell like Spit Venom in a spell storing weapon rather than a damaging spell anyway, or a spell like Frigid Touch for which the debuff is more important than the damage.

You're going to have more feats than you need here, you can just get MWP if you want. A lance is nice but not essential. Make sure the wolf gets Lunge if you do use a lance.

It may be worth it for the wolf to take Improved Unarmed Strike and some style. Crane, Dragon or Panther perhaps. Martial Focus and Weapon Mastery feats are also an option.


avr wrote:
You might be best to put a debuff spell like Spit Venom in a spell storing weapon rather than a damaging spell anyway, or a spell like Frigid Touch for which the debuff is more important than the damage.

Is there a way to increase spell DC as a result of charging?


Velithin wrote:
avr wrote:
You might be best to put a debuff spell like Spit Venom in a spell storing weapon rather than a damaging spell anyway, or a spell like Frigid Touch for which the debuff is more important than the damage.
Is there a way to increase spell DC as a result of charging?

Not that I know of? If that relates to spell storing, you want to focus on spells for which the saves don't matter due to the 3rd level limit anyway. Spit Venom blinds for 1 round regardless of the save, Frigid Touch staggers for 1 round with no save.

If it relates to your higher level spells, for druids those tend to be area spells. Charging is something you wouldn't do with them.

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