Weather Themed Character - Storm Lord / Storm Druid (Build Advice)


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I am considering combining the following Druid archetypes.

This archetypes replacing Wild Shape with a growing list of spell-like abilities and uses per day, the ability to cast Domain spells spontaneously instead of Summon Nature's Ally spells, requirement to pick a particular Domains or Subdomains instead of an Animal Companion, decreased penalties in strong wind conditions instead of Woodland Stride, ability to have voice heard over howling winds and peals of thunder instead of Trackless Step, and more... up to the 20th level ability to be unaffected by natural and magical wind effects in addition to immune to deafness and bonus against sonic attacks.

Check them out here, and here.

Any ideas how to optimize this idea and build the character where they are helpful and useful to the party? The role of the character will understandably change, more of a caster with blasting ability and battle field control with other utility from spell list.


Seems like a cool and fun idea for a casting-focused druid. Lots of blasts, plus environment control. I think this would be a very fun character to play.

I recommend looking into taking the new Lightning subdomain from Divine Anthology. Technically it may require taking a trait as a pre-requisite, but a DM could reasonably waive that (and if yours is allowing third party archetypes, he or she is probably reasonably flexible).

I'd start with Air (Lightning), and then take Weather (Storms) at 9th.


JonathonWilder wrote:

I am considering combining the following Druid archetypes.

This archetypes replacing Wild Shape with a growing list of spell-like abilities and uses per day, the ability to cast Domain spells spontaneously instead of Summon Nature's Ally spells, requirement to pick a particular Domains or Subdomains instead of an Animal Companion, decreased penalties in strong wind conditions instead of Woodland Stride, ability to have voice heard over howling winds and peals of thunder instead of Trackless Step, and more... up to the 20th level ability to be unaffected by natural and magical wind effects in addition to immune to deafness and bonus against sonic attacks.

Check them out here, and here.

Any ideas how to optimize this idea and build the character where they are helpful and useful to the party? The role of the character will understandably change, more of a caster with blasting ability and battle field control with other utility from spell list.

Oracle is a good start. And you can go deaf curse and lizard duels curse for free silent spell and move action.

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Hmm, considering yah I would say picking the Lightning and the Storms subdomains as a good choice.

arcanine wrote:
Oracle is a good start. And you can go deaf curse and lizard duels curse for free silent spell and move action.

As in a 1 to 2 level dip? I can look into it, as free silent spell and move action could be helpful. Edit: I'm sorry, but I want to play the Druid with these archetypes, I don't want to go and play an Oracle.


I would focus on spellcasting control with dazing call lightning. So the metamagic rods, staff of the master, trait metamagic cost reduction, etc. Unlike with wizards you will only need 1 casting per fight which makes rods and pearls of power way more efficient. Also this leaves you both a move and swift action to play with each round. Quickened spells are nice and you do have a good list for even more control. At higher levels you can increase wind conditions to screw over flyers and melee + bonus damage. For decision making I would look for move/swift action abilities and passive effects that let you ignore forms of battlefield control you can output

I would also grab some tengu messenger kites and a glider staff(inner sea intrigue?).


I would look at the Storm Kindler prestige class (called Master of Storms on d20pfsrd) I think it is vary thematic and adds a couple cool features but there is some overlap with the Storm Druid archetype. Remember you can cast spells while in your whirlwind form.


Don't forget the possibility of a level or two in Monk. Evasion, bonus feats, and most importantly extra AC.


Dastis offers good advice, though I personally stay away from Dazing spell because it has the high potential of trivializing encounters (especially when paired with things like Ball Lightning). While obviously quite effective, it might end up being un-fun for your group, and a pain for your DM.

I do think you'll want to look at metamagic feats, however (but bear in mind they do not apply to your SLAs). Maybe have a look at some of the wizard/sorcerer guides for other suggestions, such as Spell Focus: Evocation, and Spell Penetration to boost your blasting effectiveness. Building towards Spell Perfection with a key spell is probably a great idea (particularly one you can cast spontaneously off the domain spell list, and which is low/middling enough level to combine with Quicken Spell).

Though certainly not optimal from a ability score perspective, I would take a hard look at Sylph as your race. Not only is it perfect thematically, but you can grab some of their great racial feats like Cloud Gazer and Wings of Air (albeit with a feat tax of Airy Steps for the latter).

As for multiclassing suggestions, as a caster-oriented character I personally would not delay spellcasting progression with dips into other classes. While I see the benefit of Monk (stat synergy and some nice defensive benefits), the Oracle suggestion is a head-scratcher..

The Storm Kindler prestige class could be fun as a thematic add-on, but is probably less 'optimal' given what you're losing/delaying. If you want to take it for fun/theme anyways, I would wait until at least 10th level (so you first get your extra domain at 9th).

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