is there an archetype or prestige class for the druid that.......


Pathfinder First Edition General Discussion


is like the paladin?


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You need to be more specific about what you are looking for, what aspects or characteristics of paladin are you wanting?


or a paladin archetype or prestige class that is very druidic?


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In what sense? They're pretty distinct philosophically and conceptually.

So what do you actually want: a religious warrior with a pet, or shapeshifting or fullcasting? A nature spellcaster that swats evil?

You could do something with a warpriest with nature and animal blessings. Or an oracle with nature mystery. Or even a cleric with the animal and good domains (from Erastil, if you're using Golarion).


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Divine tracker ranger could be done up as a "nature paladin", or a divine hunter hunter for a holy druid.


Or maybe what you're looking for is a warpriest for a nature god.


Can you be specific about what you're looking for, mechanically?

Would you be satisfied with Variant Multiclass into Paladin from Druid?

What about VMC into druid from Paladin?

What about Warpriest of a nature god?

Inquisitor of a nature god? Using sacred huntsmaster?

You've got to be a little more specific about what you're after.


I want something more along the lines of "choose by nature to be her champion", sorta thing. Paladin has that whole chosen by god feel to it. druids kinda lack that authoritative martial feel. They are more nature's caretakers. I could do with out the whole shape shifting thing and just take the domain for the natural bond to having the pet following you around.


warprist of a nature god or a oracle of a nature god


Divine hunter is a good idea. Even as a vanilla hunter, you'd get to be proficient with all martial weapons, have an animal companion, and (spontaneously) cast druid spells; you could flavor all that in a variety of ways.

The Exchange

Sacred Servant Paladin archetype can choose a Domain.
Could be Animal or Plants or something else that fits.
Choose the right deity.

Or Variant MultiClassing Druid for an AC and Wild Shape ...but your not allowed to use metal armor and you have to be a grey paladin.


How about a fey bloodline bloodrager with the green rager archetype? A walking natural disaster charged by The Earth with smiting its enemies.


Hunter/divine hunter/whatever the animal companion inquisitor is/ranger/vmcbarbariandruid/paladin of erastil/warpriest of any nature god


OH...nature fang


nature fang is a druidic rogue, not paladin.


Klorox wrote:
nature fang is a druidic rogue, not paladin.

Doesn't have to be, get some ironwood full plate and a horse mount. Take the "flanking while near your animal companion" feat and reflavor the study as a challenge.

Edit2: slayer talents will let you pick a mounted ranger combat style too so you don't have to pick out all the stealthy assassin things. Basically a nature fang druid, who picks combat styles, weapon focus, and the rogue combat trick talent gain a feat every level up til 10 where they get mounted skirmisher.


This is somewhat related:

How would you recommend a Druid gaining access to the Swift Girding Spell, so that when she turns in to a Triceratops, she can also don her Barding herself?

Swift Girding is a Paladin Spell, but you can't be a Paladin/Druid, can you?

Swift Girding is also a Wizard and Magus Spell, but they can't use their spells while clad Horn Lamellar, let alone Stone Plate.

What are your suggestions?


Scott Wilhelm wrote:

This is somewhat related:

How would you recommend a Druid gaining access to the Swift Girding Spell, so that when she turns in to a Triceratops, she can also don her Barding herself?

Swift Girding is a Paladin Spell, but you can't be a Paladin/Druid, can you?

Swift Girding is also a Wizard and Magus Spell, but they can't use their spells while clad Horn Lamellar, let alone Stone Plate.

What are your suggestions?

by being a samsaran with the weird spells from other classes trait they have


Scott Wilhelm wrote:

This is somewhat related:

How would you recommend a Druid gaining access to the Swift Girding Spell, so that when she turns in to a Triceratops, she can also don her Barding herself?

Swift Girding is a Paladin Spell, but you can't be a Paladin/Druid, can you?

Swift Girding is also a Wizard and Magus Spell, but they can't use their spells while clad Horn Lamellar, let alone Stone Plate.

What are your suggestions?

I would have suggested the Grey Paladin for a multiclass to the OP, but it fits perfectly for what you want. Grey Paladin can be Neutral Good or Lawful Neutral, so it allows multiclassing with Druids. I was trying to find a build for it, but you're horribly MAD. I ended up dumping DEX, which isn't what you want when wildshaping. I was considering the Druid archetype Goliath Druid or Skinshaper to keep your armour. I originally wanted to be a smiting octopus, but it wasn't really feasible. This way, you can keep your AC and your weapons. Since I was only really dipping Paladin for a few levels, you could neglect Charisma in favour of Wisdom. But with Skinshaper, you can be a smiting Bugbear. :D

In the end though, it was a horribly impractical multiclass. Still look forward to trying it out, though. Shame the Tortured Crusader doesn't stack with Grey Paladin, that way you'd be completely Wisdom-focused.


Scott Wilhelm wrote:
What are your suggestions?

The easiest method is the Dreamed Secrets feat. There are also other classes that get swift girding and can cast in armor; consider dipping into psychic sorcerer or lore shaman.

Or maybe just try something different entirely, like an ancient lorekeeper lunar oracle. They can get polymorphing, swift girding on their spell list, casting in armor, animal companions, and extra natural weapons. You could even go warsighted for martial flexibility.


i wouldnt go grey paladin its terible you lose to much stuff should just ask the dm if changing the paladins code of conduct would allow them to be a non lawful good paladin and be done with it


Yeah, Grey Paladin is kinda sucky, but as far as I know the only way to pull this off.


Ryan Freire wrote:
by being a samsaran with the weird spells from other classes trait they have

Samorsan is interesting, but I was hoping to be a Human and take Martial Versatility so that I could apply Combat Feats to all my Natural Attacks more efficiently. Also, I was hoping for PFS legal, and I dont' think I have a Samorsan boon.

Quentin Coldwater wrote:
I would have suggested the Grey Paladin for a multiclass to the OP, but it fits perfectly for what you want.

Someone--was it you?--mentioned Grey Paladin to me before, but I didn't find it on the Paladin d20pfsrd webpage. Thanks for the link. That does seem exactly what I want.

MAD doesn't bother me in principle, but I am worried about what will happen to my Dex. I will see if I can sort it out.


Lady-J wrote:
i wouldnt go grey paladin its terible you lose to much stuff should just ask the dm if changing the paladins code of conduct would allow them to be a non lawful good paladin and be done with it

I only want a 1 level dip to wear heavy armor and use Swift Girding.


While you can't cast it yet, you could buy it on a wand. Not sure if you also need the Charisma to activate it, or simply having it on your spell list is enough. I believe you don't, because scrolls specifically call out you need it, so you don't even need Charisma for it. Which is nice, because it frees up stat points for your Druid build.


Scott Wilhelm wrote:
Lady-J wrote:
i wouldnt go grey paladin its terible you lose to much stuff should just ask the dm if changing the paladins code of conduct would allow them to be a non lawful good paladin and be done with it
I only want a 1 level dip to wear heavy armor and use Swift Girding.

How? Paladins don't get casting until 4th level and you can't exactly use a wand as a triceratops.


Avoron wrote:
Scott Wilhelm wrote:
Lady-J wrote:
i wouldnt go grey paladin its terible you lose to much stuff should just ask the dm if changing the paladins code of conduct would allow them to be a non lawful good paladin and be done with it
I only want a 1 level dip to wear heavy armor and use Swift Girding.
How? Paladins don't get casting until 4th level

This:

Quentin Coldwater wrote:
you could buy it on a wand.
Avoron wrote:
and you can't exactly use a wand as a triceratops.

I wasn't exactly thinking of making a character that Wildshapes into a Triceratops. For PFS, I was thinking Megaraptor or Allosaurs, Dire Tiger or Warcat, and Quetzacoutlus for flying encounters. For Aquatic encounters, I guess Giant Octopus.

The wand rules say you can hold the wand in your hand or in whatever you have that passes for a hand. In the case of a Triceratops, I think that means your mouth. Otherwise, regardless of the build, I was thinking of taking a level in White Haired Witch, so I'd wield the Wand in my Hair if all else fails.


This got me thinking. Improved unarmed strike treats it as a manufactured (and natural, and unarmed). Theoretically, this allows you to cast weaponwand on an unarmed strike or a natural weapon through Feral Combat Training.


Scott Wilhelm wrote:

I wasn't exactly thinking of making a character that Wildshapes into a Triceratops. For PFS, I was thinking Megaraptor or Allosaurs, Dire Tiger or Warcat, and Quetzacoutlus for flying encounters. For Aquatic encounters, I guess Giant Octopus.

The wand rules say you can hold the wand in your hand or in whatever you have that passes for a hand. In the case of a Triceratops, I think that means your mouth. Otherwise, regardless of the build, I was thinking of taking a level in White Haired Witch, so I'd wield the Wand in my Hair if all else fails.

Animal Archive has rules about what sort of body types are physically capable of holding and using items such as wands. So megaraptor, allosaurus, and quetzalcoatlus forms are good, but triceratops, dire tiger, warcat, and giant octopus are going to have some problems.

Using your hair might bypass the issue; the archetype is sort of vague about what it can do besides attack things.


Avoron wrote:
Scott Wilhelm wrote:

I wasn't exactly thinking of making a character that Wildshapes into a Triceratops. For PFS, I was thinking Megaraptor or Allosaurs, Dire Tiger or Warcat, and Quetzacoutlus for flying encounters. For Aquatic encounters, I guess Giant Octopus.

The wand rules say you can hold the wand in your hand or in whatever you have that passes for a hand. In the case of a Triceratops, I think that means your mouth. Otherwise, regardless of the build, I was thinking of taking a level in White Haired Witch, so I'd wield the Wand in my Hair if all else fails.

Animal Archive has rules about what sort of body types are physically capable of holding and using items such as wands. So megaraptor, allosaurus, and quetzalcoatlus forms are good, but triceratops, dire tiger, warcat, and giant octopus are going to have some problems.

Using your hair might bypass the issue; the archetype is sort of vague about what it can do besides attack things.

why would an octopus have any issues they are incredibly smart and can use tools with their tenticles


Lady-J wrote:
why would an octopus have any issues they are incredibly smart and can use tools with their tenticles

Strangely enough, the linked rules specifically list octopuses as examples of creatures that cannot grasp and carry objects.

That said, they also make it clear that "ultimately it is up to the GM to decide what kinds of animals can use particular types of magic items," and as GM I would definitely house-rule that they can grasp things with their tentacles to their hearts' content. Octopuses are just that awesome.


http://archivesofnethys.com/MagicArmorDisplay.aspx?ItemName=Wild <You might want to consider this magical armor property. It's not actually barding, but it allows you to use the same armor regardless of what you're wildshaped into.


Avoron wrote:
Lady-J wrote:
why would an octopus have any issues they are incredibly smart and can use tools with their tenticles

Strangely enough, the linked rules specifically list octopuses as examples of creatures that cannot grasp and carry objects.

That said, they also make it clear that "ultimately it is up to the GM to decide what kinds of animals can use particular types of magic items," and as GM I would definitely house-rule that they can grasp things with their tentacles to their hearts' content. Octopuses are just that awesome.

Wildshaped Druids are not Animals. They do not lose ordinary abilities.


Scott Wilhelm wrote:
Avoron wrote:
Lady-J wrote:
why would an octopus have any issues they are incredibly smart and can use tools with their tenticles

Strangely enough, the linked rules specifically list octopuses as examples of creatures that cannot grasp and carry objects.

That said, they also make it clear that "ultimately it is up to the GM to decide what kinds of animals can use particular types of magic items," and as GM I would definitely house-rule that they can grasp things with their tentacles to their hearts' content. Octopuses are just that awesome.

Wildshaped Druids are not Animals. They do not lose ordinary abilities.

They DO lose abilities that are dependent on their original form.


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Drahliana Moonrunner wrote:
They DO lose abilities that are dependent on their original form.

But only natural attacks, extraordinary abilities, and supernatural abilities that depend upon their original form.

Polymorph wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form.

They do

Wands wrote:
lose any class features that depend upon form

But the ability to use Wands is not such an ability. You can use Wands if you dont' have a humanoid form and if you don't have hands.

Wands wrote:
To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area.

Like this.


Scott Wilhelm wrote:
You can use Wands if you dont' have a humanoid form and if you don't have hands

Only if you have something that passes for a hand. The rules in Animal Archive tell you what passes for a hand for the purpose of grasping and carrying wands. Mouths and tentacles are not on that list.

At the very least, watch out for drastic table variation, especially if you're planning on using this in PFS.


There is an archetype for Druids (Nature Priest) that changes the alignment restriction into the Cleric's "Pick a deity and stay within one step from that", so you could go witht the right deity for a paladin and multiclass


Avoron wrote:
Scott Wilhelm wrote:
You can use Wands if you dont' have a humanoid form and if you don't have hands
Only if you have something that passes for a hand. The rules in Animal Archive tell you what passes for a hand for the purpose of grasping and carrying wands. Mouths and tentacles are not on that list.

If the Animal Archive gives us the same information as the link that you gave us, then it doesn't really pertain to a Wildshaped Druid. It pertains to Animals such as Animal Companions and Familiars.

People aren't Animals, not even when they are Wildshaped into Animal form. Polymorphing does not rob you of you mundane abilities, such as your ability to breathe air, see, or use Wands.

Avoron wrote:
At the very least, watch out for drastic table variation, especially if you're planning on using this in PFS.

It's fair to say that paying customers bear some responsibility to stand up for their rights to get what they paid for. And it would be certainly prudent to have some kind of backup in case the GM decides to break the rules to ruin our fun.

We've talked about alternative forms such as carnisaurs. We've talked about White Hair. I suppose it might be prudent to invest in a Hand of the Mage.

Any other suggestions?


Scott Wilhelm wrote:
People aren't Animals

Neither are familiars.

Scott Wilhelm wrote:
Polymorphing does not rob you of you mundane abilities
Polymorph wrote:
the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed
Scott Wilhelm wrote:
Any other suggestions?

You can always just check if anyone else in your party is capable of using your wand and ask them if they'd be willing to take it and cast it on you in an emergency. If you have time to spend two full rounds prepping for combat, a party member could probably spare a turn to help you out.


Avoron wrote:
Scott Wilhelm wrote:
People aren't Animals

Neither are familiars.

Scott Wilhelm wrote:
Polymorphing does not rob you of you mundane abilities
Polymorph wrote:
the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed
Scott Wilhelm wrote:
Any other suggestions?
You can always just check if anyone else in your party is capable of using your wand and ask them if they'd be willing to take it and cast it on you in an emergency. If you have time to spend two full rounds prepping for combat, a party member could probably spare a turn to help you out.

I find that in PFS tables, players that are willing to do things for each other are rare.

Avoron wrote:
If you have time to spend two full rounds prepping for combat,f

2 Full Rounds? Swift Girding only takes 1 Standard Action.


Scott Wilhelm wrote:
2 Full Rounds? Swift Girding only takes 1 Standard Action.

Yeah, two full rounds seems like a fair assessment.

Move action to draw out your armor and free action to drop it so that it doesn't meld into your form when you wild shape.
Move action to draw out your wand and free action to drop it for the same reason.
Standard action to wild shape into your preferred form.
Move action to pick your wand back up again, whatever appendage you're using.
Standard action to cast swift girding.

There are items that could help speed that up, and circumstances might be slightly different, but I'd be surprised if you got it down to less than two rounds without Quick Wild Shape and a healthy dose of luck.


Avoron wrote:
Scott Wilhelm wrote:
2 Full Rounds? Swift Girding only takes 1 Standard Action.

Yeah, two full rounds seems like a fair assessment.

Move action to draw out your armor and free action to drop it so that it doesn't meld into your form when you wild shape.
Move action to draw out your wand and free action to drop it for the same reason.
Standard action to wild shape into your preferred form.
Move action to pick your wand back up again, whatever appendage you're using.
Standard action to cast swift girding.

There are items that could help speed that up, and circumstances might be slightly different, but I'd be surprised if you got it down to less than two rounds without Quick Wild Shape and a healthy dose of luck.

It's kind of a standard practice for my characters to carry stretchers. They have a capacity of 300#, cost 10gp, and let you use your Drag Carrying Capacity, 5X your regular capacity.

So, I guess I should probably keep the Wand of Swift Girding on the Stretcher along with the armor. Wildshape, draw the wand, and then use the Wand, drop it, then close for melee. I guess that is more than 1 round. But, if you do have a friend assisting you, such as a Paladin who likes riding a Triceratops into battle, Wildshape and Girding happen in 1 round. He might already have the Wand out for whenever the Druid turns back to sleep or something. That would save both a Standard and Move Action.

That's for situations when I'm caught in combat unawares. I would be spending almost all my time in my favorite Beast form. In PFS, Wandering in Monsters while you sleep are rare.

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