Looking for some druid advice please


Advice


I will be playing serpents skull with 3 other players. I don't know what the others are planning, so I was thinking of going with a druid, playing as a balanced build at first, then focus more on casting later. I haven't played a druid before, so any advice would be appreciated. As for character creation, all 1st party books are allowed, 20 point buy, 2 traits (1 campaign, 1 anything), starting at lv1.

Here's what I've got so far. I was originally thinking of playing it more as a caster, but a combat build might be nice too.

Spoiler:
Half Orc Druid (Saurian Shaman archetype)
Alternate Racial Traits: Shaman's Apprentice, Sacred Tattoo
Languages Known: Abyssal, Common, Druidic, Orc, Polyglot

Str 14
Dex 14
Con 14
Int 12
Wis 15+2
Cha 7

Traits
Fate's Favored
Boarded in the Mwangi Expanse (campaign trait)

Feats
lv1 Spell Focus: Conjuration, Endurance (bonus)
lv3 Augment Summoning
lv5 Natural Spell

After that I'm not sure what to take, maybe superior summoning, unless the situation needed something else. Maybe craft wondrous if needed. And improved inititive is always useful.

I haven't decided on my nature bond yet, the extra body from the animal companion would be nice early on. But in the long term, how useful will it be if I'm going to summon a lot? Would an extra spell per lv be more useful?

I'm open to any suggestions, but I'll probably keep it as a half orc, unless I can find something I like even more. And I'd like to keep the ability to wildshape. Thanks for reading.

Shadow Lodge

I played a similar character. I found transitioning from melee to casting mostly worked. I had a bit of a hard time with DCs and spell resistance but druids get enough buffs and control spells that I was able to work around that.

If you're unsure about the nature bond, I would go with the domain. I loved my triceratops and she was great for the first few levels, but really got left behind in the long run in terms of actual effectiveness. Granted, triceratops aren't optimal animal companions, but your Domain options give you not just a casting boost but also buffs that will help you personally contribute in combat.

It has been clarified that the shaman druids don't get wildshape at all until level 6, so you'll take Natural Spell at 7. That leaves some room to take a combat feat at level 1 or 3, when it would be most useful. I'd consider Combat Reflexes to get in a bit of reach action, using a longspear at low levels and larger forms at high levels.

Grand Lodge

You could also talk to your master if he will allow the retraining rules and start with an animal companion and by 8 you can change to a Domain or even to the new Druidic herbalism option

And for a balance setup you can start by using the dual talented alternated racial trait or even with dwarf you can make it work thanks to the bonus on wisdom


Druid is my fav class, but i feel as if only having 10 feats to choose from, you cant really invest a lot in being balanced if your end goal is to be a caster. Druids are a little tougher to turn into blasters so it takes a little bit of dedication to get there. My fav druid blaster is the storm druid, and using wildshape to cast from the sky and be a party mount.

planar shape is good for both blasting and melee (you can smite with a ray, that sounds fun)

decide if your going big animals or small animals (finesse or power attack) those are good ways to find what chains you will need to be decent at melee. vital strike chain is fantastic as a druid because some of the wild shapes (like dino tails if I remember correctly) have unusually high dice already.

Silver Crusade

Its worse at the low levels but taking an Animal Domain or subdomain is very good at level 5+ (your level 5 feat becomes Boon Companion). 1 feat for a domain is a very good trade off.

If you're planning on going caster later I'd lower Dex and add to your starting wisdom. And probably lower Int to 10 (4 skill points is likely enough).

If you're allowed more exotic races then Oreads and Aasimars should both be considered.


By "balanced", I just meant that my stats were more balanced and that I would fight in melee until around 7th lv. Sorry for the confusion.

I'll try to explain what I'd like from the character. For spells, I'd like mostly buffs and area control, with a few damage options. The standard action summoning just sounded too good to pass up, but I could drop it if there is a better option. I'd like to keep wild shaping because it sounds like it would be very versatile and useful. So maybe a combat build would be worth considering.

At the higher lvs (10+) which would be better, a combat or a caster druid?

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The one thing I would suggest is to do a lot of prep work.

If you choose to have an animal companion, write up a full character sheet for the animal companion.

Write up full stats for your summoned allies, especially if you have feats that alter them, like Augment Summoning.

You will also want to fully stat out your common wildshape forms.

Druids have lots of moving parts, and you (probably) don't want to hog the lime light. You already have your PC, your pet, and probably multiple summoned allies to control on your turn. You don't want to also be flipping through lots of different books too.

Grand Lodge

There are various things to choose from if you want a balanced vibe between casting and combat

Between 7 and 12th level the combat druid will be amazing but you will go downhill after that

You can try something like this if you don't want to summon

Dwarf Druid (Menhir Savant Archetype)
Str 16 Dex 12 Con 14 Int 10 Wis 17 Cha 7

Traits: Reactionary and Deft Dodger

1 Improved Initiative
3 Power Attack
5 Natural Spell
7 Spell Penetration
9 Dazing Spell

With this you will have endurance to stay on combat and by 7th level you can switch to casting, just remember to raise wisdom every 4 levels.

Another option if you like to summon, buff yourself and be very decent on melee can be something like this

Half Orc Druid (Lion Shaman archetype)
Alternate Racial Traits: Sacred Tattoo
Nature Bond: Nobility Domain or Wolf
Str 18 Dex 12 Con 14 Int 10 Wis 14 Cha 8

Traits: Fate's Favored and Reactionary

1 Toughness
3 Spell Focus (Conjuration)
5 Augmented Summoning
7 Heavy Armor Proficiency
9 Powerful Shape

With this guy you can self buff, be very strong summoner thanks to this archetype to summon lions as a standard action

Lantern Lodge

An animal companion can give you a little more flexibility for your party as an additional party member. Particularly if you are going in with a normal party of 4.
A larger party is usually safer to play a full caster, as you have more protection. (aka other targets for enemies to go after.)

If you are certain your party can handle most fights or you are sure your character is able to handle soloing, then going a pure caster (domain) would be viable.

If archetypes are allowed, then like what Prometeus mentioned, an animal shaman is a good choice to be a caster+summoner. As the standard action summon helps you avoid the biggest weakness summmoning has, which is the need for a full-round action to cast.

Since you are playing Serpents Skull, a jungle + sea setting adventure. Playing a Saurian, Serpent, Eagle or Bat Shaman would make sense for a caster. (Saurian is far stronger then the rest. Eagle is a close 2nd, due to FAQ support. Eagle shamans are the only ones that can wildshape into Huge-sized Rocs and Med Eagles. Rocs are usually not available as a wild shape to druids.)


Prometeus wrote:

There are various things to choose from if you want a balanced vibe between casting and combat

Between 7 and 12th level the combat druid will be amazing but you will go downhill after that.

I was worried about that, adventure paths go until lv17ish. But I guess I could focus more on casting and summoning by that point.

What do you think of this for a combat build?

Half Orc Druid (Saurian Shaman archetype)
Alternate Racial Traits: Sacred Tattoo, Shaman's Apprentice
Nature Bond: Strength/Self-Realization Domain
Str 17 Dex 14 Con 14 Int 12 Wis 14 Cha 7

Traits: Fate's Favored, Boarded in Mwangi Expanse (campaign trait)

1 Toughness?, Endurance (Bonus)
3 Spell Focus: Conjuration
5 Augment Summoning
7 Natural Spell
9 Powerful Shape, Power Attack OR Vital Strike (Bonus)
11 Quicken Spell
13 Planar Wild Shape?, Power Attack OR Vital Strike (Bonus)
15 ???

Planar Wild Shape sounds useful if I encounter a lot of evil enemies, and I assume I would by that point.

Which would you recommend between toughness and heavy armor? Because I don't think I could take both. And if I did take heavy armor, I could lower dex to 12.

I was thinking of going with either 17 str/14 wis and bumping str at lv4. Or go with 16 str/15 wis and bumping wis at lv4. But either way the remaining bonuses would go to wis.

A few questions, the self realization sub domain gives the spell paragon surge, but can anyone besides a half-elf actually cast it? Or would I be stuck with a spell I can't use?

And if I understand this correctly, while wild shaped, a druid loses the armor and enhancement bonuses from any armor and shield they wear. So wouldn't that make armor kind of pointless from lv6 until whenever I can get a wild enchant on it? Because I assume I would be using wild shape most of the time.

Lantern Lodge

Quick posting. I will get into further details later if I have the time.

First, your ability scores will influence your character all the way to level 20. So make it clear what you want to be over the course of your character's adventure career.

Does he wants to be a Wildshape combat druid? Or a Summoner+Caster?

While you can do a mix build, like above, it would often leave you a lot weaker then a specialized build.

For example, you may want to consider getting some of the following summoning feats:

Versatile Summon Nature’s Ally - Allows you to summon elemental template animals. Like T-Rexes that can fly or flying dinosaurs that can barrow...etcc

Superior Summoning - To summon even more summons

Proxy Summoning - More uses for your summons.


While some builds require heavy specialisation, I think one of the Druid's strengths is its utility. There are plenty of No Save spells as well as Summoning on the list as well as buffs, that mean an all-round build can work very well.
I would however suggest finding out what others are bringing in terms of classes and roles, as that might give you a better handle on which way to focus.
In terms of Toughness v Heavy Armour, I would definitely say Toughness.
If it turns out you are going all-out melee, I would suggest a single level of Unchained Monk can be brilliant for a Druid too.


I will say that whether or not someone considers it optimal, ape shaman is a very flavorful choice for the ap.


Conjoy wrote:

While some builds require heavy specialisation, I think one of the Druid's strengths is its utility. There are plenty of No Save spells as well as Summoning on the list as well as buffs, that mean an all-round build can work very well.

I would however suggest finding out what others are bringing in terms of classes and roles, as that might give you a better handle on which way to focus.
In terms of Toughness v Heavy Armour, I would definitely say Toughness.
If it turns out you are going all-out melee, I would suggest a single level of Unchained Monk can be brilliant for a Druid too.

I tried asking the others, one was thinking some kind of alchemist, and another was thinking some kind of cleric. But nothing has really been decided yet.

Unchained monk looks good, but can you take the martial artist archetype from normal monk with it? Because being lawful doesn't really fit my idea of the character.


On the Armor... True it wont help much when Wildshaped until you can acquire the Wild enchantment but it's still helpful if you want to use Totem Transformation while using your normal form. The +2 nat armor will up your AC, speed will make you less of a clunky doof by upping your 20ft armor movement speed, Senses (Low-Light and Scent) if your race doesn't have them and finally you have natural attacks which give you 2 Claws and a Bite. This may not be your ideal way to fight but your Wildshape WILL get used up along with your spells over multiple encounters.

On Multiclassing... I wouldn't if you think your character will ever get over level 16. That bonus feat or class feature that sounds nifty usually doesn't stack up to losing a 9th level spell or three.

Saurian Shaman is a favorite archetype of mine. I currently have one at level 11. I can say that a dinosaur as an Animal Companion is quite powerful. I have a Tyrannosaurus that bites for 4d6+14, 1d6 Bleed before Vital Strike with AC around 25. Animal Growth on him and let him just demolish anything that cant fly while I cast hate and discontent. So I'm a little biased towards having a pet dino lol. That being said, Strength and War domains ARE tempting retrain options.

If your end goal is to be a caster then that is how you want your build from the beginning, which looks like you got pretty well with the ability scores you have. Natural Spell is a MUST if you plan on using Wild Shape at all. Focus your feats on Metamagic, Summoning or a little of both.


Azurespark wrote:

I will be playing serpents skull with 3 other players. I don't know what the others are planning, so I was thinking of going with a druid, playing as a balanced build at first, then focus more on casting later. I haven't played a druid before, so any advice would be appreciated. As for character creation, all 1st party books are allowed, 20 point buy, 2 traits (1 campaign, 1 anything), starting at lv1.

Here's what I've got so far. I was originally thinking of playing it more as a caster, but a combat build might be nice too.

** spoiler omitted **

I'm open to any suggestions, but I'll probably keep it as a half orc, unless I can find something I like even more. And I'd like to keep the ability to wildshape. Thanks for reading.

I would discard the archetype, select animal companion for nature's bond and start with both str and wis at 16, 14 con, positive dex, fill. Pump wis with levels

Important feats are augment summoning, natural spell, and craft wondrous. The vital strike line makes for decent melee with strongjaws but is optional because it comes online when you said you want to be casting.

1-4 your animal companion will carry you

5-mids your wild shape and summoning are good.

High levels you summon and cast spells with a nice utility form while sharing shapechange with your animal companion so that it destroys things as a huge dragon (get 3 int by now)

#2cents


Tyrant Lizard King wrote:

On the Armor... True it wont help much when Wildshaped until you can acquire the Wild enchantment but it's still helpful if you want to use Totem Transformation while using your normal form. The +2 nat armor will up your AC, speed will make you less of a clunky doof by upping your 20ft armor movement speed, Senses (Low-Light and Scent) if your race doesn't have them and finally you have natural attacks which give you 2 Claws and a Bite. This may not be your ideal way to fight but your Wildshape WILL get used up along with your spells over multiple encounters.

On Multiclassing... I wouldn't if you think your character will ever get over level 16. That bonus feat or class feature that sounds nifty usually doesn't stack up to losing a 9th level spell or three.

Saurian Shaman is a favorite archetype of mine. I currently have one at level 11. I can say that a dinosaur as an Animal Companion is quite powerful. I have a Tyrannosaurus that bites for 4d6+14, 1d6 Bleed before Vital Strike with AC around 25. Animal Growth on him and let him just demolish anything that cant fly while I cast hate and discontent. So I'm a little biased towards having a pet dino lol. That being said, Strength and War domains ARE tempting retrain options.

If your end goal is to be a caster then that is how you want your build from the beginning, which looks like you got pretty well with the ability scores you have. Natural Spell is a MUST if you plan on using Wild Shape at all. Focus your feats on Metamagic, Summoning or a little of both.

Is the 4d6 bite after buffs? Because when I look at the stat block for an animal companion, it becomes 2d6 at lv7. But that does sound tempting.

After looking at it again, the war domain may be worth taking for the weapon master ability. Being able to temporarily gain any 1 combat feat that I qualify for, sounds great, even if it is only briefly. But other than power attack, I didn't see much that would benefit me.


Azurespark wrote:
Is the 4d6 bite after buffs? Because when I look at the stat block for an animal companion, it becomes 2d6 at lv7.

The Rex took Improved Natural Attack feat (2d8) and my Druid took Evolved Companion twice; Improved Damage (4d6) and Bleed 1d6.

Azurespark wrote:
After looking at it again, the war domain may be worth taking for the weapon master ability. Being able to temporarily gain any 1 combat feat that I qualify for, sounds great, even if it is only briefly. But other than power attack, I didn't see much that would benefit me.

You didn't mention the Domain Spells, which have some pretty nice options, many of which are not on the Druid spell list either! There are also the Sub-Domains to consider.

Grand Lodge

You may want to consider the rage sub domain of the destruction domain. Destructive smite is awesome for making a big attack stick especially if the attack has a rider effect like grab.

And you get rage with rage powers. This give you access to furious weapon enchantment which helps level out the painful cost of the amulet of mighty fist.


Tyrant Lizard King wrote:
The Rex took Improved Natural Attack feat (2d8) and my Druid took Evolved Companion twice; Improved Damage (4d6) and Bleed 1d6.

Very nice, and if you cast strong jaw, it should make it even more powerful. You are making this even more difficult to decide.

Quote:
You didn't mention the Domain Spells, which have some pretty nice options, many of which are not on the Druid spell list either! There are also the Sub-Domains to consider.

True, the war, strength, and destruction domains all have some nice spells available to them. Which just makes things even more difficult to decide.

Spoiler:
Strength/Self Realization
1st—enlarge person
2nd—bull’s strength
3rd—magic vestment
4th—paragon surge
5th—righteous might
6th—primal scream
7th—transformation
8th—clenched fist
9th—crushing hand

War
1st—magic weapon
2nd—spiritual weapon
3rd—magic vestment
4th—divine power
5th—flame strike
6th—blade barrier
7th—power word blind
8th—power word stun
9th—power word kill

Destruction/Rage
1st—true strike
2nd—bulls strength
3rd—rage
4th—inflict critical wounds
5th—shout
6th—moonstruck
7th—disintegrate
8th—earthquake
9th—implosion

Grandlounge wrote:

You may want to consider the rage sub domain of the destruction domain. Destructive smite is awesome for making a big attack stick especially if the attack has a rider effect like grab.

And you get rage with rage powers. This give you access to furious weapon enchantment which helps level out the painful cost of the amulet of mighty fist.

That is worth considering. I may be misunderstanding something, but I don't see how destructive smite helps make an attack stick. What rage powers would you suggest? Strength surge sounds great when you need to pull off a maneuver. Moment of clarity and roused anger would also have their uses.

Grand Lodge

My bad it's more damage I was getting it confused with the eagle domain ability. Reread before your post kids! Now you know.

Those are great options. I also like Reckless Abandon, Knockback, Knockdown, Savage Dirty Trick, Unexpected Strike. There are lots depending on the level you get to.


There are MANY awesome rage powers you could utilize. If you want to go Rage and jump into fights in the long run then consider more feats that boost your Wild Shape.

Natural Spell
Powerful Shape
Planar Wild Shape
Quick Wild Shape
Vital Strike
-Winter's Strike
-Faerie's Strike
-Grasping Strike

Any rage power that makes you tougher to incapacitate or makes you deadlier are ones I would look for. Unfortunately, Strength Surge is not available since it includes an effective Barbarian level to determine it's effects. That level restriction really hurts what you can choose.

Auspicious Mark
Armor Ripper
Animal Fury
Bloody Bite
Feasting Bite
*Ferocious Beast
Superstition
No Escape
Quick Reflexes
Swift Foot
Savage Intuition
Guarded Life
Knockback
Knockdown
Overbearing Advance
*Raging Grappler
*Smasher
Witch Hunter
Lesser blood powers
Lesser totems


The thing I don't like about rage, is that if you go unconscious while raging, you lose the con bonus and extra hp, which would probably kill you. And even if I qualify for raging vitality, I don't think I could spare the feat for it. So I'm rather hesitant to choose the rage domain. And having a trex does sound tempting.


Tyrant Lizard King wrote:

There are MANY awesome rage powers you could utilize. If you want to go Rage and jump into fights in the long run then consider more feats that boost your Wild Shape.

Natural Spell
Powerful Shape
Planar Wild Shape
Quick Wild Shape
Vital Strike
-Winter's Strike
-Faerie's Strike
-Grasping Strike

I will definitely consider those options, the 3 strike feats would pair well with the weapon master ability of the war domain. But I don't think I could take any of them before 7th lv, since they require the wild shape ability or +6 bab.

Quote:
Any rage power that makes you tougher to incapacitate or makes you deadlier are ones I would look for. Unfortunately, Strength Surge is not available since it includes an effective Barbarian level to determine it's effects. That level restriction really hurts what you can choose.

The way I understand it is, you can not take any rage powers with a lv requirement, but otherwise your barbarian lv is equal to half your cleric lv (or druid lv in this case). And since strength surge has no lv requirement, it should be fair game.


Hmm maybe a 1 lv dip into wild child brawler would be worth considering for the bab, saves, unarmed strike, and most importantly, martial flexibility.


The Tactics subdomain of War is really good. Rolling initiative twice and taking the better for you or the wizard or whoever needs to go first in this particular combat is a pretty big deal. Also, you start out being able to do that six times a day, which is enough to get you through almost every single initiative roll you ever have to make. My wildshape focused Gorumite druid got so much mileage out of that domain. Trading Spiritual Weapon for Aid even worked better with their strategy of prebuffing, dropping a single no (or mostly irrelevant) save battlefield control spell (wall of thorns plus the ring which lets druids completely ignore it was the favorite), and then wading in.


Still haven't decided on a natures bond yet, that might depend on what the others choose. But hows this?

Half Orc Druid (Saurian Shaman archetype)
Alternate Racial Traits: Sacred Tattoo, Shaman's Apprentice
Str 16 Dex 14 Con 14 Int 12 Wis 15 Cha 7 (All boosts to Wis)

Traits: Fate's Favored, Boarded in Mwangi Expanse (campaign trait)

1 Spell Focus: Conjuration, Endurance (bonus)
3 Augment Summoning
5 Superior Summoning OR Craft Wondrous
7 Natural Spell
9 Planar Wild Shape OR Powerful Shape, Power Attack OR Vital Strike (bonus)
11 Divine Interference
13 Planar Wild Shape OR Powerful Shape, Power Attack OR Vital Strike (bonus)
15 Quicken Spell

I think this should give me a nice balance between summoning, combat, and casting feats. I might take craft wondrous if necessary, otherwise I'll go for superior summoning.

I still need to look through the combat feats available, to see if a dip in brawler would be worth it.

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Looks good. Divine Interference looks amazing! I would take it if I ever played a high level divine caster in PF ever again. I like re-rolls and interruptions. I made a 3.5 druid that got good use out of Improved Counterspell. It's particularly effective with a druid, since you aren't "wasting" your whole turn Readying to Counterspell; your companion and/or summoned allies are active while you're being reactive.


Maybe consider Ferocious Summons since you're a Half-Orc. I think you got a pretty good build there.

I see you are investing into Summoning. I present this feat as well for your consideration...

Versatile Summon Nature's Ally
You've learned to summon a wider array of creatures.

Prerequisite(s): Augment Summoning, Spell Focus (conjuration), Knowledge (nature) 1 rank, Knowledge (planes) 1 rank.

Benefit(s): When you summon one or more animals, humanoids, or vermin using a summon nature's ally spell (or an effect that mimics such a spell), instead of granting them the benefit from Augment Summoning, you can instead apply one of the following templates to them: aerial,
aqueous, chthonic, fiery,
or primordial. If you summon multiple creatures with one casting, they must all have the same template.

aerial:

Rebuild Rules: Type gains the air subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR and resistance to electricity as noted on the table below; Speed gains a fly speed equal to its highest speed with perfect maneuverability (maximum fly speed of 10 feet per HD); Attacks gains bonus electricity damage as noted on the table below on attacks with natural weapons and metal weapons.

HD 1-4: Resist Electricity 10, 1 point Electricity damage
HD 5-10: DR3/-, Resist Electricity 15, 1d6 point Electricity damage
HD 11+: DR5/-, Resist Electricity 20, 2d6 point Electricity damage


aqueous:

Rebuild Rules: Type gains the water subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR and resistance to cold as noted on the table below; Speed gains a swim speed equal to its highest speed + 10 ft.; Attacks gains bonus cold damage as noted on the table below on attacks with natural weapons and metal weapons.

HD 1-4: Resist Cold 10, 1 point Cold damage
HD 5-10: DR3/-, Resist Cold 15, 1d6 point Cold damage
HD 11+: DR5/-, Resist Cold 20, 2d6 point Cold damage


chthonic:

Rebuild Rules: Type The creature gains the earth subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR and resistance to acid as noted on the table below; Speed gains a burrow speed equal to half its highest speed (its tunnels always collapse behind it, and never leave behind a usable passage); Attacks gains bonus acid damage as noted on the table below on attacks with natural weapons.

HD 1-4: Resist Acid 10, 1 point Acid damage
HD 5-10: DR3/-, Resist Acid 15, 1d6 point Acid damage
HD 11+: DR5/-, Resist Acid 20, 2d6 point Acid damage


fiery:

Rebuild Rules: Type gains the fire subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR as noted on the table below; Attacks gains bonus fire damage as noted on the table below on attacks with natural weapons and metal weapons.

HD 1-4: Resist Fire 10, 1 point Fire damage
HD 5-10: DR3/-, Resist Fire 15, 2d6 point Fire damage
HD 11+: DR5/-, Resist Fire 20, 3d6 point Fire damage


primordial:

Rebuild Rules: Defensive Abilities gains DR as noted on the table below; SR gains SR equal to its new CR + 6; Speed gains a +10-ft. bonus to all speeds; Attacks the damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting); Spell-Like Abilities gains spell-like abilities listed on the table below according to its Hit Dice (including all the spell-like abilities of lower-Hit Die primordial creatures), each available 1/day. The DCs of any saves against these abilities are equal to 10 + the primordial creature's Charisma bonus + spell level.

HD 1-4: Dancing Lights
HD 5-10: DR5/cold iron, Faerie Fire
HD 11+: DR10/cold iron, Lesser Confusion

If you are still considering a companion, a T-Rex is a favorite of mine but the Allosaurus is savage in it's own way due to Pounce granting 5 attacks on a charge! The Ankylosaurus/Stegosaurus make awesome guardians/bodyguards with the huge nat armor bonus and the Stun/Trip attacks respectively. Setting you up even more so to deliver that Vital Strike/Power Attack.


Thank you, I did see both of those feats, but I don't know where I would fit them in. Versatile summons do sound a lot more, well, versatile, but I'd lose the benefit of augment summon. I could take one instead of superior summons, but I'm not even sure if I'll be taking that. Is there an item that could duplicate the effects of natural spell? That could free up a feat. I know there is an item for natural speech.

T-Rex and Allosaurus are the two companions I am currently considering. I don't think the allosaurus companion gets rake, so it would only be 3 attacks.

What would be good feats for a trex? It will have 7 feats by the end, so I was thinking, toughness, light armor prof, improved natural attack, vital strike, iron will, power attack, and maybe narrow frame.

For an allosaurus I think I'd drop vital strike and maybe improved natural attack. But I don't know what I'd replace them with.


Azurespark wrote:
Prometeus wrote:

There are various things to choose from if you want a balanced vibe between casting and combat

Between 7 and 12th level the combat druid will be amazing but you will go downhill after that.

I was worried about that, adventure paths go until lv17ish. But I guess I could focus more on casting and summoning by that point.

What do you think of this for a combat build?

Half Orc Druid (Saurian Shaman archetype)
Alternate Racial Traits: Sacred Tattoo, Shaman's Apprentice
Nature Bond: Strength/Self-Realization Domain
Str 17 Dex 14 Con 14 Int 12 Wis 14 Cha 7

Traits: Fate's Favored, Boarded in Mwangi Expanse (campaign trait)

1 Toughness?, Endurance (Bonus)
3 Spell Focus: Conjuration
5 Augment Summoning
7 Natural Spell
9 Powerful Shape, Power Attack OR Vital Strike (Bonus)
11 Quicken Spell
13 Planar Wild Shape?, Power Attack OR Vital Strike (Bonus)
15 ???

Planar Wild Shape sounds useful if I encounter a lot of evil enemies, and I assume I would by that point.

Which would you recommend between toughness and heavy armor? Because I don't think I could take both. And if I did take heavy armor, I could lower dex to 12.

I was thinking of going with either 17 str/14 wis and bumping str at lv4. Or go with 16 str/15 wis and bumping wis at lv4. But either way the remaining bonuses would go to wis.

A few questions, the self realization sub domain gives the spell paragon surge, but can anyone besides a half-elf actually cast it? Or would I be stuck with a spell I can't use?

And if I understand this correctly, while wild shaped, a druid loses the armor and enhancement bonuses from any armor and shield they wear. So wouldn't that make armor kind of pointless from lv6 until whenever I can get a wild enchant on it? Because I assume I would be using wild shape most of the time.

For the case of armor and wildshape, you can have a set of barding made for whatever animal shape you most use and have your allies put it on you after you wildshape.


Azurespark wrote:
T-Rex and Allosaurus are the two companions I am currently considering. I don't think the allosaurus companion gets rake, so it would only be 3 attacks.

Huh... not sure at what point I thought Allo's had Rake but you're right. Maybe I was mixing them with Totem Transformation?

Feats I recommend:
REX
Improved Natural Attack
Power Attack
Furious Focus
Vital Strike
-Improved V S
--Greater V S
Endurance
Diehard
Blind-Fight
Weapon Focus: Bite
Critical Focus
Improved Critical: Bite

ALLO
Improved Natural Attack
Power Attack
Furious Focus
Bloody Assault
Dodge
Mobility
Combat Reflexes
Endurance
Diehard
Outflank
Blind-Fight

If you ever want to go down the Improved Grapple, Greater Grapple and Rapid Grappler feats... Dirty Fighting is a neat way to get there without taking Improved Unarmed Strike.

Shadow Lodge

SmiloDan wrote:
Divine Interference looks amazing! I would take it if I ever played a high level divine caster in PF ever again.

I've used it. Wouldn't say it was amazing, but definitely very handy. I mostly used it to negate crit threats, since enemies are unlikely to threaten on the re-roll. Normal hits have a pretty good chance of just hitting on the re-roll unless you sacrifice a high-level spell to add a big penalty, and then you've used up your one use per enemy per day.

But that one time that you can prevent a buddy from eating a scythe crit...


Tyrant Lizard King wrote:
Azurespark wrote:
T-Rex and Allosaurus are the two companions I am currently considering. I don't think the allosaurus companion gets rake, so it would only be 3 attacks.

Huh... not sure at what point I thought Allo's had Rake but you're right. Maybe I was mixing them with Totem Transformation?

If you ever want to go down the Improved Grapple, Greater Grapple and Rapid Grappler feats... Dirty Fighting is a neat way to get there without taking Improved Unarmed Strike.

The allo creature has rake, but the animal companion doesn't, even after it's lv advancement.

I'm a little surprised you didn't mention toughness or armor prof. Do you think they aren't worth it? A trex without any equipment, has 26 AC by lv10, which doesn't really sound like enough.

The grapple line sounds nice, but I don't understand the use of rapid grappler. Once you maintain the grapple, you can make another grapple check as a swift action. But what's the point of that? Just to make another attack? Or maybe you could pin them that same turn? But couldn't you do that as a standard action? It could be great for a PC, but it doesn't sound as good for an animal that has few options on what it can do.

Maybe I can convince the GM to ignore the part about needing IUS. But if not, dirty fighting sounds good, it would give an additional +2 to the maneuver when flanking. And between me, the party, and standard action summons, it should be able to flank quite often. It would also let me try other maneuvers.

Grand Lodge

The point is more damage, tie up for pcs, grapple + pin + damage one turn. It is better on a PC then an animal companions but grappling and dealing more damage frees you up to do more in future turns.


Grandlounge wrote:
The point is more damage, tie up for pcs, grapple + pin + damage one turn. It is better on a PC then an animal companions but grappling and dealing more damage frees you up to do more in future turns.

That's true. After looking into the grapple line, my AC couldn't take rapid grapple until 13th lv at the earliest, since it would need 3 int first.


Toughness isn't ever a useful feat IMO unless it's to boost a Mauler Familiar's HP. On an Animal Companion it's 16 extra HP at level 20. I wouldn't say armor proficiencies are bad decisions, I just prefer more damaging feats. I think, for me, it depends on the animal. The Rex has such great potential for insane damage with Vital Strike feats that I don't have room for armor. With Improved Natural Attack on the Rex and Evolved Companion: Increased Damage on the PC, a Rex sits at 4d6. Greater Vital Strike is 16d6 without a Strong Jaw or Animal Growth spell!! If he dies... Raise Animal Companion. If I want to keep him safe and run... Carry Companion turns him into a figurine so you can put him/her in your pocket.

Look into the feat Summon Guardian Spirit.
Mine is a Lyrakien Azata. "Her name is Lucille... and she... is... awesome!"


Huh. I would almost always give a large companion who wants to charge Improved unarmed Strikes, so they could qualify for Dragon Style, and draw charge lanes through my party, but that's probably because my groups aren't great at coordinating in that way, and I probably overvalue the ability to ignore difficult terain for a mount, but Druids are one of the best classes for making it...
It is probably an excessive feat investment for what it gives you.


Lost my post due to site maintenance, so I'll sum things up.

Tyrant Lizard King wrote:

Look into the feat Summon Guardian Spirit.

Mine is a Lyrakien Azata. "Her name is Lucille... and she... is... awesome!"

What makes yours so awesome? There are some nice SLA, but other than that, it doesn't sound so great. A reptile guardian spirit, such as a faerie dragon, could have it's uses with standard action summoning. But I just don't know where I'd fit such a feat. Maybe replace superior summoning?

Kobold Commando wrote:

Huh. I would almost always give a large companion who wants to charge Improved unarmed Strikes, so they could qualify for Dragon Style, and draw charge lanes through my party, but that's probably because my groups aren't great at coordinating in that way, and I probably overvalue the ability to ignore difficult terain for a mount, but Druids are one of the best classes for making it...

It is probably an excessive feat investment for what it gives you.

Dragon style sounds cool for a dinosaur, but 2 feats doesn't sound worth it to be able to charge through allies and difficult terrain.


A minute per level makes summon guardian spirit pretty nice. Only so many ways to get that as a druid. The SLAs and fated guardian are just icing. I'm considering that feat for my caster-based reincarnated druid.


Azurespark wrote:
What makes yours so awesome? There are some nice SLA, but other than that, it doesn't sound so great. A reptile guardian spirit, such as a faerie dragon, could have it's uses with standard action summoning. But I just don't know where I'd fit such a feat. Maybe replace superior summoning?

Aside from being a CL 7 with CHA 24, DR5/Evil, Immune: Electricity, Petrification; Resist: Cold 10, Fire 10; SR 17, AC 22, Traveler's Friend(Su), 1/day: Lesser Confusion, Silent Image, Cure Light Wounds, Cure Serious Wounds, Invisibility and Protection From Evil; and constant: Detect Evil, Detect Magic and Freedom of Movement?

She is a little bundle of joy that brings some decent spellcasting at the cost of 1 of my spells. She will only get stronger as my Druid levels.
6- Call Lightning Storm
7- Breath of Life or Break Enchantment (tough choice)
8- Cloak of Dreams or Sunbeam (tough choice)
9- Regeneration
(CL 15 with CHA 28, SR 25, AC 32)

Maybe give up Powerful Shape since it seems like you want to be a more efficient summoner than a WildShape warrior?


Tyrant Lizard King wrote:
Azurespark wrote:
What makes yours so awesome? There are some nice SLA, but other than that, it doesn't sound so great. A reptile guardian spirit, such as a faerie dragon, could have it's uses with standard action summoning. But I just don't know where I'd fit such a feat. Maybe replace superior summoning?

Aside from being a CL 7 with CHA 24, DR5/Evil, Immune: Electricity, Petrification; Resist: Cold 10, Fire 10; SR 17, AC 22, Traveler's Friend(Su), 1/day: Lesser Confusion, Silent Image, Cure Light Wounds, Cure Serious Wounds, Invisibility and Protection From Evil; and constant: Detect Evil, Detect Magic and Freedom of Movement?

She is a little bundle of joy that brings some decent spellcasting at the cost of 1 of my spells. She will only get stronger as my Druid levels.
6- Call Lightning Storm
7- Breath of Life or Break Enchantment (tough choice)
8- Cloak of Dreams or Sunbeam (tough choice)
9- Regeneration
(CL 15 with CHA 28, SR 25, AC 32)

Maybe give up Powerful Shape since it seems like you want to be a more efficient summoner than a WildShape warrior?

All those SLA do sound pretty good for the cost of a feat and a spell. I could even take it at lv5, and delay something else. Do you summon it for every fight? Or just once a day?

And I think you're right about that, I just don't want to be useless if I need to melee something.


Difficult to summon for every fight if you're keeping it up to your highest summon nature's ally level. Maybe if you memorize summon nature's ally N once and use pearls of power? (I don't think those work if you spontaneously cast it.) But the duration is enough that you can often carry the summon over to multiple challenges.


blahpers wrote:
Difficult to summon for every fight if you're keeping it up to your highest summon nature's ally level. Maybe if you memorize summon nature's ally N once and use pearls of power? (I don't think those work if you spontaneously cast it.) But the duration is enough that you can often carry the summon over to multiple challenges.

Pearls of power are used to restore a prepared spell after it's been used. So I don't see an issue there.


Quote:
Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast.

After it's been cast. If you burn the slot for some other reason (such as to cast a different spell), that no longer fits the item's ability description.


blahpers wrote:
Quote:
Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast.
After it's been cast. If you burn the slot for some other reason (such as to cast a different spell), that no longer fits the item's ability description.

That just sounds like splitting hairs to me. But if it doesn't work, I can always prepare summon natures ally like you said.


I'm thinking something like this for a T-Rex.

1 Improved Natural Attack
2 Power Attack
5 Dirty Fighting
8 Improved Grapple
10 Greater Grapple OR Vital Strike
13 Greater Grapple OR Vital Strike
16 Furious Focus?
18 Improved Vital Strike

By 10th lv, with dirty fighting, improved grapple, and flanking, it should have +16 to hit, and +20 to grapple. But this is without any equipment or buffs, so it will be higher in play.

Lantern Lodge

Azurespark wrote:

Still haven't decided on a natures bond yet, that might depend on what the others choose. But hows this?

Half Orc Druid (Saurian Shaman archetype)
Alternate Racial Traits: Sacred Tattoo, Shaman's Apprentice
Str 16 Dex 14 Con 14 Int 12 Wis 15 Cha 7 (All boosts to Wis)

Traits: Fate's Favored, Boarded in Mwangi Expanse (campaign trait)

1 Spell Focus: Conjuration, Endurance (bonus)
3 Augment Summoning
5 Superior Summoning OR Craft Wondrous
7 Natural Spell
9 Planar Wild Shape OR Powerful Shape, Power Attack OR Vital Strike (bonus)
11 Divine Interference
13 Planar Wild Shape OR Powerful Shape, Power Attack OR Vital Strike (bonus)
15 Quicken Spell

I think this should give me a nice balance between summoning, combat, and casting feats. I might take craft wondrous if necessary, otherwise I'll go for superior summoning.

I still need to look through the combat feats available, to see if a dip in brawler would be worth it.

If you plan to be a mix of caster + close combat, you may want to consider dropping all the summon feats.

You need quite a number of summon feats to get only a modest bonus to summoning.

Summons by themselves are already very useful by themselves.

You could instead focus on combat feats and use summons in battle to soak up enemy attacks instead.


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I just want to thank everyone that has provided advice. So thank you.

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