Gearing a Druid


Advice


I'm looking for help gearing and/or tweaking a Druid PC for Carrion Crown. Any helpful suggestions are welcome.

CHARACTER:
Demi Hyska

F 31 Human Druid (Ancient Guardian) 11
NG M Humanoid (Human)
Init +3; Senses Darkvision 60 ft; Perception +25

DEFENSE:

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 74 (11d8+22)
Fort +10, Ref +7, Will +17; +4 vs. Enchantments.

OFFENSE:

Speed 30 ft.
Unarmed +6/+1 (1 non-lethal)
Special Attacks: aura of protection 11 rounds/day, dispel hostility (DC 21), resistant touch 9/day, wild shape 5/day
Druid Spells Prepared (CL 11th; concentration +15)

6th—antimagic field, mass bear's endurance, sirocco
5th—communal air walk, fire snake, spell resistance (D), wall of light
4th—dispel magic (4), spell immunity (D)
3rd—communal resist energy, cure moderate wounds, greater longstrider, protection from energy (D), stone shape
2nd—barksin (2), bear's endurance, burst of radiance (2), shield other (D), summon swarm
1st—featherstep, heightened awareness, obscuring mist (2), sanctuary (DC 17)(D), tears to wine (2)
0th (at will)—create water, detect magic, mending, purify food and drink

(D) domain spell; Domain: Protection

TACTICS:

During Combat Demi remains in bat form as per wild shape, using her size as a defensive advantage while she casts buff spells on her allies and battlefield control spells when necessary. When fighting vampires, she casts aqueous orb when she believes it would destroy the target (down to a third or fewer hit points).

STATISTICS:

Str 7, Dex 12, Con 14, Int 14, Wis 22, Cha 14
Base Atk +8; CMB +6; CMD 17

Feats
Noble Scion (of Peace)
Noble Stipend
Heighten Spell
Natural Spell
Flyby Attack
Preferred Spell (Aqueous Orb)

Skills
Bluff +15
Climb +2
Diplomacy +14
Fly +15
Handle Animal +6
Heal +10
Intimidate +4
Knowledge (Geography) +6
Knowledge (Nature) +16
Knowledge (Nobility) +8
Perception +25
Perform (Oratory) +9
Sense Motive +25
Spellcraft +16
Stealth +15
Survival +11
Swim +2
Use Magic Device +3

Languages Common, Druidic, Hallit, Varisian

SQ
Human- Dimdweller
Druid- Nature Sense, Venom Immunity, Wild Shape 5/day
Ancient Guardian- Ancient Arms, Ancient Ways, Community Bond (Protection), Dispel Hostility, Patience of Nature, Unimpeachable

Traits
Hedonistic [drawback]
Auspicious Tattoo [Race; Human],
Chance Savior [Campaign;Carrion Crown],
Wiscrani Ear [Social]

Gear:

Armor: +1 Wild Leaf Armor (NG-aligned), 11,700 gp
Belts: Belt of Mighty Constitution (+4, NG-aligned), 11,200 gp
Body:
Chest: Vestment, Druid’s (NG-aligned), 2,625 gp
Eyes: Eyes of the Eagle (NG-aligned), 1,750 gp
Feet:
Hands: Gloves, Apprentice’s Cheating (NG-aligned), 1,540 gp
Head:
Headband: Headband of Mental Prowess (+2 Int & Wis, NG-aligned), 7,000 gp
Neck: Aegis of Recovery (NG-aligned), 1,050 gp
Ring 1: Ring of Eloquence (NG-aligned), 2,450 gp
Ring 2: Ring of Invisibility (Shared), 6,000 gp
Shield:
Shoulders:
Wrists:
Slotless:
Minor Bag of Holding - 1,000 gp
Traveler’s Any-Tool - 250 GP

Remaining gp - 35,435 gp

PC Gear 82,000 gp

Grand Lodge

Cloak of resistance
Scrolls, wands and potions.
First aid glove as a group purchase
Metamagic rods persistent aqueous orb is much much better. Extend would be great.
Circlet of persuasion. Or a lore neddle depending on the need for knowledge checks in your group.

Make the head band +4 wis and buy the 8000gp in ioun stone.
Cracked Vibrant Purple ioun stone spell storing level 1.
Cracked dust rose +1 init

Master work tools
Something made of griffyn fur +2 fly
Ioun stones for saves, and AC.

Polymorphic pouch
Evergreen seed pouch.


First, thank you for making some suggestions and getting a discussion going on potential buys.

Grandlounge wrote:
Cloak of resistance

I don't think this is a good buy for a character with the protection domain. Resistance bonuses don't stack, iirc. She already has a +2, +3 next level. Best not to waste the funds.

Grandlounge wrote:
Scrolls, wands and potions

but of what...?

Grandlounge wrote:
First aid glove as a group purchase

I think she's planning on a wand of cure light for post combat healing, but there's also a cleric in the group for those high-level spells.

Grandlounge wrote:
Metamagic rods persistent aqueous orb is much much better. Extend would be great.

Being in bat form, I suppose someone would have to hold the rod for her, but a persistent rod could be really helpful. Extend is just overkill since the spell already lasts 11 rounds, which is significantly longer than most combats I've been in. Is 9k worth disadvantage on the opponents save?

Grandlounge wrote:
Circlet of persuasion. Or a lore neddle depending on the need for knowledge checks in your group.

She's not a charisma-powered character and she's definitely not a fan of per day abilities when she has to pick when to use it vs a potentially better time later. Just not her playstyle, but I think the lore needle would be great for my character. I may have to free up some loot.

Grandlounge wrote:

Make the head band +4 wis and buy the 8000gp in ioun stone.

Cracked Vibrant Purple ioun stone spell storing level 1.
Cracked dust rose +1 init

+4 Wis headband would grant +1 3rd level spell slot/day, +1 spell DC, and +1 to wis skills. Would that be worth losing 11 ranks in one skill, -1 to int-based skills, and spending 6k gp?

An extra 1st level utility spell for 2k gp is a good idea.
The cracked dusty rose ioun stone might be better as a tattoo, considering she spends most of her time in bat form.

Grandlounge wrote:

Master work tools

Something made of griffyn fur +2 fly
Ioun stones for saves, and AC.

Masterwork tools for...?

What book is the griffyn fur from?

Grandlounge wrote:


Polymorphic pouch
Evergreen seed pouch.

She's tied closely with a PC carrying a Handy Haversack. Do you think the Polymorphic pouch is worth the 5k gp investment?

We were looking at the Evergreen seed pouch before, but with the spells she's selected, I don't think it would be that useful. What would you suggest she do with it if she bought one?

Grand Lodge

Kai_G wrote:

First, thank you for making some suggestions and getting a discussion going on potential buys.

Grandlounge wrote:
Scrolls, wands and potions

Cure spells, remove spells, protection from ____, comp Lang, endure elements, air bubble, water breathing, invisibility sphere, city touch of the sea, gust of wind, obscuring mist, heighten awareness, honey tounged (pali), long strider, pass without a trace. It hard to give direction because a lot depends on play style and crazy plans the group comes up with.

Grandlounge wrote:
First aid glove as a group purchase

Cure wand is great a potion of a higher level cure spell is good the gloves are for breath of life. You wantn2 people in a group to be able to take care of that.

Grandlounge wrote:
Metamagic rods persistent aqueous orb is much much better. Extend would be great.

Use extend for buff of minute per level, 10 min per level and 1 hour per level. To stretch those spell slots. Barkskin is an obvious choice. Also get some anointing oil +1 caster level to those buffs.

9000 for the equivalent to +4.5 to saves is great value.

Grandlounge wrote:
Circlet of persuasion. Or a lore neddle depending on the need for knowledge checks in your group.

She has a lot of ranks in diplomacy which is a great idea but I would spend some cash to bring the score up and a bump to umd is great.

Grandlounge wrote:

Make the head band +4 wis and buy the 8000gp in ioun stone.

Cracked Vibrant Purple ioun stone spell storing level 1.
Cracked dust rose +1 init

Ioun stones are fine around a bat head unless you don't like the style. The headband brings down the cost of the +6 as well and the build wants good dcs. You can get the skills back with and 8000gp ioun stone as I mentioned.

Master work tools for can be made for any skill see adventurer's armory 2.

Griffon mane ultimate equipment

The handy haver sack melds into her body when she transforms the polymorphic pouch does not. For me that is worth it so I can transform in a battle.

Hope that helps. Was rushed phone is dying.


Grandlounge wrote:


Ioun stones are fine around a bat head unless you don't like the style. The headband brings down the cost of the +6 as well and the build wants good dcs. You can get the skills back with and 8000gp ioun stone as I mentioned.

The handy haver sack melds into her body when she transforms the polymorphic pouch does not.

We'll turn the stone into tattoos and that should protect the bonuses even better since she'll be wild shaped. However, since I'm predicting we'll be seeing a lot of undead during the adventure, I'm worried their immunities will make boosting save DC's pretty pointless.

The haversack is carried by the humanoid character, not the druid.


Most of her spells aren't effected by undead immunities.

RPG Superstar 2012 Top 32

Rods of Extend Spell are great for druids. They have lots of long duration buff spells that can often be extended to 24 hours.

Your AC seems really low for 11th level. Everything to boost that would be a good idea. A Lesser Rod of Extend Spell can help with that too (barkskin, cat's grace, etc.).


Chromantic Durgon <3 wrote:
Most of her spells aren't effected by undead immunities.

Are you referring to her spells listed above or the druid spell list in general? Undead immunities are pretty broad.

"Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)."


SmiloDan wrote:

Rods of Extend Spell are great for druids. They have lots of long duration buff spells that can often be extended to 24 hours.

Your AC seems really low for 11th level. Everything to boost that would be a good idea. A Lesser Rod of Extend Spell can help with that too (barkskin, cat's grace, etc.).

Her AC in bat form is 23, before buff spells. With buffs, I imagine she'll get into the high 20's.


Mage armor wand (hand to party mamber) +4

Barkskin +4


Rime metamagic rod.


blahpers wrote:
Rime metamagic rod.

Do you have a specific spell(s) in mind for this? Otherwise, this sounds like a terrible idea.


BigNorseWolf wrote:

Mage armor wand (hand to party mamber) +4

Barkskin +4

Mage armor doesn't stack with the +1 Wild armor and has the same armor bonus. Using a wand would either eat into the group's action economy or be really expensive to maintain for more than an hour at a time.

Grand Lodge

Some basic offensive level one spells unaffected by undead immunities. There are extensive list at every level. One and two are the hardest for caster druids.

Level one:
Cure light
Entangle
Snowball
Magic fang
Decompose Corpse
Produce flame
Faerie Fire
Hydraulic Push
Obscuring Mist
Produce Flame
Shillelagh
Thunderstomp

Mage armor should not waste action economy as you should be a very compontent scout. You should have an idea that a fight is within an hour of your location. You are also a casting druid so you should have a perception that requires invisibility for you to be caught unaware. And, even with that you should often have echolocation up a lot of the time. Your armor cost ask much as 21 wand or 42 crafted wands. Just some food for thought.

Have you been playing this character? What is the current level?


Kai_G wrote:
blahpers wrote:
Rime metamagic rod.
Do you have a specific spell(s) in mind for this? Otherwise, this sounds like a terrible idea.

Adding multi-round entangled with no saving throw to any target affected by your ice storm, flurry of snowballs, and so on without affecting your allies is a solid way to mix control with blasting. Doing it without costing a spell level is even better.


Kai_G wrote:
Chromantic Durgon <3 wrote:
Most of her spells aren't effected by undead immunities.

Are you referring to her spells listed above or the druid spell list in general? Undead immunities are pretty broad.

"Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)."

Above, most of her spells don't care about those immunities, heck a lot of them don't even target enemies.

Although the Druid spell list shouldn't really struggle to get around undead, mesmerists and witches are the ones that really struggle with that.


Yeah, I'm going to suggest something simple and expensive. +6 headband of wisdom. You are clearly a casting oriented character as you have no physical stats to speak of. Sell your old headband and buy this, then as was suggested earlier buy an ioun stone of int+2. You asked if this was worth it. Yes. It's completely worth it even if you couldn't get a bonus to int another way. Spells is how you contribute to the party in combat, this is an AP there is lots of combat. I know, I played it.

Did you roll stats? Because you have an 18 point buy which is weird.


Hogeyhead wrote:

Yeah, I'm going to suggest something simple and expensive. +6 headband of wisdom. You are clearly a casting oriented character as you have no physical stats to speak of. Sell your old headband and buy this, then as was suggested earlier buy an ioun stone of int+2. You asked if this was worth it. Yes. It's completely worth it even if you couldn't get a bonus to int another way. Spells is how you contribute to the party in combat, this is an AP there is lots of combat. I know, I played it.

Did you roll stats? Because you have an 18 point buy which is weird.

The 36k price tag for +1 DC, +1 4th level spell slot, and +1 Wis-based skills is NOT worth it at 11th level.

15 point buy modded for listed gear.


Chromantic Durgon <3 wrote:


Above, most of her spells don't care about those immunities, heck a lot of them don't even target enemies.
Although the Druid spell list shouldn't really struggle to get around undead, mesmerists and witches are the ones that really struggle with that.

We selected her spells to avoid saves, since the typical saves of enemies around CR 10 make most caster's spells into 50/50 shots. As a player that is new to casting, buffing seemed an appropriate choice.


blahpers wrote:
Kai_G wrote:
blahpers wrote:
Rime metamagic rod.
Do you have a specific spell(s) in mind for this? Otherwise, this sounds like a terrible idea.
Adding multi-round entangled with no saving throw to any target affected by your ice storm, flurry of snowballs, and so on without affecting your allies is a solid way to mix control with blasting. Doing it without costing a spell level is even better.

This tactic relies on the spell dealing cold damage. Since many undead around CR 10, including the vampires that live under Caliphas, have Cold Resistance 10, you are VERY UNLIKELY to deal enough to trigger the Rime Spell metamagic even after expending the charge.

Grand Lodge

Kai_G wrote:
Hogeyhead wrote:

Yeah, I'm going to suggest something simple and expensive. +6 headband of wisdom. You are clearly a casting oriented character as you have no physical stats to speak of. Sell your old headband and buy this, then as was suggested earlier buy an ioun stone of int+2. You asked if this was worth it. Yes. It's completely worth it even if you couldn't get a bonus to int another way. Spells is how you contribute to the party in combat, this is an AP there is lots of combat. I know, I played it.

Did you roll stats? Because you have an 18 point buy which is weird.

The 36k price tag for +1 DC, +1 4th level spell slot, and +1 Wis-based skills is NOT worth it at 11th level.

15 point buy modded for listed gear.

Why? What would you give up to get this? Two things need to be compared to determine if it is right for a build.


Kai_G wrote:
blahpers wrote:
Kai_G wrote:
blahpers wrote:
Rime metamagic rod.
Do you have a specific spell(s) in mind for this? Otherwise, this sounds like a terrible idea.
Adding multi-round entangled with no saving throw to any target affected by your ice storm, flurry of snowballs, and so on without affecting your allies is a solid way to mix control with blasting. Doing it without costing a spell level is even better.
This tactic relies on the spell dealing cold damage. Since many undead around CR 10, including the vampires that live under Caliphas, have Cold Resistance 10, you are VERY UNLIKELY to deal enough to trigger the Rime Spell metamagic even after expending the charge.

Your char, your call.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Gearing a Druid All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice