Need help for a level 12 mythic rank 3 druid


Advice


The title says all. I need a solid build for a driud in a mythic campaign but I dont know much about divine spellcaster builds and druids are divine spellcaster.

The character will be played by my fiancee and she also dont know much about druids(it will be her first). She wanna try one.

Bp is 30 for the first level and only classic races allowed


Do you want to be focused on casting or physical combat or have a bit of both?


She said to me that she want to focus more on the spellcasting


Druids are a pretty complex class to play. First of all they are prepared divine caster which means they have access to their entire spell list, but have to choose which spells to memorize every day. They can spontaneously convert any spell to a summon natures ally of the equivalent level. This will at least mean even if she chooses the wrong spells to memorize she can at least do something with it. But her effectiveness will be much greater if she memorizes spells that are appropriate to what is going on. This means she needs to be familiar with most if not all her spells. This can be a very difficult thing for someone who is new to the class.

Druids also have a lot of class abilities so she will need to be aware of these to be effective. Probably the most important is going to be Wild Shape. If she is concentrating on being a caster her physical stats are probably low so she will not be using wild shape for direct combat. Her best bet is to make sure she has the feat natural spell and use Wild Shape to keep herself safe in combat. Instead she turns into something that will give her maneuverability that will not be noticed and cast spells. A druid in the form of a small bird raining down destruction with spells is a very good strategy.

Have her concentrate on summoning. Take the feats Augmented Summoning, and Superior Summoning. Pick up Mighty Summons as a path ability to get even more use out of your summons. This will require her to be familiar with what she can summon. She should have a sheet with the stat blocks of the things she will be summoning including the boosts from Augmented Summoning. Also have one with the Mythic templates from Mighty Summons so she has all the information she needs available without having to waste game time looking it up.

Hierophant is probably the best path for a caster druid. Inspired Spell is her best bet for a divine surge. Mythic Natural spell will allow her to use spell completion and spell trigger items while in wild shape. It allows her to use the items even when they are merged with her from changing shape. Mythic Wild Shape would allow her unlimited uses of wild shape for one form. Choose a bird so she can always fly above the battle and cast. Faith’s reach gives all her touch spells a range of 30’.


Well one quick thing that a high level caster druid might really like to do is take a Ring of Tactical Precision and key it to the Share Spells teamwork feat. You then give the ring to someone, now you can share even personal spells with your teammates, spells like Tree Stride, or Resinous Skin, or Greater Longstrider, or Greater Animal Aspect, or polymorph spells, plus others.
Heck, get 2, or even 3 rings and share them around with the party. However, you probably only need 1 as after the spell is cast, you can take the ring off (unless its a polymorph spell) and the spell still remains.
If you need me to lay out the process to make this work for you, I can. Its slightly convoluted.

Also, since you are 3rd Mythic tier, consider the Enduring Blessing ability in the Heriophant path. It allows some spells that you can cast on people to last a full day. It is limited to 10 min/lvl spells but granting someone 24 hour Freedom of Movement or Air Walk, or Resinous Skin can be very, very nice :)

Next, Wild Shape. By 12th level you can get some VERY nice wild shape forms, and they would last a long 12 hours. You also have access to some Wild Shape boosting items/abilities such as the Planar Wild Shape feat, or the Mythic Powerful Shape feat, or the Mask of Giants magic item (which is an amazing item with the Pack Wild Shape below!).

To add to this, you can take the Hierophants/Guardians Pack Wild Shape ability for some amazingly potent combos. Transforming the entire party into Air Elementals gives the party flying, or Earth Elementals for Earth Gliding. If you have a Fighter or Barbarian in your party, I am sure that he would be thrilled to have a +8 Size bonus to his Strength and, +4 to his Con and +6 to his NA for SIX hours. Its even better if he uses natural attacks as you can give some very nice animal forms. Also, if you take the Mask of Giants above, you can grant Giant forms, which retain the ability to wield weapons, which the Fighter would love >:)
Note that Pack Wild Shape grants your allies ALL of the benefits that you would gain, so that includes feats, items and abilities above.
And its super versatile, so don't be afraid to end a Wild Shape early so that you can apply a more advantageous form now, or to only affect 1 or 2 other allies with it. Wear some Druids Vestments for an extra use.
Also, take the Path Dabbling->Guardian->Partial Transformation ability to retain use of your hands while Wild Shaping and then pass that along to your allies so that your Wizards can keep casting in Air Elemental form and your Fighters can keep their Uber Sword of Uberness while being turned into a T-Rex...

Next, read through the list of Mythic Druid spells found Here. They are generally a good bit stronger or even much more powerful then their base spells and you may find something very much to your liking in them. If so, it may be worth taking the feat/ability to cast Mythic Spells.
One example is Greater Mythic Magic Fang which can turn up to four natural attacks into +3 Flaming weapons :S
Round 1, Wildshape into large Lion, gain +4 Str, bite, 2 claws, rake and pounce. Transform ally into a large Lion as well.
Round 2, cast Mythic Greater Magic Weapon giving your ally 3 +3 Keen claws and a +3 Keen bite. Heck, you can do this in 1 round if you use Amazing Initiative :P
Mythic Move Earth can be a FANTASTIC battlefield control spell, as a Full round spell you can create walls, tunnels and forcibly move enemies around with no save >:)

Also ask your GM if you can take the Mythic versions of Beast Shape/Elemental Form and use them with your Wild Shapes. If you can, then your Wild shapes just got a massive boost, and you can share those with your allies :).

Lastly, with a massive 30pb and stat boosts from Mythic, maybe consider building a Save-or-Suck/Die Druid? You can get a pretty massive Wis stat and then take Mythic feats such as Mythic Spell Focus and the Eldritch Breach ability combined with Mythic spells to make a very potent SoS caster.
Might be interesting if you are desiring a more direct caster :)

Edit: a VERY KEY point that I forgot to mention is your Swift action economy. One thing Mythic does to limit its power is to make many things use Swift actions, that way you can only use 1 of them in a given round.
Because of this it is important to write a small chart during character creation that lists all your Swift actions and decide which ones you are going to most likely use.
For example, an Archmage takes the Arcane Surge and Mirror Dodge abilities. He plans on using the Arcane Surge ability to cast as many spells as often as he can.
Problem is, for every round he uses Arcane Surge, he cannot use Mirror Dodge, and most of the time he wants to Arcane Surge.
For him Mirror Dodge is probably wasted and should probably be traded for something else :p


Gobo Horde wrote:
Also, take the Path Dabbling->Guardian->Partial Transformation ability to retain use of your hands while Wild Shaping and then pass that along to your allies so that your Wizards can keep casting in Air Elemental form and your Fighters can keep their Uber Sword of Uberness while being turned into a T-Rex...

Your wizards can already keep casting in air elemental form - they're capable of speech and can be humanoid enough to wield weapons. That's what makes elemental wild shape forms so great!


Move Earth is not a spell that takes 10 minutes to cast? How can you reduce its casting to one full round action?


xt160527 wrote:
Move Earth is not a spell that takes 10 minutes to cast? How can you reduce its casting to one full round action?

Mythic Move Earth allows you to move a smaller chunk of earth at a significantly reduced casting time. Normal Move Earth takes 10 minutes to move 150 square feet. Mythic version moves 25 square feet in 1 full round. Both are still limited to the max 750 square feet total so the normal version could cast it with a maximum casting time of 50 minutes, moving 150ft every 10 minutes. Mythic version could cast it with a maximum casting time of 5 minutes, moving 25ft every round.

Once you have moved the earth in a given round, you do not have to keep casting it, and if you stop casting it some time in the middle, then the previous earth does not revert back to its original location.

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