druids they need feats.


Pathfinder First Edition General Discussion


Anyways i got to pick for feats for a druid. I am making him a fireball druid because fire rocks. What are some key feats for a lvl 6 druid to have? Otherwise I would go with natural spells, improved initiative, eschew materials, and energized wild shape.

Way too many feats, man! way too many!


Don’t waste a feat on eschew materials. If your GM is a stickler just buy what you need in town. If you want to blast, get spell focus evocation, spell penetration etc.

Energized wild shape is working at cross purposes if you want to be a caster Druid. Best to pick one area and concentrate on it, else you are kinda meh at everything.


Well you have a limited ammount of spells per day. Wouldn't it be good to have a fall back plan? Instead of I cast "fist" ineffectively!


And if I take on a cat form I can pounce elemental claw, elemental claw, bite, and elemental claw rake x2. I should hit with one of those attacks.


If you are going to fight while wildshaped, I would recommend a 1 level dip in ranger and take shapeshifting hunter. This will give you full ranger favored enemy.

And you can only cast fireball from domain slots (it's not a druid spell), so you can only cast it once per day (or more using level 4-9 domain slots).


Spells per day shouldn't be a problem. You should be using a spell every turn and you eventually get a ton of spells. Fire magic is usually AoE as well, hitting multiple targets, so if there is only one enemy left, it isn't worth it to use a spell.

Silver Crusade

pogie wrote:
Best to pick one area and concentrate on it, else you are kinda meh at everything.

The guides always suggest this but I don't think they're necessarily right. It depends on circumstances.

In PFS there is HUGE value to having a versatile druid. One who is a decent to good spell caster, damage dealer, tank, scout, etc.

In a campaign with a very well defined group the value of versatility is definitely reduced. IF the group has all the bases covered well then often concentrating on melee or casting makes a great deal of sense. But if you have a (usually small) group then versatility can again become very useful. With a small group sometimes you need to be able to step in to fill an unusual role. You're hit on all sides and need a secondary front liner, your wizard just went down and you desperately need a control spell to stop the bad guys from overwhelming you as you regroup, etc etc etc.


It really depends on what you want to do. There's not really any feats that ALL druids need to get. Some might be awesome for wildshaping druids but kind of pointless if you're planning on sitting back and casting spells and vise versa.

fireball druid says to me that you want to be a spell caster. So I would look at feats that improve you're spell casting ability.

Varisan tattoo, Spell Specialization, Spell penetration, intensify spell, etc.

Greater Spell Specialization will allow you to cast fireball more than once per day since it since it allows you to cast the spell spontaneously.

The natural spells feat can be great if you're trying to use your wildform to keep a safe distance while you cast spells. Wild Speech can also be useful so you can still communicate with your party while you're wildshaped.

trying to mix offensive magic and melee is a challenge because you either have to cast defensively or you end up provoking from the enemy. Even Magus's have to cast defensively, they just get a bonus to the check on top of feats. That's why if a druid is going the melee route they tend to focus more on buffs and heals which get used before and after combat respectively.

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