2020-09-07 00:18:31 +00:00
|
|
|
---
|
|
|
|
tabtitle: "Pathfinder: Let's Make a Druid"
|
|
|
|
title: "Pathfinder Characters: Let's Make a Druid"
|
|
|
|
topics: [gaming]
|
|
|
|
pub: "2020-09-05"
|
|
|
|
short_desc: "One of my favorite activities is creating characters. I love
|
|
|
|
theory crafting, pouring through source material, and setting limits. While
|
2020-09-07 22:14:43 +00:00
|
|
|
I've made many, many characters, one class I haven't touched is druid."
|
2020-09-07 00:18:31 +00:00
|
|
|
---
|
|
|
|
|
|
|
|
# Let's Make a Druid
|
|
|
|
|
|
|
|
Pathfinder has been the tabletop game of choice for my longest-running group.
|
|
|
|
One of my favorite activities is creating characters. I love theory crafting,
|
|
|
|
pouring through source material, and setting limits. While I've made many,
|
|
|
|
_many_ characters, once class I haven't touched is druid. The first character I
|
|
|
|
ever made, back in a D&D Second Edition, was a druid. I don't remember much from
|
|
|
|
that character, except that I had a double-scimitar (think Darth Maul
|
|
|
|
lightsabre, but scimitars). Since that, I haven't done much with druids, which I
|
|
|
|
think is a shame, because it's a fascinating class that ticks many of the boxes
|
|
|
|
I look for in a character. I love characters with options, that require a bit of
|
|
|
|
mastery to play. Many characters I like the most are multi-classed, mixing
|
|
|
|
spellcasting with melee combat. Some classes, though, provide all this
|
|
|
|
out-of-the-box. From the core book, both cleric and druid satisfy my demands. I
|
|
|
|
hold, still, that cleric is the most powerful class. I had this belief in D&D
|
|
|
|
Third Edition, and I carry it forward into Pathfinder and D&D Fifth Edition.
|
|
|
|
That's a topic for another post, though.
|
|
|
|
|
|
|
|
## Concept
|
|
|
|
|
|
|
|
All of my characters come from a concept. Sometimes the concept is really
|
|
|
|
straight forward: I want a "realistic" fighter. I want a "proper" Eldritch
|
|
|
|
Knight. Sometimes, the concept is more story based, as is the case with this
|
|
|
|
druid. I read a story about a moose in Alaska that ate some apples which had
|
|
|
|
fermented, and wandered into a town drunk. I thought, "that would make a fun
|
|
|
|
animal companion!", and thus the idea for a druid. The full backstory for the
|
|
|
|
character will be around here somewhere. For now, I'll spend the rest of this
|
|
|
|
post focusing on the build.
|
|
|
|
|
|
|
|
## Build
|
|
|
|
|
|
|
|
Drunk moose. Drunk... spirit moose! OK, now we're getting somewhere. As I
|
|
|
|
fleshed out the story, and spoke with a friend about druid, I liked the idea of
|
|
|
|
dipping one level in barbarian, then continuing with druid. That one level gets
|
|
|
|
me quite a bit: d12 hit dice (and max at first level!); +1 BAB; +10 movement
|
|
|
|
speed; and rage. The biggest downside is a delay in spellcasting, but I think
|
|
|
|
it's a fair trade-off. Considering the build is equally focused on spellcasting
|
|
|
|
and melee combat, the rage will provide an additional resource where spells and
|
|
|
|
standard attacks may not be sufficient. Obviously, druid will be our favored
|
|
|
|
class.
|
|
|
|
|
|
|
|
```
|
|
|
|
Barbarian 1, Druid X
|
|
|
|
```
|
|
|
|
|
|
|
|
## Skills
|
|
|
|
|
|
|
|
Druid's aren't reknown for being particularly skillful, but they get some great
|
|
|
|
class skills. Of note, we get Handle Animal, Heal, Knowledge(Nature),
|
|
|
|
Perception, and Survival. At 4+INT skill points, we can reliably grab most of
|
|
|
|
these. Throw a point of two into Fly, Climb, and Swim, and between having a
|
|
|
|
great strength, and wild shape, we can deal with whatever obstacles those skills
|
|
|
|
require.
|
|
|
|
|
|
|
|
```
|
|
|
|
Handle Animal
|
|
|
|
Heal
|
|
|
|
Knowledge (Nature)
|
|
|
|
Perception
|
|
|
|
Survival
|
|
|
|
```
|
|
|
|
|
|
|
|
## Race
|
|
|
|
|
|
|
|
Pathfinder has no shortage of races to choose from. For most of my builds, I try
|
|
|
|
to stick to the "basics" provided in the Core Rulebook, but I also allow myself
|
|
|
|
the Advanced Race Guide races. For this build, though, mostly due to the
|
|
|
|
backstory/concept, I went human. We'll opt for a bonus HP each level in druid,
|
|
|
|
for our favored class bonus.
|
|
|
|
|
|
|
|
## Feats
|
|
|
|
|
|
|
|
Human gets a bonus first level feat, then all characters get a first level feat.
|
|
|
|
I tend to make characters for whatever level our campaign is at, and for now
|
|
|
|
that's 8th level. That gives me five feats total. At fifth level, I'm taking
|
|
|
|
Natural Spell. Since I'm a melee bruiser, I'm interested in Power Attack, Vital
|
|
|
|
Strike, Toughness, and Powerful Shape, but I can't get the last one just yet.
|
|
|
|
Druids are fantastic summoners, and it's very tempting to pick up Augmented
|
|
|
|
Summons. For this build, though, it's a two feat investment for a strategy I
|
|
|
|
won't be using much. For first level, I went with Toughness and Power Attack. As
|
|
|
|
a first level barbarian, those two feats give me a lot of staying power. As a
|
|
|
|
druid, my BAB won't progress as strongly, but in wild shape it can give me a lot
|
|
|
|
of damage. Combined with vital strike, certain shapes will give me a single,
|
|
|
|
"two-handed" attack for a significant amount of damage at a good attack bonus.
|
|
|
|
|
|
|
|
Thematically, I've opted for the feat Spirit's Gift. It fits my drunken spirit
|
|
|
|
moose concept perfectly.
|
|
|
|
|
|
|
|
That leaves level 7. The aforementioned vital strike could be a great option.
|
|
|
|
There's also furious focus: for a single, two-handed power attack, remove the
|
|
|
|
power attack penalty. Since we'll be taking advantage of our animal companion,
|
|
|
|
there's also the option for teamwork feats. Animal companions get feats, too,
|
|
|
|
and there are a few in particular that would work very well: Shake It Off would
|
|
|
|
give us both +1 on all saves; Improved Spell Sharing would let me share buffs
|
|
|
|
better; and then there are the charges. These interested me. I need to step back
|
|
|
|
briefly to consider the animal companion, so we'll leave our feats in an
|
|
|
|
undecided state for now.
|
|
|
|
|
|
|
|
```
|
|
|
|
Bonus: Toughness
|
|
|
|
Lvl 1: Power Attack
|
|
|
|
Lvl 3: Spirit's Gift
|
|
|
|
Lvl 5: Natural Spell
|
|
|
|
Lvl 7: ???
|
|
|
|
```
|
|
|
|
|
|
|
|
## Animal Companion
|
|
|
|
|
|
|
|
By now it should be clear this is not really a min-max guide. There are plenty
|
|
|
|
of guides that exist already for that sort of build; I'll link a few I've
|
|
|
|
referenced below. In those guides, animal companion choses are pretty clear:
|
|
|
|
take a wolf/dire wolf if you want to be a trip artist; take a big cat for
|
|
|
|
superior damage; take one of any number of dinosaurs for superior options. No
|
|
|
|
where is a moose mentioned, because they're not "optimal." That's fine. I don't
|
|
|
|
want optimal, I want drunken spirit moose.
|
|
|
|
|
|
|
|
Moosen start off pretty bland. They don't get any special attacks, they're
|
|
|
|
medium size, an average AC, an average attack, and relatively low damage. At
|
|
|
|
level 7, they get significantly better: large size; better AC; better damage,
|
|
|
|
and powerful charge. For this build, I'll focus on charging. Both I and the
|
|
|
|
moose will charge hard into whatever enemy we want to focus first. With some of
|
|
|
|
the team work feats alluded to above, we can emphasize significant bonuses and
|
|
|
|
improvements to charging.
|
|
|
|
|
|
|
|
If I wanted to change this to a more optimal build, I'd probably go for an axe
|
|
|
|
beak. It could be the in-universe thematic equivalent of a moose. Qwark.
|
|
|
|
|
|
|
|
## Feats, Completed This Time
|
|
|
|
|
|
|
|
In addition to my feats, I get feats for my animal companion. At character level
|
|
|
|
8, I'm a 7th level druid, which means my animal companion gets 3 feats, with a
|
|
|
|
4th coming next level. The charge feats I'm considering would be 3 feats
|
|
|
|
minimum: 2 teamwork feats, and then Coordinated Charge. The requirements for
|
|
|
|
Coordinated Charge are 2 teamwork feats, and a BAB +10. My animal companion, of
|
|
|
|
any flavor, won't have that until level 17! That's a bit of a downer, but there
|
|
|
|
are some other interesting ones that lead up to it nicely. Distracting Charge
|
|
|
|
would give either my moose or me a +2 to hit against the target of a charge.
|
|
|
|
Intercept Charge could provide significant defensive benefits, though neither my
|
|
|
|
moose nor I are particularly defensive oriented. Shake It Off would give Moose
|
|
|
|
and Me +1 on all saves while we're adjacent. And Improved Spell Sharing helps
|
|
|
|
with buffing. The one thing about ISS though is the requirements are a bit...
|
|
|
|
odd. It _seems_ to be intended for use by a class that can share their teamwork
|
|
|
|
feats, but I think a discussion with a DM can resolve the issue.
|
|
|
|
|
|
|
|
```
|
|
|
|
Druid:
|
|
|
|
- Bonus: Toughness
|
|
|
|
- Lvl 1: Power Attack
|
|
|
|
- Lvl 3: Spirit's Gift
|
|
|
|
- Lvl 5: Natural Spell
|
|
|
|
- Lvl 7: Improved Spell Sharing
|
|
|
|
|
|
|
|
Moose:
|
|
|
|
- Lvl 1: Toughness
|
|
|
|
- Lvl 2: Weapon Focus (Gore)
|
|
|
|
- Lvl 5: Improved Spell Sharing
|
|
|
|
```
|
|
|
|
|
|
|
|
Looking forward slightly, next level we each get another feat.
|
|
|
|
|
|
|
|
```
|
|
|
|
Druid:
|
|
|
|
- Lvl 9: Powerful Shape
|
|
|
|
|
|
|
|
Moose:
|
|
|
|
- Lvl 8: Improved Natural Attack (Gore)
|
|
|
|
```
|
|
|
|
|
|
|
|
## Gear
|
|
|
|
|
|
|
|
Since we're wild-shaping, we don't need to worry _too_ much about armor and
|
|
|
|
weapon. We can get the benefits of a shield, so we'll want a decent one of
|
|
|
|
those. Ring of Protection (+1) is a standard, and I'll also opt for a Cloak of
|
|
|
|
Resistance (+2). We're a bit MAD (multi-attribute dependent), wanting high
|
|
|
|
strength and wisdom primarily, with good dexterity and constitution still. I'll
|
|
|
|
take a Headband of Inspired Wisdom (+2), and a Belt of Physical Prowess
|
|
|
|
(Strength and Constitution +2). In exchange for a weapon, I'll pick up an Amulet
|
|
|
|
of Mighty Fists (+1). Finally, because wild shape is so important, we'll pick up
|
|
|
|
Druid Vestments, which give us an extra wild shape use per day.
|
|
|
|
|
|
|
|
```
|
|
|
|
Headband of Inspired Wisdom, +2
|
|
|
|
Amulet of Mighty Fists, +1
|
|
|
|
Cloak of Resistance, +2
|
|
|
|
Druid Vestments
|
|
|
|
Belt of Physical Prowess (STR/CON), +2
|
|
|
|
Ring of Protection, +1
|
|
|
|
Heavy Wooden Shield, +1
|
|
|
|
Scimitar
|
|
|
|
```
|
|
|
|
|
|
|
|
I have a mundane item pack I generally pick up as well, which includes things
|
|
|
|
like a mirror, fishing hooks, and the like. Normally it's all in a Handy
|
|
|
|
Haversack, but since I'm shapshifting so often, for the druid that'll shift to a
|
|
|
|
Polymorphic Pouch.
|
|
|
|
|
|
|
|
Also, a Ring of Eloquence is a solid buy, to allow for discussion which
|
|
|
|
shapeshifted.
|
|
|
|
|
|
|
|
## Spells
|
|
|
|
|
|
|
|
Druids have a _lot_ of spell options. We're a melee fighter, so many of our
|
|
|
|
spells will focus on buffing, debuffing, and control. We can also include some
|
|
|
|
out-of-combat utility. There are too many options to list, and again, guides
|
|
|
|
already exist that go through every spell and analyze them. Here are the spells
|
|
|
|
that I'll consider regularly:
|
|
|
|
|
|
|
|
```
|
|
|
|
Level 1:
|
|
|
|
- Entangle [Control]
|
|
|
|
- Faerie Fire [Control][Debuff]
|
|
|
|
- Frostbite [Buff][Damage][Debuff]
|
|
|
|
- Goodberry [Utility]
|
|
|
|
- Longstrider [Buff]
|
|
|
|
- Magic Fang [Buff]
|
|
|
|
- Mudball [Damage][Debuff]
|
|
|
|
- Thorn Javelin [Damage][Debuff]
|
|
|
|
- Thunderstomp [Control][Debuff]
|
|
|
|
|
|
|
|
Level 2:
|
|
|
|
- Barkskin [Buff]
|
|
|
|
- Lockjaw [Buff][Control]
|
|
|
|
- Natural Rhythm [Buff][Damage]
|
|
|
|
- Resist Energy [Buff]
|
|
|
|
- Sickening Entanglement [Control][Debuff]
|
|
|
|
- Stone Call [Damage][Debuff]
|
|
|
|
- Vine Strike [Control][Damage][Debuff]
|
|
|
|
- Whip of Spiders [Damage][Debuff]
|
|
|
|
- Wilderness Soldiers [Control][Damage]
|
|
|
|
|
|
|
|
Level 3:
|
|
|
|
- Call Lightning [Damage]
|
|
|
|
- Earth Tremor [Damage][Control][Debuff]
|
|
|
|
- Fey Form I [Utility]
|
|
|
|
- Fungal Infestation [Debuff]
|
|
|
|
- Greater Magic Fang [Buff][Damage]
|
|
|
|
- Greater Thunderstomp [Control][Debuff]
|
|
|
|
- Spike Growth [Control][Damage][Debuff]
|
|
|
|
- Thorny Entanglement [Control][Damage]
|
|
|
|
- Vermin Shape I [Utility]
|
|
|
|
|
|
|
|
Level 4:
|
|
|
|
- Aspect of the Stag [Buff][Damage]
|
|
|
|
- Cape of Wasps [Buff][Damage][Debuff]
|
|
|
|
- Echolocation [Buff]
|
|
|
|
- Freedom of Movement [Buff]
|
|
|
|
- Grove of Respite [Utility]
|
|
|
|
- Slowing Mud [Control][Debuff]
|
|
|
|
- Spike Stones [Control][Damage][Debuff]
|
|
|
|
- Strong Jaw [Buff][Damage]
|
|
|
|
```
|
|
|
|
|
|
|
|
## Gameplay
|
|
|
|
|
|
|
|
I've never played this build! I'm sure it could use some modifications. The
|
|
|
|
emphasis on choosing a moose over other animal companions could be a serious
|
|
|
|
hinderance. I think the general play would go like this: buff self, sharing the
|
|
|
|
buffs with my animal companion; enter melee combat, preferably by charging at a
|
|
|
|
target with my animal companion; throw around control and debuff spells as
|
|
|
|
necessary.
|
|
|
|
|
|
|
|
This is very much a first draft, but I think it could be a fun one!
|
|
|
|
|
2021-11-29 01:27:25 +00:00
|
|
|
# Sources
|
2020-09-07 00:18:31 +00:00
|
|
|
|
2021-11-29 01:27:25 +00:00
|
|
|
* [Pathfinder SRD](https://www.d20pfsrd.com/)
|
|
|
|
* [Prometheus Guide to the Druid](https://docs.google.com/document/d/1PXamF43boZgYtCUlyJAMojfrPaAdYyjPOaGOo1vfqdM/edit#heading=h.nxj7sifd7tvs)
|
|
|
|
* [Treantmonk's Guide to Druids](https://docs.google.com/Doc?docid=0AcNyxDTKvAmqZGRtZzhzdjZfNDZnNHpzcmdodA&hl=en)
|