diff --git a/_posts/2020-09-06-pathfinder-druid.md b/_posts/2020-09-06-pathfinder-druid.md new file mode 100644 index 0000000..b457090 --- /dev/null +++ b/_posts/2020-09-06-pathfinder-druid.md @@ -0,0 +1,279 @@ +--- + 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 + I've made many, _many_ characters, one class I haven't touched is druid." +--- + +# 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! + +### Sources + +|----| +|[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)|