Prometeus Guide To Druid: Rating System
Prometeus Guide To Druid: Rating System
Prometeus guide to Druid
Last Update February 2017
Greetings fellow Pathfinders,
I would like to start by saying that I used to felt that Druids were a very difficult class to play and to build correc
because there's a lot of options to choose from and need a lot of research between summons, spells, wild shape
etc. It is simply a class that requires more preparation than others and I was overwhelmed by it. Over the last yea
I played a lot of characters and never came to my mind to choose a Druid, that is why I started to read the forum
books and came to a conclusion: Druids are amazing and have a lot to offer on any table.
By no means I am an expert to the game, the priority of making this guide is to share my thoughts of my new
favorite class and really hope that with your support and contribution we can make this guide a good starting pla
to build a functional Druid.
Since the 90’s I been playing tabletop games from 2nd and 3.5 edition, for the last few years I been lurking the Paiz
and Giantitp forums looking for tips to make my own characters, theorycrafting concepts and reading amazin
guides by Treantmonk, N. Jolly, Bodhi’s and all great guides at Broken Zenith. It’s time to give something back
community, hope you like it.
Feel free to give me feedback at Paizo forums or by email [email protected] , specially because english is no
my native language and I know that there are a lot of grammatical errors.
Rating system
Blue a must have for a build (☆☆☆☆)
Green recommended option (☆☆☆)
Orange is a ok option or filler (☆☆)
Red avoid this option (☆)
Black for unrated
Contents
● Overview
● Roles
● Class Abilities
● Races
● Ability Scores
● Nature Bond
● Feats
● Traits
● Item
● Wild Shape
● Spells
● Summons
● Archetypes
● Tactics and combos
● Sample Builds
● Books
● Thanks
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Overview
Druids are a medium BAB class that have access to 9th level spells of their own list, one of their main strengths
his versatility to cover a lot of roles in a party and bring a lot of options to the table.
Here are some of the advantages and challenges of being a Druid in Pathfinder
Advantages Challenges
➢ 9th level caster ➢ Lots of situational spells and features
➢ No penalties for casting while wearing armor ➢ Restrictions to wear non metal armor
➢ Wild Shape ➢ Using armor while wild shape is a problem
➢ A lot of flexibility on each build you need to address
➢ Spontaneous summons ➢ Class that needs a lot of preparation and is
➢ Flexibility to cover a lot of roles in a party very hard to master
➢ Versatility of spells
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Roles
The Druid is an amazing class that can cover a lot of roles with the right build, here are some of the most commo
roles that can be covered.
Controller Caster
Druids have an amazing list of spells to control the battlefield and with the ability to spontaneously cast Summ
Nature's Ally you can add bodies to the field to provide cover, flanking bonuses, additional spells, etc.
Melee Striker
There are a lot of options to cover the front, with a full strength build with Saurian Shaman archetype to gain acce
to War domain or also the Goliath Druid and smash thing while wildshaped as a giant. You can be an excellen
skirmisher and front liner.
Melee Controller
With a wolf companion as a nature bond, reach tactics and some correct positioning you can completely disable
foe and provoke lots of attack of opportunities.
Blaster
A caster build with Storm Druid archetype have the ability to spontaneously cast domain spells like Call Lightni
and Sleet Storm. You will make a decent blaster with lightning spells.
Archer
With the inclusion of the Nature Fang archetype druids can have access to Slayer Talents and Studied targets an
make an excellent nature themed archer.
Utility and Support
Thanks to the highly customization options we have, the Druid is amazing at supporting the party and have an
amazing spell list for every occasion.
Scout
With the ability to Wild Shape and the versatility of the spell list the Druid is the perfect scout because you ca
adapt to any environment and has a lot of tools to overcome any challenge.
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Class Abilities
Alignment Any neutral
Hit Die 1d8
Skills per level 4 + int
Base attack Bonus Medium
Saves Fortitude +2, Reflex 0, Will +2
Class skills Climb, Craft, Fly, Handle Animal, Heal, Knowledge (geography), Knowledge (nature),
Perception, Profession, Ride, Spellcraft, Survival, and Swim
Weapon Proficiency: Club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear
Proficient with all natural attacks (claw, bite, etc.) of any form they assume with wild shape. Armor proficienc
Light armor, Medium armor and shields, but can't use metal armor.
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Races
Dwarf (+2 Con +2 Wis -2 Cha) excellent stats for any build, also you have Darkvision and the alternate racial trait
Magic Resistant is amazing. The favored class bonus grants +½ domain power use per day and the Slow and Stead
racial Trait make the Dwarf one of the best race to play a Druid
Elf (+2 Dex -2 Con +2 Int) poor stat bonuses and the constitution penalty hurts. Maybe on some themes builds the
Elf can be a good choice, but to be honest I prefer any other race.
Human +2 to any stat, extra feat and 1 skill point per level are amazing. The lack of feat bonuses make Humans a
excellent choice for some builds.
Half Orc with +2 to any stat, Sacred Tattoo racial and Fate’s Favored trait can be a good race for a melee oriente
Druid, also they are proficient with Falchions. For melee strikers this is a good race.
Half Elf with +2 to any stat, with free Skill Focus half elf is a good choice for a Summoner Druid. For racial traits th
Ancestral Arms or Dual Minded are amazing to have.
Gnome (-2 Str +2 Con +2 Cha) poor stat bonuses but the Pyromaniac is something to consider if you are following
the Ash domain route. But overall I believe that there are better options than the Gnome.
Halfling (-2 Str +2 Dex +2 Cha) the stats bonuses doesn't shine for a Druid but the small size can make a flying druid
from the start. From all the small races I believe that the Halflings is the best option.
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Abilities
To be able to rank the abilities depends a lot on what type of build you are aiming to, from a Melee Striker to a full
Caster. For simplicity I will take the following approach: Combat Druids are Druids that prefer Strength over
Wisdom and in some way will play as a front liners, skirmisher, etc. Caster Druids will be the ones that focus on
Wisdom and excels at spell casting.
Strength: The best stat for a combat druid, for casters you can dump it
Dexterity: Determine your initiative, extra armor and to hit with ranged attacks and spells
Constitution: It affects your hit points and should not be ignored on any build
Intelligence: Only useful for skill points
Wisdom: Our casting stat and the priority of casters Druid
Charisma: Not much benefit to druids besides Wild Empathy and social skills
Here are some sample point buys for both Combat and Caster druids. I only tend to drop stats on 15 points builds,
but you can play around with it
Combat
15 pts buy Str 16 Dex 13 Con 14 Int 8 Wis 13 Cha 7
20 pts buy Str 16 Dex 12 Con 14 Int 10 Wis 14 Cha 8
25 pts buy Str 16 Dex 14 Con 14 Int 10 Wis 14 Cha 10
Caster
15 pts buy Str 7 Dex 14 Con 13 Int 10 Wis 17 Cha 8
20 pts buy Str 10 Dex 14 Con 14 Int 10 Wis 16 Cha 10
25 pts buy Str 10 Dex 14 Con 13 Int 10 Wis 18 Cha 10
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Nature Bond
The Druids way to be one with nature is to form a sacred bond with nature, in Pathfinder this is called the Natu
Bond and at the start of your career as a Druid you will face a tough choice between forming a bond with an Anim
Companion or a bond with a Domain.
Before you take this decision ask your DM if you can retrain because this opens a lot of options and for some build
is a big advantage to start with an animal companion and switch to a domain at some point.
Combat Druid
The common choice for a combat Druid is the animal companion, there are a lot of options you can consider lik
Wolf for the trip attack, Big Cat for damage and pounce, Roc for flying, Horse for a riding mount, Axe Beak for h
Sudden Charge, Hippopotamus for a vital strike build, etc.
There are also some nice domains you can choose from like Growth, Feather, Plains and Wolf domains. With
Saurian Shaman archetype you have access to War, Strength and Destruction domain. With Goliath Druid archetyp
you have access to Destruction, Ferocity, Growth, Rage and Strength domains.
Caster
If you want to focus as a caster there are a lot of options you can choose, a safe bet is to start with an Anim
Companion for survivability and damage for the early levels and then retrain to a domain. Some notable domain
for casters are Ash, Weather, Storms and Plains.
At the last of this guide part I will put some samples of builds so you guys can see some ideas, but to be honest yo
can choose anything you wish
Here is a guide for animal companions and for domains, feel free to check them out
Animal Companions Prometeus Mini guide
Domains RPG BOT Druid Domains Breakdown (Domains)
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Feats
Feats in Pathfinder are the critical part of your build, there are lots of feats and first you need to have in mind with
type of build and what roles do you want to focus, here are some of the most notable ones
Improved
+4 bonus on initiative checks It’s always good to start first in the encounter
Initiative
+4 bonus on concentration checks for
Combat Casting Eventually you will need this if you plan to going to melee
casting defensively.
If your master allow this, this can be an awesome tool to have
Leadership Gain a cohort and followers.
your arsenal
Sacrifice a spell to force an enemy to
Divine
reroll a successful attack against you By level 10 this can be a great prevention tool for your party
Interference
ally.
Without this, you will be unable to communicate while
Wild Speech Speak while in wild shape.
wild-shaped.
Trade melee attack bonus for
Power Attack A must have for all combat builds but the penalty hurt is bad
damage.
Armor
No penalties on attack rolls while
Proficiency, Is cheaper to have this than to wait to for a Wild enchant
wearing heavy armor
Heavy
Make an additional attack if the first
Cleave Good feat for those who skirmish with focus on a big weapon
one hits
Cornugon Make free Intimidate checks when
Add a little debuff to your arsenal
Smash you Power Attack
+4 bonus on attack rolls made to Excellent choice if you build around this, considering the
Critical Focus
confirm critical hits amount of attacks that you can deliver
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While in wild shape, you are
Powerful
treated as one size category Is a must have for a combat druid
Shape
larger.
Deal twice the normal damage on
Vital Strike Excellent feat for deliver big blows and forget about DR
a single attack
Vital Strike, Deal three times the normal
Nice feat if you build around that
Improved damage on a single attack
Excellent feat to deliver a devastating blow, the only
Deal maximum damage and end
Furious Finish downsize is that you need to select the rage domain or a
your rage.
dip on Barbarian
Summoning Feats
Feat Name Benefit Comments
Spell Focus
+1 bonus on save DCs for one school It’s a prerequisite for Augmented Summonin
(Conjuration)
Augment Excellent choice, is a must have for a lot of
Summoned creatures gain +4 Str and Con
Summoning builds
Summoned creatures are immune to
Moonlight Very situational, green if you build around
confusion and sleep effects, and their n
atural
Summons summoning
weapons are treated as silver.
Metamagic Feats
There are a lot of metamagic feats, but because of the limited feats the druid has and that some builds need 2 to 3
prerequisite feats to come online,we have some limitations. I strongly recommend that a caster Druid has some
rods in his arsenal
Level
Feat Name Benefit Comments
Increase
Dazing You can d
aze creatures with
+3 For some additional battlefield control
Spell the power of your spells.
Quicken Excellent to have, you can make a lot of combos
+4 Cast spell as a swift action
Spell with this feat
With this you can make a good debuff Druid with
Spell with the [cold] descriptor
spells like Frostbite, Frigid Touch, Ice Storm,
Rime Spell +1 also entangles creatures if the
Snowball, Flurry of Snowballs. Add this to Frostbite
spell damages them.
and with Enforcer feat and it’s amazing
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Cast spell without verbal This can be useful in some scouting and stealth
Silent Spell +1
components missions
There are some useful wands you can craft but you can
Craft Wand Create magic wands
live without this feat
Craft Wondrous
Create magic wondrous items The best item creation feat for druid
Item
For a support build this is useful to have a wide variety
Create magic scrolls spells like Delay Poison, Remove Sickness, Hibernate,
Scribe Scroll
Remove Disease, Share Language, etc.
Teamwork feats
These feats are very useful if you build around them and optimize the tactics around you and your animal
companion. The classification is considering that you build around teamwork feats.
Feat Name Benefit Comments
Grant opponent bonus to hit you, but
Broken Wing
opponent’s attack provokes attacks of Excellent choice for a tag team build
Gambit
opportunity
Gain +4 bonus on attack rolls when
Outflank +4 Bonus to attack rolls, it’s awesome
flanking.
Paired
+4 bonus on attacks of opportunity. Nice bonus on attacks of opportunity
Opportunists
Deal +1d6 points of precision damage with
Precise Strike Nice for the extra damage
melee attacks.
When you make a trip against an opponen
Tandem Trip threatened by any ally, roll twice and take Excellent with a wolf companion
the higher result
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Traits
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Items
Choosing the right item for your character is a crucial part of any build, you need to know which item to buy
order to be effective and improve your game. There are a lot of items and I will mention only the better ones fo
each slot.
Rings
Ring of Protection excellent and solid choice, a must have for combat builds
Ring of Blinking costly one but a nice form of defense on most of the normal combats
Ring of Continuation with this ring you can have a buff for all day long for spells that last at least 10 min per level,
spells like Beast speak, Longstrider, Anchored Step, Resinous skin, Freedom of Movement, etc.
Ring of Evasion useful for avoiding a lot of spells and those pesky Reflex
Ring of Eloquence is useful while waiting for the spare feat for Wild Speech or to avoid needing it entirely. If you
get Wild Speech then just put the ring on your animal companion to make it easier to communicate with and
through. (Thanks to Matthew Robertson)
Ring of Force Shield more armor is always nice to have
Ring of Freedom of Movement excellent choice to avoid a lot of things like grapple, slow, paralysis, etc.
Ring of Invisibility amazing ring to have, with it you add a powerful tool to our arsenal
Ring of Natural Attunement (Kami) excellent ring for a summoner build, with it you can summon a Kami,
Toshigami
Rods
Rods are an amazing source of versatility, special for all caster druids that need to have a lot of options, often we tend to
not choose metamagic feats because our lack of feats.
Dazing spell amazing, imagine all the spells causing the dazed condition, spells like Produce Flame, Flurry of
snowballs, Flame strike, etc.
Maximize spell this rod is amazing to have, with it you can make powerful blasts
Empower spell empower spells with this rod, imagine spells like Snowball, Flame Strike, etc. We don't have a lot of
options for this rod to excel, but with it you can make Empowered Snowball a powerful thing.
Elemental spell this is amazing, as Druid our common source of damage is lightning and fire, with this you can
change elements to those enemies that are resistant to lightning
Selective spell nice rod to have, specially for a controller caster and to avoid damaging your party
Belts
Belt of Giant Strength This is the most common choice for a combat Druid, +2/4/6 to strength is amazing
Belt of Mighty Constitution probably the best belt for casters, +2/4/6 to Constitution
Belt of Physical Might this combine 2 abilities like Strength and Dexterity
Belt of Physical Perfection expensive items but is amazing to have
Belt of Thunderous Charging for a build that focuses on charging, this is an amazing item to have
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Body
Druid’s Vestment this is the most common choice for any Druid, excellent and cheap
Monk's Robe only useful if you plan to multiclass with Monk
Robe, Shocking excellent choice for a Storm Druid and a good one for later levels.
Wands
There are a lot of cheap wands that you can use, as a spell caster you will use them a lot, specially at first levels. Here are
some examples of the most common ones.
Acid Maw, Cure Light Wounds, Faerie Fire, Magic Fang are common choices and cheap ones, even you can use
Obscuring Mist
For more pricey wands you can choose spells like Delay Poison, Delay Disease, Ironskin, Stone Call, Strong Jaw,
Restoration, Lesser, Sleet Storm.
If you invest on Use Magic Device you can use things like Mage Armor, Bless, Haste, etc.
Eye, Hands, Feet and Wrists
These slots does not offer anything critical for Druids but pick the one that you can benefit more to your build or
focus on a skill you need.
Boots of the Cat - are an amazing item if you fall when flying and is a very cheap item (Thanks to Jeppe Kjeldsen for
tip)
Head
Helm of the Mammoth Lord excellent choice to add a gore attack
Jingasa of the Fortunate Soldier with the latest changes to this item is a very expensive for +1 AC
Mask of Giants awesome but pricey choice, with it you can transform in a giant like Goliath Druid
Headband
Headband of Inspired Wisdom this is the most common choice, useful to combat and casters builds
Neck
Amulet of Natural Armor this doesn't stack with Barkskin but is useful when you are wildshaped.
Amulet of Mighty Fists the better choice for combat Druids, even for caster are amazing if you enchant it with
guided property.
Hand of Glory: There are more interesting rings for a caster druid than neck items so getting an extra ring slot can
be a good choice, and getting see invisible and daylight once per day doesn’t hurt. (Thanks Jeppe Kjeldsen)
Shoulders
Cloak of Displacement excellent choice for a combat Druid, with it you will have a decent buff
Cloak of Resistance this is the most common choice for any build
Slotless
Book, Tome of Understanding expensive but worth it, this book is amazing at later level
Pearl of Power a must have for any build, specially for casters
Incense of meditation a good choice for a caster build, is expensive but used on the right situation is amazing
Dusty Rose Prism, cracked a cheap way to gain +1 to initiative
Pale Blue Rhomboid same as above but Strength, excellent choice for combat Druids
Pink Rhomboid same as above but for Constitution
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Wild Shape
There are a lot of forms you can take during Wild Shape, this is another thing you must study as a Druid and there
is an amazing guide you need to read and take into account.
Please refer to this guide for reference on the best animals to choose from.
Practical Guide to Polymorph.
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Spells
The Druid spells list is amazing because is very versatile and has a lot of useful options like control spells, buffs,
utility, summons, etc.
I was delaying the review of the spells because there are more than 300 spells on our list, as a rule of thumb I will
use the same ranking colors mentioned at the start but on this document I will put an analysis on what type of spe
is and a brief review
Prometeus Druid Spells spreadsheet
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Summons
To be an amazing Druid you need to have the ability to know what tool to use on the right time, with the ability to
spontaneously cast Summon Nature’s Ally you can add a whole new dimension to the tide of the battle.
The benefits of summoning in pathfinder are that you gain a lot of flexibility, action economy to your advantage a
is a expendable way to mitigate damage to your party.
I can list all the good things but there is already an amazing guide that I recommend you to read,
Why Work When Others Can do it For You (Monster Summoning)
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Archetypes
Druids have lots of archetypes, in this guide I grouped them by animal, terrain and other archetypes. I ranking all o
the archetypes but I will only mention the better ones
Animal Archetypes
Ape Shaman, Bat Shaman, Bear Shaman, Boar Shaman, Dragon Shaman, Eagle Shaman, Lion Shaman, Saurian
Shaman, Serpent Shaman, Shark Shaman, Wolf Shaman
Terrain Archetypes
Aquatic Druid, Arctic Druid, Blight Druid, Cave Druid, Desert Druid, Jungle Druid, Mountain Druid, Plains Druid,
Urban, Druid, River Druid, Swamp Druid, Tempest Druid
Unique Archetypes
Ancient Guardian, Elemental Ally, Feral Shifter, Goliath Druid, Green Faith Initiate, Kraken, Caller, Leshy Warden,
Menhir Savant, Mooncaller, Nature Fang, Pack Lord, Reincarnated Druid, Season Keeper, (Triaxian), Storm Druid,
Supernaturalist, Survivor, Tempest Druid, Troll Fury (Troll), Wild Whisperer, World Walker
Desert Druid
The ability to wild shape as vermin is amazing, there are a lot of vermins with special abilities. The only downsize is that
this archetype start to shine at level 10 when you can wild shape as a vermin.
2nd Desert Native (Ex): gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and
Survival checks equal to 1/2 her druid level in desert terrain
3rd Sandwalker (Ex): suffers no penalty to speed or on Acrobatics or Stealth checks when moving through sandy
or desert terrain.
4th Desert Endurance (Ex): ignores the effects of a hot climate as if using endure elements. She also has a reduced
need to eat and drink, as if wearing a ring of sustenance
6th Wild Shape (Su): A desert druid cannot use wild shape to adopt a plant form. At 10th level she can assume the
form of a Small or Medium vermin, at 12th level a Tiny or Large vermin, and at 14th level a Diminutive or Hug
vermin
9th Shaded Vision (Ex): becomes immune to blinding and dazzling effects and gains a +2 bonus on saving throws
against gaze attacks and illusions of the figment and pattern subschools.
13th Dunemeld (Ex): can assume the form of a swirling mass of sand at will. This is equivalent to gaseous form, but
the druid gains a land and burrow speed of 10 feet rather than a fly speed
Elemental Ally
This is an archetype that can bring a lot of options to a caster Druid, the loss of Wild Shape is hard to overcome but with
the adition to 4 eidolons you can make a fun and interesting build
Elemental Eidolons: an elemental ally has four elemental eidolons she can summon, one each for the elements of
air, earth, fire, and water. Their abilities and statistics are determined using the rules for elemental eidolons for t
Unchained Summoner class, as if the elemental ally were a summoner of her druid level, except they gain n
additional evolution pool
Elemental Empathy (Ex): An elemental ally can improve the attitude of a creature of the elemental subtype. This
ability functions just like a Diplomacy check to improve the attitude of a person
Elemental Magic: The elemental ally can target elementals (including her elemental eidolons) with any spell sh
casts that targets animals
4th Elemental Resistance (Ex): an elemental ally gains resist acid, cold, electricity, and fire 5.
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Feral Shifter
Thematically this is a nice archetype at the cost of Nature Bond, with this archetype you will gain additional tools to your
arsenal and will be an amazing ones.
Animal Focus (Su): as a swift action, a feral shifter can take on the aspect of an animal, gaining a bonus or specia
ability based on the type of animal emulated. The feral shifter can use this ability for a number of minutes per d
equal to her druid level
9th Second Animal Focus (Su): when a feral shifter uses her animal focus ability, she selects two different anima
aspects for herself instead of one.
Goliath Druid
Excellent archetype for combat Druids, with this you forget about the armor problems while wild shape and by level 12 you
can assume Troll Moss shape and have regeneration 5, scent, Darkvision and bonus to Strength and Constitution. It’s
simply Amazing.
Bonus Languages: A goliath druid with an Intelligence bonus can select Giant as a bonus language
Primal Size: adds enlarge person to her list of class spells. She can cast this spell only on herself.
She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1s
level or higher to cast enlarge person.
Primal Bond (Ex): must selected from the Animal, Destruction, or Strength domains, or the Ferocity, Growth, o
Rage subdomains. If the goliath druid selects an animal companion, she must select a dinosaur or megafauna.
she has a dinosaur or megafauna animal companion, she can target it with enlarge person even though the
companion isn't of the humanoid type.
Primal Empathy (Ex): wild empathy functions only with creatures that are Large or larger.
4th Face Nature's Might (Ex): gains a +4 bonus on saving throws against the spell-like and supernatural abilities
giants
4th Wild Shape (Su): allows to assume only the form of a dinosaur or megafauna. She doesn't gain the ability to
become an elemental or plant. At 6th level, can become a Large humanoid of the giant subtype. This functions a
the alter self spell, except the goliath druid gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1
natural armor bonus. At 12th level, the goliath druid's wild shape functions as giant form I. At 14th level, the goliat
druid can also use wild shape to change into a Huge giant. When taking the form of a giant, the goliath druid's wi
shape functions as giant form II.
Primal Summons: Summon Nature's Ally I: Compsognathus. Summon Nature's Ally II: Dimorphodon.Summon Nature's
Ally III: Velociraptor. Summon Nature's Ally IV: Ogre, parasaurolophus. Summon Nature's Ally V: Glyptodon, iguanodon.
Summon Nature's Ally VI: Baluchitherium, megalania. Summon Nature's Ally VII: Cliff giant.
Summon Nature's Ally VIII: Spinosaurus. Summon Nature's Ally IX: Diplodocus.
Menhir Savant
Excellent archetype, there are a lot of bonuses with a minor downside of losing Thousand Faces, this archetype is amazing
for any build.
Spirit Sense (Sp): can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures
This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect on
kind
2nd Place Magic (Su): As a free action, she can tap into the magic of a nearby ley line and increase her caster leve
by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus.
9th Walk the Lines (Su): can cast transport via plants a number of times per day equal to her Wisdom bonus.
13th Empty Body (Su): can become ethereal as a standard action, as if using ethereal jaunt. She can remain ethereal
for a number of rounds per day equal to her druid level
Mooncaller
The mooncaller archetype has a vibe for a lycanthrope Druid, the benefits of Night Sight are good but nothing spectacular,
the DR from Wolfsbane is amazing, is a shame that comes at level 13.
2nd Night Sight (Ex): gains low-light vision. If she already has low-light vision, she gains darkvision with a range o
30 feet. If she already has darkvision, the range of her darkvision is increased by 30 feet
4th Resist Call of the Wild (Ex): gains a +4 bonus on saving throws to avoid confusion, daze, feeblemind, and
insanity effects. Also gains a +4 bonus against the spell-like, and supernatural abilities of creatures with th
shapechanger subtype
9th Purity of Body (Ex): gains immunity to all diseases, including supernatural and magical diseases.
13th Wolfsbane (Su): a mooncaller gains DR 3/silver, increasing to DR 4/silver at 16th level and DR 5/silver at 19th
level.
Nature Fang
At the cost of dropping wild shape you can become a more martial oriented Druid thanks to Studied Target and Slayer
Talents. With this you have access to make a decent archer or a two weapon combatant.
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Studied Target (Ex): gains the slayer's studied target class feature. At 5th level and every 5 levels thereafter, th
nature fang's bonus against her studied target increases by 1
4th Slayer Talent: At 4th level and every 2 levels thereafter, a nature fang selects a slayer talent. Starting at 12t
level, she can select an advanced slayer talent in place of a slayer talent
4th Sneak Attack (Ex): a nature fang gains sneak attack +1d6. This functions as the rogue sneak attack ability
9th Swift Studied Target: can study an opponent as a move or swift action.
Plains Druid
The extra mobility and canny charge add some abilities that can be exploited with the right configuration.
2nd Plains Traveler (Ex): gains a bonus on initiative checks and Knowledge (geography), Perception, Stealth, and
Survival checks equal to 1/2 her druid level in plains terrain
3rd Run Like the Wind (Ex): gains +10 feet to her land speed when wearing light or no armor and carrying a light
load, and once per hour, she may run or charge at double the normal speed for 1 round. If riding her anima
companion, it gains this ability instead
4th Savanna Ambush (Ex): gains concealment whenever she is prone in natural surroundings, and can make
Stealth checks at no penalty when prone and not moving or at –5 when crawling
6th Wild Shape (Su): A plain druid gains this ability at 6th level
9th Canny Charger (Ex): can charge through allies’ squares without difficulty (whether mounted or afoot) and can
turn up to 90 degrees once during a charge, provided the last 10 feet toward the target are in a straight line. Sh
also gains a +4 dodge bonus to AC against enemy charge attacks and a +4 bonus to damage with a readied action
against a charging foe.
13th Evasion (Ex): gains evasion when wearing light or no armor and carrying a light load.
Saurian Shaman
Excellent choice for standard summons and access to War domains, there a lot of versatility with this archetype from a
dino summoner to a combat build
Nature Bond: Must select a dinosaur or must choose from the Animal, Destruction, Strength, and War domains
Wild Empathy (Ex): Can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.
2nd Totem Transformation (Su): may select from the following bonuses: Movement (+10 enhancement bonus to
land speed), Scales (+2 natural armor bonus to AC), Senses (low-light vision, scent), Natural weapons (bite [1d6], 2
claws [1d4] for a Medium druid, rake, +2 CMB to grapple)
5th Totemic Summons (Su): may cast summon nature’s ally as a standard action when summoning reptiles and
dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level.
6th Wild Shape (Su): wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a
dinosaur, she instead uses her druid level +2.
9th Bonus Feat: At 9th level and every 4 levels thereafter, a saurian shaman gains one of the following bonus feats
Improved Overrun, Nimble Moves, Power Attack, Skill Focus (Intimidate), or Vital Strike
Storm Druid
This is the perfect archetype for a caster that wants to focus on blasting with lightning, the ability to have 2 domains is
amazing, Eyes of the Storm is amazing with Obscuring Mist and Spontaneous domain casting is amazing for versatility.
Spontaneous Domain Casting: can “lose” a prepared spell in order to cast any domain spell of the same level or
lower
Nature Bond (Ex): may not choose an animal companion. A storm druid must choose the Air or Weather domain,
or the Cloud, Storm, or Wind subdomain.
2nd Windwalker (Ex): the penalties from natural or magical wind effects are treated as one step less severe for a
storm druid
3rd Stormvoice (Ex): a storm druid’s voice can magically carry over howling winds and peals of thunder. Whenever
a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level.
4th Eyes of the Storm (Ex): can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement
weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 leve
beyond 4th.
9th Windlord: can select another domain or subdomain from those available to her through her nature bond.
13th Storm Lord (Ex): is unaffected by natural and magical wind effects. She also becomes immune to deafness
and gains +2 bonus on saving throws against sonic effects.
Swamp Druid
For casters there are some nice additions like Pond Scum and Slippery, is amazing to have continuous freedom of
movement
2nd Marshwight (Ex): gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Swim
and Survival checks equal to 1/2 her druid level in swamp terrain
3rd Swamp Strider (Ex): suffers no penalty to speed or on Acrobatics or Stealth checks in bogs and undergrowth
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4th Pond Scum (Ex): gains a +4 bonus on saves against disease and the exceptional, supernatural, and spell-like
abilities of monstrous humanoids. A swamp druid also gains DR/— equal to half her druid level against attacks b
swarms.
6th Wild Shape (Su): A swamp druid gains this ability at 6th level
13th Slippery (Ex): gains continuous freedom of movement
Urban Druid
This archetype have some utility on builds that are focused on support or knowledge thanks to Lorekeeper. Thousand
faces at level 6 is amazing.
Spontaneous Casting: can channel stored spell energy into domain spells that she has not prepared ahead of
time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower
Nature Bond (Ex): may not select an animal companion. Instead, she must choose from the following domains,
rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune,
Weather.
2nd Lorekeeper (Ex): adds Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) skills to he
list of class skills. She also receives a +2 bonus on these skill checks
4th Resist Temptation (Ex): gains a +2 bonus on saves vs. divinations and enchantments.
6th A Thousand Faces (Su): An urban druid gains this ability at 6th level.
8th Wild Shape (Su): An urban druid gains this ability at 8th level
9th Mental Strength (Ex): gains immunity to charm and compulsion effects.
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Tactics
I want you to think of Druids as a class that have the wits to know the strengths of his surroundings and be th
swiss army of the nature. On every campaign there are a lot of challenges and we need to have in mind som
common ways to overcome them.
Feel free to leave you comment to add more challenges, combos and common Druid tactics. This tactics are
focused for lower levels because at later levels you will learn more solutions simply by playing.
Damage an enemy with high armor class?
Combat builds: Cast Flame Blade and dive to combat. Summon Swarm for the auto hit traits of swarms, transform
as vermin with Vermin Shape I
Casters: Use spells to damage him like Produce Flame or Flaming Sphere. Summon Swarm for the auto hit traits o
swarms.
Want to control or disable an enemy?
Combat builds: With Stone Call you can make their surroundings a difficult terrain, Wild Shape as a Wolf for trip
Cast Lockjaw to gain the grab ability on any form.
Casters: There are plenty of spells to handle that like Entangle to keep him in place, Thunderstomp to trip him
Stone Call to make their surroundings a difficult terrain, etc
I need to scout an area, what should I do?
Wild shape as an animal form according to the region like an Owl, Eagle, Dog, Rat, etc. Additional you can ca
Commune with Birds to gain additional information on the zone or Negate Aroma so you can't be tracked back o
Heightened Awareness to detect clues to track and additional information.
Sleeping time, what can I do to improve our campment?
With Goodberry you can provide food and rations to your team, with Read Weather you can always have th
forecast the weather at your location, Hide Campsite provide invisibility to the campment. Make Snare traps
protect it. Dream Feast to sleep as if having a nutritious meal.
Need some long time buffs?
Endure Elements to provide protection on hot or cold environments, Longstrider to increase movement speed, Pas
without Trace to leave no trails while moving, cast Aboleth's Lung if you need to swim for a prolonged period o
time, talk in animal form with Beast speak, cast Wild Instinct to sharpen your instincts, with Barkskin you c
improve your natural armor, Ward of the Season to provide additional bonuses, Echolocation for blindsight.
What about combat buffs?
There are plenty like Magic Fang to improve damage to you while wild shapes and your animal companion
Shillelagh to provide a big bonus to a club, Bull's Strength to improve strength, Savage Maw to gain bite attac
Strong Jaw to improve damage while wild shaped, Barkskin for natural armor.
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What can I do to debuff an enemy?
Endothermic Touch to stagger your target, Faerie Fire to cancel blur and prevent invisibility, Flare Burst to dazzl
all around 10 ft, Frostbite for fatigue, Mudball for blindness, Nauseating Dart for sickened, Snowball for damag
and stagger a foe, Thunderstomp to trip someone, Accelerate Poison if applicable, Burdened Thoughts to mak
flying targets land from heavy encumbrance, Frigid Touch staggered and cold damage, Fury of the Sun fatigue, Ho
Animal to paralyze an animal, Pox Pustules subject is sickened and has –4 Dex, Vine Strike to entangle you
opponent, Contagion for disease, Poison touch deals 1d3 Constitution damage. Sirocco to cause damage fatigue
and prone.
If things are getting difficult, what are some good contingency spells.
Air Bubble to create a small pocket of air around your head, Cheetah's Sprint for a powerful sprint out of troubl
wild shape to assume any form, Liberating Command to make Escape Artist checks, Remove Sickness to suppres
disease, nausea, and the sickened condition, Wave Shield to prevent an attack, Delay Disease, Delay Poison, Resi
Energy for damage reduction to one element, Cloak of Winds to prevent archers, Eagle Eye to make an invisibl
factor a help.
How can I buff my animal companion.
There are a lot of buff like Bristle to trade armor for damage, Acid Maw to gain acid damage, Magic Fang to enhanc
one natural weapon, create a Companion Life Link to protect them, Lockjaw to gain grab for a natural attac
Savage Maw to gain a bite attack if doesn’t have one, Companion Mind Link to talk to your companion, Strong Jaw
augment his damage, Animal Growth to double his size, Bloody Claws to cause bleed damage with natural attack
etc.
What type of status ailments can I cure?
Suppress disease, nausea, and the sickened condition with Remove Sickness. Remove Disease, Delay Disease, Dela
Poison. Accept Affliction to transfer afflictions to caster, Death Ward
Wild shape tactics
● Glide as an elemental, with earth elemental
● Shapeshift to Arsinoitherium or a Behemoth Hippopotamus and you will have the best damage in one single
attack, add things like Strong Jaw and Vital Strike you will be doing a lot of damage, awesome for overcoming
some DR’s
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Sample Builds
All the builds that I'm going to post are made with 20 pts buy and the main priority is to make functional builds.
some cases the feats that I will post are the ones that the build need, after that is your choice where to put tho
extra feats. Remember to play around with your feats in order to make a build according to your needs. For item
consider the basics unless otherwise I mention something different (Cloak of Resistance, Ring of Protection, Amul
of Natural Armor, Headband of Inspired Wisdom and Stat Belt).
GOLIATH DRUID
This build focuses around the Goliath Druid archetype to make a powe
front liner. The benefits of this build are that you can use the same g
while wild shaped as giant and can speak.
Background
Race: Half Orc with Sacred Tattoo
Favored Class Bonus: + ⅓ Wild Shape Natural AC
Archetype: Goliath Druid
Nature Bond: Rage Domain
Traits: Criminal and Fate’s Favored
Items: Falchion, club, heavy armor, Cloak of Displacement Minor,
Feats
1- Toughness
3- Power Attack
4- +1 Strength
5- Heavy Armor Proficiency
7- Cornugon Smash
8- +1 Strength
9- Vital Strike
STR DEX CON INT WIS CHA 11- Intimidating Prowess
12- Rage Power: Guarded Stance, +1 Strength
18 12 14 10 14 8
With this build you will be an amazing striker and be on the front line, that’s why Toughness and Heavy Arm
Proficiency comes in handy. With this archetype you can be a front liner who can cast spells, heal between comba
with wands and has a lot of spells for extra utility.
1st - Play this guy as a fighter, equip a club and with Shillelagh you will be killing things very fast
6th- This is where the things got fun, at this level you can shape as a Troll Moss (Darkvision, claws, bite, scent) an
start killing things, with shillelagh you club will do a base damage of 3d6.
12th- Once you hit level 12 you can stay giant as most as you want, with Troll Moss you will gain Regeneration
(Fast Healing 5) and you will be having a lot of fun.
Variations: You can switch Vital Strike with Powerful Shape according to your needs, also there are a lot of usefu
Rage Powers like Knockdown, Powerful Blow, Raging Grapper, Superstition, etc.
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NATURE ARCHER
This in amazing build, with it you can be an excellent archer that
support and heal the party. For all the divine classes that can be decen
archery. This is by far the most well rounded of all.
Background
Race: Half Elf with Fey Thoughts (Acrobatics and Stealth) and Ancestra
Arms (Longbow)
Favored Class Bonus: +1 Hit Point
Archetype: Nature Fang
Nature Bond: Animal companion (Roc)
Traits: Dangerously Curious and Elven Reflexes
Items: The best bow you can purchase,Bracers of Falcon's Aim
Feats
1- Point-Blank Shot
3- Precise Shot
4- +1 Constitution, Ranger Combat Style Archery, Rapid Shot
5- Weapon Focus (Longbow)
6- Ranger Combat Style, Improved Precise Shot
7- Deadly Aim
STR DEX CON INT WIS CHA 8- +1 Dexterity, Manyshot
9- Snap Shot
12 18 13 10 14 10 10- Ranger Combat Style, Point Blank Master
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NATURE SAGE
This build centers on support your party, knowledge and utility.
Background
Race: Dwarf with Magic Resistant racial trait
Favored Class Bonus: +1 Skill Point
Archetype: Urban Druid
Nature Bond: Thought Domain
Traits: Reactionary and Dangerously Curious
Items: Pearl of Power, Metamagic Rod, Extend,
Feats
1- Spell Focus (Conjuration)
Augment Summoning
3- Improved Initiative
4- +1 Wisdom
5- Craft Wondrous Items
7- Lunging Spell Touch
8- +1 Wisdom
STR DEX CON INT WIS CHA 9- Natural Spell
11- Divine Interference
10 14 12 14 18 8
12- +1 Wisdom
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COMBAT SHIFTER
This combat build focuses on damage and controlling with the Wild Sh
ability. With a Wolf as his animal companion, both can control
battlefield with trip attempts and share buffs between the two.
Background
Race: Human
Favored Class Bonus: +1 Hit Point
Archetype: -
Nature Bond: Animal Companion Wolf
Traits: Beast of the Society and Deft Dodger
Items: Cloak of Fangs, Polymorphic Pouch, Amulet of Mighty Fists,
Feats
1- Toughness Wolf Animal Companion
Heavy Armor 1- Light Armor Proficiency
Proficiency 3- Medium Armor Proficiency
3- Improved Spell Sharing 4- +1 Intelligence
4- +1 Strength 6- Tandem Trip
5- Natural Spell 9- Toughness
7- Tandem Trip +1 Constitution
8- +1 Strength
STR DEX CON INT WIS CHA 9- Powerful Shape
11- Vital Strike
18 12 14 10 14 8 12- +1 Strength
Despite the awesome and misguided picture of this build, the main attraction of this is to be a team with you
animal companion and together will provoke a lot of trips.
1st - At first you will play as a combat Druid with your wolf by your side and doing more damage with Trip
attempts.
6th - Both you and your animal companion as Druid will provoke a lot of trips and will take control of the battlefie
with Spell Sharing you will be pretty buffed with things like Magic Fang and Savage Maw.
11th - By this level you can stay as a Dire Wolf or for cheese you can wild shape as a Behemoth Hippopotamus and
with Vital Strike, Strong Jaw and Improved Natural Attack for you and your animal companion you will be making
least 16d8 plus Grab
All of the feats are standard for a combat Druid, Improved Spell Sharing feat works wonders to share spells lik
Strong Jaw, the synergy with Tandem Trip is amazing to provoke lots of Trip and play around with the enemies an
control the battlefield.
Variations: You can make a lot of variations with this kind of build, here I mention a few ones
● If you don't want the trip synergy you could wild shape and grab a Tiger or Lion animal companion for mor
damage output
● For feats there are a lot options you can play around, I ignored Power Attack entirely but you can add it a
level 3
● You can add Combat Reflexes for more attacks of opportunity but need to have 14 Dexterity to functio
properly.
●
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STORM DRUID
This is the build to go for a blasting Druid; it is amazing to have
spontaneous domain cast that Storm Druid archetype gets.
Background
Race: Dwarf with Magic Resistant racial trait
Favored Class Bonus: +½ Domain power per day
Archetype: Storm Druid
Nature Bond: Storms Domain, 9th level Cloud Domain
Traits: Magical Lineage (Call Lightning) and Dangerously Curious
Items: Metamagic Rod, Dazing, Pearl of Power, Metamagic Rod,
Feats
1- Improved Initiative
3- Elemental Spell
4- +1 Wisdom
5- Natural Spell
7- Wild Speech
8- +1 Wisdom
STR DEX CON INT WIS CHA 9- Dazing Spell
11- Spell Penetration
8 14 14 12 19 8 12- +1 Wisdom
13- Maximize Spell
15- Spell Perfection
This is probably the best build for a Druid that wants to focus on blasting their enemies, with the ability
spontaneous cast a spell domain you can cast a lot of spells.
1st - At first level you can follow Erastil to be proficient with shortbow, with this you can stay back and cast spe
and shoot your bow. The beginning will be a rough one, just be patient.
4th - This is where the things get fun because with wild shape you can transform as an eagle and start shootin
spells from above without being hit.
7th and beyond - From this point you have passed the hard road of being a caster at low levels and by this level
you will have a lot of options, but your priority is to control the battleground, make damage and support fro
above the battlefield. Remember to wild shape as flying form to be above the battlefield and to read and study a
of your tools.
Variations: As with all the builds there are a lot of variation you can make like improving your defenses wit
Lightning Reflexes, maybe even get Additional Traits or Skill Focus.
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CONTROLLER CASTER
The focus of this build is to control the battlefield with your sp
summons and your pet. This is the classic caster druid build.
Background
Race: Human
Favored Class Bonus: +1 Hit Point
Archetype: Menhir Savant
Nature Bond: Animal Companion
Traits: Reactionary and Deft Dodger
Items: Pearl of Power, Metamagic Rod, Extend, Ring of Natural
Attunement (Kami)
Feats
1- Spell Focus (Conjuration), Augmented Summoning
3- Superior Summoning
4- +1 Wisdom
5- Natural Spell
7- Improved Initiative
8- +1 Wisdom
9- Spell Penetration
STR DEX CON INT WIS CHA 11- Divine Interference
12- +1 Wisdom
10 14 14 10 18 10
The reason behind this build is to play this Druid as a caster that is focused on controlling the battlefield throug
summons and spells. If you are a follower of Erastil you will be proficient with shortbow for the early levels.
For your animal companion you can have a Wolf for trip, Rhinoceros for Powerful Charge or even a Roc who ha
Flyby Attack or Hover.
1st - At first level you can start by staying back and shooting your bow, having your pet do the damage an
strategically cast some spells.
5th - By this point you can Wild Shape as an eagle flying around the battlefield, casting spells according to th
situation and buffing your pet for extra damage
13th - This is where the Druid becomes a terrifying caster, you can be flying as an elemental and casting things lik
Tar Pool, Summoning a Stampede, throwing Fire Seeds
Variations: With this build you can have a lot of options to play with.
● You can start with an Animal Companion and later retrain to Caves Domain or even start with Eagl
Domain.
● If you want you can swap Superior Summoning with Improved Initiative to have the tactical advantage
starting first
● Adding metamagic feats like Dazing Spell, Selective Spell or Quicken Spell is a nice addition
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SAURIAN SUMMONER
This build is focused on be a powerful combat summoner and ta
advantage of summoning dinosaurs as a standard action.
Background
Race: Human
Favored Class Bonus: +1 Hit Point
Archetype: Saurian Shaman
Nature Bond: Animal Companion (Allosaur)
Traits: Reactionary and Beast of the Society
Items: Amulet of Mighty Fists, Cloak of Displacement Minor
Feats
1- Spell Focus (Conjuration), Augment Summoning
2- Saurian Scales
3- Power Attack
4- +1 Constitution
STR DEX CON INT WIS CHA 5- Superior Summoning
7- Natural Spell
18 12 15 10 14 7 8- +1 Strength
9- Powerful Shape
This is a very fun build to play at all levels. Think of it as a combat Druid with an Allosaur companion tearing
enemies apart while also adding summons to the battlefield. This is one of the most fun things to do and is a very
powerful combination.
Remember that summoning as a standard action is a very powerful thing.
1st - At the very first level you and your animal companion will be wrecking enemies and will have a lot of fun.
Adding summons and spells strategically for flanking and covering from charges.
6th - This is where you start to notice the high damage per round you can make with you attacks, you buffed anim
companion and your summons.
Variations: As with all the Druid builds this is no exception, there are a lot of variations for this build.
● You can swap Superior Summoning and Power Attack according to your needs
● Another approach of this build is to play more of a Reach Cleric type of build, lowering your Strength and
raising your Dexterity to 14 and grab Combat Reflexes.
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MOUNTED FURY
The focus of this build is to build a rider combatant that can fly aro
the battlefield picking enemies at distance and going in and out
combat.
Background
Race: Human
Favored Class Bonus: +1 Hit Point
Archetype: Nature Fang
Nature Bond: Animal Companion (Roc)
Traits: Dangerously Curious and Reactionary
Items: Military Saddle, Ring of Feather Falling, Belt of Thunderous
Charging
Feats
1- Undersized Mount, Martial Weapon Proficiency (Lance)
3- Mounted Combat
4- +1 Strength, ST: Ranger Combat Style (Ride-By Attack)
5- Spirited Charge
STR DEX CON INT WIS CHA
6- ST: Combat Trick (Power Attack)
7- Furious Focus
18 12 14 10 14 8
8- +1 Strength, ST: Blood Reader
9- Vital Strike
I really love this build, at first this concept will seems like a bad idea because you lose Wild Shape. But think of
you can fly from level 1 with a normal size mount, charging and picking enemies on the side and positionin
strategically on the field, casting situational spells from above and you can use reduce animal when Roc change si
at 7th level to avoid problems on most dungeons.
If you are in a situation that can’t fight mounted, equip a shield and cast shillelagh so you can make a dece
damage and hold your ground. You can abuse Use Magical Device for added spells like Grace, Saddle Surge, Enlarge
Person or even Lead Blades. Remember that charging with a lance deals double damage to your enemies
1st - By this level you can fly around the battlefield charging at foes making a lot of damage.
5th - At this point with Spirited Charge you will be doing a lot of damage, at least 3d8+12 while charging. With th
extend mobility of flying around you can even summon something to grant you a flanking bonus.
7th and beyond - By this point if you are having problems with the size of your Animal Companion you can cast
Reduce Animal to avoid problems in dungeon, also a good technique is to cast Stone Call to leave the enemies a
their place and start charging them
Variations: As with all the builds there are a lot of variations to this build, you can change all the feats around, you
could grab Power attack early if you feel more comfortable and maybe adding Heavy Armor Proficiency to the mix
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ELEMENTAL ALLY
This concept is a little different from all the previous builds, with this
replace Wild Shape with 4 eidolons that helps you, think of it a
summoner Druid with 4 eidolons to backup his spells and add versatilit
Background
Race: Garuda Blooded Aasimar, Aasimar ability +2 Wis
Favored Class Bonus: +1 Skill Point
Archetype: Elemental Ally
Traits: Reactionary and Dangerously Curious
Items: Pearl of Power, Boots, Winged
Feats
1- Scribe Scroll Earth eidolon (Quadruped)
3- Empower Spell Armor Proficiency (Light), Armor Proficienc
4- +1 Wisdom (Medium), Toughness,
5- Angelic Blood
7- Craft Wand Fire eidolon (Biped)
8- +1 Wisdom Skill Focus (Use Magic Device), Martial
9- Dazing Spell Weapon Proficiency (Greatsword),
11- Angel Wings Toughness, Armor Proficiency (Light)
STR DEX CON INT WIS CHA 12- +1 Wisdom
Ice eidolon (Biped)
9 16 13 14 20 8 Air Eidolon (Serpentine) Skill Focus (Use Magic Device), Martial
Improved Natural Attack, Weapon Proficiency (Longspear), Toughnes
Lunge, Toughness, Armor Armor Proficiency (Light)
Proficiency (Light)
This build is based on a caster Druid that have 4 eidolons, with this you will add a lot of versatility and utility to t
party, at start you can choose 4 class skills for each eidolon, this is where you can exploit it around a lot of option
you can train Use Magic Devices on two biped eidolons and support your party with wands like Frostball, Stone Ca
Enlarge Person, Lead Blades, etc.
1st - At first level you can start as a normal caster Druid but instead of your animal companion you will have
eidolons, at first level you can even think to use a feat on biped eidolons to gain proficiency with weapons or g
with natural attacks and gain Light Armor proficiency.
5th - By this level the things will be very different, you can start the round moving and positioning your eidolon
make a eidolon use a wand to cast Stone Call to avoid charges while you cast spells according to the situation
Outside combat you can have a lot of options, with Air eidolon you could build it as a scout, Earth can be
burrowing scout and meat shield, bot Fire and Ice can support the party with Use Magic Device
11th and beyond - At this point you will be a powerful caster as any Druid, with Angel Wings aasimar feat you can
fly and be above the field casting spells and bringing a lot of utility
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SAURIAN WARRIOR
With Saurian shaman archetype you can be a deadly combatant with
ability to wild shape as any dinosaur and have fun killing enemies
Background
Race: Human
Favored Class Bonus: +1 Skill Point
Archetype: Saurian Shaman
Nature Bond: War Domain
Traits: Reactionary and Omen
Items: A club and heavy armor, Belt of Giant Strength, Amulet of Might
Fists, Ring of Force Shield, Cloak of Fangs
Feats
1- Heavy Armor Proficiency, Toughness
2- Totem Transformation (Saurian Scale)
3- Power Attack
4- +1 Strength
STR DEX CON INT WIS CHA 5- Improved Initiative
7- Natural Spell
18 12 14 10 14 8 8- +1 Strength
9- Powerful Shape, Bonus: Vital Strike
This build is a lot of fun, because you will be a very decent skirmisher thanks to your brute force and the option
adapt to any type of combat, also you can add bodies to the field at 5th level to
1st - The start of this build is simple, go and smash things with your club enchanted with Shillelagh and use Batt
Rage for extra precision.
6th - By this level you can wild shape as a dinosaur and tear opponent with your natural attacks, if you need yo
coulds add summoned dinosaurs to the field as a standard action to provide you with flanking bonuses.
Beyond - This build is a very straightforward combat build, think of it as a great combatant who has spells to he
him overcome some situations and with he added benefit that at level 5 you can summon dinosaurs as a standar
action.
With weapon master you can activate combat feats that you have the prerequisite like Cleave, Combat Reflexe
Defensive Combat Training, Improved Bull Rush, etc.
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BALANCED DRUID
With at least a 20 point buy you can have almost the best of both world
thanks to Human Dual Talented racial trait at the cost of extra feat an
some skills.
Background
Race: Human with Dual Talented racial trait
Favored Class Bonus: +1 Hit Point
Archetype: -
Nature Bond: Cave Domain
Traits: Reactionary and Beast of the Society
Items: Belt of Giant Strength, Ring of Force Shield, Polymorphic Pouch,
Vestment, Druid's
Feats
1- Spell Focus (Conjuration)
3- Augment Summoning
4- +1 Wisdom
5- Natural Spell
7- Heavy Armor Proficiency
STR DEX CON INT WIS CHA 8- +1 Wisdom
9- Powerful Shape
16 12 14 10 18 8
This build focuses on being a decent combatant at early levels and start pumping your wisdom to change th
strategy beyond 6th level when you can wild shape as an elemental and have tremorsense to gain a tactica
advantage. I love this build for tables that change players frequently.
1st - Start this as any combat build, you can cast Shillelagh and go to smash things. And also you will have a grea
Wisdom to use spells according to your needs.
6th - At this point you can be a decent damage dealer with items like Belt of Giant Strength, have a tactic
advantage to wild shape as an earth elemental and going around with tremor sense. Wild shape as a Tiger and g
to tear people faces, buff yourself and play according to the situation.
Around 8th or 9th level you will peak the best part of being a Druid that focus on dealing damage with wild shap
you will need to make the decision after this if you want to keep balancing things up or to go for a more caster bui
which I strongly suggest.
Variations:
This is no exception, you can make a lot of variations to this build, on excellent choice is to take Growth domain fo
the swift Enlarge Person or to go with an animal domain that grant a familiar like Eagle or even Frog. You can also
switch Strenght and Wisdom according to your needs
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LION SHAMAN
The Lion shaman archetype is a very good option for a combat focused
build, with it you can summon felines as a standard action and have a
bonus of +2 when wild shape as one.
Background
Race: Half Orc with Sacred Tattoo
Favored Class Bonus: +½ Wild Shape Natural Armor
Archetype: Lion Shaman
Nature Bond: Nobility domain
Traits: Fate’s Favored and Bully
Items: Belt of Giant Strength, Amulet of Mighty Fists, Ring of Force Shi
Pearl of Power
Feats
1- Toughness
2- Totem Transformation (Lion’s Movement)
3- Spell Focus (Conjuration)
4- +1 Strength
5- Augment Summoning
7- Natural Spell or Heavy Armor Proficiency
8- +1 Strength
STR DEX CON INT WIS CHA 9- Powerful Shape
18 12 14 10 14 8
For this build we are going to take a different approach as the normal combat Druid, in this case we are going t
abuse the Fate’s Favored trait in order to have better saves thanks to Sacred Tattoo and buff with Divine Favor.
the heat of the moment you can standard summ Lions
1st - For this level you can start as a normal combat build, in some cases remember that you can buff you or you
allies with Inspiring Word and never forget that you are also a 9th level caster.
7th - At this level you will be making a lot of damage is you consider spells to buff you like Divine Favor, Strong Jaw
etc. Also you will be shifted as a feline all day long, and with each fight you will have a lot of options like summo
Lions and charge to combat, casting controlling spells and then pick enemies apart, etc.
This build peaks at level 9th or 10th, which is the sweet spot for a lot of adventures, never forget that aside fro
being a combat wild shaper, you are also a 9th level caster with the ability to summon felines as a standard action
Also talk to your DM about Leadership, because with it you can pretty much have a fellow Druid that can buff yo
all day long or a Wizard.
For this build as with any Druid, you can take a lot of differents approaches, move feat around according to you
liking. Remember that you can apply templates to Lions like young and advanced.
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PLAGUEBEARER
This build is focused around Blight Druid Archetype and being a debuf
with Miasma and spells like Frostbite.
Background
Race: Tiefling, Oni Spawn, ability +2 Wisdom with Scaled Skin trait
Favored Class Bonus: +1 Hit Point
Archetype: Blight Druid
Nature Bond: Death domain
Traits: Omen and Magical Lineage (Frostbite)
Items: Ring of Force Shield, Pearl of Power,
Feats
1- Enforcer
3- Rime Spell
4- +1 Wisdom
5- Heavy Armor Proficiency
7- Natural Spell
8- +1 Wisdom
9- Powerful Shape
STR DEX CON INT WIS CHA 11- Lunge
14 14 16 10 18 8
For this build to function properly you need to play it as a debuffer and deliver spells like Frostbite, Frigid Touc
etc. And have a nice endurance to stay close to combat to spread Miasma
From a roleplaying perspective this build has a lot of downsizes, but if you have a good DM you can talk through
and find a way to don’t alienate from all the social interactions.
1st - For the first levels you will need to play like a caster and play safe and smart, on some combats you can g
make some attacks according to your discretion.
6th - At this level thing will be very interesting and the build start to shine with Miasma. For tactics you can w
shape as an Air elemental and start moving around the battlefield, glide as an earth elemental and spread Miasm
or take a lot of different aproach to stay close to combat, spread Miasma and deliver your touch attacks.
Remember that with each Frostbite you can use it one attack per caster level and with Enforcer you can attempt
demoralize your enemies as a free action. With this simple combo you will have delivered Fatigued, Shaken an
Sickened your foes.
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PROTECTOR DRUID
This build focuses on being a support of the party, with Scribe Scroll a
Craft Wondrous Items you can support the income of the group, w
Protection domain you will have better resistances and share it to y
party
Background
Race: Half Elf with Dual Minded and Fey Thoughts
Favored Class Bonus: +½ domain power use
Archetype: Urban Druid
Nature Bond: Protection domain
Traits: Dangerously Curious and Deft Dodger
Items:Pearl of Power, Polymorphic Pouch, Vestment, Druid's
Feats
1- Skill Focus (Use Magic Device)
3- Scribe Scroll
4- +1 Wisdom
STR DEX CON INT WIS CHA
5- Craft Wondrous Item
7- Empower Spell
8 14 12 14 18 10
8- +1 Wisdom
9- Natural Spell
11- Dazing Spell
12- +1 Wisdom
13- Divine Interference
This build is a total support one, with it you can craft items for your party and with the addition to Protecti
domain you will be a nice support for those moment when other need more resistances. Apart from that you ca
spontaneously cast Sanctuary, Shield Other and Spell Resistance on teammates.
At the start you will be supporting your team and at later level you will be the amazing caster Druid is and w
provide support and control to your team.
1st - At first level you will be playing as a caster, you can follow Erastil and grab a bow to make some damage from
behind, cast some buff on your team or even cast things like Burning Disarm, Entangle, Hydraulic Push o
Thunderstomp.
5th - At this point you need to think what is more important to your party and think outside the box on wands an
scrolls thanks to Use Magic Device, stock with scrolls and wands on things like Blur, Mage Armor, True Strik
Gravity Bow, etc. Also at this point you have access to greater spells like Sleet Storm, Vermin Shape, Contagion, etc
Beyond this point you will be an awesome team player and will need to focus on metamagic feats to improve you
casting ability, I choose Empower and Dazing metamagics but feel free to choose what suits best to your part
composition.
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PACK LORD
This build focuses on the ability of the pack lord to have more than
animal companion, with Boon companion feat you can have a decent m
army of wolves
Background
Race: Human
Favored Class Bonus: +1 Hit Point
Archetype: Pack Lord
Nature Bond: Animal Companion
Traits: Genie Caller and Reactionary
Items: Pearl of Power, Polymorphic Pouch, Vestment, Druid's
Feats
1- Animal Companion Wolf 1 Wolf 1
Spell Focus (Conjuration) Light Armor Proficiency, Toughness, +1
Boon Companion (Wolf 1) Intelligence, Escape Route, Outflank,
2- Animal Companion Wolf 2
3- Animal Companion Eagle Wolf 2
Boon Companion (Wolf 2) Light Armor Proficiency, Toughness, +1
4- AC: Rat Animal Companion, Intelligence, Escape Route, Outflank,
+1 Wisdom
STR DEX CON INT WIS CHA 5- AC: +1 HD Wolf 1 Eagle Skill Focus (Perception),
Augment Summoning
8 12 14 14 18 10 6- AC: +1 HD Wolf 2 Rat Toughness,
7- AC: +1 HD Wolf 1,
Natural Spell
8- AC: +1 HD Wolf 2
+1 Wisdom
In order to make this build work you need to be very intelligent on where and which enemy engage, also with th
guy you will focus on skills, to pick strategic foes and always remember that your wolves are a good source o
damage but can’t take the place of proper frontliner like Barbarian, Ranger, Slayer, etc.
Another thing that you need to consider is that the Eagle and Rat are scouts companions, don't try to engage the
to combat because they will die easily. Also you can use the wolves as your mount and lend the other one to
friend.
1st - At first you will make damage through your animal companion, use your spells according to the situation.
6th - At this level you will have all the necessary animal companions that are needed to thematically add versatil
to the build, this basically is a caster Druid as any other build but with the addition that you have your mini army
wolves that will attack your enemies and add more bodies to the field thanks to
Variations: This build have a lot of variations as with any Druid, you can take a different path and play as a comb
build and with a Scimitar and Outflank you will be processing a lot of opportunity attacks.
You could also pump you Use Magic Device to buff your wolves with wands like Bless, Haste, Good Hope, etc. You
can switch animal companion according to your taste like Tigers, Apes, Rocs, etc.
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FERAL SHIFTER
This build will focuses on the feat Feral Shifter, with it you can take the
aspect of an animal as a swift action, gaining additional bonuses and is
awesome to have this tool because you can adapt to every situation w
it.
Background
Race: Half Orc with Sacred Tattoo racial trait
Favored Class Bonus: +½ Wild shape natural AC
Archetype: Feral Shifter
Nature Bond: -
Traits: Fiend Blood (Knowledge Planes) and Fate’s Favored
Items:Pearl of Power, Vestment, Druid's, Belt of Giant Strength, Amule
Mighty Fists
Feats
1- Extended Animal Focus
3- Heavy Armor
Proficiency
4- +1 Strength
5- Natural Spell
STR DEX CON INT WIS CHA 7- Planar Focus
8- +1 Strength
18 12 14 10 14 8 9- Powerful Shape
This build is amazing, with it you have a huge range of boons to choose from, Bull Focus for more strength, Bear fo
constitution, Cold to add 1d4 cold damage to your claws, Mouse to gain evasion, Air to gain levitate and feather fa
etc.
1st - At first you play this guy as a normal combat Druid, as an orc you can grab a Falchion and start smashing
things. Use the animal focus according to the situation like Fire for an additional 1d6 fire damage , Bull to add mor
strength or even Bear for more constitution.
9th - From here on you will be deadly, now you can have two animal focus at the time and you can wild shape as a
Dire Tiger and with Cold focus you will add 4d4 damage and Fire focus will add 2d6 fire damage to each attack. Also
you will have a lot of options during combat, add Strong Jaw to the mix you will be doing a lot of damage.
This build is a nice addition to a build that focuses on being close to combat, with the Animal Focus ability you will
have a lot of options during a fight. Is amazing that you can put things like Evasion, Levitate, etc.
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Books
Here is the list of books that was reviewed on this guide
Core
Core Rulebook, Bestiary 1, Bestiary 2, Bestiary 3, Bestiary 4, Advanced Player’s Guide, Ultimate Magic, Ultimate
Combat, Advanced Race Guide, Ultimate Equipment, Advanced Class Guide, Pathfinder Unchained,
Pending to add:
Occult Adventures, Bestiary 5, Ultimate Intrigue, Horror Adventures, Healer’s Handbook, Blood of the Beast
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Thanks
Thanks a lot for all the feedback and comments, hope you like this guide as much as I like to write it.
I would like to thanks all the people who read this guide and comment on Paizo Forums and Google Docs
comments, special thanks to:
Treantmonk, Peterrco, N. Jolly, Zenith, Bodhi, Lastoths and all the people that took their time to make Pathfinder guides
and contribution.
Thanks to Broken Zenith to gather all the guides in one place
Here is my email for any suggestion and comments [email protected]
And thanks all the people who gave me feedback in Paizo Forums
666bender
WagnerSika
N. Jolly
Drahliana Moonrunner
The Mortonator
Deighton Thrane
Atarlost
KrythePhreak
UnArcaneElection
O∂ørn the Drowned
strayshift
DM MoggZero
Blave
Askanipsion
Grond
Imbicatus
Selvaxri
Taenia
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