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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tactics for 9th level druid?
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<blockquote data-quote="Stormrunner" data-source="post: 2979188" data-attributes="member: 13471"><p>A 7-PC party, all "at least level 9"? For such a group, an 11th-level druid would be an "average" encounter. Your 9th-lvl druid will indeed be a pushover, even with the home field advantage he will have a tough time even surviving, much less defeating the party. After the first round or three he should probably realize this, and seek to flee.</p><p>The big problem is being outnumbered - for every action the druid takes, the party takes 7 actions, overwhelming him with sheer numbers. He needs allies to serve as meatshields and/or buffers.</p><p>A 9th level druid can cast Awaken; I would suggest he Awaken a few animals as bodyguards. You could keep him 3.5-legal by Awakening the dire bear, and giving him something else as an animal companion (Dire Ape is legal for a druid of level 7+, and its 10' reach can be useful). You then could even add a class level or two to the Awakened bear (Barbarian, anyone?). A couple of drider allies would add a mix of spellcasting and melee to the defenders.</p><p></p><p>As for limited running-away choices - true, but any pursuers suffer the same limits insofar as they have to follow him down the same corridor - they can't "cut the corner" and head him off they way they might be able to in open terrain. Since the druid has access to spells such as Stone Shape, creating new escape tunnels or reshaping an existing one is trivial. He should probably have at least one escape route that can only be traversed by a Small flying creature (i.e., wildshaped into bat form). The Snare spell lasts until triggered - without a tree to tie it to its effects are minimal (briefly Entangling the target), but with a few days prep time you could scatter multiple snares about, ready to mildly hamper your enemies in combat - it doesn't cost you anything but time and a few lengths of rope.</p></blockquote><p></p>
[QUOTE="Stormrunner, post: 2979188, member: 13471"] A 7-PC party, all "at least level 9"? For such a group, an 11th-level druid would be an "average" encounter. Your 9th-lvl druid will indeed be a pushover, even with the home field advantage he will have a tough time even surviving, much less defeating the party. After the first round or three he should probably realize this, and seek to flee. The big problem is being outnumbered - for every action the druid takes, the party takes 7 actions, overwhelming him with sheer numbers. He needs allies to serve as meatshields and/or buffers. A 9th level druid can cast Awaken; I would suggest he Awaken a few animals as bodyguards. You could keep him 3.5-legal by Awakening the dire bear, and giving him something else as an animal companion (Dire Ape is legal for a druid of level 7+, and its 10' reach can be useful). You then could even add a class level or two to the Awakened bear (Barbarian, anyone?). A couple of drider allies would add a mix of spellcasting and melee to the defenders. As for limited running-away choices - true, but any pursuers suffer the same limits insofar as they have to follow him down the same corridor - they can't "cut the corner" and head him off they way they might be able to in open terrain. Since the druid has access to spells such as Stone Shape, creating new escape tunnels or reshaping an existing one is trivial. He should probably have at least one escape route that can only be traversed by a Small flying creature (i.e., wildshaped into bat form). The Snare spell lasts until triggered - without a tree to tie it to its effects are minimal (briefly Entangling the target), but with a few days prep time you could scatter multiple snares about, ready to mildly hamper your enemies in combat - it doesn't cost you anything but time and a few lengths of rope. [/QUOTE]
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Tactics for 9th level druid?
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