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A druid defender ot the true world will be inmune to fey mental effects, that may help, and if you pick animal domain and boon companion you'll get a another powerful pet, which is always nice to have.
Some of the druid spells spells like barkskin are really useful. And having a maximized nature's lore is really useful to shorten the hunting time. And with a druid, you can summon many animals to act as meatshields to entertain powerful ennemies like in the Lamasthu's whomb. Smilodon summon is not bad and level 9 spells like tsunami is really fun.
On the other hand, with a build I found on gog, Kalikke is a really powerful character: you take earth as element, and wall and earth injonctions... You can prepare the fights setting a wall and then casting the earth injonction on every foe. They will take damage from both. And with turn based, the use of Kalikke's wall and earth injonction is even better.
Kalikke never runs out of blasts, and earth element ignores spells resistance. (after you take fire, and you have magma and mud blasts, combined blasts deal more damage, bypassing SR)
In my campaign, I use a cleric (me), Valerie, a druid merc, Ekun, Octavia and kalikke
She fills like the snarky lawful evil role that always makes fatalist comments about how awful the average peasant is.
You can swap to kalikke for out of combat healing and Kanerah is probably better at combat early on until you can pick up the persistent AoE modifiers mentioned by Finrod.
Double fire is also the only combined blast available in the game that retains its roll against touch as far as im aware.