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Your best bet flavor-wise would probably be Kingmaker's sylvan sorcerer archetype, which is strong in all the areas Deadfire's druid was strong.
So yeah, Sylvan Sorcerer is a good choice. Otherwise maybe an Ecclesitheurge Cleric with the Weather Domain or something like that.
So at low levels, summoners are terribly weak, and at higher levels, they're merely okay, whereas other types of characters are way better at low levels and also better than merely okay at higher levels. That's just they way the game is, mechanically.
Lastly, Animal Companions are very strong in this game, based on mechanics and their stats. For openers, they aren't summoned, they stick around permanently. This means they give you one additional party member for all intents and purposes. They increase your party's load carrying capacity as such, and being relative high in Strength, this alone means you can haul like EVERYTHING out of most maps, bring it back home and sell it, with no need of a bag of holding. They also give you one more set of eyes and ears for making Perception checks to spot traps, secret doors, and hidden treasure chests. The way Perception checks work in this game, your best way to maximize the amount of stuff you find is to have more sets of eyes and ears, and every animal companion you have adds one more "hidden stuff detector" to the team, which is very nice. Animal companions can more than hold their own in melee as well, they can move faster than most characters, they get some useful combat abilities, like the Wolf which gets a free Trip attempt when it bites something, or the Smilidon, which gets a whopping FIVE melee attacks as a full round action, and at higher levels, can take a full attack at the end of a charge, so basically, double move distance combined with four paws and a bite, which makes for RIDICULOUS amounts of damage in round one of combat. And that's all without magical buffs applied. Animal companions are the ideal buff spell targets. When you think about it, all of your human companions are eventually going to be wearing belts, amulets, rings etc that give stat buffs which do not stack with spells like Bull's Strength, Barkskin, Shield of Faith, etc, but your animal companions don't get to wear gear, so you can hit them with spells like that and they'll benefit from them. You'll most definitely have at least one, maybe three spell casters that can cast spells that buff pets like this, and the Druid himself is one of them.
In my most recent run, I had two characters that had animal companions, the ranger that you find in the Troll Trouble chapter, who is awesome, and my main character, who was a Cleric of Erastil with Animal and Community domains. With two animal companions on the team, our carry capacity was like 3000+ lbs, and I would haul around like a dozen different weapons just in case I needed something that does Negative Energy damage, or is Cold Iron, etc. We also had a ton of potions, scrolls and wands. Before combat, I'd cast Mage Armor, Shield of Faith, Barkskin, Bull's Strength, and Magic Fang on them and then either charge them in or shoot an arrow at a badguy to initiate combat, and they were a wrecking crew in melee. If an animal companion dies, you get a new one that's an exact copy of it when you do a rest. They're just all upside.
The Arcane Trickster gets some useful class perks, not the least of which is the fact that it gives you the ability to do Sneak Attack damage with Rays and then later with spells like Fireball, although in that case it only works against flat-footed targets, which is to say, everything that hasn't acted yet in round 1 of combat when you cast it, so you need high Initiative so as to bushwhack bad guys who are slow to react. Fireball and other AoE elemental damage spells are honestly not that great, as-is, but when you're getting an extra ~4d6 sneak attack damage per target against flat-footed targets, it can actually be pretty impressive. You still need to cast some party buff spells that protect the party from some nasty enemy magic effects though, which is why I'd stay with Universalist, because giving up on two schools of magic sucks. I think you're better off keeping your options open. I'd also go with Bonded Object for the extra spell, instead of Familiar.
Arcane Trickster also gives you an ability called Ranged Legerdemain which allows you to disarm traps and pick locks from a safe distance. More importantly, it also gives you infinite retries on locks you fail to pick, which is normally not allowed when you pick locks the regular way. I'm not sure if this is as intended or if it's an exploit, but that's what it does. If you do decide to keep Octavia around on the starting travel team, you can make her an Arcane Trickster (it's her ideal build) and give her some Feats and that improve her Trickery Skill and have her be your trap disarm / pick lock person so your main character doesn't have to. You can also put skill points into Knowledge (Arcane) and Knowledge (The World) with her so you don't need them on your main either. This frees you up to take full ranks in Persuasion, Perception, etc with your main.
I don't recommend taking any of the Metamagic Feats. There are plenty of Rods that do the same effects for you, and are better in that they don't require you to increase the level of spell slot the spell uses, and also, with rods, you can choose when to use them on the fly instead of having to prepare spells with metamagic effects in the first place. The one exception to this is Heighten Spell, which allows you to prepare a lower level spell in a higher level slot, thus increasing it's spell DC. This is not terribly important for rays, since they need to roll to hit the target and as such don't use a DC for anything, but it does give you the ability to prep more Scorching Rays per day by putting some in higher spell slots.
In my most recent run, I had Octavia on the team, kitted up as an Arcane Trickster, and with the various Metamagic Rods you find and can buy, she ends up being able to cast Scorching Ray twice in one round (Lesser Quicken Rod for the first one) for three rays each, total of six rays, each one of which is doing 4d6 base plus 6d6 sneak attack damage. She also one-shotted a Jabberwock Shadow in the late game with Polar Ray. They're vulnerable to Cold, as it happens, and I think she critted with the ray. Did over 200 damage in one shot, using the Greater Empower Rod. That could be you.
Best of all, this type of character can STILL summon monsters, if you want, and you can wait until that approach actually gets good in order to do it. And you can summon elementals, monsters, and undead, but not nature's ally. You might even be able to work the three summoning Feats into the build in the late game (those being Spell Focus (Conjuration), Augment Summoning and Superior Summoning). There was a time when Spell Focus (Conjuration) was useless because all it did was give +1 to the DC of Conjuration spells, none of which actually ever got used or saved against anyway. But in this game, there are actually a lot of spells that benefit from Spell Focus (Conjuration), including Grease, Glitterdust, Stinking Cloud, Cloudkill, Icy Prison, Chains of Light, and Tsunami. So taking Spell Focus (Conjuration) relatively early in the build isn't the worst idea ever.
- as noted above summons are weak. Think of them as simple distractions to enemy targeting to save your party from initial combat damage that will quickly die and not as adding any really damage to the fight.
- Multiclassing with any caster is questionable unless aiming to do a prestige class such as Arcane Archer or Eldritch Knight since you are losing valuable spell levels and caster levels that improve your spells. Since none of the prestige really synergize with a Druid this is not a factor.
- Subclass Hint: Fey are a main enemy in the game.
- Pathfinder damage spells require associated feats to be really useful so make sure you look a the spells types you want to focus on and choose appropriate feats.
Your chosen build will not be an OP juggernaut, but will be perfectly fine, even for a new player, on lower difficulty levels if you have you heart set on it.
The summons won't save the party, but with both summoning feats it is an effective way to create meatshields before the battle starts to reduce damage to your front liners, and with the extra summon and each creature getting +4 to strength and constitution it makes them slightly more sturdy, but it's generally better to summone multiple creatures at once rather than the big one.
Summoning is more crowd control in this game to keep enemies off of your party than they are meant to take down enemies.
Ty for your elaborate replies to all of you.
I took the advice into account. I still ended up rerolling many times which is what I wanted to avoid lol.
Initially i chose the blight druid cause he seemed to be the casting oriented druid but seems to offer little advantage. Also does the miasma hurt allies too? Seems like a bad idea and a mess.
So i changed my perspective and I decided to play the druid as the game intended and keep the animal companion, and focus somewhat more on fighting up close too.
I tried to go full spellcaster but it was too much of a pain. Is it like that for all spellcasters in this game in the beginning?
I have 2 very similar druids now...
1
Aasimar the kind that gives bonus to Wis and con.
Defender of the true world
Wolf companion (i like wolves)
Str 13
Dex 16
Con 15
Wis 18
Int 8
Cha 12
Martial weapons proficiency because those druid weapons are useless and wtf a scimitar and no bow?
Skill points to persuasion and perception.
I wanted to drop Cha more but i kept it to roleplay the hero protagonist and not just a fighting machine.
2. Very similar but Wis 17 and str 14
At begining 1-4 level you have few casts. So you need to rely on weapons or orisons/cantrips more.
When you are cca lvl 5-7 you can cast a lot since you will have a enough spell slots to cast in each fight in dungeon.
Later at cca 8-11 you can cast few spell each fight.
At cca 12-20 you will have a lot of cast, so much that unless you try to do story dungeon with no rest, you will have spells left over.
For Miasma of Blight Druid. Do not remember if it affects allies, but you have Delay Posion Communal spell that makes you immune to it anyway.
Most people I've read would advise you to set your spellcasting stat to a 19 at creation, then rank it up three times as you get XP and levels. You get one attribute point at levels 4, 8, 12, 16, and 20, but you probably won't reach level 20 before the game is over, so that last one basically doesn't count. Generally I like to leave two Ability Scores at odd numbers upon character creation, then raise one of them when I hit level 4, then raise the 19 I had in my spellcasting stat at levels 8, 12, and 16. In this case you don't really have a second stat that's terribly important, so you could set Wisdom at an 18 and raise it 4 times, then leave all the other stats at their starting numbers for the rest of the game. I think I'd spread out your points more or less evenly among the physical stats of Strength, Dex and Con, without really pushing any one of them.
i wish i would have taken 18 wisdom.
also, i thought dex gave a bonus to attack rolls and evasion. but i don't see it on the roll? there's a strength bonus, but I don't see a dex bonus. wth.
the game said that there was a bonux from dex to ac in the form of evasion.
do you know about that?
thank you for your input. i'll definitely do things differently next time.
DEX gives bonus attack to ranged weapons. It can give attack bonus to melee, but only if you have Weapon Finesse feat, it works for light weapons, natural weapons and some more specified in feat description. It also can give you damage if you have Finesse Training Rogue ability, Slashing/Piercing Grace or Amulet of Agile Fist +1 to +5 for natural attacks (claw, fist, gore, bite, etc.).
DEX gives you points in Armor Class, which makes attacks againts you miss more. If you wear armor it has upper limit (basicaly heavier armor= less AC DEX can give). Druids cannot wear metal armors, and there is only 1 non-metal heavy armor at the end of game.
DEX also gives you points in Reflex save, making you evade effect and/or take only 1/2 half of damage of spells that target Reflex save (Fireball, Grease, etc.)
There is no evasion stat. It is called Armor Class (=AC). In lore perspective it is making you dodge attack and/or making armor/shield/hide/scales eat attack without damaging you. In game it just says enemy missed you.
Evasion is ability some classes get (like Rogues, Tower Shield Specialist and Rangers) that makes you avoid whole damage if you pass a Reflex save of spell instead of half. There is Improved Evasion that also makes you take 1/2 damage on failed save.
If you do take the Weapon Finesse Feat, which allows you to use your Dex bonus instead of your Strength bonus to hit with unarmed attacks, I think that MIGHT apply to your claws etc while in wild shape form. I don't know for sure. Also, as I said before, I think your human Strength, Dex and Con are irrelevant in that form anyway, so you might be turning into animals that have higher Strength than Dex in the first place.
By using Wildshape you keep mental stats, but you cannot cast spells unless you have Natural Spell feat.
In Wildshape armors, weapons, shields will not work, other equipment will work.