Linuo |
Hi Guys!
I need help. In a few Days we want to play Skull&Shackles and I'm making a Druid.
But now the hard choice: An Animal Companion or a Cleric Domain?
And: If I go for an Animal Companion is a Water Animal a good Choice (like the Shark or Dolphin)?
Can anyone who read the whole Adventure Path give me an Advice? Our DM only read the first Book...
Thanks a lot!
Cavall |
Well some pets would benefit from both water and land. A croc for instance. Or the Roc and Giant vulture make great flying companions and will benefit from the open air.
Past that, I won't tell you about the adventure. Sometimes you're on a boat sometimes in water or land. Those three options will be good picks.
Claxon |
I can tell you from playing through the campaign, you don't want something that is water only. While you spend a lot of time sailing on the water, you don't spend that much time actually in the water, at least in my experience.
Surprisingly, pirates like to stay out of that kind of drink.
I would suggest something that has at least a 30ft land movement and a swim speed. Of course, honestly I wouldn't hinge my decision on swimming. The spell Sea Steed is a 2nd level druid/ranger spell that last 10 minutes per level. It will probably provide you all the time you need to have an "underwater" animal companion. Worse case scenario is buy a single wand of it, I doubt you would run out even though each usage would last only 30 minutes.
Personally I found the most effective companion to be those that could fly.
Taenia |
Claws and Bite are primary weapons. So you will use your full BAB and strength with all three attacks.
In 3.5 only one attack was primary, rest secondary. In Pathfinder natural weapons are classified as either primary or secondary. So a bite is always primary a claw is always primary a wing is always secondary.
Two exceptions:
If you make an attack with a manufactured weapon, all natural attacks become secondary.
If you only have one natural attack, it is primary.
Fruian Thistlefoot |
There will be times you are on Land in this AP.
A Roc would be a very good choice. Later levels he can Grab with his talons and take people up and drop them. People like.... enemy captains.
Another good contender is a Giant Mantis. A climb, Land, and Fly speed. They can easily tear enemy sails and attack with Reach (once large) and Lunge. Grabbing up people and Moving them about.
A crocodile is very nice even though it can not fly. It is a very good grappler to shut enemies down with. Deathroll is a fun ability.
Those are some of the better creatures I can think of. But a strictly water based AC will nerf you in parts of the campaign. A shark does not do well on water.