Belkzen War Alchemist

Daza Cat Speaker's page

55 posts. Organized Play character for Tangaroa.


Classes/Levels

Druid 2 | HP 13/22 | AC 15 T 11 FF 14 | Fort +8 Ref +4 Will +9 | CMD 15 | Init +1 | Perception +7

About Daza Cat Speaker

Daza:

Male Half-Orc lion shaman druid 2
CN Medium humanoid (orc, human)
Init +1, Senses darkvision (60 ft.); Perception +7
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 22 (2d8+9)
Fort +8, Ref +4, Will +9
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OFFENSE
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Speed 20 ft.
Melee club +4 (1d6+4)
Melee dagger +4 (1d4+3/19-20)
Melee greataxe +4 (1d12+4/x3)
Ranged club (thrown) +2 (1d6)
Ranged dagger (thrown) +2 (1d4/19-20)
Ranged sling +2 (1d4+3)
Special Attacks spontaneous casting
Prepared Spells
Druid (CL 2nd; concentration +5)
1st-acid maw, magic fang, produce flame
0th-create water, detect poison, guidance, stabilize
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STATISTICS
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Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Endurance, Toughness
Skills Climb +7 (+4), Handle Animal +4, Knowledge (Geography) +4, Knowledge (History) +4, Knowledge (Nature) +6, Perception +7, Survival +9
ACP -3
Traits Ancient Historian, Fate's Favored
Languages Common, Druidic, Orc, Osiriani (Ancient)
SQ animal companion, bonus druid's natural armor bonus (x1), nature bond, nature sense, orc blood, sacred tattoo, shaman's apprentice, totem transformation (2 min/day), weapon familiarity, wild empathy +1, woodland stride
Combat Gear
Other Gear club, dagger, greataxe, sling with 10 bullets, hide, traveller's outfit, backpack, belt pouch, blanket, bedroll, feed (5), flint and steel, grappling hook, iron pot, mess kit, rations (5), 50' rope (2), survival kit, torches (1), waterskin, holly and mistletoe, spell-component pouch, soap
cloak of resistance +1
Scrolls
scroll of cure light wounds
scroll of longstrider
scroll of produce flame
Wands
wand of cure light wounds [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
wand of faerie fire [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
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SPECIAL ABILITIES
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Ancient Historian You are well acquainted with the lore of fallen empires. Choose either Knowledge (history) or Linguistics. That skill becomes a class skill for you, and you begin play able to speak and read one of the following languages: Ancient Osiriani, Azlanti, Cyclops, Jistkan, Tekritanin, or Thassilonian. Animal Companion (Ex)
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Favored Class Option Add +1/3 to the druid's natural armor bonus when using wild shape.
Nature Bond A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory, Nobility, and Sun domains.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
Shamans Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Totem Transformation (Su) At 2nd level, a lion shaman may adopt an aspect of the lion while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), senses (low-light vision, scent), or natural weapons (bite [1d4], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, the lion shaman may speak normally and can cast speak with animals (felines only) at will.
Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Wild Empathy (Ex) You can improve the attitude of an animal. A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.

Daza's companion Tau:

Male Companion Cat, Big (Lion) animal 3
N Medium animal
Init +3, Senses low-light vision; scent, Perception +6
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DEFENSE
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AC 17, touch 14, flat-footed 13 (2 armor +3 Dex, +1 dodge, +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +6, Will +3
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OFFENSE
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Speed 40 ft.
Melee bite +5 (1d6+1)
Melee claws +5/+5 (1d4+1)
Special Attacks rake
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STATISTICS
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Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +3; CMD 16 (20 vs trip)
Feats Dodge, Weapon Finesse
Skills Acrobatics +7, Perception +6, Survival +5
SQ hunting, bonus tricks 1, link, low-light vision, scent, share spells
Animal Tricks Attack, Attack II, Come, Down, Defend, Heel
Combat Gear
Other Gear leather barding
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SPECIAL ABILITIES
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Bonus Tricks 1
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Rake (Ex) You gain extra natural attacks under certain conditions, typically when you grapple foes.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion instead of on herself.

Boons:

#1: Fort Rannick Liberator (regain 4 prestige)
#1: Magic Tattoo (1/day as swift gain silent and still spell) [ ][ ][ ][ ][ ]
#1: Ogre Slayer (+1 to hit and damage vs. ogre's)
#2: Ragdya's blessing: climb 20' for 1d4 rds.
#3: Explore, Report, Cooperate: GM tells if an action will contribute to a secondary success condition
#4: Prized Find: Used to get a prestige when you have otherwise failed.

Adventure Log:

#1
Scenario
Gold Earned 1,398 (Hook Mountain Massacre)
Day Job
XP 3
Prestige/Fame 4/4
Access wand of mage armor (10 charges, 150 gold, 1 only)
Purchases scroll of longstrider, scroll of magic fang, wand of cure light wounds, wand of faerie fire
Misc. Expenses
Wealth 1394.9
Play Notes fort rannick liberator (regain 4 PP), magic tattoo, ogre slayer
Journal Entry
#2
Scenario 6-8: The Segang Expedition
Gold Earned 509
Day Job
XP 4
Prestige/Fame 6/6
Access
Purchases cloak of resistance +1, alchemist fire (x4), acid flask (x4)
Misc. Expenses
Wealth 783.9
Play Notes Radgya's blessing.
Journal Entry
#3
Scenario 6-10 The Wounded Wisp
Gold Earned 510
Day Job
XP 5
Prestige/Fame 8/8
Access
Purchases
Misc. Expenses
Wealth 1293.9
Play Notes Explore, Report, Cooperate; Prized Find
Journal Entry


At 4th level, with a focus on combat feats and items for both master and animal companion.
Daza 4:

Daza
Male Half-Orc druid 4 Archetypes Lion Shaman
CN Medium humanoid (orc, human)
Init +3, Senses darkvision (60 ft.); Perception +10
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 natural)
hp 35 ((4d8)+12)
Fort +8, Ref +4, Will +9, +4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants
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OFFENSE
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Speed 20 ft. (30 ft. with longstrider), Woodland Stride
Melee falchion +1 +7 (2d4+5/18-20)
Melee club +6 (1d6+4)
Ranged club (thrown) +4 (1d6)
Melee dagger +6 (1d4+3/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Ranged sling +4 (1d4+3)
Special Attacks Spontaneous Casting,
Wayfinder Spell-Like Abilities light (at will)
Prepared Spells
Druid (CL 4th; concentration +7)
2nd-barkskin, bull's strength(DC 15), flaming sphere(DC 15)
1st-cure light wounds(DC 14), faerie fire, longstrider(DC ), produce flame
0th-detect poison, guidance(DC 13), resistance, stabilize(DC 13)
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TACTICS
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Before Combat Daza casts longstrider on himself.
During Combat Daza will cast barkskin and bull's strength on his lion before wading into combat himself.
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STATISTICS
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Str 17, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +6; CMD 17
Feats Endurance, Ironhide, Toughness
Skills Climb +4, Handle Animal +6, Heal +7, Knowledge (History) +6, Knowledge (Nature) +7, Perception +10, Survival +9, Swim +4,
Traits Artifact Hunter, Reactionary
Languages Common, Druidic, Orc
SQ animal companion, bonus druid animal companion damage (4x), darkvision, nature bond, nature sense, orc blood, orisons, resist nature's lure, sacred tattoo, shamans apprentice, totem transformation, trackless step, weapon and armor proficiency, weapon familiarity, wild empathy +3, woodland stride
Combat Gear Wand of Cure Light Wounds (50 charges), scroll (cure light wounds), scroll (longstrider/druid/1st/divine/minor), scroll (produce flame/druid/1st/divine/minor), scroll (magic fang/druid/1st/divine/minor) (3),
Other Gear falchion +1, outfit (traveler's), cloak of resistance +1, hide +1, backpack, common, bedroll, sling bullets (10), flint and steel, grappling hook, common, mess kit, rope (hemp/50 ft.) (2), survival kit (common) (2), waterskin (filled), wayfinder, scroll case, club, dagger, sling, masterwork barding (leather/large), 99.6 gp
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SPECIAL ABILITIES
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Animal Companion (Ex)
Artifact Hunter (Knowledge (History)) You know the legends of the Mwangi Expanse and the places where great treasures were rumored to have fallen. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.
Bonus Druid Animal Companion Damage (4x) Druid: Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Nature Bond A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory, Nobility, and Sun domains.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.
Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
Shamans Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Totem Transformation (Su) At 2nd level, a lion shaman may adopt an aspect of the lion while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), senses (low-light vision, scent), or natural weapons (bite [1d4], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, the lion shaman may speak normally and can cast speak with animals (felines only) at will.
Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Wild Empathy (Ex) You can improve the attitude of an animal.
Wild Empathy (Ex) A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.
Woodland Stride (Ex) You may move through any sort of magical undergrowth at your normal speed and without taking damage or suffering any other impairment.

Tau at 4th:

Daza's Lion Tau
Male Companion Cat, Big (Lion) animal 4
N Medium animal
Init +4, Senses low-light vision; scent, Perception +6
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DEFENSE
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AC 20, touch 15, flat-footed 15 (+2 armor, +4 Dex, +1 dodge, +3 natural, )
hp 27 ((4d8)+8)
Fort +6, Ref +8, Will +3
Defensive Abilities evasion,
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OFFENSE
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Speed 40 ft.
Melee bite +5 (1d6+3)
Melee claws +6/+6 (1d4+3)
Special Attacks Rake,
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STATISTICS
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Str 14, Dex 18, Con 14, Int 2, Wis 15, Cha 10,
Base Atk +3; CMB +5; CMD 20 (24 vs trip)
Feats Dodge, Weapon Focus (Claws)
Skills Acrobatics +9, Perception +6, Survival +6,
SQ hunting, bonus tricks 2, link, low-light vision, scent, share spells,
Animal Tricks Hunting, Attack, Come, Down, Fetch, Heel, Seek, Track
Combat Gear
Other Gear bite, claws, masterwork barding (leather/large), 0.0 gp
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SPECIAL ABILITIES
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Bonus Tricks 2
Companion Andoren Falconry
Constitution
Evasion (Ex) You can avoid damage from many area-effect attacks.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Rake (Ex) You gain extra natural attacks under certain conditions, typically when you grapple foes.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion instead of on herself.
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ANIMAL TRICKS
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Hunting An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes 6 weeks.
Attack The animal attacks apparent enemies.
Come The animal comes to you, even if it normally would not do so.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)

Daza at 8:

Daza
Male Half-Orc (Taldan) druid 8 Archetypes Lion Shaman,
CN Medium humanoid (orc, human)
Init +3, Senses darkvision (60 ft.); Perception +14
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DEFENSE
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AC 17, touch 14, flat-footed 16 (+2 armor, +1 deflection, +1 Dex, +1 insight, +1 natural, )
hp 67 ((8d8)+24)
Fort +10, Ref +5, Will +11, +4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants
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OFFENSE
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Speed 30 ft. (40 ft. with longstrider), Woodland Stride
Melee falchion +1 +12/+7 (2d4+8/18-20)
Melee club +11/+6 (1d6+7)
Ranged club (thrown) +7/+2 (1d6)
Melee dagger +11/+6 (1d4+5/19-20)
Ranged dagger (thrown) +7/+2 (1d4/19-20)
Ranged sling +7/+2 (1d4+5)
Special Attacks Spontaneous Casting,
Wayfinder Spell-Like Abilities light (at will)
Prepared Spells
Druid (CL 8th; concentration +11)
4th-air walk, freedom of movement(DC 17)
3rd-call lightning(DC 16), magic fang (greater)(2)(DC 16), resist energy (communal)(DC 16)
2nd-barkskin(2), bull's strength(DC 15), flaming sphere(DC 15)
1st-cure light wounds(DC 14), faerie fire, longstrider(DC ), produce flame
0th-detect poison, guidance(DC 13), resistance, stabilize(DC 13)
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TACTICS
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Before Combat Daza will cast extended (using his rod) barkskin on himself and Tau, freedom of movement on himself, greater magic fang on both him and Tau, and an extended bulls strength on Tau.
During Combat Daza will take the form of a lion and attack!
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STATISTICS
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Str 20, Dex 12, Con 14, Int 10, Wis 16, Cha 8,
Base Atk +6; CMB +11; CMD 25
Feats Endurance, Ironhide, Natural Spell, Power Attack, Toughness
Skills Climb +9, Handle Animal +10, Heal +7, Knowledge (Geography) +5, Knowledge (History) +7, Knowledge (Nature) +9, Linguistics +2, Perception +14, Ride +5, Survival +10, Swim +9,
Traits Artifact Hunter, Reactionary
Languages Common, Druidic, Orc, Osiriani, Polyglot
SQ animal companion, bonus wild shape natural armor (8x), darkvision, nature bond, nature sense, orc blood, orisons, resist nature's lure, sacred tattoo, shamans apprentice, shaman wild shape, totemic summons, totem transformation, trackless step, weapon and armor proficiency, weapon familiarity, wild empathy +7, wild empathy, wild shape, wild shape, woodland stride
Combat Gear Wand of Cure Light Wounds (50 charges), Metamagic Rod of Lesser Extend (3 charges), scroll (cure light wounds), scroll (longstrider/druid/1st/divine/minor), scroll (produce flame/druid/1st/divine/minor), scroll (magic fang/druid/1st/divine/minor) (3),
Other Gear jingasa of the fortunate soldier, falchion +1, ring of protection +1, bracers of armor +2, outfit (traveler's), belt of giant strength +2, cloak of resistance +1, backpack, common, bedroll, sling bullets (10), flint and steel, grappling hook, common, mess kit, rope (hemp/50 ft.) (2), survival kit (common) (2), waterskin (filled), wayfinder, scroll case, metamagic rod of lesser extend, ioun stone, dusty rose prism, club, dagger, sling, amulet of mighty fists (flaming), barding +1 (studded leather/large), 204.6 gp
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SPECIAL ABILITIES
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Animal Companion (Ex)
Artifact Hunter (Knowledge (History)) You know the legends of the Mwangi Expanse and the places where great treasures were rumored to have fallen. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.
Bonus Wild Shape Natural Armor (8x) Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Nature Bond A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory, Nobility, and Sun domains.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.
Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
Shamans Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.
Shaman Wild Shape (Su) You can change shape 4 times / day for up to 10 hours When changing into an totem animal, this functions as Beast Shape III
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Totemic Summons (Su) At 5th level, a lion shaman may cast summon nature's ally as a standard action when summoning felines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.
Totem Transformation (Su) At 2nd level, a lion shaman may adopt an aspect of the lion while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), senses (low-light vision, scent), or natural weapons (bite [1d4], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, the lion shaman may speak normally and can cast speak with animals (felines only) at will.
Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Wild Empathy (Ex) You can improve the attitude of an animal.
Wild Empathy (Ex) A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.
Wild Shape (Su) You can change shape 2 times / day for up to 6 hours You can change into any Tiny, Small, Medium or Large animal, or a Small elemental. When changing into an animal, this functions as Beast Shape II When changing into an elemental, this functions as Elemental Body I
Wild Shape (Su) At 6th level, a lion shaman's wild shape ability functions at her druid level - 2. If she takes on the form of a feline, she instead uses her druid level + 2.
Woodland Stride (Ex) You may move through any sort of magical undergrowth at your normal speed and without taking damage or suffering any other impairment.

Daza at 8 in wildshaped dire lion form:

Daza
Wildshaped (Dire Lion) Male Half-Orc lion shaman druid 8
CN large humanoid (orc, human)
Init +3, Senses low-light vision, scent; Perception +14
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DEFENSE
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AC 24, touch 12, flat-footed 24 (+2 armor, +1 deflection, +1 insight, +1 luck, +10 natural, -1 size)
hp 67 ((8d8)+24)
Fort +10, Ref +5, Will +11, +4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants
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OFFENSE
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Speed 40 ft. (50 ft. with longstrider, Woodland Stride
Melee bite +13 (1d8+8 plus grab)
Melee 2 claws +13 (1d6+7)
Special Attacks Grab, Pounce, Rake (2 claws +13, 1d6+7), Spontaneous Casting
Prepared Spells
Druid (CL 8th; concentration +11)
4th-air walk, freedom of movement(DC 17)
3rd-call lightning(DC 16), magic fang (greater)(2)(DC 16), resist energy (communal)(DC 16)
2nd-barkskin(2), bull's strength(DC 15), flaming sphere(DC 15)
1st-cure light wounds(DC 14), faerie fire, longstrider(DC ), produce flame
0th-detect poison, guidance(DC 13), stabilize(DC 13)
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TACTICS
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Before Combat Daza has cast longstrider, greater magic fang, and freedom of movement. Note: his natural AC his is two points higher due to his favored class bonus, which stacks with barkskin.
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STATISTICS
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Str 24, Dex 10, Con 14, Int 10, Wis 16, Cha 8
Base Atk +6; CMB +15 (+19 to grab); CMD 27 (31 vs. trip)
Feats Endurance, Ironhide, Natural Spell, Power Attack, Toughness
Skills Climb +11, Handle Animal +10, Heal +7, Knowledge (Geography) +5, Knowledge (History) +7, Knowledge (Nature) +9, Linguistics +2, Perception +14, Ride +4, Survival +10, Swim +11
Traits Artifact Hunter, Reactionary
Languages Common, Druidic, Orc, Osiriani, Polyglot
SQ animal companion, bonus wild shape natural armor (8x), nature bond, nature sense, orc blood, orisons, resist nature's lure, sacred tattoo, shamans apprentice, shaman wild shape, totemic summons, totem transformation, trackless step, weapon and armor proficiency, weapon familiarity, wild empathy +7, wild empathy, wild shape, wild shape, woodland stride
Other Gear jingasa of the fortunate soldier, ring of protection +1, bracers of armor +2, belt of giant strength +2, cloak of resistance +1, dusty rose prism ioun stone
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SPECIAL ABILITIES
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Animal Companion (Ex)
Artifact Hunter (Knowledge (History)) You know the legends of the Mwangi Expanse and the places where great treasures were rumored to have fallen. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.
Bonus Wild Shape Natural Armor (8x) Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Nature Bond A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory, Nobility, and Sun domains.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.
Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
Shamans Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.
Shaman Wild Shape (Su) You can change shape 4 times / day for up to 10 hours When changing into an totem animal, this functions as Beast Shape III
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Totemic Summons (Su) At 5th level, a lion shaman may cast summon nature's ally as a standard action when summoning felines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.
Totem Transformation (Su) At 2nd level, a lion shaman may adopt an aspect of the lion while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), senses (low-light vision, scent), or natural weapons (bite [1d4], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, the lion shaman may speak normally and can cast speak with animals (felines only) at will.
Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Wild Empathy (Ex) You can improve the attitude of an animal.
Wild Empathy (Ex) A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.
Wild Shape (Su) You can change shape 2 times / day for up to 6 hours You can change into any Tiny, Small, Medium or Large animal, or a Small elemental. When changing into an animal, this functions as Beast Shape II When changing into an elemental, this functions as Elemental Body I
Wild Shape (Su) At 6th level, a lion shaman's wild shape ability functions at her druid level - 2. If she takes on the form of a feline, she instead uses her druid level + 2.
Woodland Stride (Ex) You may move through any sort of magical undergrowth at your normal speed and without taking damage or suffering any other impairment.

Tau the Lion at 8th:

Daza's Lion Tau
Male Companion Cat, Big (Lion) animal 7
N Large animal
Init +3, Senses low-light vision; scent, Perception +6
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DEFENSE
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AC 30, touch 13, flat-footed 26 (+4 armor, +3 Dex, +1 dodge, +13 natural, -1 size )
hp 62 ((7d8)+28)
Fort +9, Ref +8, Will +4
Defensive Abilities evasion, devotion
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OFFENSE
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Speed 40 ft.
Melee bite +13 (1d8+9+1d6 acid, magic)
Melee claws +14/+14 (1d6+9+1d6 acid, magic)
Space 10 ft. Reach 10 ft.
Special Attacks Grab, Pounce, Rake
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TACTICS
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Before Combat Tau has had greater magic fang, extended barkskin, and extended bull's strength cast on him.
Base Statistics Without spells, Tau's statistics are: AC 27, flat-footed 23; Melee bite +10 (1d8+6+1d6 acid)
Melee claws +11/+11 (1d6+6+1d6 acid)Str 23; CMB +12 (+16 to grapple); CMD 26 (30 vs. trip), Skills Climb +10, Swim +10
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STATISTICS
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Str 27, Dex 17, Con 18, Int 2, Wis 15, Cha 10
Base Atk +5; CMB +15 (+19 grapple); CMD 28 (32 vs trip)
Feats Dodge, Improved Natural Armor, Power Attack, Weapon Focus (Claws)
Skills Acrobatics +9, Climb +12, Perception +6, Survival +6, Swim +12
SQ hunting, bonus tricks 3, devotion, link, low-light vision, scent, share spells,
Animal Tricks Hunting, Air Walk, Attack, Come, Down, Fetch, Heel, Seek, Track
Combat Gear
Other Gear amulet of mighty fists (corrosive), bite, claws, barding +1 (studded leather/large/large), 0.0 gp
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SPECIAL ABILITIES
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Bonus Tricks 3
Companion Andoren Falconry
Constitution
Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Evasion (Ex) You can avoid damage from many area-effect attacks.
Grab (Ex) If You hit with the indicated attack, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Pounce (Ex) When you make a charge, you can make a full attack (including rake attacks if you also have the rake ability).
Rake (Ex) You gain extra natural attacks under certain conditions, typically when you grapple foes.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion instead of on herself.
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ANIMAL TRICKS
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Hunting An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes 6 weeks.
Air Walk The animal is trained to move with the aid of the air walk spell.
Attack The animal attacks apparent enemies.
Come The animal comes to you, even if it normally would not do so.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)