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I would like your advice on my bard-build for Pathfinder 1. Only Pazio-approved additions are allowed, unless I discuss it with GM. We don't use traits and the stats can be moved but not altered.

My purpose with this bard, is primarily to have fun and be the joker/prankster in the party, but not Loki-kind. I still want to be able to cooperate with the party and help them, not hinder them or disrupt their agenda. I.E. I don't intend to be an a~&++@~...

Apart from my sheet, I have been allowed to add the spell "Windy Escape" and the feat "Lingering performance", but I couldn't add either in PC Gen, in the newest version.
I couldn't add the feat "Eldritch Heritage" either, but decided to ignore that for now.

Basically we start at lvl. 5 and have 100 GP to add our equipment, and on top of that I got a Headband of Alluring Charisma +2, A +1 weapon of my own choice (I went for a longsword), a +1 Mithral shirt and a Handy Haversack.

Please ask if you have any further questions. The character is planned to be played as following: By appearance (and ONLY that) he is planned to be played as a 15-year old version of Oberon Martell from Game of Thrones (the series, not the book) and he has the same approach/personality when being himself. From as long as he can remember he has had two childhood friends. His best friends. Little more than kids just as himself. But more than that, he had girl as a childhood sweetheart, who he lost contact with. She was a devout follower of Desna, so around his neck he carries a wooden symbol of Desna. Not necessarily because he prays to Desna, but because it reminds him of his true love. He got it from her as a child. Inside it there is a hidden compartment, but I haven't yet decided what should be in there.

The following is the character tranformed to .doc format, so you can see it. I know it's not perfect, but it's the best I can do.

Name: Smilin Slim Atos Ebon
Race: Human
Player: Jens Rasmussen
Classes: Bard5
Hit Points: 42
Experience: 15000 / 23000
Alignment: Neutral Good
Vision:
Speed: Walk 30 ft.
Languages: Catfolk, Common, Draconic, Dwarven, Elven, Sylvan
Stat Score Mod
STR 15 (+2)
DEX 18 (+4)
CON 15 (+2)
INT 18 (+4)
WIS 12 (+1)
CHA 22 (+6)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 7 1.0 4 2
Appraise 12 5.0 4 3
Bluff 6 0.0 6 0
Bluff (Perform (Sing)) 14 5.0 6 3
Climb 5 1.0 2 2
Craft (Untrained) 4 0.0 4 0
Diplomacy 6 0.0 6 0
Disable Device 6 3.0 4 -1
Disguise 10 1.0 6 3
Escape Artist 7 1.0 4 2
Fly 3 0.0 4 -1
Heal 2 1.0 1 0
Intimidate 10 1.0 6 3
Knowledge (Arcana) 11 2.0 4 5
Knowledge (Dungeoneering) 11 2.0 4 5
Knowledge (Engineering) 10 1.0 4 5
Knowledge (Geography) 10 1.0 4 5
Knowledge (History) 10 1.0 4 5
Knowledge (Local) 10 1.0 4 5
Knowledge (Nature) 10 1.0 4 5
Knowledge (Nobility) 10 1.0 4 5
Knowledge (Planes) 10 1.0 4 5
Knowledge (Religion) 11 2.0 4 5
Knowledge (Untrained) 6 0.0 4 2
Linguistics(Catfolk) 8 1.0 4 3
Perception 9 5.0 1 3
Perform (Keyboard Instruments) 13 4.0 6 3
Perform (Sing) 14 5.0 6 3
Perform (Untrained) 6 0.0 6 0
Ride 3 0.0 4 -1
Sense Motive 1 0.0 1 0
Sense Motive (Perform (Sing)) 14 5.0 6 3
Sleight of Hand 8 2.0 4 2
Spellcraft 12 5.0 4 3
Stealth 7 1.0 4 2
Survival 1 0.0 1 0
Swim 1 0.0 2 -1
Use Magic Device 14 5.0 6 3
-------------------------- Feats ---------------------------
Arcane Strike
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, you gain a +2 damage bonus and your weapons are treated as magic for the purpose of overcoming damage reduction.

Harmonic Spell
You can weave bardic music effects into your spellcasting in such a way that your spellcasting and bardic performance become indistinguishable. Casting spells extends duration of bardic performance.

Lingering Performance
The effects of your bardic performance carry on, even after you have stopped performing.

Spellsong
-------------------- Special Abilities ---------------------

<name>No Racial Subtype</name>
<description>You have chosen no racial subtype.</description>
<type>UNIVERSAL SUBTYPE</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Race Guide</source>
</special_quality>
<name>Armored Casting (Ex)</name>
<description>You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.</description>
<type>BARDCLASSFEATURES.SPECIALQUALITY.EXTRAORDINARY</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.35</source>
</special_quality>
<name>Bardic Knowledge (Ex)</name>
<description>You add +2 to all Knowledge checks and may make all Knowledge skill checks untrained.</description>
<type>BARDCLASSFEATURES.SPECIALQUALITY.EXTRAORDINARY.BARDIC KNOWLEDGE.BARDKNOWLEDGE</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.35</source>
</special_quality>
<name>Bardic Performance</name>
<description>You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 18 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.</description>
<type>BARDCLASSFEATURES.SPECIALQUALITY.BARDICPERFORMANCE.BARDIC PERFORMANCE</type>
<associated></associated>
<count>0</count>
<aspect>CheckCount: 18, CheckType: Rounds per days, MasterAbility: Bardic Performance</aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.35</source>
</special_quality>
<name>Bard Spell Level 0 (3x)</name>
<description></description>
<type>BONUSSPELLKNOWNBARD</type>
<associated>,,</associated>
<count>3</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Player's Guide</source>
</special_quality>
<name>Bard Spell Level 1 (2x)</name>
<description></description>
<type>BONUSSPELLKNOWNBARD</type>
<associated>,</associated>
<count>2</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Player's Guide</source>
</special_quality>
<name>Bonus Bard Spell (5x)</name>
<description>Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.</description>
<type>SPECIALQUALITY.FAVOREDCLASSBONUS.FAVOREDCLASSBARD</type>
<associated>,,,,</associated>
<count>5</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Race Guide</source>
</special_quality>
<name>Bonus Feat</name>
<description>Humans select one extra feat at 1st level.</description>
<type>RACIALTRAITS.HUMAN RACIAL TRAIT.HUMAN RACIAL DEFAULT.SPECIALQUALITY</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.27</source>
</special_quality>
<name>Cantrips</name>
<description>You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.</description>
<type>BARDCLASSFEATURES.SPECIALQUALITY</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.38</source>
</special_quality>
<name>Countersong (Su)</name>
<description>You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.</description>
<type>BARDCLASSFEATURES.SPECIALQUALITY.SUPERNATURAL.BARDICPERFORMANCE .BARDIC PERFORMANCE.BARDCOUNTERSONG</type>
<associated></associated>
<count>0</count>
<aspect>ChildAbility: Bardic Performance</aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.36</source>
</special_quality>
<name>Distraction (Su)</name>
<description>You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.</description>
<type>BARDCLASSFEATURES.SPECIALATTACK.SUPERNATURAL.BARDICPERFORMANCE. BARDIC PERFORMANCE</type>
<associated></associated>
<count>0</count>
<aspect>ChildAbility: Bardic Performance</aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.36</source>
</special_quality>
<name>Fascinate (Su)</name>
<description>You can use your performance to cause up to 2 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 18) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.</description>
<type>BARDCLASSFEATURES.SPECIALATTACK.SUPERNATURAL.BARDICPERFORMANCE. BARDIC PERFORMANCE</type>
<associated></associated>
<count>0</count>
<aspect>ChildAbility: Bardic Performance</aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.37</source>
</special_quality>
<name>Inspire Competence (Su)</name>
<description>You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.</description>
<type>BARDCLASSFEATURES.SPECIALQUALITY.SUPERNATURAL.BARDICPERFORMANCE .BARDIC PERFORMANCE</type>
<associated></associated>
<count>0</count>
<aspect>ChildAbility: Bardic Performance</aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.37</source>
</special_quality>
<name>Inspire Courage (Su)</name>
<description>You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.</description>
<type>BARDCLASSFEATURES.SPECIALQUALITY.SUPERNATURAL.BARDICPERFORMANCE .BARDIC PERFORMANCE</type>
<associated></associated>
<count>0</count>
<aspect>ChildAbility: Bardic Performance</aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.37</source>
</special_quality>
<name>Lore Master (Ex)</name>
<description>You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.</description>
<type>BARDCLASSFEATURES.SPECIALQUALITY.EXTRAORDINARY.BARDLOREMASTER&l t;/type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.38</source>
</special_quality>
<name>Skilled</name>
<description>Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.</description>
<type>RACIALTRAITS.HUMAN RACIAL TRAIT.HUMAN RACIAL DEFAULT.SPECIALQUALITY</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.27</source>
</special_quality>
<name>Versatile Performance (Sing) (Ex)</name>
<description>You can use your bonus in the Perform (Sing) skill in place of your bonus in the Bluff or Sense Motive skills. When substituting in this way, you use your total Perform (Sing) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.</description>
<type>BARDCLASSFEATURES.SPECIALQUALITY.EXTRAORDINARY.VERSATILEPERFORM ANCE</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.38</source>
</special_quality>
<name>Well-Versed (Ex)</name>
<description>You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.</description>
<type>BARDCLASSFEATURES.SPECIALQUALITY.EXTRAORDINARY.BARDWELLVERSED&l t;/type>
<associated></associated>
<count>0</count>
<aspect>SaveBonus: +4 vs. Bardic Performance, sonic, and language-dependent effects</aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.38</source>
</special_quality>
</special_qualities>
------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 20 / 16 / 16
Initiative: +4
BAB: +3
Melee tohit: +5
Ranged tohit: +7
Fortitude: +3
Reflex: +8
Will: +5
Unarmed attack:
to hit: +5
damage: 1d3+2
critical: 20/x2
+1 Longsword:
to hit: +2
damage: 1d8+3
critical: 19-20/x2
Light Wooden Shield:
to hit: -7
damage: 1d3+1
critical: 20/x2
Longsword:
to hit: +5
damage: 1d8+2
critical: 19-20/x2
Sling:
to hit: +7
damage: 1d4+2
critical: 20/x2
range: 50 ft.
Quarterstaff:
to hit: +5
damage: 1d6+3
critical: 20/x2
special properties: Head1: double, monk, Head2: double, monk
Whip:
to hit: +5
damage: 1d3+2
critical: 20/x2
special properties: disarm, nonlethal, reach, trip
Morningstar:
to hit: +5
damage: 1d8+2
critical: 20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Headband of Alluring Charisma +2 1 1lbs
+1 Longsword 1 4lbs
Shield, Light Wooden 1 5lbs
+1 Mithral Shirt 1 10lbs
Bullets, Sling (10) 5 25lbs
Weapon Cord 5 0lbs
Handy Haversack (5 lbs.)
Explorer's Outfit 1 8lbs
Longsword 1 4lbs
Sling 1 0lbs
Quarterstaff 1 4lbs Special: Head1: double, monk, Head2: double, monk
Whip 1 2lbs Special: disarm, nonlethal, reach, trip
Mirror 1 0lbs
Caltrops 4 8lbs
Compass 1 0lbs
Chalk 10 0lbs
Fortune-Teller's Deck (Common) 1 0lbs
Bard's Kit 1 33lbs Special: This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Morningstar 1 6lbs
Sling (0 lbs.)
Spell Component Pouch (2 lbs.)
Bandolier (0 lbs.)
Total weight carried: 52 lbs.
Current load: Light
Encumbrance
Light: 66
Medium: 133
Heavy: 200
--------------------------- Magic --------------------------

Bard Spells

SPELLBOOKNAME0

Level 0
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 5 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.
DESC 2: You detect magical auras.
Haunted Fey Aspect (Illusion)
Saves: DC: Casting: 1 standard action
Duration: 5 rounds [D] Range: Personal Components: S
SR: Effect: You surround yourself with disturbing illusions. Target: You
DESC: You surround yourself with disturbing illusions.
DESC 2: You surround yourself with disturbing illusions.
Know Direction (Divination)
Saves: DC: Casting: 1 standard action
Duration: Instantaneous Range: Personal Components: V, S
SR: Effect: When you cast this spell, you instantly know the direction of north from your current position. Target: You
DESC: When you cast this spell, you instantly know the direction of north from your current position.
DESC 2: When you cast this spell, you instantly know the direction of north from your current position.
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 50 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
DESC: This spell causes a touched object to glow like a torch.
DESC 2: This spell causes a touched object to glow like a torch.
Mending (Transmutation)
Saves: Will negates (harmless, object) DC: 16 Casting: 10 minutes
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (harmless, object) Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. Target: One object of up to 5 lb.
DESC: This spell repairs damaged objects, restoring 1d4 hit points to the object.
DESC 2: This spell repairs damaged objects, restoring 1d4 hit points to the object.
Prestidigitation (Universal)
Saves: See text DC: 16 Casting: 1 standard action
Duration: 1 hour Range: 10 ft. Components: V, S
SR: No Effect: Prestidigitations are minor tricks that novice spellcasters use for practice. Target: See text
DESC: Prestidigitations are minor tricks that novice spellcasters use for practice.
DESC 2: Prestidigitations are minor tricks that novice spellcasters use for practice.
Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 50 minutes Range: Personal Components: V, S, F
SR: Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Target: You
DESC: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
DESC 2: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Summon Instrument (Conjuration)
Saves: None DC: Casting: 1 round
Duration: 5 minutes [D] Range: 0 ft. Components: V, S
SR: No Effect: This spell summons one handheld musical instrument of your choice. Target: One summoned handheld musical instrument
DESC: This spell summons one handheld musical instrument of your choice.
DESC 2: This spell summons one handheld musical instrument of your choice.
Vacuous Vessel (Illusion)
Saves: Will negates; see text DC: 16 Casting: 1 swift action
Duration: 5 rounds [D] Range: Touch Components: V
SR: Yes; see text Effect: This spell makes a single bag, chest, sack, or other container look and feel empty. The container must be no larger than 5 cubic feet or the spell fails. Anyone peering into or reaching into the container must succeed at a Will save or perceive the container as being completely empty. All items within the container when the spell was cast are still present, but they can’t be noticed unless removed from the bagsuch as by someone who can perceive them, or who upends the container. Casting vacuous vessel on another container or placing a new item in the existing container immediately dismisses the currently active spell. Target: Container touched
DESC: This spell makes a single bag, chest, sack, or other container look and feel empty. The container must be no larger than (CASTERLEVEL) cubic feet or the spell fails. Anyone peering into or reaching into the container must succeed at a Will save or perceive the container as being completely empty. All items within the container when the spell was cast are still present, but they can’t be noticed unless removed from the bagsuch as by someone who can perceive them, or who upends the container. Casting vacuous vessel on another container or placing a new item in the existing container immediately dismisses the currently active spell.
DESC 2: This spell makes a single bag, chest, sack, or other container look and feel empty. The container must be no larger than 5 cubic feet or the spell fails. Anyone peering into or reaching into the container must succeed at a Will save or perceive the container as being completely empty. All items within the container when the spell was cast are still present, but they can’t be noticed unless removed from the bagsuch as by someone who can perceive them, or who upends the container. Casting vacuous vessel on another container or placing a new item in the existing container immediately dismisses the currently active spell.

Level 1
Compel Hostility (Enchantment)
Saves: see text DC: 17 Casting: 1 standard action
Duration: 5 rounds Range: Personal Components: V, S, M
SR: see text Effect: Compels opponents to attack you instead of your allies. Target: You
DESC: Compels opponents to attack you instead of your allies.
DESC 2: Compels opponents to attack you instead of your allies.
Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text DC: 17 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless); see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage. Target: Creature touched
DESC: When laying your hand upon a living creature, you channel positive energy that cures 1d8+(min(5,CASTERLEVEL)) points of damage.
DESC 2: When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage.
Ear-Piercing Scream (Evocation)
Saves: Fortitude partial (see text) DC: 17 Casting: 1 standard action
Duration: Instantaneous; see text Range: Close (35 ft.) Components: V, S
SR: Yes Effect: You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 2d6 points of sonic damage. A successful save negates the daze effect and halves the damage. Target: One creature
DESC: You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes (min(CASTERLEVEL/2,5))d6 points of sonic damage. A successful save negates the daze effect and halves the damage.
DESC 2: You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 2d6 points of sonic damage. A successful save negates the daze effect and halves the damage.
Grease (Conjuration, EarthSchool)
Saves: See text DC: 17 Casting: 1 standard action
Duration: 5 minutes [D] Range: Close (35 ft.) Components: V, S, M
SR: No Effect: A grease spell covers a solid surface with a layer of slippery grease. Target: One object or 10-ft. square
DESC: A grease spell covers a solid surface with a layer of slippery grease.
DESC 2: A grease spell covers a solid surface with a layer of slippery grease.
Summon Monster I (Conjuration)
Saves: None DC: Casting: 1 round
Duration: 5 rounds [D] Range: Close (35 ft.) Components: V, S, F/DF
SR: No Effect: This spell summons an extraplanar creature. Target: One summoned creature
DESC: This spell summons an extraplanar creature.
DESC 2: This spell summons an extraplanar creature.
Timely Inspiration (Divination)
Saves: Will negates (harmless) DC: 17 Casting: 1 immediate action
Duration: Instantaneous Range: Close (35 ft.) Components: V
SR: Yes (harmless) Effect: Gives bonus on failed check/attack. Target: one creature
DESC: Gives bonus on failed check/attack.
DESC 2: Gives bonus on failed check/attack.

Level 2
Blistering Invective (Evocation)
Saves: Reflex partial, see text DC: 18 Casting: 1 standard action
Duration: instantaneous Range: Personal Components: V, S
SR: special, see below Effect: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage. Target: 30-ft. radius
DESC: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
DESC 2: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
Glitterdust (Conjuration, EarthSchool)
Saves: Will negates (blinding only) DC: 18 Casting: 1 standard action
Duration: 5 rounds Range: Medium (150 ft.) Components: V, S, M (ground mica)
SR: No Effect: A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Target: Creatures and objects within 10-ft.-radius spread
DESC: A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell.
DESC 2: A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell.
Sound Burst (Evocation)
Saves: Fortitude partial DC: 18 Casting: 1 standard action
Duration: Instantaneous Range: Close (35 ft.) Components: V, S, F/DF
SR: Yes Effect: You blast an area with a tremendous cacophony. Target: 10-ft.-radius spread
DESC: You blast an area with a tremendous cacophony.
DESC 2: You blast an area with a tremendous cacophony.

------------------------ Description -----------------------
Height: 0' 0" Weight: 0 lbs. Gender: Male
Eyes: Hair: , Skin:
Dominant Hand: Right Quirks: ,
Speech style: Quotable:
Full Description

Background

Campaign Logs


i had a saurian with Fire domain. blasted fire balls, summoning and than wild shaped and ran in.... a great character.

" If choosing a domain, a saurian shaman MUST choose from the Animal, Destruction, Strength, and War domains."http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paiz o-druid-archetypes/saurian-shaman/


IMHO the Saurian Shaman as defined by Pazio by today's rules sucks and turns out a HUGE disappointment to the players - at least if they follow the rules. Up to level eight, the class is great. But hereafter it stalls drastically. Why? Because the two primary advantages of the Saurian Shaman is "Wild Shape" (Which you get at level six) and the ability to summon dinos with "Summon Nature's Ally".
But "Wild Shape" for a druid is described as following:

"At eight level, a druid can use wild shape to change into a Huge or Diminutive animal, a medium elemental or a small or medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III...

At tenth level, a druid can use wild shape to change into a large elemental or a large plant creature...."

The effect for a Saurian Shaman is as following: At 4th level the Saurian Shaman DOESN'T get wild shape.
This is outbalanced at 6th level, where a Saurian Shaman can use Wild Shape with dinos as if she was really level 8 or as other animals as if she was level 4. Awesome!
But then the class stalls again when she turns level 8, since her wild shape doesn't follow magical beasts, plants or elementals. The effect is from here on that the Saurian Shaman uses wild shape at 2 levels lower for ALL the new, awesome creatures - unless you stay as a dino that at max is huge in size.

YES you still get one more wild shape (I assume) if you turn into dinos (but what if you turn into something else as well?), and you get bonus feats from level 9/13/17 (and perhaps at level 21 and onwards, but I've never tried that) instead of venom immunity. But Wild Shape stalls due to lack of more awesome archetype dinos (remember that it is not allowed to transform into a modified version) with benefits that compare to the access to magical creatures, elementals and plants.

I totally understand that the game-designers have excluded the gargantuan and colossal size dinos, but compare it to a system where you can turn into a dragon or an angel at will, throw around with "Powerword Kill", slay enemies en masse with cleave/greater cleave/whatever the different kind of warriors/barbarians/skirmishers does, or whatever the heck is going on with summoners and psions, and it is hard to understand why the druid and the saurian shaman is suppressed and nerfed to the degree that it is.

For Totemic Summons, practically the same disadvantage regarding a lack of dinos and reptiles applies. But this is somewhat more acceptable since it replaces the ridiculous ability for the druid "A thousand faces", that I never liked.

Add to this gamemasters who dislike dinos, a genuine lack of free companion/summoned animals/wildshape-sheets and a construction that to be honest is better suited to be played from an app rather than from pen-and-paper, different "Nature Bond" domains (still cool), but EXCLUDING the druids possibilities, and you end up with a dissapointingly low buzz for a character when playing from level 1-18 (which most of us do) compared to practially ALL other classes.

And yes, I have read all the guides and yes fire-seed is an awesome spell, and yes you can heal (but not really effective), and yes dinos are awesome, and yes the storyline for a Saurian Shaman or Druid leads up to great possibilities for character development roleplaying style, but when looking at power, rules, hack-and-slash-comparison and balance something is rotten in the state of dinos!

So to summarize:
1) The Wildshape-rule is flawed. stalling before level six and after level eight - A WERY small window of YES! for a character in a campaign.
You are still a d8 HP class.

2) You will drown in papers and notes depending on when your buffs end and start, what form you have, what creatures you summon and so on. If you thought the wizards and clerics were pressed, you ain't seen nothing yet! Some bonuses stack, some don't, but you have to plan your way out of the tricky situations. And keep in mind that the rules are written confusingly.

3) This creates a window where you love your character that precisely covers level 6 to 8. Before that it is meh- but you accept it because you expect to be awesome later - just like the spellcasters expect to become not so much mush at the higher levels.

4) It is still good fun to play a druid/saurian shaman, but expect to find the fun in how you build up the STORY of your character rather than as having an awesome character as such. There is something wrong when a paladin sees you summon a dino and wildshape into one as well, and the player refers to it as "meh".

Look forward to hearing your response.