PFS Trippy Dino Druid advice requested


Advice


Hey, hoping for some advice as to how I should tweak this build. Very rough outline here.

The general concept is that my AC is a Celestial Stegosaurus. I'm also a Celestial Stegosaurus. We have Tandem Trip and Vital Strike and we do hilarious things.

Race: Aasimar (Angel Blooded)
Class: Saurian Shaman Druid
Alternately: Standard Druid

Class choice depends on if I want to do cool things at 4 and awesome things at 8...or be boring 1-5 and do awesome things at 6 and have standard action summons.

Stats at level 1:
STR 16+2=18
DEX 14
CON 12
INT 10
WIS 14
CHA 8+2=10

A +2 headband later on will cover all the wisdom I need for spells as druid caps out at level 6 spells in PFS.

Stat bumps go into STR at 4/8.

Favored class bonus, 1 HP every time.

Skills:
1 in a Day Job maybe, free money
K(Planes) to 5
K(Nature) (max)
Perception (max)
Handle Animal (until I don't need any more)
A social skill of some sort since it's PFS

Not sure what else on skills...probably spread stuff around. I'm considering tanking CHA for 2 more int, then I can afford a social skill every level for sure.

Feats (me):
1 - Celestial Servant
3 - Tandem Trip
5 - Natural Spell
7 - Planar Wild Shape
9 - Vital Strike
11 - ??

Feats (AC):
1 - Armor Prof (light)
2 - ???
5 - Tandem Trip
8 - Power Attack
10 - Vital Strike

At level 2 I would really like to take power attack but Stego starts with 10 str. Not sure what to take there really. I guess weapon focus or dodge or toughness? Maybe medium armor?

I would really like to get improved natural attack as well but it would cost 2 levels in ranger and make wild shape/AC fall behind. Since wild shape is already ahead I suppose it's not that bad as long as I wait for after level 6 druid. Then boon companion can make up for the lost levels. It means no silly vital striking until level 11 though :(.

The main reason for wanting Imp Nat Atk is how amazing it gets with Strong Jaw. Huge Stego is a 4d6 tail, strong jaw goes 4d6->6d6->8d6. Then Imp Nat Attack jumps 8d6->12d6.

That is a bit of a question though. Do those stack? Also Strong Jaw has a different progression chart than Imp Nat Atk. It says a huge tail should only be 2d6 to start? Hard to reconcile...

I don't have powerful shape but with rolling twice on trips I shouldn't need that +2 CMB. That could be the level 11 feat too.

Liberty's Edge

This is a really fun looking build, let me say that first. For advice, Survivability is a must. You almost have to go with toughness for the stego. 11th level feat hole is something that you can likely come up with on your own before getting that far along.

Sovereign Court

Looks excellent! Since it's PFS, you should focus on the early levels - I wouldn't pick Saurian Shaman unless you only want to be wildshaping for the last part of your career.

I assume there's a reason your stego can't take tandem trip until 5, so I'd probably pick Toughness at 2 - combined with the armor, you'll be able to send him into dangerous flanking positions without worrying too much. Actually, scratch that - take Toughness at 1 and LAP at 2; you probably won't be able to afford barding for your first or second session, anyway.


If you're not going for medium armor/heavy proficiency on the critter then don't go for light armor proficiency on the critter.

You can use mithril chain shirt barding (cheaper) or mithral kikko barding (expensive/have to wait to get but has an extra +1 ac). They have no armor check penalty, so taking the non proficiency penalty of.. nothing is no big deal. Toughness on a critter is never a bad idea.

You can get the hunting lodge vanity to use survival as a dayjob roll.

If you're going to spend most of your time as a stegosaurus, invest in a second (druid friendly) set of dragonhide breastplate barding for yourself, its WAY cheaper than the wild enchant. Your party members will be happy to help you dress.

foxy-I assume there's a reason your stego can't take tandem trip until 5,

He can't take tandem trip till his int goes up at 4 hit dice and then hits 5 hd to get a feat.

Liberty's Edge

BigNorseWolf wrote:


If you're going to spend most of your time as a stegosaurus, invest in a second (druid friendly) set of dragonhide breastplate barding for yourself, its WAY cheaper than the wild enchant. Your party members will be happy to help you dress.

I do not agree with this part of your statement. Sometimes, and by sometimes I mean frequently, the PFS scenario is not merely some dungeon crawl, but a series of events requiring you to not be a stegosaurus. Getting the barding on takes time, and it's better to be able to just jump right into things. The one thing about Pathfinder that I find unrealistic is the amount of time fights take. Battles are won or lost in less than a minute. You don't have time to change and equip. You need to be equipped when you get to the fight, or more importantly when the fight gets to you


Altus:
The stego has great AC, 20 at level 1 even without any armor. Hoping he will be survivable.

Reynard:
You are probably right. I could use Hyena or something at 4 and 6 with regular druid. The idea of standard action summons/templates and huge form at level 6 was really appealing though. 3 INT isn't until level 4 companion so no tandem until after that.

BigNorseWolf (initially I wrote BigNoseWolf...):
I am worried about the AC not having light armor before level 7.

I'm not sure if I want to pay 2200 for medium size mithril chain shirt barding just to have to sell it off at level 7 to buy large. Even affording that 2200 at early levels is a stretch. Without LAP I guess I could get a haramaki barding until 7? OR SILKEN CEREMONIAL BARDING!!!

With LAP I can get steel medium chain shirt barding for 200 gold and gain 4 AC. Hopefully that will last me until 7 with the Stego's huge natural armor and dex. At least that was my thought.

I agree on the dragonhide barding for me. Huge size dragonhide barding is going to cost 3200 I believe. At level 6 or 8 though that should be no big deal.

UMD and mage armor may be a simpler alternative. At least for low levels.


Altus Lucrim wrote:


I do not agree with this part of your statement. Sometimes, and by sometimes I mean frequently, the PFS scenario is not merely some dungeon crawl, but a series of events requiring you to not be a stegosaurus. Getting the barding on takes time, and it's better to be able to just jump right into things. The one thing about Pathfinder that I find unrealistic is the amount of time fights take. Battles are won or lost in less than a minute. You don't have time to change and equip. You need to be equipped when you get to the fight, or more importantly when the fight gets to you

I could have some regular wooden armor (or dragonhide BP) and a huge stego suit as well. Store the huge stego suit on my stego when not in use. He can carry a lot.

I know I won't get to be a stegosaurus all the time in PFS. I am sad about how often I will not be a stegosaurus. Way to make me sad PFS; way to make me sad.


DirkSJ wrote:
I am worried about the AC not having light armor before level 7.

You can wear masterwork studded leather barding on the cheap in that case, and then upgrade to mithril when you have the cash. Getting the feat to be able to wear (at best) chain armor barding would only get you another 1 ac over that.


BigNorseWolf wrote:
DirkSJ wrote:
I am worried about the AC not having light armor before level 7.
You can wear masterwork studded leather barding on the cheap in that case, and then upgrade to mithril when you have the cash. Getting the feat to be able to wear (at best) chain armor barding would only get you another 1 ac over that.

How did I never notice masterwork studded has no armor check...wow.

I guess all the chars I tried to cheat armor onto had to deal with arcane failure or had class features that explicitly forbade armor.


Altus Lucrim wrote:


I do not agree with this part of your statement. Sometimes, and by sometimes I mean frequently, the PFS scenario is not merely some dungeon crawl, but a series of events requiring you to not be a stegosaurus. Getting the barding on takes time, and it's better to be able to just jump right into things. The one thing about Pathfinder that I find unrealistic is the amount of time fights take. Battles are won or lost in less than a minute. You don't have time to change and equip. You need to be equipped when you get to the fight, or more importantly when the fight gets to you

Wild armor STARTS at (+1 minimum +3 enchant) 16k. You can have 2 +2 suits for half that. you also can't get that till 31 fame around 7-8th level.

I'm not suggesting waiting till the fights starts then putting the armor on. If you go in to talk to someone, either don't bother buying anything or put on your sunday best. When you leave the building dinovolve and get put in your armor. Unless you're the party face you can save a wildshape or two by parking yourself outside (the wild speach feat may be something to consider if you wind up as the party face anyway)


Thoughts about 2 lvl dip in ranger?

Also do you know how to resolve the weird progression chart in Strong Jaw? It seems to suggest Stego only does 2d6 at huge and the progression is different than Imp Nat Atk.

Sovereign Court

I was looking at all the permutations of Improved Natural Attack, Animal Growth, and Strong Jaw, and it seems no matter what order you apply them in, you end up with one size increase on the INA table and then a doubling of that.

Mithril barding at no penalty without proficiency smells a little cheesy to me, but I guess if Frodo can wear it under his clothes without any training, you could drape it over a dinosaur, too.


DirkSJ wrote:
Thoughts about 2 lvl dip in ranger?

Slows down you getting strong jaw, slows down your shapeshifting, and makes steggo 2 hd weaker unless you blow a feat on boon companion. Doesn't seem to be worth it. What are you trying to get out of it?

Quote:
Also do you know how to resolve the weird progression chart in Strong Jaw? It seems to suggest Stego only does 2d6 at huge and the progression is different than Imp Nat Atk.

Hmmmm... i see what you mean.

The steggo will have 2d8 on its own by the time you're casting strong jaw

Strong jaw
+1 size will go to 4d6 (and top out the chart)
+another size will double to 8d6

Then by improved natural attack it goes to 12d6-which makes sense because in D&D doubling is just adding the base again (4d6 doubled is 8d6. 4d6 doubled twice is 12d6)

Also, if you don't like grunting at your fellow players , consider wild speech as a feat if you have room. It lets you talk in critter form. which is reaaly handy because i think a stegosaurus would be horrible (and horribly destructive) at charades.


That's not entirely correct. 4d6 becomes 6d6, not 8d6 (the doubling mentioned in strong jaw is for both size increases at once). So it's 2d8 -> either 3d8 or 4d6 (depending which table you follow) -> 6d6 -> 8d6 -> 12d6.

So taking improved natural attack and casting strong jaw brings you from 2d8 to 8d6. To get to 12d6 you need another size increase (animal growth, anyone?).


soupturtle wrote:
That's not entirely correct. 4d6 becomes 6d6, not 8d6. So it's 2d8 -> either 3d8 or 4d6 (depending which table you follow) -> 6d6 -> 8d6 -> 12d6.

Pincers, Tail Slap: --->1---> 1d2--->--->1d3--->1d4--->1d6--->1d8--->2d6--->2d8---&g t;4d6 B Secondary

Gore 2d8-->4d6 P Primary

Bite 2d8-->4d6

Quote:
So taking improved natural attack and casting strong jaw brings you from 2d8 to 8d6. To get to 12d6 you need another size increase (animal growth, anyone?).

All of the 2d8 natural attacks go from 2d8 4d6 and then off the chart. Once you go off the chart you double. I don't see a 6d6 step there or how you're getting to it.


I was talking about Strong Jaw on me :).

Huge Stego starts at 4d6. I think Soupturtle is right that if you are already at the top of the chart you just double once (it says instead), not twice. That makes it line up with the Imp Nat Atk chart.

Based on Imp Nat Atk:
4d6->6d6->8d6->12d6

If it works like you describe then Strong Jaw on me would be:
4d6->8d6->16d6 then applying Imp Nat Atk...I dont even know 32d6? haha

Doubling twice doesnt agree with Imp Nat Atk at all.


DirkSJ wrote:

I was talking about Strong Jaw on me :).

Huge Stego starts at 4d6. I think Soupturtle is right that if you are already at the top of the chart you just double once (it says instead), not twice. That makes it line up with the Imp Nat Atk chart.

Based on Imp Nat Atk:
4d6->6d6->8d6->12d6

If it works like you describe then Strong Jaw on me would be:
4d6->8d6->16d6 then applying Imp Nat Atk...I dont even know 32d6? haha

Doubling twice doesnt agree with Imp Nat Atk at all.

No. Again, doubling in 3.5/pathfinder doesn't work like that.

If you charge with a lance (double damage) using spirited charge (double damage) you don't get quadruple damage, you get triple damage. A pathfinder "doubling" is adding the base again, no matter how many times you do it.

Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.

Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage.

So if we go

4d6 --improved natural attack---> 6d6 ---> double once 12d6--> "double" twice -->18d6

Keep in mind that you only have one size of steggosaurus to turn into.


This doesn't seem right based on the progression laid out in Imp Nat Atk...but I'll take free d6's :).

Liberty's Edge

How are you taking Natural Spell at 5? The prerequisite is wildshape which as a Shaman you don't get until 6th level.


I can't seem to get an answer on this:
http://paizo.com/threads/rzs2pmwx?AC-level-7-stats-and-prereqs

If any of you guys know. Directly impacts this build, really.


Mischief Mondragon wrote:
How are you taking Natural Spell at 5? The prerequisite is wildshape which as a Shaman you don't get until 6th level.

There has been some RAI discussion from the writer but no official rules change has ever been posted by those that can officially make such changes.

RAW you still get Wild Shape at 4 as Shaman does not list that it replaces Wild Shape, it merely changes it at level 6.

They had the opportunity to clarify this long standing issue in RAW with UM but they did not...so we can only assume it's intended now.

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