Saurian Shaman.


Advice

Silver Crusade

Hey guys, I'm making a Saurian Shaman and as usual, I got lost along the way. A. Weapons I should use... Does it even matter? Or should I pick up a Longbow+Falchion. And as per equipment when I do I really need? I have my pet down, my stats, armor, etc. Is my animal companion always out or do I need to call animal? Just those few things holding me back. One day I won't have to ask so many questions. =P

Dark Archive

A) Whatever you like, provided you can use it. Quarterstaff is wonderfully versatile.

Equipment) Spell Component Pouches, Food, Skill Kits (Think Heal, Disguise, Crafts), and at least 1 Cure Light Wounds Potion.

Spells) Get whatever, you change your spell list ever day when you prepare your spells just like a cleric. Produce Flame is a great spell for ranged versatility. Summon Nature Ally is always great in a clutch too.

Companion) This guy is always out and around, he is not magical, and basically acts like a second PC for your purposes except you have to communicate through tricks, and the Handle Animal Skill with your Druid.

RPG Superstar Season 9 Top 16

Many of these are general druid questions.

A) Your weapons should depend on your ability scores and intended build. If you have a high Strength, melee weapons are the way to go. If you don't, then stick with ranged weapons. You can't wield longbows and falchion. Druids have limited weapon choices. A druid's kit is a pretty good starting point for equipment.

B) You know all spells from spell levels that you can cast except ones contradicting your alignment. So if you're a good 3rd level druid, you know all 1st and 2nd level spells except evil ones.

C) Your animal companion is always present. It just follows you around.

Silver Crusade

Does the Quarter Staff not have a crit threat?
P.S. This is what I have done, Skills, Backround ( Name Alignment etc ) Attack/Defense (AC, Modifiers, Saves ) Feats and Features, Armor/Weapons,
Equipment, Spells, and Animal Companion.
How does Armor Proficieny Light work on my Animal Companion? Do I just throw a shirt on it? xD


Yeah, you can get armor proficiencies. Basically you would generally just grab some studded leather once you have the proficiency. It is the same a regular armor, but it does cost more. Looking up "Barding" for more.

An interesting note is that if you take your animal companion's ability score increase and put it into INT, then it can take any feat it can physically perform. I'm also pretty sure that it can understand at least one language. I would not try to use that to get around a handle animal check, but I think it could help when little timmy is stuck in a well. It gets a bit iffy on how well you can communicate with it, so check with your GM.

I'd still get some weapons. You do not get your transformation abilities until level 2, and even then it would usually only last a couple of fights. By the time you have enough minutes per day of transformation that you can rely upon it, you would already just wild shape a lot of the time. Quaterstaves only crit on a natural 20, but the level 1 spell called shillelagh makes into a +1 weapon with 2d6 damage. So it is rather nice early on. Long enough that you can wait until wildshape at least.

Silver Crusade

Alright guys so this is what I have right now. Saurian Shaman Human
18 STR
12 DEX
14 CON
10 INT
13 WIS
10 CHA

Feats: Power Attack, Toughness, Gifted Adept (Call Animal), Nature Bond, Nature Sense, Orisons, Wild Empathy.
Hide armor for myself. Studded Leather for my pet.
Quarter Staff + Sling.
Create Water, Detect Magic, Light, Obscuring Mist, Cure Light Wounds.
Pet: Benji the Stegosaurus.
10 Str
18 Dex
10 Con
2 Int
12 Wis
10 Cha
18 AC. ( Without armor )
Features for pet: Low Light Vision, Scent, Link, Share Spells, Armor Proficieny Light. Any other reccomendations?

Grand Lodge

Unless this is a low level game and you don't expect to be getting to level 6, switch your str and wis if you can. A 13 for the casting stat of a caster isn't good and str isn't important once you can turn into a dinosaur.


Benji :)

Silver Crusade

I simply went off Treantmonks "Spirit of the Beast" druid guide and it said that the importance of stats went Str, Dex, Con, Wis, Int, Cha. And this is a PFS character. So it'll take quite awhile to get to level 6, if I even get there.
"Then move to Wisdom, this is delicate, but a 13 will cover you for 6 levels of casting, and a wisdom boost headband can get you the other 6 levels you need for 9th level spells."
Just realized I goofed abit. My stats now are
18 STR
14 DEX/CON
11 INT
13 WIS
7 CHA


CombatTacos wrote:

I simply went off Treantmonks "Spirit of the Beast" druid guide and it said that the importance of stats went Str, Dex, Con, Wis, Int, Cha. And this is a PFS character. So it'll take quite awhile to get to level 6, if I even get there.

"Then move to Wisdom, this is delicate, but a 13 will cover you for 6 levels of casting, and a wisdom boost headband can get you the other 6 levels you need for 9th level spells."
Just realized I goofed abit. My stats now are
18 STR
14 DEX/CON
11 INT
13 WIS
7 CHA

If you are going to spam Call Animal, you probably want more than 7 CHA. You will still need to make Handle Animal checks to control called pets.

Check out Peterrco's guide for a more in-depth analysis including some more recent books.

And be aware that with 13 WIS none of your save-or-suck spells will do anything. Not a problem but a tactical limitation.

Silver Crusade

orfamay. I am the biggest idiot known to man. I was looking at that guide but it told me so little so I had to mix and match... I forgot that it was a 4 section guide. I only looked at the first section... Derp. Well what is your advice then? I saw nothing about stats for a Saurian Shaman there. I'm abit lost. I don't really want to be a caster druid, A SotB druid sounds alot more fun. If I wanted a caster I'd go play Wizard/Cleric.


CombatTacos wrote:
orfamay. I am the biggest idiot known to man. I was looking at that guide but it told me so little so I had to mix and match... I forgot that it was a 4 section guide. I only looked at the first section... Derp. Well what is your advice then? I saw nothing about stats for a Saurian Shaman there. I'm abit lost. I don't really want to be a caster druid, A SotB druid sounds alot more fun. If I wanted a caster I'd go play Wizard/Cleric.

Lose Call Animal and spam Snowball instead. Throw at range, then wade in and bite their little heads off.

Or dump INT instead of CHA, so you can make the HA checks. Saurian Shaman rocks as a SoTB, but if you are going to play with pets you need pet stats as well as AM SMASH stats.

Silver Crusade

Well my spells right now Are Obscuring Mist, Cute Light Wounds, And Entagle ( Not sure which 2 to take. ) Which would I get rid of?
18 STR
14 DEX/CON
7 int
13 Wis
11 CHA.


CombatTacos wrote:

Well my spells right now Are Obscuring Mist, Cute Light Wounds, And Entagle ( Not sure which 2 to take. ) Which would I get rid of?

18 STR
14 DEX/CON
7 int
13 Wis
11 CHA.

Look at your Gifted Adept trait.

I'd suggest taking Snowball (boosted by GA and later by Intensify Spell) and Shillelagh, for spells. SotB is not a Controller, so take blast or buff spells.

Just my 2p, of course.

Silver Crusade

Snowball over Obscuring? It seems Obscuring is hands down fantastic for a druid with the Scent ability. It allows me to avoid magic and line of sight while still knowing where they are.


CombatTacos wrote:
Snowball over Obscuring? It seems Obscuring is hands down fantastic for a druid with the Scent ability. It allows me to avoid magic and line of sight while still knowing where they are.

Um,... You don't seem to have Scent. Your pet has it, but that still leaves you blundering around in the fog.

Silver Crusade

It would be safe to assume if I had my pet use Scent, track them down myself and possibly my party members would be able to run after the extremely loud Stegosaurus roaring and fighting, No? Also wouldn't I be able to use it for a variety of uses including stealth checks, aiding fallen allies, and to get in close when going against a variety of casters and rangers?


CombatTacos wrote:
It would be safe to assume if I had my pet use Scent, track them down myself and possibly my party members would be able to run after the extremely loud Stegosaurus roaring and fighting, No?

Yes, but that basically messes up the entire party. Your controller can't control, your archer can't arch, and your rogue can't do anything. You're also assuming that the bad guys are in one easy to find group, which means any orc band that's heard of pincer movements will do evil things to you.

Your pet is also pretty fragile; sending him into the mist alone could be dangerous.

Obscuring Mist is a great control spell or a great escape or concealment spell. Unfortunately Benji won't conceal well, and I don't think you can easily capitalize on the control.

Silver Crusade

I see your point, I do. But I just don't see how useful Snowball is. 1D6 + Stagger for a turn if they fail the roll. I'm not trying to be stubborn about this I just want to know how useful it could be. Let's see each uses.
Snowball: Damage with a chance to stagger. No downsides to the party.
Mist: Concealment, Disorient foes ( If we get the drop on them ), Escape if we get ambushed. Say there are a group of ranged attackers under cover, It could be used to grand our archers and casters a better position to retaliate. Downsides: Could seriously mess up the party, divide them up, etc.

Also, How many times can I use a spell today ( I.E if I have Snowball. How many times can I use it? I know I get 2 level 1 spells, but can I only use 2 a day? )

Lantern Lodge

I hate things that interfere with sight.

Silver Crusade

This may seem like a dumb question, but do I simply start with my animal companion? =P

Silver Crusade

Rather, I've been reading up on the fact. It seems my Stego has a CR rating of 7, Mind you this is a new PFS Character and therefore is starting at a mere level 1. Also can I have more then one animal? My animal companion+ an animal I have called and made go my way? Also according to this guide "Unless a fighter takes a proficiency, he provokes an attack opportunity when he attempts a combat manoeuvre. You don't."

Lantern Lodge

Companion dinosaurs are weaker than the full blown bestiary versions.

Stats are given here: Stegosaurus

Silver Crusade

Yeah I saw that and my stats are like that. I just wasn't 100%. And as per my other two questions, allow me to eloborate on the last. "Unless a fighter takes a proficiency, he provokes an attack opportunity when he attempts a combat manoeuvre. You don't." Why is this? I'd rather not go to my PFS game tonight and just be like "I can trip with no attack opp because I read a guide that didn't tell me why. K?" Ahh, I think I see why. Natural attacks don't provoke an Attack opp and are counted as both the CMB and Damage? Which means if I roll properly for the CMB with my Stego's tail swipe. It'd be 2d6+Trip?


CombatTacos wrote:
Yeah I saw that and my stats are like that. I just wasn't 100%. And as per my other two questions, allow me to eloborate on the last. "Unless a fighter takes a proficiency, he provokes an attack opportunity when he attempts a combat manoeuvre. You don't." Why is this? I'd rather not go to my PFS game tonight and just be like "I can trip with no attack opp because I read a guide that didn't tell me why. K?" Ahh, I think I see why. Natural attacks don't provoke an Attack opp and are counted as both the CMB and Damage? Which means if I roll properly for the CMB with my Stego's tail swipe. It'd be 2d6+Trip?

Not until 7th level. Then, yes.

Silver Crusade

So currently the trip and attack are seperate, but once my Stego hits level 7 it can do both at the same time?


CombatTacos wrote:
So currently the trip and attack are seperate, but once my Stego hits level 7 it can do both at the same time?

Currently it has no special trip attack and would trip using humanoid PC rules.

Lantern Lodge

At level 7, it gains Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

The d20 roll for the initial attack is separate from the d20 roll for the trip attempt.

Silver Crusade

Alright. My only question left is the whole can I have two pets during an adventure. In my last one my Paladin managed to (BARELY) tame a wolfman in order to fight for it. Can I do the same and have one companion and one just for that adventure? I really appreciate all the help!

Lantern Lodge

CombatTacos wrote:
Alright. My only question left is the whole can I have two pets during an adventure. In my last one my Paladin managed to (BARELY) tame a wolfman in order to fight for it. Can I do the same and have one companion and one just for that adventure? I really appreciate all the help!

If you want to use Diplomacy or Handle Animal to improve the attitude of NPCs or animals, respectively, or use spells, you can influence or even control them, but you cannot turn them into animal companions in the sense of the druid class feature.


CombatTacos wrote:
Alright. My only question left is the whole can I have two pets during an adventure. In my last one my Paladin managed to (BARELY) tame a wolfman in order to fight for it. Can I do the same and have one companion and one just for that adventure? I really appreciate all the help!

Yes. Have a dozen pets if you like. But only one counts as the AC; the rest are just trained animals.

Silver Crusade

So in theory, My druid by the end of a adventure can have, 5 Trained 1 Companion, All doing as he says?

Lantern Lodge

CombatTacos wrote:
So in theory, My druid by the end of a adventure can have, 5 Trained 1 Companion, All doing as he says?

Read up on the Handle Animal skill.

It takes time and effort to train animals, and there is an upper limit on what they will do.

And if you clutter my dungeon with critters, I am going to be tempted to fireball them.

Silver Crusade

Well in honesty if you suddenly blew up all my critters I'd be liable to laugh. As long as you made a big puff of fur. :D. I'd never have that many. I'm just testing the upper limits. Thanks guys!

Silver Crusade

I don't think one of my questions was ever answered. Do I need to be say, Level 7 to train a Stego? Do I have to start with level 1 animals?


CombatTacos wrote:
I don't think one of my questions was ever answered. Do I need to be say, Level 7 to train a Stego? Do I have to start with level 1 animals?

You start at level 1 with a Stego with the level 1 animal companion stats, which IIRC means only two hit dice, no skills to speak of, and so forth. He will increase in hit dice and so forth as you adventure, and when you hit level 7, he will have a major power-up including growing twice as big overnight. (What HAVE you been feeding him?)

But he will continue to increase in hit die and stats and whatnot over your career, until at level 20 he will be a truly Big Bad Stegosaurus Guy.


CombatTacos wrote:
So in theory, My druid by the end of a adventure can have, 5 Trained 1 Companion, All doing as he says?

Don't forget your Summoned Nature's Allies as well.

Yes, you can put a full platoon on the board if you work at it. Be prepared for the game master to throw dice at you if you do.

Silver Crusade

I swear. Last question. ( Maybe. ) Can I simply switch out my companions? Say I was a Veloc for the first 7, then I want to switch? Can I do that?


CombatTacos wrote:
I swear. Last question. ( Maybe. ) Can I simply switch out my companions? Say I was a Veloc for the first 7, then I want to switch? Can I do that?

Up to your game master. If you're on the middle of a ship in the ocean, a GM who likes realism might object to the idea that there was a heretofore unsuspected stegosaurus hiding under one of the lifeboats, for example.

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