Saurian druid


Advice


I need help with a Saurian Druid. Mainly I need help with what animals he can summon up to summon nature ally 4 that will benefit from his Totemic summons, What would be the best Animal Companions until level 10 (starting at level 1) and what are the good wild shape forms. The guides seem to contradict each other and I am just a little lost on what is the best and how to make the saurian druid so good as I see so many people saying it is.

We are currently level 2
Stats are 16,14,14,12,12,10 and I am going for a combat/wildshape druid.


Best companions for a Saurian druid are the Allosaurus and Deinonychus, depending on how inconvenient a large companion would be to you.

There are a lot of things you can do with Summon Nature 4 as a Saurian Shaman. You might want to consider an Advanced Constrictor Snake or Deinonychus. 4 is not the best level of SNA for you, though.

That said, I don't think any shaman is really a good choice. I think they're all weaker than the normal Druid, the Saurian Shaman just happens to be the "least weaker."


Deinonychus or allosaurus are typically the preferred animal companions since they both have pounce after level 7. Deinonychus works well in tighter confines since it only ever reaches medium size, and thus it might be better for using for tracking purposes through the scent ability (it also has more attacks, but those extra two are secondary natural attacks and as such only get half str and power attack bonuses; might as well only be one extra attack). Allosaurus has more strength and becomes large at level 7. It also gets the grab ability (free grapple check on hit; +4 to all grappling checks)

Pteranodons and Quetzalcoatlus are also useful, since they are the flying ones. Quetzalcoatlus are from an AP though, and any advantages they might have are somewhat questionable. Not much more needs be said after "they can fly without crashing...usually".

For raw survivablity, an anklosaurus is the choice since it gets +9 natural armor right off the bat. It eventually becomes large. It only has a single natural attack, but that is not so much of a disadvantage with animal companions since that natural attack gets 1.5x STR and power attack damage and gains this weird iterative through the multiattack ability for AC's at level 10 (some strange rule tacked on for animal companions with 1-2 attacks). It also can daze or evens stun opponents on a successful hit, and the save DC scales really well considering the fact that animal companions get bonuses to strength as well as size adjustment at level 7 (which is when it gains this ability anyway). Without anything boosting it, the DC to prevent the daze/stun is 20 at level 10

For wildshaping, my suggestions are pretty much the same as for animal companions for the same reasons. Admittedly, the allosaurus is even better as a wildshape since it also gains a rake ability that can be used with the other attacks on a pounce. I am..fairly sure that you can turn into an allosaurus as soon as you cans start wildshaping (which, fortunately, seems to be level 6; that is the trade off for early semishaping and totemic summoning goodeness). There might be some other, larger choices, but these represent a nice set to start off with for various purposes.

Also note: all of your abilities also apply to snakes and other reptiles too. They are options for animal companions, summoning, and wildshaping, but I'd rather not get into cost benefit analysis for all that.

Sczarni

SNA4 is when things start to get really good for a Saurian Shaman. The Young Ankylosaurus tops everything on that list.

From there on up the Young dinosaurs will get you your biggest bang, so long as you take Augment Summoning. The bonuses to STR and CON cancel out with the Young Template, which basically means you're summoning normal (albeit one size smaller) dinosaurs a level earlier than anyone else.

Sczarni

At 9th level take Power Attack, and Vital Strike as your bonus feat. Wildshape into a Huge Stegosaurus. Cast Strong Jaw on yourself. Move up within 3 squares of the BBEG and Vital Strike for 16d6 damage.


so how about from 1 untill summon monster 4?


I also don't see half those options given on this page
http://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally
is there some place i can go to see all the things I can summon at each level?


lemeres wrote:

Deinonychus or allosaurus are typically the preferred animal companions since they both have pounce after level 7. Deinonychus works well in tighter confines since it only ever reaches medium size, and thus it might be better for using for tracking purposes through the scent ability (it also has more attacks, but those extra two are secondary natural attacks and as such only get half str and power attack bonuses; might as well only be one extra attack). Allosaurus has more strength and becomes large at level 7. It also gets the grab ability (free grapple check on hit; +4 to all grappling checks)

Pteranodons and Quetzalcoatlus are also useful, since they are the flying ones. Quetzalcoatlus are from an AP though, and any advantages they might have are somewhat questionable. Not much more needs be said after "they can fly without crashing...usually".

For raw survivablity, an anklosaurus is the choice since it gets +9 natural armor right off the bat. It eventually becomes large. It only has a single natural attack, but that is not so much of a disadvantage with animal companions since that natural attack gets 1.5x STR and power attack damage and gains this weird iterative through the multiattack ability for AC's at level 10 (some strange rule tacked on for animal companions with 1-2 attacks). It also can daze or evens stun opponents on a successful hit, and the save DC scales really well considering the fact that animal companions get bonuses to strength as well as size adjustment at level 7 (which is when it gains this ability anyway). Without anything boosting it, the DC to prevent the daze/stun is 20 at level 10

For wildshaping, my suggestions are pretty much the same as for animal companions for the same reasons. Admittedly, the allosaurus is even better as a wildshape since it also gains a rake ability that can be used with the other attacks on a pounce. I am..fairly sure that you can turn into an allosaurus as soon as you cans start wildshaping (which, fortunately, seems to be level 6; that is the...

That AC rule for multiattack was a good change. Most animal companions, and I believe ALL of the choices in the standard CRB list, don't have any secondary natural attacks. This would make multiattack utterly pointless. So if you have an AC with only primary attacks, you instead get an extra attack with one of your weapons at -5 to hit.

Also... love the Anklosaurus. That Daze attack is pimptastic.

Sczarni

There is no chart published by Paizo. You're going to have to either make one up yourself or search online to see if someone else already has. I made one for my Saurian Shaman, but it's really just tailored for my character, and I left a lot of things out.

Shamans have the option to summon reptiles and dinosaurs with the Advanced, Giant, or Young templates, adjusting the level of the spell either up or down to do so. It's a really powerful ability, and it's usually why people pick Shamans to begin with.

Here's the feat progression for my Nagaji Saurian Shaman:

1st: Spell Focus (Conjuration)
3rd: Augment Summoning
5th: Superior Summoning
7th: Natural Spell
9th: Power Attack, Vital Strike


I also want to add, in favor of the anklosaurus pet, that compaions get feats, and the anklosaurus can always take vital strike feats. It ends up being a very mobile pet since it only gets the one attack per round anyway.

By level 11:
Add in some armor proficiencies and you have a beastly tank. Feats: LAP, MAP, ability focus, power attack, vital strike. With just straight up breast plate and you have an AC 33 pet. Str:23 (+6) Attacks at +10 for 4d6+15 with a DC 22 fort save or Daze.

You can also throw a belt and an AoMF on your pet to get it a bit better for a fairly low cost by that level. And strong jaw on your pet makes its vital strike hit for 8d6.

Sczarni

FelwynGD wrote:
so how about from 1 untill summon monster 4?

I personally didn't do much summoning at early levels, although I remember one hilarious encounter where I surprised the enemy spellcaster with a bunch of Young Crocodiles. Stirges are also good to summon.

Most of the time at low levels I paraded around with a wand of Cure Light Wounds in one hand and a Shillelagh in the other, and cast Barkskin and Faerie Fire a lot.


Lord_Malkov wrote:

That AC rule for multiattack was a good change. Most animal companions, and I believe ALL of the choices in the standard CRB list, don't have any secondary natural attacks. This would make multiattack utterly pointless. So if you have an AC with only primary attacks, you instead get an extra attack with one of your weapons at -5 to hit.

Also... love the Anklosaurus. That Daze attack is pimptastic

I never said strange was bad. I agree that it makes certain animals, such as wolves, far more competitive at higher levels. I simply dislike experimentation as such an...after thought. Plus it makes discussing natural attacks more confusing. Good for balance, poor for clarity of overall system rules.


I'm playing in the Skulls and Shackles AP and went for a Spinosaurus companion, the major advantage being it's ability to join me in aquatic environments (although it will need some assistance with water-breathing). I added in a point of intelligence to take it 3 and might train it with a few combat manoeuvres so it has a little more flexibility in combat. One thing I didn't realise the size that the Spinosauus can get to, although of course I won't get to level to the point where it's gargantuan but I can see he might be doing some squeezing soon enough.

My character is a small human (Pacific Islander/tribal-styled) character and my DM has allowed me to be able to ride the companion at 7th level which adds in a lot of flavour.

For summoning spells I put together a list of all the dinosaurs, and then all the reptilian types (snakes, lizards, turtles and pterosaurs) my druid can call upon but to be honest the low level summons are very weak and nothing comes close to the eagle or the wolf. I've summoned animals dependant on the terrain but for a default small elementals are versatile.

The Huge options you get to wildshape into at 6th level are: Parasaurolophus, Saltwater Crocodile, Ankylosaurus, Iguanodon, Allosaurus, Elasmosaurus, Giant Sea Snake, Gorgosaurus, Quetzalcoatlus, Stegosaurus, Triceratops. For me the Allosaurus, Ankylosaurus, Giant Sea Snake and the Quetzalcoatlus are the strongest. The Allosaurus gives you pounce and rake and nasty attacks, and the last two are specific to give me movement options... climbing the deck of a rival pirate ship in snake form or dive-bombing with a 40ft wingspan are very entertaining options.


Of course the Spinosaurus is a fine choice for those reasons. It is also tied with a few other oddball animals for the highest starting strength score at 18, and it will always be ahead of most of the competition by a couple of points in hit and damage.

Sadly, that and the swim speed is most of what it has going, so it falls behind the similar allosaurus after level 7. But for levels 1-6, it is one of the best choices for saurian shamans with that high strength, 3 natural attacks, and medium size.


spikadelia wrote:

I'm playing in the Skulls and Shackles AP and went for a Spinosaurus companion, the major advantage being it's ability to join me in aquatic environments (although it will need some assistance with water-breathing). I added in a point of intelligence to take it 3 and might train it with a few combat manoeuvres so it has a little more flexibility in combat. One thing I didn't realise the size that the Spinosauus can get to, although of course I won't get to level to the point where it's gargantuan but I can see he might be doing some squeezing soon enough.

My character is a small human (Pacific Islander/tribal-styled) character and my DM has allowed me to be able to ride the companion at 7th level which adds in a lot of flavour.

For summoning spells I put together a list of all the dinosaurs, and then all the reptilian types (snakes, lizards, turtles and pterosaurs) my druid can call upon but to be honest the low level summons are very weak and nothing comes close to the eagle or the wolf. I've summoned animals dependant on the terrain but for a default small elementals are versatile.

The Huge options you get to wildshape into at 6th level are: Parasaurolophus, Saltwater Crocodile, Ankylosaurus, Iguanodon, Allosaurus, Elasmosaurus, Giant Sea Snake, Gorgosaurus, Quetzalcoatlus, Stegosaurus, Triceratops. For me the Allosaurus, Ankylosaurus, Giant Sea Snake and the Quetzalcoatlus are the strongest. The Allosaurus gives you pounce and rake and nasty attacks, and the last two are specific to give me movement options... climbing the deck of a rival pirate ship in snake form or dive-bombing with a 40ft wingspan are very entertaining options.

I just want to point out that Animal COmpanions only ever get one size increase (either at 4th or 7th level) and that is all. The rules for, say, increasing size based on HD are rules that are meant to be used by a GM when advancing a creature, not for companions or PCs.


And the general assumption for animal companions is that you are raising the creature from childhood to young adulthood, and thus you often do not see the full grown versions of the bestiary.

At least this is true for the larger animals. Some grow bigger than normal since they have the advantage of being well fed and having their health maintained by a competent owner.


This guide by Peterrco will also help you out a great deal, it covers all of the possible druidic options but it gives a really detailed insight into the mechanics of wild shaping.

https://docs.google.com/document/pub?id=1AN4TGgYstgR_6RuVZBtUmU5AYixdEmdMiI U-bdecClo.

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