How to build: 5th lvl Roc AC (PFS)


Advice

Silver Crusade

Hello all,

My Sacred Servant Paladin took the Animal Domain and just hit 7th level. In short I just got a level 1 AC, but I took Boon Companion at 7th level to jump my animal companion up to 5th level. I've confirmed that all the above is legal for PFS so no issues there.

I've looked over the Druid chart in the Core but I'm wondering how I would building a Roc animal companion starting out at 5th level.

1) Since I'm adding the +1 stat at 4th level to Int can I take any feat for 1st-3rd? I know PC's can retrain early feats that they didn't qualify then but do now, (I.E. Lvl 1 feat to Power Attack at a later level for a 3/4 bab character).

2) I see the Roc gets 5 skill points. Should all points be added to Fly or should they be split? How does a regular Roc have +15 perception and does the Roc AC start out as +1 perception since they only have a 12 wis?

3) I assume a Mithral Chain Shirt can be worn without penalty since it contains no Armor Check Penalty. Does a Roc wear a Mithral Chain Shirt or Barding? Is the price adjusted based on size because the Roc grows at 7th level which I'd have to sell and buy another one in "large" size? Is there a special price modification for armor worn for a creature because I can't picture a Roc wearing a "mithral chain shirt" similar to humanoids.

4) Can I take Fly-by attack as a feat? What other feats are good for a Roc to take? I may ride my Roc AC at later levels but my Paladin isn't able to sink feats in Mounted Combat so I believe my Paladin and AC will be fighting individually and not mounted.

5) How much Handle Animal is enough? I have a 10 total in HA atm (+2cha, +5 ranks, +3 class skill)

6) Any particular archetype in Animal Companion a better option for a Roc than just vanilla AC? I know this is opinion based but interested if anyone thinks there's some good options here.

7) The number of tricks my 5th lvl AC starts out with is 3? Chart shows 3 bonus tricks at 5th level. I assume also that when it says "these bonus tricks don't require any training time or HA checks" it means no HA checks to learn it only, and not meaning that when you command your AC with these particular tricks you don't need to actually make an HA check with these particular commands. Is that correct?

8) How much HP does a 5th level Roc have? Is it 4.5 per HD + Con only? So would that be 4.5*5= 22-5(9Con)= 17 hp total at 5th level? Seems a bit low.

This is my first time having an Animal Companion and I've steered away from Druids in the past because of being a little intimidated with building an AC. Thanks and I really appreciate any help with these questions. :)

Scarab Sages

First of all, I recomend this sheet: http://olddungeonmaster.files.wordpress.com/2014/05/animal-sheet-fillable-a narchx1.pdf

Very nice for your animal companion.

Kysus Arelius wrote:


1) Since I'm adding the +1 stat at 4th level to Int can I take any feat for 1st-3rd? I know PC's can retrain early feats that they didn't qualify then but do now, (I.E. Lvl 1 feat to Power Attack at a later level for a 3/4 bab character).

As far as I know, you can take the feat, but still need to pay the retraining cost. Just because you did not have the Roc before this, does not exclude it from the normal leveling process.

Kysus Arelius wrote:


2) I see the Roc gets 5 skill points. Should all points be added to Fly or should they be split? How does a regular Roc have +15 perception and does the Roc AC start out as +1 perception since they only have a 12 wis?

Allocating skillpoints for animal companions works just like it works with humans. You only can spend one skill point per level in one skill. So putting one skill point in fly every level would be a good idea. That way your Roc will never have a problem with making Fly checks if needed.

The +15 perception is for the Gargantuan Roc in the bestiary. The stats for the animal companion Roc are below: http://paizo.com/pathfinderRPG/prd/monsters/roc.html#roc
The animal companion Roc has no bonus to perception unless you put skill points in it. Then it will recieve the +1 from its wisdom.

Kysus Arelius wrote:


3) I assume a Mithral Chain Shirt can be worn without penalty since it contains no Armor Check Penalty. Does a Roc wear a Mithral Chain Shirt or Barding? Is the price adjusted based on size because the Roc grows at 7th level which I'd have to sell and buy another one in "large" size? Is there a special price modification for armor worn for a creature because I can't picture a Roc wearing a "mithral chain shirt" similar to humanoids.

If you have the money, you can buy Mithral Chain for your Roc. Even without the apropriate feat, it can wear it without the penalty because the Armor Check Penalty is 0 like you said.

You will need to buy Barding in the apropriate size cathegory. Animal companions can not wear normal armor.
There is indeed a special price modification for barding as it is a rarer item. Barding is more expensive then normal armor.
I dont know if I calculated correctly, but I came on a price of 4300 GP for Mithril chain barding Medium size.

Kysus Arelius wrote:


4) Can I take Fly-by attack as a feat? What other feats are good for a Roc to take? I may ride my Roc AC at later levels but my Paladin isn't able to sink feats in Mounted Combat so I believe my Paladin and AC will be fighting individually and not mounted.

Mounted combat is not always ideal for PFS. A lot of the areas you fight in are cramped or have low ceilings. You need ample space for mounted combat, and most of the time, its not there.

So sinking feats in it would be kind of a waste. Unless you want to take your character beyond lvl 12 using sanctioned modules. Then it might get really fun to do so.

Fly-by attack is not legal. Its a bestiary feat, and none of those are legal for PFS poay. From the Additional Recources page: "Feats: none of the feats are legal for play for PCs, animal companions, or familiars unless specifically granted by another legal source;"

As long as your Roc is not Large, Weapon finesse is a great feat, to make use of its great Dex score. Once it reaches Large, you can retraint that to something more usefull.

Kysus Arelius wrote:


5) How much Handle Animal is enough? I have a 10 total in HA atm (+2cha, +5 ranks, +3 class skill)

A normal handle animal check is a 10. But circumstances might add to that check. A base 10 will suffice in most situations, but upping that totall will help you out when things get hairy.

Kysus Arelius wrote:


6) Any particular archetype in Animal Companion a better option for a Roc than just vanilla AC? I know this is opinion based but interested if anyone thinks there's some good options here.

I have a Roc on my Sky Druid. So I am totally biased.

Kysus Arelius wrote:


7) The number of tricks my 5th lvl AC starts out with is 3? Chart shows 3 bonus tricks at 5th level. I assume also that when it says "these bonus tricks don't...

As said, those are Bonus Tricks. You get three additional tricks on top of the ones your Roc already knows. An animal with INT 2 can learn a maximum of six tricks. You get a bonus of 3, so a total of 9 tricks. Of course, if you up its INT like you said, it wont matter. Once its intelligent enough it will understand your commands naturally.

Scarab Sages

I would like to add that pushing you animal companion is a doc 25, so you Might want to add that into your handle animal considerations

Silver Crusade

1) Don't think AC's can retrain since they don't get Prestige. Anyone confirm this? If that's so then I don't think I want to take Weapon Finesse since it would be a dead feat once it increases in size at lvl 7.

2) What maneuverability does the Roc have for Flight? The Gargantuan Roc has "average". Is that what the Medium and Large Rocs have? It's maneuverability type is unlisted in the AC stat blocks.

3) Since it's so expensive, it seems pointless for my AC to wear armor for now then because I'll have to sell it and buy a new one once it increases in size at lvl 7. Going to have to play safe for a while unless I want a dead bird. :S

4) A typical "wild" Roc can learn Flyby Attack but an AC Roc with more Int is too dumb to learn a feat that it naturally learns? If that's PFS rules then it's law but it seemed idiotic that a feat that's learned naturally for the listed animal can't be taken by the AC that if wild would naturally learn.

So that pretty much leaves me with only Narrow Frame (animal archive), Power Attack, Improved Grapple, Greater Grapple, Toughness then? Seems like a Roc's is pretty much useful only as a mount or a flying grappler then if it can't swoop down and attack like any natural flying creature learns.

5) Does a +15 give me an auto succeed to push? Am I able to take 10 in typical situations?

6) Biased as towards vanilla AC? What I was referring to were the archetypes listed in Animal Archive - Bodyguard, Charger, Racer, and Totem Guide. Do anyone think any of these archetypes gain any big advantages over base vanilla AC's?

7) Not sure I understand your response to 7th level. It's been mentioned with 3 Int you still must make Handle Animal checks so I don't see how it no longer matters? Am I missing something?

Thanks for the answer though. So I take it I have 9 tricks I choose to begin with and then if I want to learn more I have to make a HA check at a table with a GM present after a scenario. With a # of attempts equal to my HA rank, and only 1 attempt per a trick (can't make a 2nd attempt at a failed trick during that scenario).

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

1. I wish I knew the answer, but I've been led to believe it's not possible. I hope to be wrong though.

2. If no maneuverability is listed, it used to default to average. Neither a penalty nor bonus. However with the size difference between the gargantuan and the animal companion it might be possible that it's a step better.
Your roc will always have a +1 perception from wisdom. If you put 1 rank it you'll get the +3 class skill bonus. Take Skill Focus: Perception for an additional +3 if you don't know what feat to take :P The Roc in the bestiary is a bit odd, it has 16hd, meaning 16 skillpoints. it has +7 fly, which is +2 dex, +3 class thus 2 ranks in it. The it has +15 perception, from +1 wis +3 class, +3 skillfocus and then 8 ranks in it. I'm missing 6 skillpoints somewhere, unless they didn't give them their class bonus, but then the bonus from skillfocus perception should be +6 bringing perception to 18.

3. Mithral chainshirt for the medium one will be 2200 gp (1100 gp for a mithral chainshirt for a medium creature times 2 for not being a humanoid). Going large it'll be 4400 gp for the mithral chainshirt (x4 compared to humanoid). I'm going to be shelling out 6k at level 7 for a large fullplate, and 12.000 at level 10 for my huge mammoth's fullplate (not mithral though).

4. I agree with this being really odd, seeing as Spring attack is on the list of available feats. Maybe an oversight when making the list, or a way to prevent flying companions from becoming too annoying? Otherwise, yeah PFS bans it.

5. Yes if your companion has no hitpoint or ability damage, and yes. Don't rely on it for combat tricks, but anything non-combat like detect, bury or work are perfect for not bothering with teaching and just using push.

6. I personally chose the Bodyguard archetype for my hunter. With the level 3 shared teamwork ability getting to always act in a surprise round (Lookout combined with the bodyguard ability) I figured it might be worth it to lose evasion and share spells. Also the animal companion not dying until it reaches negative hitpoints equal to it's constitution and my character level makes that gamble just a bit more bearable. The other archetypes really don't catch my fancy.

7. Yes, even with more than 2 int you still need to make handle animal checks, as per the PFS FAQ, however it'll be able to learn more complex feats (provided it can physically perform them), and a GM might give you more leeway in the way it's behaving. My hunter's companion is at 4 int (human eye for talent is awesome), and as such knows 13 tricks including flanking and all and I simply tell it at the start of a battle to assist to the best of it's abilities and thus far I've been allowed to move it a bit more tactically. But that's really a case of YMMV, especially in PFS. As long as you can make DC 12 handle animal checks without fail you're probably good. DC 12 because the handle animal check increases by 2 if the animal has hitpoint or ability damage.

I'm not really sure where the handle animal checks for training your roc are coming from. The first time you get your animal companion it comes fully trained the way you want it (class bonus). If you later switch to a new one, then it'll have the bonus tricks from being an animal companion automatically, but you'll need to teach it the rest.
Also, animals can never learn more than 3 times int modifier in tricks naturally. So unless you raise the int of your roc 9 tricks is the maximum (6+3 bonus) for your current level. Raise the int by 1 and you can teach it 3 more tricks.

I hope this is a bit helpful.

Edit: reworked a few answers.

Silver Crusade

Thanks Damanta.

Is a 5th level Roc's AC = 20 without any armor? (20dex = +5 to AC and then a +5 natural armor bonus?)

MM1 wrote:


Roc Companions

Starting Statistics: Size Medium; AC +5 natural armor; Speed 20 ft., fly 80 ft.; Attack 2 talons (1d4), bite (1d6); Ability Scores Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11; Special Qualities low-light vision.

7th-Level Advancement: Size Large; AC +3 natural armor; Attack 2 talons (1d6 plus grab), bite (1d8); Ability Scores Str +8, Dex –2, Con +4.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Kysus Arelius wrote:

Thanks Damanta.

Is a 5th level Roc's AC = 20 without any armor? (20dex = +5 to AC and then a +5 natural armor bonus?)

MM1 wrote:


Roc Companions

Starting Statistics: Size Medium; AC +5 natural armor; Speed 20 ft., fly 80 ft.; Attack 2 talons (1d4), bite (1d6); Ability Scores Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11; Special Qualities low-light vision.

7th-Level Advancement: Size Large; AC +3 natural armor; Attack 2 talons (1d6 plus grab), bite (1d8); Ability Scores Str +8, Dex –2, Con +4.

Almost.

It's armor class without armor is 22 (+5 dex, +7 natural)

The +5 natural is the starting value, it gets an extra +2 on companion level 5. Next level it'll get an extra +2 for a +4 extra from being an animal companion. Then at level 7 when it grows to large it'll increase it by another +3 for a total of +12 natural armor.

Scarab Sages

Ah yes I should have been more specific at point 7.

The way I see it (as its mostly been played that way), once an animal gains int 3 or higher, it can understand tricks more in depth.

For example, if my Roc knows flank, and it has int 2, I have to literally point out the square it has to go.
But once it reaches int 3 or higher, it 'knows' which square has the most advantage and will 5 foot step (or five foot flap), to keep the flank.

Its nothing rule wise per se, but it allows combat to flow better because most GMs reason that if its intelligent enough to learn all those feats, it will know how to behave itself.

@Damanta: When I played at Gerards place he said you could retrain animal companions. But I totally forgot where he got that from. I'll have to ask him again.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

I shall try and find more information on the PFS boards for it.

As it's more important for companions that start with a lot of dex, but then when they change size switch to being strength focused I didn't really do a thorough search. You'd ideally would want to switch out weapon finesse for power attack or something like that.

My mammoth (elephant) doesn't really care with equal dex/str until size increase.

Silver Crusade

If my understanding is correct you can't really retrain AC's since they don't get prestige in PFS. But you can release your AC and get a "new" one which is essentially retraining them. You just have to re-teach the tricks though.

Scarab Sages

You might find this thread highly informative:

http://paizo.com/threads/rzs2ql8b&page=1?Druids-Log-Animal-companions


1. I don't think so, but I wouldn't recommend it since AC already have a good selection of feats from their normal list. Use that precious +1 for Con or Dex.

2. Put 1 into fly and the rest into Perception. All AC's get perception as a class skill. Slap a cheap Eyes of the Eagle magic item onto it to turn it into your flying radar.

3. Yes it wears Barding. Yes you will need new Barding. I suggest getting regular MW leather and upgrade to larger MW leather at level 7 since Large Mithral Chain Barding is x4 expensive as regular Mithral chain shirt.

4. Narrow Frame. Get it. Especially since you're in PFS. Combat Reflexes and Toughness are also good grabs. Especially if you can acquire Long Arm Bracers (but Combat Reflexes seriously synergizes with Bodyguard).

5. 1 rank and no more, you will almost never use it.

6. Bodyguard. Bodyguard. Bodyguard. Make sure to take the Bodyguard + Combat Reflexes combo, and enchant your Roc's armor with Benevolent. You can use that combo to boost your AC vs enemy attacks +3 min only expending Roc's AoOs to do it for each attack.

8. This is why I recommend a point in CON rather than INT. You need those HP plus Toughness. Yes HP is low but that is because you are playing PFS, if you were in a regular campaign your DM would (probably) give you max 1st hit die + 5 per level instead of 4.5 which is an extra 8 hp at 5th level.

Silver Crusade

1) Not a bad idea to just put the +1 to Con. Most of the feats that I'll need to take, except Improved Grapple, are already on the AC feat list.

I'm thinking 1. Toughness, 3. Combat Reflexes, 5. Power Attack, 7. Narrow Frame (when it increases to Large size), 9. Improved Grapple (when I add +1 to for 3int total). Doesn't give me room for Bodyguard though... Should I remove Toughness or Power Attack?

2) 1 point into fly seems a bit low. Wouldn't it fail to fly most of the time?

Reading this it makes me think my Roc only has access to Barding and Neck by default but must take Extra Item Slot feat to use items for other slots that are listed in the Avian body type on Animal Archive.

4) Longarm Bracers allow arms to reach 5 additonal feat. Rocs have a beak and talon attacks but no arms. I don't think many GM's would let this "fly" at their table.

5) My Paladin has 5 ranks in Handle Animal already. Why would I only want 1 point in it when I have to make Handle Animal checks every time I command it to do something or to teach it a new trick?

6) I see where this is going but what feat should I get rid of from #2? I don't have many feats for the AC and not taking "Improved Natural Attack: Bite" lowers its damage quite a bit (1d8 instead of 2d6). I think I'm either going to have to lose out on Toughness or Power Attack if I pickup Bodyguard and if I wait till my AC is level 9 to get Improved Grapple that means the Roc finally gets a good chance at grappling and flying up/dropping enemies when my Paladin reaches the end of his career at level 11. :(

8) If I calculated right, my 5th level Roc has 17hp unless I put a point in Con or pickup Toughness. Sad face. :(


1. I would remove Power attack, your AC's attack roll is already going to be low, you will need all the bonus to hit possible. Don't expect the Roc to bring the deeps, its usefulness comes in Battlefield control (flanking, grappling, aid another, flight)

2. You don't need to make fly checks most of the time anyways unless you do complicated flying or run into something, the DCs are also low. Read Fly skill.

3. Rocs have wrist slots, so I don't see why it shouldn't be able to use the item.

4. Rocs have access to all Avian slots: Armor, belt, chest, eyes, headband, neck, ring, wrist. Extra Item Slot means you can use items not on that list (read the section on magic items).

5. The DC to use tricks is 10, and you gain an auto +4 because of Link on top of +3 trained and 1 rank. Since you're a Paladin your CHA is at least a +1, so you should always automatically make that Handle Animal check, why roll it? You can also take a 10 on anything not in combat, so that's a result of 20 or more.

Silver Crusade

Can a Roc take Improved Grapple? Requirement for the feat is Improved Unarmed Strike. Are they considered to have this already?

For Narrow Frame I need 5 ranks in Escape Artist, and I'll need to pick it up when my AC hits 7th level so that's 1 point in Fly and Perception only at 7th lvl unfortunately.

I think I'll grab Improved Grapple at 7th level but doing that I'll have to add the +1 stat at 4th level to Int unless I want to wait till 9th level (which my PC would be 11th level, almost end of career.)

When my AC hits 9th level I'll have a feat free to select Toughness and the +1 stat at 9th level I can add to Con but this may be a little late for increasing hp? Doing both of these should get my Roc an extra +18hp though.


You do not need Improved Grapple. Rocs have the Grab ability at 7th level, which is like Improved Grapple, but the bonus is +4 instead of +2 and you get to make free grapple checks on any successful Talon attacks.

Also the requirement for Narrow Frame is 1 rank in Escape Artist, not 5.

Silver Crusade

You're correct. I was accidently looking at Lithe Attacker. Reading Lithe Attacker it seems like a pointless feat actually, seems Narrow Frame already accomplishes the benefits of Lithe Attacker. Anyways, thanks for pointing that out and the "grab" ability.

Having grab means I can put that 4th level point into Con and take Toughness earlier since Improved Grapple isn't needed. :)

Should I focus on ways to increase my +atk bonus to Talons to have a better chance of 'grabbing' opponents?


Yes, especially since you use any modifiers to your attack on your CMB check, (since the grab is made with your natural weapon). You can have magic fang cast permanently on your Roc for instance and the +1 will add to your CMB.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

I have to point out one thing, Kysus was right in that for PFS you need extra item slot to be able to give your animal companion any magic item other than barding and neck slot.

PFS FAQ on animal companions:

Can my animal companion or familiar wear or use magic items?

It is intended that animal companions or familiars can not activate magic items. An animal companion could benefit from an item with a continuous magical effect like an amulet of natural armor if its master equipped the item for the animal companion. Animal companions of any type may not use manufactured weapons.

Animal companions are also limited by their individual anatomies. In Pathfinder Society Organized Play, animal companions always have access to barding and neck-slot items so long as they have the anatomy. For example, a horse and pig can always have access to barding and neck-slot items. A snake does not have access to either. However, an item called out to be used by a specific animal is usable by that animal regardless of slot.

Additionally, animal companions have access to magical item slots, in addition to barding and neck, as listed on the inside front cover of the Animal Archive so long as they select the Extra Item Slot feat. The Animal Magic Item Slots table found in Animal Archive is not a legal except under the following conditions. First, an animal companion, familiar, or bonded mount, may choose one slot listed under its body type when taking the Extra Item Slot feat (this feat may be taken multiple times, each time selecting a different available magic item slot based on the creature’s anatomy). Second, access to specific magic item slots may be granted at a later date by another legal source. If you do not own a copy of the Animal Archive, your animal companion may only use barding and neck-slot items.

An animal or familiar has to have an intelligence of 3+ to activate an ioun stone. If the animal or familiar has less than a 3 intelligence, they may not activate an ioun stone.

The brownie, faerie dragon, imp, lyrakien azata, mephit, quasit, sprite familiars, granted by the Improved Familiar feat, use the Biped (hands) section of the chart. The carbuncle and voidworm protean, familiars granted by the Improved Familiar feat, uses the Serpentine section of the chart. If you do not own a copy of the Animal Archive, your animal companion may only use barding and neck-slot items.

Fly checks are indeed fairly low, just for complicated maneuvers you're looking at DC 15 or 20. Keep in mind that you can't take 10 on fly checks if you're in combat unlike climb/swim with a natural speed for those movements.

Edit: also more ranks in handle animal means that you can actually train animals in PFS easier. Otherwise you'll be busy for a while to train a new companion should the one you have die.
So yes, while in homegames you can get away with only putting 1 rank in handle animal and getting the rest from training harness, class skill, and charisma boosts, it's advisable in Society play to have at least 4-6 ranks so you can train your companion in 1 session should it be necesary.

Silver Crusade

Couple small questions I still have.

Should my Roc's Fly skill be higher since he'll often be grabbing and dropping enemies in the air? At level 5 his Fly is 9 total (+5dex, +1rank, +3class skill).

I decided to add the +1 stat to Int (I'm losing +1fort save and 5hp but I figure having a semi-intelligent Roc would make it easier for GM's to allow it to Flank and to Grab creatures and drop/bombard them on other targets.)

Am I picking any bad tricks or missing any great ones?
Attack Humanoid, Attack Unnatural, Flank, Bombard, Flee, Come, Defend, Down, Exclusive, Serve, Detect.

Other tricks:
Deliver, Fetch, Watch, Menace, Heel, Seek, Hunt, Work may be useful? (Seems like Seek and Detect are pretty much the same thing though.) Not sure if any of these would be necessary though.

Bombard seems great in combination with the grab ability. Exclusive & Serve to make sure my AC isn't influenced by outside means in combination with giving commands only in Celestial.

The +1int I'm giving my AC Celestial language to understand commands in that language only. Also lets me pick up 3 more tricks which seems useful.

Flee & Come seem useful together. I can command my AC to "flee" and keep a distance away from me so it's not just looming over me all the time and command it to "come" to return when necessary.

My lvl5 Roc AC draft:

Archetype: Bodyguard
Level: 5
Hp: 22
Initiative: 5
Armor Class: 25 (MW Studded Leather Barding), Touch: 15, Flat footed: 20
Str: 13, Dex: 20, Con: 9, Int: 3, Wis: 13, Cha: 11
Fort: +3, Reflex: +9, Will: +2
Bab: +3, CMB +4, CMD 19
Feats: Toughness, Combat Reflexes, Bodyguard
Skills (notable mentions): Fly +9, Perception +10 (with Alertness), Sense Motive +3
Tricks: Attack Humanoid, Attack Unnatural, Flank, Bombard, Flee, Come, Defend, Down, Exclusive, Serve, Detect (3xint+2bonus=11total)

EDIT: Calculated Fly total wrong. Corrected.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Hmm tough to say if it's going to be enough.

I'd personally go for a total of fly +19 so you can reliably fly straight up and drop stuff, since the DC for flying at an angle of greater than 45 degree is 20.

Ofcourse with it's 80 ft movementspeed it's not that hard to end up 40 ft above the ground with a 45 degree angle in a single move.

Ways to increase fly skill are fairly difficult to find, below is a list of stuff I managed to find.
Griffonmane (+200 gp) padded or quilted armor gives a +2 to fly but you lose +2 ac compared to the studded leather.
Cracked Deep Red Sphere ioun stone (200 gp) gives a +1 competence bonus to fly.
Cracked Magenta Prism ioun stone (800 gp) gives a +2 competence bonus to a skill which can be changed daily.
Flawed Pale Green Prism ioun stone (28.000 gp) gives a +1 morale bonus to all skillchecks.

As for your tricks, the difference between seek and detect is that with detect it'll look for secret doors and other inanimate oddities, while with seek it'll go looking for living beings.
Hunt is only useful if you raise it's survival. Work is something you can push it for, as it's mostly useful out of combat.
A few useful ones I'm not seeing are Flank and Aid, but since you want it to pick up enemies and then drop them I'm not sure you'll need them.

Silver Crusade

Damanta wrote:

Ways to increase fly skill are fairly difficult to find, below is a list of stuff I managed to find.

Griffonmane (+200 gp) padded or quilted armor gives a +2 to fly but you lose +2 ac compared to the studded leather.
Cracked Deep Red Sphere ioun stone (200 gp) gives a +1 competence bonus to fly.
Cracked Magenta Prism ioun stone (800 gp) gives a +2 competence bonus to a skill which can be changed daily.
Flawed Pale Green Prism ioun stone (28.000 gp) gives a +1 morale bonus to all skillchecks.

Unless I'm reading it wrong, it seems I can buy MW Griffon Mane Studded Leather armor. I'd pay the +200gp for Griffon Mane Light Armor and +150gp for MW + base Studded Leather cost.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Griffonmane entry prd:

This rough-spun cloth, ranging in color from golden-brown to brown-black, is woven from the mane of leonine magical beasts, primarily griffons but also chimeras and manticores, and is exceptionally strong and light. Wearing a cloak, robe, clothing outfit, or padded or quilted armor made from griffon mane grants a +2 competence bonus on Fly checks. If an item made of griffon mane is magically given the ability to fly, the cost to add that specific magical property is reduced by 10%, though this does not reduce the cost of any other abilities the item has.

Griffon mane has twice the number of hit points of normal cloth and hardness 1.
Type of Griffon Mane Item Item Price Modifier
Light armor +200 gp
Other items +50 gp/lb.

The way I read it from the PRD is that only a cloak, robe, clothing outfit, padded or quilted armor get the +2 competence to fly. (Yes this will stack with one of the ioun stones because of different type of source, even though both are a competence bonus).
I hope you are correct though.


The missing skill points on the regular roc are spent on fly to overcome the sze penalty. Inside I would not ride it but outside you should. Having some ranks in ride is all you need.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Mathius wrote:
The missing skill points on the regular roc are spent on fly to overcome the sze penalty. Inside I would not ride it but outside you should. Having some ranks in ride is all you need.

D'oh, you're right. I forgot the size penalty.

So the bestiary roc split it's skillpoints evenly among perception and fly.

Scarab Sages

Damanta wrote:

Hmm tough to say if it's going to be enough.

I'd personally go for a total of fly +19 so you can reliably fly straight up and drop stuff, since the DC for flying at an angle of greater than 45 degree is 20.

Ofcourse with it's 80 ft movementspeed it's not that hard to end up 40 ft above the ground with a 45 degree angle in a single move.

The Fly speed of 80 is amazing, but I would not rely on having that much maneuverability in PFS. More often then not its rather cramped, so flying straight up (if the ceiling is high enough in the first place), would be your best bet.

Grand Lodge

Damanta wrote:

** spoiler omitted **

The way I read it from the PRD is that only a cloak, robe, clothing outfit, padded or quilted armor get the +2 competence to fly. (Yes this will stack with one of the ioun stones because of different type of source, even though both are a competence bonus).
I hope you are correct though.

says in Hugh Jackman voice as he smooths back his sideburns

Bonuses of the same type don't stack, bub. Doesn't matter where the bonus comes from. Multiple competence bonuses from different sources will just overlap and you'll probably be using the highest bonus.

puffs on a stoggie before heading out the saloon, onto his motorcycle

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Mayhem Havocrain wrote:
Damanta wrote:

** spoiler omitted **

The way I read it from the PRD is that only a cloak, robe, clothing outfit, padded or quilted armor get the +2 competence to fly. (Yes this will stack with one of the ioun stones because of different type of source, even though both are a competence bonus).
I hope you are correct though.

says in Hugh Jackman voice as he smooths back his sideburns

Bonuses of the same type don't stack, bub. Doesn't matter where the bonus comes from. Multiple competence bonuses from different sources will just overlap and you'll probably be using the highest bonus.

puffs on a stoggie before heading out the saloon, onto his motorcycle

My apologies, I messed up competence and circumstance again. Ah well.


Kysus Arelius wrote:
If my understanding is correct you can't really retrain AC's since they don't get prestige in PFS. But you can release your AC and get a "new" one which is essentially retraining them. You just have to re-teach the tricks though.

Whether or not you can "retrain" a Roc, you can essentially achieve the same goal by releasing the Roc as a companion and then accepting that Roc has a companion again.

So if you GM or society is making things difficult for you, just apply the RAW to achieve what should be otherwise achievable anyway.

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