Paul Griffith
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So my Tengu Shaman has a chicken as his Spirit Animal and I was hoping to get someone to look over things and make sure I did it all correct. The shaman has 16 hit points at level 1 so I believe that give the chicken 8 hit points to start, and I am not sure how skills work for a spirit animal.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Yeah not sure how all that works. Anyway, here is what I have for the Spirit Animal so far;
Ms. Clucker-Bottoms:
HP: 8
Tiny Animal True Neutral
Low-Light Vision
AC: 13, touch: 12, flat-footed: 13 (+2 size, +1 natural)
Fort: +3, Ref: +2, Will: +1
Speed: 30 ft., fly: 20 ft. (clumsy); drift
Melee: bite 0 (1d3–4)
Str 3, Dex 11, Con 12, Int 6, Wis 12, Cha 13
Base Atk: +0; CMB: –2; CMD: 4
Skills; Fly: –4, Perception: +7
Special Abilities: Drift (Ex), Alertness, improved evasion, share spells, empathic link
Any advice would be greatly appreciated. Thanks for your help and happy gaming to everyone.
Markov Spiked Chain
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Looks good to me. It's also got Improved Initiative.
You might want to look at the various familiar archetypes. Mauler, Protector, or Mascot are all good, depending on what you use your familiar for. You can also trade the Improved Familiar feat for a different feat from a limited list, but some of them are still useful (like Spell Sponge.)
Paul Griffith
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Looks good to me. It's also got Improved Initiative.
You might want to look at the various familiar archetypes. Mauler, Protector, or Mascot are all good, depending on what you use your familiar for. You can also trade the Improved Familiar feat for a different feat from a limited list, but some of them are still useful (like Spell Sponge.)
I figured it would just go with my initiative, or would I go on it's initiative? But yeah I did not know about familiar archetypes. Those work for Spirit Animals too? I know they are treated like Familiars, but they can get all that other stuff too? Anyway, thanks for the advice dude. :)
Markov Spiked Chain
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Technically, it should roll its own initiative, but most GMs jsut have it go on your initiative. It will often end up delaying until your turn anyway, particularly if you're not actively using it in combat.
Yeah, the definitely get the full list of familiar options. Also, remember your Spirit Animal bonus on top of that! I don't know what Spirit your shaman is, but those bonuses can be pretty handy. Fast Healing, DR, extra fly speed, extra strength, etc.
One thing to keep in mind is that your familiar can Hold the Charge on a touch spell. If you're not using it much, cast Virtue while you're walking around and have the familiar hold the charge, then use it's action to cast it on you. Or if you think there'll be a fight soonich but can't guess to the minute, have it hold a Bull's Strength to use on the first turn of combat, saving you a round. If you're more combat than spell focused, you can put up a Cure Light/Moderate Wounds before the fight, and help keep people up.
Paul Griffith
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Technically, it should roll its own initiative, but most GMs jsut have it go on your initiative. It will often end up delaying until your turn anyway, particularly if you're not actively using it in combat.
Yeah, the definitely get the full list of familiar options. Also, remember your Spirit Animal bonus on top of that! I don't know what Spirit your shaman is, but those bonuses can be pretty handy. Fast Healing, DR, extra fly speed, extra strength, etc.
One thing to keep in mind is that your familiar can Hold the Charge on a touch spell. If you're not using it much, cast Virtue while you're walking around and have the familiar hold the charge, then use it's action to cast it on you. Or if you think there'll be a fight soonich but can't guess to the minute, have it hold a Bull's Strength to use on the first turn of combat, saving you a round. If you're more combat than spell focused, you can put up a Cure Light/Moderate Wounds before the fight, and help keep people up.
Thanks dude. I am going with the Flaming Spirit (the theme with this character was fried chicken :P ) so it should be weak to cold but immune to fire and give off light like a candle. But yeah I was never planning on letting her do any fighting and just keeping her for the most part in her Familiar Satchel. But having her keep a spell ready is a great plan. Thanks again for the awesome advice. Any more would be greatly appreciated as well.
Paul Griffith
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So reposting a bit since I think I messed up with Alertness and a few other things like not including the initiative and it's natural Improved Initiative feat. Also forgot it's ability from the Flaming Spirit ability.:
Ms. Clucker-Bottoms:
HP: 8
Tiny Animal Chicken True Neutral
Low-Light Vision
Init: +4
AC: 13, touch: 12, flat-footed: 13 (+2 size, +1 natural)
Fort: +3, Ref: +2, Will: +1
Speed: 30 ft., fly: 20 ft. (clumsy); drift
Melee: bite 0 (1d3–4)
Str 3, Dex 11, Con 12, Int 6, Wis 12, Cha 13
Base Atk: +0; CMB: –2; CMD: 4
Skills; Fly: –4, Perception: +5
Special Abilities: Improved Initiative, Drift (Ex), Glows like a candle, Weak to cold, immune to fire, Alertness, improved evasion, share spells, empathic link
So I think everything is done with this Spirit Animal, anyone seeing anything I might have missed let me know.