Aasimar Druid Starting with Celestial Servant Feat?


Advice


Hello. I've seen that the Celestial Servant feat for aasimars only states that the requirements to take the feat involves just either an animal companion, a familiar, or a mount. So I've built an aasimar druid that takes the Celestial Servant feat at 1st level, with her animal companion being a tiger. I was wondering if anyone would like to see my PC and her companion, and see if there should be any changes to make her and her companion better?

The build is that I'm seeing her being more of a supporter to her companion at first, then once gaining wild shape will buff her companion then join him in the fight. Though if there are any better ways to use this build, let me know. Any and all advice are welcome.

the aasimar, Jarisia:

female aasimar druid 1
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft; Perception +9
DEFENSE
AC 15, touch 11, ff 14 (+4 armor, +1 Dex)
hp 10 (1d8 (8) + 2 (Con)
Fort +4, Ref +1, Will +5
Resist acid 5, cold 5, electricity 5
OFFENSE
Speed 20 ft (30 ft base)
Melee scimitar +1 (1d6 + 1/18-20)
Aasimar Spell-Like Ability (CL 1st)
1/day-daylight
Druid Spells per Day (CL 1st; concentration +4)
1st (2/day)-cure light wounds, magic fang
0 (at will)-detect magic, detect poison, resistance
STATISTICS
Str 12, Dex 13, Con 14, Int 12, Wis 16, Cha 15
Base ATK +0; CMB +1; CMD 13
Feats Celestial Servant
Skills (5 ranks)
Handle Animal +6 (2 [Cha modifier] + 1 [rank] + 3 [class skill bonus])
Heal +7 (3 [Wis modifier] + 1 [rank] + 3 [class skill bonus])
Knowledge (nature) +7 (1 [Int modifier] + 1 [skill rank] + 3 [class skill bonus] + 2 [Nature's Sense])
Perception +9 (3 [Wis modifier] + 1 [rank] + 3 [class skill bonus] + 2 [racial bonus])
Survival +9 (3 [Wis modifier] + 1 [rank] + 3 [class skill bonus] + 2 [Nature's Sense])
Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Druidic, Sylvan
SQ nature bond (Ruja the tiger), nature sense, skilled, wild empathy +3

the tiger, Ruja:

male celestial tiger
N Magical beast (augmented animal)
Init +3; senses darkvision 60 ft, low-light vision, scent; Perception +6
DEFENSE
AC 14, touch 13, ff 11 (+3 Dex, +1 natural)
hp 16 (2d8 (12) + 4 (Con)
Fort +4, Ref +6, Will +2
Resist acid 5, cold 5, electricity 5; SR
OFFENSE
Speed 40 ft
Melee bite +4 (1d6 + 1), 2 claws +4 (1d4 + 1)
Special Attacks rake (1d4 + 1), smite evil 1/day (+2 damage on target)
STATISTICS
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base ATK +1; CMB +2; CMD 15 (19 vs trip)
Feats Weapon Finesse
Skills (2 ranks)
Acrobatics +7 (3 [Dex modifier] + 1 [rank] + 3 [class skill bonus])
Perception +6 (2 [Wis modifier] + 1 [rank] + 3 [class skill bonus])
SQ tricks (attack, down), link, share spells


You might want to look at the Idylkin (Agathion bloodline Aasimar)

The Exchange

I don't recommend celestial companion as it makes healing your animal companion more difficult. Can't use a wand for clw unless you get your companion to willingly lower spell resistance. Since a tiger starts with 2 int, and has no common language with you, your GM may screw you over and declare there's no way you can ask your companion to lower spell resistance.

It also means if your companion goes down you have to roll spell resistance to fix him.

If you want to wildshape for melee, I recommend at least 14 str. Drop int, put it into str. You also don't need that much cha, since the nature bond gives you a +4 to handle your own animal companion.


How do you intend on joining your tiger in the fight? A 12 starting strength is not going to be very good for melee, even with wildshape. Archon blooded Aasimars have +2 con, +2 wis which would serve a frontline druid well. Agathion, like Daw suggested, fits better thematically though.

I'd consider this stat spread BEFORE racial modifiers for a melee druid:
Str 16
Dex 12
Con 13
Int 10
Wis 14
Cha 10

Your animal companion should also have 7 tricks. 6 for 2 Int, 1 bonus trick as an animal companion. I recommend combat training and Attack II.

IMO, unless you are focusing on wild empathy, charisma is not really important to a druid. Handling your animal companion is fairly easy with 1 rank + 3 class skill + 4 animal companion link for +8 at level 1. At level 2, you can't fail to have your animal do a trick unless it is injured, but even then it is only DC 12.


Not worth the feat, IMO.

Counting as a magical beast doesn't really open any doors for him, and the Celestial template kind of sucks nuts, considering what it's for (an Animal Companion, which usually has crappy Charisma anyway), and the Resistances alone don't justify the value of what feats are to you, which are a lot.

Also, why do you have such a high Charisma? I understand the whole "Handle Animal" thing, but with enough ranks (and the fact that it's your companion), you shouldn't need such a high Charisma. You need more Strength if you plan to wide into melee.

In addition, if wading into melee is the plan, I'd suggest picking up the Combat Casting feat at 1st level. (Normally, I'd say pick up Power Attack, but because you lack the Strength, and don't have the BAB to do it, that's a no-go.)


Alright, I'll drop the Celestial Servant feat. I thought it was a neat little feat, but yeah maybe it isn't the best feat.

Alright then, I'll change up everything. Thanks for the help guys.

Sovereign Court

It's actually not a bad feat, but you have to figure out the case where you can really exploit it.

What does the template get your AC? Some resistances (nice), smite evil (nice on an AC with lots of attacks, like a tiger) and DR/evil from HD 5 onwards (veeery nice). Your AC hits HD 5 at level 5, so there's little reason to take it earlier. (Although at level 5 you may also want to take Natural Spell. Prioritize.)

Let's also talk about the downside. Spell Resistance CR + 5. This generally means that you'd need a 5+ on a caster level check to punch through it. Not impossible, but occasionally irritating.

So when does this become really good? If you're making an offensive casting druid rather than a fighter druid. You'll eventually want Spell Penetration because enemies get SR too. When you get Spell Penetration +4, you automatically penetrate your AC's SR.

Now, offensive casting druids aren't the best build ever, but they're easily good enough for something like PFS or a typical adventure path.


Just-a-Mort wrote:
I don't recommend celestial companion as it makes healing your animal companion more difficult. Can't use a wand for clw unless you get your companion to willingly lower spell resistance. Since a tiger starts with 2 int, and has no common language with you, your GM may screw you over and declare there's no way you can ask your companion to lower spell resistance.

If your DM is going pull this kind of (stuff) ruling, on a, by definition, friendly...Animal Companion... your problem is with the DM, not with the concept. Honestly, this is a touch spell. Now, if the player then tries a (stuff) move and use infernal healing, it is probably time for a new companion, if not an atonement.


Actually it is BIG deal because it automatically makes your animal companion have Int 6. So yes, you can tell it what to do. You could even give it linguistics one so it actually understood you - Even better now it can learn Weapon's finesse (Min Int 3)...


Please ignore what I just wrote apparently that isn't the way the celestial template works these days... They are no longer magical creatures - which sucks.


IMHO, it really depends on your group and how they play the game. I know quite a few GM's that when faced with a party of PC's like those about can adapt on the fly the various encounters.
The problem arises when you have optimized PC's and non optimized PC's in the same group or optimized opponents and non-optimized PC's.

I often enjoy playing non-optimized PC's just as much as optimized ones but again my enjoyment really depends on the group.

MDC

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