Totemic Skald animal choice


Advice


So, my friend was playing a Druid, but he's new and was overwhelmed, and also hates the prepared spellcasting mechanic (can't say I blame him). He wants spontaneous casting. He also wants to Wild Shape, but really only cares about having one form, and I think maybe more for utility than relying on it for combat. So he's now rolling a new character. Starting on level 6.

So, initially I was thinking the Feral Hunter, but then looked at the Totemic Skald as perhaps better. So I was wondering what people think of the options for it, and which one might be best for Wild Shape? Also, the animal foci from the Scarab Stalker Hunter archetype are an option for the Totemic Skald too, if that makes a difference

Also, is there a FAQ regarding:

Spoiler:
"At 5th level, a totemic skald gains the ability to wild shape into the form of a Small or Medium version of his totem animal, as the druid class feature. His effective druid level for this ability is equal to his skald level – 1. He can use this ability twice per day at 11th level, and three times per day at 17th level. This doesn’t allow the skald to assume other forms, such as elementals, plants, or other kinds of animals."
And whether that means the Skald gains access to larger sizes (at levels 7/9)?

So I'd like to know which animal might make a decent choice for Totem. Ideally, some out of combat utility, but also not worthless in Combat. I can answer more question if need be.


How is a Crocodile as an option?

EDIT: In case it's not clear, the Sha and Uraeus are not options from the Scarab Stalker. They're not animals after all.


Since the Totemic Skald's wildshape works as the Druids wildshape, but specifically calls out no other forms (elementals, plants, or other animals), we can assume they get the size increases. Thus, we can assume it will eventually function as Beast Shape III. To that end, I would suggest picking the Tiger as your Totem. Reason: POUNCE.

Besides, being able to grant +STR, +DEX, and +CON during your raging song helps both Melee AND Ranged attackers. Your allies can focus on getting belts with +STR and +CON, ignoring Dex will save coin for elsewhere.


DeathlessOne wrote:

Since the Totemic Skald's wildshape works as the Druids wildshape, but specifically calls out no other forms (elementals, plants, or other animals), we can assume they get the size increases. Thus, we can assume it will eventually function as Beast Shape III. To that end, I would suggest picking the Tiger as your Totem. Reason: POUNCE.

Besides, being able to grant +STR, +DEX, and +CON during your raging song helps both Melee AND Ranged attackers. Your allies can focus on getting belts with +STR and +CON, ignoring Dex will save coin for elsewhere.

I know the Tiger is the optimal choice for combat, but he is also taking the Wyrm Singer Archetype. Not sure if that matters though. He also mentioned wanting a form that can swim... He doesn't really want the Tiger. I mentioned it as most optimal, but he wasn't solely interested in it for combat, really...


Oh, ok. Well, there are a few good options, but to go with the Wyrmsinger? You can try the Frilled Lizard from Ultimate Intrigue. It gives a bonus to intimidate checks and is probably the most versatile to use as an option for Wildshape, as it leads into certain dinosaurs (they are reptiles, just like the lizard). There are some dinosaurs that get pounce, but they are not similar in shape to the frilled lizard, so maybe not ok to shift into with Totem wildshape,

Aside from that, snakes, eels, or crocodiles would be ok. You won't get much out of the crocodiles until you can turn into the dinosaur version. Snake seems very versatile.

Personally, I'd go with Snake in this situation. You can get pounce from rage powers and turning into a huge snake and then pouncing on things seems freaking cool. Beast totem adds two claws which you get in a rage and you can pick up multiattack. Natural spell is a must have. Vital strike too, since huge size +bite and poison when you can't pounce seems nice. You can get climb and swim speeds with snakes.


I agree that snake seems pretty solid. Definitely some good versatility there. Frilled Lizard is cool, but climbs, not swims. And Croc... I feel like that's where he'll end up, honestly. Just due to his own personal bias. But I'll highlight the pros of the snake to him. Who knows? Maybe he'll go for it. Thanks!


Related to the build, but not the thread, how does a Wyrm Singer's Draconic Rage work? Like, does it not have the usual penalties?


Mbertorch wrote:
Related to the build, but not the thread, how does a Wyrm Singer's Draconic Rage work? Like, does it not have the usual penalties?

It acts just the same as the Inspired Rage, it just replaces the bonuses it normally offers (+Str, +Con, +1 will save) will these bonuses (+2 morale on melee attacks/damage, and +2 morale on saves vs sleep/paralysis). Still gets the -1 AC and inability to use certain skills/powers that require concentration/patience.


I mean, that makes sense, but if that's the case, why does the ability only explicitly mention the -1 AC penalty and none of the others?

Draconic Rage (Su): At 1st level, a wyrm singer can kindle an echo of ancient rage felt between warring dragon clans in his allies. This ability acts as inspired rage, except those affected gain a +2 morale bonus on melee attack and damage rolls and a +2 morale bonus on saving throws against paralysis and sleep effects (but they still take a –1 penalty to their AC), rather than inspired rage’s normal bonuses. At 4th level and every 4 skald levels thereafter, the song’s bonuses on saves against paralysis and sleep effects increase by 1. At 8th and 16th levels, the song’s bonus on melee attack and damage rolls increases by 1.


Also, why would he need multiattack? Bites and claws are both primary, right?


Mbertorch wrote:
I mean, that makes sense, but if that's the case, why does the ability only explicitly mention the -1 AC penalty and none of the others?

Because that's really the only mechanical penalty the rage gives. If it was going to remove the inability to use skills that require patience or concentration, it would state that.

As for multiattack, you only get to treat the one natural weapon as a primary when you attack with multiple natural weapons. You don't need multiattack if you don't mind the attack penalties.


DeathlessOne wrote:
Mbertorch wrote:
I mean, that makes sense, but if that's the case, why does the ability only explicitly mention the -1 AC penalty and none of the others?

Because that's really the only mechanical penalty the rage gives. If it was going to remove the inability to use skills that require patience or concentration, it would state that.

As for multiattack, you only get to treat the one natural weapon as a primary when you attack with multiple natural weapons. You don't need multiattack if you don't mind the attack penalties.

It seems like the penalty doesn't apply to certain animals in the bestiary. For example, a tiger has:

Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab)

Whereas a Crocodile:

Speed 20 ft., swim 30 ft.; sprint
Melee bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2)

So I'm not sure what you wrote is actually the case.


In fact, after looking at it more closely, I am almost sure you may be mistaken. Primary natural attacks are made with full BAB, regardless of number, and secondary attacks take a -5 penalty unless one has multiattack. But since class and bite are both primary, multiattack is not needed (unless also using a manufactured weapon, I think?). I think this makes it pretty clear.

http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules /#Natural_Attacks


Yep, you are right. I've been looking over the rules and somehow got the natural attack rules mixed up with my prior knowledge of 3.5e D&D mechanics. That is even better that multiattack is not needed.

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