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<blockquote data-quote="StreamOfTheSky" data-source="post: 5721310" data-attributes="member: 35909"><p>1. Scroll down about 3/4 on this page (Abilities and Spellcasters): <a href="http://paizo.com/pathfinderRPG/prd/gettingStarted.html" target="_blank">Getting Started</a></p><p></p><p>I know just off-hand that a 16 means one bonus spell of 1st, 2nd, and 3rd level, though. And an 18 means you also get a bonus 4th level spell per day.</p><p></p><p>2. The number of 0 level spell slots on the Druid table is how many different orisons you can prepare each day. You can cast each one that you have prepared infinitely many times, but you can only cast the ones you have prepared.</p><p></p><p>3. Unless your animal gets insanely high int, it will have 1 skill point per HD, since animals get 2 + int modifier points each HD minimum 1, and tend to have 1-2 for int score... Ranks all cost 1 point and you can't have more ranks in a skill than the animal's HD (the table tells you how many HD it has at each druid level), just as it is for player characters. Until an animal hits int 3, it can only take certain skills iirc, though. Even after int 3, it only counts the "animal skills" as class skills for the +3 bonus.</p><p></p><p>4. What books are available? Even just using Bestiary 1, Roc is pretty sweet once you hit Druid 7, IMO. Ultimate Magic (UM) introduced vermin companions. They're mindless and don't get skills or feats, but have some nice racial features. Giant Praying Mantis is my favorite. Dinosaurs are also great. T-Rex can be a very nasty Vital Strike-r.</p><p></p><p>5. Natural Spell is always a must have feat for all druids. UM has Wild Speech to talk in wildshape, it's not required but you might want it. Do you plan to summon even MORE animal friends often? If so, go for Augment Summoning.</p><p></p><p>6. Depends on the companion. Flyby Attack on anything with a fly speed and better than 5 ft reach is always great. Improved Natural Attack and the Vital Strike line for anything with one big attack is hot, as is Power Attack. Try to get any animals you have to int 3 (use their 4th HD ability score increase) so they can take whatever feat they want.</p><p></p><p>7. A fighter and/or rogue using feint? Double check the rules for what he's doing to make sure he doesn't cheat, and other than that...laugh at him? Seriously, that's like one of the weakest builds you could possibly make!</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5721310, member: 35909"] 1. Scroll down about 3/4 on this page (Abilities and Spellcasters): [url=http://paizo.com/pathfinderRPG/prd/gettingStarted.html]Getting Started[/url] I know just off-hand that a 16 means one bonus spell of 1st, 2nd, and 3rd level, though. And an 18 means you also get a bonus 4th level spell per day. 2. The number of 0 level spell slots on the Druid table is how many different orisons you can prepare each day. You can cast each one that you have prepared infinitely many times, but you can only cast the ones you have prepared. 3. Unless your animal gets insanely high int, it will have 1 skill point per HD, since animals get 2 + int modifier points each HD minimum 1, and tend to have 1-2 for int score... Ranks all cost 1 point and you can't have more ranks in a skill than the animal's HD (the table tells you how many HD it has at each druid level), just as it is for player characters. Until an animal hits int 3, it can only take certain skills iirc, though. Even after int 3, it only counts the "animal skills" as class skills for the +3 bonus. 4. What books are available? Even just using Bestiary 1, Roc is pretty sweet once you hit Druid 7, IMO. Ultimate Magic (UM) introduced vermin companions. They're mindless and don't get skills or feats, but have some nice racial features. Giant Praying Mantis is my favorite. Dinosaurs are also great. T-Rex can be a very nasty Vital Strike-r. 5. Natural Spell is always a must have feat for all druids. UM has Wild Speech to talk in wildshape, it's not required but you might want it. Do you plan to summon even MORE animal friends often? If so, go for Augment Summoning. 6. Depends on the companion. Flyby Attack on anything with a fly speed and better than 5 ft reach is always great. Improved Natural Attack and the Vital Strike line for anything with one big attack is hot, as is Power Attack. Try to get any animals you have to int 3 (use their 4th HD ability score increase) so they can take whatever feat they want. 7. A fighter and/or rogue using feint? Double check the rules for what he's doing to make sure he doesn't cheat, and other than that...laugh at him? Seriously, that's like one of the weakest builds you could possibly make! [/QUOTE]
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