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So, I was trying to figure out a way to make an alchemist that transforms into an insectoid form (similar to Baxter Stockman or Seth Brundle from The Fly) but the closest thing I can find is the Beastmorph archetype. Is there another archetype that might work better or should I just try and create my own?
So, I've been wanting to stat up a wizard who has an opossum familiar but I've been having a rough time deciding exactly how its feign death special quality would work. Would it be a bluff check or maybe a disguise check to appear as a dead body? Am I in the right forum? Any help would be greatly appreciated. Thanks!
So, I've been wanting to stat up a wizard who has an opossum familiar but I've been having a rough time deciding exactly how its feign death special quality would work. Would it be a bluff check or maybe a disguise check to appear as a dead body? Am I in the right forum? Any help would be greatly appreciated. Thanks!
So, I've been wanting to stat up a wizard who has an opossum familiar but I've been having a rough time deciding exactly how its feign death special quality would work. Would it be a bluff check or maybe a disguise check to appear as a dead body? Am I in the right forum? Any help would be greatly appreciated. Thanks!
Animal Archives came out not too long ago and it was definitely one of my favorite paperback Paizo products, but I was a little disappointed that there were only stats for eight animals. Having said that, I'd like to take some time to type up multiple animals that I feel could be useful as companions or familiars (or food). Feel free to leave feedback or even post varmints of your own. Thanks! Herd Animal, Cow
XP 400
AC 12, touch 8, flat-footed 12 (-1 dex, +4 natural, –1 size)
Speed 30 ft.
Str 16, Dex 9, Con 15, Int 2, Wis 11, Cha 5
A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC increases by +2.
Environment temperate plains
Cattle are raised as livestock for their leather, meat, and milk but are sometimes used as draft animals. The statistics provided represent cows, while the statistics for the aurochs in the Pathfinder Bestiary can
Cow Animal Companions
7th-Level Advancement: Size Large; AC +3 natural armor; Attack gore (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities stampede, trample. Catfish CR 1/8 XP 50
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
Speed swim 30 ft.
Str 2, Dex 17, Con 9, Int 1, Wis 12, Cha 2
As a swift action, a catfish can lock its spiny fins into place to injure potential predators. Any creature attempting to grapple the catfish takes 1 point of nonlethal damage on making a grapple check. The catfish can relax its spines as a free action.
Environment any freshwater
These whiskered bottom feeders are among the most widespread fish on Golarion and can be found in nearly any body of fresh water. The catfish presented here is an 18-inch, 3-pound bullhead catfish but a wide variety of other fish exist. Walking Catfish (CR 1/8): These strange fish are able to survive for long periods of time out of water. They are hardier than other catfish (Con 12) and have a base land speed of 5 ft. They also have the Water Dependency special quality. Madtom (CR 1/4) : These tiny catfish possess venom glands near the base of their fin spines. Any living creature struck by these spines must succeed a Fortitude save (DC 9; frequency 1/round for 6 rounds; cure 1 save) or take 1d2 Con damage. The DC is Con-based. Electric Catfish (CR 1/2): Found in the Mwangi Expanse, electric catfish emit a potent electric shock to stun prey and potential predators. They lack the barbed fins of other catfish but can make a touch attack (+5; Weapon Finesse bonus feat) with their whiskers that deals 1d3 electricity damage on a successful hit. On a critical hit, the creature struck must make a DC 9 Fortitude save or be stunned for 1d4 rounds. The DC is Con-based. A spellcaster who can acquire a familiar can choose a catfish as a familiar. A catfish familiar grants its master a +3 bonus on Swim checks. Penguin CR 1/6 XP 65
DEFENSE AC 12, touch 11, flat-footed 12 (-1 Dex, +1 natural, +2 size)
Fort +2, Ref +1, Will +2 OFFENSE Speed 10 ft., swim 40 ft.
STATISTICS Str 2, Dex 9, Con 11, Int 2, Wis 14, Cha 6
ECOLOGY Environment cold aquatic
Penguins are flightless birds native to Golarion’s polar seas and ice floes. They prey on fish, squid, and small crustaceans. A spellcaster who can acquire a familiar can choose a penguin as a familiar. A penguin familiar grants its master a +2 bonus to Fortitude saves.
Alice Margatroid wrote: This is pretty damn awesome, but I have absolutely no idea how a tiny little animal with backwards-facing spurs on its back flippers manages to attack with a +4. :P Well, that would be from the +2 size bonus to attack rolls and the other +2 from Weapon Finesse for having a Dex of 14. And I'm personally pretty excited about this book. Thanks, Paizo!
Cool. Okay, here's my first shot at an animal. I'd appreciate any constructive criticism. Mutant Animal: Hamster
Humanoid Features
Natural Weapons: 1 MP for Bite (1d4), 2 MP for Claws (1d4) Powers: 2 MP for Gnawing Teeth; As a full round action, a hamster can use its sharp incisors to chew through and ignore the first 2 points of hardness of an object that isn't made of metal or hard plastic. 3 MP for Burrowing; The hamster gains a burrow speed equal to 1/2 its base land speed. It can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. Burrowing does not leave a hole behind, nor is the passage marked on the surface. 4 MP for Scent; A hamster can use its sense of smell to detect opponents, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges. The hamster detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the hamster moves within 5 feet (1 square) of the scent’s source, the hamster can pinpoint that source. 2 MP for Advanced Hearing; A hamster's keen hearing grants it a +4 bonus to sound-based Perception checks. 1 MP for Cheek Pouches; The cheeks of a hamster contain pouches used for storing food. The hamster can hold up to half of its carrying capacity worth of food (or similarly sized items) in its cheeks in this way, but doing so prohibits the hamster from speaking or making bite attacks. The hamster can keep items stored in its pouches indefinitely. Emptying its pouches is a minor action. Drawbacks: +4 MP for Prey Mentality; Like most rodents, hamsters can be skittish and easily startled when confronted with danger. After Initiative is rolled but before the hamster has taken its first action, it must make a Will save (DC 15). If it fails the saving throw, its shaken until the end of the encounter, taking a -2 penalty on attack rolls, saving throws, and skill checks. If the save succeeds, the hamster overcomes its fear and suffers no ill effects. +2 MP for Poor Vision; Hamsters have bad eyesight. They take a -2 penalty to vision-based Perception checks and take a -4 penalty on ranged attacks for each range increment (instead of the normal -2 penalty). I was originally going to give them color blindness as a drawback too, but I wasn't sure how that would work in the game.
Crystal Frasier wrote:
Good ideas! I'm also going to create some new starting occupations for characters that will be very much in the same spirit as the wild animal educations from TMNTOS. I am having some trouble figuring how many points each animal should get, though.
So, for Small size there shouldn't be a penalty to Strength and Large shouldn't get a penalty to Dex? Should the penalties only apply for Tiny (or smaller) and Huge (or larger)? Or are you suggesting that increases and decreases in size should incur no penalties to ability scores at all? Forgive me. My brain is a bit fried today.
Crystal Frasier wrote:
Those are some great ideas. Also, should a creature like an elephant or a whale be Medium too or should they be Large at first? Similar question about animals smaller than Tiny starting as Small or not. And I most definitely plan on including dinosaurs.
I'm not sure if you guys are still interested at all but I've recently started attempting to convert the Teenage Mutant Ninja Turtles and Other Strangeness again. I've started with size. TMNTOS had 20+ size categories and that seems a bit much to me, so I figured Pathfinder's sizes would work best for simplicity's sake. For those of you unfamiliar with the Ninja Turtle RPG, each animal you get to play as has a certain number of "bio-e" points (I'll call them "mutation points") that you get to spend on things like bipedal posture, speech, human-like appearance, and even psionics. The larger a creature is, the less points it has but player's who want to play as, let's say, an elephant, can get points back by changing to a smaller size. Since an elephant would be size category Huge, it could change to Large size to gain 5 points in the old game or, if the player wanted to make it man-sized, it could become Medium and gain 10. Now, since Pathfinder doesn't have as many sizes, I'm not sure if it should still cost 5 points to change size or if it should cost less. Also, changing size affects certain stats, your AC, certain skills and Combat Maneuvers. Most of it can just be found in the universal monster rules in the Bestiary, but I added what I thought the stat bonuses should be per size. Here's what I was thinking so far: Fine: Str -8, Dex +8, Con -6, AC/Attack +8, CMB/CMD -8, Fly Skill +8, Stealth Skill +16
As far as Human Attributes are concerned, here's what I've got: Hands
Partial: The paw/hoof/wing grows digits and a non-opposable thumb. The animal can now grasp and carry objects. Manual dexterity is rough but possible, incurring a -4 penalty to Craft, Disable Device, and Sleight of Hand checks and a -4 penalty to attack rolls made with weapons other than the animal's natural weapons. Average Mutation Point Cost: 2 Full: A hand with a fully opposable thumb. The animal suffers no penalties to skills or attack rolls. Average Mutation Point Cost: 4 Speech
Partial: Vocal cords are equivalent to that of a parrot. While everything said can be understood by friends, strangers may have difficulty and must succeed a DC 15 Intelligence check to understand the animal. The voice will be growly, grated and animal-like and the animal can only speak one language, despite how many languages it may understand. Average Mutation Point Cost: 2 Full: Sophisticated vocal cords equal to that of most humans. The animal can speak any language it can understand. Average Mutation Point Cost: 4 Upright Stance
Partial: Like a bear, the animal can stand on its hindlegs to fight.
Full: The animal can stand fully upright like a human and has the same range of movement. It loses any bonuses it may have had to CMD for having extra legs, as well as any increased carrying capacity. Average Mutation Point Cost: 4 Appearance
Partial: The character looks vaguely human and can pass for human
Full: This fully transforms the character into something that can easily pass for human, though not exactly normal. Hair will
Okay. That's all I've got so far. Holla back.
I'm not sure if you guys are still interested at all but I've recently started attempting to convert the game again. I've started with size. TMNTOS had 20+ size categories and that seems a bit much to me, so I figured Pathfinder's sizes would work best for simplicity's sake. For those of you unfamiliar with the Ninja Turtle RPG, each animal you get to play as has a certain number of "bio-e" points (I'll call them "mutation points") that you get to spend on things like bipedal posture, speech, human-like appearance, and even psionics. The larger a creature is, the less points it has but player's who want to play as, let's say, an elephant, can get points back by changing to a smaller size. Since an elephant would be size category Huge, it could change to Large size to gain 5 points in the old game or, if the player wanted to make it man-sized, it could become Medium and gain 10. Now, since Pathfinder doesn't have as many sizes, I'm not sure if it should still cost 5 points to change size or if it should cost less. Also, changing size affects certain stats, your AC, certain skills and Combat Maneuvers. Most of it can just be found in the universal monster rules in the Bestiary, but I added what I thought the stat bonuses should be per size. Here's what I was thinking so far: Fine: Str -8, Dex +8, Con -6, AC/Attack +8, CMB/CMD -8, Fly Skill +8, Stealth Skill +16
As far as Human Attributes are concerned, here's what I've got: Hands
Partial: The paw/hoof/wing grows digits and a non-opposable thumb. The animal can now grasp and carry objects. Manual dexterity is rough but possible, incurring a -2 penalty to Craft, Disable Device, and Sleight of Hand checks and a -4 penalty to attack rolls made with weapons other than the animal's natural weapons. Average Mutation Point Cost: 2 Full: A hand with a fully opposable thumb. The animal suffers no penalties to skills or attack rolls. Average Mutation Point Cost: 4 Speech
Partial: Vocal cords are equivalent to that of a parrot. While everything said can be understood by friends, strangers may have difficulty and must succeed a DC 15 Intelligence to understand the animal. The voice will be growly, grated and animal-like and the animal can only speak one language, despite how many languages it may understand. Average Mutation Point Cost: 2 Full: Sophisticated vocal cords equal to that of most humans. The animal can speak any language it knows. Average Mutation Point Cost: 4 Upright Stance
Partial: Like a bear, the animal can stand on its hindlegs to fight.
Full: The animal can stand fully upright like a human and has the same range of movement. It loses any bonuses it may have had to CMD for having extra legs, as well as any increased carrying capacity. Average Mutation Point Cost: 4 Appearance
Partial: The character looks vaguely human and can pass for human
Full: This fully transforms the character into something that can easily pass for human, though not exactly normal. Hair will
Okay. That's all I've got so far. Holla back.
I didn't feel like going through all of these pages to see if anyone said anything about it, but undead can't feel pain, can they? If you cut off their fingers and make them eat their eyes, can't they just be regenerated by some magical means? Or maybe silver and holy weapons are the only things that can cause undead pain, perhaps? Or is it just about psychological torture? Demoralization and all that? I'm really curious and I'm glad this post came up. And to throw in my two cents, even if you hate undead and other evil creatures, it still seems not-so-Pally to torture ANYBODY. I would think that nearly all LG characters would just seek to take down their enemies as quickly as possible. Not saying it's necessarily evil, just seems a bit dishonorable.
Astral Wanderer wrote:
Exactly. Let's not turn it into a gender thing. It's a species thing. Actually, I was really happy to see some artwork (I don't remember in what book) of the sahuagin priestess who didn't have any nipples, breasts, or other typically feminine qualities you often see in fantasy art.
Astral Wanderer wrote:
I was wondering that about the nipples too. I also saw a drawing of a tengu the other day that had nipples. WHAT'S WITH ALL THE NIPPLES?!?
I love Pathfinder but I get annoyed sometimes when I feel like people don't use commonsense when it comes to things like this. If you don't have the appropriate body part, you can't can't attack with it, you can't arm it with a weapon, you can't wag it at people. Period. No manner of Feat loopholes or racial traits should affect that.
I've been a huge fan of TMNT (for the record, not the 2007 film) since I was a wee lad and I just recently discovered that there was an rpg based on the comics that came out in the 80's. I found a link that contained a scribd page that featured the entire core rulebook and I almost peed with excitement...that is, until I realized how archaic and annoying the system was. Don't get me wrong. I love the way characters are generated in this game. I love the levels of mutation you can choose. I love the character backgrounds. I love the possibilities for character customization. It's just unfortunate that almost every other aspect of the system sucks. I would really like to go through the lengthy task of converting this to more of a Pathfinder-style setting (but something more akin to d20 Modern) but I could really use some help. Below is a link to the core rulebook in case you aren't familiar with Teenage Mutant Ninja Turtles and Other Strangeness. I'd really like to hear your thoughts and opinions on my current obsession. Thanks! - Spee
Foghammer wrote: It's not like we're entitled to these previews. If they didn't post anymore from now to release we couldn't complain. We may not deserve them but we were told we'd get them. Anyway, I was just looking forward to seeing an awesome new preview is all. Maybe something for ratfolk or kobolds. Or orcs. Or really anything.
Mighty Squash wrote:
Neither do I. Well, don't anyone else expect a new excerpt from the book this week. I was informed that our "preview" was the three drawings that Paizo posted a few days ago of the flaming person, the frog, and the extremely hideous and creepy goblin-like thing. *sigh*
Alexander Augunas wrote:
Fair enough. I'm sorry, Netherlandians. I just got worked up because I was really looking forward to a preview today.
Personally, I really enjoy race-specific spells, feats, and traits. I feel like it allows more customization and it helps to make characters more unique. I'm really excited to see what all new options are going to be available. P.S. Could someone post a link for me to show where the polls are to vote what race we want to see next, if they're still open?
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