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Substituting monsters


Kingmaker


I'm tempted to substitute a dryad for Tyg and Perlivash in my campaign because I have a more mature group of players, and I think Tyg and Perlivash are more cutsie than what I want prefer to use. However, Dryads don't have any spells. Is there a way to give a dryad the capabilities of the other two fae creatures?


Depends on the spells that they have. Have you considered a nymph instead of a dryad?


Yes, I did actually. But they are in a forest, so it might be slightly odd.


Disregard that last post. For some reason, I was thinking nymphs were water spirits.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
Deleon wrote:
Disregard that last post. For some reason, I was thinking nymphs were water spirits.

You can easily give both pc levels -- Sorcerer and Druid--- that would be my suggestion.


PJ wrote:
Deleon wrote:
Disregard that last post. For some reason, I was thinking nymphs were water spirits.
You can easily give both pc levels -- Sorcerer and Druid--- that would be my suggestion.

Thank you PJ. Where can I find the rules on how to do that?

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
Deleon wrote:
PJ wrote:
Deleon wrote:
Disregard that last post. For some reason, I was thinking nymphs were water spirits.
You can easily give both pc levels -- Sorcerer and Druid--- that would be my suggestion.
Thank you PJ. Where can I find the rules on how to do that?

I'm not sure where. I just do it. Give em at least 2 lvls a piece so they've got a little bit of a bite. I did in mine and my pcs really liked them enough that they visit the town even though they do get into trouble from time to time. Some people just can't take a joke!!

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
PJ wrote:
Deleon wrote:
PJ wrote:
Deleon wrote:
Disregard that last post. For some reason, I was thinking nymphs were water spirits.
You can easily give both pc levels -- Sorcerer and Druid--- that would be my suggestion.
Thank you PJ. Where can I find the rules on how to do that?
I'm not sure where. I just do it. Give em at least 2 lvls a piece so they've got a little bit of a bite. I did in mine and my pcs really liked them enough that they visit the town even though they do get into trouble from time to time. Some people just can't take a joke!!

At first one of the pcs didn't appreciate the jokes but after a while he at least wasn't pissed about them any more. He's still not a big fan-LG Paladin.


For some reason, Hero Labs doesn't want to let me add druid levels to a dryad. I wonder why.


How does this look?

Dryad Sorcerer L3:

CR 5
Female Dryad Sorcerer 3
CG Medium Fey
Init +4; Senses Low-Light Vision; Perception +11
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 42 (9d6+9)
Fort +6, Ref +10, Will +10
DR 5/cold iron
Weakness Tree Dependent
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +8 (1d4/19-20/x2) and
Unarmed Strike +8 (1d3/20/x2)
Ranged Masterwork Longbow +9 (1d8/20/x3)
Spell-Like Abilities Charm Person (3/day), Deep Slumber (3/day), Entangle (At will), Speak with Plants (Constant), Suggestion (1/day), Tree Shape (At will), Tree Stride (3/day), Wood Shape (1 lb. only) (At will)
Sorcerer Spells Known (CL 3, +8 melee touch, +8 ranged touch):
1 (6/day) Silent Image (DC 15), Sleep (DC 17), Grease (DC 15), Entangle (DC 15)
0 (at will) Open/Close (DC 14), Prestidigitation (DC 14), Dancing Lights, Ghost Sound (DC 14), Mage Hand
--------------------
STATISTICS
--------------------
Str 10, Dex 19, Con 13, Int 14, Wis 15, Cha 18
Base Atk +4; CMB +4; CMD 18
Feats Arcane Strike, Combat Casting, Eschew Materials, Great Fortitude, Stealthy, Weapon Finesse
Skills Appraise +6, Bluff +10, Climb +9, Craft (Sculpture) +10, Escape Artist +15, Handle Animal +10, Intimidate +9, Knowledge (Arcana) +8, Knowledge (Nature) +11, Perception +11, Spellcraft +7, Stealth +15, Survival +8, Use Magic Device +10
Languages Common, Elven, Sylvan
SQ Fey, Laughing Touch (7/day) (Su), Tree Meld (Su), Wild Empathy +16 (Ex), Woodcraft (Ex), Woodland Stride (Ex)
Combat Gear Arrows (20), Dagger, Masterwork Longbow;
--------------------
SPECIAL ABILITIES
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey +2 to save DCs from spells of the Compulsion subschool.
Laughing Touch (7/day) (Su) Melee touch attack leaves target able to take only move actions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Tree Dependent (Su) A dryad is mystically bonded to a single, enormous tree and must never stray more than 300 yards from it. Most dryad trees are oak trees, but other trees function as well (often having subtle influences on a specific dryad's personality and appearanc
Tree Meld (Su) A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded with a tree as long as she wishes.
Wild Empathy +16 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodcraft (Ex) A dryad has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan's woodworking tools when making such checks.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
Deleon wrote:

How does this look?

** spoiler omitted **...

Looks good!


In the bestiary it says to modify the ability scores first, by adding +4, +4, +2, 0, -2, but it doesn't seem like she needs it. What do you think?

Also, I did this in Hero Labs, and it didn't seem to want me to do that.


Greetings, fellow travellers.

There's also a certain dryad with druid levels in KM#2 as reference - just make them both sisters and you're done.

Ruyan.


RuyanVe wrote:

Greetings, fellow travellers.

There's also a certain dryad with druid levels in KM#2 as reference - just make them both sisters and you're done.

Ruyan.

Doh! I had just bought the second module, but I hadn't read it. Well, so much for that idea. I don't want to make the AP repetitive.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
Deleon wrote:
RuyanVe wrote:

Greetings, fellow travellers.

There's also a certain dryad with druid levels in KM#2 as reference - just make them both sisters and you're done.

Ruyan.

Doh! I had just bought the second module, but I hadn't read it. Well, so much for that idea. I don't want to make the AP repetitive.

:-)


Hm, and I just had the idea you could use a Blodeuwedd instead (think hot hippie chick, flowers in her hair etc.), she's appearing in KM #3 and is a CR6 monster, has some spells and are guarding entrance ways to the First World. They are akin to dryads, are not tree-bound but rather watch over the open plains and prairies.

Ruyan.

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