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Druid Ape Familiar- scent?


Rules Questions


I've searched the Bestiary and other related Paizo books. I can't find an exact match to the Ape familiar listed in the Core book? I'm looking for A/C, hit points 4.5 points per round?, skill points, etc. I'm looking for all the data like you would have on a first level NPC. The core book doesn't even mention some important data like hit points, skill points, etc.

Scent-how far is the range? What about modifiers like weather? How does weather effect scent?

real ape's usually have a much stronger strength than humans. Is there a natural enhancement to the ape's strength of 13? I know there is at 4th level=+8. I'm asking about fist level apes.

Thanks to all those who post a reply. This is such an AWESOME message board.


I'm not sure what your looking for exactly. Are you looking for an Ape as a monster or as a animal companion?

Scent is fairly easy though its pretty constant no matter who has it.

Scent:
Scent

This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, 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 or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.


Animal companions are not normal animals. They do not follow the same rules. An ape animal companion does not necessarily follow the rules of the ape creature in the Bestiary (the same goes for all animal companions - ignore what the Bestiary says, only use the animal companion stats from the Druid class.*) The ape animal companion is far closer to the ape from 3.5 D&D. It doesn't match the Pathfinder apes very well at all, but matches the apes stats from 3.5 almost exactly.

The Druid class gives you everything you need to know about your companions, including their natural armor bonus, their hit dice, their number of skill points, etc. There is a table in the Druid class that has that information, on page 52.

Scent is detailed on page 304 of the Bestiary. It generally works at 30 feet, but wind conditions can change that down to 15 feet, or up to 60 feet.

At 13 strength, the ape animal companion is already stronger then your average human. A 1st level ape companion has a 13 strength. IF you look at carrying capacity, the average human can carry 100 pounds as a heavy load. The average ape companion can carry 150 pounds. That puts the ape companion at roughly 1.5 times the strength of you average human.

Off Topic:
As a side note, your average orc warrior has a strength of 17. Thats 260 pounds - roughly 2.6 times as strong as your average human. Your typical orc commoner is stronger then most other races warriors.

*There are some animal companions in the Bestiaries. When using one of those, only use the information from the section that details them as an animal companion. Ignore the normal creatures stat block entirely.


Jeraa wrote:

Animal companions are not normal animals. They do not follow the same rules. An ape animal companion does not necessarily follow the rules of the ape creature in the Bestiary (the same goes for all animal companions - ignore what the Bestiary says, only use the animal companion stats from the Druid class.*) The ape animal companion is far closer to the ape from 3.5 D&D. It doesn't match the Pathfinder apes very well at all, but matches the apes stats from 3.5 almost exactly.

The Druid class gives you everything you need to know about your companions, including their natural armor bonus, their hit dice, their number of skill points, etc. There is a table in the Druid class that has that information, on page 52.

Scent is detailed on page 304 of the Bestiary. It generally works at 30 feet, but wind conditions can change that down to 15 feet, or up to 60 feet.

At 13 strength, the ape animal companion is already stronger then your average human. A 1st level ape companion has a 13 strength. IF you look at carrying capacity, the average human can carry 100 pounds as a heavy load. The average ape companion can carry 150 pounds. That puts the ape companion at roughly 1.5 times the strength of you average human.

** spoiler omitted **

*There are some animal companions in the Bestiaries. When using one of those, only use the information from the section that details them as an animal companion. Ignore the normal creatures stat block entirely.

I'm a new GM as you will note by the next couple of questions..:)

What is the hit points of a 2HD ape? I read that an animal companion get's 4.5 per level rounded down?

Ape has a +1 natural armour bonus? Does this mean it's A/C is 11?

Shadow Lodge Dedicated Voter 2014

Quote:

I'm a new GM as you will note by the next couple of questions..:)

What is the hit points of a 2HD ape?

Unlike PC classes, animal companions do not get maximum hit points on their first die.

If you're doing pathfinder society, it is (4.5X2) and then round down. So 9.0. +twice its Constitution bonus.

In a home game you either use that formula or actually roll the dice

Quote:
Ape has a +1 natural armour bonus? Does this mean it's A/C is 11?

Its ac =s 10+ 1 (natural armor) +3 dex = AC 14 naked. Your druid can probably put leather armor on it, or mw studded leather armor if he has the cash for a few more points.


Animal companions have 8-sided hit dice (just like the druid itself has). You also get your constitution bonus as bonus hit points for every hit die you have. So, the 2 hit die ape companion has 2d8 hit points. Since it has a constitution modifier of 0, it gets no bonus hit points. You are supposed to roll the dice to determine the companions hit points, just as you would roll any other characters. However, its faster to just assume the average amount rolled per hit die, which in this case is 4.5 hit points per die. So a 2HD ape companion has 2x4.5 hit points, or 9 hit points total.

At 2nd (and 3rd) level, the apes hit dice increase to 3d8 (so a total of 3x4.5, or 13 hit points, and at 4th level that increases to 4d8. Also at 4th level, the ape companion gets +4 to its constitution score, bringing it up to 14, which is a +2 modifier. The ape now gets bonus hit points from his constitution (he actually got bonus hit points all along, its just that those bonus hit points were 0). His constitution modifier is +2, to the ape receives a bonus of 2 hit points per hit die. Since he now has 4 hit dice, his total hit points are now 4d8+8, or 26 total hit points.

As for the apes AC, don't forget to add in the Dexterity modifier, which for a 1st level ape companion is +3, for a total AC of 14. (Base 10, +1 natural, +3 dexterity)


Monkplayer wrote:

I've searched the Bestiary and other related Paizo books. I can't find an exact match to the Ape familiar listed in the Core book? I'm looking for A/C, hit points 4.5 points per round?, skill points, etc. I'm looking for all the data like you would have on a first level NPC. The core book doesn't even mention some important data like hit points, skill points, etc.

Scent-how far is the range? What about modifiers like weather? How does weather effect scent?

real ape's usually have a much stronger strength than humans. Is there a natural enhancement to the ape's strength of 13? I know there is at 4th level=+8. I'm asking about fist level apes.

Thanks to all those who post a reply. This is such an AWESOME message board.

Under Druid's Class in Core Rulebook Table 3-8 has the info you need for animal Companions... A Level 1 Druid with an APe Animal Companion will have 2 Ranks to put into any 2 skills (so either two skills with 1 rank each or one skill with 2 ranks)

Most Animal Companions in Pathfinder are nerfed at the low levels...because they were TOO Powerful back in 3.5 edition (or 3.0 edition I believe)..

That Medium size Ape with a 13 STR becomes a LARGE APE at LEVEL 4 with a 22 STR... vastly superior to most humans (but not all)..

A Few Months ago I played a 5th Level Gnome with an Ape Companion for our Kingmaker campaign... and the Ape had combat Reflexes and Killed everything it attacked... so much damage (our party did not have a Tank until the Ape showed Up)..

I would wild shape into an Eagle and reign Spells from below... We Eventually had to stop the campaign... because it was just too powerful.

We restarted a new campaign (Jade Regent) and the DM let me play my Gnome Druid again (level 1 of course) but instead I have the Fire Domain instead of an Animal Companion... because it was just too powerful (for our group)

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