Just in case someone needs this in 2020+ All or the above info is probably bad. https://www.d20pfsrd.com/bestiary/monster-listings/vermin/scorpion/scorpion -greensting/ Has the stats. Copied from pfsrd "
Though its pincers seem too small to harm anything larger than an insect, this scorpion’s stinger still appears dangerous. Greensting Scorpion CR 1/4 XP 100
DEFENSE AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
OFFENSE Speed 30 ft.
STATISTICS Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
SPECIAL ABILITIES
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based. ECOLOGY Environment warm or temperate forests
Deadly greensting scorpions normally live in forests, though they can survive nearly anywhere.
Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
Atarlost wrote:
In my opinion, int score roughly translates to IQ score. An animal, or a human with an IQ of 30 is still pretty dumb and tricks are pretty much the only way to get one of them to do something. I don't think having int 3 should grant sentience. If you look at a familiar of a 1st level wizard, it has an int of 6. Arguably it is still very dumb, but getting closer to a normal person. If an int 6 familiar was in school, it would have severe learning disabilities and pretty much need a baby sitter all day. Animals and humans with an int as low as 7,8 or 9 would even be quite dumb, but I would argue, were finally capable of reasoning they were alive and could make choices (finally gain sentience). I think the rules as written for animal companions apply just like normal an should, up until int 6. Every new point in int up until int 6 should represent a better ability to learn and a bigger capacity of learned words (aka tricks). I think just like int 1 and 2 each point in int score should represent 3 empty trick slots so to speak. An animal with 3 intellect would be capable of learning the general meaning of 9 tricks. An animal with int score of 4 could be taught 12 tricks. Animals that are also animal companions of Druids rangers and hunters etc would gain bonus tricks in addition to those "maximum tricks learned". I think after int 6, it is less about the number of tricks learned and more about the difficulties of speech and understanding it. Any creature with int score of six is going to have extreme difficulties understanding and using language beyond their primal instinctual grunts and expressions, properly at least. These difficulties with language would gradually get better and better as the creature got closer to int 9 and 10.
Blave wrote:
Actually I think if a type is not mentioned, it is an untyped bonus. Untyped bonuses stack last I knew.... and gamewise it makes sense.... the feat basically means your allies are trained at using their shield to defend not only themselves, but their allies. Also, the feat does not specify that only one ally can benefit from this ability, leaving reason to believe that the only parameter is that the ally must be adjacent.
Cevah wrote:
If one considers the description of the figurines on pg 513 of the core rule book, they are described as "an inch or so high". if you consider that to be not very big (like a stone one would throw), you can compare it to a description of the spell magic stone which makes 3 magic stones that can be shot from a sling (range 50), or thrown at a range of 20 without a sling. I would consider the figurines of like mass and size as a "magic stone" thrown weapon in terms of range increments. This works better in comparison to other much larger "weapon" rules stated above. Anyone can throw a good stone much farther than a 4 lb sword, or even a 1 lb, not so aerodynamic dagger (range 10ft).
I play a very weak gnome plains Druid (archetype) With a badger companion. When it reached medium size I began riding it around (40 ft move speed). I now have spirited charge and ride by attack. I took a one level dip into gendarme (archetype) cavalier (order of the beast). I use a magical lance. Successful charge = 3d6+1! I have 10 str. I role play him so that he is what I imagine a gnome to be. As curious as can be imagined, no fear of death (that actually sounds interesting, I've never died before!), completely sidetracked, talks too much about random things, rambles on and on, completely interested in all things it seems. has no concept of keeping secrets or bluffing, just tells the truth to a fault (seemingly oblivious to the potential bad consequences). Thinking of taking groundling feat to be able to talk to the badger companion allllll day all the time, insteafd of just once per day for a minute. Uses his gnome magic whenever the situation calls for a funny joke. Prestidigitation, ghost sound, and dancing lights are all awesome! Badger has a dire collar. Once per day for a minute, medium badger becomes large badger that flies into a rage with super str (plus bulls str), at this point or before, gnome either dismounts, or is a regular cowboy on a raging crazy bull... minus all the cowboyness. The gnome wears peasants outfit, no shoes (helps you run faster!), acts like a mix between an animal, gnome, halfling, dragon, cavalier with "lots of str".... some kind of "knight protector of nature".
If a magus fails a concentraition check to cast defensively, while attempting to use spell combat and/or spell strike, does he still get to use his free extra attack at his highest base attack bonus or does he lose that free attack because the spell wasn't successfully cast? I found a lot of helpful information about how both abilities work and I understand that much, but not about what happens if the magus fails his concentraition check.
Cevah wrote:
"The armor has a specific hardness and HP rate you can compare to normal armor. It is masterwork. However as most armor is metal, you will have a hard time unless you find wooden armor somewhere to convert." I found one such armor, it is called "wooden armor" It exists in the advanced player's guide...... So if you have darkwood material and you use it in place of normal wood in "wooden armor", then you should have a suit of darkwood armor made to be 12.5 lbs for a medium character and 6.25 lbs for a small character. I can't find it anywhere though in any of the forums, rules, etc...... My question is, how much is the armor check penalty? It says the check penalty for shields is lessened by 2, but what about armor? the same?
Master of Shadows wrote:
To me, the best part of any campaign is the beginning, the low levels, and the realistic idea that you can't carry so much stuff. I LOVE TO BE AN _ _ _. It's as satisfying as disciplining a spoiled kid. There is nothing more sadistically satisfying than watching the faces of the players when you let them know what's real "you can't carry that much stuff", or "you are now carrying a medium load and you can't move as fast". I'm also obsessive about a wizard's spellbook. Those things (specifically the spells in them) and the cost of writing new spells is extraordinary and I think an important balancing mechanism for dnd 3.5 and pathfinder. There is so much of a benefit to being a wizard at higher levels in terms of damage and being a swiss army knife of applicable and useful spells, that it is paramount to keep track of which spells are free at each level and which spells needed to be wrote into the book (and how much was spent in money and time) and how many pages are taken up and how many volumes of spellbooks it takes to hold all of a 11th level wizards spells. I enjoy that process IMMENSELY and I wouldn't play a wizard if I was just assumed to have all the spells in my book and have them not cost me anything. Another pet peeve, people who use their shield's AC when they aren't even actively carrying it and wielding it. As far as weight and encumbrance goes, I usually track where each piece of my gear is stored, which stuff is worn or in belt pouches, or in which container, and which stuff I bring with into combat and which stuff I leave at the last camp. When traveling I do not mind carrying all my stuff (a medium load usually when I play a weak str char.) If we are traveling and we meet and encounter I quickly throw down my "camp gear" so I can move freely with a light load in combat.
Lakesidefantasy wrote: Does it take just as long to repair an item as it does to make one? THat is something I would like to know too! "You can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item's price." So what I get from this is that it is just as hard to repair for example, a long sword (dc15) as it is to make one.... or that it requires the same amount of skill.... that makes sense because if your craft check result was any lower than 15 to repair it, the repair wouldn't be as strong as the rest of the piece, making it a crappy and ineffective repair.... (a failed repair). So the confusing part is "the COST of repairing an item is one-fifth of the item's [base] price"... (I added "base" to make it clearer)... to me that just means, "instead of making a new long sword and paying 1/3rd the cost of the item in raw materials, you are paying 1/5th of the base price for raw materials to repair it. The confusing part #2 is.... what is the silver piece equivalent or limit or goal to finish fixing a broken long sword.... or a longsword with the broken condition? Does it require only "30 silver pieces of work" to make up the 1/5 in raw materials for repair (3 gold)?... or does it require the same amount of time to make a whole new sword, just costing 3 gold instead of 5 gold? If so, you might as well pay 2 extra gold and make a new one because that is BULL's-Strength.
Can a Multi-class hunter/wizard cast Shillelagh on his bonded item Quarter staff? Or, in other words, Is the bonded item quarter staff of a wizard considered "magic" for the purposes of determining if the druid/hunter spell shillelagh can affect the staff. In the spell Shillelagh it states, "any non-magical staff" etc etc is under the effects of the spell. Which means it does not work on a magical staff, however, at 1st or even 3rd level, if my staff is still just a masterwork staff and It's my bonded item, can I cast shillelagh on it when I take a level in hunter or druid?
I attended a game on June 21st 2015. I had not played dungeons and dragons 3.5 for about a year and a half at this point and it was great to get that feeling back again. I only wish it happened every Sunday! I know it is a lot of work to DM er, or "GM" a game though, so that is fine with me, besides I should probably work more anyways. :)I hope to be there next month on the 19th.
|