Derro

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Organized Play Member. 652 posts (653 including aliases). No reviews. No lists. 2 wishlists. 1 Organized Play character. 1 alias.




6 people marked this as FAQ candidate.

I see a similar question was asked a couple of times about 7-8 months ago but I still don't see an answer to this. Am I missing it?

Wireless Hack wrote:
your exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computers skill.
Hack System wrote:
Hacking a computer system typically takes one full action per tier of the computer system. You can cut this time in half (to a minimum of one full action) for every 5 by which you increase the DC of the Computers check.

So it doesn't look like it can actually hack anything.

The following are the only mentions I see about a standard action when using a computer and this would only apply after access has been obtained.

Computers skill wrote:

Computers are set up to give one or more authorized users “root access,” allowing them to access any information or function of the computer as a standard action, with no need for a Computers check. Firewalls can block off specific sections of a computer and grant different users root access to those sections.

The base DC for many of the tasks of the Computers skill is equal to 13 + (4 × the computer's tier). These DCs may be adjusted by the GM to reflect other circumstances.
Disable or Manipulate Module wrote:
Activating or disabling a countermeasure or module generally takes a standard action.

So it would seem that the "Hack" part of Wireless Hack is misleading since if it only has an effective standard action then it can only access functions of the computer and activate or disable countermeasures or modules. None of which can be performed until after the system has been hacked. So once the mechanic has hacked the system, then the AI can access/use the system as directed by the Mechanic. I suppose that could have situational uses, possibly allowing access to two computer functions in one round. I haven't yet encountered a situation in which this would be useful though my group has only just reached level 9 in our first campaign.

So a more accurate name for this ability would be more like "Wireless Computer Use"?


"A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed."

I've always avoided this question by playing unarmored or light armor but what does this mean a barbarian's movement is when wearing medium armor? The tables only show us what a base speed of 30 or 20 is adjusted to and those two numbers aren't enough to know what the adjustment should be. Does a 40 go to a 35, 30? Why?


I'm a Kobold Fighter in a party of Kobolds with the following stats

Str 9
Dex 16
Con 13
Int 12
Wis 16
Cha 11

I don't want to change the stats or the class. Is there any way to make the Wisdom do more for me than Will saves and Perception? 3rd party is fine and 3.5 might be considered.


I checked the FAQ and read some threads where this came up but nobody did any math.

There are several items in the game that grant feats and I'm trying to figure out how the value of those magic items is determined so that I can create some of my own.

The Gloves of Arrow Snaring grant a third tier feet usable twice per day. The item cost is 4,000gp. This gives the third tier feet a value of 10,000gp. (4000 * 2.5 = 10,000)

The Dark Blue Rhomboid Ioun Stone grants continuous use of the Alertness feat. The item cost is 10,000gp. Figuring slotless and unlimited use, that gives this first tier feet a value of 250gp. (10,000/2) * (5/100)

Opalescent White Pyramid Ioun Stone is the same, confirming the first tier feat value of 250gp.

Is anyone aware of any magic items that grant second tier feats so we can figure out a cost progression? Also, if there are any items that contradict the numbers from these, that would be interesting.


Has anyone published a base class or prestige class designed around the idea of being effective at throwing weapons or that has class abilities that would synergize well with a character that fights with two throwing weapons (daggers, throwing axes/hammers...)?


I'm converting D&D 3.0 Disciple of Mephistopheles from Book of Vile Darkness to Pathfinder. I think what I've done may be overpowered though so I need some feedback.

Here it is


Dragons get 1.5xstr bonus to their bite attacks
Assume the dragon is a monk with the feral combat training feat.

Dragon Style also gives gives 1.5xstr bonus to the first attack.

If the bite is the first attack what's the multiplier on str bonus? 2? 2.5? 1.5?


I've recently started GMing a once-a-month Pathfinder game with five players who have never played a tabletop RPG before and I'm getting frustrated.
A little background for me: I've played D&D in some form or another regularly for 15+ years and I love playing. I've mostly been a player but have done a little DMing. I haven't gotten to play in about 2 years though. This is my first time getting to play Pathfinder.

Of my five players, only one of them actually seems to care about learning how to play the game. The others expect me to teach them everything and remember everything. I have a good head for the rules but I have found that I simply cannot remember every relevant rule (and what has changed from D&D 3.5) that applies to all five players (Cleric, Sorcerer, Rogue, Ranger, Monk).
I've asked them to help me out by reading some of the rules. I haven't asked them to read the entire core rulebook or anything and I even mostly kept them away from the APG.
I've asked the Ranger, Monk and Rogue to help by reading the combat section and I've asked the Cleric and Sorcerer to read through the parts of the Magic section that apply to divine and arcane spellcasters respectively.
I've asked them all to read their class/racial abilities and feats so that they know what they do.
The only one that will actually work with me on this is the Sorcerer player. The other four don't read any of the rules, they do spontaneously stupid things like walking off down the hall of a dungeon by them self, have conversations when I'm describing what is happening or during other players turns and then wonder why they don't know what is going on and then argue with each other about what they should be doing. And the amount of metagaming is insane.

Is there anything I can do to keep their attention or garner more interest in the rules? Is it even feasible for one experienced player to teach five people how to play this game without help? I've never played in a game with more than one new player in it and I feel like I'm in over my head.


I'm planning on my group to eventually run in At the Heart of Evil (author K. Axel Carlson) and I'm going to continue the adventure at the point where the Antipaladin surrounds the castle with his army of undead. I'm thinking the PCs will be around 13th level at this point (I'm beefing up the base adventure a bit).

I'm running into a problem though. It never says how the paladin accomplishes creating and controlling an army of undead. A paladin can take the control undead feat but paladins don't get the animate/create undead spells. The adventure specifically says he has patrols of skeletons wandering the barony.

I'm placing this in the Forgotten Realms in Damara. In the adventure, the antipaladin's dreams corrupt him and he finds a ruined tower where the evil workings of the adventure begin and he turns his paladin buddies into wraiths. I am making this ruined tower the Witch King Zhengyi's Tower Perilous (decades after his defeat). Zhengyi was known to have powerful tomes of magic left behind after his defeat. Some of these have been discovered and have cause major problems for those who found with crazy magic happening.

What I'm trying to do is figure out how to have the paladin create and control and army of undead without simply saying "he has a powerful artifact, poof, he can create an army of undead without limit". I want a mechanic.

I was thinking that perhaps the tome his dreams lead him to provides him with a Witchfire companion (who could then control a Hag coven or he has multiple Wichfire allies). The paladin could be high enough level to control the Witchfire who could create undead 3/day but even the Witchfire has a fairly low limit to the number of undead she can control as restricted by the spell. Also they can only cast at 9th level of ability so ghoul is the best undead it can do and wouldn't be able to control any ghouls that spawned from ghoul fever.

The other idea I had was to have control over a Morgh which can create an endless army of fast zombies (maybe have this one do plague zombies instead?) that it can control. This would take forever for one Morgh to kill enough people though.

Anyone have any good ideas for an Antipaladin to control an army of undead? Leadership feat to attract some intelligent ones maybe?


How does a character gain the ability to make a full attack after a charge? Is there a feat or a spell? If not in core PF, where else did it exist?


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I had some old crit/fumble tables that I've had around forever (probably since AD&D1) and I decided to convert them to be more 3.5/PF friendly and share them.

Feel free to use them. Might need some tweaking. I've only made a couple of passes over it but I've changed a lot.
Let me know what you think.


I was thinking, why not reduce the penalty for fighting with two weapons an additional 2 for the primary hand and 2 for the off hand if the character fights with two light weapons? With TWF feat it would be 0 penalty. Or at least reduce the primary hand by 2 so you end up with 0 penalty for the primary hand and -2 for the off hand.

Dual wielding two light weapons doesn't seem to be any more powerful than wielding a two-handed weapon.

If you use a greatsword, you do 2d6 + 1.5 x Str mod.

If you dual-wield two short swords you do (1d6 + Str Mod) + (1d6 + 1/2 Str Mod).

Also, you have to take the TWF feat to get around the massive attack penalties already so you're a feat behind. If the attack bonuses ended up being the same then dual-wielding two light weapons would still be slightly less powerful than a 2h weapon because you have to make 2 attack rolls to do the same damage.

The only instance that I can see it being a problem is with a Rogue's sneak attack so I can see keeping the -2 penalty for the off hand to help off set that.

Has anyone done this in their game?


I was thinking about how to make a character who uses bashing weapons more appealing and read these feats from the Complete Warrior. I thought they were too narrowly focused though and so broadened the weapon requirements. What do you think? Are these feats even balanced when compared to PF feats? Too strong? Too weak?

Anvil of Thunder [Style]
You have mastered the style of fighting with a bashing weapon in one hand paired with a pick or axe in the other
and have learned to deal thunderous blows with this unique pairing of weapons.
Prerequisite: STR 13, Improved Sunder, Power Attack, Two-Weapon Fighting, Weapon Focus (any light or 1-handed bashing weapon), Weapon Focus (any light or 1-handed axe or pick)
Benefit: If you hit the same creature with both your bashing weapon and axe or pick in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be dazed for 1 round.

Hammer's Edge [Style]
You are a master of the style of fighting with a bashing weapon and sword at the same time, and have learned to hammer your foes into the ground with your tremendous blows.
Prerequisite:STR 15, Improved Bull Rush, Two-Weapon Fighting,
Weapon Focus (any light or 1-handed sword), Weapon Focus (any 1-handed or light bashing weapon)
Benefit: If you hit the same creature with both your sword and your hammer in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or fall prone.

Lightning Mace [Style]
You are a master of fighting with two light bashing weapons at the same time, and have learned to strike your foes with lightning speed.
Prerequisite: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (any light bashing weapon)
Benefit: Whenever you roll a threat on an attack roll while using a light bashing weapon in each hand, you gain an additional attack at the same attack bonus.

Three Mountains [Style]
You are a master of fighting with powerful bludgeoning weapons.
Prerequisite: STR 13, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (any 1-handed or 2-handed bashing weapon)
Benefit: If you strike the same creature twice in the same round with 1 or 2-handed bashing weapon,it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be nauseated by the pain for 1 round.


I've always thought it would be cool to dual wield maces but the options to make this not suck mechanically have just never existed. The best option I've found is Lightning Mace from Complete Warrior. If you weield 2 light maces It just allows you an extra attack if you roll a threat (so a 20. 19 if you got improved crit).

Anyone seen or created anything (feats or class abilities?) that would make dual wielding maces (heavy+light or light+light) a mechanically sound option?


Anyone think it would cause any problems to just replace the Ranger's Favored Enemy class abilities (including quarry and improved quarry) with Ranger's Focus and Inspired Moment from the Guide archetype without using the other substitutions?

I like the replacement to favored enemy but I like haveing an animal companion. Think this would be imbalancing at all?


Aspect of the Beast wrote:
Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small).
Quote:

Can you grow a pair of claws on your feet or is there somewhere that says/implies that they have to be on hands?


So I suddenly had a thought about a device that could be strapped to a character's thigh that could hold a set number of crossbow bolts (let's say 5). When a crossbow is shoved into the device, it is cocked and loaded with a bolt automatically.
This would normally still be a move action to load the crossbow unless the character has the quick draw feat. With the quick draw feat, loading the crossbow with this device becomes a free action since all the character has to do is shove the crossbow into the holster and pull it out really quick. It also only requires one hand.

The loading holster can be refilled as a full-round action.

It can only hold 5 bolts so you only have to take a full-round action every 5 shots. Or you just start taking a move action to load it as normal with two hands afterward.

I suppose you could also make a version that holds more bolts.
Also you could have 5-bolt cartridges that can be loaded into the quick-load holster as a move action.


Anyone made a Ranger using the Natural Weapon combat style? I like the idea of a character that uses natural weapons but this seems unbalanced. Strong for the first 6 levels and weak after 9th level when a Ranger gets 3 attacks.

Any opinions on this?
Ideas to make it on par with weapon wielding Rangers at mid-high levels?

I thought a 2 level dip into Barbarian to get a Bite attack might help but then he's missing out on two levels of Rangeryness.


GOBAUR

This creature has an upper body resembling that of a small muscular goblinoid and the lower body of a war dog.

Gobaur CR2
XP 600
NE Medium Monstrous Humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 18, touch 12, flat-footed 16 (+4 armor, +1 shield, +2 dex, +1 natural)
Hp 26 (4d10+4)
Fort +2, Ref +6, Will +4
OFFENSE
Speed 40 ft.
Melee longsword +5 (1d6+1/19-20)
Ranged spear +6 (1d6+1/x3), or Net +6
Space 5 ft., Reach 5 ft.
STATISTICS
Str 13, Dex 15, Con 13, Int 10, Wis 10, Cha 6
Base Atk +4; CMB +5; CMD 17
Feats Improved Trip, Coordinated Maneuvers
Skills Perception +5, Stealth +8, Survival +4, Acrobatics +3 (+7 to Jump); Racial modifiers +4 Acrobatics when jumping
Languages Goblin, Common
SQ Undersized Weapons
ECOLOGY
Environment any
Organization pair, pack (3-12)
Treasure NPC gear (hide armor, light wooden shield, long sword, spear, net, other treasure)

Gobaurs are skilled hunters who use pack tactics to take down their prey. They prefer to approach their enemies from stealth and use surprise to throw their spears and nets. After entering melee, their favorite tactic is to flank their prey and trip it. At least one will always focus on keeping the target tripped while another attacks it.

ALTERNATE using Goblin Dog as the back end instead of Riding Dog
Speed = 50ft.
No +4 racial to jump
+6 racial bonus to stealth
Immune to disease
Allergic Reaction: As per the Goblin Dog ability.

I'm also working on a player friendly version available to play as a PC without those pesky level adjustments.


Anyone converted the Weretouched Master into PF? The 5th level ability is grossly imbalanced between the animal types. Not sure why anyone would pick any animal type other than Bear. Except maybe Tiger to get Pounce.

These are the 3.5 bonuses in hybrid or animal form.
Bear Str +16, Dex +2, Con +8
Boar Str +4, Con +6
Rat Dex +6, Con +2
Tiger Str +12, Dex +4, Con +6
Wolf Str +2, Dex +4, Con +4
Wolverine Str +4, Dex +4, Con +8

Maybe just make it so that they get a total of +10 to split up among the physical stats? Arrangement depends on animal type?

Bear Str +6, Dex +2, Con +2
Boar Str +4, Con +6
Rat Dex +8, Con +2
Tiger Str +4, Dex +2, Con +4
Wolf Str +2, Dex +4, Con +4
Wolvering Str +2, Dex +2, Con +6


Anyone tried incorporating Skill Tricks from the D&D Complete Scoundrel? Was wondering if they balance okay with Pathfinder or if they would need some tweaking.
Considering the changes to the skill system, it's easy enough to change the skill requirements to match Pathfinder's skills but what would you do about the skill rank requirements? Is it -3 ranks to make them match up? As far as spending 2 skill points to purchase a Skill Trick, is that still a fair cost considering you get less skill points in Pathfinder?

EDIT: Found another thread discussing this already HERE


The intent was to create a class that combined features of the Barbarian, Monk, Ranger, and Rogue into a cohesive character that is able to strike his target with surprise and finish it off quickly.
I am concerned that it might be a little over powered on the offense and maybe a little too weak on defense.


So I was comparing Rage with the alternate ability, Whirling Frenzy from Unearthed Arcana and I'm not so sure it's balanced.

Rage = +4 Str, +4 Con, +2 Will, -2 AC

Whirling Frenzy = +4 Str, +2 AC, +2 Ref, Can make an extra attack at his highest BAB but all attacks that round are at -2.

At first level a Barbarian with 18str, rage and a greatsword would do 1d12+9 damage with a +7 to attack.

At first level a Barbarian with 18str, whirling frenzy and a greatsword could do that OR he could get two attacks at 1d12+9 with a +5 to attack.

Slightly less chance to hit but the potential to do twice as much damage.

Does this penalty to attack seem balanced with the damage potential to you? Or does this alternative to rage need some tweaking in order to be balanced?

At level 10 this becomes:
1d12+9/1d12+9 at +16/+11
vs.
1d12+9/1d12+9/1d12+9 at +14/+14/+9

EDIT: What if the extra attack was limited to one-handed weapons?


In order to bring balance to a low magic campaign we have to introduce some alternative armor rules to make sure the melee characters can survive.

I turn to the Unearthed Arcana which has two alternative armor options. Armor as DR and Unarmored Defensive Bonus. Using these together, I think we get an effective alternative when good magic armor is unavaialbe.

The first, Armor as DR works as follows:

Spoiler:
To determine the armor's damage reduction, divide the armor's normal armor bonus by 2 (rounding down). To determine the armor's new armor bonus, subtract the damage reduction from the normal armor bonus. For example, studded leather has a normal armor bonus of +3. That gives it a damage reduction of 1/- (half of 3, rounded down) and a new armor bonus of +2 (3 minus 1).

Padded +1 None
Leather +1 1/-
Studded Leather +2 1/-
Chain Shirt +2 2/-
Hide +2 2/-
Scale mail +3 2/-
Chainmail +3 3/-
Breastplate +3 3/-
Splint mail +4 3/-
Banded mail +4 3/-
Half-plate +4 4/-
Full plate +5 4/-

Magic enhancement bonuses do not effect DR. A +3 chain shirt is AC 5 2/-.

The DR stacks with other DR (such as the Barbarian's).

Shields function as normal and do not grant DR.

For natural armor, divide the natural armor bonus by 5 to determine the DR and then subtract the DR from the base AC. For example, a creature with a natural armor bonus of +10 would have +8 2/-.

The Class Defense Bonus works as follows:

Spoiler:
Every character has a defense bonus based on his character level. The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. A character wearing armor gains his armor bonus (including any enhancement and DR from AC) or his defense bonus—whichever is higher—but not both. A character cannot gain the DR from armor and the defense bonus from class. The defense bonus stacks with all other bonuses to Armor Class, including the character's shield bonus, natural armor bonus, and so forth.

A character’s defense bonus is derived from his character level and class, as shown on Table: Defense Bonus. For a multiclass character, use the highest defense bonus of those offered by the character’s classes. For example, a 2nd-level barbarian has a defense bonus of +5. If the character gains a level of cleric (becoming a 2nd-level barbarian/1st-level cleric), her defense bonus increases to +8, because the cleric's +8 at 3rd character level is better than the barbarian's +6 at 3rd character level.

Listed below is the defense bonus at each level for each class.

Monk/Sorcerer/Wizard (no armor):

  • 1st +0
  • 2nd +0
  • 3rd +3
  • 4th +3
  • 5th +3
  • 6th +4
  • 7th +4
  • 8th +4
  • 9th +5
  • 10th +5
  • 11th +5
  • 12th +6
  • 13th +6
  • 14th +6
  • 15th +7
  • 16th +7
  • 17th +7
  • 18th +8
  • 19th +8
  • 20th +8

Bard/Ranger/Rogue (light armor):

  • 1st +4
  • 2nd +4
  • +2 better than M/S/W at each level

Barbarian/Druid (medium armor):

  • 1st +5
  • 2nd +5
  • +3 better than M/S/W at each level

Cleric/Fighter/Paladin (heavy armor):

  • 1st +7
  • 2nd +7
  • +5 better than M/S/W at each level

Gave M/S/W +0 at the first two levels because they normally wouldn't have any AC bonus at those levels anyway.
This may give multiclass light armor characters a little bit of an advantage defensively if they multiclass with a heavy armor class. Suggestions on how to mitigate that may be needed.

This shouldn't give players too much extra to keep track of since they're not keeping track of as many magic items anyway.


I live in Brandon, Iowa. It's about halfway between Cedar Rapids and Waterloo. I'm willing to drive either direction.

I'm looking for either an existing Pathfinder game to join or people interested in joining one at my home.

I'm available to play on Fridays and Saturdays.

I have only gotten to read through core rules and bestiary and haven't gotten to play yet but I'm prepared to be a player or a GM. I have a partially built world and campaign ideas.

I have been playing D&D (1e-3.5e) for 18 years so I am experienced and have plenty of ideas.

I haven't played for over a year now and I REALLY want to play!


So is wall of force 2 dimensional? The spell doesn't specify a thickness and I seem to remember early editions specifically saying that it is 2D.

So if it's 2D, then would someone running into the edge of it simply be severed because it would be infinitely thin and therefore sharp or would they simply pass through it unharmed because it's so thin it simply passes between molecules?


I like the concept of the Spellwarp Sniper from the Complete Scoundrel but I'm not so sure the first level ability needs to be a class ability. It seems generic enough that it could be a feat so I'm taking a shot at turning it into one.

Spellwarp (Metamagic)
You've learned how to condense your area spells into a single, concentrated beam that can hit a single target.
Benefit: You can alter the form of certain area spells into rays as you cast them. As a free action, you can convert an area spell with instantaneous duration and a range greater than touch. The spell's level, components, range and damage (if any) remain unchanged. However, the spell's area entry is replaced by an effect entry of "ray".
The spell acts in all ways as a ray, and is considered a ray for the purpose of effects that modify or depend on rays. You must succeed on a ranged touch attack to affect an opponent with the spell. Even if the original spell allowed a Reflex save to reduce or negate its effect, the ray does not. However, if the original spell allowed a Fortitude or Will save to reduce or negate the spell's effect, the save still applies.
You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell. You can apply metamagic feats as normal to the spell, as long as they can affect ray spells.

Do you foresee any problems with this? Is it balanced when compared to the other feats?

I think the 5th level ability might also be converted into a feat for general use. Lose the part about Empower Spell for free and I got the following.

Ray Mastery
You are a master marksman with ray spells.
Prerequisite: Base Attack Bonus of +6, Sneak Attack (or similar ability) of +3d6
Benefit: You can apply the extra damage from sneak attack to ray attacks against a target within 60 feet, instead of 30 feet. You can also deliver a coup de grace with a ray spell that deals hit point damage. You must be adjacent to your target to deliver the coup de grace.


I've always liked the concept of the Druid and the Ranger but I hate some of the mechanics they use in this game.

Ranger:

I don't like the Favored Enemy ability of the Ranger. It's too circumstantial. If the DM doesn't throw your Favored Enemy at you, you never get to use your bonus.

Spoiler:

One proposal I've seen to get around the circumstantial factor was allow the Ranger to reassign his favored enemy bonuses after he fights a new creature.
For example, Torak (Ranger 5) currently has Favored enemy of Orc +1 and Dwarf +2. He encounters and fights an Ogre. After that fight he may choose to reassign one of his favored enemy bonuses to Ogre. He decides to reassign his +2 versus Dwarf to Ogre. The next time he encounters an Ogre he gets the +2 modifier but he no longer receives the bonus against Dwarves.
With this method, the Ranger is not stuck with his choice at early levels when later in life he may be fighting mostly Demons and has no bonuses.
This doesn't help with the other problem though.

Also it doesn't make any sense to have a Favored Enemy based on race if there are many different cultures within the race. For example, how would one get a bonus against all Humans if Humans come from 50 different cultures which all have their own nuances?

What would be a good substitution for Favored Enemy? Feats?
If you remove Favored Enemy then you have to figure out what to do with Quarry, Improved Quarry, and Master Hunter.

I can see making Quarry and Improved Quarry work against any creature without it impacting the game too much.
Probably the same with Master Hunter. Make it usable against any enemy but only usable 5 times per day and each use must be against a different enemy.

Any ideas on this one that still keep it balanced?

"Roll a Fighter" is not a good solution because they are not the same. Rangers only get Light armor, they get more skill points, favored terrain, hunter's bond, woodland stride...

Druid:

I don't like the Wild shape ability. I'd like to see a nature-oriented spell caster that doesn't have shape changing built into the character. Shape changing can be accomplished with spells.
Would I be better off with a Sorcerer variant that uses the druid spell list and a modified Blood Line?


I'v been looking at animals lately (primarily the great cats) and have noticed some things that don't jive with what these animals can actually do.

For example, the Crocodile only does 1d8(+4 from str) with its bite as opposed to a Tiger that does 2d6(+6).

Crocodiles have the most powerful bite in the animal kingdom and yet in the game they're rather pathetic.

Also, Jaguars have the most powerful bite (highest psi) of any of the cats and pound-for-pound is the strongest yet they have been relegated to share stats with the Leopard which does 1d6(+3) with a bite (as it should because it is one of the weaker, and more timid, of the cats).

I am attempting to bring the animals' statistics more in line with how they are relative to each other in reality.
However, I'm trying to decide to just increase the bite damage (and perhaps STR as well) of the creatures that are weaker than they should be or should the Tiger be reduced somewhat so that the other animals are not so extreme?

For Jaguar I'm thinking:

Movie plot spoiler:

Medium Animal
STR 22 (because if it's supposed to be pound for pound the strongest of the cats then treat it like a size M Tiger +1?)
DEX 17 (not quite as agile as a Leopard but more so than a Tiger. The same as a Lion)
CON 17 (not sure if I should go with a lower number, 16 or 15)
INT 2
WIS 12
CHA 6

I'm thinking 4HD but not sure. Leopard has 3hd, lion 5, tiger 6.

Bite 2d8? Or maybe reduce the Tiger to 1d10 and make the Jaguar 2d6?
Claws 1d4? Maybe 1d6. From what little I could find about Jaguar's Claws they seem to be about the same size as a Lion's. Maybe a little bigger.

For the Crocodile:

Movie plot spoiler:

Increase bite damage to 2d10 and leave Str the same
OR
Increase bite damage to 2d6 or 2d8 and increase Str to 23?

Opinions?


Has anyone done any conversions of AD&D 2nd edition Maztica? Specifically I'm looking for interpretations of The Jaguar Knight, Eagle Knight, Plumaweaver, and Hishnashaper.