Eragar was involved in a pretty serious car wreck with a drunk driver a few weeks ago. He's going to make a full recovery, but isn't going to be able to use his hands for typing for a while. He wanted me to let you know that he is really sorry. He talked a lot about his plans for this game and I think this is the most frustrating thing for him to lose.
TARVI:
Your soldiers quickly take care of the remaining enemies, although DiFortta takes a gash on her leg from one of the zerglings. No other enemies have made themselves known yet.
DiFortta took 2 damage. 2 more rounds have passed Minder and Elofsson--I have placed the relevant symbols for your squads so that you can comment their stats (chevron is for someone with a carbine, blocky shape for LMG, and the arrow for shotgun). Minder, I still haven't had time to actually map out your map yet, which is why there's nothing there.
The Director wrote:
Yes, that's exactly right. Setting up a spreadsheet might help, but I want to keep importing the information into the comments so I have it right there when I'm doing the combat.
Since my previous method of making the battlemaps was taking way too much time, I'm going to change things a fair bit.
You guys should be able to see the comment I made detailing Agent Doe's stats, and you guys should be able to make your own comments as well.
TARVI:
Your soldiers rip through the nearby enemies with ease. The two remaining drones and zerglings close towards them, but you have time to issue more orders.
1 round has passed. Each of your grenadiers has used 1 frag grenade. The purple circle at the top right of the UFO is the second zergling (he's right around the corner, so your guys can see him even though the camera angle means you can't). And yes, the dark marks on the sides of the rock are the cave entrances. the time that I was going to use to work on this ended up being time I spent trying not to be sick. I'm about to make another post in the discussion thread explaining the changes I'm making to battlemaps, since doing on Tabletop Simulator is simply taking too much time. Thanks for still being patient with me.
TARVI:
Your soldiers find the UFO in an area covered with sand. A stone outcropping lays nearby, and several dark patches in the stone suggest a small cave.
It looks like there aren't too many survivors from the crash, although your pilots did see a few aliens making their way towards the outcropping, so more may be hidden there. Minder and Elofsson, can you remind me which soldiers you're taking where?
Minder, Elofsson:
The English interceptors make good use of their second chance, each blowing its target out of the sky. The Swedish skyranger prepares to land at the crash site over Russia. Elofsson:
Despite some impressive flying by your pilots, the UFO over Norway escapes a second time, and it vanishes off of your radar display.
It's not likely that your interceptors will be able to catch another UFO, but they could try. Your skyranger could still reach the ground contact in Spain as well. Anderson:
Your interceptors catch the UFO again over Niger, and a flurry of missiles sends it crashing to the ground. I'll start getting ground combat up soon. TARVI: Which squads were you sending out this round?
Minder:
Sparrow 1 chases the UFO over the Atlantic. The first missile is off target and veers left. The second, however, slams home on the ships right flank and causing it to rock precariously--one more hit should take it down. Unfortunately, the UFO pilot takes advantage of the push on his side and pivots 180°, flying past your interceptor. Pilot Burke speaks into his headset "Sir, I'm not going to catch that thing with my engines. Permission to use afterburners and take him out of the sky?" The UFO escaped combat. Normally you would just be out of luck at this point, but you can use your Afterburners to automatically re-engage. Minder, Elofsson:
As your aircraft approach the UFO over Western Russia, the English fighter pulls ahead and begins launching missiles at the alien craft. The first missile lands a solid hit, but the second misses--as do the third, fourth, and fifth. The long engagement favors the UFO's superior speed, and it eventually flies beyond the range of your weapons. Minder, you can use your Afterburner to re-engage the UFO. Elofsson, assuming the UFO gets shot down you'll reach it--but using an Afterburner (assuming you have one) will get you there sooner). TARVI:
Your interceptors close on the alien craft over Syria. Pilot Schwarz fires two missiles--which hit simultaneously and ripple explosions down the length of the UFO. Just like that, it's down and your skyranger begins looking for a good place to land. Elofsson:
The aerial battle over Norway starts well with a hit from Sparrow 2. However, the UFO begins weaving between mountains, and your aircraft simply can't keep up with its maneuverability and speed. You'll have to engage your afterburners if you want another shot at it. Director:
Did you still want to send your interceptors to deal with the UFO in Canada? It wasn't quite clear from your post. Anderson: Your interceptors do not have any more luck than those of the other commanders, and the UFO in Libya manages to escape without so much as a scratch. Your interceptors can use their Afterburners to re-engage it, or they can try to go after another one.
Director: I've renamed all of your guys. For the sake of keeping my stuff consistent, I've left them with the normal military rankings, but if you refer to them as Agent I (corporal) or Agent III (lieutenant) etc. I'll know what you're talking about.
------------------ For everyone: with Valentine's Day I won't get the chance to start air combat until I get off work tomorrow, but we'll get things rolling then.
TAR-VI wrote:
That's what I guessed, but I wanted to make sure. Did you want to fit him with a medkit or a breaching charge?
TARVI--I've updated your squads with their new loadouts. The only thing I'm confused on is that in your post you listed Sergeant Gerhard as having the "AWG" loadout, which I couldn't find on your profile. ----------------- I also have a question for everyone: Bradley has been absent for a while, and I want to take your input on what we should do about that. Should we give him a few more days to respond? Should we find (another) new player, or should we drop the American cell altogether?
Anderson's staff takes only a few minutes to contact the Libyan military. "Yes sir, they could dispatch a small force to take care of any crash survivors." AndrewAnderson wrote: Did asking Russia for help in locating alien base had any effect? Oops, missed that. "Commander, unfortunately, that location is not mobile. We will however see if we can get some people near our border with China to keep a better view on the xenos. Thank you for informing us of this potential threat."
AndrewAnderson wrote:
I took them off. You'll need to remind me again next turn to put them back.
TAR-VI wrote:
Any soldier who does not go on a mission recovers 2 Fatigue, so training soldiers would still recover. Newly recruited soldiers do arrive in time to be used that same turn.
Bradley, when you get the chance go ahead and post what research you want to do from last turn and any purchases you want to make this round, but I'm going to move forward in the meantime. Klaxons blare loudly, and each of you receives a similar message. "Commander to the situation room--multiple enemy contacts detected." It seems that the lull after the aliens' first attack has ended. Aerial Contacts:
North America Spoiler:
1) 1 Small contact--62° North 100° West (Canada)--Confirmed South America Spoiler:
2) 1 small contact--8° North 74° West (Colombia)--Confirmed 3) 1 small contact--8° South 152° West (South Pacific)--confirmed 4) 1 medium contact--40° South 45° West (South Pacific)--confirmed Europe Spoiler:
5) 1 small contact--47° North 22° West (North Atlantic)--Confirmed 6) 1 small contact--62° North 6° East (Norway)--Confirmed) Middle East Spoiler:
7) 1 small contact--37° North 38° East (Syria)--Confirmed Africa Spoiler:
8) 1 small contact--30° North 12 ° East (Libya)--Confirmed 9) 1 small contact--27° South 18° East (Namibia)--Confirmed Russia Spoiler: 10) 1 small contact--75° North 35° East (Barents Sea)--Confirmed 11) 1 small contact--83° North 31° East (Barents Sea)--Confirmed 12) 1 massive contact--80° North 36° East (Barents Sea)--Confirmed 13) 1 small contact--62° North 40° East (Russia)--Confirmed 14) 1 small contact--50° North 41° East (Russia)--Confirmed) 15) 1 small contact--70° North 99° East (Russia)--Confirmed) 16) 1 medium contact--67° North 131° East (Russia)--Confirmed) Ground Contacts: North America Spoiler:
1) Minor activity--61° North 128° West (Canada)--Unlikely 2) Moderate activity--31° North 109° West (USA)--Confirmed 3) Minor activity--22° North 77° West (Cuba)--Likely South America Spoiler:
4) Minor activity--6° South 76° West--confirmed 5) Minor activity--6° South 36° West (Brazil)--Likely Europe Spoiler:
6) Minor activity--43° North 5° West (Spain)--Unlikely Africa Spoiler:
7) Moderate activity--34° North 5° West (Morocco)--Confirmed 8) Minor activity--16° South 18° East (Angola)--Unlikely Asia Spoiler:
9) Minor activity--56° North 80° East (Russia)--Likely 10) Moderate activity--51° North 100° East (Mongolia)--Confirmed 11) Minor activity--49° North 64° East (Kazakhstan)--Confirmed 12) Minor activity--22° North 78° East (India)--Confirmed 13) Minor activity--26° North 119° East (China)--Unlikely Oceania Spoiler: 14) Moderate activity--5° South 150° East (Papua New Guinea)--Confirmed 15) Minor activity--17° South 179° East (Fiji)--Likely
TAR-VI wrote:
That's a good point. No, you don't have to buy those and spend a turn building them. Only things that cost money take time to build.
TAR-VI wrote:
It's a 'feature' I'm afraid, as your current technology takes a while to power up a significant charge. Further research can improve things like that and the range of the weapon to make it more viable. Minder--you can sell the old LMGs if you want. But you'll get a total of $0 for each of them, since you have an infinite supply.
Minder, you mentioned that you wanted to build enough Laser LMGs for everyone. I've put two on your sheet (since that's how many of your guys currently are using LMGs), but I'm not sure if you wanted more.
Other than that, all I need is Bradley's stuff and we can start on turn 2.
General Bradley wrote: Well first, I'd just need someone to explain my forces who I was left in charge of, and what America was doing before I was put in charge Your bonuses are that interceptors cost half upkeep, and recruiting soldiers costs 1 less per soldier. Your base is also extra-defensible if/when the aliens attack it. At the start of the game Parker bought a training facility (which I will refund you if you want, since I really don't think it's necessary), 2 interceptors, 2 skyrangers, 2 lieutenants, 8 corporals, and 2 pilots. This left him with $16 in loose cash and an income deficit of $7 each turn.
During turn 1 he assigned both of his science teams to researching alien communications (you can also change this). He sent both of his interceptors to the same UFO, which put up a rough fight before being shot down (one of the interceptors was almost destroyed, but not quite. He got $15 for shooting the UFO down). He then sent both of his skyrangers to that UFO crash site, where a bunch of his soldiers took damage but none of them were killed. They brought back a bunch of salvage which can be found in the record sheet linked in the campaign tab. And that brings us to where we are now.
Minder1 wrote: Can we apply evasion research now? Yes. All research that has been shared (Laser LMGs, Nano-fiber vests, Improved light armor, and the UFO evasion) have all been added to everyone's research unlocks on the record sheets. Anderson--none of your guys who were training managed to learn to be a better leader, but they will now get a bonus to any future attempts to learn it.
TARVI, Anderson:
I just realized what's going on with your soldiers who didn't get their stat bonuses--they gained a Talent instead. So Tomsky and Neumann do not actually have the +1 Evasion I rolled for them. Also, TARVI, I forgot to mention this, but you also know what the unknown personnel equipment you found in the UFO is--they're both gas canisters of some sort. Let me know if that changes your research decisions. Also also, since Anderson offered up his captive spider, and it looks like TARVI has taken that, I've transferred that over on the record sheet. "Facilities to TARVI: I'm afraid we don't even know where the energy on that power source is coming from, let alone how to connect it to our grid. It's likely possible, but not with the science we have right now." Basically, that's an option in the future after you do research on it. Let me know if that changes your projects for this turn. I'll get the map for turn 2 up when I get home in about 8 hours, and then we'll get started on that.
Bradley--I want to give you a chance to change the research decisions that Parker made, and to assign soldiers to training, before I give all this info to you. You can also decide to not start with 2 training facilities if you want, instead keeping only the one (I would recommend doing this, as it will save you a fair chunk of money)
Anderson: The first item of business is the soldiers who have shown measurable improvement in ability. Basically, these guys got a stat boost from the EXP they gained or training they did. I'm afraid I did this a while back, so I don't actually remember which stat was increased Sergeant Novotny; Corporals Cancourek, Kasal, Neumann, Tomsky, and Urbanek; and Pilot Petracek have all exhibited improved abilities. The next item of import is research.
Finally, the meeting ends, and you return to your other duties. You can still stick soldiers in your training facility if you want, but remember that they will cost extra upkeep.
Elofsson: The first item of business is the soldiers who have shown measurable improvement in ability. Basically, these guys got a stat boost from the EXP they gained or training they did. I'm afraid I did this a while back, so I don't actually remember which stat was increased Corporals Berglund, Engstrom and Mattsson; and Pilot Hansson have all exhibited improved abilities. The next item of import is research.
Finally, the meeting ends, and you return to your other duties. You can still stick soldiers in your training facility if you want, but remember that they will cost extra upkeep.
Minder1 wrote:
Not as far as you know. None of the aliens you've encountered seem like they would be able to bypass traditional holding facilities. TARVI: The first item of business is the soldiers who have shown measurable improvement in ability. Basically, these guys got a stat boost from the EXP they gained or training they did. I'm afraid I did this a while back, so I don't actually remember which stat was increased Corporals Hueber, Krumpf, Dorscht, Dreher, and Dahn have all had impressive performance reviews. The next item of import is research.
Finally, the meeting ends, and you return to your other duties.
A few days pass without much action. There are some minor skirmishes with the alien forces,but local military forces are able to handle them before your intervention is needed. At the end of the week you each meet with your command staff to discuss reports and similar items of business. Because I've messages a couple of you about restrictions your governments have put in place, these are actually spoilers. Please don't look at any that are not yours unless you can keep player and character knowledge separate. Minder: The first item of business is the soldiers who have shown measurable improvement in ability. Basically, these guys got a stat boost from the EXP they gained. I'm afraid I did this a while back, so I don't actually remember which stat was increased Both Corporal Sabela Simmons and Pilot Cameron Burke are of note. Other soldiers have improved, but not significantly. The next item of import is research. Remarkably, both of your science teams have yielded useful results.
Finally, the meeting ends, and you return to your other duties. You can still stick soldiers in your training facility if you want, but remember that they will cost extra upkeep.
Without orders from command, the ranking US soldier on the ground takes over, and manages to pull the men through the rest of the fight. salvage:
4 Spider corpses 4 Sectoid corpses 2 Muton corpses 4 Sectoid weapons 2 Muton Weapons 21 Alien alloys 3 unknown personnel weapons 2 UFO weapons 1 medium unknown UFO component 1 large unknown UFO component I'll give you guys until tomorrow to finalize research and salvage selling and such.
Bradley:
As second in command of Colonel Parker, you were in the tactical room with him when it happened. Your commander unexpectedly drew his sidearm and started firing at the technical staff in the room. You were the fastest to react, tackling the man and trying to hold him down--but he threw you off with an immense strength you wouldn't have expected from him. After grappling for a while, your only choice was to draw your own weapon and fire at your commanding officer, striking him twice just below the left breast. As the man bled out, you noticed a slight lavender tint to his eyes, which faded back to normal with his last breath. Everyone stands in shocked silence for a moment before one of the technicians calls to you "Sir... our soldiers are requesting new orders! What should I tell them?" You pull yourself away from the deceased Colonel. There will be time for answers and grief later. Right now you have a job to do. You have control of the boots currently fighting. I can run the rest of this battle if you want to me to so you have an easier time settling in, or you can feel free to ask me any questions about anything as you go through it. All of the soldiers will have their stats and equipment in the player record doc. Sorry for the delay everyone. Busy weekend. I will add rocket launchers to the equipment list, although their usefulness will be very limited.
To answer the questions regarding selling salvage: There will be three (technically four) ways you can sell salvage.
Prices will be static (I thought about having things change, but decided that would be too much bookkeeping). I haven't decided exactly how much things will sell for, but it will probably be around $1-$5 per item, depending on how rare it is. I'll post it all in the campaign info soon. Finally, I'm going to give Parker until tomorrow afternoon to post, and then I'll replace him.
Anderson:
"I will speak to him" replies the general. He asks you a few more questions about specifics, then ends the call. Your soldiers attend to the two civilians. The one who was almost captured regains consciousness fairly quickly, and reports that the last thing he remembers was being sprayed with some sort of green fog--probably a quick-acting knockout gas.
I'll answer the questions about selling salvage in the discussion thread.
"Yes sir, Turkish comms are reporting many of those aircraft lifting troops and captured civilians and flying them away." Another channel opens for the Czech commander.: "This is Brigadier General Demir of the Turkish Army. I have heard that you had an unpleasant conversation with Major Johnston. Could you please tell me what was said to I know the proper action to take in disciplining him?" Anderson:
Your soldiers rush forward, desperate to save the civilian they were previously ordered to ignore. For a moment it looks like they will be too late, but at the last second Sergeant Novotny sends a round into the robot's propulsion units. It tries to regain control of its movement, but the escaping gas and steam slam it repeatedly into the ground, and it finally lays still. With no one to bring aboard, the aircraft takes off, followed by the other two carrying the few remaining humanoids. Salvage Spoiler: 2 Snake corpses 3 Muton corpses 8 Sectoid corpses 8 Drone corpses 8 Sectoid weapons The only battle left is the one in the US. I'll PM Parker and see why he hasn't been posting.
Anderson: As the battle continues, the alien forces suddenly turn and run. It takes you a moment to realize that three small aircraft have silently flown in and are landing, and these are what the aliens are running towards. Besides the one civilian that the aliens captured, the wounded woman, and the unfortunate grenade casualty, it seems that everyone is safe. I didn't put circles around the aircraft as they're pretty large.
Alright, this is a lot. "Top secret organization designed to fight aliens?" scoffs Major Johnston. "Get off my radio channel or I'll have you arrested for obstructing emergency operations." His voice clicks off, the connection ended. Anderson: Your first round of shots aimed against the snake either fall short or seem to not have much effect. Your soldiers drop a couple of smoke grenades as well, but almost all of their efforts were directed towards the serpent. As you watch, a second snake creature slithers around the corner of the wall on the left, its jaws opening wide and shearing a civilian's arm clean off. Having gathered their wits, your men respond with a veritable wall of lead and heat, and both of the snakes collapse, writhing on the ground--dead. Before you even have time to sigh in relief, three of the reptilian humanoids come around that same corner, blasting with their rifles. Cancourek takes a heavy blast of energy to the chest and nearly drops, but the smoke cover saves him from the other shots.
One of your aides motions to you, pointing to something on one of the other battle screens--near the rear of the battle a civilian has been knocked out by some kind of gas, and is now being dragged away by one of the robotic drones. Concourek took 4 damage and Petracek took 3 damage. The civilian missing an arm has been tinted red, and a little above that is the black circle showing the civvie you blew up (along with 8 aliens). The dark purple circle is the corpse of the first snake (which will work as cover), and the civilian circle above that is the one being dragged away. Most of the civilians have made it safely past your soldiers. Two rounds have passed.
Yep, the thing behind the bridge is the snake. Also, Johnston is still on comms, although he probably won't be patient enough to stay and wait for you to find his service record. You'll have to go into at least the first part of the conversation blind (it's also likely that with his relatively low rank, he doesn't know that the XCOM project exists).
Elofsson: With so little cover to provide tatical options, the battle in Iceland is quick and brutal. Both Corporal Alfsson and Corporal Klasson of Purple Squad took large gashes from the cat creatures--and Helga Alexandersson was killed almost instantly when one of the monsters ripped through her throat. Ultimately the day is won, and your tired soldiers make their way back home. Salvage Spoiler: 3 Drone corpses 4 Sectoid corpses 9 Cat corpses 4 Sectoid weapons
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First off I am sorry if this specific question has already been asked, I could not find it. Improved Spell Sharing (Teamwork); I think teamwork feats are intended to be superior to non teamwork feats, this feat is superior to Improved Share Spells because you don't need to remain adjacent to your companion, and you don't need to be Level 10 to take it, though less so if you need to take the feat on both yourself and your companion. So my question, the Prerequisite(s) are obviously to be met by the character, then the feat to be picked up by the companion. Does both the companion & the character need the feat? If you have a companion then I think in pretty much every circumstance you also have Share Spells as part of that feature. Seems like the companion having this feat would... complete you :) Teamwork feats wrote: Teamwork feats grant large bonuses, but they only function under specific circumstances. In most cases, these feats require an ally who also possesses the feat to be positioned carefully on the battlefield. Teamwork feats provide no bonus if the listed conditions are not met. I thought until I read this that teamwork feats always required someone else with the same teamwork feat, but I guess not. Or is it only meant that they always must also have the same teamwork feat, but sometimes careful positioning is not necessary. Improved Spell Sharing said... Teamwork feats wrote: When you are adjacent to or sharing a square with your companion creature and that companion creature has this feat It does not say "If you, and your companion both have this feat then you can".
With gift of claw and horn, if you select claw, do you gain a pair of claw attacks, or just one claw attack? When you make your claw attacks can you use them to deliver the Mantle of Moonlight ability, or do you have to activate the ability as a standard action before you can be considered to be "holding the charge" Touch of the Moon, if you select Cure spells as the spells to be added to your spell list, but use up one of your spells known slots to select an inflict spell, can you use both versions of this ability? Or does it only react with the choice you made at Level 1 of Cure / Inflict?
Does Hydraulic Push allow you to add bonus's to attack you gain from buffs, such as True Strike, Heroism, Bless. Under Combat Maneuvers I read this: When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. Hydraulic Push: Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest It says "your CMB" which makes me think yes, but it says "use your caster level" instead of saying "your BAB for this is equal to your caster level" which kinda makes me think no. Obviously a spell cast by a colossal dragon, and a spell cast by a tiny pixie still comes out with the same force, and the same size, so size modifiers would not count, unless you maybe used widen spell metamagic feat to get a +1 for size. I also doubt spell focus would work since it is a CMB and not a DC.
If you were to take Energy Body as an Oracle of Life, and then took the feat Abundant Revelations to gain an additional daily use of Energy Body, would it increase it by one round per day, or would it give you one additional use of the ability doubling the number of rounds per day? May seem like a strange question, but the ability does not give you additional uses per day, it can last for up to 1 round per level per day, and can be turned off and on until all of your rounds are used up... I am guessing it would only give you one extra round which would make the feat pretty weak, but if it doubled the rounds it would be worth it. Also I know energy body is not much healing, but being able to heal a little as a move, then cast a cure spell with combat healer as a swift, and still have a standard to toss another kind of healing / attack / buffing spell is what I am planning on. Is their a feat you can take similar to Eldritch Heritage that would allow you to pick something from another mystery? Any way to double the range on lifesense from Oracle of Life? Don't get me wrong, 30 ft of lifesense is beautiful, but 60 ft would be beautifuller :)
My group just started a new game, I am playing a Sylph Sky Druid, since I must take an AC with a fly speed, if I take one at all, I decided on the Griffon via Monstrous Mount. My DM like me found the feat Monstrous Mount Mastery pointless, so is going to allow me to use it as a flying mount without that feat, and without the half speed while flying so long as its load is light. Since I cannot gain a Griffon until level 5, with the prerequisite's being 5 ranks in ride & handle animal (those are what I am going with anyway), and my OCD needing to make everything flow, the idea of having an AC that I know I will get rid of as soon as something better comes along is not a route I can choose. I instead decided to take a Domain, Animal>Feather, a Sylph Sky Druid makes great use of the +1 to Fly Maneuverability, and who doesn't like +1 perception per two levels, and I still gain my animal companion a level before I can use it. Pick up Boon Companion and its fully powered, plus while some of the spells are pointless as I get them as a Druid anyway, I get to take them without using a druid slot of that level.
Normally when an animal becomes a magical beast "Awaken" it can no longer become an animal companion, and if it was an animal companion, it immediately stops being one, via the feat Monstrous Mount, you can get a companion that is a magical beast, albeit with animal HD, BAB, and so on, while I can still affect it with spells that normally only affect animals, I am curious on the Type would it change to Animal, or would it remain a Magical Beast? If it became an Animal, would it be considered a unique creature, would you be able to wild shape into a Griffon if it is considered an Animal? Would the +5 speed from Like the Wind racial trait be active while in a wild shape, polymorph makes you lose traits that depend on your normal form to use (I will lose Darkvision while being an Animal), I am thinking +5 to speed, which you can acquire from a feat as well would not be form dependent? Obviously if you were small with a speed of 20, and turned into a tiger with a speed of 40 you would get 40, but if you had something that gave you +5 to speed then would you would turn into a tiger with a speed of 45. I am a Sylph, Native Outsider Medium and have a speed of 30, I gain +5 to my base speed because of an alternate racial trait, would the +5 only apply while I am a sylph, if I took fleet to get +5 speed would that work while wild shaping? would it stack with like the wind to make my base speed as a sylph 40? (probably not taking fleet, just asking) Has breeze-kissed been officially fixed anywhere yet? I have seen a lot of speculation that it should work with a mental attribute + caster level, some speculation that it should work like hydraulic push (so again caster level + mental) and someone said the person who created it said he overlooked it, but maybe it should use charisma, but that his opinion was in no way official. Or should it just use your normal CMB? If it does use your mental + caster level, would bonuses to attack still apply, eg heroism? I saw this post from Sean K Reynolds...
Is their any feat for a Sylph or Druid to add a template to their animal companion? I could totally see a Paladin build taking griffon as their mount, and they get to add the celestial template at level 11, not to mention starting with an int of 6, when they smite they may not get a bonus to atk (low cha), but all of their attacks gain + to dmg equal to their HD, that's 5 on a pounce, 6 with the rewording on multiattack, or 7 with haste. All of the classes who get animal companions have them use their class levels as a druid, sometimes at -3, you would think a druids animal companion would be the shining example, otherwise it would say, "druids gain an animal companion, use their druid level as a paladin to determine the power of the animal" or something like that. I know Aasimar can take celestial companion, that and the +2 on wisdom & charisma (wild empathy, handle animal) make them great druids, but being a 15 point race its often not an allowed option. I get the roleplay reason behind druid AC not getting the celestial template if they revere nature instead of being NG and revering a good deity, of course planar wild shape debunks that theory but there should be some sort of template that is equal to make the druid AC on an equal level, like a template depending on alignment, similar to Summon Monster. I know the druid thing on AC is considered options, and steeds are not considered as good as others maybe, but big cat, griffon, and roc can all be viewed as "more exotic mounts"...oh so that makes the steeds include some of the best AC's... On a side note, not a question, but recently found out about how much weaker SNA is than SM, giving the druid the ability to spontaneously cast SNA then making it weaker than SM, and not allowing it to qualify for the feat to make it a standard action, someone said because druids should not be summoning celestial creatures, what if you are a NG druid who worships a NG deity, and can gain the celestial template while in an Animal Wild shape via planar wild shape... someone else said that it needs to be weaker because druids can do it spontaneously, clerics spontaneously cast cure spells, and they don't get weaker, in fact they get them more quickly than druids after level 1 (I am fine with this, clerics should get cure spells faster than druids, just making a point). Am a little curious what you all think is the reasoning behind this. |
