In my trolling around mini sites I have found a number of metal unpainted figures of this description:
Like this from Cool mini or not's own figure line. Ok it is a cowgirl on a dinosaur, but still cool :)
or this which have a number of figures matching the request, and are generally a good company for mounted figures.
or this, which is an Australian company who also have a number of figures mounted on dinosaurs, but they are German WW2 troops.
If you do wish to convert a figure this conversion article on the Reaper site may be of use.
Hope this helps
Nazis riding dinosaurs? WHAT HAS SCIENCE DONE?
I will probably go with the prepainted drow patrol mini. I've never been good at painting minis, heh. Just need something more immersive than a damn gungan.
There may have to be some filing and bending of the legs to get the one to fit on the other but hopefully that would work okay.
Note that unfortunately a lot of cavalry figures aren't fully separate--sometimes it's just a torso that's separate with the legs attached to the mount--so not everything will work like this. But it's one solution if you want to have that "just right" figure.
The cheaper alternative is just gluing the clawfoot rider you mentioned to a Large size base.
Well that's the thing, she GMs now. I'm originally from the states but live in Moscow where I teach English. Amongst my students are some triplets, age 11 and my daugter helps me teach them - I teach each of them one on one for 45 minutes and while I'm doing that she plays with the other two. Bored of teaching grammar and and not having any progress I started playing AD&D and now Pathfinder and they went from hating English to loving it and now they ask my daughter to GM when I'm teaching the others, and she does a hell of a good job I must say and is much more creative then I am.
Actually, I agree with some of the other posters that's she's not likely to even notice the parts she doesn't understand - fortunately I haven't noticed any other entries as graphic as the Ogre.
Let me get this straight. You live in Moscow, Russia; and teach English using RPGs as a teaching tool?
You, sir, are awesome. (I have no input on the OP though-I have no kids)
This is turning into an Ethics argument, because that's really what the whole corpse desecration thing is. Discussions like this are why I dropped ethics 101 in college. "What is acceptable to one culture may be taboo to another" etc etc hurp durp
I don't see a problem with sacrificing two levels for evasion and sneak attack. Rogues dont HAVE to be the cliche 'sneaky thief backstabbing liar guy'. Think of it as an archetype for a dextrous melee combatant who can take advantage of openings in an opponents defenses, in your characters case.
I was wondering if there is a spell, feat or magic item that grants you the swallow whole special attack anywhere in pathfinder or even the d20 system. Its for a druid animal companion (T-Rex) and would really be an awesome touch.
I believe Summoners can take it for an Eidolon as an evolution. Brainstorm wise if this is a homegame (not PFS) you could see about getting DM permission for an "Improved Companion" feat the druid can take to allow the power to be gained by the animal companion.
I'll just talk to my DM about adding it in as a feat or appropriate level spell then, thanks.
If your players alchemist is tougher than the fighter or rogue it's not a surprise to me. Out the door, with no-feats, and no efforts on the players parts to play tactically the alchemist is significantly better.
With fighter you have to make some basic choices and stick to them to make a solid character and you have to be knowledgeable enough to take advantage of power attack (or deadly aim as appropriate) when the situation makes sense.
Rogues *must* be played tactically and if you have other players who help you out they are vastly better. Without a regular source of flanking damage a rogue in combat is a 5th wheel on a car.
The alchemist can lob bombs and grab Xd6 points of damage every round, then he can take feral mutagen and have three solid attacks per round each of which is doing nearly as much damage as the generic sword and board fighter's main attack (possibly more depending on the build).
The fiddly bit is that fighters using power attack, cleave, vital strike, charging when they need to, etc, etc are a fair bit better at the business of putting the hurt on than the alchemist. Likewise rogues who have decent flanking, use appropriate feats (Finesse, TWF or as appropriate), are going to be much closer to the alchemist in power.
Thats true if you have a DM who runs one or two encounters per ingame day, then everyone blows up with their most powerful spells and limited use abilities.
If you're talking about a DM who runs multiple (4+) encounters a day, then you'll see less of the willy-nilly bomb tossing and more tactical resource use.
Secondly, how exactly is the alchemist gaining AC? I looked through all their abilities and the only way I see them getting AC is from the increased dex bonus and natural armor from mutagen.
Dex mutagen, plus either potions (crafted at 1/2 price) or extracts of Shield, Barkskin and/or Cat's Grace, all of which stack with each other.
All of those are available as potions for anyone to use though, so if the alchemist is making use of potions (or extracts) to great effect, and the other players are not, then maybe they need to start looking into using potions as well.
Hey folks. In my current gaming group, some seem to think that the Alchemist in the party is overpowered. I helped build the character, but I have to admit I'm a little on the fence on the issue. I think perhaps the primary issue is that the other characters in the group are not living up to their full potential. The alchemist is not fully optimized, but I tend to think that the others in the group are optimized even less. The primary concern seems to be the bombs, what with them targeting touch AC, doing better (and more reliable) damage than the Rogue's sneak attack, and bypassing DR (since they're fire damage). Add that with the fact that, given a few rounds to self-buff, she can have an AC better than the Sword-and-board fighter in the party, I can somewhat understand where they're coming from.
The Alchemist in question is a Tiefling, level 6 (as is the rest of the party) with Point Blank Shot, Precise Shot and Craft Wonderous Items as her feats. Discoveries thus far are Feral Mutagen, Precise Bombs, and Explosive Bombs. Character was built with a 25-point buy (again, as was the rest of the party), so Dex and Int are both 18+ at this point. Her tentative plan is to go into the Master Chemist PrC at 8th (STR is currently 14, up to 18 with a STR-based mutagen). Gear is at or below level-appropriate, and she does use both Brew Potion and Craft Wondrous Items to make items for the party as a whole.
So I'd like to get some opinions thrown in here. Do you think the Alchemist in general, or this build specifically, is overpowered?
Not in the slightest. For one, bombs can only be used a finite amounts of time per day (alch level+int), sneak attack is unlimited. Start tossing in fire creatures if the alchemist is being too effective with the bombs.
Secondly, how exactly is the alchemist gaining AC? I looked through all their abilities and the only way I see them getting AC is from the increased dex bonus and natural armor from mutagen. Which lasts one hour at that level. And takes an hour to brew another, plus you cant have multiple mutagens active or have multiple mutagens brewed.
If the +4 AC from the mutagen is putting your alchemist higher than a sword and board fighter, he needs to look at his character sheet and see what hes doing wrong. They have the same point build. Any other buff he's getting aside from the mutagen, the fighter can presumably get as well (deflection, natural armor, protection from *alignment*, etc)
Plus, if the alchemist uses the dex mutagen, his will save goes down by one (willpower drops by two). Guess what his weakest save is? Will save. So he's putting himself at a disadvantage by 'buffing' his AC with +dex.
If you are throwing lots of stuff with DR at the party and not giving them ways to bypass it aside from the alchemist bombs then that is your fault. Drop appropriate weapons in the adventure for them to use against the enemy.
As a GM, character is only as 'overpowered' as you let it become.
T-rex gets it automatically when they get big enough, don't they? Or did you want to swallow tiny creatures?
The druid companion does not gain it, only Grab and Powerful Bite. The normal T-rex does get it, and the Giant Frog companion gets it, as a medium creature.
It can swallow small and smaller respectively doing 1d4 points of damage. So its not exactly a game shattering attack with a lot of utility, its more of a roleplaying flavor thing I'd like to see.
I was wondering if there is a spell, feat or magic item that grants you the swallow whole special attack anywhere in pathfinder or even the d20 system. Its for a druid animal companion (T-Rex) and would really be an awesome touch.
Fair enough....disappointing but at least we have a definitive answer. Is there any chance of rules or guidelines for adding new monsters to the list?
Not in the immediate future. For now, we're pretty set with having the summon monster lists limited to the first Bestiary for a lot of reasons, and we've got plenty of other projects on our plates in the meantime. It's just not a direction we want to go in any official manner with summon monster spells at this time.
What does this mean for the new Elementals? In the spell it only says "Elemental (size)". Does this mean we can summon the new Elementals or not?
If everone is the same monster race, im sure it would all work fine.
One thing you could do thats slightly diferent, is have everone make a character as normal using a CR 1 'giant' race. Then Re-scale the rest of the world around them :)
So humans become tiny or diminutive. Its another way to do it but might be better for a longer runing non-one- shot game and would probly require more work as youd have to re-size everything
I'd probably avoid going this route unless there needed to be more space on the mat for whatever reason.
Strength +28, Dex +2 (despite being Huge!), Con +12, Int +6, Wis+10, Cha +4.
Huge Size (15 ft reach)
Lots of Feats
Lots of Racial HD
Basically Fighters and Barbarians get significant advantages, Storm Giants make great clerics and druids, somewhat lesser bonuses for wizards and sorcerer/oracle/bard types. Storm Giant Rogues will be mediocre at best (flanking while huge can be difficult, stealth hahahahaha!)
Clearly the effect of this "template" is unbalanced. Certain Storm Giant Class combos are going to be stronger than others.
If the majority of the people will be taking fighter/barbarian and druid/cleric classes with maybe a single wizard this could be fun. Discourage classes like rogues and mount dependent classes because you'd have to houserule some sort of gargantuan mounts.
Storm Giant Monk also seems interesting...
Yeah this is what I was thinking too, any strength based melee class would be absolutely devastating, while the other classes would be somewhat less effective overall. Obviously though this is more of a 'fun' one shot idea and less of a serious one.
I don't even want to think about what kind of mount I'd have to use for a storm giant cavalier. Metallic Dragons? *tosses balance out the window*
Recently, I was inspired to look into the feasibility of creating an adventure where the players are all Storm Giants. I spoke with several of my fellow friends who play the game and while they expressed some interest, they voiced concern over a few things which I agreed with.
While size is irrelevant, as an adventure built from the ground up for Storm Giants will accommodate them, other factors such as character builds (if class levels are granted) and finding an appropriate challenge for a party of 5 giants have given me pause. I would like to see what the Paizo community thinks of this, and whether it is simply too much work for what would probably be a one shot adventure.
Alright, I'll most likely end up dropping some of my extra magic items so I can afford wild armor then, and I'll make sure to throw barkskin on when I need to. Thanks guys!
Hey everyone, first post. I've been building a 9th level druid, and was just about done and putting together some flashcards for my wild shape forms when I noticed something, and I wasn't sure if I was adding stats together incorrectly or what. (The druid does not have armor with the wild enhancement either, but looking at these numbers I'm considering dropping a feat in craft arms/armor so I can afford it) Here's what I saw.
AC breakdown:
Normal Druid AC=25 (8 armor, 4 shield, 2 dex, 1 deflection) Touch AC 13
Base stats, rolled+racial&levels (str 13, dex 15, con 17, int 15, wis 22, cha 11)
Ok, I thought. Maybe I'll try sticking to elemental forms. Slightly better, but still vulnerable.
More AC breakdowns:
Fire Elemental (medium) AC= 18 (3 natural, 4 dex, 1 deflection) Touch AC 15
Earth Elemental (medium) AC= 18 (5 natural, 2 dex, 1 deflection) Touch AC 13
So what gives? The only wild shape form I see as viable for my build and concept as a casting druid is to turn into something that can fly, like an air elemental or some kind of flying animal that can stay out of reach. Am I wrong here? Is there some way to use wild shape without becoming a massive target that will die in two rounds?