Samandriel Autumnvale's page

13 posts. Organized Play character for Quentin Coldwater.


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Grand Lodge 5/5 ****

Robert Hetherington wrote:
You do realize that Elves of Golarion is a 3.5 book, and that James Jacobs isn't "a developer" but rather Golarion is his setting and that his posts/clarifications on how Golarion work are canon.

Fair enough. Did not know EoG was 3.5, and looking at when the comment was made, I guess most recent ruling trumps all.

I use "developer" as a loose term for anyone involved with creating the game/world, I should've specified.

Grand Lodge 5/5 ****

Muser wrote:

Yeah, elves don't trance in Golarion, but sleep instead. James confirms it.

They are also spacefaring former invaders from Castrovel, the green planet, their physiques resemble insectoids(and their queen has sum fine legs) and have very little white in their eyes resulting in eerie single-colored stares.

Man, I wish Golarion dwarves were just as weird.

Incorrect, Elves do still trance. Elves of Golarion, page 5:

Though elves are immune to magical sleep effcts, the
idea that they never rest is a myth. Instead, though
they do not fall unconscious the way other humanoids
do, elves may enter a deep trance that has the same
refreshing effct on the mind as human sleep. An elf
only needs to meditate in this fashion for 4 hours per
day, though some prefer longer periods. During this rest,
an elf performs habitual mental exercises, reviews old
memories, allows his intuition to seek enlightenment,
and so on. Some mischievous elves enjoy perpetuating
the myth that their kind is always awake and elven towns
have no beds; the truth is that while some elves prefer
to meditate in a chair or on a couch, others enjoy the
comfort of an actual bed.

I found a comment from a developer stating Elves do sleep, because they wanted to distance themselves from D&D, but later on they decided to change that ruling. A shame they squirrelled this piece of info away like this, leads to a lot of misunderstandings.

Grand Lodge 5/5 ****

I desperately want to say Nigel Aldain, but he's an Elf. :(

Grand Lodge 5/5 ****

1 person marked this as a favorite.

Took another look at my Fame level. I'm literally one short of being able to buy it. Also, being level 10, I think a few scrolls will be cheaper in the long run.

Woran wrote:
Samandriel Autumnvale wrote:
Damanta wrote:
... the GM mentions that's it's going to be an infiltration style scenario and there is a treesinger druid with a large treant and a hunter with a mammoth in fullplate who refuse to leave their companions behind.
Hey! >:(

Dont worry. I still love you. So does the succubus.

My table however is traumatized for life.

It took me a minute before I realised you meant your actual table, not the group of players at your table. >_> And I'm sorry!

(For the ones who don't know, I accidentally glued my mini to Woran's table, and took a bit of a souvenir when I managed to pry it loose.)

Grand Lodge 5/5 ****

Mystic_Snowfang wrote:
Samandriel Autumnvale wrote:
Damanta wrote:
... the GM mentions that's it's going to be an infiltration style scenario and there is a treesinger druid with a large treant and a hunter with a mammoth in fullplate who refuse to leave their companions behind.
Hey! >:(
hosteling armor is worth its cost

Gonna pick that up as soon as I get enough Prestige to buy it. Wild enchantment on Dragonscale armour is expensive. :(

Grand Lodge 5/5 ****

Damanta wrote:
... the GM mentions that's it's going to be an infiltration style scenario and there is a treesinger druid with a large treant and a hunter with a mammoth in fullplate who refuse to leave their companions behind.

Hey! >:(

Grand Lodge

DesolateHarmony wrote:
The worg is not quite just an animal companion. It has an INT of 6, and so knows 12 tricks more than a normal animal companion. That's a LOT! It also can speak two languages, which other animal companions cannot. And, with Monstrous Mount Mastery, you can get it to use the Fearful Howl power. Quite a bit beyond most animal companions.

Sorry for the confusion, I meant that it behaves just like a normal animal companion other than its regular stats, just like you said. Poor choice of words.

Ascalaphus wrote:

(Yesterday's alchemist Dr. Isambard talking *wave*)

As I understand it, your AC is a plant, and therefore has the Plant Type with all that implies, except for everything spelled out as different in the AC rules in the druid section. So it has whatever HD, saves, BAB and so forth are written in the druid section, regardless of what plants normally get. But everything that's not changed by the druid AC section remains as normal for plants. Including the immunities.

Likewise for your Worg, it's gonna have the BAB and saves from the druid AC table, even though magical beasts might have better BAB and HD. But apart from what the druid AC table says, it's a regular magical beast.

Thanks for that clarification, I had some trouble understanding what got overwritten and what didn't (basically, all the regular features are overwritten, except its traits).

Grand Lodge

So, my Worg is just a regular old animal companion, and my Treant behaves like any Plant creature would? Thanks for that!

Grand Lodge

4 people marked this as FAQ candidate.

I'm playing an Elf Druid Treesinger, and this popped up when we encountered a Ghoul. Instead of a regular animal companion, I have a plant companion. In the description of the Treesinger, it says Except for the companion being a creature of the plant type, drawn from the list below, this ability otherwise works like the standard druid's animal companion ability.
What exactly changes? My companion is of the Plant type, but does it also get all the traits associated with it? Meaning:

- d8 Hit Die.
- Base attack bonus equal to 3/4 total Hit Dice (medium progression).
- Good Fortitude saves.
- Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. Some plant creatures, however, are mindless and gain no skill points or feats. The following are class skills for plants: Perception and Stealth.

Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry).

- Low-light vision.
- Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
- Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
- Proficient with its natural weapons only.
- Not proficient with armor.
- Plants breathe and eat, but do not sleep.

This is a pretty large departure from the standard animal companion. While I'm not complaining, I'm just trying to make 100% sure I'm doing this right. The immunities to mind-affecting effects are especially powerful. Back to my example, we encountered a Ghoul, and my companion wouldn't have to worry about being paralyzed.

The reason I'm asking this is because I'm confused as to what changes. In my cited bit, it said it's of the Plant type, but otherwise works as a regular animal companion. This could be interpreted as "yeah, your companion is a plant, but it uses the stats as used in the Animal Companion section (meaning, more class skills, no immunities, and so on).

In a similar vein, I also have a Halfling Cavalier riding a Worg, using the Monstrous Mount feat. While that doesn't state my companion's type changes, but a Worg is a Magical Beast type. This would mean a bigger hit die and full BAB. I'm a bit fuzzier on this as this is never stated anywhere, but it would seem logical if the same is true for the Plant companion.

Grand Lodge

Yeah, the differing opinions caused me to make this thread, to see if there's any consensus. Thanks for the link, though!

Grand Lodge

I posted a similar thread a few days ago on the Rules Questions board, but I didn't get a reply, so I thought I'd make a new one.
I'm making a Treesinger Druid, but I'm horribly confused about what abilities I'd gain when I'm wildshaped. I get the stat modifiers as indicated by Plant Shape, but do I also get its special attacks and special abilities? Say I'm transforming into a Mandragora, do I get the blood drain and shriek, seeing as they're called "special attacks," rather than abilities? On the other hand, poison, shriek, and vulnerable to supernatural darkness are on the "abilities"-list, which is clearly indicated by the Plant Shape spell to only adopt certain abilities (in this case, the poison at level 8, and the vulnerability). Also, he has damage resistances, but they never get called out, so I presume I don't get those, either.
TL;DR: What do I get, what don't I get?

Also, I'm confused why they removed the clause for fly speed. While uncommon, there are some plant creatures with a fly speed, and apparently I don't adopt them. I want to scout while being a Mi-Go, darn it!

EDIT: Another example: the Weedwhip. It has a stench aura, weaknesses, special attacks, and special qualities. Obviously I copy the weakness, but only in the summation below the stat block are they called abilities. Do I copy them or not?

Grand Lodge

Thanks for the quick reply! So, in the case of the Mandragora, I'd get a +2 CON and +2 natural armor, and that's it? I presume I still get the movement (in this case, a burrow and climb speed) and attacks of whatever creature I'm shaping into, right (so, the bite plus grab and/or two slams with reach)? If that's the case, I might want to rethink my build, as I was sort of thinking about an archery-focused build, but most of these plants want to be up close and personal.

Grand Lodge

I'm going to be playing a level 6 Treesinger soon, but I have a question about his wildshape abilities. How much of the plant do I imitate? I figure I take over its base stats and attacks, but what about special abilities? The Plant Shape spell specifically says If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, grab, and poison.
So I don't gain any other abilities that plant might have (and the constrict and poison at level 8, per my class ability)? Walk me through it, I'm confused. Say I transform into a Mandragora. I get Str 15, Dex 18, Con 17, Int 8, Wis 13, Cha 10. Does my HP change? Do I get the plant traits, elemental resistances and so on? I'm pretty sure I get the attacks of the Mandragora, but I don't get the special abilities (blood drain, shriek), as they're not part of what's listed in the Plant Shape spell.
TL;DR: Terribly confused about how much I change when I wildshape and what abilities I have access to.