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Muser wrote:
Incorrect, Elves do still trance. Elves of Golarion, page 5: Though elves are immune to magical sleep effcts, theidea 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. ![]()
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:
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.)![]()
Mystic_Snowfang wrote:
Gonna pick that up as soon as I get enough Prestige to buy it. Wild enchantment on Dragonscale armour is expensive. :( ![]()
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:
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). ![]()
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.
- d8 Hit Die.
Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry). - Low-light vision.
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. ![]()
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.
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? ![]()
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. ![]()
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.
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