Strong9510's page

Organized Play Member. 5 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.


RSS


A primal companion hunter has a pretty great animal companion. 2 evolution points go a long way right out of the gate. A human with eye for talent and a devil monkey at level 4 would look a little like this:

Str 24, dex 18, con 14(eye for talent), int 3, wis 15, cha 10, hp 26
All reach: Bite +9 (1d10+7), 2 claws (feet) +9 (1d6+7), slam +9 (2d6+7), rock throwing +6 (1d6+7)
23 ac (4 dex, 7 natural, 3 mw studded leather barding, -1 size)
Puncture armor dc 14, outflank, precise strike, paired opportunists, combat reflexes, iron will.

If you take spirits gift it could have dr 5/adamantine and a bunch of skirmisher tricks. You get more evolution points later to allow flying. Who doesn’t want a flying monkey?!


All I can think of is this video of Konosuba starting at 1:15.

Konosuba


I play a Primal Companion Hunter in PFS and will be leveling up to 4 soon. I noticed the Devil Monkey animal companion is very solid with a 4th level advancement. My character is human with eye for talent and spirit's gift. I would like some advice on how to build the Devil Monkey. I believe the Puncture Armor ability will will have a DC of 13 (10+1/2HD+con)

I was thinking that the 2 evolutions from the Primal Companion Archetype would be Claws (for legs) and Slam(for arms). This would give the monkey 4 strong primary attacks, 1d10+7 Bite, 1d6+7x2 Claws, and 2d6+7 slam. All with reach. The attack bonus for each would be +9 (3BAB + 7Str - 1size). He would have Rock Throwing for a ranged attack. It would be at +7 (3BAB + 4 Dex, +1 Rock throwing bonus - 1size). I am not certain on it's damage. The devil monkey bestiary book says 1d8+str for Huge, I imagine it would be 1d6 + str for large. even though Rock Throwing says slam damage +1-1/2 Str. Specifics trumping generals yadda yadda.

He would wear MW studded leather and therefore have 23AC (10 + 3Armor + 7Natural + 4Dex -1Size). If I recall correctly wearing armor will not affect skills or attacks if the ACP is 0. I primarily would use Spirit's Gift for 5DR/adamantine.

I am torn between using Eye for Talent to give him 2 Str or 2 Con, or 2 Int. If I go Str or Con, I would use the 4th level ability increase would go to Int to bring it to 3. If I put the 2 into Int the 4th level increase would go to wisdom to bring it up to 16. Str would give me another +1 to hit and damage for melee, and +2 damage on rock throwing. Con would give more HP, Fort save, and bring the puncture armor up to 14DC. 4 int vs 3 int would be the same as 14 tricks vs 11 tricks which are useful since he can use skirmisher tricks. 16 wisdom would be nice because of will save, perception skill, and 1 more use of skirmisher tricks (4 to 5).

For feats I was thinking Combat Reflexes because of teamwork feats I have generating more chances of AoO's, plus him having reach. I am not sure what his second feat should be. I have outflank, paired opportunist, and precise strike that he shares with me. I was thinking Power attack, and if he is flanking that wouldn't be too bad for the -1 to hit. Narrow frame would solve a lot. Unless I put 2 into Con, he has 22HP at level 4, with 2 into con would be 26. maybe toughness for another 4HP for 30?

Base stats are below, animal companions have +1 str/dex and +2natural AC at 4th. Please let me know your thoughts and double check my numbers.

Devil Monkey

Source PRG:B6

STARTING STATISTICS

Size Medium; Speed 30 ft.; AC +3 natural armor; Attack bite (1d8); Ability Scores Str 15, Dex 19, Con 8, Int 2, Wis 15, Cha 10;
Special Qualities low-light vision.

4TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Speed 40 ft.; Attack bite (1d10); Ability Scores Str +8, Dex –2, Con +4; Special Qualities puncture armor, rock throwing.

Puncture Armor (Ex)

A devil monkey’s fangs are devastating against armor and apparel. When a devil monkey hits with its bite, the creature bitten must succeed at a DC 17 Reflex save or the damage dealt by the bite is also dealt to any armor worn by the creature. If the target isn’t wearing armor and fails this save, there’s a 50% chance the bite damage is applied to a magic item worn in the body, chest, head, or shoulders slot (determine which item is bitten randomly among all potential targets). The save DC is Constitution-based


I am looking to level dip into Occultist and I am going to select transmutation as one of my implements. The other may be Necromancy because of the Necromantic Servant.

According to the wording:
Necromantic Servant (Sp): As a standard action, you can expend 1 point Blah, Blah, Blah... This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level.

My BAB and HP from other classes appear to still affect it, but do not affect the damage.

Am I reading this correctly?


Perhaps similar questions have been answered regarding levels in both hybrid and the parent classes. I have not found anything to answer this type of one however.

I am considering an Occultist dip for Implement school in necromancy and transmutation. I would take the focus power Necromantic Servant. If I were to change to a Vigilante:Psychometrist:Avenger and take the implement school Transmutation, would my Vigilante levels stack with the Occultists for the base power Legacy Weapon? If I were to choose instead to take the implement focus necromancy, would my levels in vigilante count for occultist levels in regards to the Necromantic Servant?

Possible relevant text from Ultimate Intrigue Page 59:
The psychometrist treats his vigilante level as his
occultist level for purposes of determining how his
implements’ focus powers work, and for determining at
what level he may choose certain focus powers.