Firstly, Circle of the Moon sounds pretty easy to do. They seem to be a Wildshape focused Druid so ignore archetypes for this one and go regular Druid. As far as your flavor, most of that for this character will come from feats. Powerful Shape- treated as if your form was 1 size bigger for certain combat bonuses
Those combined with some generic yet useful combat feats like Power Attack can help make you quite the monster in melee, especially if you add Rage. Next, Circle of the Stars...
Ferocious Summons(Orc)- gives your summons Ferocity. They disappear when they die instead of at 0 HP
I hope that helps!
It's basically allowing a free attack (with +4) when successfully preforming an Overrun maneuver in addition to no longer allowing the target to choose to avoid you. I think the intent is that your Horse gets a chance to "step on" the target of the Overrun as part of the action. The mount is probably moving too quickly to be able to make multiple "step on" attacks... especially since the actual action being taken is the Overrun maneuver. To allow more attacks would be even more powerful than the Pounce ability because you are potentially knocking them prone as well. For game mechanics, allowing more than one attack would cause some serious imbalance IMHO. Also, consider how this might stack with other feats like Improved Overrun which denies their attack of opportunity, Greater Overrun which grants an attack of opportunity when knocked prone and Charge Through which lets you cause all that destruction on an enemy that's between you and your target of a charge attack. You potentially get 2 attacks on an enemy you overrun, who has no option to attack or avoid and is then prone, and then make a charge attack on a second enemy.
Take the name of two characters or real people that you like and mix them together. Like a cool last name mixed with another person's unique first name...
Another thing I've used is spelling a name backwards and then modifying that to make it sound more exotic...
Feats for different focus builds:
Summoning
Animal Companion
I'm sure there are more I missed. Hopefully some of these are useful to your concept.
With a T-Rex animal companion I would recommend making him full offense instead of a bodyguard. Improved Natural Attack for your Rex and Evolve Companion for you would crank his bite attack to 4d6.
Now, Im assuming you have the Bodyguard archetype for your animal companion to make this more effective and if you do, I think that gaining those feats would work nicely with that archetype. I still recommend your character taking the Evolve Companion feat for this but instead of getting *Improved Damage or *Bleed, get *Reach evolution... now your Rex can make better use of Combat Reflexes, offensively, by being able to chomp anything within 10ft of it. ;)
There are many examples of how it could get unbalancing listed above. You just have to do things "within reason" when you want to bend the rules so you don't break the game. Here is an example of bending the rules in a way that makes reasonable sense from an older thread I posted in... http://paizo.com/threads/rzs2tq0g?Why-cant-druids-wild-shape-into-polar-bea rs#35: People get bent around the rules and freak out about things, that are restricted by the RAW, that really don't hurt the balance in any way... Wild Shape says you can become any animal you are familiar with. Lets go with the Constrictor Snake... it basically represents your average python. What about the Anaconda? Would the GM use the advanced versions for higher level characters? That makes them real in the game does it not? The Constrictor Snake can be enlarged to a Large or Huge creature resembling an Anaconda. How does this break the balance of the game when a character could also turn into an Allosaurus(Huge)that gains Pounce, Grab and Rake!? On the other hand, people talk of the Huge Tiger thing...
Player: "Hey GM, in this game are there Large and Huge Anacondas? Im playing a Serpent Shaman and there is nothing left that fits my specific abilities and theme beyond the Emperor Cobra?" GM: "Of course there are. You guys will be in swamps most of the campaign." Player: "So could I Wild Shape into those creatures when Im able to, if Im familiar with them, even though they aren't in the bestiary?" Gm: "That rule is stupid. There is an exception for the Eagle Shaman turning into a freakin Roc so Im OK with that." Player: :D ....problem solved. When it comes down to it, the game is about having fun people. Bend the rules to your will, drive them before you and hear the lamentations of their women!
I've considered introducing a predator(yautja) in a game for some time. I have found that almost everything that they are capable of exist in the technology guides. So having a magic item for each ability is something I haven't tried to put together. Here are some tech pieces if you want to implement those to cover magic items you are having trouble finding.... Weapons:
Medi-comp:
Other:
For voice mimicry I would use Ventriloquism but have it emanate from you and only with things you have heard to "record".
BigNorseWolf wrote:
+1
Gauss wrote: Thats kinda funny, you say you do not get a +5 to maintain because it is not a subsequent round which is the line that shows even more intent that maintain checks are on subsequent rounds. RAW vs RAI Here's the thing... the rules say that Maintaining a grapple is a Standard action. Initiating a grapple is a Standard action. Since you cannot take more than a single Standard action in a round, the rules say you maintain on the following round by default... they do not include any abilities that mention Maintaining a grapple as less than a standard action.Additionally, the rules mention the +5 circumstance bonus "on subsequent rounds" NOT "when you maintain a grapple". It's that choice of wording in particular that makes me interpret it this way. I'm not saying I can't be wrong, but the rules don't say that you cannot maintain a grapple the same round you initiate it.
Snowlilly wrote:
An unarmed strike is a Light, Simple weapon. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.For Power Attack and your Unarmed Strike you don't get to change what an unarmed strike is. Power Attack is not an "effect" that enhances any weapon, it simply adds damage at the cost of accuracy. Additionally, an unarmed strike is NEVER considered a Primary Natural Attack(automatically gaining 1.5 STR to damage rolls from being the only natural attack a creature has).
Dragon Style would still benefit Power Attack though in the way Power Attack would benefit from wielding a weapon in 2 hands(1.5 STR) making it -1 attack for +3 damage for the first strike and +2 damage for the rest. Dragon Ferocity would up it to -1 attack for +4 damage on the first strike(2xSTR) and +3 damage on the rest(1.5 STR).
ChaosTicket it's starting to seem like you are arguing just to argue now. I have read PLENTY of posts here that show how versatile the Druid class is but you maintain that these ideas are incorrect. There is NO class that will be the best at EVERYTHING. There isn't even a class that is AS good at every thing that other classes specialize in. Seriously... myself and others have pointed out solutions to your biggest complaints about the class but you dismiss them, for the most part, and then make additional complaints or non-relevant comparisons. It seems like you wanted more to defeat people's opinions about the class being versatile than actually wanting to learn how it could be. You can argue all you like but the fact remains that the Druid is a very versatile class. You don't like Druid? Try Bard... they are also pretty well balanced. You wanna be the best blaster caster ever? Go be a Wizard/Sorcerer.
TLDR CORE RULEBOOK
Combat
-Natural Attacks
Equipment
In summary...
My best take on a one man army is Druid... Player Character+
This makes; You, Animal Companion, Awoken Animal Companion (Magical Beast- Augmented Animal), Cohort, 1d3 Purple Worms(my choice at SNA IX), 2 Treants and 1d4+2 Advanced Shambling Mounds. You would have quite the personal army. A lot of the troops from spells will be CR6:Shambling Mound and CR8: Treant but your Cohort will be almost as powerful as you, as well as your awoken friend... who would probably gain levels as a PC. Heck, you could possibly even build a Construct to tag along as well. I know a Wizard or Summoner could do something similar but in my opinion the Druid's capabilities with the Awoken animal companion (basically a second Cohort) and Wildshape make them stronger and more fun in combat
Hello everyone! So I'm building custom monsters for a futuristic campaign... themes include Halo, Alien vs Predator and Star Wars. Today's topic is the Xenomorphs. I'm not an experienced poster so Idk how to add links or spoiler/hide buttons to save space :/
Universal Xenomorph Traits:
Xenomorph Drone
That is what I have currently for the Drone. Any thoughts on the resin/cocoon capabilities? Thank you for your feedback.
fretgod99 wrote:
Except it's not talking about your level... it says your animal companion or familiar. Boon Companion wrote: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. You are still thinking of calculating the effects based on your effective druid level but the feat says it is calculating your companion as 4 higher. Your AC DOES have an effective druid level. Yes, you have one from class levels that determine how much you have to allot to your animals but they have a level based on the class chart for animal companions that determines their abilities. A single animal companion EDL is what your EDL is, but when there are multiple their EDL are divided and cannot exceed your EDL. For example... A 6 level packmaster could have 2 companions at effective druid level 3. If you take the feat for one of these animals then its abilities are calculated as 4 higher, however, it's effective druid level cannot exceed your character level. This means that said animal's effective druid level would be 6 even though +4 would make it 7 it cannot exceed your character level and the other would remain 3. So... lets say there is now packmaster 6/ fighter 2. His EDL is 6. He has 2 animals, one EDL 4 and the other EDL 2. If he applied Boon Companion to EDL 4 animal, it would be calculated as 4 higher, to EDL 8, with a maximum EDL not to exceed Character level... Character level is 8 (6+2)... so now the character has one animal EDL 8 and one EDL 2. Stop confusing the EDL as your EDL, its referring to your animal's EDL which was already determined by you and your class. In case this is still confusing lets say Druid 4/ Fighter 3 (lvl 7). EDL of yourself is 4 and single animal (EDL 4). You take Boon Companion and animal is calculated as 4 higher, which would be 8, but maximum EDL cannot exceed your Character level, making the animal's EDL 7... By your logic, using your EDL, the number would still be 4 and this feat could never help anyone. For progression purposes, lets say this same character is now Druid 4/ Fighter 5. The animal's EDL would now be 8... 4 from class levels, 4 from Boon Companion, EDL does not exceed character level (9). Finally, if it was only meant for multiclassing characters or the wording of Packmaster makes you think it couldn't apply, the wording in the feat specifically points out how it is applied in the case of multiple animal companions. Boon Companion
Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar. I know this was longwinded but I cannot stress enough that this is how the feat functions. I understand many of you feel that having multiple, full power animals at low levels is too OP and therefore must be a mistake but it's not. Consider how much a character loses in order to attain these animals in regards to class abilities and the feats they would have to burn to achieve this. Then consider how useless these animals (and to an extent the character) will be at higher levels. A lvl 20 character with 4 companions at EDL 9? 5 from class and +4 to each from taking the feat 4 times... Even a lvl 20 with 2 at EDL 14 would be difficult.
Another option I just considered is Ragechemist Alchemist. That would actually fit your failed science experiment theme pretty well. Feral Mutagen discovery would give you the natural attacks you desire and the Rage Mutagen would give you the beserking qualities you want. Extracts will give you more spell like options than a bloodrager would get as well. It's feat hungry but if you wanted to supplement your body with a sorcerer bloodline take the Eldritch Heritage feat line for extra abilities that are permanent. Half-Elf might work for the Skill Focus bonus feat (prerequisite for Eldritch Heritage) or Human for their flexible bonus feat to compensate. Half-Orc would be a good option as well due to their ferocity feats. Additionally, Master Chymist prestige class might appeal to you as well. If you want to be an experiment gone wrong... this is the place to look :)
I agree with the Alchemist idea, they are fun and dangerous. If you wanted a martial build of alchemist look into the Beastmorph or Ragechemist archetypes. More sticks and stones style... Barbarian. Seriously, if you want to murder in melee, these are your guys. Being a berserking Halfling is also comical... until youre soaked in the blood of your enemies! Look into Brutal Pugilist and be a grappler. Pin your opponents and throttle the life outta them. Build up to the Neckbreaker feat and you're causing serious damage! A Dex based Fighter would mess people up. Use a rapier and crank out critical hits and use Critcal feats. Weapon Finesse, Slashing Grace, Impaling Critcal. Use feints to keep them off balance and easier to hit... Deadly Stroke. Final thought, Druid. You will have access to some powerful nature spells and Wildshape will allow you to charge into combat as a Tiger, Elephant, Dinosaur... you name it! Get armor with the Wild magic enchantment to add your armors armor bonus to your wildshape form instead of trading it for the natural armor. Animal companions are no joke either, they wreck better than most melee classes at their level. I had a Large T-Rex when my Druid hit lvl 7 that had a bite that was 4d6+14, +1d6 Bleed, plus Grab! He nommed everything! Meanwhile, I cast Bulls Strength on myself and Wildshaped into an Allosaurus(Huge)
I would have to say that since it ONLY appears on the Alchemists spell list AND specifies that it is a swift action to use it is an exception to the normal Standard action Extract "casting" time. Therefore, use extract as a swift action... throw a bomb as a standard... choose a target that would take splash damage... two targets take direct hit damage. Obviously on a successful attack roll. There is really no other way to describe how this extract could possibly work. That would make an Immolation Bomb exceptionally ugly LOL
If a character was Wild Shaping into a Fiendish animal, wouldn't he still only receive the base abilities provided by the spell? This spell functions as beast shape II, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability:
The only thing they could possibly gain from that would be the Darkvision. Im not saying this should be allowed, but there are several animals in the bestiaries that, in fact, have darkvision in real life but are limited to Low-Light Vision. People get bent around the rules and freak out about things, that are restricted by the RAW, that really don't hurt the balance in any way...
On the other hand, people talk of the Huge Tiger thing...
Player: "Hey GM, in this game are there Large and Huge Anacondas? Im playing a Serpent Shaman and there is nothing left that fits my specific abilities and theme beyond the Emperor Cobra?" GM: "Of course there are. You guys will be in swamps most of the campaign." Player: "So could I Wild Shape into those creatures when Im able to, if Im familiar with them, even though they aren't in the bestiary?" Gm: "That rule is stupid. There is an exception for the Eagle Shaman turning into a freakin Roc so Im OK with that." Player: :D ....problem solved. When it comes down to it, the game is about having fun people. Bend the rules to your will, drive them before you and hear the lamentations of their women!
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