Corsair

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Thanks, all. The bit from the d20 website is what I'm going to use (Thanks Jametor!). A 6" wand that weighs an ounce doesn't seem crazy, as a sprite could only carry and easily use a single wand at a time. I don't imagine it will be over powered.


I had a quick question about wand size. Is it possible to make wands in different sizes?

I had a consideration of having a pixie as a familiar though the Improved Familiar feat and figured I could craft a wand pixie sized. I went looking for details but didn't see anything official. Thoughts?


As a non GM I can't offer a ton of wisdom, but I do certainly thank the GMs I do play with who value the game.

For a long time, the only real role-playing game I played in was with a group that has been playing Earthdawn for over fifteen years. At this point the game has slid into a situation very similar to how you described as the monthly social event with a side of game. Finding another group helped remind me how much fun it could be.

I hope you find your new group. There are certainly players out there looking you someone like you.


To resurect a dead thread, has anyone had any success is doing this?

My ranger who hates magical beasts just ran into a pack of these with the party, and I'm debating between saving the hides or just keeping some mandibles for fetish style trophies. Just curious if it's been entertaining to use in game or a time / money sink.


It sounds like you want your animal to be a fighter. Are you going to be fighting alongside, or casting spells?

For durability armor is cool. Keep in mind there is an extra cost for armor of a non humanoid. The armor will need to have a 0 armor check penalty to avoid messing up attack rolls, or you can get him the required proficiency feats. Then when he "grows up" at level 7, new armor.

Also, if you are going to find your self in situations with lots of water, that last skill point in swim would help. Otherwise I'm a fan of having another decent perception skill check.


Could you use Bashing finish to get more shield bashes off your shield bashes?

I feel like that could get a bit silly. Two medium shields with keen shield spikes could net you a bunch of extra attacks.


No worries about raining on the parade. I'd much rather know the rule now than be blindsided by it later.

I'll speak to my GM about it. I doubt he'll have an issue with it since I have already been linked to a Dimorphodon. The dinosaurs are so much better suited for this campaign than most of the animals on that (shockingly small) list.

Toughness is one of the feats I often forget about. So much better in Pathfinder than 3rd Ed. Good call.

Norgorber linked feats are out. I love Cayden Cailean too much. If only booze helped as much against foes as it does with the ladies!


Post edited. Thanks for the input!

I think I'll probably armor the little guy up so he doesn't get smooshed and try out the hopping. I figure if I get a light armor without a check penalty he won't be suffering too badly, with a bit more surviving.

Any other tips for building out a decent companion?


Whoops! Please disregard the poison that is on those stats. That was a leftover from the previous companion, a Dimorphodon.


Hey all, first time post. Let me know if I'm getting things wrong and I'll correct it for next time.

I was building up stats for a deinonychus animal companion for my Serpent Skull Ranger and sort of stuttered when I got to giving the acrobatics skill. Can I get a check to see if I'm processing this correctly?

Skill ranks in acrobatics +5 pts
Dex mod +4
Jumper (feat) causes acrobatics to become class skill +3 pts
Bonus from speed of 60 ft is always accounted for with Jumper feat +12
For a total Acrobatics jumping skill check of +24

I know that this creature is sort of modified off the velociraptor from everyone's favorite dino movie, but that still seems a bit crazy. I want this guy to turn into my flank buddy, so if the jump stays, I'll just have him bounce all over the battlefield like a ping pong ball.

Deinonychus Companion level 5
N Small Animal
Init + 4; Senses low-light vision, scent; Perception +2
Defense
AC 19, touch 15, flat-footed 14 (+4 Dex, + 3 natural, +1 size, +1 dodge bonus)
hp 37 (5d8 +15) Fort +7, Ref +8, Will +2
Offense
Speed 60 ft. Attack 2 talons +3 (1d6 +1), bite +3 (1d4 +1)
Statistics
Ability Scores Str 12, Dex 18, Con 17, Int 3, Wis 12, Cha 14
BAB + 2; CMB + 3; CMD 19
Feats: Dodge, Mobility, Jumper
Skill Points Acrobatics +12 (+24 for jumping), Perception +2
Skills Special Qualities: Link, share spells, Evasion, Ability score increase (Int)
Tricks to teach: Attack DC 20
heel (DC 15)
watch (DC 15)
flank (DC 20)
guard (DC 20)
defend (DC 20)
down (DC 15)
fetch (DC 15)
flee (DC 20)
Max tricks at lvl 5: 9 from Int and 2 bonus.