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How do you add custom chars to the party. When I leave Oleg's he shows on the right(Companions) , but I cannot move him to the left side where the party is located (current Group). If I go travel to a location he does not show up.


quick question: Is there a growth spell that works on magical beasts? I have an awakened polar bear and would like to have an option. I have access to 5th level mage and 8th level druid spells.

Thanks!

-Matt


I am converting over a second edition 18th lvl druid/mage character (Druid 8, Wiz 3, Mystic Theurge 7). I want to convert it as accurately as possible which leads me to a problem. He had an animal companion/familiar who actually was a polar bear Figurine of Wondrous Power. There is no plan for him to be a familiar any longer. I need to use Paizo products and will have to justify any non-core. The main problems are:

1. there are no stats on polar bears that I can find
2. no specific rules on pricing, number of uses, length of stay, etc.

Do I need to make him a cohort under the leadership feat instead? If so how do I advance him to 16th level equiv?

Thanks


Hi My friends and I are resurecting 3 characters of the shadowy trades that we played in college. Mine was a specialty priest of Mask. While we are keeping things in the Forgotten Realms, we will be using the PF rules. I am wondering outside of cleric with the theivery domain what may be the best option. The Specialty Priest is listed int the 1996 Faith and Avatars book from TSR.

Thanks!

-Matt


Eduardo Godinez wrote:


Just checked, it IS listed. Look in the deitie's stat block, after their class & level listing, it lists their Divine Rank.

Except it doesn't have it for all deities. Non human deities, other pantheons, etc do not get stated. The list I am looking for had them all listed out.


Eduardo Godinez wrote:


You're probably thinking of 3e's Faiths and Pantheons, it had the stats of all of the Realms deities, along with their divine ranks, kind of a FR's Deities and Demigods.

Nope that and the 2nd ed books only have the rank categories Greater, Intermediate, lesser, Demi...

What I am looking for was a list which gave them a Numerical value. For examplet Silvanus was a 19 and Chauntea was an 18.

So there was a range of numbers for Greater, Intermediate, and so forth and each diety was assigned a power level based on that.


Hey everyone. A long time ago (either 2nd or 3.x) I came across a listing of the Realms gods that had numerical values assigned to their power levels to show a hierarchy. I cannot remember for the life of me where this was and it would be very helpful in a project I have brewing. I am wondering if any of you know where this may have been located or have a link/copy of said list.

Thanks for your help!

-Matt


Fairie Dragons rock!


Hello all,

I am going to be playing in a mostly Ravenloft adventure in which we will be pulled in from the Realms. I am playing a gnome sorcerer 7th level (either LN or N) with the Infernal bloodline. The concept is for him to be really charismatic (22 after racial bonuses, stat raise, and headband of Cha +2). He will try to influence and charm as needed to reach his goals. He also has leadership.

I am stuck on the fluff on choosing a FR deity or arch-devil that meets the influencing/deception theme. The other monkey wrench is I need a cohort and am thinking cleric (as we do not have one in the party). Thus I need to have one from a faith that can be hidden or not be outwardly offensive to the good aligned chars in the party, and my religion has to be compatible with the cohort.

Do any of you have any ideas as I have been through the 2nd ed deity books and 3rd edition and have not found the fit I am looking for, but easily could have overlooked something.

(Also they can be from any pantheon in the 2nd or 3.x realms, including other demi-humans)

Thanks,

Matt


I know you can't speak "real languages" as an animal, but what about when an elemental which are listed as having languages humanoids can speak. what I am really asking is if a fire elemental form alows me to speak ignan, can I also speak my other languages while in that form?

Thanks

-Matt


Great Job Jason!

So does tomorrow mark the start of working on the next edition? Oops I have confused Paizo with a different game maker...

Seriously, I can't wait to see all the changes (Especially what happens to the druid!)


Hi All,

The following question has come up in our gaming group and I am helping our DM try to find the answer. Here is the scenario as per the DM:

"Bard is in melee combat 100 feet away with a zombie 105 feet away. Sorcerer wants to fireball the zombie and not splash the fireball damage onto the Bard and therefore needs to detonate the fireball (20 foot radius) behind the zombie and only catch the zombie. Is there a game mechanic, skill, feat, or spell that allows you to do so without a house rule?

In the past...every DM I had used house rules to figure it out one way or another...did Paizo fix this or is this still an issue we could help correct? I have found nothing that gives this information. It willeffect all specc caster since cleric spells like Flamestrike have same issues."

Thanks for your help!

-Matt


Skylancer4 wrote:
theeaterofshades wrote:
Sueki Suezo wrote:


Druids are full casters.
I think they'll be able to get by.

Based on their spell per day - yes

Based on the quality of spells vs Clerics/Arcane Casters - not so much

Well to that point they also have a full HD animal companion that they are capable of buffing and healing to rely on. Basically a big predatory animal ready to rip faces off with a free actions notice that can be replaced or changed in 24 hours with out penalty. Add to that the ability to pop off a summon spell spontaneously and choose from a fairly significant list which ever critter would be most useful at the time (and some of them have quite a wide range of abilities as well). Then again, they could be a fighter... I hope you get the point, but in case you haven't, we are talking about a class that doesn't need anything more.

I am not saying anything new, but a retweek of wildshape to adjust for upper levels where it is actually better for the druid to remain as a humanoid with a good weapon vs WS into something that often cannot deal damage to any thing of appropriate CRs.

The point about the Cleric is a bunch of people say the druid is over powered due to having Ani Comps, Full casting + spont casting, and WS. But when you look at channeling, better armor (metals; light, medium, heavy), non restricted weapon list, full casting (with better spell list), spont casting healing, & 2 domains & powers. The point I am making is the druids are not still overpowered compared to the cleric. You have to realize that folks like Dennis da Ogre have been calling for further Nerfing of the druid and I believe with some upper level WS tweaks it is right where it should be.


Sueki Suezo wrote:


Druids are full casters.
I think they'll be able to get by.

Based on their spell per day - yes

Based on the quality of spells vs Clerics/Arcane Casters - not so much


theeaterofshades wrote:

Jason,

I see the Paladin mount has adopted the new chart/advancement format... but no word on the druid Animal Cmapanions which now lag seriously behind the Paladin mount in HDs, Feats, Skills, Natural Armor, Saves, Ability scores, and BABs at each level. Assuming both start from base

For example at 5th level (when Paladins gain the ability to summon a mount):

Mount has: HD +5; BAB +3; fort/ref +4; Will +2; Skills +5; Feats +3; Nat Armor +2; str/dex +1; Bonus tricks +2; Link; Share Spells; Evasion; Ability score increase and int of at least 6

Animal Comp has: HD +2; Nat Armor +2; Str/Dex +1; Bonus Tricks +2; Link; share spells; Evasion

At 12th:

Mount has: HD +10; BAB +7; fort/ref +7; Will +3; Skills +10; Feats +5; Nat Armor +8; str/dex +4; Bonus tricks +5; Link; Share Spells; Evasion; Ability score increase (2x); Devotion; Multiattack; Celestial Template; int of at least 6

Animal Comp has: HD +8; Nat Armor +8; Str/Dex +4; Bonus Tricks +5; Link; share spells; Evasion; Devotion; Multiattack

At 20th:

Mount has: HD +16; BAB +12; fort/ref +10; Will +5; Skills +16; Feats +8; Nat Armor +12; str/dex +6; Bonus tricks +7; Link; Share Spells; Evasion; Ability score increase (4x); Devotion; Multiattack; Celestial Template; Improved Evasion; Spell Resistance; int of at least 6

Animal Comp has: HD +12; Nat Armor +12; Str/Dex +6; Bonus Tricks +7; Link; share spells; Evasion; Devotion; Multiattack; Improved evasion

I am wondering if something like the chart you proposed above for ACs and Implemented for Mounts is in the works? I am in favor of it even if you need to increase the 24 hour rule to a 30 day wait.

Thanks for your insight.

-Matt

Does any one know if this change has been made official or not? I need to port over a character and his Animal Companion. Need to know which system to use, as our DM is saying we are going by the official rules.

Thanks!

-Matt


lastknightleft wrote:
Velderan wrote:


As for the ranger, some rebalancing is probably necessary, but keep in mind that the beta ranger is based off of 1/2 AC progression instead of level -3 ac progression.

No its not in the new AC rules it's back to level-3

I didn't think the new AC rules were official for druids though, only paladins were changed.... or did I miss it?


Zurai wrote:
Dennis da Ogre wrote:
Yeah because being a 20 level spell caster and having an awesome animal companion just sucks compared to being able to poke things with big sticks.

You really can't be a level 20 spellcaster and have an awesome animal companion unless you're spending the first five rounds of a given fight (that only last two rounds at that level anyhow) buffing the animal companion. It's a well-established fact that ACs peak in power at around level 4 and rapidly diminish from there. By level 20, the AC is a flank buddy and not much else.

In addition, Druids have the worst spell list of the full caster classes. They have fewer save-or-die/save-or-suck spells by far, and don't even have good healing spells or efficient damage spells to make up for it.

The reason Druids were so strong before was because Wild Shape was completely broken in 3.0 and 3.5. Paizo's fix to Wild Shape is efficient and effectively balances the druid against the majority of the other classes (though the Monk still needs help).

Huzzah! I agree fully. Even in 3.5 if you had a DM the exercised restraint/ground rules on wild shape with the druid players, they were not the boat full of awesome everyone thinks. I guess I am not a total power gamer, but my ani companions and my druid were not bringing the whomping stick to the show. Actually the Evoker I played in PF would wipe the floor with my the druid I am switching over to our new Forgotten Realms campaign using the PF rules when considering consistent damage output. And consider that Evocation is considered the weakest of the specialty schools by many. Overall, I see clerics and druids as equal power in PF.

Clerics: channeling/Pulses (area healing & turning all in one? wow), Spontaneous Casting - Healing, Spells, All armor and shields (with out loss of abilities like druid do if wearing metal), Simple weapons + favored of deity, 2 domains and resulting domain powers

Druids: Wild shape, Spontaneous Casting- Summon Nature's Ally, Spells (some are very dependant on surroundings (IE one Dennis Da Ogre has mentioned a number of times: entangle; can't use if there is no vegetation... So not indoors/dungeons); Light and Medium non-metallic armor/Shield; Only the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth); Nature's Bond: Animal comp or 1 Domain; Flavor class abilities (Non-game changing) Such as pass w/ out trace; nature sense; woodland stride, trackless step, etc. (these just add to the woodlands background and do not come into play in most situations).

If there are 3 concessions to be made for druids: move call lightning to a 4th level spell, flame strike to 5th level, and move skills to 2 + Int

It just makes me chuckle on how hard da Ogre is on druids. I still think his 1st born was stolen by druids, thus the hatred. I believe the answer is to not steal one of the Jack of all Trades areas from druids (WS, ACs, spell casting), but to bring the fighter types closer to par with the spell casters damage wise (starting in midlevels). They need to be below big huge fireball capability though as casters have those as limited resources, while fighters would be able to hack away all day long at big spell damage.


Jason Bulmahn wrote:

Hey there all,

I have spent the past few days reworking some of the rules for animal companions. I would like you to use these rules and tell me what you think. Of particular interest, I would like to know if you find them balanced across all levels (are they useful, but not overpowering)? Is the same true for the ranger and the paladin? Are the rules simple to use (or at least as simple as the old animal companion rules)? These rules leave open the door for a host of new animal companion types, what types should be included? Finally, do you prefer these rules to the existing rules?

Please note that these rules do not represent a final decision in this matter, just an alternate way of how we might do things.

Take them for a spin. Let me know how it goes.

Jason Bulmahn
Lead Designer
Paizo Publishing

DRUID ANIMAL COMPANIONS
The following rules for animal companions replace those found under the nature bond ability gained by druids at 1st level. A druid can still select a domain instead of an animal companion at 1st level.

RANGER ANIMAL COMPANIONS
The following rules for animal companions replace those found under the hunter’s bond ability gained by rangers at 4th level. This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is equal to his ranger level –3. A ranger can still select to form a bond with those he hunts with instead of animal companion at 4th level.

PALADIN BONDED MOUNT
The following rules for animal companions replace those found under the divine bond ability gained by paladins at 5th level. This ability functions like the druid ability of the same name, using the paladin’s level as her effective druid level. A paladin can only select a boar, camel, dog, heavy horse, light horse, or pony as her animal companion. Paladin animal companions have a minimum Intelligence score of 6. A paladin can still select to bond with her weapon instead of an animal companion at 5th level.
[b]ANIMAL...

Jason,

I see the Paladin mount has adopted the new chart/advancement format... but no word on the druid Animal Cmapanions which now lag seriously behind the Paladin mount in HDs, Feats, Skills, Natural Armor, Saves, Ability scores, and BABs at each level. Assuming both start from base

For example at 5th level (when Paladins gain the ability to summon a mount):

Mount has: HD +5; BAB +3; fort/ref +4; Will +2; Skills +5; Feats +3; Nat Armor +2; str/dex +1; Bonus tricks +2; Link; Share Spells; Evasion; Ability score increase and int of at least 6

Animal Comp has: HD +2; Nat Armor +2; Str/Dex +1; Bonus Tricks +2; Link; share spells; Evasion

At 12th:

Mount has: HD +10; BAB +7; fort/ref +7; Will +3; Skills +10; Feats +5; Nat Armor +8; str/dex +4; Bonus tricks +5; Link; Share Spells; Evasion; Ability score increase (2x); Devotion; Multiattack; Celestial Template; int of at least 6

Animal Comp has: HD +8; Nat Armor +8; Str/Dex +4; Bonus Tricks +5; Link; share spells; Evasion; Devotion; Multiattack

At 20th:

Mount has: HD +16; BAB +12; fort/ref +10; Will +5; Skills +16; Feats +8; Nat Armor +12; str/dex +6; Bonus tricks +7; Link; Share Spells; Evasion; Ability score increase (4x); Devotion; Multiattack; Celestial Template; Improved Evasion; Spell Resistance; int of at least 6

Animal Comp has: HD +12; Nat Armor +12; Str/Dex +6; Bonus Tricks +7; Link; share spells; Evasion; Devotion; Multiattack; Improved evasion

I am wondering if something like the chart you proposed above for ACs and Implemented for Mounts is in the works? I am in favor of it even if you need to increase the 24 hour rule to a 30 day wait.

Thanks for your insight.

-Matt


Rynthief wrote:
theeaterofshades wrote:

I have listed the highlights for standard/dire/legendary versions for the apes vs the tigers below. There is not rule of thumb/consistancy between them.

Legendary animals are a 3.0 attempt to give high-level druids decent animal companions. Under 3.0 there were no rules for animal companion advancement, you just received more HD of companions as you advanced in level. So instead of having 8 dire apes, you got one legendary ape. The legendary animals were also smaller than their dire counterparts due to comments that a huge-sized dire tiger or bear took up too much room in a dungeon.

Still doesn't explain why the legendary Ape was medium when the standard ape was Large. It should have at least been large.


Hello. So I have been converting my 3.5 druid over to PF and have found an interesting thing: Apes seem somewhat underpowered in the scheme of things.

I have listed the highlights for standard/dire/legendary versions for the apes vs the tigers below. There is not rule of thumb/consistancy between them.

Ape:base CR-2; 4 HD; Attack Damage [AD] 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2)

Dire Ape: CR-3 (a 50% increase from ape); 5 HD (a 25% increase from ape); [AD] 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)

Legendary Ape: CR-13 (550% increase from ape); 7 HD (75% increase from ape); [AD]2 claws +19 melee (1d8+10) and bite + 14 melee (2d6+5)

whereas the Tigers

Tiger: CR-4; 6 HD; [AD] 2 claws +9 melee (1d8+6) and bite +4 melee (2d6+3)

Dire tiger: CR-8 (100% increase from tiger; 16 HD (167% increase from tiger; [AD] 2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4)

Legendary tiger: CR-10(150% increase from tiger); 26 HD (333% increase from tiger); [AD] 2 claws +29 melee 2d6+11, and bite +24 melee 2d8+5

It is almost like there was no rhyme or reason behind creating dire and legendary animal stats. One thing I have found is for the ape to gain 3- 3.5 feet in height and 500 - 900lbs to only gain 22 str from 21 for the Ape) and thus only do 1 additional point of damage per claw per round makes no sense to me. Especially when the Dire tiger increases by 4 strength for the jump to dire.

Why does the Legendary Ape loose a size category?

I just hope that Paizo takes a look at these type of factors when they re-evaluate everything with the new beastiary. Even Dire/legendary templates would help us keep a consistency and we could use it for animals without a dire equiv.

Here is a more complete breakdown of the progressions.

A standard run ove the mill ape in 3.5 is

Large Animal
Hit Dice: 4d8+11
Initiative: +2
Speed: 30 ft. climb 30 ft.
Armor Class: 14 flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Claws +7 melee (1d6+5)
Full Attack: 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +14, Listen +6, Spot +6
Feats: Alertness, Toughness

While Dire Ape only changes the following:

Hit Dice: 5d8+13 (35 hp)
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 15; touch 11,flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Claw +8 melee (1d6+6)
Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +14, Listen +5, Move Silently +4, Spot +6
Advancement: 6–15 HD (Large)

The Legendary Ape make even less sense (only 1 hd and 1CR more than a legendary Eagle?):

Medium-Size Animal (Why did the best example of the animal per the fluff take a size hit?)
13d8+39 (97 hp)
Initiative: +3
Speed: 40 ft., climb 20 ft.
Armor Class: 19 touch 13, flat-footed 16
Base Attack/Grapple: +3/+12
Attack: 2 claws +19 melee and bite + 14
Claw 1d8+10, bite 2d6+5
Special Attack: Rend 2d8+15
Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +11, Will +11
Abilities: Str 30, Dex 17, Con 16, Int 2, Wis 17, Cha 11
Skills: Climb +19, Move Silently +11, Spot +9
Feats: none

Now let's take a look at the tiger progression:

Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11,
flat-footed 12
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d8+6)
Full Attack: 2 claws +9 melee (1d8+6) and bite +4 melee (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d8+3
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot
+3, Swim +11
Feats: Alertness, Improved Natural Attack (bite), Improved
Natural Attack (claw)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 4
Advancement: 7–12 HD (Large); 13–18 HD (Huge)

While the Dire Tiger:

Hit Dice: 16d8+48 (120 hp)
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11,
flat-footed 15
Base Attack/Grapple: +12/+24
Attack: Claw +20 melee (2d4+8)
Full Attack: 2 claws +20 melee (2d4+8) and bite +14 melee
(2d6+4)
Special Attacks: Improved grab, pounce, rake 2d4+4
Saves: Fort +13, Ref +12, Will +11
Abilities: Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot
+7, Swim +10
Feats: Alertness, Improved Natural Attack (claw), Improved
Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)
Challenge Rating: 8
Advancement: 17–32 HD (Large); 33–48 (Huge)Level Adjustment:

And the legendary Tiger:

Hit Dice: 26d8+182 (299 hp)
(299 hp) 30d8+210 (345 hp)
Initiative: +4
Speed: 50 ft.
AC: 23 (–1 size, +4 Dex, +10 natural),touch 13, flat-footed 19
Attacks: 2 claws +29 melee and bite +24 melee
Damage: Claw 2d6+11, bite 2d8+5
Special Attacks: Improved grab, pounce, rake 2d6+5
Saves: Fort +22, Ref +19, Will +17
Abilities: Str 33, Dex 18, Con 24, Int 2, Wis 15, Cha 11
Skills: Hide +8*, Jump +15, Listen +5, Move Silently +12,Spot +7, Swim +14
Challenge Rating: 10


All this theoretical talk is great, but the playtesters are not noting true overpoweredness. See here:

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/playtest/druidWhoHasSeenADruidInPlayedInPFRPG


Kaisoku wrote:

Well, it depends.

Here's what a 16th level Druid's animal companion stats would look like. This is assuming he spend some spells on boosting stats, Animal Growth, and getting an amulet of might fists with speed/holy enhancement on it (since both the druid and the animal companion could use that).

Too bad that magic item is impossible to do as the Max Bonus for the amulet is +5 including the pluses for speed (+3) and Holy (+2) thus using up any damage bonuses. The base cost is 125,000. Now you were saying one for the druid and one for the campanion and you are now out 250,000. This is ok if I make a char starting at this level and can pick his gear, but it is not realistic to try to save and buy these if I had started at a lower level.

as per beta :

Alternatively, this amulet can be enchanted with melee weapon special
abilities, so long as they can be applied to unarmed attacks. See Table
15–7 for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus(enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.


Michel_tim wrote:

Hi everybody,

I would like to add my voice to the people "not so happy" with the wild shape ability of the druid.

First, the system proposed is not making anything simpler. Before, the druid was taking the form as well as the physical attributes of the chosen animal, point. No calculation, no check needed to see what he is and what he is not gaining, etc. Way faster if you ask me.

Second, some points are still unclear: is the natural armor bonus gained in the spell description to be added to the AC of the character (minus his possible armor which does not work anymore when transformed) or to the AC of the chosen animal?

Third, if the character gains the natural attacks of the animal, why does he not gain also the special attacks (e.g. constrict, etc..)?

All in all, my druid is never shape-shifting anymore, he invokes the real animals with all their abilities and attacks, and goes on casting or attacking in his original form.

The same considerations apply also to Elemental Body (especially regarding the final AC).

A big disappointment, I would say...

I agree. I will soon be playing a druid in a new campaign and have found that I was not a combat god in 3.5 and will not be in pathfinder with or without the rule changes. In order to be real deadly you'd need to have enough Greater Magic Fang in order to take out/damage BBEGs, otherwise you are just a "thug killer".


Hello all,

I had this posted in a different thread, but it never garnered an answer so I thought I'd put into its own thread.

After playing druids in 2nd, 3rd, 3.5, and soon to be a druid in a Pathfinder (Currently playing an evoker in the Pathfinder modules)game set in the Forgotten Realms; I have concerns about the animal companions once they hit mid levels and higher.

As we gain levels we come upon more nasties with tougher things that we need to bypass such as damage reduction. Now under 3.5 it was difficult for them to be of any use versus tough opponents due to not having Silvered/Cold iron/Adamantine/etc. weapons. Even Wildshaping had this disadvantage, thus making the druid weaker and more of a spell caster in many situations even with the magic fang family of spells. I am wondering if with the new ruling in PF to have certain magical attack bonuses = bypassing damage reduction types [in example: Cold Iron/Silver = +3; Adamantine = +4; Alignment Based = +5] takes care of this concern?

We have not playtested far enough in to see the results of this, but I will be converting my 8th level Druid(7 levels)/Ranger(1 level) over to Pathfinder as we adopt the rule set for our midlevel Forgotten Realms campaign. The Druid has a Dire Ape animal companion that I will be using.

Also a quick question for wildshape. If in a dire ape form (or any humanoid form for that matter), can a druid take off his magic items prior to shaping and then put them on again due to having a roughly human shape? For example: Let's say a 20th level druid has the following gear:
--Wild platemail +3 (Allows druid to shape shift and still receive the base and magical armor bonuses, just no other abilities) while the armor merges into the druid's form
--Belt/girdle of Giant Strength
--Ring of invisibility
--Ring of Protection
--Head Band of wisdom
--Scimitar of speed +3
--etc.

The armor works by merging and becomes insubstantial (per 3.5)
The other items are taken off prior to shifting and re-equiped while in humanoid form (In this case Dire Ape) do they function if they are the type of magic item which resizes for its wearer.

Thanks!


After playing druids in 2nd, 3rd, 3.5, and soon to be a druid in a Pathfinder (Currently playing an evoker in the Pathfinder modules)game set in the Forgotten Realms; I have concerns about the animal companions once they hit mid levels and higher.

As we gain levels we come upon more nasties with tougher things that we need to bypass such as damage reduction. Now under 3.5 it was difficult for them to be of any use versus tough opponents due to not having Silvered/Cold iron/Adamantine/etc. weapons. Even Wildshaping had this disadvantage, thus making the druid weaker and more of a spell caster in many situations even with the magic fang family of spells. I am wondering if with the new ruling in PF to have certain magical attack bonuses = bypassing damage reduction types [in example: Cold Iron/Silver = +3; Adamantine = +4; Alignment Based = +5] takes care of this concern?

We have not playtested far enough in to see the results of this, but I will be converting my 8th level Druid(7 levels)/Ranger(1 level) over to Pathfinder as we adopt the rule set for our midlevel Forgotten Realms campaign. The Druid has a Dire Ape animal companion that I will be using.

Also a quick question for wildshape. If in a dire ape form (or any humanoid form for that matter), can a druid take off his magic items prior to shaping and then put them on again due to having a roughly human shape? For example: Let's say a 20th level druid has the following gear:
--Wild platemail +3 (Allows druid to shape shift and still receive the base and magical armor bonuses, just no other abilities) while the armor merges into the druid's form
--Belt/girdle of Giant Strength
--Ring of invisibility
--Ring of Protection
--Head Band of wisdom
--Scimitar of speed +3
--etc.

The armor works by merging and becomes insubstantial (per 3.5)
The other items are taken off prior to shifting and re-equiped while in humanoid form (In this case Dire Ape) do they function if they are the type of magic item which resizes for its wearer.

Thanks!


Hello all. It has been ages since I played a wizard in 3rd edition, but I have decided to return to the class for my group's pathfinder beta campaign. I will be playing an elven evoker with opposed schools of necromancy and enchantment. What I am looking for is two fold:

1) A spell book generator with descriptions so that we can find the basics of the spells without having to constantly flip through the beta's magic section.

2) A "memorized/prepared spell" sheet to find which spells are prepared for the day and takes into account the new cantrip/orizon at will rules and Arcane bond with an item

Is there something out there that does this?

Thanks!