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
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:
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
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
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:
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.
theeaterofshades wrote:
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:
I didn't think the new AC rules were official for druids though, only paladins were changed.... or did I miss it?
Zurai wrote:
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:
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:
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
While Dire Ape only changes the following: Hit Dice: 5d8+13 (35 hp)
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?)
Now let's take a look at the tiger progression: Large Animal
While the Dire Tiger: Hit Dice: 16d8+48 (120 hp)
And the legendary Tiger: Hit Dice: 26d8+182 (299 hp)
Kaisoku wrote:
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
Michel_tim wrote:
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:
The armor works by merging and becomes insubstantial (per 3.5)
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:
The armor works by merging and becomes insubstantial (per 3.5)
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! |