Seraton

theeaterofshades's page

26 posts. No reviews. 1 list. No wishlists.




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


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


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


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


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


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!


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!