
remellon |
Hi all,
Well I am a veteran 4.0 guy that is going to take a look at Pathfinder :)
I am think a reviving an old 3.5 character concept of a Druid. I have a couple questions on how to build the animal companion.
First HP. Do animal companions get max HP at first? I don't think they did in 3.5.
Second would a panther, being small, recieve the regular bonuses for being small (+1 ac, +1 hit, +4 stealth).
On a side note, I also liked the concept of an elven wizard/fighter (Eldritch Knight). Are there any 'swift' spells?
Thanks

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Hi all,
Well I am a veteran 4.0 guy that is going to take a look at Pathfinder :)
I am think a reviving an old 3.5 character concept of a Druid. I have a couple questions on how to build the animal companion.
First HP. Do animal companions get max HP at first? I don't think they did in 3.5.
Yes, they get max hp at 1st level. This was clarified in the FAQ thread.
Second would a panther, being small, recieve the regular bonuses for being small (+1 ac, +1 hit, +4 stealth).
Yes.
On a side note, I also liked the concept of an elven wizard/fighter (Eldritch Knight). Are there any 'swift' spells?
Not in the core, not much at least. I remember Feather Fall, but that's immediate.

Sean FitzSimon |

On the subject of spells, there aren't any swift spells (Short of Quicken) in the core rulebook. You'll find on these forums that people tend to freak the *!@# out when you start offering material that isn't Core. Personally, I think that's counter intuitive because Pathfinder RPG had a stated goal of being compatible with 3.5 and 3.0.
If you don't mind going back to some 3.5 sources, you'll find that the Player's Handbook 2 (which introduced the Duskblade) and Spell Compendium are both fantastic sources for swift spells. Often a swift spell is much weaker than other spells its level, so keep that in mind.

KaeYoss |

You'll find on these forums that people tend to freak the *!@# out when you start offering material that isn't Core.
Huh? Did you walk in here on accident and mean a completely different place?
First HP. Do animal companions get max HP at first? I don't think they did in 3.5.
I'd treat them the same as characters. If you give your characters full HP on first (as is the standard), give your animal companion full HP on first. If you do something else, do it to the pet, too.
Second would a panther, being small, recieve the regular bonuses for being small (+1 ac, +1 hit, +4 stealth).
Yes, he would. Small means small.
Don't forget the reversed size modifier for combat manoeuvre bonus and defense.
On a side note, I also liked the concept of an elven wizard/fighter (Eldritch Knight). Are there any 'swift' spells?
There's always quicken spell. Rods of quicken magic. And non-core material.
Or cast away and let the enemy provoke AoOs.
Mostly, the class is about doing magic and fighting one at a time. Like you cast haste one round, you beat the crap out of some sucker in the next. You cast protection from energy (fire) in one, you walk up to the red dragon and kick his ass in the other. And so on.
That and always having the right tool for the job.

toyrobots |

On the subject of spells, there aren't any swift spells (Short of Quicken) in the core rulebook. You'll find on these forums that people tend to freak the *!@# out when you start offering material that isn't Core.
Not... Core?
*painful groan*
*repeatedly smashes forehead with palm*
notcorenotcorenotcore...
BAD MAN

remellon |
Thans everyone!!
Here is what I have so far:
S12, D21, C13, I2 W12, CH 6
HP 15
AC 17 (10+5dex+1na+1size) T 16 FF 12
ATTACK +7 (+5dex+1bab+1size)
+7/+7/+7 bite d4+1trip / claw d2+1 / claw d2+1
F=+4 R=+8 W=1
FEAT weapon finesse
SPEED 50
SKILLS acrobatics+9, climb+1, escape artist+5, fly+5, intimidate-2
perception+5, stealth+9, survival+1, swim+1
TRICK attack
CMB +1
CMD 16
Low light vision, scent, link, and share spell

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Thans everyone!!
Here is what I have so far:
S12, D21, C13, I2 W12, CH 6
HP 15
AC 17 (10+5dex+1na+1size) T 16 FF 12
ATTACK +7 (+5dex+1bab+1size)
+7/+7/+7 bite d4+1trip / claw d2+1 / claw d2+1
F=+4 R=+8 W=1
FEAT weapon finesse
SPEED 50
SKILLS acrobatics+9, climb+1, escape artist+5, fly+5, intimidate-2
perception+5, stealth+9, survival+1, swim+1
TRICK attack
CMB +1
CMD 16
Low light vision, scent, link, and share spell
you need to take -5 on each of the claw attacks. That's why they get multiattack at 9th.
If I' wrong, can someone point to where it contradicts this in the PFRPG book? I'd be curious to see.

lostpike |

remellon wrote:Thans everyone!!
Here is what I have so far:
S12, D21, C13, I2 W12, CH 6
HP 15
AC 17 (10+5dex+1na+1size) T 16 FF 12
ATTACK +7 (+5dex+1bab+1size)
+7/+7/+7 bite d4+1trip / claw d2+1 / claw d2+1
F=+4 R=+8 W=1
FEAT weapon finesse
SPEED 50
SKILLS acrobatics+9, climb+1, escape artist+5, fly+5, intimidate-2
perception+5, stealth+9, survival+1, swim+1
TRICK attack
CMB +1
CMD 16
Low light vision, scent, link, and share spell
you need to take -5 on each of the claw attacks. That's why they get multiattack at 9th.
If I' wrong, can someone point to where it contradicts this in the PFRPG book? I'd be curious to see.
Incorrect. All claw attacks are Primary attacks. Not sure where at the moement....sorry

lostpike |

Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.
Some natural attacks are denoted as secondary natural attacks, such as tails and wings. Attacks with secondary natural attacks are made using your base attack bonus minus 5. These attacks deal an amount of damage depending on their type, but you only add half your Strength modifier on damage rolls.
You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. In addition, all of your attacks made with melee weapons and unarmed strikes are made as if you were two-weapon fighting. Your natural attacks are treated as light, off-hand weapons for determining the penalty to your other attacks. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.

Grond123 |

On the subject of spells, there aren't any swift spells (Short of Quicken) in the core rulebook. You'll find on these forums that people tend to freak the *!@# out when you start offering material that isn't Core. Personally, I think that's counter intuitive because Pathfinder RPG had a stated goal of being compatible with 3.5 and 3.0.
<Gets out soapbox>
Actually, this is the Rules Questions forum. Speaking for myself, when I ask a question here, it's because I want to know the answer within the scope of the Pathfinder rules.
Having played D&D regularly since 1980, I am very aware of the rules in 3.x. I also know that Pathfinder is designed to fit very well with those rules and that they can be used when they are not superseded by the Pathfinder rules. Also, our campaign regularly uses house rules so I know that option exists.
So, please don't answer my Pathfinder Rules question with v3.x rules and comments about how house rules can fix it.
Thank you.
<Puts soapbox away>

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Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.
Some natural attacks are denoted as secondary natural attacks, such as tails and wings. Attacks with secondary natural attacks are made using your base attack bonus minus 5. These attacks deal an amount of damage depending on their type, but you only add half your Strength modifier on damage rolls.
You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. In addition, all of your attacks made with melee weapons and unarmed strikes are made as if you were two-weapon fighting. Your natural attacks are treated as light, off-hand weapons for determining the penalty to your other attacks. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.
Ok, thanks. But then what the hell does multiattack do for animal companions like the cats, wolverines, or deinychous?

grasshopper_ea |

Ok, thanks. But then what the hell does multiattack do for animal companions like the cats, wolverines, or deinychous?
It doesn't do anything. They already get the better end of the deal. Do you want them to get their attacks at +10/+5/+5 and then +10/+8/+8 when they get multi-attack or +10/+10/+10 all the time.
Multi-attack is for animal companions with one attack to get a second eventually, or for horses and the like that have secondary attacks when they become war-trained.