| Joey Virtue |
Im Converting Memory to Pathfinder
I want to know what the Snowcaster Sentry should really be
I think because the book ran out of room for these guys they were just put in as The earlier fighters which i dont really think fits (man under pathfinder that is one roided out potioned up hit squad for CR 6's) so what class do you think these guys should be?
Im thinking maybe druids
It needs to be an EL 12 so what do you think?
James Jacobs
Creative Director
|
Im Converting Memory to Pathfinder
I want to know what the Snowcaster Sentry should really be
I think because the book ran out of room for these guys they were just put in as The earlier fighters which i dont really think fits (man under pathfinder that is one roided out potioned up hit squad for CR 6's) so what class do you think these guys should be?
Im thinking maybe druids
It needs to be an EL 12 so what do you think?
"Snowcaster" is actually the name of the tribe of elves that lives up there in the Crown of the World. As a result, they can really be ANYthing when it comes to class levels, since there's certainly more than one of them. Stats-wise racially, they're the same as any other elf, though.
| Joey Virtue |
SNOWCASTER SENTRY RANGER CR 8
Female Elf Ranger 9
CN Medium Humanoid (Elf)
Init +4; Senses Low-Light Vision; Perception +15
DEFENSE
AC 22, touch 15, flat-footed 18 (+7 armor, +4 Dex, +1 deflection)
hp 90 (9d10+16)
Fort +8, Ref +11, Will +5
Defensive Abilities Evasion; Immune sleep
OFFENSE
Spd 30 ft.
Melee +1 Sword, Two-Bladed +11/+6 (1d8+3/1d8+3) and
Unarmed Strike +11/+6 (1d3+2)
Ranger Spells Known (CL 9, +11 melee touch, +13 ranged touch):
2 (DC 13, 1/day)Bear's Endurance
1 (DC 12, 3/day)Endure Elements, Longstrider, Resist Energy
STATISTICS
Str 15, Dex 18, Con 12, Int 10, Wis 12, Cha 8
Base Atk +9/+4; CMB +11; CMD 26
Feats Double Slice, Elven Weapon Proficiencies, Endurance, Exotic Weapon Proficiency: Sword, Two-Bladed, Improved Critical: Sword, Two-Bladed, Improved Two-weapon Fighting, Outflank, Two-weapon Fighting, Weapon Focus: Sword, Two-Bladed
Skills Acrobatics +2, Climb +8, Escape Artist +2, Fly +2, Handle Animal +10, Heal +8, Intimidate +3, Knowledge: Geography +8, Knowledge: Nature +8, Perception +15, Ride +8, Spellcraft +6, Stealth +12, Survival +10, Swim +0
Languages Common, Elven
SQ Animal Companion Link (Ex), Elven Immunities, Elven Magic, Enemies: Humanoids (Giant) (+4 bonus) (Ex), Enemies: Humanoids (Goblinoid) (+2 bonus) (Ex), Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Cold (+4 bonus) (Ex), Terrains: Mountain (+2 bonus) (Ex), Track +4, Two-Weapon Combat Style (Ex), Wild Empathy +8 (Ex), Woodland Stride (Ex)
Combat Gear +1 Sword, Two-Bladed, +1 Mithral Chainmail; Other Gear Cloak of Resistance, +1, Potion of Cure Serious Wounds, Ring of Protection, +1
SPECIAL ABILITIES
Animal Companion Link (Ex) You have a link with your Animal Companion.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Humanoids (Giant) (+4 bonus) (Ex) +4 to rolls vs Humanoids (Giant).
Enemies: Humanoids (Goblinoid) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Goblinoid).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Outflank You look for every edge when flanking an enemy.
Prerequisites: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrains: Cold (+4 bonus) (Ex) +4 to rolls vs Cold.
Terrains: Mountain (+2 bonus) (Ex) +2 to rolls vs Mountain.
Track +4 +4 to survival checks to track.
Two-Weapon Combat Style (Ex) Allows the ranger to pick from a variety of two-weapon-related combat style bonus feats.
Wild Empathy +8 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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WOLF CR 6
Male Wolf
Medium Animal
Init +4; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +6
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 48 (+12)
Fort +7, Ref +9, Will +3
OFFENSE
Spd 50 ft.
Melee Bite (Wolf) +8 (1d8+3) and
Special Attacks Trip
STATISTICS
Str 15, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +6; CMD 20 (24 vs. Trip)
Feats Improved Natural Attack: Bite (Wolf), Outflank, Weapon Finesse
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Guarding [Trick], Heel [Trick], Seek [Trick], Track [Trick]
Skills Acrobatics +9, Perception +6, Stealth +9Modifiers +4 to Survival when tracking by Scent
Languages
SQ Attack Any Target [Trick], Come [Trick], Devotion (Ex), Evasion (Ex), Guarding [Trick], Heel [Trick], Seek [Trick], Track [Trick]
SPECIAL ABILITIES
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion (Ex) +4 Morale bonus on Will Saves vs Enchantments.
Evasion (Ex) No damage on successful reflex save.
Guarding [Trick] The animal has been trained for guard duty.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Outflank You look for every edge when flanking an enemy.
Prerequisites: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. IScent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.
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