| northbrb |
i am planing on making a worg character and i have a few questions.
for their ability scores do i just use what is there or do i roll for them, if i roll my ability scores how do i figure out what to add as racial modifiers?
so i am a 2nd level worg with 4 HD right if i understand correctly, yes or no if no how do i figure my level and HD?
can i choose different feats then what the worg has or am i stuck with the ones they already have? same question for skills can i choose different skills for the racial levels or am i stuck with the existing ones?
| Anonymous Visitor 163 576 |
You could also achieve this with a goblin summoner, which is what I think the summoner class is for.
Make the more interesting worg the eidolon, and the lance-wielding goblin summoner the lackey. That way, you can still climb up a rope, buy things from merchants, etc. by using the goblin.
From an RP standpoint, I'd make the worg the main character, who just orders the goblin to do the things he can't or won't.
| Tom S 820 |
Unless change the rules you do not get secondary attacks with bite once your attack reaches BaB +6 or +11,or +15 you only get one attack.
You can chose new feats and you can chose other skill the class skill list is below. Also you have to take som type of feat/ ablity to attack with the claws.
Magical beasts are similar to animals but can have
Intelligence scores higher than 2 (in which case the magical
beast knows at least one language, but can’t necessarily speak).
Magical beasts usually have supernatural or extraordinary
abilities, but are sometimes merely bizarre in appearance or
habits. A magical beast has the following features.
• d10 Hit Die.
• Base attack bonus equal to total Hit Dice (fast progression).
• Good Fortitude and Reflex saves.
• Skill points equal to 2 + Int modifier (minimum 1) per Hit
Die. The following are class skills for magical beasts:
Acrobatics, Climb, Fly, Perception, Stealth, Swim.
Traits: A magical beast possesses the following traits (unless
otherwise noted in a creature’s entry).
• Darkvision 60 feet.
• Low-light vision.
• Proficient with its natural weapons only.
• Proficient with no armor.
• Magical beasts breathe, eat, and sleep.
Str +6, Dex +4, Con +2, Int -4, Wis +4, Cha+0
Sould have level ADJ of +2 or +3 at lest. So with 1 class level and 4 hit Dice to be enven staight Level Charter you need to be in level 7 or 8 game or you out class the rest of the party.
| Foghammer |
you don't use the worg's HD to determine level you just use its CR so my worg will only have 2 worg levels and from then on out its class levels. so if i am playing a 1st level ranger then i am 3rd level.
Incorrect. Hit dice are used to calculate effective level (which does not exist in Pathfinder, so you will have to go back to 3.5 to get more info).
IIRC, for ability score adjustments, you would take the standard array and subtract the differences from the stats provided.
Str +4, Dex +2, Int -2 is what it appears to be to me, taking from the Heroic NPC array, actually. You get two feats from racial hit dice (one at 1st, another at 3rd). You get the racial skill bonuses: +2 perception, +2 stealth, +2 survival, and the trip ability with the bite attack. They have a +2 natural armor bonus. Darkvision, low-light vision, and scent are all nice, especially scent for a ranger.
I would put the Worg at a +1 LA, simply for the fact that they don't get iterative attacks with bite. The bonus to strength is almost necessary to make attacking that way viable at higher levels, and even then, it won't make up for it. So a level 1 worg ranger, I think, should be in a 6th level party. One level in ranger, 4 hit dice, and +1 LA for high attribute bonuses, special attacks, natural armor, and Senses.
Bear in mind that your saves (at JUST 4 racial hit dice) will be F4/R4/W1 BEFORE your ability modifiers.
| northbrb |
northbrb wrote:you don't use the worg's HD to determine level you just use its CR so my worg will only have 2 worg levels and from then on out its class levels. so if i am playing a 1st level ranger then i am 3rd level.Incorrect. Hit dice are used to calculate effective level (which does not exist in Pathfinder, so you will have to go back to 3.5 to get more info).
IIRC, for ability score adjustments, you would take the standard array and subtract the differences from the stats provided.
Str +4, Dex +2, Int -2 is what it appears to be to me, taking from the Heroic NPC array, actually. You get two feats from racial hit dice (one at 1st, another at 3rd). You get the racial skill bonuses: +2 perception, +2 stealth, +2 survival, and the trip ability with the bite attack. They have a +2 natural armor bonus. Darkvision, low-light vision, and scent are all nice, especially scent for a ranger.
I would put the Worg at a +1 LA, simply for the fact that they don't get iterative attacks with bite. The bonus to strength is almost necessary to make attacking that way viable at higher levels, and even then, it won't make up for it. So a level 1 worg ranger, I think, should be in a 6th level party. One level in ranger, 4 hit dice, and +1 LA for high attribute bonuses, special attacks, natural armor, and Senses.
Bear in mind that your saves (at JUST 4 racial hit dice) will be F4/R4/W1 BEFORE your ability modifiers.
Treat the monster's CR as class levels when determining the monster PC's overall levels. For example, in a group of 6th-level characters, a minotaur (CR 4) would possess 2 levels of a core class, such as barbarian.
this is from the monsters as pc's rules
| Foghammer |
this is from the monsters as pc's rules
Indeed. I stand corrected.
And I think Mojorat's statement on stat adjustments is also correct. I remember reading that somewhere but got confused and thought it used normal stat arrays.
So, you will roll stats, adding: +6 Str, +4 Dex, +2 Con, -4 Int, +2 Wis
You get two feats of your choice (that you qualify for) from your racial HD.
You get the racial skill bonuses, +2 natural armor, senses, and trip ability.
I still think this is worth a higher level adjustment than what it's listed, but that's RAW. Granted you're covering racial traits and effectively two levels worth of class features, but stacking physical attributes that heavily, on top of what you roll AND your four d10 HD... That's got quite a lean to it.
I dunno, though... not getting multiple attacks at higher levels... limited equipment. It may even out in a few levels.
| Foghammer |
one last question, characters gain a +1 to one ability score every 4 levels, is that already taken into account with the 4HD that the worg already has or do i have a +1 that i can put anywhere?
I assume it's already figured into the 4 HD, but after breaking it down, I think that +1 is eliminated in one of the 11s you remove from an odd number. Might want to ask your DM to rule on that one.
BobChuck
|
just to confirm, if i have 1 level of ranger i would actually have 5HD even though i would be a 3rd level character?
...yes and no.
Effects that are explicitly based on your "hit dice or levels", like the spell Color Spray, treat you as though you are a creature with 5 hit dice.
For figuring out when you start getting additional feats and ability scores, use your hit dice + class levels. You do not get anything "retroactively" - you get your next feat after gaining one class level (4 hd + 1 level = 5), and you get your next ability score point after gaining 4 class levels (4 hd + 4 level = 8).
Experience (and wealth by level) is based on your CR + class levels, because CR is a more (but not completely) accurate measurement of creature power.
Also, remember that everything from your "worg" levels is set in stone. You get to change where your skill points go if you want (but not the number of skill points). You get to change what feats you have (but not the number, and you cannot swap out "racial bonus feats"). You absolutely cannot change the ability scores in any way (except through magic items and gaining levels later on - assume that any bonus ability points due to hit dice have already been allocated). I would go so far as to say that you are stuck with average hit points for each worg hit die, and don't get the "first level maxed" until your first class level.