| Prof. Löwenzahn |
I kind of like fox just because it ends up... normal.
A giant, medium sized fox just looks like a weird colored wolf/big dog.
Compare that to the giant scorpions, crabs, etc. that a lot of creatures turn into.
In that case a Wallaby end up normal too - as a kangaroo. Also nice Str score.
The Dandy Lion
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For an outlandish option, there's always your left hand. With a familiar in class and the Hand's Detachment feat, nothing is stopping you from giving your new Crawling Hand familiar the mauler template, other than good taste and respect for your GM.
Enjoy your new monstrously strong (22+), pitiful AC hand. 3 feats horribly spent!
| Haywire build generator |
For an outlandish option, there's always your left hand. With a familiar in class and the Hand's Detachment feat, nothing is stopping you from giving your new Crawling Hand familiar the mauler template, other than good taste and respect for your GM.
Enjoy your new monstrously strong (22+), pitiful AC hand. 3 feats horribly spent!
You fool, I will use this because I am the GM!
Grandlounge
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Raccoon. Strength 8, much better will saves than a fox, and better at holding things.
I had not noticed the raccoon before. Better will and ac, very slightly lower strength. But a poor move speed. Seems right in the mix depending on what you need.
Fox sits at slightly better str, -1 ac, -2 will, 40ft speed, +1 fort, better familair bonus,
Flying fox slightly better str, -2 ac, -1 will, +1 fort, -1 ref, 60ft fly, better familiar bonus.
Compsognathus same str, equal ac, +2 fort, -3 will, 40ft move , 20ft swim, best familiar bonus.
That's the basic breakdown of the difference using raccoon as a base. All seem worth considering depending on need.
| Revolving Door Alternate |
| 1 person marked this as a favorite. |
At least one guy in my local area is using the goat because it starts with the highest strength. Plus he has a mini for it. :)
The Dandy Lion wrote:You fool, I will use this because I am the GM!For an outlandish option, there's always your left hand. With a familiar in class and the Hand's Detachment feat, nothing is stopping you from giving your new Crawling Hand familiar the mauler template, other than good taste and respect for your GM.
Enjoy your new monstrously strong (22+), pitiful AC hand. 3 feats horribly spent!
{sigh} Even though lame in function, I am now thinking I just might be forced to try this on an undead bloodline sorcerer.
How do you build a hand familiar?| Kitty Catoblepas |
QuidEst wrote:Raccoon. Strength 8, much better will saves than a fox, and better at holding things.I had not noticed the raccoon before. Better will and ac, very slightly lower strength. But a poor move speed. Seems right in the mix depending on what you need.
Fox sits at slightly better str, -1 ac, -2 will, 40ft speed, +1 fort, better familair bonus,
Flying fox slightly better str, -2 ac, -1 will, +1 fort, -1 ref, 60ft fly, better familiar bonus.
Compsognathus same str, equal ac, +2 fort, -3 will, 40ft move , 20ft swim, best familiar bonus.
That's the basic breakdown of the difference using raccoon as a base. All seem worth considering depending on need.
Also, the following (assuming the only advantage of Tiny familiar is the +4 str):
Goat -- Same Str, Same AC, +1 fort, -3 Will, starts Small
Giant Flea -- Same Str, Same AC, +1 fort, -3 Will, -1 AC, starts with DR 5/Slashing, 120' Charge, Darkvision, starts Small
| Faelyn |
QuidEst wrote:Raccoon. Strength 8, much better will saves than a fox, and better at holding things.I had not noticed the raccoon before. Better will and ac, very slightly lower strength. But a poor move speed. Seems right in the mix depending on what you need.
Fox sits at slightly better str, -1 ac, -2 will, 40ft speed, +1 fort, better familair bonus,
Flying fox slightly better str, -2 ac, -1 will, +1 fort, -1 ref, 60ft fly, better familiar bonus.
Compsognathus same str, equal ac, +2 fort, -3 will, 40ft move , 20ft swim, best familiar bonus.
That's the basic breakdown of the difference using raccoon as a base. All seem worth considering depending on need.
That climb speed on the raccoon though... I've always wanted to make a mauler companion and I just may have found my replacement to the fox... Halfling riding around a raccoon that can climb! Mwa-hahahah.
| QuidEst |
QuidEst wrote:Raccoon. Strength 8, much better will saves than a fox, and better at holding things.I had not noticed the raccoon before. Better will and ac, very slightly lower strength. But a poor move speed. Seems right in the mix depending on what you need.
Fox sits at slightly better str, -1 ac, -2 will, 40ft speed, +1 fort, better familair bonus,
Flying fox slightly better str, -2 ac, -1 will, +1 fort, -1 ref, 60ft fly, better familiar bonus.
Compsognathus same str, equal ac, +2 fort, -3 will, 40ft move , 20ft swim, best familiar bonus.
That's the basic breakdown of the difference using raccoon as a base. All seem worth considering depending on need.
I noticed raccoon before the mauler archetype came out. Built a lazy Shaman with a super-competent raccoon familiar kitted out with all the carrying capacity boosters and Batman levels of mundane/alchemical gear.
Mr. Bonkers
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Drat! The Detached Hand line is not PFS legal. I may still do it for one of my home games if the current characters die.
The Giant Flea sounds like it might be the next most amusing option.
Unfortunately, one cannot get a mauler-hand without GM help at regular games either...
The hand acts as a wizard’s familiar, using your character level as your effective wizard level, except it doesn’t gain the alertness, share spells, deliver touch spells, spell resistance, or scry on familiar abilities.
The bolded part is something that a Mauler trades out, and the detached hand doesn't get it. So without GM intervention, no medium-sized hands that kill giants...
Grandlounge
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This archetype makes the best every type of familair. Figment, "watch me pull my eye out", response "it all in your head I don't know what you are talking about." Sage, my eye read a book about orgers once. Protector, eyeball acts independently telling you when to Dodge or pushes a sword out of the way for you.
Riding, however, is still my fav.
| Lucy_Valentine |
Wallabies aren't tiny to start with so they don't get the full effect of the transformation. They end up with one less strength than the fox.
I think a kangaroo-sized wallaby would stand out in most places. Many settings just don't have wallabies or kangaroos hopping around most places.
All this is true, but wallabies are REALLY CUTE. You can open an awesomely lethal petting zoo.
| Scott Wilhelm |
The Dandy Lion wrote:You fool, I will use this because I am the GM!For an outlandish option, there's always your left hand. With a familiar in class and the Hand's Detachment feat, nothing is stopping you from giving your new Crawling Hand familiar the mauler template, other than good taste and respect for your GM.
Enjoy your new monstrously strong (22+), pitiful AC hand. 3 feats horribly spent!
Sadly many of the best GMs are all too familiar with their left hands....
| Revolving Door Alternate |
Revolving Door Alternate wrote:Drat! The Detached Hand line is not PFS legal. I may still do it for one of my home games if the current characters die.
...Unfortunately, one cannot get a mauler-hand without GM help at regular games either...
Hand's Detachment Feat wrote:The hand acts as a wizard’s familiar, using your character level as your effective wizard level, except it doesn’t gain the alertness, share spells, deliver touch spells, spell resistance, or scry on familiar abilities.The bolded part is something that a Mauler trades out, and the detached hand doesn't get it. So without GM intervention, no medium-sized hands that kill giants...
Prerequisite(s): Hand’s Autonomy, Possessed Hand.
Benefit(s): You can remove your possessed hand, allowing the possessing spirit to animate and control its motion.
Removing or reattaching your possessed hand is a full-round action. This deals no damage to you, but you can’t use the hand while it is removed. The hand acts as a wizard’s familiar, using your character level as your effective wizard level, except it doesn’t gain the alertness, share spells, deliver touch spells, spell resistance, or scry on familiar abilities. Use the statistics for a crawling hand to represent the detached hand, save that the hand isn’t undead, doesn’t have the mark quarry ability, and shares your alignment. If the hand is destroyed, the spirit regenerates your missing hand in 2d4 days. This process can be accelerated by regenerate or similar magic. You cannot use the Possessed Hand feat or any feat with the Possessed Hand feat as a prerequisite until the hand is fully regenerated.
If you have the familiar class feature, you can choose for your possessed hand to become your familiar, granting it all familiar abilities as normal. If selected as a familiar, your possessed hand grants you a +3 bonus on Sleight of Hand checks.
Need to read a little further. If the familiar is a class feature it works. I think it works as long as your familiar didn't come from a domain or the familiar bond feat.
| Knight Magenta |
For an outlandish option, there's always your left hand. With a familiar in class and the Hand's Detachment feat, nothing is stopping you from giving your new Crawling Hand familiar the mauler template, other than good taste and respect for your GM.
Enjoy your new monstrously strong (22+), pitiful AC hand. 3 feats horribly spent!
1. Play Eldritch Guardian
2. Put full-plate on your hand.3. ???
4. Profit!
| Haywire build generator |
The Dandy Lion wrote:For an outlandish option, there's always your left hand. With a familiar in class and the Hand's Detachment feat, nothing is stopping you from giving your new Crawling Hand familiar the mauler template, other than good taste and respect for your GM.
Enjoy your new monstrously strong (22+), pitiful AC hand. 3 feats horribly spent!
1. Play Eldritch Guardian
2. Put full-plate on your hand.
3. ???
4. Profit!
Can a hand wield weapons?
Mr. Bonkers
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Mr. Bonkers wrote:Unfortunately, one cannot get a mauler-hand without GM help at regular games either...
Hand's Detachment Feat wrote:The hand acts as a wizard’s familiar, using your character level as your effective wizard level, except it doesn’t gain the alertness, share spells, deliver touch spells, spell resistance, or scry on familiar abilities.The bolded part is something that a Mauler trades out, and the detached hand doesn't get it. So without GM intervention, no medium-sized hands that kill giants...** spoiler omitted **...
Need to read a little further. If the familiar is a class feature it works. I think it works as long as your familiar didn't come from a domain or the familiar bond feat.
Thread came back to my attention again and I see I indeed need to read a bit further when it comes to that feat. So you can indeed have a Mauler Hand, if you replace your regular familiar with it. This opens up a lot of fun options, I have to admit that.