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Natural Bond
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<blockquote data-quote="Jack Simth" data-source="post: 3159093" data-attributes="member: 29252"><p>Just for grins, I statted up a Druid-4 with a Dire Bat, and checked the differences:</p><p></p><p>Halfling, 4th-Level Druid</p><p>Small Humanoid (Halfling) </p><p>Hit Dice: 4d8+4 (25 hp) </p><p>Initiative: +2</p><p>Speed: 15 ft. (3 squares) </p><p>Armor Class: 20 (+2 Dex, +1 Size, +4 Armor, +3 Shield) Touch 13, Flat-footed 18</p><p>Base Attack/Grapple: +3/-3</p><p>Attack: Club +2 (1d4-2) or +3 Thrown Club (1d4-2)</p><p>Full Attack: Club +2 (1d4-2) or +3 Thrown Club (1d4-2)</p><p>Space/Reach: 5 ft./5 ft. </p><p>Special Attacks: Halfling traits </p><p>Special Qualities: Halfling traits, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure</p><p>Saves: Fort +6, Ref +4, Will +8 (+10 vs. Fear) (+10/+8/+12 vs. Spell-like abilities of Fey)</p><p>Abilities: Str 6, Dex 14, Con 13, Int 14, Wis 16, Cha 10 </p><p>Skills: Concentration +8, Handle Animal +7*, Knoweledge(Nature)+9, Ride +11, Spot +10, Survival+10</p><p>Feats: Combat Riding, (Natural Bond / Craft Wondrous Item)</p><p>Environment: Warm plains</p><p>Challenge Rating: 4 </p><p>Treasure: +1 Small heavy Wooden Shield, +1 Small Hide Armor, two wands of Cure Light Wounds, Spell Components Pouch, Club, Holly and Mistletoe, Traveler's Outfit, 219 gp</p><p>Alignment: Usually neutral </p><p>Advancement: By character class </p><p>Level Adjustment: +0</p><p>* +4 Circumstance when dealing with his animal companion, below</p><p>Spells: Casts divine spells as a 1st level Druid.</p><p>Typical Spells Prepared (5/4/3; save DC 13 + spell level)</p><p>0: Light*2, Resistence, Detect Magic, Cure Minor Wounds </p><p>1: Magic Fang*2, Cure Light Wounds*2</p><p>2: Reduce Animal, Barkskin, Bear's Endurance</p><p></p><p>DIRE BAT <strong>[If Natural Bond works]</strong></p><p>Large Animal </p><p>Hit Dice: 4d8+12 (30 hp) <strong>[6d8+18 (45 hp)]</strong> </p><p>Initiative: +6</p><p>Speed: 20 ft. (4 squares), fly 40 ft. (good)</p><p>Armor Class: 23<strong>[25]</strong> (-1 size, +6 Dex, +5<strong>[+7]</strong> natural, +3 Armor), touch 15, flat-footed 17<strong>[19]</strong></p><p>Base Attack/Grapple: +3/+10 <strong>[+4/+12]</strong></p><p>Attack: Bite +5<strong>[+7]</strong> melee (1d8+4) <strong>[(1d8+6)]</strong></p><p>Full Attack: Bite +5<strong>[+7]</strong> melee (1d8+4) <strong>[(1d8+6)]</strong></p><p>Space/Reach: 10 ft./5 ft. </p><p>Special Attacks: - </p><p>Special Qualities: Blindsense 40 ft., Link, Share Spells <strong>[Evasion]</strong></p><p>Saves: Fort +7<strong>[+8]</strong>, Ref +10<strong>[+11]</strong>, Will +6<strong>[+7]</strong></p><p>Abilities: Str 17<strong>[18]</strong>, Dex 22<strong>[23]</strong>, Con 17, Int 2, Wis 14, Cha 6</p><p>Skills: Hide +4, Listen +12*<strong>[+14*]</strong>, Move Silently +11, Spot +8*</p><p>Tricks: Combat Riding (attack, come, defend, down, guard, and heel); Attack Upgrade <strong>[Fetch]</strong> as Druid Bonus Trick<s></s></p><p><s>Feats: Alertness, Stealthy <strong>[Flyby Attack]</strong></s></p><p><s>Environment: Temperate deserts </s></p><p><s>Organization: Solitary or colony (5-8)</s></p><p><s>Challenge Rating: Included in Druid's </s></p><p><s>Treasure: +1 Large Leather Barding, Exotic Military Riding Saddle, Bit and Bridle, Saddlebags</s></p><p><s>Alignment: Always neutral </s></p><p><s>Advancement: 5-12 HD (Large) </s></p><p><s>Level Adjustment: - </s></p><p><s>A dire bat has a wingspan of 15 feet and weighs about 200 pounds.</s></p><p><s>Combat</s></p><p><s>Dire bats swoop down upon unsuspecting prey from above.</s></p><p><s>Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.</s></p><p><s>Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.</s></p><p><s></s></p><p><s>Any arguments on that being the specific effects of letting Natural Bond function on level-adjusted animal companions?</s></p><p><s></s></p><p><s>Oh, and if you actually want to play that character, feel free. The Druid is based on the elite array (15, 14, 13, 12, 10, 8). The Druid has about 30 lbs of Equipment (maximum medium load). Either way, the Dire Bat is at a light load while normal sized and carrying the halfling, medium if reduced (I think - for a Reduced Dire Bat, would you use the weight of things made for a Medium Dire Bat, or 1/8th the weight of things made for a Large Dire Bat? It makes a bit of a difference; potentially, the Dire Bat remains at a light load when Reduced..... if Natural Bond is permitted to function for it, anyway).</s></p></blockquote><p></p>
[QUOTE="Jack Simth, post: 3159093, member: 29252"] Just for grins, I statted up a Druid-4 with a Dire Bat, and checked the differences: Halfling, 4th-Level Druid Small Humanoid (Halfling) Hit Dice: 4d8+4 (25 hp) Initiative: +2 Speed: 15 ft. (3 squares) Armor Class: 20 (+2 Dex, +1 Size, +4 Armor, +3 Shield) Touch 13, Flat-footed 18 Base Attack/Grapple: +3/-3 Attack: Club +2 (1d4-2) or +3 Thrown Club (1d4-2) Full Attack: Club +2 (1d4-2) or +3 Thrown Club (1d4-2) Space/Reach: 5 ft./5 ft. Special Attacks: Halfling traits Special Qualities: Halfling traits, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure Saves: Fort +6, Ref +4, Will +8 (+10 vs. Fear) (+10/+8/+12 vs. Spell-like abilities of Fey) Abilities: Str 6, Dex 14, Con 13, Int 14, Wis 16, Cha 10 Skills: Concentration +8, Handle Animal +7*, Knoweledge(Nature)+9, Ride +11, Spot +10, Survival+10 Feats: Combat Riding, (Natural Bond / Craft Wondrous Item) Environment: Warm plains Challenge Rating: 4 Treasure: +1 Small heavy Wooden Shield, +1 Small Hide Armor, two wands of Cure Light Wounds, Spell Components Pouch, Club, Holly and Mistletoe, Traveler's Outfit, 219 gp Alignment: Usually neutral Advancement: By character class Level Adjustment: +0 * +4 Circumstance when dealing with his animal companion, below Spells: Casts divine spells as a 1st level Druid. Typical Spells Prepared (5/4/3; save DC 13 + spell level) 0: Light*2, Resistence, Detect Magic, Cure Minor Wounds 1: Magic Fang*2, Cure Light Wounds*2 2: Reduce Animal, Barkskin, Bear's Endurance DIRE BAT [b][If Natural Bond works][/b] Large Animal Hit Dice: 4d8+12 (30 hp) [b][6d8+18 (45 hp)][/b] Initiative: +6 Speed: 20 ft. (4 squares), fly 40 ft. (good) Armor Class: 23[b][25][/b] (-1 size, +6 Dex, +5[b][+7][/b] natural, +3 Armor), touch 15, flat-footed 17[b][19][/b] Base Attack/Grapple: +3/+10 [b][+4/+12][/b] Attack: Bite +5[b][+7][/b] melee (1d8+4) [b][(1d8+6)][/b] Full Attack: Bite +5[b][+7][/b] melee (1d8+4) [b][(1d8+6)][/b] Space/Reach: 10 ft./5 ft. Special Attacks: - Special Qualities: Blindsense 40 ft., Link, Share Spells [b][Evasion][/b] Saves: Fort +7[b][+8][/b], Ref +10[b][+11][/b], Will +6[b][+7][/b] Abilities: Str 17[b][18][/b], Dex 22[b][23][/b], Con 17, Int 2, Wis 14, Cha 6 Skills: Hide +4, Listen +12*[b][+14*][/b], Move Silently +11, Spot +8* Tricks: Combat Riding (attack, come, defend, down, guard, and heel); Attack Upgrade [b][Fetch][/b] as Druid Bonus Trick[b][s][/s][/b][s] Feats: Alertness, Stealthy [b][Flyby Attack][/b] Environment: Temperate deserts Organization: Solitary or colony (5-8) Challenge Rating: Included in Druid's Treasure: +1 Large Leather Barding, Exotic Military Riding Saddle, Bit and Bridle, Saddlebags Alignment: Always neutral Advancement: 5-12 HD (Large) Level Adjustment: - A dire bat has a wingspan of 15 feet and weighs about 200 pounds. Combat Dire bats swoop down upon unsuspecting prey from above. Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. Any arguments on that being the specific effects of letting Natural Bond function on level-adjusted animal companions? Oh, and if you actually want to play that character, feel free. The Druid is based on the elite array (15, 14, 13, 12, 10, 8). The Druid has about 30 lbs of Equipment (maximum medium load). Either way, the Dire Bat is at a light load while normal sized and carrying the halfling, medium if reduced (I think - for a Reduced Dire Bat, would you use the weight of things made for a Medium Dire Bat, or 1/8th the weight of things made for a Large Dire Bat? It makes a bit of a difference; potentially, the Dire Bat remains at a light load when Reduced..... if Natural Bond is permitted to function for it, anyway).[/s] [/QUOTE]
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