Warlords of Pangea Reloaded! [OOC]

:)
Shayuri said:
Thanks for the help, Thanee. :)

As for dino companions, in the SRD the weakest Dino would be the Deionychus, which is CR 3 and 4HD...with a -6 level adjustment. Seems a bit high to me compared to a dire wolf, but there we go.

There are a couple of weaker dinos statted in Eberron; the Clawfoot and Fastieth. I don't have my book handy now, but I'll print the stats tonight. They're both 2HD dinos that are probably more in line with the power level of a wolf, which is a good baseline for a "combat compaion."

Of course, if you rule that Natural Bond will work, I could take the Deion...but I shan't assume anything. My eventual goal is to have an actual riding dinosaur, like a Megaraptor, perhaps. They are, I believe, a -9 to effective level for selection purposes, which seems a tich high at first glance, but they can do quite a bit of damage really...

I will also try and get a Pangea freindly companion list up.

Edit: Effective level calc for dinos. Thanks online SRD!

Looking over the Natural Bond feat, while it does raise your effective Druild level in respect to animal companions it is capped at your hit dice. This would be good if your were a multiclassed druid or a ranger but it wouldn't help a character with all druid class levels. I will double check this in the rules forum but I think that is how it works.
 
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Arr, that is one interpretation I've seen, and perfectly valid as far as it goes. The other is that the bonus can be applied to offset that negative level mod regardless of druid HD.

The problem with the second interpretation is that at low levels, the animal companion is often more powerful than the party's own PC bruisers. The problem with the first is that a pure druid's companion by late levels is usually little more than fodder.

On the other hand, since I will probably be multiclassing, it could still be useful to me later on. Thanks for the input. :)

If you have a moment to check out the Beastmaster PrC (Complete Adventurer), do let me know what you think. Since this character revolves around teamwork with the animal companion, I feel I need every edge I can get. :)

Thanks again!
 

trilobite said:
Looking over the Natural Bond feat, while it does raise your effective Druild level in respect to animal companions it is capped at your hit dice. This would be good if your were a multiclassed druid or a ranger but it wouldn't help a character with all druid class levels. I will double check this in the rules forum but I think that is how it works.

I definitely think that this is how it is meant to work (granting single-class druids no benefit), and the spirit of the rule, so to say. In fact, I would consider it pretty weird, if the feat would grant a bonus to an advanced animal companion, but not to one you get at 1st level.

Many others are of a different opinion, though, because when the advanced animal companion lowers your effective level in order to find out what benefits are derived from the table, and if you then add the +3 bonus from Natural Bond, the level you look up on the table is not higher than your hit dice.

I don't think that these two effective levels (the druid's effective level from the animal companion, that is used to look up the table, and the effective druid level mentioned in the Natural Bond description (and in the ranger's animal companion ability, for example)) are one and the same. Many others do.

There is no hundred percent clear answer to this question... it's basically up to you. :)

Bye
Thanee
 

trilobite said:
Drowned hero,

It looks like you didn't factor in the Pygmy Folks racial ability modifiers of -2 STR and +2 DEX on your character sheet.

hum?
I did that... Let me take a look.

-*-

yeah your right. i change those right now.

-*-

RG character has been updated with the correct stats. Please take a lok to see if i missed something.
 
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Thanee said:
Or re-roll them (unless trilobite has objections for some reason), considering, that the other rolls were pretty good so far. :)

Bye
Thanee

That's Trilobites call there.

Now as I can figure out we have a sorceress, a guardian, a scout, a fighter and a brigand yes? Just trying to figure out if we have our bases covered and what I should make.

Trilobite said:
Here is a picture of some Pygmy Folk.

Man, do you have the stats for a choppu-diggu? ;) Very tempting.
 


Fenris said:
That's Trilobites call there.

Now as I can figure out we have a sorceress, a guardian, a scout, a fighter and a brigand yes? Just trying to figure out if we have our bases covered and what I should make.

I've got a Xill fighter, but...

I'm finding myself busier and busier with less and less time to spend around my PC. I think I'm gonna bow out so I don't go delaying things for everyone else.

I'll be watchin', though. ^_^
 


Party Composition

As far as I can see, we got...

- lizardman brigand
- pygmy rogue
- guardian druid
- oparian sorceress
- your character
- and one alternate to replace the bowed-out RobotRobotI (was xill fighter).

Bye
Thanee
 

Alright I have (finally) decided and will play a Vett Savage Bard/Dervish unless the dervish is not appropriate to the Vett in which case I'll use Bezerker. Should complement the exisiting characters well and add some new abilities to us.

Trilobite: should we put them in a particular place to start?

I'll get him statted up Monday for you.
 

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