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Summon Monster V is nice. Get a large elemental or 2 - 5 lantern archons. Only downsides are the full round casting time and the extra bookkeeping.
Another possibility is leaving the spell slot open and, if he has time, preparing an appropriate spell when he needs (like wall of stone if the group comes across some interesting ruins).
In 1E and 2E, negative modifiers for most stats started at 6 or 7. Bonuses started accruing at 16 or higher. Basically, a fighter with Str 8 and a fighter with Str 15 both have the same chance to hit and damage. So even terrible stats were more funny than terrible.
Also, character generation was a lot quicker. Even if your PC perished, with just a few dice rolls, you can be right back in the game.
Couple of favorites from the Gargoyles cartoon. The first makes a good Stone to Flesh spell. The second is a beautiful Geas.
Fearsome creature who would stay
Across the mists of space and time
Couple more from the Charmed TV series: Speak with Dead, summoning and Banishment.
Hear these words, hear my cry,
Powers of the witches rise,
Hell threw you from its inner core,
My eldritch knight used his longsword as his bonded item. Free masterwork weapon at 1st level. It paired nicely with Hand of the Apprentice. Got a lot of use out of the free spell throughout his career. It was stolen once, leading to a side quest to get it back. (If it was a familiar, it would've been kidnapped---these things happen).
I'd focus on how your PC would benefit from either choice and build on that. None of the cons are really deal breakers
If you're staying single class wizard, pick up Craft Magic Arms and Armor for your armor.
Endurance feat. Sleep in up to medium armor.
Elven chain (20% ASF) or mithral breastplate (25% ASF). Not sure if there are other materials or items that offset ASF (especially if you are going to wear heavy armor).
If you ever expect to wield a weapon, pick up the Arcane Strike feat.
If you can afford to multiclass, take a level of fighter and then Eldritch Knight prestige class. Offset the lost caster levels with the Magical Knack trait.
One percent of the world's population is over 71 million people. That's a huge number of people with their own agendas, beliefs, and outlooks. How much information would the presumably non-gaming people receive prior to making their choice? Do they even get a choice (as in "I don't care if you don't want this, choose." I find that intriguing.
As for me, I'd go
I'd focus on helping scholars figure out ancient writings. I'd also try to build a network of likeminded casters, sharing spells and pooling resources.
Aasimar with scion of humanity is tempting, especially if I could continue to look like myself. Otherwise, I wouldn't want to deal with the hassle. Heck, I'm hoping I'll get a spellbook. ; )
This is good advice for any player. Know your numbers folks! ; )
This. Your PC's class is far more relevant than their gender. If you looked at your characters' exploits, I bet you could swap their genders and very little would be different.
Lincoln Hills wrote:
That's a good verbal component for Tongues. For Create Food and Water, I'd go with "YOU can haz cheeseburger and YOU can haz cheeseburger. . !"
I'm loving the potential NPC interactions. Pleeease tell me your character is the party face. ; )
Wait, the cat's a cleric?! Which deity? The (presumably) first cat cleric of ______. That's got to be worth some kind of boon.
We should probably compile a list of pros and cons to help our cat make his way in the world.
Pro: Bartender will never ask him to pay a tab.
Glitterdust affects a 10 ft radius and imposes a -40 Stealth penalty. Faerie Fire affects a 5 ft radius and imposes a -20 penalty. GD also bypasses SR.
If the goal is to reveal an invisible foe (and you don't have See Invisibility), I think Glitterdust is the better choice.
If the goal is to negate miss chance from blur, darkness, displacement, or invisibility, I'd choose Faerie Fire.
As the first "specialty priest" described in D&D, their weapon selection, armor restriction, spell list and granted powers set them apart from the default cleric (bludgeoning weapons only, metal armor, strong curing/restorative magic, turn undead). The scimitar was a good edged weapon that seemed to fit the theme (curved like a claw or crescent moon) that was being created.
Mark Hoover wrote:
Otherwise known as The B.A. Baracus method. . . ; )
I actually stumbled into chaotic neutral the first time I played it. I hadn't really picked an alignment and focused more on his personality. After a while, I looked back on his decisions and attitudes and realized "Holy Crap! He's chaotic neutral!"
I've since discovered that if I play a lawful good paladin that I will invariably slip into chaotic neutral. It's some weird reaction to the alignment plus the code of conduct. I can play LG knights and monks without problems.
I typically play humans because it's easiest for me to slip into the mindset and how they might interact with the world (can't see in the dark, no SLAs, etc). I also enjoy playing off the non-human characters. Also, no one really bats an eye at whatever class combo a human has. When a non-human character plays against type (elf monk, dwarf bard, etc), I've occasionally gotten push back from GMs (homebrew mostly---anything goes in Golarion).