Oh, one more thing I'm struggling with is that one of my players wants to Awaken their T-Rex animal companion (and I suppose attract a new T-Rex animal companion)
Has anyone had a player do this in their campaign and how did you handle it? For now I'm just putting it off, since the story doesn't exactly allow for the 24 hour casting time, but I do intend to let her do it soon.
That's an interesting idea! I have a group of 5 players, (also, Leadership, 2 Animal Companions, Improved Familiar...) 25 point buys, optimized builds (Uh, well, I helped half of them build their characters)
...so I've been applying different templates to the monster just to make the battles more interesting; higher AC, up to double HP, more damage... Whatever to make it more engaging. Oh, and just plain more bad guys. To help match the action economy.
But yeah, trying out mythic rules sounds interesting! I've had half a mind to pick up the pdf and that's certainly one more reason to.
So they've finally defeated Lucrecia and the Kreeg Ogres. Now what?
My players have been playing the game sporadically and the siege on Fort Rannick has taken a few months, actually. (We alternate between campaigns played, and I've been too busy with work and school to GM, but now I have time again!) Rise of the Runelords is the first campaign I've ever run, so I'm still somewhat new to GMing, but I know some of what I want to do next, and I'm hoping you all can help me do it:
1. Reassert the setting - I'm sure most of the players have forgotten much of what led up the siege on Fort Rannick. For example, the never-ending torrential rain. I really want to build up to this, even if it's only in a descriptive monologue, although penalties on perception and other things might be good as well. I'd rather not have it go like "Oh, by the way, it's raining hard and flooding now"
2. Give players options - The story can diverge into 3 different arcs; part 3, 4, and 5, and you can do them in any order. I'm hoping to give my players some latitude in what they want to do, since the adventure spells out that you can do this and our group's GMs have a habit of railroading and players expect to be railroaded in turn. Not the worst thing, but might as well mix it up when you can.
3. Work in subtle plot hooks - Goes with the last point; they have options, but which road do they take? I have NPCs at my disposal; the Black Arrows, Shalelu, a pixie, villagers... What would be a good way to lay out options available to them without forcing them to go one way or another?
4. Really focus on the story - Just explaining what I feel is a weakness in my GMing. Our games tend to devolve into combat-focused with story as an excuse as to why we're murdering something or other. "Point us at what needs to be stabbed or blown up and away we go!" Something to that effect. I love a great combat, but I think the game could be much more memorable if I could only capture the mood and gravity of each situation they are to face.
5. Downtime & using the fort? - Sort of a bonus point that I don't intend to focus on next session, but did you have your PCs take over operations of the fort or do something else interesting with it? It could make for a good session in the future if I had a solid idea on what to do.
Anyway, just looking for tips on how everyone ran the second half of the Hook Mountain Massacre. Please share your experiences!
I've always wanted to make a familiar that could actually wade into melee. Not particularly optimal, but I think it can be done?
A familiar's BAB, saves and HP are determined by what the master has so a class like a Paladin would be very suitable for good BAB, saves, and HP. So Eldritch Heritage for the Arcane bloodline, and then pick up a strong familiar from Improved Familiar like Earth Elemental and go to town. Then pick up other feats to power him up, like Evolved Familiar (If you can find a decent quadruped, picking up pounce with Evolved Familiar seems like a nice acquisition) and Celestial Servant (Celestial Servant is a VERY nice defensive AND power post; your familiar can “Smite Evil” right along with you!)
Mithral armor is, by definition, always masterwork. The effects of masterwork is included. The armor check penalty is reduced by 3, not by 3+1.
If you look under the Adamantine entry, you'll find all the relevant text:
Cost Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given.
Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type.
They weren't quite as explicit with Mithral, but you can presume it follows the same rule; the penalty reduction/bonuses are built into it.
Cost Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.
Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).
Aasimar Oracle of Life/Paladin with the Fey Foundling feat. I'd like to see them try to kill you or anyone in your party.
Zen Archer Monk/Inquisitor - Takes everything you love about the ZAM and take it up a notch! +Wis to init, knowledge checks, maybe take the conversion domain... Some decent spellcasting... Bane and Judgment make for some sweet bonuses to stack on top of your crazy amount of attacks each round. You get Stalwart at level 11 and could pick up a ring of evasion, so if you make the save, ignore all effects. Then be a dwarf with Hardy, Steel Soul, and Glory of Old... You're a monk, so all good saves, your most important stats are Wisdom, Con, and Dex, so again, your saves are good. Lots of synergy and power to make the ultimate archer in offense and defense.
It's actually only the first two levels you need to be concerned about; level 3 is when you get +Wis to atk rolls.
Sure, you won't be AMAZING in those first two levels, but even by level 2 you'll flurry for...
And Perfect Strike 2 times per day to roll twice and take the better result. Could be better, but worth enduring until level 3.
I wouldn't say Combat Reflexes is especially optimal... But I think it takes the character in an interesting different direction; I like characters that can gum up the battlefield a bit.
EDIT: Some people like to cut off at level 8 or so, or level 3-4 if going with a caster multi-class. But going ZAM for all 12 levels is perfectly respectable. Keep in mind the goodies you give up by multiclassing after level 8:
Level 9 Reflexive Shot, +10 movement speed
Level 10 Bonus Feat (Improved Critical?), Perfect Stike let's you roll three times and take the best result.
Level 11 Trick Shot
Level 12 Abundant Step, 2d6 unarmed damage, +1 to ac, +10 movement speed
Also you get less Perfect Strike attacks per day and less Ki in your Ki Pool.
So should you multiclass? Maybe. I'd stick with it, but I can see dipping elsewhere. I could see dipping into Inquisitor for +Wis to initiative, knowledge checks, and other skill checks, if you take certain inquisitions. Unfortunately one of the best class features, Bane, doesn't kick in until level 5, and you won't be seeing a ZAM 8/Inquisitor 5 in PFS. (You could try ZAM 3, 4, or 6 and then go Inquisitor if you really want to in PFS?)
Other solid classes include Weapon Master fighter (so you can get weapon training and qualify for gloves of dueling), 1 level of empyreal sorcerer into arcane archer... And as you mentioned cleric, if you want a little bit of casting utility without completely sacrificing your BAB progression. Probably some more, but that's off the top of my head.
I second the notion of sticking with your original stat array.
Ooh, another feat option might be combat reflexes, which you could even take at level 7, so you're free to take Hammer the Gap, etc at level 9. Combat Reflexes is nifty with Reflexive Shot.
Reflexive Shot (Ex):
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes). This ability replaces improved evasion.
And don't forget that Enlarge Person increases your unarmed strike reach (and by extension Reflexive Shot reach) by quite a bit!
Heh, I've been mulling over a Dwarf Zen Archer build over the past few days, and lo and behold here it is.
Definitely love that Steel Soul and Glory of Old to really frustrate those casters. I'd consider Improved Initiative and Toughness as feats for level 5 and 7. Or something like that. Just something to make your character better, since there's nothing you can do for archery with your normal feats, besides Deadly Aim, until you hit level 9. (It takes BAB +6 to qualify for Hammer the Gap or Clustered Shots)
Sometimes melee types take Iron Will when they have nothing better to do, but for you, you have a good will save, Wis as your main stat, and +5 (!) against spells. Yeesh, there's no such thing as too high a will save, but you're certainly getting close.
EDIT: Also, something I'd consider for a Zen Archer Dwarf is the racial trait Sky Sentinel.
As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.
If you have no particular attachment to those racial abilities, I think this is a good trade; flying creatures are common enough and it's sort of fitting that an archer would be a pro at shooting things out of the sky, so there's that.
Divination (Foresight) gives you the most powerful class abilities, for sure, but Conjuration (Teleportation) is quite nice too.
...and in terms of conjuration spells vs. divination spells? No contest. That's not to say that divinations are necessarily bad, it's just that putting one at every level of memorization every day is a bit too much.
There's also an easy to miss rule; remember that you get to learn 2 spells for free every level? 1 of them has to be from your specialization, so as a Diviner, you have to pick up a divination spell at every single level. Doing that as a conjurer is quite easy; you usually want another conjuration spell every level.
However, that doesn't mean that Diviners are bad, just know what you're getting into. One thing I liked doing with my diviner was taking Preferred Spell so I could sacrifice unused divinations to spontaneously cast something else. In my case, I picked fireball; might not be optimal, but choosing a good non-blast spell is difficult. One perk is that you never actually have to prepare a blast; only prepare God spells and switch to blast after you've fulfilled your "God" duties. And picking up Dazing Spell later on could lessen its Un-"god"-liness?
Anyway, just my 2cp on the differences in the specializations.
I think the Zen Archer is going to get you better results. It just gives you so much stuff for free.
Point Blank Master, Weapon Focus, Weapon Specialization, Perfect Strike, add wisdom to attack rolls... And all of your monk bonus feats can go into Archery. (And give you early access)
With all of that, you're free to take other feats. Toughness, Improved Initiative, if you're a dwarf, Steel Soul... You really get to beef up your character in other ways. You'll only occasionally need to spend your normal feats on archery; namely Deadly Aim. Clustered Shots and Hammer the Gap might be nice later on.
A Sohei doesn't get those bonus archery feats and can't use his monk feats to advance archery. And being able to take Many shot and Rapid shot isn't that amazing when you already have so many attacks. Who wants to add more penalties when you're already firing 5 shots/round by level 8. (6 with haste) And you don't exactly have feats to spare to waste on Manyshot and Rapid Shot.
Maybe at much, much higher levels they become more comparable, but for the first... probably at least 12 levels, Zen Archer is ahead by quite a lot in terms of archery.
Magic Missile does the same amount of damage, except a level earlier. (5d4+5 is basically the same as 5d6 damage)but never fails. And I think force is a little better than sonic.
Ear piercing scream does the same damage but inconsistently. Good Fort Saves are quite common, so you'll often fail and deal half damage. However, dazing an opponent for 1 round is very nice, basically shutting them down.
I'd probably use Ear-piercing scream for an Evoker taking Spell Focus and GSF. But I wouldn't call it overpowered. I've seen it in action too many times to think of it as broken.
There is a feat called Channeled Revival:
Pathfinder Design Team wrote:
I quoted the FAQ just in case that was ambiguous; you can use it at channel range. So hopefully that works? You can always adapt it if it doesn't quite serve your purposes.
Options = Power - 3rd Party gives you a lot more options.
Balance - Although Paizo doesn't perfectly balance the game, (impossible) we've grown to trust their judgment on what's fair. Most 3rd party stuff is balanced, some isn't.
That said, our group tends to allow 3rd party and homebrew stuff in our games. But unlike the Paizo core (Core, APG, ARG, UM, UC) it requires GM approval. It's almost always approved, although occasionally nerf'd.
It's a tough call; 5 prescience rolls vs. 10 HP? I know there will be times where you'd rather have the HP, but the prescience rolls are so cool...
Perhaps an important question:
Does your elf use a longbow? Or often use spells with attack rolls? Do you come across Spell Resistance often? Those are definitely considerations. The more uses beyond boosting your saving throws, the better!
You just gave me an idea for my own homebrew; a metamagic that turns Fireball into flaming wings. And then you can cast the fireball at any time, but it consumes the wings. Probably have you float down as Fly after you turn the wings into a fireball.
Anyway, I think the spells look reasonable. I'm not quite sure what the secondary wing attacks will do, presuming you're a wizard or similarly "bad at attacking" class. And since it has a range of personal, rather than fly, you wouldn't be able to give it to a friend. Then again, this is homebrew, so I'm guessing it could serve a purpose in your game. Overall, has some perks over Fly, but doesn't replace it. (Does this spell have you float down like fly when it ends? Or do you just start falling? If it doesn't, be sure to have feather fall!)
The fireball is strong; but about as strong as I would expect from a 5th level spell? I always found Cone of Cold disappointing for the level, so this seems good. Comparing it to evocations like Icy Prison that's also at 5th level and Cold Ice Strike at 6th level, it seems reasonable. Although I'm curious how that fireball would function under an admixture evoker; would the immunity piercing also change elements? Or does that only function in it's original form?
Ooh, another particularly rule of cool one that my friend started, but I expanded upon:
Silent Spell + Still Spell + Eschew Materials + Invisible Spell (from 3.5) + Preferred Spell (You don't need a spellbook) - All of these are free to add on, thanks to arcane thesis. So you're bound and gagged and all of a sudden, stuff is in flames.
Although it's an expensive trick to prepare for that unlikely scenario. >_>;
I’m playing in a campaign where my GM is giving me tremendous latitude in swapping out class features and allowing me to research metamagic feats for 5k (normal or homebrew). I was even allowed to take Arcane Thesis from 3.5. (And combine it with Pathfinder's Magical Lineage and Preferred Spell!)
Now, the character is already fairly powerful, but I still have quite a bit of flexibility to make my character more awesome. I’m not looking for “Ignore elemental resistance and immunity” or “Opponents automatically fail their save” or something stupid like that, I’m looking at ways to make my spells seem more awesome.
Any number of targets within the radius of your fireball are affected by prestidigitation or other minor effect.
Mechanical benefits are fine, so long as it isn't some pure damage increase.
A creature affected by Rime Spell and Focused Spell (admixture to Cold damage, then two +1 metamagics; remember, Arcane Thesis) is trapped within ice for a number of rounds equal to twice the level of this spell. A successful save negates this effect. This is as Icy Prison except the hit points of the ice is 2 HP per inch, the DC of the strength check is 10 + the spell level + caster level, and the creature takes no further damage while trapped within.
It could remake you assumptions about the spell.
Choose one spell; you can use your arcane bond as a focus for your spell instead of the normal material component, and you gain X mechanical benefit.
A micro spell is treated as a 1st level spell for all purposes, has a reduced range of close, a reduced radius of 5ft, and all variable damage becomes the minimum amount. (Ex. 6d6 becomes 6 damage) A micro spell uses up a spell slot two levels lower than the spell’s actual level.
So... how would you stylize your spells if you had your GM's blessings?
Does every group need a healer? Well, you can get by without one, but it's certainly one of those quality of life things that I'd prefer to not go without.
For example, I absolutely love the Oracle of Life in one of our campaigns; we're at level 9 and she uses Life Link to heal everyone 5 HP per round and takes on some damage, then she can channel as a move action for 7d6 (7d6+14 for herself) and then she casts something like Prayer or Scorching Ray for 8d6 damage. And so on. She can keep the party up AND contribute to combat with relative ease.
Fleet-footed is an alternate racial trait for elves; he's a tiefling.
If you're suggesting taking two traits to boost initiative, remember that trait bonuses don't stack.
As to Magical Lineage and Metamagic Master... Technically they're not trait bonuses so they might stack, but this is VERY cheesy, so make sure to check with your GM if he's okay with you taking both and choosing the same spell.
...if even that generous amount of points in charisma isn't enough... (0 points is too many)
(or you could go 16 Dex, 12 Con; I just tend to like at least 14 Con)
As for a build... Do you get Scribe Scroll or Spell Focus as a free feat at level 1? PFS doesn't let you take Scribe Scroll, but since you're allowed to use Inscribe tattoo, I presume this isn't PFS. Does that also mean you HAVE to take Scribe Scroll? Not that I'm complaining; Scribe Scroll is a good feat. I'm just curios on how much you can/want to optimize in Evocation
Anyway, here's a sample:
Admixture Evoker (For switching out the elements of your spells to whatever their weakness/lack of immunity is)
I'd go for a Compsognathus or other +initiative Familiar for your arcane bond.
Wiz 1 - Spell Focus (Evocation) [OR Scribe Scroll and drop GSF]
I'm partial to this kind of strategy, but you can easily swap out the last 3 feats as you wish. Rime Spell can only work with Fireball if you use admixture AND spontaneously cast it with Greater Spell Specialization, so it won't be particularly useful until level 9. It's nice with Magical Lineage since it'll still be a 3rd level spell. Also, at level 10, you can cast a Dazing Fireball as a 5th level spell.
Intensify Spell, Selective Spell, and eventually Quicken are some other good metamagic to consider if you want to specialize in Fireball.
One minor critique, the Stonelord Paladin; they work together poorly. Rather, the Stonelord does not multiclass well, as most of his abilities scale to level.
Not to mention a Stonelord already has Defensive Stance, and a power by level 8, so the first level of Stalwart Defender won't give him anything. Gaining DR 5 from Stalwart defender comes at the cost of giving up the DR 5 he would have gained from his own class. If you go Stonelord 7/Defender 10, you're giving up 3 Defensive stances to pick up 5 of them. You're gain 4 dodge AC at the cost of 2.5 Natural Armor. Stonestrike doesn't scale anymore and your Stone Servant never gets to be useful in combat. (He's a handy scout who I would probably not risk sending into combat until at least Large; double the HP of a medium elemental, DR 5 kicks in...)
If I were to play a Defensive Stance character, I would either play a Stalwart Defender OR just go 20 levels of Stonelord Paladin. Stonelord Paladin is sort of the Stalwart Defender as a base class.
Leading into Stalwart Defender with classes like the traditional paladin, fighter, ranger and other classes you mention seem like a better starting point. But thematically, Stonelord and Stalward Defender are a perfect fit, so maybe that's enough for someone to want to do it.
Anyway, I hope I wasn't being too discouraging. I absolutely love the guide and thanks so much for putting the time in to make it! These guides truly are a service to the community.
Just curious; do you have access to the Lore Seeker trait so you can add +1 to the DC and caster level of your fireball?
...and are you an admixture evoker wizard so you can change the elements of your fireball?
...and do you have Preferred Spell (Fireball) so you can spontaneously cast fireballs, change them to cold, and then apply Rime Spell?
...and I just might be a bit of a fireball enthusiast. *cough cough*
Well, the Aasimar favored class bonus is most popularly used for Channel Energy, so for example, by level 10 you're channeling for 8d6 instead of 5d6.
However, another decent option for an Oracle of Life is to pick Energy Body. Normally at level 10 you'd get 10 rounds per day, and heal d6+10 each round. With the bonus, you'd get 15 rounds per day and heal d6+15 each round.
It's an interesting option?
Oracle of Life Theorycrafting:
Let's say you get 10 channel energy each day; that means without the favored class bonus, you would heal an average of...
175 HP each day (10 uses of 5d6; 5*3.5*10) per person.
With the favored class bonus...
280 HP (10 uses of 8d6; 8*3.5*10) per person.
Energy Body would heal d6+10 for 10 rounds a day so...
13.5 * 10 = 135 HP each day.
With the favored class bonus, d6+15 for 15 rounds a day:
18.5 * 15 = 277.5 HP each day
However, there's many different considerations; channel energy heals multiple targets and that's often useful, especially with Life Link redistributing the damage. Energy Body is a lot more than just healing, but that favored class bonus does make it much more relevant; roughly doubling it's healing power at most stages of the game. (Even at level 2; compare healing d6+2 for 2 rounds to d6+3 for 3 rounds)
Another consideration in the Energy Body vs Channel Energy debate is that focusing your favored class bonus sort of forces you into sinking all of your feats into being a better combat channeler, so you take Extra Channel, Selective Channel, Quick Channel, and so on.
If you feel like you want to save your feats for something else, maybe consider Energy Body as you favored class bonus recipient.
...and finally, not all Oracles are Aasimars (Or Elves? I think they have the same FCB) so maybe this just won't a apply to you. But meh, there's my analysis nonetheless. =P
If only it were that nice? Aasimar adds half to their LEVEL not half a d6. So at level 10, they're treated as a 15th level cleric, which can channel for 8d6.
They don't channel as a 20th level cleric at level 10.
Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
EDIT: The progression is like so;
Level 1: d6 (Cleric Level 1.5)
...and so on.
It may just have been articulated poorly. But basically, you can absorb a bunch of damage through life link, and then shrug it off thanks to channel and fey foundling. So... it's kinda like everyone gets the benefit of that feat? Well not really, but whatever.
At level 10, an Aasimar Oracle of Life can channel for 8d6 (8d6+16 to yourself) and you can do that as a move action (Quick Channel) or a standard action. Then you can heal with combat healer as a swift action, life link and energy body (after starting it) as a free action...
Ah, the Oracle of Life and its nova healing.
That seemed too good to be true, but I'll not argue!
Well, it doesn't give you any more spells per day or access to higher level spells, but yes, it's a no-brainer amazing trait for multi-class casters, or paladins, etc.
Your fireball does 10d6 instead of 8d6.
And boosts dispel magic and so forth. A very nice trait.
In our own games, we've simply subtracted the cost of the spellbook w/o the ritual from the price of the spellbick with the ritual and called that the price of putting that ritual into your own spellbook.
But that is by no means the official rule, because as far as I know, there hasn't been a ruling. =/
Foresight hands down. The 3+Int ability for the traditional Divination school is okay, if you're going full wizard levels. But as a dip? Not even close; that diviner ability is fantastic, even if you didn't make attack rolls. Think of the bonus on saving throws! ...but being an archer? Do yourself a favor and go Foresight.
I suppose why I'm so adamant on wanting to make this Dragon Companion feat is hard to relate to without knowing how I got here? Here goes...
First, I thought "Oh cool! Channel revelation with the Aasimar favored class bonus lets you go beyond the bounds of most classes. Not completely game-breaking, but nifty!"
Second, I thought "Ooh, maybe I should try this with an Oracle of Nature! Mount with extra levels? Sweet! But is the best I can get a horse or a wolf?"
Third, I thought "Hrmm. I wonder if I could convince my GM to let me get another kind of companion... What would be cool? Something that flies would be nice. A dragon? That'd fun."
Forth, I thought "I'm really starting to dig the idea of a dragon companion, but it seems kind of sad that this very intelligent and potential goldmine of a character is stuck as my cohort, when I can't roleplay worth a damn. Maybe I'll have my friend roleplay it for me... Or maybe, I'll just have her be the dragon? Huh. That could work."
...and that's pretty much everything that's lead up to me posting in these forums. I want to make an Oracle with an amazing companion. I might even make it an Aasimar child with the young template. Basically I want an Oracle who can buff, heal and support while the dragon is the star of the team.
And yeah, maybe I should just give up on my aspirations of making this concept work, but that seems to defeat the purpose of everything that's built up to this point. I want this concept to grace one of our group's campaigns someday; even if I don't control it, I want to see it in action. All the more for someone who loves dragons like she does.
Well, my motives aren't as pure as the wind-driven snow, but I do genuinely want to create a dragon that's strong, yet doesn't suck the fun out of it for other players.
And if it helps, if this character concept gets the stamp of approval from my GM, I intend to hand it over to my friend who will roleplay the dragon and treat the Oracle as the cohort. She loves dragons and has the whole pride of a dragon thing down pat.
EDIT: It's sort of a surprise for her; every time someone in our group hints to starting a new campaign, she begs us to allow her to play a dragon character, so I think she'd really like this.
...and she's not a munchkin by any stretch of the imagination.
Lincoln Hills wrote:
Trouble is, it's not a single, easily-omitted thing. Strong stats across the board (aside from Dex); the numerous immunities, senses and good saves allowed to the Dragon type; total immunity to an element, for most dragon types; flight; plus all the other little bits that come in later, such as SR, dragonfear and spellcasting... They have everything, so it's hard to point at one single point and say "This, and this alone, makes the dragon too powerful to be a cohort."
But my dragon companion doesn't have most of those things.
It doesn't have SR, dragonfear... It does gain spellcasting, and by the time that's relevant, it would still be behind the casting you'd expect from a cohort? And the dragon still has only one standard action per turn. I suppose I could tone that down if I had to.
Flight is a legitimate concern, but it also can't ferry players around until... Level 12? (18 on the table) That's when he's large sized.
EDIT: Also, it has Mid BAB, poor will saves and a d8 hit die. I was trying to model it partially after animal companions.
Well, you're probably right? But what aspect of it do you think is overpowering? (Stats? Casting? Abilities? Something else?) Is there some way to bring it more in line with what you'd expect to replace Leadership and a mount of 1.5 x Class Level?
EDIT: It is intentional that it pushes the limits of versatility and power of what could be normally accomplished with an animal companion, but at the same time, I'm hoping to introduce something balanced enough that it doesn't completely warp our group's campaign.
That's an interesting class, and certainly something I'll mention to one of my dragon-obsessed friends as something to use in the future.
...but it doesn't exactly serve the purposes I intended. Still hoping my Dragon Companion feat will work out in some way.
EDIT: Although the dragonrider dragon as a reference point may prove useful; I may be able finagle raising the starting Strength of my dragon; 9 is a little low.
So I wanted to play a character with a dragon, but how can you reasonably justify getting one? They're completely above the curve for similarly sized companions, and if you want a dragon to be of helpful size in a reasonable amount of time, you have to cram size increases in a 20 level progression.
So I set out to make a reasonable proposal to my GM and here's what I came up with: An Aasimar Oracle of Nature with the bonded mount revelation, taking a homebrew feat called Dragon Companion.
So first of all, as an Aasimar, you get an awesome favored class bonus that adds half your level to a revelation of choice, so that allowed me to spread out the dragon's progression over 30 levels, instead of 20.
The Dragon Companion feat is as advertised; it gives you the option to take a Dragon in place of your normal animal companion. For the purposes of this character, a Gold Dragon. How is this balanced? Well, our GM allows leadership. A clause of this feat is that if you take it, you can't take leadership. It's a sort of "one amazing feat per character" rule. So given that this replaces your cohort and so on, it begins to look more reasonable.
So here's the link to the Google Doc: (There are 3 tabs)
Think I left something unfinished? Think it's completely unbalanced? Let me know what you think!
I love optimizing. Heck, I probably build 5 times as many characters than what I actually get around to play with. Others in my group have varying levels of optimizing skill, so sometimes my characters are a bit too good.
The solution? I help optimize their builds if they ask for help. It's sort of perfect; they provide the concept, background, know how to roleplay it and so forth, I help them fully realize the concept by making a character that functionally works!
But yeah, to me, Pathfinder is two different games:
I love both and wish I could do "2" more often, but I often default to "1" while anticipating "2."
Through an obscure homebrew process, our party has an amazing mount:
A Large Gold Dragon; it's strong, it's extremely resilient. It even has pounce, to name one of his many abilities.
...but there's no rider to go with him. What do you think would be the most worthy class/archetype to ride such a creature?
Well, her husband asked me to since he lost her old character sheet. She's not all that into Pathfinder, doesn't know the rules, and probably never will. But she's very gracious and likes being a part of things he is passionate about.
Also, we don't have a lot of time; the game starts at 6pm tomorrow and we're going to 9, maybe 9:30. The character needs to be done in advance of the game.
...since I'm rebuilding this character from scratch, I thought I'd take this opportunity to buff up her character so she has something to do other than bless or a cure spell or some other low-impact ability that doesn't contribute much to the combat of our 8 person group. (Waaaay to big a group, but it is what it is.) I figure proficient with melee and archery with backup support spells or summon spells or something should be a more engaging way to play a cleric.
Oh, also we have quite a bit of loot to spend; let's say 30k.
Hey all; my friend's wife is joining us for Pathfinder tomorrow and I have been charged with making her character! For flavor reasons, she is an elf, so not the most optimal choice, but it'll have to do. She wants to be able to heal, but Clerics can already do that well without further optimization, so I'm thinking focusing everything into being a melee combatant will be a good way for her to always have something to do (There's plenty of times when clerics simply shouldn't be wasting spells to advance the combat)
We'll be at level 5. Her stats should be:
Str 18 (16+2 from belt)
I have little experience with Clerics, so any tips on how to build them (and play them!) will be appreciated.
Apparently Spell Perfection can be a little confusing. This is how it works:
So yes, metamagic can be doubled by this effect, since it is a feat.
HOWEVER, this only applies to set numerical bonuses. Thus Empower and Maximize do no work with this doubling. Neither does Piercing Spell, unfortunately, because of the way it is written.
...that is not a set numerical bonus, like Spell Focus or Spell Penetration. If it were worded like: "You get a +5 bonus on caster level checks made to overcome a creature's spell resistance." Then yes, it would double.
However, Focused Spell should work.
...as that is a set numerical bonus.