Goliath Maul |
@zer0darkfire
Let's see how the final group shakes out. The current charater and their strength as I can tell are.
zerodarkfire - Human Tetori Monk Grappler
Noral - KITSUNE Swashigator Skills melee
Grandlodge - Human Goliath Druid (still deciding Domain or Animal)
hustonj - Gnome Sorcerer Blaster
Jason Rodarte - Human Psychic Damage Enchanment
MrStr4ng3 - Fetchling Shadow Summoner
It is an odd group to be sure, but I don't think it has to change we will just have to be smart.
asdffghjkl01 |
The cleric looks great. Have you seen the blessed hammer feat? I feel like it maybe a great choice for the character.
That is entirely the point of the character, I just can't get the feat until 5th level. If not for that feat, I'd definitely be a forgemaster cleric instead since dwarves have that CHA penalty.
Tried to make an Ascetic mystery Oracle, but I couldn't find an ability score array that I liked, especially compared to a dwarf cleric with protection domain (good fort and will with both having racial boosts and a free cloak of resistance). Thought of doing a sacred fist warpriest too, but I liked the blessed hammer concept more for this game.
asdffghjkl01 |
I highly reccomend the new Beastmaster style from ultimate wilderness.
The best feat being Beastmaster Salvation that lets you use a handle animal check in place of your ACs saving throw, as those tend to be pretty bad.
Goliath Maul |
They are not bad and saves are a bit of a concern but deficit for animal companions tends to be overstressed and three feats is a lot for a druid. Especially on cha dumped build whose handle animal will never be stellar.
Animal companions have 2 good saves that scale to 10. PCs for comparison scale to 12. They also get more stat increases to DEX then PCs do this makes there save scale better than some PCs like fighters. ACs also get evasion and eventually improved evasion.
There will is 1 behind a PC with low will equal at most levels and most have a positive wisdom score. I always take iron will and actually purchase equipment for my ACs (cloak). A mistake many people make is not doing this. You add to that devotion +4 and you're not in bad shape.
I also like to keep a dominate animal (3rd level spell) around to help regain control of an AC if needed. Though I do wish Suppress Charms and Compulsions was a druid spell.
Sharing an echoing rod with a wizard or bard to get heroism is also a great option.
Emma Greyfrost |
Emma Greyfrost #2
Human (Chelaxian) psychic 4 ( Pathfinder RPG Occult Adventures 60)
LN Medium humanoid (human)
Init +3; Senses Perception +7
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 25 (4d6+7)
Fort +2, Ref +2, Will +4 (+2 bonus vs. mind-affecting effects)
Defensive Abilities emotional push (+2, 2/day)
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron morningstar +3 (1d8)
Special Attacks phrenic amplifications (focused force OA, overpowering mind OA), phrenic pool (4 points)
Psychic Spell-Like Abilities (CL 4th; concentration +8)
1/day—detect thoughts (DC 14)
Psychic Spells Known (CL 4th; concentration +8)
2nd (4/day)— enthrall (DC 17), mind thrust II OA (DC 17)
1st (7/day)— charm person (DC 16), mage armor , magic missile , shield
0 (at will)— daze (DC 15), ghost sound (DC 14), mage hand , message, stabilize, telekinetic projectile OA
Psychic Discipline Rapport
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Statistics
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Str 11, Dex 12, Con 12, Int 18, Wis 11, Cha 15
Base Atk +2; CMB +2; CMD 13
Feats Spell Focus (divination), Spell Focus (enchantment), Steadfast Personality ACG
Traits influential, reactionary
Skills Acrobatics -2 (-6 to jump), Bluff +8, Diplomacy +9 (+12 to make requests of a creature), Intimidate
+6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nobility) +9, Linguistics +9, Perception
+7, Profession (teacher) +6, Sense Motive +6, Spellcraft +11, Survival +1
Languages Celestial, Common, Elven, Infernal, Skald, Varisian
SQ emotional bond
Combat Gear potion of cure light wounds (6), potion of mage armor (3), wand of magic missile (CL 3rd,
44 charges) , acid (2), alchemist's fire (2), holy water (2), thunderstone (3); Other Gear mwk cold iron
morningstar, backpack, bedroll, belt pouch, flint and steel, prismatic crystal OA, torch (10), trail rations (5),
waterskin, 1,723 gp
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Special Abilities
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Emotional Bond (Su) Create empathic link with allies, allowing you to monitor their emotional states.
Emotional Push +2 (2/day) (Su) You or bonded ally gains bonus to save, you regain 1 pool if they
succeed.
Focused Force (Su) 1 pool: increase increase die size of force spell one step, from d4 to d6, etc.
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Phrenic Pool (4/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Spell Focus (Divination) Spells from one school of magic have +1 to their save DC.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.