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Well, Oracle of Nature allows you to get a Bonded Mount to help overcome your slow movement. I highly recommend reading Channeling the Cosmos, the Oracle guide in the Guide to the Guides.

What kind of caster are you wanting? A fighting type (in that case, go with Ancestors or Metal)? A sneaker (Air)? A battlefield controller (Water)? A blaster (Fire or any of them plus the Blackened curse)?


Aasimar Nature Oracle with the favored class bonus into Bonded Mount, Scion of Humanity, Huntmaster, a bunch of summons and mounted combat, ride by attack, spirited charge, and a lance on an open field can really put a crimp in a lot of parties too.


Yeah, it's definitely also a PC waiting to happen. The tweaks I would make if it was a PC are give the favored class ability to Crystal Sight and go Skill Focus (some Knowledge), Eldrich Heritage (Arcane) to get a familiar, and probably Improved Familiar so I could have a little critter to use my wands so that the Breaker curse doesn't really screw me over.


No problem. I want to play that character really bad, but I'm in a long term game and then I'm next on my group's DM roster after that so I can't and I want to inflict it on someone. Another thing you can do to further tweak the build is give the Aasimar the Immortal Spark alternate racial ability so that they can be middle aged and cast the free Lesser Age Resistance so you basically give him a free +1 to all mental stats. Making him Agathion Blooded gives him a +2 Con and Cha to further min max.

Good feats are Spell Focus (Conjuration) and Augment Summoning, Spell Focus (Necromancy) to buff Oracle's Burden's saves, and Extra Revelations are never amiss.


One of the most useful prep rules I've found is that if the PCs are going to be in a town or heavily populated area, make a list of random NPC names. My players always randomly interact with random NPCs, and it's nice not having to think something up on the fly and slowing the game down.


If you want a really (really really) tough fight, make a level 7 Dual Cursed Oracle of Stone with the Blackened and Wrecker curses (level Blackened) and give him Misfortune, Crystal Sight, Earth Glide, and Shard Explosion. Use the Aasimar favored class ability to add +1/2 your level to Shard Explosion.

Then you can go underground and just snipe the party. Hit the fighter with Oracle's Burden so you give him a -6 on meelee attacks (-4 from Blackened and -2 from his weapon now being broken from Wrecker), hit the casters with Shard Explosion and wield a reach weapon from underground and since Shard Explosion makes the area difficult terrain, they can't move to cast spells without AoOs. Misfortune negates all their good rolls (and makes any summons you pump out hit more often), and then you have some blasty spells from Blackened along with whatever other spells you want to give him.


On a related note, I've started my eleven year old sister roleplaying this past week (running Castles and Crusades for simplicity). While discussing backstory for her character, she told me that I "should just let her make up the story and run the monsters." I think I may have a tiny female GM on my hands soon. Maybe once she gets the hang of what dice to roll, she'll start running stuff for my littler siblings.

It is obscenely crazy how fast she's adapting to the game though. It took me a couple sessions to understand the concept of leveling when I first started playing at her age (15 years ago), and she's fully grasping concepts like the fact that if her dwarven fighter multiclasses into wizard, he won't be as powerful at either class as a single classed character. She did it anyways, mostly because she wants to light things on fire and then hit them with her sword to make sure they're dead. It has reminded me never to tick off preteen girls. They are cruel, capricious creatures.


WINTER IS COMING! Stark Dire Wolves for the win. I'd go with thematics on this one and leave your enemies on their bums while you get AoOs on them as they try to get up.


With just a 12 in CON, I'd get something with reach to stay a little farther away from things that want to kill you. With that in mind, you could use the Lore Warden Fighter arechetype and build up a Stand Still build.


Peachbottom wrote:
A dinglehopper.

Look at this stuff. Isn't it neat!

Since Merfolk can breathe out of water, the food idea is pretty good. Wands of Mount or Floating Disk could be good as well. Illustrated waterproof books of non-aquatic cultures/wildlife would be good too.


No, that will make them want to kill the living hell out of whoever took their stuff. Rule of RP: if you take their stuff, whoever took their stuff will die.


Almost every character I have made in the past 10 years has started play with a bag of chalk dust for exactly this purpose. If you have black powder in your world, making a chalk dust grenade should be pretty easy. AOE spells can also be useful. Stuff like Burning Hands is pretty easy to pick up a wand of and then it's just a UMD check. If you can figure out a direction, you might be able to hit someone.


This is gold. *eyes his players maliciously* My group would think this is hilarious though, and all sorts of hijinks would occur.


House rules are fine and all. I think they're pretty tame. Some of them make specific archetypes better, although massive damage, traits, and hero points help even it all out. The Harefolk race seems a little high powered. Does it have any negatives?


27. Block the door.

28. Unmentionable things, although one of my GMs did houserule that they had no orifices.


I fourth playing a Life Oracle. Their channeling is only slightly behind a Cleric of the same level, Energy Body gets pretty awesome (especially since it gives you the Elemental subtype while it's on), Combat Healer lets you heal people and then do other stuff, and Life Link is kinda like giving an ally fast healing 5. Lifesense is also really useful. They are a perfectly useful healer, and pull their weight as much as a healing Cleric, IMHO. Plus you can take Dual Cursed and get Misfortune and give all your allies re-rolls and negate all sorts of crits. The Blackened curse can also give you some backup blasting, and Haunted gives you good utility spells. Don't play just "the healer." Sure you can be a walking bag of bandaids, but Oracles have some nifty utility too.


My group is pretty lenient about this. If someone dies and remakes a character, they get full WBL but only 50% of it or less can be spent on one item. This ends up with some focused characters, but then the GM usually makes loot specifically for party memebers (only one spellcaster? guess who gets Pearls of Power?). We do loot the body, but then we usually get less treasure for a session or two. We also don't take WBL as a strict set of laws. We're close, but we fluctuate a bit.

I'm gonna start running restarted characters with full WBL, but 50% has to be assigned by me, but I will be fair if not optimized.


ShadowyFox wrote:
So sounds like I should mix Pally spells with utility ones to make myself real useful.

That would be optimal, but I really don't know how you'd pull it off. Holy Sword and Haste really seem to be the optimal buffs, and Fly vs the Litanies seem to be your second tier of choice.


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You could say that different metals are attuned to different planes (like brass is the plane of fire and silver is the plane of ice and whatnot) and just say you have a, I dunno, unobtanium fork in your pouch. It's just a matter of telling your GM, "this plane is a very surgical steel feeling place, so I use the surgical steel fork."


Actually, I've found Oracle of Waves/Ninja to be a really brutal combatant. Water Sight+Obscuring Mist is absolutely brutal with a ranged/reach weapon as you'll have full concealment against people more than 5 feet away from you, so you get to just sneak attack the crap out of them. You also get the typical Cleric buffs, so you can super buff and beat flat footed opponents down in short order. You could also go Dual Cursed and get the Blackened and Wolfscarred Face curses (level up Blackened), take a level of Wizard (Admixture school) and then use Freezing burning hands and such with the Freezing Spells revelation to slow mass enemies and then bite the crap out of them with a natural weapon that doesn't get the -4 penalty from Blackened. Plus the Misfortune revelation is amazing since it forces all allies and enemies 1/day rerolls, and Fortune is pretty nice too. Wolfscarred Face and Blackened are also funny as hell to force on enemies with Oracle's Burden, especially if it ends up downgrading their natural bite.


Magus would be amazing with those stats as would Dragon Disciple. You could also make a great gish with those stats too (although that's pretty much the Magus).


There's technically a third: ask your GM. If he/she says yes, then use it. RAW, though, it is not a finesse weapon.


I'd go with utility, because the group seems to be missing some arcane utility, although the summoner might come through. It does seem like a very melee heavy team, so Paladin spells would let you hit hard too though, and that never goes out of style. Do what you feel like in that case.


Honestly, go to the guide to the classes, read up, and pick something that looks neat to you. Even a SAD character build is far cooler if they have bonuses to their other stats. Playing a fighter with a 14 CHA is awesome, or run a high STR sorceror with a bunch of cool touch spells.


Well, we don't know your party makeup. Paladin spells for smashy good stuff are awesome, but if you're lacking an arcane caster and have a frontline fighter already, I'd try to pick up utility like Fly, Haste, etc. However, if you're going with the Paladin spells, there are a bunch of good ones.

Holy Sword is obviously a huge one. Litany of Sight is good for the utility if someone isn't casting Glitterdust or something. Sanctify Armor is cool, especially if you've picked Litany of Defense. Litany of Vengeance gets really brutal really fast as well.


blackbloodtroll wrote:
Reincarnated Oracle is indeed a bad archetype for a martial Oracle.

However, the OP seems to want to play it. Besides, if he's going for a less one dimensional role and combat only focused role, the revelations are useful. Location Memories does give you scent and low light vision as well as a +2 to perception so it can provide some utility and with a decent CHA, Spirit Memories can severely mess up some foes. It's not strictly optimized, but it is useful.


EpicFail wrote:

We'll be starting at 5th level and have the following array available:

18 16 14 12 10 8 before racial adjustments. We have a Monk, a master Summoner, and two wavering PCs. I've played almost exclusively core classes and here's my chance to try something exotic. Suggestions?

You can play just about anything with those stats. Anything. An Inquisitor could be run very successfully off of those stats so you could have good physical stats for combat, a good wisdom for all the juicy spells and class abilities that need it, and the 8 could get dumped in INT, because you already have a bunch of skill points. I'd probably go STR 18, DEX 12, CON 16, INT 8 (or 10), WIS 14, CHA 10 (or 8).

Cavalier could be good too, since you could put a 12 or 14 in CHA and be a good party face, and Samurai falls into the same boat.


I'm a big fan of Oracles, but the Reincarnated Oracle isn't that good for a martial Oracle. Just figured I'd point out that if you're going combat, you're probably going to be better served by just going straight Oracle of Metal. However, I'm cool giving you ideas for working with Reincarnated Oracle, since I'm assuming it's for a concept you have going, and concept is a respectable reason for not fully optimizing, and Location Memories is a pretty cool utility. Since your choice of curse is Haunted or Tongues since you're a Reincarnated Oracle, and I'm assuming that you're going melee from your stat layout, I'd recommend Tongues since your weapon flying away sucks, and you can get the spells granted by Tongues from the Mystic Past Life alternate racial ability (and seriously, get this ability since it is the best thing ever for the spells-known starved Oracle).

As for spells, since, again, I'm assuming you're focusing on wading in and bashing things on your own, spells like Magic Vestments, Divine Favor, and Magic Circles are useful. Use your Mystic Past Life and possibly the Samsaran Oracle favored class ability to get a bunch of useful spells like Lesser Restoration, Dispel Magic, Fly, Invisibility, Haste, and other nifty buffs that aren't from your spell list and basically play a buffer that wades in to battle with his buffs all a go. Make sure you chose Healing to add all the Cure spells to your spells known too so you can patch yourself up too.

For items, since you can pick up the Iron Weapon revelation at the cost of a feat to make whatever weapon you want as a +1 Cold Iron weapon right off the bat, I'd pick up some amazing armor and AC buffs or protective gear and just ignore getting amazing weapons, especially since your CON is only a 13. Something like +1 Mithrail Fullplate and a Ring of Protection or a Belt of Physical Perfection +2 would be in order.

Feats are really up to preference. There are a lot of amazing revelations you missed because of the Reincarnated Oracle revelations so Extra Revelation would be something good to dump feats into, and Power Attack/Furious Focus is seldom a waste if you're going into melee. Awesome Revelations to pick up with Extra Revelation are (in order): Iron Weapon, Dance of the Blades (possibly switch this and Iron Weapon), and Armor Mastery.


I've played some really awesome characters with my group such as St. Ibsen McCleod The Cowboy Paladin, Pie the baby goblin witch, E.B. Thurgood the Panegyrist (Undead Lord Cleric), and Bathaazar The Burning Man (who may actually be my most awesome character, but nobody wants to read a book in a post because I played him for almost two years).

The character I felt the best about though was Jandalong, a LG Oread Oracle of Metal. He was an acolyte of The Tenants of DatSun which was a religion I created for the game world. Basically, to receive his powers, Jandalong had to pledge himself to death to serve a lord. Which happened to be Ebenezer the pretty dumb Oread barbarian airship captain played by my friend. Jandalong was basically his Jeeves, bustling about in full mithrail full plate and a mithrail tower shield.

The entire game consisted of me sitting back with the monk's Leadership granted wizard follower and him turtled behind his tower shield and buffing the party from afar. His AC was something over 40 most of the time, and the only time he really took damage was when he started using spells that funneled his party's damage into him so he could just skip running around and just heal himself. The buffs and fat healing he threw out were amazing and basically allowing the party to run around with a self replenishing hit point battery that still buffed them pretty much derailed a lot of the combats in that campaign.


MrSin wrote:
Bearded Ben wrote:
Give the Pugwampis witch levels for even more fun.
Cackling pugwambis using evil eye and misfortune... No one deserves this.

More like Ain't nobody got time for this, because they'd still probably have crap for damage.


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I enjoy the idea of adding a more esoteric and roleplayed aspect similar to The Oldest Game from the Sandman comics. Opening of that sequence below.

http://25.media.tumblr.com/tumblr_m4ccnh9YsK1qb4ukso2_500.jpg


The challenge would be weak, true, but Huntmaster doesn't have to split animal companions. What I like is the level 3 Huntmaster ability Takedown that lets the animal companion do dirty tricks/trip. Full speed in medium armor is cool though. The whole Cavalier and riding issue is why I was looking at Sword Saint Samurai too though. A little extra precision damage is cool and Resolve is a good "oh crap" button since my will save will be poop.


I feel like I'm missing something, but what does Emmisary add that Huntmaster doesn't? Shattered Defenses is amazing though. Thanks for the suggestion.


One of the grittiest things I've experienced in a game is in my buddy's current game. All healing magic just converts the lethal damage into half its nonlethal damage. Healing 10hp turns it into 5 nonlethal. It makes every fight terrifying. Healing is still useful, but it is not a nice reset like it is in the standard rules.

Also, look into sanity rules. They can be fun.


Additionally, one thing I have found true about most aspects of life is summed up in a Coco Chanel quote: “Before you leave the house, look in the mirror and take one thing off.”

Understand that you have overcomplicated something. You've done it. We all do it. Make sure that you have a few minutes (I typically re-examine my notes about an hour before the game) before you start playing to go in and remove one element that is just overkill. This extends to creation as well. Go crazy, make the world, do your thing, and then edit. The fantasy world for the game I'm planning when one of my group's current GMs burns out or ends their arc is a prime example. I have world maps, political, economic, and climate maps, lists of deities, races, history, the works. I have it down to certain races having certain traits when they come from certain regions. And then I realized I hadn't really worked on anything for gnomes, couldn't think of a logical place they would have originated, and didn't really have a role for them in the world. There are now no gnomes in my world. Editing is as key as creation. Your game can just as easily be defined by what you leave out as what you include.


Not a save or die, but Mummies are brutal when the players have to re-roll to get worse results on saves. They're bad on their own, but when I get two chances to fail my save vs paralysis and mummy rot, I start crying. Mummy Rot is also pretty brutal, and they have good to hit and damage and defense stats.


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My group sandboxes a lot. Like almost exclusively, and I have GMed quite a few. My biggest tip is this: Spend a metric crapton of time making the world. Flesh out the cities, regions, countries, etc. Make laws specific to region (they hang you for stealing in city X, or city Y has a completely corrupt law system). Figure out what attitudes to races are in specific places. The players are a huge resource in this. As has been said, involve them. Their backstories and fleshing out their homes will give you huge swathes of information. Go so far as to design things like the uniforms worn by town guards or favored foods in certain places. This is your world; people can't pick up your book and figure it out. Your job is to make the world as immersive as possible. It is a lot of work, but if you have a good group, they will appreciate everything you have done.

The second biggest tip is a tip to all GMs. Be flexible and improvise. Your players will never go exactly where you want them to in the way you want without railroading. This also functions as a caveat to the above tip. If you find that The Holy Order Of Lawful Jerkwads you made are detracting from the fun, introduce a couple NPCs from that order who are actually nice. Have a list of random names in case you have to name NPCs on the fly because they will talk to someone you haven't made. It may end up that a random NPC is a great boon to the party. The previous tip sounds like a lot of work, but if you just have a list of things to bring up for an area instead of fleshing the whole thing out in detail with maps, it makes it easier. I try to have a list of at least 20 words per area where the characters would stop for a while. They can be things like "bagels made here, people are annoyingly nice, and talk like they're from Wisconsin." It makes a huge difference as you don't get obscenely attached, but you have a lot of material to flesh things out.

The third tip is argot. People talk differenty in different places. Perhaps there are racial slurs for certain unpopular races in country X (in my buddy's game, we call all orcs and half orcs "underbites"). Have naming conventions. Country Y has people with Germanic sounding names, for example, while Country Z is more Gaelic. Make up a curse word. Battlestar Galactica has "Frack" instead of the f-bomb and Farscape has "Frell." Don't go overboard with that, but just a single made up expletive can make the players get into character and into your world so much easier. Another one of my GMs had a world with no gods, and he made us redact any statement including the word "god," so we would say something more setting fitting. It was annoying at first, but after the first two sessions, we got into it and the game was much better for it.


All Paizo books are available. All races technically are too, although I'd like to avoid small races and Aasimars, as the two games I'm currently in I'm playing a Halfling Cavalier and an Aasimar Oracle. My group does heroic rolling (roll 2d6+6 six times) for stats, so I won't know what my stats are until we sit down to play, but assume they're better than most point buys.

Also, if I go Huntmaster, what animal companion is best for that build? Also, when it says I can get a "bird" does that include stuff like Rocs and Giant Vultures?


I'm theorycrafting for my next character, mostly because I'm trying to push myself to play something other than a divine caster while still trying to find something I would like to play and avoiding my crutch of spellcasting. Hitting hard is always nice, but I like being able to do more than just hit, I like playing a party face, and I've started loving status conditions.

The build I want is a Cavalier Huntmaster (or Samurai Sword Saint) with the Order of the Cockatrice cross classed with a Rogue with the Thug archetype. Levels go as follows:
1-Cavalier
2-Cavalier
3-Rogue
4-Rogue
5-Rogue
6 and up- Cavalier

This gives me Dazzling Display with extra rounds and the ability to sicken foes. If I become a Huntmaster, my animal can dirty trick as well for more debuffing. I know I probably want Power Attack for Cornugon Smash, but what other feats would you take? What race would you recommend? I was thinking Human for more feats or Half Elf so I can get Dual Minded to shore up my will save. If I go Huntmaster, I also probably need to pick up Boon Companion. Ideas? Feat suggestions? Is Huntmaster or Sword Saint better for this build?


My players get the full intelligence of my creatures/villains. They use the environment, if they have the intelligence, they start using tactics, and said tactics get more and more vicious as their intelligence stats go up. I had the party fight a coven of a 12th level witch, three 10th level sorcerors (with a homebrew feat to join a coven), and three Witchfires. There were clouds, flying, invisibility, escapes (that the PCs cut off), and the bad guys had been messing with the weather for several hours before the combat started so they had some nasty stuff happening with that. It was almost a TPK, and they rose to it like champs. My players know that they need to bring their A game and there will be no punches pulled. I expect the same thing when they DM for me. The enemies are real creatures with motivations and lives that they want to keep living and I run them as such.


I have a few stories. I was running a Western style game in which there was a gun toting Paladin preacher. They were fighting the Seven Deadly Sins, and Envy was an Antipaladin Worm That Walks. Envy was in a maze made of grates, and almost killed the party wizard in one surprise round by engulfing him. Paladin walks in his room after the surprise round, takes one shot, smites, expends all his Lay on Hands with some feat, the gun was holy, and rolled almost max damage (seriously, there were like 8 6s), which was something close to 90. Envy had 75hp. Combat over. It was the most anticlimactic thing ever, because they'd been fighting through his dungeon for almost seven hours by that point, plus he had been harrowing them for two sessions.

The second story involved a homebrew bad guy who was the incarnation of Prowess. Every spell, ability, save, attack roll, etc, he gained that quality within a few rounds. We'd fought and lost to him twice. We were hiding on the Storm King's Castle (which was a ruin that we'd turned into our base while trying to figure out how to use it) when he popped in to rumble again. The third combat was going badly, and my barbarian and my friend's witch were pretty much totally outclassed, and I was rendered helpless round one. The unknown quality was the new sorceror who he had never met before. We were using some 3.5 material, and he had some hellfire spells, and blew through most of Prowess's hit points in two rounds. Prowess started doing his thing and jumped out a window to escape, vowing to get us and our little dog too. The sorceror jumped after prowess, and the GM said that they had three rounds in the air. Round one, the sorceror took Prowess to 3 HP. Round two, the sorceror killed prowess. Round three, the sorceror cast Feather Fall and successfully stayed alive and killed our main plot villain many, many, many sessions before we were supposed to. It was epic, but it took the GM by surprise and totally derailed his detailed plot.

The next couple stories come from a bad time in my life where I set out to de-rail a game and insta-kill the BBEG every time he started monologuing. I became unfortunately known for it in my local groups, and to this day, most of the people I play with tend to make the bad guys

In high school, I got invited to join a few of the older gamers that played at a comic shop near me to go to one of their houses to play 3.5. I was flattered, spent hours making a Warmage, and showed up ready for battle. I quickly found out that the guys did not play...very tactically and just basically made goofy characters and multiclassed pointlessly and played really underpowered characters. Basically, I single-handedly killed 4/5 of the dungeon on my own and still had gas when we hit the BBEG at the end of the dungeon. He started monologuing, and I asked the GM if I could have a surprise round. He said sure. I sudden quickened a lightning bolt then shot another lightning bolt, rolled like a champ, and the BBEG wizard (the 3.5 kind with d4 HP) failed both saves and died on the spot. The table of four guys who had been playing since First Edition stared at me in blank horror. I never got invited back.

My last story is the fastest time I've ever seen a game derailed. The game started off in a town where there was a creepy street preacher preaching doom and destruction and saying that his god was going to kill everyone, blah, blah, blah. I was playing a rogue and made an epic stealth check to sneak up to the podium and dump Sovereign Glue all over it just as the preacher slammed his hands down. He was stuck and suddenly didn't have his hands to use somatic components. Then I lit him on fire and started sneak attacking. He died, and the GM said his game was over because I killed the main villain an hour into the first session.


Oh, well, I probably won't be getting that feat until my 5th level, since my level 3 feat will probably be Mounted Combat to negate hits on my party's front line fighter. Until that point, I need a way to control him and was confused if the INT 6 automatically made the horse a magical beast.


Does it actually become a magical beast thought? I understand that it is almost as smart as the average fighter, but since it gets bonus tricks for leveling, my GM and I assumed that I still had to teach it tricks to make it do stuff?


And due to Huntmaster and my +1/2 level favored class bonus, I get the level 4 adjustment at level 2! As a nice side effect, it becomes wartrained at level 2, which will help me a lot with training tricks so I can focus on other stuff.


We actually get two traits, so I took Savannah Child so I get Handle Animal and I'm between Militia Veteran for +2 on Ride and Focused Mind for +2 on Concentration checks so I don't have to dump a feat into Combat Casting or Warrior Priest.

My spell list right now is:
0 Level- Mage Hand (Haunted), Ghost Sound (Haunted), Spark, Create Water, Detect Magic, and Enhanced Diplomacy (for flavor)
1 Level: Cure Light Wounds, Bless, Burning Disarm (because my GM said at least the first three levels are an urban game)


Well, all the focus on the horse is cool and all, but I'm playing the Oracle. The horse is a super cool awesome ultra powerful pet, but at the end of the day, I want to play as my Aasimar (this diverges from the other thread). I'm playing the wide eyed back country boy guided and guarded by an awesome horse.

I can't "buy" a horse with the advanced template. A) I have nowhere near enough gold, because I rolled really badly on my starting wealth roll. B)I'm not buying the horse, I'm getting it from the Bonded Mount Oracle Revelation which does not state that I can pick a heavy horse. C) I'm pretty sure my GM would shoot that down hard, and he's tentative about all the alternate rules I'm using and about templates in general. Getting the Celestial Template later on from Celestial Servant is probably all the templating I'm gonna get, and I don't want to press things.

@Jubal Breakbottle, thanks for the Dragon Style suggestion. I will have to pick that up when I get another feat and the skill ranks. Level 1, I am taking Narrow Frame and Power Attack unless someone has something much better than Power Attack. Narrow Frame is going nowhere, because I want the horse to fit in dungeons and be able to barge into buildings to save me.

On the plus side, I rolled really well on my stats. I ended with:
STR: 14
Dex: 12
Con: 14
Int: 13
Wis: 11 (9+2 from Aasimar)
Cha: 17 (15+2 from Aasimar)

I also took the Scion of Humanity, Halo, and Deathless Spirit alternate racial abilities for Aasimar because of flavor stuff for later on, and I like having Light at will without using one of my precious few spells known.


I started the character sheet (and by started I mean nearly finished) at work. I'm using Aasimar Scion of Humanity and using the favored class bonus for extra horse levels. My level 1 feat is Huntmaster, so by level 2 my mount will be a level 4 animal companion. I took Narrow Frame as my level 1 horse feat and Power Attack sounds good as my level 2. I have Leather barding for the time being, since it has no armor penalty and I kinda rolled for crap for my gold. There really isn't an issue that I can see using it without the proficiency, although Light Armor Proficiency is on my shortlist of stuff to take with the mount.

So, feat break down for Horse is as follows:
Narrow Frame, Power Attack, Light Armor Proficiency, then what? Dodge? Furious Focus? Weapon Focus?

The template to make it a heavy horse/warhorse won't be happening. I don't see my GM letting a template fly for free what with the horse already being so good.


Ah, I see that issue with Racial Heritage, but then I could see a convoluted argument for Racial Heritage: Aasimar-with-the-scion-of-humanity-ability.

In any case, it looks like I'm gonna go for Aasimar and just ignore the +2 STR from Eye For Talent in lieu of getting my animal companion's fourth level adjustments at level two.

For the horse itself, since I get its level 1 and 2 feats at my level 1, should I go Multiattack and Narrow Frame? Is there something else the horse should take instead?


I totally do stuff like this when I GM. My parties hate having to deal with the fact that their battlefield control tactics are outmaneuvered, or, even worse, matched. The whinging is just as bad as when I decided that using status conditions like sickened and dazzled on them was going to be fun. However, it's brought my group to a new level of combat where everything is hard, confusing, brain wracking, and totally awesome.

I totally use the whole "I use the same tactics and books you do" argument a lot. They gave in after I used the exact same Cavalier build one of them used in a previous game to wreck them on an open field. But yeah, enemies are people too, and a lot of times they have a higher intelligence score than half the party...


That song was totally my inspiration for the entire character. I have it on my phone to bust out at inappropriate roleplaying moments and when we charge into battle.