This is going to sound like a no-brainer but just keep notes, like if you think of something throughout your day right a little note to remind you. It doesn't even need to be a main story type idea if you think " hey, that would be really fun to play out" throw it at them as a side quest. Or if you come across a monster that would give the party a challenge due to its ability's vs. their party make up. Work it into the campaign turn it into a mid-boss or boss fight.
If you are a caster it is not out of the question to have all the gear you need just have to shop smart/talk to your dm. I always make sure to bring a shovel or spade and an oilcloth tarp not super big but big enough to build a small shelter, or use as a make-shift giant sack to drag all that gold out of a dungeon.
Most of the time my group has people that are really into shopping and take advantage of it and then the rest take the "adventuring kit". Also at higher levels having that gear can be really helpful as in, the guards/generic thing you are chased by are trying to find an invisible rogue, not one that has dug a small ditch under a large bush and is camouflaged.
First off, holy crap that was a very large amount of posts.
Anywaaaay, I think by increasing the animals int to 3 or above doesn't make it suddenly magical or negate the handle animal skill. Although they still should be able to take feats that they meet the pre-reqs for... now a bastard sword wielding armored gorilla is some pretty stinky cheese. If I was DMing a game and one of my pc's wanted to do this it would be a homebrew template for the armor and one for the weapon, and it would take time and handle animal checks, but it wouldn't just be
"Koko takes a weapon prof"
doesn't really sit well with me that an 'animal' suddenly becomes as good as a pc with weapons and armor just case it is smart.
On the speaking points there is a feat in a third party advanced feats book for the cavalier that basically boost the companion/mounts int above 2, but all it gets is it knows more tricks, has a simple understanding of 1 language that its 'master' speaks and an intuitive understand of its 'masters' society. That I think sums up what the int boost is meant for, to more integrate the companion animal into the party instead of having them be just an attack roll that you must make a dc for to see if they attack.
Ice Titan wrote:
My DM gave me permission, thanks to a page of back story, that I could take a hit to spell progression in exchange for an animal campanion(fits the fluff of the character) and apply the pack lord archetype for druids to it. I want to turn them into high ac/high speed flankers because our party has alot of melee
I had this same discussion with one of my party members and in my usually group it always seems no matter who the DM is we always have really poor games and wanted to get around that by taking this trait and i needed to buy 2 masterwork studded leather barding(s?) for 2 wolves.
Hello everyone, I am starting my first pathfinder game soon and have pretty much finished my character except for the fact I took the rich parents trait(although it was refluffed for my character) and have about 200Gp left and cant seem to find anything to spend it on. My character is a witch and we are starting at level 1, also I have bought plenty of scrolls of my utility spells.
So my question is what should i spend the rest of the money on?