Equeon's page

Organized Play Member. 5 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


I found this picture of a Marax.

Here


How would I create a Grippli "Riverspeaker" character that's based around manipulation of water?

Flavor
The concept is that he's from a Grippli tribe that worships the river, and they rely upon it for protection, healing, and guidance. They believe rivers hold the memories of the past, and consult it to commune with ancestors or to inquire about future events.
Although they are generally a reclusive tribe, every generation one young male and female are sent to gather as much information about the outside world as they can, before returning decades later, where their newfound knowledge can be passed onto the tribe and stored in the memory pools for all time.

Mechanics
I would like this character to primarily be a spellcaster with some healing and utility spells. I'd still prefer for the damage to outweigh the healing aspects (I'd rather not be a "heal bot"), but if there's no other way I suppose I can go full support. I don't mind being the Face of the party.

Class Choices
Right now I'm considering:

  • A Cleric with Travel/Flowing domains, divine abilities mostly reflavored as magically flowing water
  • A Waves Oracle with the Merciful curse
  • A Speaker for the Past Waves Shaman or regular Waves/Ancestor Shaman
  • A Watersinger Bard (With GM permission, since it's Undine only). But come on, just think of the flavor with a frog's song!

Which of these would work best / be the most optimal for the concept I want? Thanks in advance for any help.


Any suggestions?


Hey all, I just started playing as a Primal Companion Hunter and I plan to balance my character between being an archer and buffing his companion to become an unstoppable monster.

I've already got my feats and my companion's feats planned out, but I could use some advice for

1. what spells to take (Aside from the obvious like Gravity Bow and Animal Growth later on)

2. what items to buy (both for myself and my animal companion).

Any advice would be greatly appreciated. Thanks!


1 person marked this as a favorite.

Hey, fellow Pathfinders!

Though I've played D&D before, I'm brand new to Pathfinder, and for my first character I'll be playing a Beastmaster Ranger. I chose this class because I really enjoy the general concept and playstyle of an archery-focused ranger working together with a powerful animal companion.

In fact, I want to have a companion that is quite a force to be reckoned with, even if that means sacrificing some of my own character's power.

My current idea is to take a Giant Mantis companion at level 4, reflavored as a giant Whip Spider (I'll try to negotiate with my DM to have some kind of compensation for the lack of wings and Fly ability.)

Ideally, I would like this companion to excel at being a "striker/controller", focused on dealing damage and providing utility in the form of grappling and intimidation (while still being able to survive as long as possible, of course. I don't want my buddy to die!)

Because the Mantis is considered Vermin by default, and this severely limits feats and tricks, I will add +2 to its Intelligence at level 4 (the extra ability increase coming from being Human.) At level 9, I will add a third point of INT, allowing me to train my companion with a much greater variety of feats.

Here are the feats I plan for my companion to take:

Spoiler:


    • Dodge
    • Lightning Reflexes
    • Combat Reflexes
    • Intimidating Prowess
    • Weapon Focus
    • Iron Will
    • Power Attack
    • Godless Healing
    (requires 3 intelligence for non-animal specialized feats, so minimum of level 9)


These are not sorted by the level I'd take them in - What would be the best order to take these feats?

In addition, I'm considering an alternate feat set specifically focused on my whip spider being a nightmarish intimidating force, striking fear into enemies with ease.

- Replacing Combat Reflexes with Dazzling Display
- Replacing Power Attack with Signature Skill
- Taking the Evolved Companion feat myself with the Skilled evolution into Intimidate.

Unless I'm mistaken, at level 11, for example, this would allow my companion to make a full-round action to intimidate enemies with a
+4 (Base Stats - Intimidating Prowess) +9 Intimidate (+8 from Evolved Companion, +1 from skill point) +4 (If vs. Medium or smaller enemies) for a +17 Intimidation.

At 12th level, with 10 ranks in Intimidate, my companion could theoretically terrorize a roomful of humanoids with relative ease, thanks to Dazzling Display and Signature Skill:

Quote:
If you exceed the DC to demoralize a target by at least 10, it is panicked for 1 round or frightened for 1d4 rounds (your choice) and shaken thereafter.

The only things is, this requires 2 Companion Feats and 1 feat of my own, and requires a minimum of level 9. Will this be worthwhile, or are most enemies immune to Fear effects/have too many Hit Dice beyond this point?

Anyway, onto my own feats.

Spoiler:

• Boon Companion
• Spirit's Gift
I'll probably stick with Stone for the DR/5 Adamantium, but having the option for various resistances is great, too.
• Evolved Companion:
Skilled, Pull, Resistance, Magic Attacks, Improved Natural Armor, Improved Damage, Bleed... Spirit-Touched?

Evolved Companion is probably my favorite feat because of the ridiculous amount of customization it offers.
I can take this feat multiple times, so I listed the ones I thought would be most useful. The mantis lunge + grapple + multiattack + Bleed could make for a brutal combination. Unless I'm misunderstanding the wording of the ability, Pull would let my companion attack/grapple and pull an enemy toward itself in one turn, preventing escape or stopping enemies from reaching squishy party members.
Magic Attacks would offset my beast's basic physical damage not being effective against enemies with resistance, but aren't there purchasable items that also accomplish this? The rest are all just solid basic improvements, but may not be as viable.

Any recommendations for how many times I should take this feat, and which evolutions I should choose? Theoretically I could get them all, but I don't want my Ranger to be a wet noodle and would still like to get some of the good archery feats like Improved Precise Shot, Deadly Aim, Manyshot, etc.

And I have no idea if this would work, but a potentially crazy evolved trait I could apply to my companion:

Quote:
Spirit-Touched: The eidolon is spirit-touched, granting it 1 minor granted ability from a 1st level spirit of the summoner's choice. Each time the eidolon is summoned, it manifests the same granted ability as well as the physical sign and influence of that spirit.

Two different minor abilities that could work quite well with my companion, courtesy of Sevnoir:

Spoiler:
Effortless Intimidation: You do not suffer penalties on Intimidate checks based on your size and you can demoralize foes as a move action instead of a standard action. (You still gain bonuses on Intimidate checks if you are larger than your foe.)
Feast on Fear: Whenever you deal damage with a weapon or supernatural attack against a creature that is suffering from a fear effect, you are healed a number of points of hit point damage equal to 1/2 your binder level. You can only gain this healing once per turn.

The success of a Feast on Fear trait for my companion depends on the specifics of its "binder level". I'm assuming an animal companion's binder level is 0 unless specially trained, in which case it would be useless. However, I very much like the potential of my companion being able to intimidate Huge+ foes and attack in a single turn with Effortless Intimidation!

I apologize for the long post, but I figured I would lay out my entire concept so you all can best give me advice/tweaks/tear it apart for inconsistencies or incorrect rule interpretation. Thanks for reading!