crunch: Hassim Al-Murad Male human cavalier (Honor Guard) 1 LG Meduim humanoid (human) Init +2; Senses Perception +1 -------------------- Defense -------------------- AC 16, touch 10, flat-footed 16 (+5 armor, +0 Dex, +1 shield) hp 12 (1d10+1+1) Fort +3, Ref +0, Will +1 -------------------- Offense -------------------- Speed 30 ft. (20ft. w/armor) Melee scimitar +5 (1d6+4/18-20) or . . longspear(reach) +5 (1d8+6/x3) or . . light mace +5 (1d6+4) or Ranged shortbow +1 (1d6/x3) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Special Attacks Challenge 1/day (Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage equal to the cavalier’s level against this target. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends.
Tactician 1/day (At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.)
Feats: Antagonize, Saving Shield Traits: Reactionary- You gain a +2 trait bonus on initiative checks.
Skills: Acrobatics -5, Bluff +6, Climb +0(no shield) Diplomacy +2, Disguise +2, Escape Artist -5, Handle Animal +6, Intimidate +6, Perception +1, Ride -1(+4 when riding Mount), Sense Motive +5 Languages: Common SQ: An order of the seal cavalier adds Disable Device (Dex) and Linguistics (Int) to his list of class skills. Whenever the cavalier uses Bluff to conceal information about his sworn charge, he receives a competence bonus equal to 1/2 his cavalier level (minimum +1). Combat Gear: acid (2), caltrops, holy water; Other Gear scale mail armor, light steel shield, scimitar, shortbow, arrows (20), heavy mace, longspear, crowbar, grappling hook, 50ft of hemp rope, chalk (10), candle (10), hooded lantern, lamp oil (5), backpack, bit and bridle, riding saddle, saddle bags, belt pouch, bedroll, flint and steel, an iron pot, mess kit, soap, waterskin, torches (10), trail rations (5 days), animal feed (5 days), 15 gp, 3 sp --------------------
Antagonize: Use Diplomacy or Intimidate to goad creatures Saving Shield: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a shield to use this feat. Shake It Off: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
@Ngozi & DM:
Hassim would probably have been quite shocked seeing a baby phantom with multiple umbilical cords ooze out of Ngozi's face the first time. It probably would have been met with a stare and awkward silence. The second time, Hassim would have acted normal, accepting it as a part of who Ngozi is. Hassim would look to Ngozi when it came to questions of the dead and spirits, seeing him as a kind of expert on the subject. @Eisith & DM:
Hassim would see some kinship with Eisith, both of them trying to fade into the background rather than drawing attention to themselves. On the other hand, Hassim tends to get more serious in dire situations. He might be a bit confused by Eisith's more open and somewhat crazed demeanor during dangerous events. Eventually he might get a little laugh out of it, knowing he can behave the same way at times. @Dhomirren & DM:
You would likely be the first Ratfolk that Hassim has ever met, and would likely be surprised at the idea of a rat person having a pet cat. He might even find it a little humorous. That said, he would likely have a lot of respect for Dhomirren. The reason for that would be his kinship in caring for and having companionship with an animal. @DM Chapel: Are you okay with animal companion archetypes? I was considering the Bully archetype specifically.
Also, I changed Hassim's order to the Order of the Seal, it makes a lot more sense for the kind of order I was thinking of when first making Hassim. I almost have the crunch ready, I'll post it as soon as it's done.
Hassim: He will be taking the Honor Guard archetype, and is trained to guard leaders in battle. I plan on playing in a way that discourages enemies from attacking his allies, trying to force them to focus on him instead. His secondary roll will be melee damage, which I think he will be able to deliver on considering the spiritualist and the skald doing debuffs/buffs.
Time Zone: Mountain Time
Hassim Al-Murad:
Appearance
Picture of him 20 years from now. Backstory
Personality
Do you want all the crunch written out for the application? He is a human cavalier, order of the star, his mount will be a camel. I've picked stats, but I haven't done skills, feats, traits, or equipment yet.
@GM I worked out some of the details and kinks in Wrath's backstory and thought I would post what I had written out.
Backstory Rewritten and Expanded: -----The Way of the Silver Claw was originally formed sometime after the emergence of the dwarves from underground. A small group of dwarves were trapped in a winter storm in the Mindspin Mountains. Zandet, the silver dragon, saw their plight and guided them to his caverns. His actions saved this poor group of dwarves. They numbered less than 50. He offered to let them stay, and in exchange for them working the stone in his cavern into a home, he would teach them. The dwarves liked this idea and decided to accept the offer. -----Zandet taught these dwarves that there are impurities within all mortal beings and that we must seek to root them out in order to become a perfect self, or our societies would fall. He taught them that all vice stems from these seven impurities: Envy, Gluttony, Greed, Lust, Pride, Sloth, and Wrath. The Way of the Silver Claw focuses on three tenants. The first was overcoming the vices inherent to mortality, this was the main goal and tenant. The second was learning about yourself and the world around you, as this would help you to see the vices in yourself and in the world. This would help you to overcome them and give you the chance to direct others in doing the same. The third and final tenant was preserving and protecting innocent life, as all innocent life has the potential to overcome the vices of mortality. -----Zandet taught them Draconic and a strange runic language they didn't know. Most of their records are written in this language. By the time Wrath is born, the conclave has lost the knowledge of dwarven and predominantly speak Draconic but are taught Common and to read and write the strange runic language(Thassilonian) that their records are in. Zandet often taught and lead this group in a dwarven form, and at some point fell in love with one of the dwarven women and had several half-dragon children. The eldest was named Pride at his coming of age, but eventually overcame his vices and was renamed Zanikus. -----Sometime after this, Zandet disappeared. No one knew where he went and everyone was afraid that the Way would be lost without him. Some of the elders remembered the Gods of their fathers, the dwarven Gods. Particularly they remembered Torag, the father of all dwarves who loved all of his children. They gathered the congregation and Zanikus led the congregation in humble supplication to Torag asking for guidance. Miraculously, he heard and answered their prayer. Torag sent down a solar angel, Ambriel, who knew all of the teachings of the Way of the Silver Claw. She stayed with the dwarves for a long time, teaching and guiding them in the Way as Zandet had. Zanikus and Ambriel fell in love and had four children together. When Zanikus died, Ambriel left the eldest Master of the Way(one who had overcome the vices) as their leader and teacher so that she could return to heaven and be with her beloved. -----Wrath is a descendant of one of Zanikus' and Ambriel's children. His ancestors going back have all been given the gift of natural arcane power, a sign of their draconic heritage, and a few have been born with blonde hair, a sign of their celestial parentage. Wrath was born with icey blue eyes, the same color that Zanikus had. It was seen as a sign that dragons blood flowed strongly through him. He was also born with the blonde hair, a sign of his celestial ancestry. The conclave marveled at his birth, for the combination was quite rare (usually one side overpowered the other). Seeing this, the eldest Master of the Way gave him a special amulet made from one of the scales of Zandet, a precious relic. -----After birth, Wrath was raised by the community with the other children. He did not know any members as his father or mother, but all were seen as elders and teachers. -----At a member's coming of age ceremony, they are named after their greatest vice. Only after overcoming this vice are they able to shed themselves of this name and take on a new name. Wrath has recently gone through this ceremony. He received the name Wrath, and the red rune of Wrath was tattooed into the backs of his hands. He wasn't surprised by this, he had become known as one to enact his own physical justice on people when he thought they had done him or others wrong. The appropriate thing to do was to tell your elders and that they would resolve it in the most appropriate way, but Wrath's emotions got in the way of this. Sometimes he was quick to anger and frustration and expressed these things in a less productive way. When he was a child, on of the other young ones stole his amulet. Greed. He despised that vice, always taking never giving. He hurt the poor kid rather that telling one of the elders. Not many members forgot that day. Only when he can completely control his anger and sense of justice will he be able to shed his shameful name. -----At their coming of age a member of the Way would be sent out into the world in search of better fulfilling the tenants of the Way. The Master of the Way, the same that had given him the amulet, had a dream the night before the ceremony of a town named Sandpoint and a celebration happening there. She believed that it was a sign that Wrath should seek out this town and that he was meant to be there for the celebration. With this guidance, Wrath set out with the few belongings he owned, in search of Sandpoint and whatever it held. He got there long several days after the Swallowtail Festival to find out it had been attacked! He currently is doing his best to help Sandpoint recover and feels that because of the dream there is something more he needs to do here for Sandpoint.
M Human Archaeologist Bard 1
I see a lot of people have created their characters and are able to use them to post. This is my first time doing PbP and I'm not sure how they were able to do that. Do I need to so as to make play easier? If so, where can I find instructions to do so.
GM:
I must have done the math wrong, I can't figure out how I got to that number. It should be 19 (10 +2 BAB, +3 Str, +1 Dex, +3 Cha[Scaled Fist Monk]) Yes I did take the Scion of Humanity trait, I wasn't sure where to record that so I ended up forgetting to record it somewhere. I have been thinking about this character for a while so I have had a lot of thoughts about how all of this works, I just wanted to get something out there so I could be considered for the campaign. Let me expound upon your questions.
A lot of this has just been in my head and hadn't been written out yet. I didn't want to give to huge of a text dump for you to read through. The original group that was lost in the storms was less than 50 in membership. Now they number at around 35, the slow decrease coming from some members choosing not to have children and isolation from other communities. Let me know if you have any other questions about him or if you want any more details filled in. This is most everything I have already thought through.
If you don't think that's a good enough reason for the Arcane bloodline I can just have him be a plain draconic sorcerer.
This is Wrath, follower of The Way of the Silver Claw. Wrath is a loyal and dedicated monk of The Way of the Silver Claw, a group that venerates silver dragons and particularly the silver dragon Zandet, their founder. Wrath has arrived in town just in time for the Swallowtail Festival.
Statistics:
Wrath
Male Aasimar (Angel-Blooded, Dwarven appearance) Scaled Fist Monk (Unchained) 1 LG Medium humanoid (Dwarf)/outsider (native) Init +2; Senses Perception +4 -------------------- Defense -------------------- AC 17, touch 17, flat-footed 14 (+4 monk, +2 Dex, +1 Dodge,) hp 11 Fort +3, Ref +4, Will +0 Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. -------------------- Offense -------------------- Speed 30 ft. Melee . . unarmed strike (Dragon Style) +5 (1d6+6/x2) or . . flurry of blows (Dragon Style) +5/+5 (1d6+6/1d6+4/×2) Special Attacks Dragon Style . . While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round. --------------------
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Backstory and Connection to Sandpoint:
Wrath was born into a small Monastery in the northern Mindspin Mountains. The Way of the Silver Claw has been around for centuries, a congregation of dwarves who have venerated silver dragons since it's inception. The silver dragon Zandet was their first teacher. He taught these dwarves that there are impurities within all mortal beings and that we must seek to root them out in order to become a perfect self. He taught them that all vice stem from these seven impurities: Envy, Gluttony, Greed, Lust, Pride, Sloth, and Wrath. The Way of the Silver Claw seek to follow Zandet's teachings, even though he hasn't been seen in many years. At a member's coming of age ceremony, they are named after their greatest vice. Only after overcoming this vice are they able to shed themselves of this name and take on a new name.
Wrath has recently received his new name, he received this name because of a lacking in emotional restraint. Only when he can completely control his anger and sense of justice will he be able to shed his shameful name. All his life Wrath has studied the teachings of Zandet. The Way of the Silver Claw focuses on 3 tenants, overcoming your vices, learning about yourself and the world around you, and preserving and protecting innocent life. It was at this point that going out into the world would best help Wrath to progress toward fulfilling these tenants. Wrath's master told him to go to Sandpoint and that there would be a festival there soon, and that he had a dream that terrible things would happen there. Wrath was sent to help this town in any way he can and to represent The Way of the Silver Claw. Description: Wrath is of dwarven appearance, he has blond hair and a short darker blonde beard. His eyes are an icey blue color. Wrath has a more fit build than you might expect for a dwarf. Red symbols are tatooed onto the backs of his hands, a reminder of his vice. Wrath wears a plain tan shirt that has the sleeves cut off. He wears baggy brown pants and leather boots.
Wrath under normal circumstances is very calm and slow to take offence. He is focused and because of his upbringing is slower to get jokes or to laugh. He does enjoy the company of others and cares about people, and that is how he gets into most of his trouble. Wrath is very loyal to those he consider's friends. If someone were to hurt, threaten, or insult one of his friends he would be quite angry and might physically harm these assailants. Wrath's friends would describe him as someone you can always rely on, a friend who is loyal through the thick and the thin, he is the kind of person that would never betray a friend. Wrath's second joy is learning new things about the world around him. It isn't unusual to find him consumed in some book or conversation with the elderly. Wrath doesn't particularly enjoy fighting and sees it as something he has to do when there are no other options. He knows that it brings out his weakness, something that is easier for him to avoid than control. Despite this, Wrath only tries to avoid combat when he believes there is a better solution.
This is Wrath, follower of The Way of the Silver Claw. Wrath is a loyal and dedicated monk of The Way of the Silver Claw, a group that venerates silver dragons and particularly the silver dragon Zandet, their founder. Wrath has arrived in town while the party has been at Thistletop. He has sought to help Sandpoint's residents recover from the goblin attacks. Regretting his delayed arrival in Sandpoint, Wrath has vowed to stay and protect the town from any threats, goblinoid or otherwise.
Statistics:
Wrath
Male Aasimar (Angel-Blooded, Dwarven appearance) Scaled Fist Monk (Unchained) 2, Crossblooded Sorcerer 1 LG Medium humanoid (Dwarf)/outsider (native) Init +1; Senses Perception +5 -------------------- Defense -------------------- AC 16, touch 16, flat-footed 14 (+3 monk, +1 Dex, +1 Dodge, +1 deflection) hp 22 (2d10+1d6) Fort +4, Ref +4, Will +1 Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. -------------------- Offense -------------------- Speed 30 ft. Melee unarmed strike(PA) +4 (1d6+6/x2) or . . flurry of blows(PA) +4/+4 (1d6+6/1d6+5/×2) or . . unarmed strike +5 (1d6+4/x2) or . . flurry of blows +5/+5 (1d6+4/1d6+3/×2) Special Attacks Arcane Strike . . Swift action, all weapon attacks add +1 damage Dragon Style . . While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round. Sorcerer Spells Known (CL 3rd; concentration +6)
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Draconic Bloodline
Arcane Bloodline
Backstory and Connection to Sandpoint:
Wrath was born into a small Monastery in the northern Mindspin Mountains. The Way of the Silver Claw has been around for centuries, a congregation of dwarves (a mixture of sorcerers and monks) who have venerated silver dragons since it's inception. The silver dragon Zandet was their first teacher. He taught these dwarves that there are impurities within all mortal beings and that we must seek to root them out in order to become a perfect self. He taught them that all vice stem from these seven impurities: Envy, Gluttony, Greed, Lust, Pride, Sloth, and Wrath. The Way of the Silver Claw seek to follow Zandet's teachings, even though he hasn't been seen in many years. At a member's coming of age ceremony, they are named after their greatest vice. Only after overcoming this vice are they able to shed themselves of this name and take on a new name.
Wrath has recently received his new name, he received this name because of a lacking in emotional restraint. Only when he can completely control his anger and sense of justice will he be able to shed his shameful name. All his life Wrath has studied the teachings of Zandet. The Way of the Silver Claw focuses on 3 tenants, overcoming your vices, learning about yourself and the world around you, and preserving and protecting innocent life. It was at this point that going out into the world would best help Wrath to progress toward fulfilling these tenants. Wrath's master told him to go to Sandpoint and that there would be a festival there soon, and that he had a dream that terrible things would happen there soon. Wrath was sent to help this town in any way he can and to represent The Way of the Silver Claw. Because of bad weather and minor incidents on the road, Wrath arrived in Sandpoint late for the festival to find that there had been an attack by goblins. Things seem to have settled at this point, the cathedral has already been dedicated and life has mostly returned to normal. Wrath goes about town looking for anyway to help the victims of an attack he should have been there for. Regretting his delayed arrival in Sandpoint, Wrath has vowed to stay and protect the town from any threats, goblinoid or otherwise. Description:
Wrath is of dwarven appearance, he has blond hair and a short darker blonde beard. His eyes are an icey blue color. Wrath has a more fit build than you might expect for a dwarf. Red symbols are tatooed onto the backs of his hands, a reminder of his vice. Wrath wears a plain tan shirt that has the sleeves cut off. He wears baggy brown pants and leather boots.
Wrath under normal circumstances is very calm and slow to take offence. He is focused and because of his upbringing is slower to get jokes or to laugh. He does enjoy the company of others and cares about people, and that is how he gets into most of his trouble. Wrath is very loyal to those he consider's friends. If someone were to hurt, threaten, or insult one of his friends he would be quite angry and might physically harm these assailants. Wrath's friends would describe him as someone you can always rely on, a friend who is loyal through the thick and the thin, he is the kind of person that would never betray a friend. Wrath's second joy is learning new things about the world around him. It isn't unusual to find him consumed in some book or conversation with the elderly. Wrath doesn't particularly enjoy fighting and sees it as something he has to do when there are no other options. He knows that it brings out his weakness, something that is easier for him to avoid than control. Despite this, Wrath only tries to avoid combat when he believes there is a better solution. Edit: Forgot to mention that I am on Mountain time.
LordKailas wrote:
Thank you for giving a variety of options! Buying the yak at level one is a great idea I never thought of!The Animal Ally feat with Boon Companion changes things a lot. I want a full divine caster and I was just going druid because of the full animal companion. This makes the cleric, shaman, and oracle attractive options.Many thanks!
Gray Warden wrote: Oracle is your best option in my opinion, as it synergyzes well with Halfling's racial bonus to Charisma. Go Nature or Lunar to get the animal companion, the only house rule would be to allow yak as animal companion choice in addition to those allowed by the respective revelations. If the GM agrees, congrats; if not, pick the closest quadruped among those allowed and pretend it's a yak. This is a viable option I hadn't thought of. Thanks!
Wonderstell wrote:
Haha, I wouldn't call it "all shaman class features", that's laughable. It wouldn't give me access to hexes or wandering spirit, I would just get the 4 abilities (spirit, spirit greater, spirit true, manifestation). Most of those archetypes (and yes I did go through them before the OP) give up the Nature Bond class feature. You would think that if you wanted to be helpful you would filter those out before posting, since I basically said having an animal companion was required. I just want you to know that your reply was not helpful at all.
I am not experienced in Homebrew or anything like that. So I am making a character and I want advice on what might be a reasonable trade out. I want to make a gypsy halfling who worships Desna and rides a pet yak. Because I want the yak at first level and I want it to stay applicable through the whole game I dont have a lot of class options.
The other option I thought of was playing a shaman and seeing if my GM would let me have a yak spirit animal (familiar). But I wonder if that might be a lot to ask. Let me know what you guys think.
I am not experienced in Homebrew or anything like that. So I am making a character and I want advice on what might be a reasonable trade out. I want to make a gypsy halfling who worships Desna and rides a pet yak. Because I want the yak at first level and I want it to stay applicable through the whole game I dont have a lot of class options.
The other option I thought of was playing a shaman and seeing if my GM would let me have a yak spirit animal (familiar). But I wonder if that might be a lot to ask. Let me know what you guys think.
Quote: Poison Minion (4 RP): Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison. The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier. Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save. I was just wondering if there is any rule on if you can or can't collect it. I plan on playing an infiltrator type and wanted to poison food and drinks of enemies, poison is expensive and the DC scaling would be nice. I don't see it coming up a lot, but it would be cool on the rare occasion.
I FAQed the post where I quoted the Shield Master ability. I would just like to know what the designers meant.
Grandlounge wrote:
I can see how both interpretations could be made. I guess the questions is what does "as if under the effects of" really mean. And can the familiar stop touching me as a free action? The only thing I have to compare to is dropping a weapon, which is a free action. I mean it is just letting go of me. Edit: Found out that ending a spell is a standard action. It's just weird to me because this is an ability not a spell.
Mark Seifter wrote: If the familiar doesn't have line of effect to anything, it's going to be tough for it to use its abilities. It might potentially manage it while taking at least some cover, though. I'm trying to understand what "line of effect" is with this ability. I guess my question is does it work with ranged attacks? The familiar can not reach a melee enemy just like it can't reach a ranged enemy, so if the familiar can see the enemy and is in the same square as it's master, then it can use the ability? Now that I look, Aid Another says "In melee combat...", so I am guessing that is the caveat?
Grandlounge wrote:
Thank you for this, since the Ioun Wyrd doesn't need to breathe it could even fly into a bag of holding or something like that. Also, about having it let go: Quote:
Because of the wording I would assume it never has to let go, you can just choose for it to not take half damage from the attacks that hurt you. Has there been some errata or FAQ on this?
Grandlounge wrote: Weapons are used for aid rolls that is why benevolent weapons exist. Therefore you can use dex with natural attacks for aid rolls endless some one has better rules citations. Wow, the benevolent enchantment makes a huge difference, particularly the armor version that I can enchant it's barding with. This has the potential to make it's aid another attempts increase my AC by +7. Thank you all for the things you have posted, I've learned a lot of helpful things.
SorrySleeping wrote: Despite the familiar entry, the Ioun Wyrd still uses Str for its stat block. Also aid another isnt a natural attack, so the familiar getting dex or str wouldn't help. The familiar entry trumps the Ioun Wyrd entry. As I look through forums, it seems to me that when you use aid another you are using your weapon, meaning the natural attack that the Ioun Wyrd has. http://paizo.com/threads/rzs2rrea?Weapon-Finesse-and-Reach
SorrySleeping wrote:
Would I not use it's Dex when using Aid Another since it is higher? It says in the Familiar entry that they use Str or Dex for natural attacks, whichever is higher. The aid another and bodyguard entries just say attack roll, so I would assume that I would use Dex rather than Str. Also, can you expand on asking for it to die? Shield Master is not always in effect, I can use it when I want rather than every time. What about the archetype is deadly for my familiar? What are the big things I would be losing with the Protector?
Okay let me break down builds for the two and see what you all think. The first thing that I wanted to point out is that my GM is not the type to try and kill someone's familiar, so I am not worried about it being attacked directly very often at all (I know, there are still AOEs). Second is that the Ioun Wyrd can not be healed normally anyways since it is a construct, but I'm working with my GM on a homebrew way to take care of that. So here are the build ideas I have, let me know what you think (I will be a level 6 Magus): Ioun Wyrd (Protector)
DEFENSE
OFFENSE
STATISTICS
Magic Items:
How I would play it:
What I would lose with this build:
Ioun Wyrd (Emissary)
DEFENSE
OFFENSE
STATISTICS
Magic Items:
How I would play it:
What I would lose:
Honestly, I just don't want to keep him tucked away all of the time, but I do want to keep him close to me, preferably in the same square as me. If you guys see any errors let me know. Also please let me know which you think I should use. I just don't have a lot of experience with Familiars and some of the abilities. Thanks!
I'm trying to decide which archetype would be best for my familiar. I'm playing a magus. I want something that will be useful frequently. I guess I just want to see what you guys have liked having and which you prefer. Is losing share spells worth it for the Emissary archetype? Would you say guidance at will is better than having the bodyguard feat and using aid another each round in combat? If I go with protector I can either switch the Ioun Wyrd's Dodge feat for Extra Item Slot and give him a belt of Dex to increase his AoOs and his AC. Let me know what your experience has been with either or both. I appreciate any input. |