DrDew wrote:
Thankfully, that's not on the 3.5/PFRPG list of approved commands. :-)
Pendagast wrote:
In the case of my Animal domain cleric, you can get a friendly animal to do a favour for you if you use Speak with Animals. And even if it's not doing you a specific favour (like tracking or attacking or whatever), it can still block an enemy's charge path or flank or a variety of other passive things of that nature. I've certainly gotten more use out of my 25 gp dog than a 25 gp flask of holy water, for instance.
Dragnmoon wrote: True, but since Everything in the Armory is Authorized *Except a few mentioned things* I would say the Combat Trained dog in it comes Trained, It basically has the Dog Stats + Combat Training. Though a Riding Dog is better. Of course, I don't own a copy of the Adventurer's Armory. So does that mean that my dog isn't trained, even though a dog with the identical stats and price in the Adventurer's Armory is?
a) Yes, you may. I think it was finally established that the 25 gp guard dog is a size Small dog, but don't quote me on that. b) According to the PFS rules, it comes untrained. You need to train it yourself or hire a trainer, as noted. I believe you can make one Handle Animal check per adventure. I have a character who purchased the 25 gp guard dog. Hers isn't trained, though -- she just speaks to it via Speak With Animals from the Animal clerical domain.
Chesterfield Agincourt-Smythe wrote:
1. Wizard 5/Pathfinder Savant 1 (old) and Cleric 1/Sorcerer 1 (new). 2. Neutralizing bad guys and neutralizing bad guys. 3. Low-level scrolls and wand charges, maybe low-level potions if I happened to have a useful one (e.g. giving a scouting player a potion of Hide from Animals or Hide from Undead). 4. I don't expect anything, but I would hope that other players make a good faith effort to help their fellow players as much as possible. I don't consider "My PC is an unhelpful jerk" or "My PC is a coward who refuses to help in combat" to be a very good excuse for not helping. 5. Not really; my wizard has a wand of CLW and a sufficiently high UMD score to use it, and my cleric has CLW scrolls and potions. If I died because one of my party members wasn't willing to use a 15 gp charge of a CLW wand on me, for instance, I imagine I might feel a bit peeved. 6. I would hope that other players make a good faith effort to help their fellow players as much as possible. If a PC did something truly suicidal, I might drag my feet a bit in helping him, but I try not to be petty. In return, I try not to do anything suicidal, but adventuring is a dangerous business...
Lily Moonrose wrote:
The APG came out with some more useful tidbits for this character, particularly the metamagic feats Bouncing Spell and Persistent Spell (both give the spell an extra chance to affect a target on a successful save) and the feat Preferred Spell (allows you to cast a given spell spontaneously). Both Bouncing Spell and Persistent Spell make fairly cheap metamagic rods. Another possibility is to take one level of sorcerer; either the Fey bloodline (+2 to DCs for compulsion spells) or the Serpentine bloodline (allows your language-dependent spells to affect animals, magical beasts, and monstrous humanoids regardless of language) would be useful.
Gworeth wrote:
I had a similar idea: Cleric 1/Sorcerer (fey) 1
The idea is to cast Extended Command, specifically "Approach"; the Magical Lineage trait means that Extended Command is a level 1 spell. The target has to spend two rounds doing nothing but walking towards you in the most direct way possible, triggering AoOs normally. So if you have several melee fighters in your party, you can walk back and forth for a couple of rounds, forcing the target to trigger a bunch of AoOs while being unable to fight back. The Charming trait adds one to the DC on occasion.
My "one-trick pony" idea: Commanding cleric:
Spoiler: The components are the trait Magical Lineage (Command), Extend Spell, and maybe Heighten Spell + Spell Focus (Enchantment) + Greater Spell Focus (Enchantment).
Magical Lineage allows you to pick one spell so that metamagic on that spell is reduced by one level. Thus it allows you to cast Extended Command as a first level spell. What's good about Extended Command? For one thing, the command "Approach" forces the subject to do nothing but move towards the caster as directly as possible, provoking attacks of opportunity as normal. So you can lead the subject around for two rounds, forcing him to provoke a bunch of attacks of opportunity from all of your friends. The "Halt" command is also pretty good (similar to Daze Monster, but without a HD limit).
Matthew Morris wrote:
Not to mention the sorcerer's Fey bloodline (+2 to DC for compulsion spells). I was thinking about doing this with a Pathfinder Society character, but I'm going to go for a cleric with Magical Lineage (Command) + Extend Spell instead; a Command spell that lasts 2 rounds should be useful for quite a while. (See profile for character details.) |
