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Could an Unseen Servant hold a banner or Standard such as a Banner of the Ancient Kings or Standard of the Celetial Heir to provide the Morale bonus to allies?


Lingering Performance wouldn’t work with Battle Dance. The ability calls it out specifically. I do intend on taking Fighter the rest of the way. You’re right about Cha though. I guess I’d only need a 14 or to get the 4th level spell. That would definitely let me bring Str up a bit for a Composite Bow. Do you think Straight Fighter puts more damage out? The Battle Dance will give 10 to Damage. WS, GWS, and WT 5 is only a +9 to Damage, +11 with Gloves of Dueling and that’s at level 20. Straight Fighter doesn’t offer Arcane Strike either. Between that and Battle Dance it’s 13 Damage. Plus the +10 to hit. All by level 10 Bard.


Small sized Muse-Touched Aasimar

Stats need to be rolled or purchased but Dex and Cha will be the Focus.

10 levels Dervish of Dawn, 2 levels Fighter
Feats: Dervish Dance, Arcane Strike, Quick Draw, Point Blank Shot, Precise Shot, Rapid Shot, Clustered Shots, Deadly Aim, and Manyshot.
Items: +1 Keen Scimitar, +1 Longbow, Dervish Sikke, Three Reasons to Live, Tuned Bowstring

So by level 10 Bard Battle Dance is giving a +10 to Att and Dmg. Primarily a ranged fighter but can hold his own in melee and actually has higher dmg in melee per hit though Manyshot and Rapid Shot will make up for the lack of Str. Tuned Bowstring allows me to continue performing without using rounds, and Allegro gives haste as a second level spell for as long as I’m performing.

Any suggestions to cap this build off or make adjustments?

Thanks!


These are some awesome insights! Thank you! I love Extreme Mood Swings and one of the linked forums mentioned the Imprerious Bloodline. So 7 levels Bard and the rest Drunken Rager would let you drink for extra Rage rounds and abilitities and increase the Morale bonuses. Eldritch Heritage and Improved Eldritch Heritage with the Imperious Bloodline increases the Morale and Competence Bonuses by 1.
So Competence Bonus is +6 to Attack and Damage, Morale is giving +7 to Attack and Damage and +9 to Str/Con while raging. And all by level 11. Not bad. Lol


I recently came across some really cool items for Bard that helped me come up with a rough concept for the ultimate buffer.

The Items:
Dervish Sikke
Banner of the Ancient Kings
Three Reasons to Live

With these 3 items, a level 7 Bard could use his Inspire Courage ability to give a +5 Competence bonus to Attack and Damage. Throw in the Flagbearer feat and you have an additional +2 Morale Bonus. Make a +1 Courageous Longspear to put the banner on, and you have +8 to Attack and Damage by level 7. How can we take this farther? I’m thinking a Crossclass into Barbarian at level 8 gives Rage which is a Morale Bonus to Str/Con, and if the Longspear is upgraded to a +4 Furious Courageous weapon, you’re looking at +5 Competence, +5 Morale, and +7 to Str/Con.

Can anyone think of a better way to do this? Or any way to improve upon it?


VoodistMonk wrote:
The Kwisatz Haderach wrote:
A Druid with a Titanoboa companion. Druid casts Awaken on the snake. The snake decides to take levels in the Devolutionist Druid Archetype; deciding that animals should rule Golarion. The snake then performs the Devolution ritual on the Druid, turning the former Druid into the Animal Companion of his former Animal Companion. Titanoboa because it has the highest Wisdom, could pretty easily subdue the Druid, and reptiles tend to lean towards psychopathic personalities.

This is awesome.

Too bad it takes 18 levels to get going.

But in a campaign starting at level 9+, or as a replacement character past level 9, you could start as the Awakened Snake with the devolved human companion/cohort... Devolution Sp. specifically states that the devolved animal ceases to be your companion after the ritual.

The Vivisectionist can do something similar, and could end up a Cohort of one of his own creations.

I’m considering it as a replacement for my Way of the Wicked Character if my current one should die. We’re already level 12. If my DM allowed, I could just enter as the snake with the ex Druid as the companion.


A Druid with a Titanoboa companion. Druid casts Awaken on the snake. The snake decides to take levels in the Devolutionist Druid Archetype; deciding that animals should rule Golarion. The snake then performs the Devolution ritual on the Druid, turning the former Druid into the Animal Companion of his former Animal Companion. Titanoboa because it has the highest Wisdom, could pretty easily subdue the Druid, and reptiles tend to lean towards psychopathic personalities.


If an Acrobatics check can be used as part of a move action, then by RAW could someone with a 30 ft movement speed move 30 feet and jump at the end to go 20 feet further and attack an enemy that was 50 feet away?


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Thanks for the insight, everyone!


The heaviest known Naturally occurring element is Osmium. It weighs in at 22.59g/cm^3. So one cubic meter of Osmium would weigh ~22500 kg. Or roughly 51,000 lbs. So if a Mage were to fly up into the Upper Atmosphere with Life Bubble on, use Major Creation to create 9 cubic feet of Osmium, and let it fall back to Earth; what would be the result? Anyone out there with a physics background want to help me out?


lowericon wrote:

Starting a new campaign soon in which I and the other PCs are playing a coven of witches. There will be 3 or 4 players, all Witches, and I'm looking for advice on how we can best work together to overcome some of the inherent weaknesses of a one-class party.

What Archetypes/Patrons/Hexes/etc best complement one another? We'll be using the Coven hex for sure. That one's obvious.

What we don't want to do is try to build a tank witch, healing witch, dps witch, and all those other roles that are found in a normal mixed-class party. What we're after is some unique Witch-specific ways to be powerful and successful, not just ways to make a Witch into another class.

Thanks in advance for your ideas.

I am currently playing a Witch in a Way of the Wicked campaign, and have done a lot of research into the class. I would recommend the Plague Patron, as it gives access to Animate Dead. You’ll need some minions to act as a meat Shield for your coven. The Gravewalker Archetype is also fantastic for this.

If one of you is a Samsaran, you could add the Summon Monster 5-8 spells from the Summoner Spell list to the Witch Spell list and have access to them at much lower levels; letting you summon some really strong things that can be buffed up with Hexes. Fortune for example is once per day on a particular target. Who cares if you just keep summoning new T-Rex’s?

Veneficus Witch is an awesome Archetype. With access to minor and major Creation, you can create some really nasty poisons at virtually no cost, then distribute them through your Hexes. My Favoite is Spell Hex: Ill Omen. There is no save for it, which means they are automatically effected and it functions as a Misfortune Hex. If you send the poison along with it, they have to save vs the poison and in doing so roll twice and take the lower.

There is also a Patron that gives you all the good Evocation spells if you want a Blaster in the party.

Bouda Witch has a much stronger version of Evil Eye. You sacrifice your Major Hex at 10 for the ability to Wild Shape into a Hyena or Dire Hyena, which could be cool but with a d6 HD You would want to use it more for scouting I think.


So we are playing a Way of the Wicked campaign and are in the second book, running our Evil Organization. Very soon I will have access to Major Creation. I am planning on using the spell to create large amounts of Opium, which we will then sell via our weekly actions to the nearby town. I have 2 questions. First, if someone consumes the drugs, do the effects disappear when the spell ends? I wouldn’t think that addiction would, but what about the ability damage? Second, what is a reasonable profit from starting an Opium trade that has virtually no production cost? Thoughts?


I was thinking about ways to make combat feel more exciting. Maybe a little more theatrical. I’m toying with the idea of dropping the static 10 for AC and instead having everyone roll for their defense and add their modifiers. Maybe make it so on a Nat 20 the defender gets to make a Counterattack, and on a Nat 1 the Attacker gets to make another attack. I feel like this could make combat a lot more exciting. Has anyone toyed with a system like this? If so, how did it go? Does anyone see a reason why this would be game breaking one way or another?


I was thinking about ways to make combat feel more exciting. Maybe a little more theatrical. I’m toying with the idea of dropping the static 10 for AC and instead having everyone roll for their defense and add their modifiers. Maybe make it so on a Nat 20 the defender gets to make a Counterattack, and on a Nat 1 the Attacker gets to make another attack. I feel like this could make combat a lot more exciting. Has anyone toyed with a system like this? If so, how did it go? Does anyone see a reason why this would be game breaking one way or another?


Phntm888 wrote:

I'm currently GMing Way of the Wicked, and have a decent amount of experience with a Kineticist. I might be able to more directly help with this. A +11 to hit within 30 feet seems low for a level 7 Kineticist, especially in Way of the Wicked.

** spoiler omitted **

Otherwise, you don't really need to make them a custom magic item to improve accuracy. A Belt of Dex, or a Belt of Physical Might if they have a Belt of Con, would boost accuracy, as would the Weapon Focus feat. Most of a Kineticist's ability to hit comes from Elemental Overflow, so if they're going out of their way to avoid taking Burn (and by taking a round and a half to gather power to use an empowered composite blast, it sounds like they might, unless they were already low on burn), their accuracy will really suffer. It's a delicate balancing game, but Burn is made to be spent, not hoarded.

How was the rest of the party doing against this particular foe? If you'd like to tell me a bit more about the specific enemy, feel free to post a spoiler. I might have some other insight that would help.

Your math adds up. He has Deadly Aim which is where he gets the +11. We’re level 8 now. The Dex Belt is next on the list and he’ll take WF at level 9. Combined with Arrowmasters Bracers he should be ok for when he needs to get that Composite Blast off. Thanks for taking the time to help!


We are playing a Way of the Wicked campaign and one of us is playing a Kineticist. We recently had a fight with an enemy that had a fairly high AC. Our Kineticist has about a +11 to hit right now if he is within 30 ft. During our last battle, he spent a round and a half gathering power to use his Composite Blast with Empower at a longer range, rolled his attack, got a 10 and missed. It’s pretty anticlimactic to have this big, loud display of charging to fire a blast and miss with a 21 to hit. I was thinking of crafting him an item that could improve his chance to hit when he focuses. Maybe a Cumulative bonus to attack for each action spent Gathering Power? Otherwise a 3/day True Strike Item activated as a Swift action? Does anyone have any suggestions or insight?


Awesome! Thank you for the info!


I am considering a Drake Rider/Mammoth Rider build, but I’m not sure how Attacks would work on a huge sized Steed. At level 13, I would essentially be riding a Huge Dragon. With a Lance, I could attack 10 ft away, but if I’m sitting in the middle of a Huge sized mount, the nearest enemy would be at least 15 ft away. Would there be a way to house rule a 15ft reach Lance to be used in conjunction? I would consider the Lunge feat but what about level 17 when the Mount is Gargantuan? Has anyone faced a similar issue?


That’s kind of what I was figuring. Ok, we will make up some rules. Thanks!


Working on a build for a Cavalier using the Flinging Charge Feat with a Net. If using a Snag net, and the lead is tied to the back of the saddle, what would the rule be for dragging the target behind the horse? Assuming Ride-By-Attack. Thematically it would make sense that the target is pretty easily pulled behind the horse so a drag maneuver seems to make sense. But it would also almost certainly pull them off if their feet as well. So I would assume you should also get a trip attempt. If the trip succeeds, and they’re being drug across the ground behind the horse, how much damage would be dealt each round? I would think 1 or 2d6 bludgeoning. Are there any rules for this of which I am not aware? Thanks.


Wow. You guys are absolutely right. I think we saw the Summoner’s clause about only 1 Summon being allowed at a time and applied it to the spell. Thank you for clearing this up for me.


So the Ratling Improved Familiar has the ability to use Scrolls. My question is, if the Ratling used a Scroll of Summon Monster and the Master used a Summon Monster Spell, could both summoned creatures be out at the same time?


I love it. That’s even better since it’s Mjolnir that lets Thor fly. Lol Thanks so much!


Wondering what people think about this build:
Human - Weapon Focus: Light Hammer
Fighter 1- Startoss Style
Fighter Bonus: Point Blank Shot
Fighter 2- Precise Shot
Fighter 3- Startoss Comet
Fighter 4- Deadly Aim
Fighter 5- Startoss Shower
Fighter 6- Weapon Specialization: Light Hammer

So with a +1 Returning Shocking Light Hammer you’re looking at +7 to hit before Dex and 1d4+1d6+15 Damage.
Alternatively, you could go Fighter 4/Kineticist 6 to get Flight by level 10, and use a Conductive weapon instead of the Shocking. In this case, would the weapon do the Kinetic Blast Damage to all enemies hit by it in a round or just the first?
Are there any archetypes that would benefit this idea?

Thanks!


Ah. Disappointing. Yeah, not as good as I thought then.


Thinking about a build for my next campaign, and I wanted to make sure it would work the way I want it to. The idea here is 3 levels of Unchained Rogue, followed by 4 levels of Urban Bloodrager, and then into Duelist. I would be playing a Fetchling which gets the benefits of total concealment when in Dim Light. So when I hit level 7 and enter my Bloodrage, I will lower the light around me by 1 step. Normal light becomes Dim, I have full concealment from Shadow Blending, and will be able to Sneak Attack my opponents. With a starting Dex of 20 after Racial modifier, the +4 from the Urban Bloodrage, and my +4 item I will likely have, that will be a +16/+11 1d6+10 15-20/x2 with my Rapier assuming it’s a +1 Keen Rapier and a 19 AC before feats and Buckler, and a 50% chance for opponents to miss me. Have I factored all that out right?


Thinking about a build for my next campaign, and I wanted to make sure it would work the way I want it to. The idea here is 3 levels of Unchained Rogue, followed by 4 levels of Urban Bloodrager, and then into Duelist. I would be playing a Fetchling which gets the benefits of total concealment when in Dim Light. So when I hit level 7 and enter my Bloodrage, I will lower the light around me by 1 step. Normal light becomes Dim, I have full concealment from Shadow Blending, and will be able to Sneak Attack my opponents. With a starting Dex of 20 after Racial modifier, the +4 from the Urban Bloodrage, and my +4 item I will likely have, that will be a +16/+11 1d6+10 15-20/x2 with my Rapier assuming it’s a +1 Keen Rapier and a 19 AC before feats and Buckler, and a 50% chance for opponents to miss me. Have I factored all that out right?


UC Monk 2 for bonus feats, Evasion, FoB, and Wis to AC. Barb 2 for fast movement and Rage. Druid 16 with Shaping focus and Feral Combat training: Tentacle. Dragon Style and Dragon Ferocity. WS into a giant octopus. You get a bite with poison, 9 tentacle attacks with the flurry and all the tentacles have grab and construct. As long as your Wis and Str are good you have decent AC, insane full round damage. A giant ranging Octopus with 20’ reach.


Additionally, is there a way to Hex a creature without the creature knowing they are being Hexed? Or at least not knowing where the Hex is coming from?


What about the Cackle Hex? Would that break invisibility?


Does using a Hex against a creature end invisibility effects? I am thinking about a Witch with a level in Assasin for a Way if the Wicked Campaign. My thought is that if I could go invisible with a potion or ring, study my target, then evil eye and misfortune them, then sneak attack denying their Dex because of the invisibility, I would have a pretty decent shot at killing pretty whomever I want without much of a fight. Will this plan Work? Also open to other suggestions.


We are starting the campaign soon and I am so torn.

Option 1: Mickey, the child-eating Ratfolk Witch.

Option 2: Dickey, the Serial Rapist Orc Grappler.

Option 3: Neegan the Gnome Dazzling Display Fighter. (See Walking Dead for character traits)

Open to suggestions as well but please make sure they are both sadistic and hilarious.


Thank you guys so much for clearing this up!


Looking into Camny Tumble as a feat for my Rogue, and I realized something that just seems insane.
Dex based Rogue. Exotic weapon proficiency Scorpion Whip and Scorpion Whip for my Finesse Training. So at level 5 when I get Canny Tumble, could I essentially move into an enemy’s threatened area and back out to a range of 10ft using Canny Tumble, attack with the Whip doing sneak attack damage since they are denied their Dex, Debilitate them to prevent them from taking a 5ft step and then trip them with my AoO when they move in to attack me? That seems like some pretty insane CC....


If you take the Additional animal companion Ranger Talent at level 4, are both of your animal companions considered level 4 companions at that point?


Hi! I am building a level 10 character to replace one of my fallen characters in Rappan Athuk. The character is 9 levels of Spell-Less Ranger and 1 Level of Pack Lord/Menhir Savant Druid. I want to make sure I am doing everything right, and I would love some input. By my calculations I should have 3 Wolf animal companions. One from Druid, 2 from Ranger with the extra companion talent. Druid and Ranger levels stack for the purposes of determining the level of animal companions according to the Druid Class rules. If anyone with a stronger grasp of Pathfinder than me could take a look and tell me your thoughts, I would really appreciate it. Thanks!

Spell-Less Ranger 9, Pack Lord/Menhir Savant Druid 1

At will Detect Undead, Outsiders, Fey, Incorporeal, Etherial, or Astral creatures.
60 Ft Cone.
Round 1, Presence of Aura.
Round 2, # of Auras/Strength of Strongest.(Stunned if creature's HD are twice # of my HD)
Round 3, Strength and location of each aura.
1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks

Neutral Good

Traits:
Reactionary (+2 Initiative)
Deft Hands (+1 Disable Device{Class Skill})

16+2 (Item) 18 (4)
14+2 (Item) +2 (Human) 18 (4)
14+2 (Item) 16 (3)
12 10 (1)
14 14 (2)
12 10 (1)

HP: 109

AC: 26
Touch: 16
Flat Footed: 22

Initiative: 6, 12 (Underground), 8 (Forest)

BAB: +9/+4

Attacks: 1st +14/+14/+9, 2nd +9/+9/+4
Damage: 1d4+6/15-20x2 Crit, 1d4+6/15-20x2 Crit
Favored Terrain + Flanking/Flat-Footed Enemy: +4d6

Vs Evil Outsider: Attacks: 1st +18/+18/+13, 2nd +13/+13/+9
Damage: 1d4+10/15-20x2 Crit, 1d4+10/15-20x2 Crit
Flanking/Flat-Footed Enemy: +4d6

Vs Undead: Attacks: 1st +16/+16/+11, 2nd +11/+11/+6
Damage: 1d4+8/15-20x2 Crit, 1d4+8/15-20x2 Crit
Flanking/Flat-Footed Enemy: +4d6
Saves:
Fort: 8+3+2=13
Ref: 6+4+2=12
Will: 5+2+2=9

Improved Empathic Link
Evasion

Human Bonus Feat- Weapon Focus (Kukri)
(Ranger)Level 1 - Precise Strike
(Druid) Level 1 - Two-weapon Fighting
(Ranger)Level 2 - Double Slice
(Ranger)Level 3 - Endurance
(Ranger)Level 3 - Diehard
(Ranger)Level 5 - Two-Weapon Defense
(Ranger)Level 6 - Improved Two-Weapon Fighting
(Ranger)Level 7 - Blades Above and Below
(Ranger)Level 9 - Improved Critical (Kukri)

Favored Enemy: +4 (Evil Outsider),+2 (Undead)
Favored Terrain: +6 (Underground/Dungeon), +2 (Forest)

Talents
Level 4 - Additional Companion
Level 7 - Improved Stealth Attack
Level 9 - Combat Trick (Critical Focus)

Items:
+2 Mithril Agile Breast Plate
Belt of Physical Perfection +2 (Str/Dex/Con)
Amulet of Natural Armor +1
Cloak of Resistance +2
2 x +2 Kukri
Ring of Sustenance
Ring of Protection +2
Boots of Friendly Terrain (Underground)
Wand of Cure Light Wounds

Romulus/Remus
Wolf Level 10

HP: 90

Str: 24
Dex: 16
Con: 20
Int: 3
Wis: 12
Cha: 6

BAB: 6

Fort: 11
Ref: 9
Will: 4 (Devotion) +4 vs Enchantments

AC: 27
Flat Footed: 20
Touch: 13

1st Power Attack: +11 (2d6+16)
Flanking: +13 (3d6+16)
Evil Outsiders: +17 (3d6+20)
Undead: +15 (3d6+18)
(Multiattack)
2nd Power Attack: +6 (2d6+16)
Flanking: +8 (3d6+16)
Evil Outsiders: +12 (3d6+20)
Undead: +10 (3d6+18)
Evasion

Feats:
Level 1: Armor Proficiency (Light)
Level 2: Power Attack
Level 5: Precise Strike
Level 8: Improved Natural Attack
Level 10: Blades Above and Below

Chain Shirt Barding: +4 Armor Bonus

Skills:
Ability Mod Ranks Trained Bonus AC Penalty
Acrobatics: 7 3 3 3 -2
Perception: 7 1 3 3
Stealth: 7 3 3 3 -2

Fenrir
Level 10 Totem Guide Wolf

HP 90

Str: 24
Dex: 16
Con: 20
Int: 3
Wis: 12
Cha: 6

BAB: 6

Fort: 11
Ref: 9
Will: 4

AC: 27
Flat Footed: 20
Touch: 13

1st Power Attack (Magic/Silver): +11 (2d6+16)
Flanking: +13 (3d6+16)
Flanking Evil Outsiders: +17 (3d6+20)
Flanking Undead: +15 (3d6+18)

Spell-Like Ability:
Guidance at will. Full-Round Action

Beast Speak:
Can speak to master and other animals of it's kind

Feats:
Level 1: Armor Proficiency (Light)
Level 2: Power Attack
Level 5: Precise Strike
Level 8: Improved Natural Attack
Level 9: Eldritch Claws
Level 10: Blades Above and Below

Chain Shirt Barding: +4 Armor Bonus

Skills:
Ability Mod Ranks Trained Bonus AC Penalty
Acrobatics: 7 3 3 3 -2
Perception: 7 1 3 3
Stealth: 7 3 3 3 -2


Hi! I am building a level 10 character to replace one of my fallen characters in Rappan Athuk. The character is 9 levels of Spell-Less Ranger and 1 Level of Pack Lord/Menhir Savant Druid. I want to make sure I am doing everything right, and I would love some input. By my calculations I should have 3 Wolf animal companions. One from Druid, 2 from Ranger with the extra companion talent. Druid and Ranger levels stack for the purposes of determining the level of animal companions according to the Druid Class rules. If anyone with a stronger grasp of Pathfinder than me could take a look and tell me your thoughts, I would really appreciate it. Thanks!

Spell-Less Ranger 9, Pack Lord/Menhir Savant Druid 1

At will Detect Undead, Outsiders, Fey, Incorporeal, Etherial, or Astral creatures.
60 Ft Cone.
Round 1, Presence of Aura.
Round 2, # of Auras/Strength of Strongest.(Stunned if creature's HD are twice # of my HD)
Round 3, Strength and location of each aura.
1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks

Neutral Good

Traits:
Reactionary (+2 Initiative)
Deft Hands (+1 Disable Device{Class Skill})

16+2 (Item) 18 (4)
14+2 (Item) +2 (Human) 18 (4)
14+2 (Item) 16 (3)
12 10 (1)
14 14 (2)
12 10 (1)

HP: 109

AC: 26
Touch: 16
Flat Footed: 22

Initiative: 6, 12 (Underground), 8 (Forest)

BAB: +9/+4

Attacks: 1st +14/+14/+9, 2nd +9/+9/+4
Damage: 1d4+6/15-20x2 Crit, 1d4+6/15-20x2 Crit
Favored Terrain + Flanking/Flat-Footed Enemy: +4d6

Vs Evil Outsider: Attacks: 1st +18/+18/+13, 2nd +13/+13/+9
Damage: 1d4+10/15-20x2 Crit, 1d4+10/15-20x2 Crit
Flanking/Flat-Footed Enemy: +4d6

Vs Undead: Attacks: 1st +16/+16/+11, 2nd +11/+11/+6
Damage: 1d4+8/15-20x2 Crit, 1d4+8/15-20x2 Crit
Flanking/Flat-Footed Enemy: +4d6
Saves:
Fort: 8+3+2=13
Ref: 6+4+2=12
Will: 5+2+2=9

Improved Empathic Link
Evasion

Human Bonus Feat- Weapon Focus (Kukri)
(Ranger)Level 1 - Precise Strike
(Druid) Level 1 - Two-weapon Fighting
(Ranger)Level 2 - Double Slice
(Ranger)Level 3 - Endurance
(Ranger)Level 3 - Diehard
(Ranger)Level 5 - Two-Weapon Defense
(Ranger)Level 6 - Improved Two-Weapon Fighting
(Ranger)Level 7 - Blades Above and Below
(Ranger)Level 9 - Improved Critical (Kukri)

Favored Enemy: +4 (Evil Outsider),+2 (Undead)
Favored Terrain: +6 (Underground/Dungeon), +2 (Forest)

Talents
Level 4 - Additional Companion
Level 7 - Improved Stealth Attack
Level 9 - Combat Trick (Critical Focus)

Items:
+2 Mithril Agile Breast Plate
Belt of Physical Perfection +2 (Str/Dex/Con)
Amulet of Natural Armor +1
Cloak of Resistance +2
2 x +2 Kukri
Ring of Sustenance
Ring of Protection +2
Boots of Friendly Terrain (Underground)
Wand of Cure Light Wounds

Romulus/Remus
Wolf Level 10

HP: 90

Str: 24
Dex: 16
Con: 20
Int: 3
Wis: 12
Cha: 6

BAB: 6

Fort: 11
Ref: 9
Will: 4 (Devotion) +4 vs Enchantments

AC: 27
Flat Footed: 20
Touch: 13

1st Power Attack: +11 (2d6+16)
Flanking: +13 (3d6+16)
Evil Outsiders: +17 (3d6+20)
Undead: +15 (3d6+18)
(Multiattack)
2nd Power Attack: +6 (2d6+16)
Flanking: +8 (3d6+16)
Evil Outsiders: +12 (3d6+20)
Undead: +10 (3d6+18)
Evasion

Feats:
Level 1: Armor Proficiency (Light)
Level 2: Power Attack
Level 5: Precise Strike
Level 8: Improved Natural Attack
Level 10: Blades Above and Below

Chain Shirt Barding: +4 Armor Bonus

Skills:
Ability Mod Ranks Trained Bonus AC Penalty
Acrobatics: 7 3 3 3 -2
Perception: 7 1 3 3
Stealth: 7 3 3 3 -2

Fenrir
Level 10 Totem Guide Wolf

HP 90

Str: 24
Dex: 16
Con: 20
Int: 3
Wis: 12
Cha: 6

BAB: 6

Fort: 11
Ref: 9
Will: 4

AC: 27
Flat Footed: 20
Touch: 13

1st Power Attack (Magic/Silver): +11 (2d6+16)
Flanking: +13 (3d6+16)
Flanking Evil Outsiders: +17 (3d6+20)
Flanking Undead: +15 (3d6+18)

Spell-Like Ability:
Guidance at will. Full-Round Action

Beast Speak:
Can speak to master and other animals of it's kind

Feats:
Level 1: Armor Proficiency (Light)
Level 2: Power Attack
Level 5: Precise Strike
Level 8: Improved Natural Attack
Level 9: Eldritch Claws
Level 10: Blades Above and Below

Chain Shirt Barding: +4 Armor Bonus

Skills:
Ability Mod Ranks Trained Bonus AC Penalty
Acrobatics: 7 3 3 3 -2
Perception: 7 1 3 3
Stealth: 7 3 3 3 -2