Bloodline Familiars
Can I use the Eldritch Heritage to support the Bloodline Familiars?
Towering Ego (Su): At 2nd level, a mesmerist gains a bonus equal to his Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional component of psychic spells (see page 144), he loses this bonus on saving throws. Irrepressible:Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects. Can I use simultaneously the Towering Ego and the irrepressible?
Divine Bond and Boon Companion feat i plays paladin and choose horse for divine bond ability.
Boon Companion
furthermore, will Bloodline Familiars meets the prerequisite of Boon Companion?
About Morbar DwinhakSpoiler:
Morbar
Dwarf fighter 11 LG Medium humanoid (dwarf) Init +2; Senses darkvision 60 ft.; Perception +12 Defense AC 25, touch 13, flat-footed 22 (+10 armor, +2 Dex, +1 dodge, +2 natural) hp 136 (11d10+66) Fort +13, Ref +7, Will +11 (+3 vs. fear); +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training Offense Speed 20 ft. Melee +1 adamantine earth breaker +19/+14/+9 (2d6+9/×3) or mwk cold iron handaxe +15/+10/+5 (1d6+3/×3) or mwk silver handaxe +15/+10/+5 (1d6+2/×3) Ranged mwk composite longbow +15/+10/+5 (1d8+4/×3) Special Attacks hatred, weapon trainings (hammers +2, bows +1) Statistics Str 16, Dex 14, Con 18, Int 10, Wis 19, Cha 8 Base Atk +11; CMB +14 (+16 sunder); CMD 27 (31 vs. bull rush, 29 vs. sunder, 31 vs. trip) Feats Devastating StrikeUC, Dodge, Furious FocusAPG, Greater Weapon Focus (earth breaker), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Toughness, Vital Strike, Weapon Focus (earth breaker), Weapon Specialization (earth breaker) Traits armor expert Skills Acrobatics +8 (+4 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Perception +12 (+14 to notice unusual stonework), Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven SQ armor training 3 Other Gear +1 full plate, mwk living steel tower shield, +1 adamantine earth breakerUE, mwk cold iron handaxe, mwk composite longbow (+3 Str), mwk silver handaxe, amulet of natural armor +2, belt of mighty constitution +2, cloak of resistance +2, headband of inspired wisdom +2, heavyload beltUE, 150 gp Special Abilities Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX. Darkvision (60 feet) You can see in the dark (black and white only). Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Devastating Strike Deal extra damage when using Vital Strike bonus Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs. Improved Sunder You don't provoke attacks of opportunity when sundering. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Vital Strike Standard action: x2 weapon damage dice. Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows Weapon Training (Hammers) +2 (Ex) +2 Attack, Damage, CMB, CMD with Hammers |
