Theconiel
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Military saddle: You don't want to fall off the wolf if you are knocked unconscious.
Alchemist's fire: They love swarms in PFS and that is one of the best ways to fight them.
Pen, ink and paper: You will often need to record things for faction missions. A piece of charcoal is also handy so you can make rubbings of carvings.
Candles: A cheap light source of negligible weight is often nice to have with you.
Backpack: You have to carry stuff somehow.
Weapon Cord: This will prevent your being disarmed.
Doubtless many others will suggest other good things to have about your person.
Sober Caydenite
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The PFS starting limit for gold is 150 gp. The halfling is a wolf-rider. Is there any advice out there for how I can best maximize the value of my gear purchases at first level?
Leather barding is super cheap, and had no armor check penalty, so it can be worn even if your mount isn't proficient.. Saddlebags will let you carry a lot more than a backpack. A training harness will make teaching tricks for those first few levels easier. A wooden shield and scale armor are cheap and give good AC until you can afford something better,
AbyssLord
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I'm trying to figure out if all of this is RAW.
I decided to go with a Lucerne Hammer, since the double damage on the small lance is only when charging, and the Lucerne Hammer gives me both bludgeoning and piercing depending on what the situation calls for. The Ride check for guiding with knees is not so bad to keep me from using a two-handed reach weapon (DC 5).
I would prefer to do this.
1. Move and pull up short
2. Ready attack action (PC and wolf) for when an enemy comes within threatened range
3. Strike with readied action
4. Strike with Attack of Opportunity for reach.
5. Wolf uses bite attack action along with Trip.
Next turn
6. Wolf uses 5-foot step back.
7. Ready attack action (PC and wolf).
8. Attack of Opportunity when opponent Stands from Prone
9. With Combat Reflexes, second Attack of Opportunity for reach
10. Readied attack.
11. Wolf bite and trip
Wash, rinse, repeat.
With combat reflexes, I could do the second AoO since Standing up from Prone is a move action, which would mean that the enemy's subsequent close is not a five-foot step (and thus doesn't give him immunity from AoO).
Instead of 2d6 on a mad charge which could put me out of the range of party aid (Channel, buffs, etc), I would generally get two (and usually three) attacks at 1d10 plus Str mod (even as a small character).
Titania, the Summer Queen
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I'm trying to figure out if all of this is RAW.
I decided to go with a Lucerne Hammer, since the double damage on the small lance is only when charging, and the Lucerne Hammer gives me both bludgeoning and piercing depending on what the situation calls for. The Ride check for guiding with knees is not so bad to keep me from using a two-handed reach weapon (DC 5).
I would prefer to do this.
1. Move and pull up short
2. Ready attack action (PC and wolf) for when an enemy comes within threatened range
3. Strike with readied action
4. Strike with Attack of Opportunity for reach.
5. Wolf uses bite attack action along with Trip.Next turn
6. Wolf uses 5-foot step back.
7. Ready attack action (PC and wolf).
8. Attack of Opportunity when opponent Stands from Prone
9. With Combat Reflexes, second Attack of Opportunity for reach
10. Readied attack.
11. Wolf bite and tripWash, rinse, repeat.
With combat reflexes, I could do the second AoO since Standing up from Prone is a move action, which would mean that the enemy's subsequent close is not a five-foot step (and thus doesn't give him immunity from AoO).
Instead of 2d6 on a mad charge which could put me out of the range of party aid (Channel, buffs, etc), I would generally get two (and usually three) attacks at 1d10 plus Str mod (even as a small character).
Look up the feat wheeling charge. That and ride by attack will practically allow you to get a charge every round. When combined with spirited attack and power attack, you will be doing x3 damage every attack.
AbyssLord
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I am very intertested in this character. When you have the stats and feats and equipment finished, can you post the details?
Thanks!
I found out on one of the rules threads that there is a fine line in the definition between movement and move action.
Movement requires actual movement, as in moving from one square to the next.
A move action doesn't necessarily require any actual movement.
The Attack of Opportunity rules can be summarized that a 5-foot step is a free action as long as there has been no other "movement" during the turn.
So, standing up from prone, while it is a move action, it is not movement. Therefore, I wouldn't get the second attack of opportunity during that 5-foot free step.
I would still get 2x 1d10 plus Str with a two-handed weapon (1.5x Str mod), though. The halfling tops out at character creation with a max Strength of 16.
Best I can pull off is 2x 1d10+4 and the wolf's 1d6+1 per round at first level.
I'm thinking about gearing this toward a Lunge build. The wolf won't get it until the Cavalier is level 9, but it might still be fun.
I'm still working on the equipment, because there is a lot to consider.
| hogarth |
I would prefer to do this.1. Move and pull up short
2. Ready attack action (PC and wolf) for when an enemy comes within threatened range
Be careful about assuming that you can get your mount to do anything particularly clever, like readying an action. Some GMs might rule that that would require a Handle Animal check to push your mount, for instance.
AbyssLord
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I updated the Wolf Animal Companion. Same link. I swapped out Lightning Reflexes for Weapon Finesse to get another +1 on the bite attack. I traded out the Perform trick for an "Other" trick specified as Ready Attack Action to make it a free action with a lower DC with Animal Companion Link (hopefully the GM will buy off on that since I burned a Trick to do it). The final thing I did was trade out the Skill Point for Stealth for one in Acrobatics for more battlefield options to move around things without getting smashed upside the head quite as often.
AbyssLord
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Other small update. I won't be able to use the teamwork feat with the mount until I get the wolf Animal Companion up one in intelligence, so the Alternate Advancement for this wolf is not an option (top-right on Core Rules, page 53).
I'm still not sure of the legality of the "Readied Attack Action" with the use of "Other Trick," but the way I see it is that if you can teach a dog to balance a hot dog on its nose and tell it to "wait for it...wait for it...wait for it...NOW!" it's the equivalent of the same for when an enemy is approaching (especially since it already has the Guard Trick which is similar).