Toxitcian advice


Advice


Anyone ever made one? I think they look kinda interesting, possibly for a Calistrian follower or some such.

Seems to me with the changes to painful stare melee ceases to be a viable option since manifold stare won't work anymore, which is obviously a shame.

On the other hand injection improvements are very powerful for debuffing (although I am wondering does the save against injection improvements also apply to the effects of injections themselves?) and facilitate casting focus to a greater degree than usual in my opinion, and also let Mesmerists work on fort saves, although I don't know if they have good fort targeting spells... hmmm

I was thinking a mauler familiar might be a good way of giving the character more presence on the battle field and less reliance of spells.

Was wondering if anyone else had done some interesting things with one?

EDIT: also do you reckon the injections could be delivered by Mage hand?


The obvious downsides are: your 'hypnotic stare' requires a touch attack to take effect. The injection improvements (equivalent of 'bold stares') now also gives a Fort save to resist the effect, and rather than all of them affecting the target (1 extra effect at 3rd, 2 at 7th, 3 at 11th, 4 at 15th) you get to add one effect at 3rd, and 2 at 11+ level. All that's awful.

On the plus side you can set the injections up in advance and have more than one person affected at a time. It looks like something that might be useful in an intrigue-centred campaign but not in the usual ones.

Re the save: 'On a successful save, the target still takes the penalty on its Will saving throws, but not the effects of the improvement.'

Re Mage Hand: you can't usually make attacks with mage hand. There's no mention of being able to set injections as a trap, or to attach them to arrows (just the melee touch attack), and apparently their effect derives from the psychic power of the mesmerist. I'd say no RAW, but probably yes out of pity.


I'm not too concerned with the injections being only one effect since they're very strong and at level 11 you do get two meaning at level 11 you could grant a minus 6 to fort saves or minus 5 to will and minus 4 to fort which is pretty impressive. Seems to me it might be worth stacking with intimidate focuses for further save debuffing.

Concerning the Mage hand - thought as much ;-;

Therefore me thinks it might be worth trying to get a reach natural attack, I know Grippli's can get one with their tongue, know of any others?


With the save against the effects, you should about halve the bonus of the injection improvements in your mind. Bold stares which they replace have no save and have some very useful effects of their own.

Fort save effects for a mesmerist include ray of enfeeblement, ray of sickening, howling agony and ray of exhaustion.

Reach natural attacks are usually only on 'unusually powerful races'. e.g. Cecaelias or Trox. The lunge feat and polymorphing into something big still works of course. There's a magic item or two out there which could help also.

Edit: or maybe more than halve the effect. Looking at the median monster fort saves, it passes the likely 50% save point at CR 6-7 against a mesmerist of the same level. And once above the gap keeps widening.


You reckon they'll only go off half the time? I think if you pump Charisma and maybe try to intimidate beforehand that's a little conservative.

Those aren't the most exciting spells I must say :/

I thought as much, seems grippli is the best bet for that tactic, might also be kewl flavour wise, a little toxic frog guy.

To me it seems like Eldritch heritage arcana and maybe perfect spell or dazzling display (shame about the WF requirement) would be the route to take for the guy.

EDIT: if they get the injection to stick they might actually be able to land phantasmal killer, which I typically ignore, probably still would, but thought it was worth mentioning.


Assume an initial 18 Cha, raised every 4 levels, enhancement of +2/4/6 at 6th/9th/12th level. I'm not assuming intimidate as that works poorly with the action economy especially as you need to make a standard action touch attack with injections; 3 rounds + time to get into position to get your combo off seems a bit much. Monster statistics. If you want to make different assumptions feel free - a grippli probably starts with a slightly lower charisma.


No I think you're assumptions are reasonable.

'Tis just a shame about the fort save is all :/

Could the familiar be the one intimidating people?


A familiar can, tho' they tend to have poor Cha unless they're improved familiars or a peacock, and they're usually at least one size category smaller than the target they're intimidating. Is there an easy way for a mesmerist to get a familiar?

Edit: I like the idea of a brightly-coloured toxic grippli riding a mauler peacock, BTW.


One of the many really bad options.

Obviously any choice can be taken for flavor but compared to the the swift action, ranged stare it would have been weak with touch attack, standard action alone but also allowing a save and its limited in uses per day.

I could easily see someone playing this and eventually wishing they where playing a standard Mesmerist who can stare and cast.

I get playing sub par options for fun but just my 2 cents I don't see this steamy pile being fun.

Edit: On familiars I would just have a familiar using use magic device with a 750GP 50 charge use wand of Ill Omen. Your familiar is making an opponent roll twice for your save DC's


avr wrote:

A familiar can, tho' they tend to have poor Cha unless they're improved familiars or a peacock, and they're usually at least one size category smaller than the target they're intimidating. Is there an easy way for a mesmerist to get a familiar?

Edit: I like the idea of a brightly-coloured toxic grippli riding a mauler peacock, BTW.

Me too... a lot

I think you're a Genius.


Okay so I done did some thinkering (it made me sad)

I used a 25 PB

STR: 10 (normally I'd dump it but the build doesn't have room for Weapon finesse for ages .-.)
DEX: 16
CON: 14
INT: 10
WIS: 9
CHA: 18

couple ideas for Feats

Feats:
1) Agile Tongue
3) Skill Knowledge Nature - he is a froggy he should know froggy stuff
5) Eldritch Heritage Arcane, Familiar, Peacock Mauler Archetype
7) Weapon Finesse (Finally!)
9) Mounted Combat
11) Ride by Attack
13) Persistent Spell
15) Improved Eldritch Heritage (Metamagic Adept)
17) Greater Eldritch Heritage (School Power... don't know which school yet, probably Enchanting)
19) Quicken Spell

or

1) Agile Tongue
3) Skill Knowledge Nature - he is a froggy he should know froggy stuff
5) Eldritch Heritage Arcane, Familiar, Peacock Mauler Archetype
7) Weapon Finesse (Finally!)
9) Persistent Spell
11) Improved Eldritch Heritage (Meta magic Adept)
13) Quicken Spell
15) .. a Metamagic feat
17) Perfect Spell - ...some spell..
19) Greater Eldritch Heritage (School power matching perfect spell)

or

1) Agile Tongue
3) Skill Knowledge Nature - he is a froggy he should know froggy stuff
5) Eldritch Heritage Arcane, Familiar, Peacock Mauler Archetype
7) Weapon Finesse (Finally!)
9) Persistent Spell
11) Improved Eldritch Heritage (Meta magic Adept)
13) Improved Initiative
15) Quicken Spell
17) Greater Eldritch Heritage (School power)
19) Some other thing.

I think the first option sounds the most hilarious, whilst the last option sounds the most rounded and least awkward, with the middle option being potentially the strongest.

things I'm interested in now are, what spell would you say for a perfect spell, what would you pick as that metamagic feat for feat tree two, do you know any ways of putting catching the Familiars level up to character level, he's currently 2 levels behind.


I'm kinda thinking now of going with an adjusted version of the first build, but using the Mindwyrn Mesmer instead of the Toxtician.

Probably forgetting about the Tongue thing and going into mounted combat, using the Peacock to intimidate.

I'll have a think.

A frog on a peacock running round spitting psychic acid sounds hilarious.


If you're willing to sacrifice a trait as well there's an alternate way to get a familiar. House of green mothers pupil trait, familiar bond feat, improved familiar bond. That way the familiar is at full level.

For spell perfection... unwilling shield or mantle of doubt on the defensive side, mass castigate or possession if you prefer to go offensive. Mass castigate wants vast spell, the others probably want tenacious spell.


Oooo thankyou avr

So House of the green mothers

We've got a Grippli growing up with druids, but born with Mindwyrn powers, sounds fun.

As for spell selections, unwilling shield means taking hit point damage, which I'd try to avoid if possible, Mantle of doubt is similarly troubled, but more interesting me thinks, for the debuffs.

I kinda don't wanna possess things, cause I like being a Frog on a peacock, but Mass castigate actually seems like a lot of fun that is an exciting option.

But now I don't have to with Eldritch Heritage I'm wondering what other options their are out their besides arcane which might be more fun than Spell perfection

I've also thought Share Spells to use Burst of Adrenaline on the Peacock seems like a kewl idea given its nature as an immediate action. Especially with invigorate on the same spell list.

What a weird character. >.>

So now the the character looks like

1) Familiar Bond
3) Improved Familiar Bond
5) Spell Penetration
7) Extend Spell
9) Spell Focus Enchanting
11) Maybe Quicken?
13) Vast Spell
15) Perfect Spell
17) Greater Spell Pen
19) Greater Spell Focus

Oooor we look into other Eldritch Heritages Orc's first level power is nice for giving your birdie a buff nothing else is really jumping out at me.

Another thing which has occurred to me is trying to argue that Stare feats could apply to your breath weapon, Demoralizing Stare, Excoriating Stare and Fatiguing Stare all seem worth while if they do.

in which case I like the idea of going for

1) Familiar Bond
3) Improved Familiar Bond
5) Mounted Combat
7) Extend Spell
9) Ride-By Attack
11) Excoriating Stare
13) Vast Spell
15) Demoralizing Stare
... other stuff.

I can't drag my mind away from this frog on a peacock.

EDIT: I capitalized your name, also if you don't mind me asking, whats the origin of that name?


AVR's my initials. I've used Orca as a username some other places but it was taken here.

I'm not sure about quicken spell on a 6-level caster, especially with hypnotic stare taking up some of your swift actions. Persistent spell though is too good to pass up.

Phantasmagorical breath is a quite different ability to the painful stare it replaces. I can't see stare feats working for it. It looks like an emergency-only ability, when you don't want to cast a spell (perhaps you're tapped out, perhaps you don't want to risk a concentration check) and your melee attack isn't enough to cut it.

I'm not sure where you plan on getting the feats for EH from, but if you do then the ghoulish claws ability of the ghoul bloodline scales fairly well. Claws are finessable.

Did you notice that the fey trickster archetype is compatible with mindwyrm mesmer? Your frog's kiss could be useful (under fey veil, 'If she targets another ally, the fey trickster must be able to contact the ally bodily, usually with a kiss.') It's a totally different spell list of course.


The feats would come from other feats going by the wayside :P

Oh my god
a frog that runs round on a scary peacock kissing people and breathing imaginary acid, twice in this thread I have felt that you're a bloody genius avr.

I loves it! Also the Druid spell list is way more useful for buffing the peacock than the Mesmerist one, I'm in love with my peacock.

I'll have to look at their spell list and come up with some revised feat ideas.

EDIT: then again, the druid spell list gains very little from hypnotic Stare .-.
hmmm


No I think I'm going to let the druid spell list go focus on being a big scary peacock riding frog

1) Familiar Bond
3) Improved Familiar Bond
5) Mounted Combat
7) Extend Spell
9) Ride-By Attack
11) Persistent Spell
13) Vast Spell
15) Spell Perfection Castigate Mass or Phantasmal Killer (hear me out)
17) Spell Pen
19) Spell Focus Enchanting or Illusion.

His MMO would be to have his familiar Intimidate, then he Hypnotic Stare, then hit em with the save or suck, then next turn his familiar mauls it to death if it hasn't already ran away. At later levels they almost certainly will have run away (Vision of hell should be fun with this).

Extend spell lets him Invigorate his pet for a long time so he can Burst of Adrenaline without fear should the need arise.

Ride by Attack lets him do strafing runs of a sort with his breath weapon.

Persistent spell is for spells like hold person/monster/Dominate

Vast Spell if for Castigate, obviously, although if I take Phantasmal Killer that might need changing.

The reason I'm considering Phantasmal killer is because of the bold stare Nightmare, which makes them roll twice and take the lower, combo this with persistent, and they roll twice, take the lower and if they succeed roll again. That coming off by this point a -5 to their will save from Intimidate + Hypnotic Stare and a -2 to the fort save means it might actually happen.

The main issue for me with this would be Spell Pen, although, Piercing Spell could replace vast spell.


Ride-by attack won't do quite what you want. You might be thinking of flyby attack. Ride-by only works with a charge. Though, I don't think you necessarily need a feat at all to take a standard action between a couple of your mount's moves. Combat casting & uncanny concentration would be useful if you plan to do the same trick with spells, if not then you have at least one feat free.

I don't doubt you can make PK work. Mass castigate's effect of cowering for 1 round/level on one target/level is just so, so tempting to me.

Grand Lodge

Consider a sage figment familiar. Sage gets it's own ranks so you don't have to invest in a skill you don't want to use. Then you can get a +8 from your familiar being spooky ghost.

If you want to run Castigate also pick up Nightmare and persistent, like you said, is the way to go.

I like a sickening blistering invective followed by a save or die spell next round.

Any sickening spell with intimidating glance or in your case a scary familiar. Then land your big spell.

At least until Excoriating Stare comes online.


@avr You are right I was thinking of flyby Attack! for I am a fool.

Well thats nice could get the spell focus stuff earlier maybe.

or go for the Ghoul Claws, the only issue with them is there isn't really room for weapon finesse.

As for Mass Castigate, I mean, I kinda think its amazing, I just got excited at the idea of making Phantasmal Killer work, its such a shame about the whole 3D6 thing, if it inflicted shaken or sickened on a succesful fort save I'd be there. >.>

@Groundlounge

I'm afraid I'm in love with the idea of riding round on an angry peacock which doesn't work as well with a sage me thinks, also the mauler can get medium. Between being Half class level to intimidate + Class Skill + the peacock bonus + not minding investing in intimidate, I think his skill will be high enough.

By level Ten (just a nice number) the Peacock's intimidate will be 5+3+3+10+1=22 so arguably I could probably afford to skip a couple levels of intimidate rank, should it come to that.

Now nightmare? you really think thats worth it? I always thought of that as more useful for NPCs, I mean, how often are NPCs getting a full night sleep between two encounters with the party.

Sickening is a good idea though, I like.

unfortunately me and avr are of the opinion that the painful stare feats won't apply to my breath weapon :(

Okay so my options seem to be

1) Familiar Bond
3) Improved Familiar Bond
5) Extend Spell
7) Spell Penetration
9) Spell Focus Illusion
11) Sickening Spell
13) Persistent Spell
15) Phantasmal Killer
17) Greater Spell Focus Illusion
19) Greater Spell Penetration

for an eventual DC27 Phantasmal killer, targeting someone with a -5 to will and a -2 to fort saves, rolling three times and taking the lowest. I mean it looks good on paper, but I think the chances are most on CR things still make the fort save .-. BOTHER!

other option is

1) Familiar Bond
3) Improved Familiar Bond
5) Extend Spell
7) Spell Penetration
9) Spell Focus Enchanting
11) Persistent Spell
13) Widen Spell
15) Mass Castigate
17) Greater Spell Focus Enchanting
19) Greater Spell Penetration

For a DC 28 Castigate that the target of my stare roles twice and takes the lower. Still with the -5 to the save.

I think there is only really one choice :P

So onto Spell list

Spoiler:

1) Demand Offering, Silent Image, Burst of Adrenaline, Invigorate, Faerie Fire, Charm Person.
2) Castigate, Blistering Invective, Mirror Image, Levitate, Silence, Tongues.
3) Vision of Hell, Invisibility Sphere, Terrible Remorse, Bestow Curse, Jester's Jaunt, Scry.
4) Dimension Door, Dominate Person, Enervation, Charm Person Mass, Horrific Doubles, Curse Major.
5) Castigate Mass, Phantasmal Web, Shadow Evocation, Subjective Reality, Seeming.
6) Project Image, Hold Person Mass, Getaway, Euphoric Tranquility, Greater Scry.

I tried to avoid overlap as much as possible :/

Grand Lodge

Other nightmare the stare:

"Nightmare: The target of the hypnotic stare rolls twice on all Will saves versus fear, taking the lower result."

I see the Peacock 10 ranks + 3 class skill + 1 cha. Where are the other bonuses coming from? Familiars don't gain there masters score of class abilities just the 10 ranks.


Grandlounge wrote:

Other nightmare the stare:

"Nightmare: The target of the hypnotic stare rolls twice on all Will saves versus fear, taking the lower result."

oooooo I thought you meant the spell, I mentioned the nightmare bold stare upthread.

Quote:


I see the Peacock 10 ranks + 3 class skill + 1 cha. Where are the other bonuses coming from? Familiars don't gain there masters score of class abilities just the 10 ranks.

That is a HUGE bummer

<.> ... <.>

Grand Lodge

I was mentioning it to affirm you had chosen a good strategy.

The only way to make the familiar really effective will be to take extra item slot for Maidens Helm and get a Mask of Fear (mask of the living god). Even at that you will take a -4 against anything large or larger. Maybe a masterwork tool "scar over eye".

Hope that helps.


The maidens helm is a good idea, I can't find anything for Mask of Fear O.o

Grand Lodge

It is only in mask of the living god so gm's may not allow it. You can download the chronicle if you want to see it. As written it is a +5 untypes slotless item (thought is should likely be a face slot).

This is the description:

"mask of fear (rusted iron Razmir mask with glowing runes, grants a +5
bonus to Intimidate checks)"

It's better than the even if it takes up the face as there are other ways to get competence bonus in other slots.


The bold stare Susceptibility would help, taken as the level 7 or 11 option (assuming psychic inception is taken at level three)

then the argument is give the Familiar a Decent chance of intimidating at level 7 at which point it would have an effective 18 to intimidate. Or having Castigate and Vision of hell be role twice take the lower before level 11.

EDIT: combine that with some sort of masterwork tool and you're up to a pretty scary birdie

Grand Lodge

A reroll is worth twice shaken but shaken applies to all saves and attack rolls.

Often weak saves are much weaker than the best saves. I suggest mesmerists take blindness to target a second save, glitterdust for sr.

Heighten works well because it allows you to use lower level spells at you highest dc. It helps you work around immunities.

Burst of insight is good for concentration checks or shared with your familiar for their intimidate check.

I'll omen is a great way to assist other casters in the party.

Last thing, rods are better for much of what you want to do. A persistent rod will let you make any spell you have persistent up to 6th level. A rod a sickening similarly. I have a lesser and regular persistent rod on my mesmerist and my sorcerer. A persistent rod lesser will let you make 3rd levels spells persistent when you don't yet have 4th level spells yet.

I would drop some metamagic feats and plan on getting rods, extend, reach, persistent, and grab some trick feats like bouncing or reflexive.


I think I like the Susceptibility over the nightmare because it facilitates one of the peacocks only two tricks.

I'm a little hesitant about burst of insight because daze is pretty damn nasty

Spoiler:

1) Demand Offering, Silent Image, Burst of Adrenaline, Invigorate, Ill Omen, Charm Person.
2) Castigate, Blistering Invective, Mirror Image, Levitate, Blindness, Glitterdust.
3) Vision of Hell, Invisibility Sphere, Terrible Remorse, Bestow Curse, Jester's Jaunt, Scry.
4) Dimension Door, Dominate Person, Enervation, Charm Person Mass, Horrific Doubles, Curse Major.
5) Castigate Mass, Phantasmal Web, Shadow Evocation, Subjective Reality, Seeming.
6) Project Image, Hold Person Mass, Getaway, Euphoric Tranquility, Greater Scry.

As to rods, a rod of sickening sounds like a good idea to me! however replacing it with a trick means I don't qualify for Spell Perfection!

In which case we are gonna have to come up with something else for this character to build towards.

As to Persistent as a rod, I'd need to find a new meta to replace it with.

Also now we're on the subject, when would a ever heighten something rather than just make it persistent?

Grand Lodge

Good point on daze.

I heighten blindness to my top level and make it persistent with a rod. I do this with spells like glitterdust, slow etc on different builds. It is why I like the rod of persistent over the feat because rods don't increase spell level.

Spell perfection is a good thing to build toward. I tend to design characters a bit more toward versatility than straight power because I don't like being caught off guard. With that caveat feel free to ignore any suggestions I make that don't fit your style.

As a result of my build style I have not put a lot of thought into spell perfection but it seems quicken would always be the strong choice.

My other bias is that I always favor action economy options.


I'm actually more than happy to ignore spell perfection, I have 20 characters in my folder and I think 7 of them already use spell perfection. I'm bored of it. I'd like to build for versatility I just rarely know where to take it.

I could go for Eldritch Heritage Ghoul with ride by attack and extend spell and I like the look of reflexive trick.

Then the MMo would be to use intimidate to debuff saves to hit them with will save targetting spells or my Ghoul Claws if I want to target fort.

The problem then for this is build order and making sure the character isn't stalling out trying to fill pre-reqs without actually getting some kewl tricks

Grand Lodge

On the topic of metamagic. Piercing Spell > Spell Penetration. It does cost a level but it's a much larger effect. This would still put you on track for spell perfection. That may free up some space.

Also

Trait + 2 feats = familiar

2 feats = better at a knowledge + 1 free trait + familiar -2 levels (this is worse 3-5) but basically equal after that.

Your original option seemed better to me. But again YYMV

I like Improved eldritch heritage if you have either limited spells known, or are planning on using a lot of metamagic. See New Arcana and Metamagic Adept from the arcane bloodline.

Greater Eldritch Heritage arcane is pretty good at high levels.

This class gets tricks as a class feature you will always have new tricks. ;) This is only a half joke the class gains ability very regularly always offering new things to do. New tricks, new stares to use, mesmerizing tattoo, manifold tricks, Masterful Tricks this class gets new toys all the time you should have a lot to work with to not get board.

Trick are like get to play chess with other people's characters it is great.


I kinda agree actually, since the familiar's Hit points scale with me not their effective level.

but I have read a FAQ which suggested New Arcana didn't quite work like that.

How about this

Traits: I have no f*&+ing clue xD

1)Skill Focus Know ... something
3)Eldritch Heritage Arcane
5)Extend Spell
7)Reflexive Trick
9)Piercing Spell
11)Improved Eldritch Heritage
13)Mounted Combat
15)Ride By Attack
17)Greater Eldritch Heritage - School power (Enchanting)
19) A thing Heighten Maybe.

Bold Stares:
3) Psychic Inception
7) Susceptibility
11) Nightmare
15) Disorientation
19) Oscillation

Tricks:
1) Mask of Misery
2) Mesmeric Mirror
4) Compel Alacrity
6) Misdirection
8) Chain of Eyes
10) False Flanker
12) Free in body
14) Vision of blood
16) Faked Death
18) Cursed Sanction
20) Spatial Switch

The only issue I see with this character is that its s!%# at level 1 and 2.

Grand Lodge

The faq says you don't get sorcerer spells which is true. If they are the same level and on both list this you can add them to your spells known thus freeing up spots for other spells. This may not be worth the headache.

FIRST TWO LEVELS

Honestly, the casters suck at low levels thing is a bit exaggerated. Daze is effective. Grab color spray for the first few levels. You have a breath weapon 4 times a day at level 1. Your resources are limited but you should be OK.

I would gamble a bit and take Mask of Misery later. Compel Alacrity because moving as a free action each combat is really powerful. Mesmeric Mirror is also a good option at level 1 50% is pretty strong at this level especially if the target has high ac so it does not get popped easily. False flanker if you have a rogue.

TRAITS

Mediator is a trait I like on the build. All the boring one are good here reactionary, save boosting, give a class skill you want. Do you want to wear a mithril breastplate? There is a trait that can help with that. Defensive Strategist is always good. Get a boost to ride?


Grandlounge wrote:

The faq says you don't get sorcerer spells which is true. If they are the same level and on both list this you can add them to your spells known thus freeing up spots for other spells. This may not be worth the headache.

so I get two more spells known so long as they're also on the Sorc/Wiz list?

if thats the case I think I'll skip this and go for the metamagic on the move option. I'm frankly too lazy.

Quote:


FIRST TWO LEVELS

Honestly, the casters suck at low levels thing is a bit exaggerated. Daze is effective. Grab color spray for the first few levels. You have a breath weapon 4 times a day at level 1. Your resources are limited but you should be OK.

you're not wrong, (with the exception of witches, druids and fire blaster sorcs) casters suck at low levels. Color Spray isn't a bad option for the early levels I guess. Maybe I'll do some intimidating xD

Quote:


I would gamble a bit and take Mask of Misery later. Compel Alacrity because moving as a free action each combat is really powerful. Mesmeric Mirror is also a good option at level 1 50% is pretty strong at this level especially if the target has high ac so it does not get popped easily. False flanker if you have a rogue.

Fair enough, although I was thinking of Compel Alacrity for my birdie.

could move mask to 2, or 4 move Alacrity to 6 and put Misdirection at 2, I'm confused about that one, maybe because I'm sleepy. Do I have to be adjacent to make the feint?

Quote:


TRAITS

Mediator is a trait I like on the build. All the boring one are good here reactionary, save boosting, give a class skill you want. Do you want to wear a mithril breastplate? There is a trait that can help with that. Defensive Strategist is always good. Get a boost to ride?

A ride boost isn't a bad idea, is there a trait for that? I can honestly say I've never checked. Never made a ride focused character before. I'm glad my first one was a psychic frog on a scary Peacock spitting imaginary acid.

Mediator is a great idea, My Castigate Mass DC will be top off at 27 with that, which is nice. And hold person mass will be 28. Thats not bad.

EDIT: Beast Bond is a nice +4 to ride.


Now with all that sorted out

(who thought all that would get sorted out :P)

How does one equip a peacock for battle xD

Forgot about frightful countenance that's a trick I'll probably take.

EDIT: I'm not sure why I've gone back to ride-by attack ... I think I'm deranged. Anyway forget that, tis a bad idea.

So forgetting it and mounted combat we've got 2 feats to play with. I'm thinking Mauler's endurance for one. But don't know about the other

Grand Lodge

What rules does you group use for familiar/ animal equipment? Once I know that I can offer some advice.

If you want it to fly your going to want to focus on carrying capacity (heavy load belt) and fly. Anything that will give you a bonus to that is a plus your bird is bad at it as a base line. Mithril chain shirt barding.

If you can find the stats evolved familiar will help you reach your goals.


If you're using the Animal Archive rules (i.e. not PFS), an avian gets these magic item slots: Armor, belt, chest, eyes, headband, neck, ring, wrist. There's not a lot of overlap with the items which aid intimidate there; you might want to invest in elixirs of the thundering voice instead.

When you can afford it +1 spell storing armor would be useful, the heavy load belt as noted, a quick runner's shirt would be useful for a mount, a circlet of speaking so as to coordinate better, and in the neck slot either some lesser talismans, an aegis of recovery or a plain old amulet of natural armor. Despite the temptation I wouldn't recommend an amulet of mighty fists, defence is more important for a familiar used as a mount.


I am using the Animal Archive stuff :)

I'm not actually particularly concerned with it flying because its so bad at it xD but now I think about it, Grippli are very small.

When I'm level 5 and the Peacock can go medium for a +4 to Strength at will its strength will be 12, meaning its light load will be 43lbs. A male Grippli can way as little as 27lbs, Eventually he'll be wearing a mithril chain shirt, which brings him to 32lbs.

So how much does Mithril barding way? once he reaches level 7 the birds Strength hits 13, then I think its probably plain sailing.

Evolved Familiar is a good suggestion, thankyou. I'll look into the evolutions.

Circlet of speaking is nice idea as is quick runners shirt, as for armor amulet, I was actually thinking of using tricks and spells for the peacocks defense, although now I think about it, he'll mostly be attacking paralyzed and cowering things, or at the very least shaken, so maybe the boost to hit isn't so needed.

Could do with some sort of damage boost though. :/

Okay so adjusting the point by for familiar evolution

STR: 7 (no longer need to boost it for my tongue)
Dex: 16
CON: 14
INT: 13
WIS: 9
CHA: 18

Feats:
1)Skill Focus Know ... something
3)Eldritch Heritage Arcane
5)Familiar Evolution
7)Mauler's Endurance
9)Extend Spell
11)Piercing Spell
13)Reflexive Trick
15)Improved Eldritch Heritage - Metamagic Adept
17)Greater Eldritch Heritage - School power (Enchanting)
19) A thing Heighten Maybe.

As for the evolution, I was looking at the unchained evolution because the chained summoner is banned in my group.

The Skilled evolution jumped out at me as something interesting.


Mithral chain shirt barding for a medium size animal weighs the same as a mithral chain shirt: 25 pounds/2 = 12.5 pounds. There's a specific magic item, the mithral shirt which weighs 10 pounds, but I'm not sure you can take that and turn it into barding. If you can, then 10 pounds. While the peacock is small the barding weighs half those weights of course. Barding does cost twice as much including the special material.

An aegis of recovery or something is just a good investment IMO. Just because you want to attack creatures at penalties doesn't mean that no creature not on penalties will attack you. If you do decide to get something for offence, I'd suggest a spell storing amulet of mighty fists - you should be able to spare a hideous laughter or a mental block spell (either is 1st level) by the time you can afford this for your familiar.

BTW Persistent spell > Heighten spell IMO.

Skilled for +8 intimidate would make sense.


Lets assume it isn't able to made into barding. So 25, since the Peacock will have to medium for the 43lb carry weight anyway. So it won't be able to fly until it acquires a heavy load belt. And then when its STR gets high enough I'll swap it for a belt of STR.

I know things will attack my Peacock when I don't want them to. I'd just not convinced a one time 5-19 healing is worth 1500 until at least mid levels. I was planning to rely on Mesmerist Tricks and Maneuvering to deal with most of that issue + Mauler's Endurance. I'll give it some thought.

Spell storing mighty fists is a kewl idea, although could I get spell storing barding?

I'm thinking of getting persistent on a rod I by 19 its hardly worth getting on a feat, I could take it at 11 and get a piercing rod however.

That Heighten slot is mostly open, could use it for improved initiative or some such other thing. Not really sure.

Was thinking of eventually having two gloves of storing, one with a rod of lesser quicken and the other with a rod of persistent, so I could eventually combo the persistent with heightened.


Sure, I suggested spell storing armor for it a couple posts back. The aegis also gives +2 resistance on some saves - with no shoulders slot this may matter.

12.5 pounds not 25 - mithral, remember.


Good point, Aegis it is, Quick runners shirt, spell storing mithril barding, Maidens Helm, Heavy Load belt (eventually belt of Str and Dex), Circlet of speaking, probably Bracers of armor on the wrist, eyes and ring i don't know. Ring of protection and maybe dunno. Eye of the eagle is the boring standard.

nice and sorted.

EDIT:
Present Me: Why would he have bracers of armor if he has mithril barding
Past Me: Because I'm bloody bonkers why else?
Present me: Thought as much.


I wonder what I should call him o.O

Grand Lodge

Lenses of Situational Sight are good value.

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