Seeking sheningans to do with a sorcerer on flying mount


Advice


Hello everyone.

I'm currently playing in one of my campaigns a Sorcerer with the Sylvan bloodline and am totaly having a blast with it, RP and mechanic-wise... my Animal Companion is a Roc, and he will soon reach a size when I could ride it.

I want to devote all my build and playstyle to movements, tricks or strategies that are exclusively possible for a sorcerer mounted on a flying beast.
I have both the Handle Animal and Ride skills trained, and will take the Improved Share Spells feat

For now, here are some ideas I had:

1- Make the mount make a stationary flight at 100ft height, and shower long-range spells like Fireball on the battlefield (not a perfectly suited idea: a sorcerer with a fly spell could do the same)

2- Use Flyby Attack to make both the caster and mount use a shared Fire Breath spell while passing above the foes at 80ft base speed

3- Share both Elemental Aura and Fiery Body spell: now both you and your mount deal 2d6 fire damage per round to your surrounding... while this damage heals you both... not accounding the 3d6 bonus fire damage on each of the five melee attack of the mount

4- Shapeshift your mount with a Dragon Form spell then ask your DM what is the circumstance bonus for an Intimidation check (which is already a class skill enhanced by your insane charisma) when you appear to be mounted on an Elder Black Dragon

5- Pick up a lance, then hit yourself and your mount with a shared Greater Invisibility and Transformation spell, so you can deal 10 attack melee attack per round on foes that should not even be able figure which one of you is currently cutting them in pieces

6- May I also use True Strike on my mount to trigger its Grab attack on a Flyby Attack, then make the said mount pull its prey in the air... then, next round, order my mount to release mid-air while I hit the poor victim with a Gravity Well spell, too?

Give your best shot: what shenanigan could you find for such a character?


Dot


Moonheart wrote:
Give your best shot: what shenanigan could you find for such a character?

7- Move + Cast a Spell + Move: your mount is taking 2 move actions, so a concentration check is required

8- cast spells with a full-round action casting time (usually metamagic-ed spells for a sorcerer) and keep moving
9- Mount using "ready an action": move away if an enemy comes to melee range


:•:


Cast Darkness on the heads of other Flying creatures.

Trail ropes and/or kites behind you. Cast Web using the ropes/kite strings as your anchor points. Cut the ropes. Watch your entangled foes plummet to their deaths. Stroke your pet's feathers as she feasts on their pulpy carcasses.

Liberty's Edge

Empty a sack of 50 caltrops/daggers/arrows/sling bullets over your enemies heads from 80' up. Cast Greater Magic Weapon on them before they fall out of range.


Moonheart wrote:

Hello everyone.

I'm currently playing in one of my campaigns a Sorcerer with the Sylvan bloodline and am totaly having a blast with it, RP and mechanic-wise... my Animal Companion is a Roc, and he will soon reach a size when I could ride it.

If you played a small race, such as gnome, you could have been doing this from level 1.


The staggering fall spell might be handy if you pick an enemy up and drop them.

Rocks, daggers and caltrops aren't likely to be useful ammunition to drop on people. If you have a barbarian, magus or other high-damage type in the party then delivering them to where they're most useful, that's useful ammo. Retrieving party members when they're in trouble may also be appreciated.

Spells with cone-shaped areas of effect usually have the disadvantage of there needing to be a clear space between you and the enemy. That's less of a concern when the clear space is vertical. Enjoy using fear spells without feeling fear yourself.

Enlarge person can be shared and is much cheaper in spell slots/spells known than some of the shapeshifting suggestions you've made. It's also pretty impressive. If you get a page of spell knowledge or similar of it you could start riding your roc immediately.


Heh, there are some fun ideas, there!
I like sac-dropping tactic, even if, yes, there are probably some things to check rule-wise... like how is calculated the damage when you're hit by a fallen object?

@Gavmania

Gavmania wrote:
If you played a small race, such as gnome, you could have been doing this from level 1.

Yup, and only a gnome could think it's a good idea to attempt to ride a flying mount when it still have only 6hp and do not have yet taught it enough tricks to make it a suitable mount, resulting in DC 25 ride check at almost each move attempt when then only have 1 rank in Ride. :p

Do gnomes have a bonus on fall damage checks, because they are going to roll them a lot!

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