Keeping the dog alive


Advice


I've asked for some advice about my dog, Fetch, before. He basically became a character "by accident".

He is a Riding Dog 2/Fighter 6 and will probably hit level 7 soon. At about that time we will be able to Teleport to large cities to go shopping. At present, his AC is weak and needs buffing, badly.

Strength 19, Dex 15, Con 19, Int 3, Wis 12, Cha 4.

Non-magic items: Chainmail barding.

Magic Items: Circlet of Speech (now he can talk), +1 Body Wraps of Mighty Strikes (this needs boosting, as an 8th-level fighter should probably have a +2 weapon by this point), +1 Cloak of Resistance, +2 Bracers of Deflection (I was delighted when I realized he had that slot, and jumped on the item as soon as I saw it). His AC is a measly 21.

Item Slots: Armor, Belt (Saddle), Chest, Eyes, Head, Headband, Neck, Shoulders, Wrist.

Feats: Dirty Fighting, Grasping Tail, Improved Trip, Mischievous Tail, Skill Focus (Perception)*, Weapon Focus (Bite), Weapon Specialization (Bite). Mischievous Tail lets him use his tail like a hand for most purposes, but he cannot wield a weapon in it. We gave him a little cask (like St. Bernard's use) that can carry a Potion of Cure X Wounds (he drank two last battle). He is probably missing a feat, because I haven't had the time to give him his next level just yet. I am thinking of just giving him Greater Weapon Focus... boring, but needed. Or Dodge.

We are loaded with loot (although we can't sell it yet) and my character will spend his share of loot on the dog. He will buy Armorer's Panoply (let the dog bark a command word to take his armor off or put it one three times per day), which is ridiculously expensive for most characters, but not for someone without two hands. I'm also going to get him a Dire Collar.

I am having trouble deciding between these two types of armor:

+1 Mithral Plate of Speed. Cost: 20,000 gp (double the cost of the base armor because it's barding). Max Dex +3, ACP -3, better because the dog has Armor Training I. And it casts Haste in 10 one round increments, a big deal because the dog can only bite once per round.

Upside: does not hurt skills much. Downside: figuring out the cost is difficult if you want to increase the enhancement bonus later on.

Dwarven (Adamantine)Plate. Cost: 18,000 gp. Max Dex +1, ACP -6. DR 3/-. Because of Armor Training, he can get a max Dex +2 with this.

At level 7, the dog can take this ability:

Quote:
Armored Juggernaut (Ex): When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.

This will cost him the +1 max Dex bonus and -1 to ACP that he would gain at level 7, but... he could potentially have DR 5/- at 7th-level. If he uses this with Mithral Armor of Speed, he will still get DR 2/- (and Haste).

Possible wrinkle: I've learned about the Extra Item Slot feat. We might buy the dog this, so he can wear Boots of Speed or Boots of Spider Climbing. It would be even better if he could wear both. (He doesn't have enough hands to climb, after all.) If we can manage that, the Mithral Plate of Speed won't look so good.

If anyone has a better suggestion for him to get multiple attacks (preferably without using up too many feats), please suggest away.


Interesting concept .... now I want one :)

If you can’t figure out ways to get multiple attacks it might be worth a try to go with one big attack [vital strike, power attack].

The big problem is your defense relying on Armor Class. I’d look for items, or potions for your cask, to layer your defenses [Mirror Image, Displacement, Or Improved Invisibility].

Alternatively you might try a spring attack build, move-bite-move, and not worry about multiple attacks. If you’re not there they can’t hit you. Look for items that increase your speed.

Just some thoughts, I am away from my books and might have some other ideas about multiple attacks after some research.

Silver Crusade

2 people marked this as a favorite.

Put a saddle on him, then put a “rider” in the saddle. Many of the monsters you encounter will go after the rider as clearly it is more dangerous of the team -

In fact, you might spend some cash to give him an Animated suit of armor as a rider, or even a zombie in full plate... anything to draw attacks away from the mount. But to start with, just a “stuffed suit” is likely to draw some attacks, and every one that goes after the dummy DOESN’T go after one of the Hero’s (which includes Fetch)


Here are your magic slots:
Armor -- available
Belt (Saddle) -- available
Chest -- +1 Body Wraps of Mighty Strikes
Eyes -- available
Head -- available
Headband -- Circlet of Speaking
Neck -- available
Shoulders -- +1 Cloak of Resistance
Wrist -- +2 Bracers of Deflection

I am assuming you meant Circlet of Speaking not Circlet of Speach.
I don't see Bracers of Deflection. Are those Bracers of Armor or a reskinned Ring of Deflection? The former does not stack with the barding.

You have an open armor slot. Enchant your barding. +1 AC for MW and +1 for 1,150 gp. +2 for 4,150 gp. +3 for 9,150 gp.
You have an open belt slot. Grab a Belt of Dex for more AC. +1 AC via +2 Dex for 4,000 gp. +2 for 16,000 gp. Also affects Reflex save.
You have an open eyes slot. Pick one of: Spectacles of Understanding, Lenses of Detection, or Eyes of Keen Sight.
You have an open head slot. Go for the Hat of Disguise, or the safe move, get a Buffering Cap.
You have an open neck slot. Grab an Amulet of Natural Armor. +1 AC for 2,000 gp. +2 for 8,000 gp.

Get two Pale Green Prism (Cracked) Ioun Stones for 4,000 gp each for +1 competence bonus on attack rolls or saving throws. [Use one for attack, one for saves]
Get a Dusty Rose Prism Ioun Stone for 5,000 gp for +1 insight bonus to AC.
Get a cracked one for 500 gp for +1 competence bonus on initiative checks.

/cevah


Cevah wrote:

Here are your magic slots:

Armor -- available
Belt (Saddle) -- available
Chest -- +1 Body Wraps of Mighty Strikes
Eyes -- available
Head -- available
Headband -- Circlet of Speaking
Neck -- available
Shoulders -- +1 Cloak of Resistance
Wrist -- +2 Bracers of Deflection

I am assuming you meant Circlet of Speaking not Circlet of Speach.
I don't see Bracers of Deflection. Are those Bracers of Armor or a reskinned Ring of Deflection? The former does not stack with the barding.

You have an open armor slot. Enchant your barding. +1 AC for MW and +1 for 1,150 gp. +2 for 4,150 gp. +3 for 9,150 gp.
You have an open belt slot. Grab a Belt of Dex for more AC. +1 AC via +2 Dex for 4,000 gp. +2 for 16,000 gp. Also affects Reflex save.
You have an open eyes slot. Pick one of: Spectacles of Understanding, Lenses of Detection, or Eyes of Keen Sight.
You have an open head slot. Go for the Hat of Disguise, or the safe move, get a Buffering Cap.
You have an open neck slot. Grab an Amulet of Natural Armor. +1 AC for 2,000 gp. +2 for 8,000 gp.

Get two Pale Green Prism (Cracked) Ioun Stones for 4,000 gp each for +1 competence bonus on attack rolls or saving throws. [Use one for attack, one for saves]
Get a...

Thank you for your valuable insight.

The GM gave us +2 Bracers of Deflection (like the ring, but in an odd slot) and I don't know where that came from. That wasn't specifically for the dog. (To get it, my character had to say he wanted it, before anyone realized he already had deflection. Too late! I gave it to the dog.)


Kimera757 wrote:

I've asked for some advice about my dog, Fetch, before. He basically became a character "by accident".

He is a Riding Dog 2/Fighter 6 and will probably hit level 7 soon. At about that time we will be able to Teleport to large cities to go shopping. At present, his AC is weak and needs buffing, badly.

Strength 19, Dex 15, Con 19, Int 3, Wis 12, Cha 4.

Non-magic items: Chainmail barding.
...
We are loaded with loot (although we can't sell it yet) and my character will spend his share of loot on the dog. He will buy Armorer's Panoply (let the dog bark a command word to take his armor off or put it one three times per day), which is ridiculously expensive for most characters, but not for someone without two hands. I'm also going to get him a Dire Collar.

I am having trouble deciding between these two types of armor:

+1 Mithral Plate of Speed. Cost: 20,000 gp (double the cost of the base armor because it's barding). Max Dex +3, ACP -3, better because the dog has Armor Training I. And it casts Haste in 10 one round increments, a big deal because the dog can only bite once per round.

Upside: does not hurt skills much. Downside: figuring out the cost is difficult if you want to increase the enhancement bonus later on.

Dwarven (Adamantine)Plate. Cost: 18,000 gp. Max Dex +1, ACP -6. DR 3/-. Because of Armor Training, he can get a max Dex +2 with this.
...
If he uses this (Armored Juggernaut) with Mithral Armor of Speed, he will still get DR 2/- (and Haste).

Possible wrinkle: I've learned about the Extra Item Slot feat. We might buy the dog this, so he can wear Boots of Speed or Boots of Spider Climbing. It would be even better if he could wear both. (He doesn't have enough hands to climb, after all.) If we can manage that, the Mithral Plate of Speed won't look so good.

If anyone has a better suggestion for him to get multiple attacks (preferably without using up too many feats), please suggest away.

Lets check your math:

Chainmail barding. Base 150; as Barding 300; MW 450; +1 is 1,450 gp.
Armorer's Panoply. You mean Armiger's Panoply (7,200 gp). This includes Bracers, which would have to be added to his Bracers of Deflection at 10,800 gp. Either that or replace the existing bracers.
Dire Collar. 1,000 gp for a neck slot. Dealing with on the fly changes of size is hard. Be sure to have his stats at the new size pregenerated so you can just switch stats. AC, BAB, damage will all change. The greater collar is 14,000 gp. Adding it to a necklace of natural armor will be 1,500 gp (or 21,000 gp).
+1 Mithral Plate of Speed. Cost: 20,000 gp Price 28,000 gp. Lets see how the math works. Base price 26,500. Reduce by mithral and full plate = 26,500 - 9,000 - 1,500 = 16,000. This is 4*4*1000, leaving me to believe it is priced as +4 equivalent armor. So to make it +2 Mithral Plate of Speed, you enchant it as a +4 equivalent to a +5 equivalent (i.e. +9,000 gp).
Dwarven (Adamantine)Plate. Cost: 18,000 gp.

If you add Restful (+4,500 gp) to the armor, you don't need to remove the armor to rest, and take no penalty resting in armor. Also cheaper than Armiger's Panoply.

While Extra Item Slot will let you add more magic items, consider also: Ioun Stones, Magic Tattoos, Slotless items. I already mentioned some tones. Magic Tattoos give you some additional slots. Slotless items don't take a slot while costing double.

Fetch has a single bite. See if anyone can hit him with Strong Jaw. This will change his bite from 1d6+3 to 2d6+3. More when large from the Dire Collar. Readily available as a wand. 15,750 gp for 50 charges. Any ranger or druid can do this easily, and anyone with good UMD also.
The Vital Strike feat should let you increase your bite damage. Check with your GM to verify it works, as there is mention of doubling weapon damage, not just damage.
If you get both, you can get 3d6+3.

/cevah


Cevah wrote:

Lets check your math:

Chainmail barding. Base 150; as Barding 300; MW 450; +1 is 1,450 gp.
Armorer's Panoply. You mean Armiger's Panoply (7,200 gp). This includes Bracers, which would have to be added to his Bracers of Deflection at 10,800 gp. Either that or replace the existing bracers.

...

If you add Restful (+4,500 gp) to the armor, you don't need to remove the armor to rest, and take no penalty resting in armor. Also cheaper than Armiger's Panoply.

I thought the panoply was slotless. I will go with the Restful armor. One reason for the "teleport off" armor was to make swimming a possibility. (He's not a good swimmer, but I hate the thought of him drowning, if none of us are there to rescue him. He nearly fell off a cliff and drowned, so now my PC is worried about him not being able to climb or swim.)

Quote:
Dire Collar.

I meant the Greater one, which is expensive, but we're overloaded on gear, and our wizard just gained a level and added Teleport to his spellbook. Money isn't really an issue here. He will either have to get three (since he can take the collars off and put them on by himself now), or we make a custom one that costs three times as much and has the ability 3/day, as Animal Growth once per day isn't worth it.

There won't be any issues with his stats, since I'll have extra space on his character sheet to write his "upgraded" stats.

Quote:

+1 Mithral Plate of Speed. Cost: 20,000 gp Price 28,000 gp. Lets see how the math works. Base price 26,500. Reduce by mithral and full plate = 26,500 - 9,000 - 1,500 = 16,000. This is 4*4*1000, leaving me to believe it is priced as +4 equivalent armor. So to make it +2 Mithral Plate of Speed, you enchant it as a +4 equivalent to a +5 equivalent (i.e. +9,000 gp).

Dwarven (Adamantine)Plate. Cost: 18,000 gp.

Obviously he can only wear one type of armor. Which do you think is better? I've actually only had two people answer this question (a split), since people usually ignore the question and talk about him being a dog.

Quote:
Fetch has a single bite. See if anyone can hit him with Strong Jaw. This will change his bite from 1d6+3 to 2d6+3. More when large from the Dire Collar. Readily available as a wand. 15,750 gp for 50 charges. Any ranger or druid can do this easily, and anyone with good UMD also.

Unfortunately I can't count on that. We don't have a druid or ranger, and we can't rely on our alchemist to use UMB. (For real-life reasons, he keeps missing sessions too.) But he can take Improved Natural Attack.

Quote:
The Vital Strike feat should let you increase your bite damage. Check with your GM to verify it works, as there is mention of doubling weapon damage, not just damage.

I believe it would just add one "weapon" die of damage (so an extra 1d6 damage at this point). But I found something out recently. There's a feat (or ability) that enables a ranger to take claw attacks, and apparently Fetch can get that ability with only one or two levels of ranger with the Natural Attacker archetype. He would have to take Multiattack, but that's not a huge loss.

... Overloaded on gear...

We did an accounting at the beginning of our session yesterday. We have 38 suits of +1 mithral chainmail (not counting what we're wearing), and 38 cloaks of elvenkind. Every drow warrior we defeat is a bonanza. We actually didn't get any this session. (We defeated an assassin, a pain taster, three wizards, and a vrock, skillfully avoiding most of the drow... but we lost a PC, our wizard is insane and in another plane, and we failed to rescue two extremely important NPCs. Oh, and we're low on spells and so forth.)

Sovereign Court

Probably Aspect of the Beast for the claw attacks. If you are worried about accuracy you could probably go with Slayer 2 over Ranger 2 and take Ranger Combat Style as your level 2 talent. Full BAB, +1 attack/damage/some skills from studied target, same 6 +int skill points.

You are worried about swimming, so I vote for Mithral ArmorBarding of Speed. Unfortunately, its a LOT more expensive then at first glance. Per the Armor for Unsual Creatures table, the base price for non-humanoid medium armor is doubled. And according to this FAQ "First add up the total cost of the base item, including any special material. Then multiply by any multiplier for the size and unusual shape from Table 6-8."

Full Text of the FAQ:
Cost Multipliers for Items: When an item has a cost multiplier, for instance for its size, unusual shape, or composition, does that apply before or after additional costs such as for making the item masterwork or using a special material?
First add up the total cost of the base item, including any special material. Then multiply by any multiplier for the size and unusual shape from Table 6-8. After that, add any additional cost for masterwork, if that isn't already part of the special material. Finally, apply any multiplier for discounts such as the 1/3 cost multiplier for crafting the item. For example, a chain shirt costs 100 gp and a mithral chain shirt costs 1,100 gp after the +1,000 gp cost for mithral. If you were applying the 1/3 cost multiplier for crafting the item using the Craft skill, the cost multiplier from Table 6-8 based on size and body type, or both, you would apply those multipliers to the full 1,100 gp cost for the mithral chain shirt. This means a mithral chain shirt built for a rune giant costs 8,800 gp and a mithral chain shirt built for the tarrasque costs 35,200 gp. On the other hand, a Large masterwork cold iron greatsword costs 500 gp (50 gp for a greatsword, doubled for cold iron, doubled again for a Large weapon, then adding masterwork last because cold iron isn't always masterwork).

So unfortunately, +1 Mithral Armor (medium non-humanoid) of Speed will cost 37,000 gp not 28,000. And Dwarven Plate (medium non-humanoid) would be 33,000 gp not 18,000. I dislike the FAQ because if you want to cheese it, I think there was some resizing enchantment and the idea is you buy a tiny version to save on special material costs... but for non-humanoid that only gets you down to a x1 multiplier.

An alternative (or addition) to Restful, is Comfort armor enchant. +5k, always clean, always counts as appropriate weather gear, sleep in it as if it were light armor, and reduce the ACP by 1 to a minimum of 0. My alchemist eventually wore mithral hellknight plate of comfort with 2 traits to reduce ACP to 0 with no proficiency, and no penalties.


1 level of Shifter would give claws and full BAB. You'd need to switch from a body wrap to a neck item to make all of your natural weapons magical, so it actually might be better to stick with a single bite.

Adamantine Comfort Hell Knight Plate armor +3 would cost [(15,000+2000)x2 + 5,000 + 9,000] 48,000gp. DR 3/-, +11 AC, max +1 dex bonus, -3 armor penalty (reduce penalty 1 from master work, and 1 from comfort). The armor is treated as light armor when sleeping. Armor training will further reduce the skill penalty. With a 19 str weight shouldn't be an issue.

If money really isn't an issue...could pick up a Greater Cloak of Displacement and just have a 50% miss chance. But then you'll need something else to cover resistance bonus. You could pick up some Amber Spindle Ioun stones. If I read this correctly you could get 3 flawed stones for 3 x 6000 for a total +3 to saves, and another 2 normal stones (at 10k each) to boost that to a total of +5 to saves. A total of 38k for a non-slotted +5 resistance bonus.

And a +6 str belt is kind of obvious, though strictly for survival you might consider a con or dex belt. If you go for the dex belt you would be better off with Mithril armor.


If you take a class that gives you claws, you won't need Multiattack. That's only for reducing the penalty for secondary attacks and bite and claws are primary.


Firebug is correct, the price is 37,000 gp for +1 mithral full plate barding of speed. Good news is it is still the same amount to improve the enchantment.

Restful armor allows recovery of damages stats and hp sooner, so if your night is interrupted, you are more likely to be at full. Comfort, however, reduces armor check and acts as cold weather or light weather gear as needed. I suspect comfort would be better.

The Adamantine Plate Barding of Comfort at 38,000 is cheaper to enhance, but does not give any speed benefit. It also has an armor check penalty of -6 vs. the -3 of the Mithral armor. This affects swimming.

You can add the Aquadynamic enchant for +3,750 (+5), +15,000 (+10), or +33,750 (+15) comp bonus to swim checks. You can add the Buoyant enchant for +2,000 to eliminate the armor check penalty for swimming.

I suspect Mischievous Tail would let him wield a wand. If he took a level in ranger or druid, he could then use a wand on himself. Or he could just up his UMD score. Get a Wand Key Ring for 3,000 gp keyed to the wand he wants to use via UMD. Then he only needs to have a UMD skill of 9 for that wand to automatically use it. [Ditto for any other character.]

A wand of Animal Growth is only 30,000 for 50 charges (each lasting 10 minutes).

A wand of Magic Fang (+1) is 750 and lasts for 1 minute.

A wand of Magic Fang, Greater (+1) is 11,250 (or 18,000 for +2) and lasts for 5 (or 8) hours. It can also be used to give you a +1 equivalent, like Bane(X). [That gets you +2 attack and +2+2d6 damage against X, but +0 agaist all others.]

With Armor Training I, you get a max dex of 4 for the Mithral armor and 2 for the Adamantine. You currently have +2 Dex, so either is fine. However, if you enhance his Dex any, the Mithral will let the AC increase, but the Adamantine won't. Also, Mithral is lighter at 25# vs. 50#, but Adamantine had DR 3/-. Plain old Mithral Plate Barding would be 21,000 vs. the Adamantine at 33,000. Further enchantments would cost the same. While DR 3/- sounds nice, you have to decide if Fetch gets hit a lot with little attacks or if the hits are usually large. If lots of small hits, then the DR is worth it, otherwise I would go with the Mithral for the weight.

Heather 540 is right. You do not need Multiattack. Per Natural Attacks, Bite and Claw are both primary.

@Meirril: I would not read the stones that way. So consider the price: 18,000 for 3 stones and +3 Resistance. That is the same as a slotless Cloak +3. 50,000 for 5 stones and +5 Resistance. Same as a slotless Cloak +5. It might be easier to add the Cloak effect an another shoulder item for the +50%. But since the current shoulder item is a Cloak +1, there is no reason not to upgrade as desired.

I don't know which ranger archetype you are talking about for getting claws, but if you do, then that opens up wand use for Fetch. If you need 2 levels of Ranger, you can look into retraining to change a Fighter level into a ranger level as you advance a ranger level. This gets you Ranger 2 while loosing a fighter level. Shifter only needs 1 level, but you do not get spells. If you take Druid, you get to case a few spells (3 cantrips and 2 first level). Spells like Air Bubble, Cure Light Wounds, Farie Fire, Longstrider, and Monkey Fish.

With your wizard adding Teleport, that means he has at least 3 third level spells. One should be Haste. That is one of the greatest spells at that level. He should also invest in Pearls of Power to stretch his slots. A PoP3 is 9,000 gp allowing an extra Haste or other 3rd level spell. No more need for Armor of Speed.

/cevah


Firebug wrote:
Probably Aspect of the Beast for the claw attacks. If you are worried about accuracy you could probably go with Slayer 2 over Ranger 2 and take Ranger Combat Style as your level 2 talent. Full BAB, +1 attack/damage/some skills from studied target, same 6 +int skill points.

If Aspect of the Beast is available for Slayers, he can go that route too.

Quote:

You are worried about swimming, so I vote for Mithral ArmorBarding of Speed. Unfortunately, its a LOT more expensive then at first glance. Per the Armor for Unsual Creatures table, the base price for non-humanoid medium armor is doubled. And according to this FAQ "First add up the total cost of the base item, including any special material. Then multiply by any multiplier for the size and unusual shape from Table 6-8."

** spoiler omitted **...

Yikes! That is... far more expensive than I thought. We can still afford that, but I can only guarantee 40,000 gp for him. (It's probably going to be a lot more, but I don't want to count chickens before they hatch.)

Quote:
An alternative (or addition) to Restful, is Comfort armor enchant. +5k, always clean, always counts as appropriate weather gear, sleep in it as if it were light armor, and reduce the ACP by 1 to a minimum of 0.

That is neat.

Cevah wrote:
You can add the Aquadynamic enchant for +3,750 (+5), +15,000 (+10), or +33,750 (+15) comp bonus to swim checks. You can add the Buoyant enchant for +2,000 to eliminate the armor check penalty for swimming.

I will check this out too. I'm going to write all this up in a document.

Quote:
A wand of Animal Growth is only 30,000 for 50 charges (each lasting 10 minutes).

I thought you could only use Wands up to 3rd-level spells. A.G. is 5th-level.

The wizard frequently uses Haste, and the cleric uses Divine Fervor. This is less of an issue if he gets claws, because the incremental bonus is smaller (though still really nifty).

Meirril wrote:
1 level of Shifter would give claws and full BAB. You'd need to switch from a body wrap to a neck item to make all of your natural weapons magical, so it actually might be better to stick with a single bite.

I'd go with the AoMF. One attack simply gets weaker over levels. It's also nice that he doesn't have to take Multiattack.

Quote:
Adamantine Comfort Hell Knight Plate armor +3 would cost [(15,000+2000)x2 + 5,000 + 9,000] 48,000gp. DR 3/-, +11 AC, max +1 dex bonus, -3 armor penalty (reduce penalty 1 from master work, and 1 from comfort). The armor is treated as light armor when sleeping. Armor training will further reduce the skill penalty. With a 19 str weight shouldn't be an issue.

This is really good news too. We actually have a hellknight in the party!

Quote:
You could pick up some Amber Spindle Ioun stones. If I read this correctly you could get 3 flawed stones for 3 x 6000 for a total +3 to saves, and another 2 normal stones (at 10k each) to boost that to a total of +5 to saves. A total of 38k for a non-slotted +5 resistance bonus.

Should those be stacking? They're typed bonuses.

Sovereign Court

Kimera757 wrote:
If Aspect of the Beast is available for Slayers, he can go that route too.

Since its on the list of feats for Natural Weapon combat style, you just choose that style with your Slayer Talent and take the feat with your free bonus feat. Aspect of the Beast has additional language for Natural Weapon Rangers who don't use their bonus feat on it.

Kimera757 wrote:
I thought you could only use Wands up to 3rd-level spells. A.G. is 5th-level.

Wands go to 4th, and potions/oils to 3rd. Animal Growth is also a 4th level Ranger spell, so presumably you would get a Ranger (or Hunter) to create the wand. Either would be caster level 10.

Kimera757 wrote:
Meirril wrote:
You could pick up some Amber Spindle Ioun stones. If I read this correctly you could get 3 flawed stones for 3 x 6000 for a total +3 to saves, and another 2 normal stones (at 10k each) to boost that to a total of +5 to saves. A total of 38k for a non-slotted +5 resistance bonus.
Should those be stacking? They're typed bonuses.

These particular stones state that they stack with each other. So its about order of operations. You count the 3 flawed stones first to get to +3, then tack on the regular stones to get it to +5. However, I would argue that the flawed stones cannot allow you to go beyond their maximum(+3) since that is the piece that has the limiting language. Much like the feat accomplished sneak attacker.


Firebug wrote:


Kimera757 wrote:
Meirril wrote:
You could pick up some Amber Spindle Ioun stones. If I read this correctly you could get 3 flawed stones for 3 x 6000 for a total +3 to saves, and another 2 normal stones (at 10k each) to boost that to a total of +5 to saves. A total of 38k for a non-slotted +5 resistance bonus.
Should those be stacking? They're typed bonuses.
These particular stones state that they stack with each other. So its about order of operations. You count the 3 flawed stones first to get to +3, then tack on the regular stones to get it to +5. However, I would argue that the flawed stones cannot allow you to go beyond their maximum(+3) since that is the piece that has the limiting language. Much like the feat accomplished sneak attacker.

This is definitely one of those Ask Your GM situations. I think it can be read either way. I can't say one interpretation is definitely correct, but it is safer to go with the more conservative answer.

But your GM might see no harm in it and allow the lower cost option. Though the lowest cost option would be to just use a +5 cloak of resistance at 25k and skip buying a different shoulder slot item.


Kimera757 wrote:
Quote:
You are worried about swimming, so I vote for Mithral ArmorBarding of Speed. Unfortunately, its a LOT more expensive then at first glance. Per the Armor for Unsual Creatures table, the base price for non-humanoid medium armor is doubled. And according to this FAQ "First add up the total cost of the base item, including any special material. Then multiply by any multiplier for the size and unusual shape from Table 6-8."
Yikes! That is... far more expensive than I thought. We can still afford that, but I can only guarantee 40,000 gp for him. (It's probably going to be a lot more, but I don't want to count chickens before they hatch.)

That is why I suggested plain Mithral Plate Barding. Saves a lot of money. Maybe you can get the Cleric to cast Magic Vestment for +1 at 4th-7th, and +2 at 8th. Get an extra casting level with Anointing Oil for 25 gp.

Kimera757 wrote:

I thought you could only use Wands up to 3rd-level spells. A.G. is 5th-level.

The wizard frequently uses Haste, and the cleric uses Divine Fervor. This is less of an issue if he gets claws, because the incremental bonus is smaller (though still really nifty).

Per Craft Wand, you can make wands of up to 4th level spells. A.G. is 4th Ranger, therefore doable.

Your cleric can cast Blessing of Fervor (4th level spell) for a Haste like effect. While you don't stack extra attacks, you can stack other choices with Haste. Divine Fervor is a great self buff, but Blessings of Fervor buffs the whole party.

Again, going Ranger opens up wand use for Fetch.

/cevah

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Keeping the dog alive All Messageboards

Want to post a reply? Sign in.