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*Pathfinder & Starfinder
i need a cohort!
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 853060" data-attributes="member: 748"><p>Errr, I was statting up my ideal character, you probably can adapt him to be a cohort:</p><p></p><p>Demitri, male human Div5: CR 5; ECL 5; Medium-size Humanoid (human); HD 5d4+10; hp 22; Init +0; Spd 30 ft; AC 10; Melee unarmed strike -1 (1d3-1); SA spells; SQ summon familiar; AL LN; SV Fort +3, Ref +1, Will +5; Str 8, Dex 11, Con 14, Int 18, Wis 12, Cha 14.</p><p>Skills and Feats: X; Enlarge Spell (virtual), Scribe Scroll (virtual), Subtle Scrying -2 more-.</p><p>Wizard Spells Prepared (4/5/4/3):</p><p>0-</p><p>1-Mage Armor, Magic Missile (x2), Shield, True Strike (Div-BoEM II Anavar's Anticipated Attack, Creature Loresight, Object Loresight, Evoc-Unhand</p><p>2-Demoncall (BoVD), Locate Object (x2), Rope Trick (Mark of Water-BoEM I +2 con or 5d6 range touch, Static Veil-BoEM I increases Scry check by 1/caster level, Undaunted Fixture-BoEM I binds two objects together, Welter-BoEM II trips people, Create Magic Tattoo-FRCS useful for later on for +1 caster level x3, Shatter)</p><p>3-Arcane Parry (RRII), Clairvoyance/Clairaudience, Extended Charge (BoEM II)</p><p>Equipment: Wand of Magic Missiles (9th level caster, 50 charges), Quaal's Feather Token (Tree).</p><p></p><p>Future Spells (BoEM III)-(1st) Fey Storage, Identify Scrier, Resist Scrying (2nd) Energy Lash, Scrytalk (3rd) Item from Beyond</p><p></p><p></p><p>-Divinations are his first priority out of battle. Locate Object is just a truly awesome spell, for instance, you can set it to 'Spell Component Pouch' or 'Spell Components' or 'Familiars' to detect any nearby wizards/sorcerers, or use Clairvoyance/Clairaudience to scout out the villains. Rope Trick is a nice escape spell, and Quaal's Feather Token (Tree) is one of the most versatile items around.</p><p></p><p>Your primary offensive ability lies in your wand of magic missiles, which allows him to deal 5d4+5 damage to a target at this level, optionally, if you don't have those BoEM/RR allowed you can get Haste, and then with the wand you can burn of 10d4+10 damage each round, which is pretty darn good at this level (with no attack roll required).</p><p></p><p>For the other feats I suggest Spell Penetration, Spell Focus, and/or Improved Initiative.</p><p></p><p>Hope this helps <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 853060, member: 748"] Errr, I was statting up my ideal character, you probably can adapt him to be a cohort: Demitri, male human Div5: CR 5; ECL 5; Medium-size Humanoid (human); HD 5d4+10; hp 22; Init +0; Spd 30 ft; AC 10; Melee unarmed strike -1 (1d3-1); SA spells; SQ summon familiar; AL LN; SV Fort +3, Ref +1, Will +5; Str 8, Dex 11, Con 14, Int 18, Wis 12, Cha 14. Skills and Feats: X; Enlarge Spell (virtual), Scribe Scroll (virtual), Subtle Scrying -2 more-. Wizard Spells Prepared (4/5/4/3): 0- 1-Mage Armor, Magic Missile (x2), Shield, True Strike (Div-BoEM II Anavar's Anticipated Attack, Creature Loresight, Object Loresight, Evoc-Unhand 2-Demoncall (BoVD), Locate Object (x2), Rope Trick (Mark of Water-BoEM I +2 con or 5d6 range touch, Static Veil-BoEM I increases Scry check by 1/caster level, Undaunted Fixture-BoEM I binds two objects together, Welter-BoEM II trips people, Create Magic Tattoo-FRCS useful for later on for +1 caster level x3, Shatter) 3-Arcane Parry (RRII), Clairvoyance/Clairaudience, Extended Charge (BoEM II) Equipment: Wand of Magic Missiles (9th level caster, 50 charges), Quaal's Feather Token (Tree). Future Spells (BoEM III)-(1st) Fey Storage, Identify Scrier, Resist Scrying (2nd) Energy Lash, Scrytalk (3rd) Item from Beyond -Divinations are his first priority out of battle. Locate Object is just a truly awesome spell, for instance, you can set it to 'Spell Component Pouch' or 'Spell Components' or 'Familiars' to detect any nearby wizards/sorcerers, or use Clairvoyance/Clairaudience to scout out the villains. Rope Trick is a nice escape spell, and Quaal's Feather Token (Tree) is one of the most versatile items around. Your primary offensive ability lies in your wand of magic missiles, which allows him to deal 5d4+5 damage to a target at this level, optionally, if you don't have those BoEM/RR allowed you can get Haste, and then with the wand you can burn of 10d4+10 damage each round, which is pretty darn good at this level (with no attack roll required). For the other feats I suggest Spell Penetration, Spell Focus, and/or Improved Initiative. Hope this helps :) [/QUOTE]
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