Pimp my Ass!

D.Shaffer

First Post
Ok, technically it's a Mule, but it works out much better as a title.

To summarise, the party has a 'mascot' of sorts, in the form of a mule. He's been with us a while, and we've grown probably just a bit to attached to it. It's gotten to the point that he's probably wearing more magical items than any other character. In any case, I was thinking of getting it awakened and then grabbing leadership at 9th level to take him as a cohort. Working out my leadership score, I'd have a leadership of 10, allowing for a 7th level cohort.

From looking at the mule's base stat line, if I roll up an awakened Mule as a character, it would have the following mods from what I can tell.

5 Magical Beast HD (5d10, +5 BAB)
+3 Natural Armor
2 Natural Hoof Attacks (1d4 Base Damage)
Scent
+2 Racial bonus to avoid slipping or falling.
+4 Str, +2 Dex, +4 Con, -4 Cha.
+1 ECL (Above average stats, natural armor, lack of hands)

So, one level to allow for advancement. The question is, what sort of advancement? Any ideas? I was thinking either going with a martial class like fighter to take advantage of high STr and Con mods, but his lack of use of weapons is a bit of a problem.
 

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Barbarian works pretty well for cohort animals. Good HP is welcome, Rage is fun, movement and skillpoints help survivability. And it is not too difficult to roleplay.

If you want to weird people out, give him a really high Climb skill.

Fighter would help him to armor up. I personally think that good mobility is more likely to keep your friend alive than high AC, but your guess is probably better than mine.

Yet another good option is to go Ranger for the skill points and Tracking. Fabulous synergy with Scent. That is a way that your cohort could make a real contribution at points in the story.
 


Chuckling, if you want to send enemies for a loop. Have the mule take the Wilder or Psywarrior class. Since psionics normal do not have somatic components. The no hands is not an issue.
 

D.Shaffer said:
Ok, technically it's a Mule, but it works out much better as a title.

To summarise, the party has a 'mascot' of sorts, in the form of a mule. He's been with us a while, and we've grown probably just a bit to attached to it. It's gotten to the point that he's probably wearing more magical items than any other character. In any case, I was thinking of getting it awakened and then grabbing leadership at 9th level to take him as a cohort. Working out my leadership score, I'd have a leadership of 10, allowing for a 7th level cohort.

From looking at the mule's base stat line, if I roll up an awakened Mule as a character, it would have the following mods from what I can tell.

5 Magical Beast HD (5d10, +5 BAB)
+3 Natural Armor
2 Natural Hoof Attacks (1d4 Base Damage)
Scent
+2 Racial bonus to avoid slipping or falling.
+4 Str, +2 Dex, +4 Con, -4 Cha.
+1 ECL (Above average stats, natural armor, lack of hands)

So, one level to allow for advancement. The question is, what sort of advancement? Any ideas? I was thinking either going with a martial class like fighter to take advantage of high STr and Con mods, but his lack of use of weapons is a bit of a problem.
Bard, and model him after Donkey from Shrek.

Or Warlock, and take Spiderwalk as his invocation - he's a mule who can walk on ceilings and shoot laser beams from his eyes.
 

Well, my first thought was that he should obviously be an Ass-assin. But you probably don't want an evil donkey.

Monk might work well, given that he'll already be fighting without weapons. If your group is of a largely lawful bent, it's a good equivalent to barbarian.
 




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