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*Pathfinder & Starfinder
Questions: Charging and obtaining True Strike
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<blockquote data-quote="Drowbane" data-source="post: 4601667" data-attributes="member: 23396"><p>Druid 8 ~</p><p>Feats</p><p>1st: fey blood (Cha powered Druid... instead of Wis)</p><p>3rd: natural bond (complete adventurer)</p><p>6th: leadership</p><p>9th: natural spell</p><p></p><p>Cohort~</p><p>Human Fighter 6th lvl</p><p>Feats</p><p>human: wild talent (XPH)</p><p>1st: psionic weapon (XPH)</p><p>3rd: spirited charge</p><p>6th: deep impact (XPH)</p><p>Fi 1: mounted combat</p><p>Fi 2: ride-by attack</p><p>Fi 4: power attack</p><p>Fi 6: cleave?</p><p></p><p>Animal Companion~</p><p>Beast of choice (use something from the -3 or -6 chart... as natural bond will negate 3 of that) w/heavy armor barding.</p><p></p><p>~~~</p><p></p><p>Cohort & Companion charge foe, cohort expends his psi-focus to use deep impact (attack becomes Touch), uses max power attack + spirited charge.... rides by corpse... takes a round to line up next charge and to recover psi-focus. Your druid could ride along, or fly high above as an eagle... or...</p><p></p><p>~~~</p><p>Alternately, the Druid could be set up as the rider or mount. I prefer this version as the druid (with heavy use of wildshape) could be mistaken as another "pet" of the rider's.</p><p></p><p>edit: I don't recall where this feat is from... If I had to guess I'd say Dragon mag.</p><p></p><p>Fey Blood (General)</p><p>You have one or more fey as ancestors, and as a result your druid powers come naturally to you rather than from any great insight into the nature of the world.</p><p>Prerequisites: Cha 11+, ability to speak the Sylvan language, humanoid or giant type.</p><p>Benefit: Your druid spellcasting powers are based on Charisma rather than Wisdom. To prepare or cast a druid spell, you must have a Charisma score of at least 10 + the spell's level, and you gain bonus spells based on your Charisma score. The DC for saving throws against your druid spells is 10 + the spell's level + your Charisma modifier. This feat does not alter the means by which you prepare or cast druid spells; you must still prepare spells in advance, as normal. Because you are using your natural fey connection to nature as the conduit for your magical powers rather than any great insight, your spells are considered to be partially fey magic. Any druid of 4th level or higher with the Resist Nature's Lure class ability gains a +2 bonus to saving throws against your druid spells.</p><p>Special: You may only select this feat at 1st level, though you need not possess the druid class at that time. Your DM may limit this feat to certain appropriate races that would be likely to have crossbred with fey over the history of the campaign world.</p></blockquote><p></p>
[QUOTE="Drowbane, post: 4601667, member: 23396"] Druid 8 ~ Feats 1st: fey blood (Cha powered Druid... instead of Wis) 3rd: natural bond (complete adventurer) 6th: leadership 9th: natural spell Cohort~ Human Fighter 6th lvl Feats human: wild talent (XPH) 1st: psionic weapon (XPH) 3rd: spirited charge 6th: deep impact (XPH) Fi 1: mounted combat Fi 2: ride-by attack Fi 4: power attack Fi 6: cleave? Animal Companion~ Beast of choice (use something from the -3 or -6 chart... as natural bond will negate 3 of that) w/heavy armor barding. ~~~ Cohort & Companion charge foe, cohort expends his psi-focus to use deep impact (attack becomes Touch), uses max power attack + spirited charge.... rides by corpse... takes a round to line up next charge and to recover psi-focus. Your druid could ride along, or fly high above as an eagle... or... ~~~ Alternately, the Druid could be set up as the rider or mount. I prefer this version as the druid (with heavy use of wildshape) could be mistaken as another "pet" of the rider's. edit: I don't recall where this feat is from... If I had to guess I'd say Dragon mag. Fey Blood (General) You have one or more fey as ancestors, and as a result your druid powers come naturally to you rather than from any great insight into the nature of the world. Prerequisites: Cha 11+, ability to speak the Sylvan language, humanoid or giant type. Benefit: Your druid spellcasting powers are based on Charisma rather than Wisdom. To prepare or cast a druid spell, you must have a Charisma score of at least 10 + the spell's level, and you gain bonus spells based on your Charisma score. The DC for saving throws against your druid spells is 10 + the spell's level + your Charisma modifier. This feat does not alter the means by which you prepare or cast druid spells; you must still prepare spells in advance, as normal. Because you are using your natural fey connection to nature as the conduit for your magical powers rather than any great insight, your spells are considered to be partially fey magic. Any druid of 4th level or higher with the Resist Nature's Lure class ability gains a +2 bonus to saving throws against your druid spells. Special: You may only select this feat at 1st level, though you need not possess the druid class at that time. Your DM may limit this feat to certain appropriate races that would be likely to have crossbred with fey over the history of the campaign world. [/QUOTE]
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