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<blockquote data-quote="James the Newbie" data-source="post: 5874125" data-attributes="member: 6692006"><p>Magical enhancements that you could try</p><p></p><p>quick things you can do is use magic buffs such as see invisibility (If you can persuade your dm to let you add it to someone else), giving them greater use to your party and give them enchanted Armour if they can use it. A good third is rarys telepathic bond if it can understand commands, or you need to know its condition from afar. Resistance isnt really worth it, but feel free, to. And magic fang is a nice toutch if it will stack!</p><p></p><p>__________________</p><p></p><p>The creautres to choose from is a little harder, since I dont take companions too often, though I would like to</p><p></p><p>I'd stop worrying about peasants, a simple illusion cast around the most beastly creature wont be broken in city circumstances by a regular peasant - If you run into a mage with something too odd you may have to explain yourself</p><p></p><p>My number one choice, is an owlbear, I don't know why I love them so much, but I do, their strong fast and powerful, fit it with some enchantments and you have something I wouldnt want to fight against. Its scary factor may put you off using this one, even with illusions its pretty big.</p><p></p><p>It is large, but you can shrink it with spells if need be, one of my top choices, the hippogriff, strong and trustworthy creatures.</p><p></p><p>In a little less magic creature sense we have the choices of most of the large cats, Lions are a fairly good choice along with tigers. If people are to scared, I turn you back to illusions.</p><p></p><p>I dont know how you feel about snakes, but there pretty worth while, if better suited to a rogue.</p><p>________________________________________</p><p>If you want to make them a little more magical, giving it elemental or celestial traits isnt a necesarily a bad idea, but if I was you id ask for something more unique or interesting that suits the region you venture too.</p><p></p><p>Find a creature that can run further on open plains</p><p>Use spider climb as it is in a rocky region</p><p>Has minor energy resistance due to the temperature </p><p>Paralyzing saliva (And an extending tongue)- probably a jungle creature </p><p>Can change size - magical creature</p><p>Good at swimming, or even grows fins in a plain that suffers floods</p><p>Improved jumping - mountain region</p><p>spit attacks and breath weapons - Magical creature</p><p>Psionic powers - Probably dealing with an intelligent creature here</p><p>Invisibility - Magical hunter</p><p>Teleport - Magical creature</p><p>Any kind of enhanced senses - hunter</p><p></p><p>While all those are good on their own, what if they where bread for a purpose</p><p></p><p>Magician hunter</p><p>Spell resistance (unfortunatly it would likly be immune to enchantments)</p><p>Reduce spells per day upon hitting an opponents (feed on it maybe)</p><p>Generate an antimagic field (Per day most likly)</p><p>Detect magic</p><p>Maybe see invisibility</p><p></p><p>Dragon hunter (This would be very strong, possibly too much so)</p><p>Immune (or highly resistant) to fear effects</p><p>DR to dragon breath, evasion or improved evasion</p><p>Dragon bane teeth/claws</p><p>Specialised enemy is a dragon</p><p>Probably need to have incredible flight speeds or teleport as a move action to keep up</p><p>+10 to spot and listen checks on finding a dragon</p><p>+4 on any resistance check against a dragon</p><p></p><p>Combat expert</p><p>Low DR/magic (between 1-5)</p><p>Might give it metalic skin, combine it with dex maybe natural armour +6 or +8</p><p>Dex bonus +2 or +4</p><p>Getting its AC between 18 and 22</p><p>Adamantine equivalent teeth</p><p>Attacks count as touch attacks maybe (Come up with some other armour bypass basicaly)</p><p>Could give it tumble, but it'd be iffy</p><p></p><p>Hunter</p><p>See invisibility</p><p>Detect life</p><p>Detect unlife</p><p>Blind sense</p><p>Move at about 120 feet per round</p><p>Low attack power 1d3/1d4 per claw at -2 and 1d6 bite at +0</p><p>Improved scent</p></blockquote><p></p>
[QUOTE="James the Newbie, post: 5874125, member: 6692006"] Magical enhancements that you could try quick things you can do is use magic buffs such as see invisibility (If you can persuade your dm to let you add it to someone else), giving them greater use to your party and give them enchanted Armour if they can use it. A good third is rarys telepathic bond if it can understand commands, or you need to know its condition from afar. Resistance isnt really worth it, but feel free, to. And magic fang is a nice toutch if it will stack! __________________ The creautres to choose from is a little harder, since I dont take companions too often, though I would like to I'd stop worrying about peasants, a simple illusion cast around the most beastly creature wont be broken in city circumstances by a regular peasant - If you run into a mage with something too odd you may have to explain yourself My number one choice, is an owlbear, I don't know why I love them so much, but I do, their strong fast and powerful, fit it with some enchantments and you have something I wouldnt want to fight against. Its scary factor may put you off using this one, even with illusions its pretty big. It is large, but you can shrink it with spells if need be, one of my top choices, the hippogriff, strong and trustworthy creatures. In a little less magic creature sense we have the choices of most of the large cats, Lions are a fairly good choice along with tigers. If people are to scared, I turn you back to illusions. I dont know how you feel about snakes, but there pretty worth while, if better suited to a rogue. ________________________________________ If you want to make them a little more magical, giving it elemental or celestial traits isnt a necesarily a bad idea, but if I was you id ask for something more unique or interesting that suits the region you venture too. Find a creature that can run further on open plains Use spider climb as it is in a rocky region Has minor energy resistance due to the temperature Paralyzing saliva (And an extending tongue)- probably a jungle creature Can change size - magical creature Good at swimming, or even grows fins in a plain that suffers floods Improved jumping - mountain region spit attacks and breath weapons - Magical creature Psionic powers - Probably dealing with an intelligent creature here Invisibility - Magical hunter Teleport - Magical creature Any kind of enhanced senses - hunter While all those are good on their own, what if they where bread for a purpose Magician hunter Spell resistance (unfortunatly it would likly be immune to enchantments) Reduce spells per day upon hitting an opponents (feed on it maybe) Generate an antimagic field (Per day most likly) Detect magic Maybe see invisibility Dragon hunter (This would be very strong, possibly too much so) Immune (or highly resistant) to fear effects DR to dragon breath, evasion or improved evasion Dragon bane teeth/claws Specialised enemy is a dragon Probably need to have incredible flight speeds or teleport as a move action to keep up +10 to spot and listen checks on finding a dragon +4 on any resistance check against a dragon Combat expert Low DR/magic (between 1-5) Might give it metalic skin, combine it with dex maybe natural armour +6 or +8 Dex bonus +2 or +4 Getting its AC between 18 and 22 Adamantine equivalent teeth Attacks count as touch attacks maybe (Come up with some other armour bypass basicaly) Could give it tumble, but it'd be iffy Hunter See invisibility Detect life Detect unlife Blind sense Move at about 120 feet per round Low attack power 1d3/1d4 per claw at -2 and 1d6 bite at +0 Improved scent [/QUOTE]
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