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Wil-Wheaton-2

Dragonchess Player's page

Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber. 2,715 posts (2,717 including aliases). No reviews. No lists. No wishlists. 1 alias.

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(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

Since this module was so much fun, IMO the only thing that could make it even more fun is more goblin characters to choose from! I'm sure many of the people who post here can come up with some wacky 1st level goblin PCs to run through the adventure.

Some ground rules: 15-point buy (slightly more customization than the default 15, 14, 13, 12, 10, 8 array that Paizo uses for pre-gens), must be a goblin (obviously), Pathfinder rules only (Core, APG, UM, UC, Goblins of Golarion), select two traits (one goblin trait and one basic trait from APG, except for Rich Parents), use average starting wealth + 100 gp to "buy" initial equipment (to include consumable magic items), and include a personal song.

To start off, we have Mighty Gerp!

Mighty Gerp is clever, sneaky, and likes attacking from ambush, but is not adverse to up-front combat. He makes rude comments and cackles loudly whenever someone else is wounded. His choice of weapon generates a lot of respect from his fellow goblins; if fireworks are good, firearms are even better.

Mighty Gerp
Male goblin gunslinger 1
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft; Perception +6
------------------
Defense
------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +2
Special: Gunslinger's Dodge
------------------
Offense
------------------
Speed 30 ft
Melee dogslicer +3 (1d4+1/19-20)
Ranged blunderbuss +5 (1d6/20)
Special: Deadeye, Quick Clear
------------------
Statistics
------------------
Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 6
Base Attack +1; CMB +1, CMD 14
Grit (2 grit points)
Feats: Gunsmithing, Rapid Reload (Blunderbuss)
Traits: Bully, Goblin Bravery
Skills: Craft (Alchemy) +5, Intimidate +3, Perception +6, Stealth +8, Survival +6
Combat Gear: small studded leather, small dogslicer, small blunderbuss, powder horn with 10 doses of black powder, 5 firearm bullets, 5 handfulls of pellets, 2 dragon's breath cartridges
Other Gear: small backpack, stained green bandana, small belt pouch, ragged small blanket, dirty and patched sailcloth breeches, bag of caltrops, 3 pieces of chalk, fishhook, flint and steel, hollow gourd (equivalent of small waterskin), gunsmith's kit, bag of marbles, 2 flasks of oil, bag of powder, small sack, moth-eaten brown shirt, smoked fish and animal parts (equivalent of 2 days' trail rations), 1 vial of soothe syrup, ball of string (50 ft), 2 tindertwigs, 2 torches, 2 sp, 3 cp
------------------
Song
------------------
Mighty Gerp shoot you in head.
Gun go bang! And then you dead!
If still live, Gerp not run 'way.
Gerp stab and slice; Gerp will slay!

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

Since the magus is a 3/4 BAB, 6 spell level base class, Pathfinder is missing an arcane warrior that compares to the paladin and ranger (full BAB, 4 spell levels). This is a gap that just begs to be filled, so here is my take on it.

Comments are welcome, but please keep it relevant:

This is a full BAB, 4 spell level class. If your heart is set on a Pathfinder version of the 3.5 duskblade, with full BAB and spell progression comparable to a bard, then this is probably not a class for you.

The class was designed to be somewhat comparable to the paladin, but with arcane casting. Also, the emphasis was on elemental Evocation effects (acid, cold, electricity, fire), not including sonic. Spell selection was mainly restricted to Abjuration, Evocation, Necromancy, and Transmutation, with a few Conjuration and Divination selections.

I tried to have abilities scale as the character gained levels.

The formatting the level table may not be perfect, but I tried to line things up. Hopefully it works.

Hit Die: d10

Class Skills: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Int), Ride (Dex), Spellcraft (Int), Swim (Str). Skill Ranks per Level: 2 + Int modifier.

Level..BAB..........................Fort..Ref...Will...1st..2nd..3rd..4th.. ..Class Features
1........+1...........................+2....+0...+2.....-....-......-...... -.......Arcane Strike, Detect Magic,
........................................................................... ...........................Eldritch Weapon (+1d6)
2........+2...........................+3....+0...+3.....-....-......-...... -.......Eldritch Defense, Weapon Focus
3........+3...........................+3....+1...+3.....-....-......-...... -.......Arcane Bond (Weapon), Eldritch
........................................................................... ...........................Weapon Training
4........+4...........................+4....+1...+4.....0....-......-...... -.......Combat Casting, Eldritch Strike
5........+5...........................+4....+1...+4.....1....-......-...... -.......Eldritch Weapon (Burst)
6........+6/+1.....................+5....+2...+5.....1....-......-......-.. .....Imbue Weapon +1
7........+7/+2.....................+5....+2...+5.....1....0......-......-.. .....Eldritch Armor Training
8........+8/+3.....................+6....+2...+6.....1....1......-......-.. .....Arcane Sight
9........+9/+4.....................+6....+3...+6.....2....1......-......-.. .....Eldritch Strike (Target), Imbue
........................................................................... ...........................Weapon +2
10......+10/+5...................+7....+3...+7.....2....1......0......-.... ...Eldritch Weapon (+2d6)
11......+11/+6/+1.............+7....+3...+7.....2....1......1......-....... Eldritch Might 1x/day
12......+12/+7/+2.............+8....+4...+8.....2....2......1......-....... Imbue Weapon +3
13......+13/+8/+3.............+8....+4...+8.....3....2......1......0....... Eldritch Resistance
14......+14/+9/+4.............+9....+4...+9.....3....2......1......1....... Eldritch Armor Mastery, Eldritch
........................................................................... ............................Might 2x/day
15......+15/+10/+5...........+9....+5...+9.....3....2......2......1.......E ldritch Weapon (Imp. Burst),
........................................................................... ............................Imbue Weapon +4
16......+16/+11/+6/+1.....+10..+5..+10....3....3......2......1.......Greate r Arcane Sight
17......+17/+12/+7/+2.....+10..+5..+10....4....3......2......1.......Eldrit ch Might 3x/day
18......+18/+13/+8/+3.....+11..+6..+11....4....3......2......2.......Imbue Weapon +5
19......+19/+14/+9/+4.....+11..+6..+11....4....3......3......2.......Eldrit ch Strike (Any)
20......+20/+15/+10/+5...+12..+6..+12....4....4......3......3.......Eldritc h Weapon (+3d6), Greater
........................................................................... ............................Eldritch Might 4x/day

Weapons and Armor: The eldritch champion is proficient in all simple and martial weapons, light and medium armor, and shields (except tower shields).

Arcane Strike: At 1st level, the eldritch champion gains Arcane Strike as a bonus feat, even though they don't cast spells. The eldritch champion's effective caster level for the feat is equal to their class level.

Detect Magic: At will, an eldritch champion can use detect magic, as the spell. An eldritch champion can, as a move action, concentrate on on a single item or individual within 60 feet and determine the presence of an active or lingering magic aura, learning the aura's strength and (with a successful Knowledge (Arcana) check) the school of magic. A second consecutive round of concentration is required to identify the properties of a magic item (see the Spellcraft skill). While focusing on an individual or object, the eldritch champion does not detect evil in any other object or individual within range.
At 8th level, an eldritch champion can concentrate as a move action to observe all auras within line of sight as the spell arcane sight. Concentrating on a specific creature as a standard action lets the eldritch champion determine if the creature has spellcasting or spell-like abilities.
At 16th level, an eldritch champion can concentrate as a move action to observe all auras within line of sight as the spell greater arcane sight.

Eldritch Weapon: As a swift action, the eldritch champion can channel magical energy into a single weapon, granting an extra 1d6 of acid, cold, electricity, or fire damage to all successful attacks with that weapon for one round. If a weapon already does extra damage of the same type (i.e., corrosive, flaming, frost, or shock weapons, etc.), the damage does not stack. The eldritch champion can use the ability 3 times per day, plus the character's Int modifier, at first level. Each level after first adds an additional use per day.
In addition, the ability improves as the eldritch champion gains levels:
At 5th level, the weapon also does additional damage on a successful critical hit, based on the weapon's critical multiplier. A x2 weapon does an extra 1d10, a x3 weapon does an extra 2d10, and a x4 weapon does an extra 3d10.
At 10th level, the weapon does 2d6 extra damage, instead of 1d6, on each successful attack.
At 15th level, the weapon does increased additional damage on a successful critical hit. A x2 weapon does an extra 2d8, a x3 weapon does an extra 4d8, and a x4 weapon does an extra 6d8.
At 20th level, the weapon does 3d6 extra damage on each successful attack.

Eldritch Defense: At second level, the eldritch champion's study and understanding of magical effects grants a bonus equal to their Int modifier on all saving throws against spells, spell-like abilities, and supernatural effects that mimic spells.

Weapon Focus: At 2nd level, the eldritch champion gains Weapon Focus as a bonus feat.

Arcane Bond: At 3rd level, the eldritch champion establishes an arcane bond with a weapon, even though they cannot cast spells yet. This weapon must be of the same type that was selected with Weapon Focus at 2nd level. Treat the eldritch champion's class level as the caster level for determining if they meet the prerequisites for adding magic abilities to the bonded weapon.

Eldritch Weapon Training: The eldritch champion can qualify for fighter-only feats as a fighter of two less levels than total eldritch champion levels. If the character has levels in fighter (or gain a similar ability from another class), these levels stack.

Spells: Beginning at 4th level, an eldritch champion gains the ability to cast a small number of arcane spells from the eldritch champion spell list. An eldritch champion must choose and prepare their spells from those written in their spellbook.
To learn, prepare, or cast a spell, the arcane champion must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an eldritch champion's spell is 10 + the spell level + the character's Int modifier. An eldritch champion's caster level is equal to their class level - 3.
An eldritch champion can cast only a certain number of spells of each spell level per day, as shown on the above table. In addition, they receive bonus spells for high Intelligence.
An eldritch champion can cast spells in light armor and/or using a shield without a chance of arcane spell failure. In addition, they can cast spells without needing a free hand, as long as they are wielding their bonded weapon.
An eldritch champion can know any number of spells, but starts with only two 1st level spells, plus a number of additional 1st level spells equal to the character's Int modifier. At each new class level, the eldritch champion gains one additional spell of any level they can cast. The eldritch champion can copy or research more spells just like a wizard, using the same cost and time requirements. Eldritch champions can study a wizard's spellbook to learn any equivalent eldritch champion spell. Likewise, a wizard can study an eldritch champion's spellbook to learn any equivalent wizard spell. An eldritch champion must get 8 hours of sleep and spend 1 hour studying their spellbook to prepare spells.

Combat Casting: At 4th level, the eldritch champion gains Combat Casting as a bonus feat.

Eldritch Strike: At 4th level, the eldritch champion can, as a standard action that does not draw an attack of opportunity, cast a touch spell and make a single weapon attack, doing both normal weapon damage and the effect of the spell on a successful attack. You cannot "hold the charge" when using this ability.
At 9th level, the eldritch champion can cast any spell that affects a target or targets so that it takes effect on a successful weapon attack using this ability. If the spell would normally affect multiple targets, the victim only suffers a single instance (missile, ray, saving throw, etc.) from the spell.
At 19th level, the eldritch champion can cast any spell they have prepared to take effect on a successful weapon attack using this ability. Area spells only affect the target of a successful attack and most spells with a duration other than instantaneous become instantaneous.

Imbue Weapon: At 6th level, the eldritch champion can enhance their weapon as a standard action, imbuing it with magic energy for up to 1 minute per class level per day. This duration does not need to be consecutive, but must be used in 1 minute increments. When imbued with magic energy, the weapon shines as bright as a torch. At 6th level, the eldritch champion can imbue the weapon with a +1 enhancement bonus. For every three levels beyond 6th, the eldritch champion can imbue another +1 enhancement bonus, to a maximum of +5 at 18th level. These bonuses can be added to an existing magic weapon, stacking with inherent weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: corrosive, corrosive burst, cunning, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, and speed. Adding these properties consumes an amount equal to the property's cost. These bonuses are added to any properties the weapon has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties are determined when the weapon is imbued and cannot be changed without re-imbuing the weapon. These bonuses apply to only a single weapon (or one end of a double weapon); imbuing a different weapon ends the effect.

Eldritch Armor Training: At 7th level, the eldritch champion can cast spells in medium armor without a chance of spell failure.

Eldritch Might: At 11th level, the eldritch champion can channel energy into their own body as a standard action, gaining a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, and one extra attack at their highest bonus on a full attack action (does not stack with Haste and/or Speed weapons). This energy lasts for a number of rounds equal to the character's eldritch champion levels, leaving the eldritch champion fatigued. If the eldritch champion was already fatigued, then they are exhausted; this ability cannot be used when exhausted. The eldritch champion can use this ability once per day at 11th level, twice per day at 14th level, three times per day at 17th level, and 4 times per day at 20th level.
At 20th level, the ability improves, granting a +6 enhancement bonus to Strength, Dexterity, and Constitution, a +6 natural armor bonus to AC, DR 5/-, one extra attack, and a +2 competence bonus to attack rolls, saving throws, and skill checks.

Eldritch Resistance: At 13th level, the eldritch champion gains spell resistance equal to their current class level + 10.

Eldritch Armor Mastery: At 14th level, the eldritch champion gains proficiency in heavy armor and can cast spells in heavy armor without a chance of spell failure.

Eldritch Champion Spells
1st level: burning hands, chill touch, endure elements, enlarge person, expeditious retreat, feather fall, flaming sphere, gravity bow, hydraulic push, [i]identify, jump, magic missile, magic weapon, mount, ray of enfeeblement, shield, shocking grasp, stone fist, touch of the sea, true strike
2nd level: acid arrow, arrow eruption, bear's endurance, bull's strength, cat's grace, dispel magic, elemental aura, false life, fire breath, fox's cunning, ghoul touch, gust of wind, haste, keen weapon, protection from arrows, resist energy, scorching ray, spectral hand
3rd level: aqueous orb, cloak of winds, elemental body I, fireball, fly, greater magic weapon, hydraulic torrent, lesser globe of invulnerability, lightning Bolt, nondetection, phantom steed, protection from energy, ray of exhaustion, vampiric touch, versatile weapon
4th level: arcane eye, ball lightning, detonate, elemental body II, enervation, fire shield, ice storm, resilient sphere, stoneskin, wall of fire, wall of ice, waves of fatigue

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

There's been some discussion on whether or not a mystic theurge is "viable" during play. The concern is mostly voiced regarding levels 5-9, and especially 5-7. So, as opposed to general statements, I'm inviting the rest of the community to discuss specific cases and circumstances.

Some ground rules:

This is NOT a comparison between the mystic theurge and a single classed cleric, druid, sorcerer, or wizard. If your main complaint is that the mystic theurge isn't as "powerful" as a single classed caster in that class's strength, then you're missing the point behind the concept of the mystic theurge, which is versatility.

The discussion is on the mystic theurge using the official Pathfinder RPG rules, 15 Point Buy, as documented in the Core Rulebook and associated resources (download page). If you deviate from the official rules (for example, restrict availability/crafting of magic items, copying spells, and/or change the wealth by level guidelines, use 3.5 or other rule variants, etc.), please specify exactly how you deviate and what effect that deviation has on characters. Note that I consider the biggest downfall to the mystic theurge (as with any multiclassed caster) the hit in caster level, so I use traits and always choose Magical Knack ("... Pick a class when you gain this trait--your caster level in that class gains a +2 trait bonus as long as this bonus doesn't increase your caster level higher than your current Hit Dice.")

This is not a CharOps discussion, so don't bash a particular "build" simply because it's not as "efficient/powerful" as possible. The main focus is a character that can contribute in most situations and shine in at least a few (i.e, "viable"), not simply maximizing effectiveness in a single activity. In particular, the characters I'm including to start the discussion are developed from my character concepts and take into account progression from 1st level, as well as preparing for future progression based on the concept.

Half-Elf Conjurer 3/Druid 3
10 Str, 13 Dex, 12 Con, 16 Int (14 +2 race), 15 Wis (14 +1 advancement), 10 Cha
Racial Traits: +2 to any one ability score (Int); Medium Size; Speed 30 ft; Low-Light Vision; Adaptability (Skill Focus as bonus feat); Elf Blood; Immune to magical sleep effects, +2 saves vs. Enchantment; +2 Perception checks; Multi-talented (Favored Classes- Druid, Wizard)
Class Features: Arcane Bond (Staff), Arcane School- Conjuration (Opposition- Illusion, Necromancy; Summoner's Charm (+1 round), Acid Dart (1d6+1, 30 ft) 6x/day), Cantrips, Scribe Scroll; Nature Bond (Plant Domain- Wooden Fist (+1 damage) 5 rounds/day), Nature Sense (+2 Knowledge (Nature), Survival checks), Orisons, Wild Empathy (+3), Woodland Stride, Trackless Step
Skills: Heal 3 (+8), Knowledge (Arcana) 6 (+12), Knowledge (Nature) 6 (+14), Knowledge (Planes) 3 (+9), Linguistics 3 (+9; Aquan, Auran, Common, Draconic, Druidic, Elven, Ignan, Sylvan, Terran), Perception 6 (+11), Spellcraft 6 (+12), Survival 3 (+11)
Traits: Magical Knack (Wizard), one other trait
Feats: Augment Summoning, Craft Wand, Scribe Scroll, Skill Focus (Survival), Spell Focus (Conjuration)
Wizard Spells (CL 5); 0-4, 1st-3+1, 2nd-2+1
Spellbook (all 0-level except Illusion, Necromancy; Enlarge Person, Grease, Identify, Mage Armor, Magic Missile, Shocking Grasp, Sleep, Summon Monster I; Glitterdust, Scorching Ray, Summon Monster II, Web; 120 gp)
Druid Spells (CL 3); 0-4, 1st-3+1, 2nd-2+1
Gear: masterwork scimitar (315 gp), +1/masterwork quarterstaff (arcane bond item; 2,000 gp), masterwork alchemical silver dagger (322 gp), ring of protection +1 (2,000 gp), amulet of natural armor +1 (2,000 gp), scroll of mage armor (CL 3; 75 gp), scroll of lesser restoration (150 gp), wand of scorching ray (4,500 gp), wand of cure light wounds (750 gp), wand of magic missile (CL 3; 2250 gp), 1,518 gp
Combat: AC 13 (touch 12, flat-footed 12)*, 35.5 avg hp, +3 melee or +4 ranged, Fort +5, Ref +3, Will +8, Init +1, CMB +3, CMD 14
*- AC 18 (flat-footed 17) with barkskin and mage armor

Human Cleric (Asmodeus) 3/Enchanter 3
13 Str, 10 Dex, 12 Con, 15 Int (14 + 1 advancement), 16 Wis (14 + 2 race), 10 Cha
Racial Traits: +2 Any one score (Wis); Medium Size; Speed 30 ft; Bonus feat at 1st level; Skilled (+1 Skill Rank per level)
Class Features: Aura (Evil, Law), Channel Negative Energy (2d6, DC 11) 3x/day, Domains (Fire- Fire Bolt (1d6+1, 30 ft ranged touch) 6x/day; Trickery- Class Skills (Bluff, Disguise, Stealth), Copycat (3 rounds) 6x/day), Orisons, Spontaneous Casting (Inflict); Arcane Bond (mace), Arcane School- Enchantment (Opposition- Divination, Transmutation; Enchanting Smile (+2 enhancement to Bluff, Diplomacy, Intimidate, Dazing Touch (3 HD) 5x/day), Cantrips, Scribe Scroll
Skills: Bluff 3 (+8), Diplomacy 3 (+8), Knowledge (Arcana) 5 (+10), Knowledge (Planes) 1 (+6), Knowledge (Religion) 6 (+11), Perception 6 (+9), Spellcraft 6 (+11)
Traits: Magical Knack (Cleric), one other trait
Feats: Craft Wand, Point Blank Shot, Power Attack, Scribe Scroll, Toughness
Cleric Spells (CL 5); 0- 4, 1st- 3+1, 2nd- 2+1
Wizard Spells (CL 3); 0- 4, 1st- 3+1, 2nd- 2+1
Spellbook (all 0-level except Divination, Transmutation; Charm Person, Chill Touch, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, Sleep; Glitterdust, Scorching Ray, Spectral Hand, Touch of Idiocy; 150 gp)
Gear: masterwork heavy crossbow (350 gp), +1 cold iron heavy mace (4,324 gp), masterwork alchemical silver dagger (322 gp), ring of protection +1 (2,000 gp), amulet of natural armor +1 (2,000 gp), scroll of chill touch (CL 3; 75 gp), scroll of mage armor (CL 3; 75 gp), scroll of lesser restoration (150 gp), scroll of spectral hand (150 gp), wand of cure light wounds (750 gp), wand of scorching ray (4,500 gp), 1,154 gp
Combat: AC 12 (touch 11, flat-footed 12)*, 42.5 avg hp, +4 melee or +3 ranged, Fort +5, Ref +2, Will +9, Init +0, CMB +4, CMD 14
*- AC 16 (flat-footed 16) with mage armor

Human Wizard 3/Cleric (Nethys) 3
8 Str, 14 Dex, 12 Con, 16 Int (14 + 2 race), 15 Wis (14 + 1 advancement), 10 Cha
Racial Traits: +2 Any one score (Int); Medium Size; Speed 30 ft; Bonus feat at 1st level; Skilled (+1 Skill Rank per level)
Class Features: Arcane Bond (staff), Arcane School- Universalist (Hand of the Apprentice 6x/day), Cantrips, Scribe Scroll; Channel Positive Energy (2d6, DC 11) 3x/day, Domains (Magic- Hand of the Acolyte 5x/day; Protection- +1 resistance on all saves, Resistant Touch 5x/day), Orisons, Spontaneous Casting (Cure)
Skills: Knowledge (Arcana) 6 (+12), Knowledge (Planes) 3 (+9), Knowledge (Religion) 6 (+12), Linguistics 3* (+9), Perception 6 (+8), Spellcraft 6 (+14), Use Magic Device 6 (+8)
*- Abyssal, Auran, Celestial, Common, Draconic, Ignan, Terran
Traits: Magical Knack (Wizard), one other trait
Feats: Craft Wand, Craft Wondrous Item, Magical Aptitude, Point Blank Shot, Scribe Scroll
Wizard Spells (CL 5); 0- 4, 1st- 3, 2nd- 2
Spellbook (all 0-level; Color Spray, Comprehend Languages, Grease, Enlarge Person, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement, Sleep; Acid Arrow, Resist Energy, Web; 75 gp)
Cleric Spells (CL 3); 0- 4, 1st- 3+1, 2nd- 2+1
Gear: masterwork light crossbow (335 gp), +1/masterwork quarterstaff (arcane bond item; 2,000 gp), masterwork alchemical silver dagger (322 gp), ring of protection +1 (2,000 gp), amulet of natural armor +1 (2,000 gp), scroll of mage armor (CL 3; 75 gp), scroll of lesser restoration (150 gp), wand of acid arrow (4,500 gp), wand of cure light wounds (750 gp), wand of magic missile (CL 3; 2250 gp), 1,543 gp
Combat: AC 14 (touch 13, flat-footed 12)*, 35.5 avg hp, +2 melee or +5 ranged, Fort +6, Ref +5, Will +9, Init +2, CMB +2, CMD 14
*- AC 18 (flat-footed 16) with mage armor

The following character is incomplete (I'm working on several custom X-times per day items based on the concept, like a masterwork alchemical silver gauntlet with cure light wounds on command 3x/day or a bracelet with shield (CL 2) on command 2x/day), with the eventual goal (not really effective until 11th-12th level) of being a combat-focused mystic theurge. Obviously, Arcane Armor Training will be the next feat taken (7th), then probably Forge Ring (9th) and Arcane Armor Mastery (11th).

Dwarf Cleric (Torag) 3/Transmuter 3
14 Str (13 +1 enhancement), 10 Dex, 14 Con (12 +2 race), 15 Int (14 +1 advancement), 16 Wis (14 +2 race), 8 Cha (10 -2 race)
Racial Traits: +2 Con, +2 Wis, -2 Cha; Medium Size; Speed 20 ft, not reduced by medium/heavy armor/load; Darkvision 60 ft; +4 AC vs. Giants; +2 Appraise checks for metal/stone items; +1 attack bonus vs. Orcs, Goblinoids; +2 saves vs. poison, spells, spell-like abilities; +4 CMD vs. bull rush, trip; Stonecunning; Proficient with battleaxes, heavy picks, warhammers; "Dwarven" weapons considered martial
Class Features: Aura (Good, Law), Channel Positive Energy (2d6, DC 10) 2x/day, Domains (Artifice- Artificer's Touch (CL 3 mending or 1d6+1) 6x/day; Earth- Acid Dart (1d6+1, 30 ft) 6x/day), Orisons, Spontaneous Casting (Cure); Arcane Bond (Ring), Arcane School- Transmutation (Opposition- Enchantment, Illusion; Physical Enhancement (+1 Str), Telekinetic Fist (1d4+1, 30 ft ranged touch) 5x/day), Cantrips, Scribe Scroll
Skills: Appraise 3 (+8/+10), Craft (Armor) 3 (+8), Craft (Weapons) 3 (+8), Knowledge (Arcana) 2 (+7), Knowledge (Engineering) 2 (+7), Knowledge (Religion) 2 (+7), Perception 6 (+9), Spellcraft 6 (+11)
Traits: Magical Knack (Cleric), one other trait
Feats: Craft Magic Arms and Armor, Craft Wondrous Item, Improved Unarmed Attack, Scribe Scroll
Cleric Spells (CL 5); 0-4, 1st-3+1, 2nd-2+1
Wizard Spells (CL 3); 0-4, 1st-3+1, 2nd-2+1
Spellbook (all 0-level except Enchantment, Illusion; Enlarge Person, Expeditious Retreat, Identify, Mage Armor, Magic Missile, Magic Weapon, Shield, True Strike; Acid Arrow, Cat's Grace, False Life, Glitterdust; 135 gp)
Gear: 15,865 gp worth

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

"Yeah, who ever heard of a reptile with boobs? Ridiculous!"

"I was just trying to stay current!"

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

Discussions here on armor use started me thinking. What follows is an analysis of the maximum protective benefits of mithral vs. adamantine full plate against normal weapon damage. The benefits/drawbacks of the other differences (run speed, touch AC, armor skill penalties) are highly situational and would require a case-by-case analysis of specific character builds (to include movement bonuses, energy resistances, grapple check modifiers, etc.) vs. specific challenges/opponents.

At the extremes, when both ACs are always hit except on 1 or always missed except on 20, adamantine is superior. For most of the other situations, the benefit can be calculated by using the average damage per hit (D) multiplied by the number of hits in 20 (H); the average damage per 20 attacks for mithral full plate is D x H and the average damage per 20 attacks for adamantine full plate is (D - 3) x (H + 2).

The break-even point for the protective values of the two armors can be determined as follows:
D x H = (D - 3) x (H +2)
DH = DH + 2D - 3H - 6
0 = 2D - 3H - 6
2D = 3H +6
D = 1.5H +3

Therefore, at the following hit probabilities, if the average damage per attack is less than the break-even point, adamantine is the better choice; if the average damage per attack is greater than the break-even point, then mithral is the better choice.

mithral hit %/adamantine hit % - avg. dam. per attack
5%/10%* - 6
5%/15% - 4.5
10%/20% - 6
15%/25% - 7.5
20%/30% - 9
25%/35% - 10.5
30%/40% - 12
35%/45% - 13.5
40%/50% - 15
45%/55% - 16.5
50%/60% - 18
55%/65% - 19.5
60%/70% - 21
65%/75% - 22.5
70%/80% - 24
75%/85% - 25.5
80%/90% - 27
85%/95% - 28.5
90%/95%* - 57

*- Because of the auto-hit/-miss feature of d20 combat, the break-even point for these is calculated using the following equation: D x H = (D - 3) x (H + 1), which reduces to D = 3H + 3.

Because of the differences between light and medium armor, comparing mithral vs. adamantine breastplates is like comparing apples to oranges. Comparing mithral vs. adamantine chain shirts reveals that the break-even point is so low (D = .5H + 1) adamantine is not worth it in most circumstances.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

I don't know what crunch the Pathfinder Chronicles Campaign Setting book will have for Irori, but the cleric/monk combination is something that begs for development. Unfortunately, there's not a lot of material in 3.x (the Sacred Fist PrC in Defenders of the Faith and Complete Divine was kind of meh, the Initiate of Pistis Sophia PrC in Book of Exalted Deeds didn't improve spellcasting, etc.). Below is a feat I developed to meet this need.

Disciple of Irori

Your studies of the teachings of the Master of Masters has allowed you to improve both your ability to channel divine power and fight unarmed.

Prerequisites: Improved Unarmed Strike, Turn/Rebuke Undead, must worship Irori
Benefit: Your cleric and monk levels stack for determining your unarmed damage, your Turn/Rebuke Undead ability, and your cleric domain powers. In addition, you can multiclass freely between the cleric and monk classes. You must remain lawful to continue advancing as a monk. You still take all applicable multiclassing penalties.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

I know it's still a couple months early, but in anticipation I recently roughed out an alternate party of pre-generated characters using the following guidelines: PHB races and classes only (UA bloodlines and class variants are an option, as are the options in the Pathfinder Chronicles Gazetteer), 28 point buy, one UA Trait, and PCs can choose to take a Flaw from UA to gain an extra feat. More details will be added once the Second Darkness Companion is out. DMs can use them as NPC ideas or replacement characters.

Elf (Intermediate Fey Bloodline from UA) sorcerer (battle sorcerer variant) 1; 12 Str, 16 Dex, 12 Con, 12 Int, 8 Wis, 15 Cha; Animal Companion variant from UA, weapon proficiency with Short Sword; Concentration 4, Handle Animal 1.0, Knowledge (Arcana) 2, Spellcraft 4; Detached (+1 Will, -1 Ref); Point Blank Shot; this is one character that would probably work better under the Pathfinder RPG rules

Gnome druid ("swift and deadly hunter" variant from UA) 1; 10 Str, 14 Dex, 14 Con, 12 Int, 15 Wis, 10 Cha; Favored Enemy (either Aberration or Magical Beast); Concentration 4, Handle Animal 4, Heal 2, Knowledge (Nature) 4, Ride 2, Survival 4; Uncivilized (+1 Handle Animal, Wild Empathy; -1 Bluff, Diplomacy, Gather Information); Spell Focus (Conjuration), Track; probably going to take Augment Summoning at some point

Human (Ulfen) barbarian (Cold Resistance variant from the Pathfinder Chronicles Gazetteer) 1; 15 Str, 14 Dex, 14 Con, 10 Int, 12 Wis, 10 Cha; Climb 2, Intimidate 4, Jump 2, Literacy, Profession (Sailor) 2.0, Speak Language (Common/Taldane; Skald is native), Swim 4; Musclebound (+1 Str-based checks, -2 Dex-based checks); Power Attack, Weapon Focus (Battleaxe); fights with battleaxe and shield, like a classic Viking

Human (?) paladin (Erastil; hunter variant from UA) 1; 14 Str, 10 Dex, 12 Con, 12 Int, 14 Wis, 14 Cha; Favored Enemy (+2 Undead); Diplomacy 4, Handle Animal 4, Knowledge (Religion) 2, Ride 2, Sense Motive 4; Honest (+1 Diplomacy; -1 Bluff, Sense Motive); Improved Initiative, Point Blank Shot

I'd considered switching the elf and the gnome class selections, but since I'm restricting the options available, an elf druid 4/bard 4/rogue 2/Fochlucan lyrist (Complete Adventurer) is out. Also, while a gnome battle sorcerer with a fey bloodline is a great concept, an elf just works better mechanically.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

I was coming up with some NPCs and pregenerated PCs and came up with the following variant bard. Feel free to use it in your campaigns.

Bard Variant: Varisan Seer

The Varisan seer is a spokesperson of fate for their family. With the death of Aroden, discerning the future has become unreliable and vague. However, the Varisan seer still has the talent to pierce the veils of chance as well as any in the current Age, often through a Harrow deck. Their tie with chance and fate also gives them some control over the fate of others.

Most Varisan seers are female, with only a rare few males.

Class Features
The Varisan seer has all of the normal class features of a bard, but tends toward the use of chants and mystic phrases (Perform (Oratory)) instead of playing musical instruments and singing.

Weapon Proficiencies
The Varisan seer gains proficiency in Bladed Scarf instead of Whip.

Spell Selection
Varisan seers concentrate on divinations and affecting the fate of others, rather than flashy effects and powerful illusions. Make the following changes to the bard class spell list:

0- Add detect poison and guidance; remove flare and summon instrument
1st- Add bane, bless, detect evil/good/law, doom, and true strike; remove animate rope, erase, grease, magic mouth, and Nystul's magic aura
2nd- Add augury* and status; remove glitterdust and pyrotechnics
3rd- Add arcane sight and bestow curse; remove gaseous form and phantom steed
4th- Add divination and sending; remove hallucinatory terrain and shadow conjuration
5th- Add contact other plane and true seeing; remove mirage arcana and shadow evocation

*-Commonly using a Harrow deck as the focus

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

I was just watching A Knight's Tale a couple of days ago. It might be interesting to drop a similar side-story (or, with the right PC, make a character goal) into a campaign.

In any event, a tournament makes a nice break from dungeon-crawling and is chock full of role-playing opportunities.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

The bestiary sample of Pathfinder #3 is great! A very well designed monster that could be used in any campaign.

One small typo: The page reference at the end of the Ecology section for "argorths (see page 88)." The Mother of Oblivion pages are 88 and 89 in the sample.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

I've been kicking around the idea of playing a half-orc cleric of Garl Glittergold (he was raised by gnomes). I also like the Divine Prankster PrC from Races of Stone (a prankster half-orc with divine spells, yes I know that's wrong). So, while I was helping a friend work out how to create a Luggage in D&D (OK, that's wrong, too), I sat down and designed the perfect vehicle for allowing this concept: the Comedy domain.

Comedy Domain

Deities: Garl Glittergold, Olidammara.
Granted Power: Add Bluff, Perform (Comedy), and Sleight of Hand to the cleric's class skills.

Comedy Spells
1. Grease
2. Tasha's Hideous Laughter
3. Shrink Item
4. Glibness
5. Mirage Arcana
6. Mislead
7. Sequester
8. Otto's Irresistable Dance
9. Time Stop

Now the half-orc can qualify for Divine Prankster as a cleric 3/stoneblessed 3. I share this to the rest of the board for their amusement (the looks around the gaming table are bound to be priceless when you start to play this character).

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

In ToD, there is a lizardfolk lair marked to the north of Fogmire. It is not marked as appearing in one of the later installments of the STAP, so here's an idea that I've had sitting around for a couple years (feel free to use it in a side-trek if the party needs a bit more experience): A tribe of Corrupted (template from BoVD) Lizardfolk led by a Corrupted Two-Headed (Multi-headed template from Savage Species) Lizardfolk Cleric (Demogorgon) 3+/Thrall of Demogorgon 4. Yes, I know that's CR 12+ for the leader.

Disclaimer: Any character deaths are the responsibility of the DM and the players, especially if you give the leader a Symbol of Demogorgon and have him prepare Rotting Curse of Urfestra.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

I was wondering if there's a good prestige class for a combat-focused cleric of Kord. The Hierophant and Thaumaturgist in the DMG don't really fit. The Holy Liberator from CD has potential, but would need to be adapted. The Divine Crusader, Sacred Fist, and Warpriest, also from CD, are possible, but limiting.

The Warpriest is probably the "best" choice of the bunch (and it's only decent), apart from an adapted Holy Liberator. Does anyone have any other suggestions?

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

Even though I'm not running STAP any time soon (probably; it depends on how long the group continues with AoW), I made some changes to Rowyn in TINH and tSWW.

In TINH I just changed her skills and one spell; I find it unbelievable that the leader of a thieves guild wouldn't have ANY ranks in Appraise, Gather Information, Hide, or Move Silently. Also, with her ranks in Sleight of Hand, she doesn't need the cantrip Prestidigitation (Read Magic would make more sense).

For tSWW, I made her a Rog 3/Brd 4/Asn 1 (and switched her scroll to Summon Monster III/Fiendish Crocodile). The biggest changes are the tactics she uses in Seduction 2; instead of casting Hold Person and performing a coup de grace, she studies the character for a Death Attack and uses Sleight of Hand to steal a weapon before striking.

The changes fit her plot role (and personality) better, I think. After her defeat in TINH, she spent her time training to become an assassin so she can get her revenge on the PCs.



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