Slayer for melee and Thieving skills
Summoner, with Eidolon for Melee and choosing Summon Monster spells in the spells known. Summoners also have pretty good buffing.
And allow the Leadership feat.
Without Magic, Slayer makes a great choice. The right talents and have Charisma as a decent Stat,you can handsomest. Studied Target is So useful even out of combat.
With Magic, Inquisitor. Again, Charisma and Charisma skills help out.
With either have a Merciful weapon or at least Merciful ammunition.
Can we have Mythic Tiers? Because Mythic boosted Time stop can help buy some time relative to the Wizard.
Loren's Dominate person seems to be the best option, teleport to the leaders of the 8 or 9 nations with missiles and Dominate the leaders to order the abort self destruct on the missiles.
Afterwards, Tech Handbook has remove radiation spells to try to start cleaning up 15,000 Dirty Bombs fallout.
Blade Ward lasts until the end of the caster's Next Turn. That means they get the protection for the Badguys' next turn which does not suck. It is a Cantrip, so a Character has it from the beginning of Their career.
True Strike is good if you are a patient player. Advantage on an attack every other round is cool. It also offsets Disadvantage for ranged attacks beyond the close increment which helps in sniping.
My Blade Singer has both and they work for him.
Because if you are player and the DM Goes, "Hey, you are under the effects of a Dominate person. Well, the bar was crowded and you were looking the other way at the barmaid/man when the wizard cast the spell. No , none of your other friends saw him either, crowded bar and all that."
It must be fair for both sides, Good thing there are feats that can help hide magic
Item wise, boots of striding and springing is a good choice. Ghost touch on one of the weapons. Keen the Scythe maybe unless Improved Critical at 8th or 9th level is on your plan. Ring of Shielding when you have to use the warhammer.
Feat wise, Cleave is good for the visual of the Scythe. Vital strike is good. Tripping will be challenging since you sold off Int. Combat Expertise and 13 Int are needed for Improve Trip.
For me, based off PFS, Base success (10+monster CR) Name of the monster, type, and one piece of information. For every 5 over the base DC, another question.
Types of questions I have used and recommended
I have no problem sharing information, provided the players ask the right questions.
So do you have the make-up for the Razimer Party? Classes, Stats, etc.
Their secret is at risk, they might risk more in the short term and get personally involved.
Hiring Red Mantis assassins to strike at the party as a distraction, Calling powerful outsiders.
Imagine the warrior type getting his/her hands on some Sun Orchid elixir so he/she would be in peak physical prime to attack the PCs.
Maybe find a Godkiller weapon that can permanently destroy the Demipower, but the price is the weirder is utterly destroyed.
I would like to see a Monasteries of Golarion/Inner Sea. Have it focus on Monks, Slayers, Brawlers. Have it be more of a stealth update for Unchained Monk Archetypes.
Maybe a book of the Entertainer. The lone traveling entertainer, Troupe, or circus. Also, set play and opera houses in cities and towns. Maybe even gladiators.
So many caster options.
Prepared spell or spontaneous?
Arcane or Divine?
Do you to do other stuff outside of casting spells?
My all time favorite class is wizard. Good variety of spells and if you have an inkling of what you will be facing, you can prepare well to deal with the situation.
Having read bits and pieces,
Don't stand in front of the paladin if you can help it.
In a campaign, I played a wizard who went Evil, the Paladin-like character never evil pinged me because he never saw my worst actions.
Jeff Alvarez wrote:
Cool. I am not a suscriber, but I did pre-order. when will members of that group start getting processed?
I have used Maneuvers more as a GM than as a player, though in PFS I have 2 characters that used them a lot, but one was a fighter that I designed to be a tripping Machine and the other is a Brawler so combat feats are are always available.
Maneuvers work best for me when you are part of a team and act like a team (re-position the enemy into a flank with the rogue) or fend off a number of opponents when outnumbered(trip and disarm).
I love this scenario. I loved it when I played it.
I ran the optional encounter and was able to Bestow Curse on one of the Barbarians.
Lastly, Lord Rybos is so awesome. The reveal is so worth it to never spoil it for future players, especially when he shows he has a wand and is able to use it.
I ran it High Tier with 4 player adjustment because the 6 players requested High tier as the APL was very close.
Then simply run the encounters. Use the core book.
Run it in a small room or cave with the bathing area and a wide area like a river or lake and just run it.
If you are underwater, you are considered to have Total Cover which breaks line of effect.
As for the Fighter, his equipment available is figured into his CR, if has no or very little immediately on hand, his CR is significantly lower.
here is a question that might have been asked in this long thread already
Who is the PC in this encounter?
If it is the 10th level, the base CR is 19, probably CR 16 since he is bathing.
I would just build the encounter and run it, but I am crazy that way. I would just use the Core Rulebook to build the bad guy(s), but that will be sufficient.
The bath water provides cover and when submerged the water breaks line of effect for most spells
Can a Magus(or anyone with a melee touch spell effect) use Whirlwind Attack with a touch spell?
If yes, Do all those hit suffer the effect, or would it be only the first one?
If the spell was Vampiric touch, would the magus just get what was rolled on the dice once, or damage rolled times the number of targets hit?
A Magus uses his Arcana Arcane Edge, which causes bleed damage to the one he hits, do all the targets hit by the whirlwind attack suffer the Bleed Damage?