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Mysterious Stranger's page

2,370 posts. No reviews. No lists. 1 wishlist.


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If you really want to go all out for healing with a paladin then go for a Hospitaler with an oath of charity. The hospitaler gives you a pool of channel energy that does not use lay on hand. The oath of charity gives you two advantages. First it allows you to heal 50% more with your lay on hand, when you target others. The downside is you only heal 50% of the damage you normally would when healing yourself with lay on hands. Second but more importantly you can change your mercies on a daily basis, but you lose divine bond.

Make sure you have wands of cure light wounds and a few scrolls with condition removal spells and you should be good. Paladins get lesser restoration as a first level spell so that will actually help a lot.

Paladins are one of the best tanks in the game so that is pretty well covered just by being a paladin.

I would suggest using your feats for combat and not to boost your healing. If you go with my suggestions you will have the healing covered, but getting fewer smites is going to weaken your combat. Go with the normal combat feats like power attack and such.

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Why would there be any debate the spell’s description states caster level not character level. Caster levels are completely separate from each other and do not interact with each other in any way shape or form.

What happens when for some reason you no longer have a caster level in one of the classes? For example let’s say you are a wizard 5/ cleric 5 and cast use the cleric spell to animate 20 HD of skeletons. Then you violate your deity’s code of conduct and lose all cleric abilities including spells. Do you still keep control of the undead? What if it was the other way around and you used a wizard spell? Does losing your cleric caster level mean the undead are no longer under your control?

Limits on spell casting form one class have no effect on the other class. If I am a cleric / wizard I can still wear armor and cast my cleric spells, but if will have to deal with arcane spell failure when casting a wizard spell.

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Caster levels do not stack each one is completely separate. Racial HD does not play any part in this the only thing that matters is your caster level. So the Wizard 5/ cleric 5 can control 20 HD with each class for a total of 40 HD. No undead can be higher than 20 HD and you cannot mix the pools. So if the undead you are creating have 3 HD than you can control only 12 of them. Any racial HD you have do not have any effect on the number of undead you can control. When the character levels up and only one class increases, only that class is affected. So a wizard 6/ cleric 5 would be able to control 24 HD as a wizard, and 20 as a cleric.

This is no different than any other spell. For example if the character had the fire domain which allows him to cast fireball a cleric spell as well as a wizard spell. Does the character do 10d6 when he casts fireball? No each class can cast fireball and both of them do 5d6 damage.

How do you think the gladiators gain levels? In the game the only way to gain levels is to overcome obstacles. If the arena does not count than all your gladiators will up being 1st level.

Also how are you preventing them from going below 1HP? What happens if someone gets a critical hit with a great axe or other weapon with a high multiplier? You probably should be using non-lethal damage, but even than you can still get killed with a lucky shot.

How are you picking up weapon specialization at 5th level? It requires 4 levels of fighter and at that point you only have 2.

The alchemist is more complicated to build than to run. Maybe you could build his character for him instead of him doing it. This way he only needs to read up on the abilities he actually has instead of all the option available to him. Also instead of having him pick the extracts do that for him. The idea is to reduce the amount of reading he needs to do. Don’t give him a formula book and have him choose simply give him a list of formula’s he will prepare every day. This way everything will be on the character sheet.

In my experience in multiple games systems I have found that more often than not it is the player who is overpowered not the character. If one player has a good sense of tactics and knows the system well they will be more powerful than a less knowledgeable player. I have been in a game where my rogue was considered to be more powerful than the wizard. My rogue was heavily optimized and I used every trick I have learned in my 30+ years of gaming. The wizard on the other hand was made poorly designed by a first time gamer that had never system before, and no idea of tactics.

The biggest difference between a cleric and an oracle is the cleric is less focused and easier to play. Oracles tend to be specialists with the same options every day. They have a great deal of versatility as to what spell they cast, but don’t have a large selection. In their area of specialization they are better than a cleric, but they cannot do much outside their focus. If I am an oracle of battle and did not take restoration and a party member gets hit with a negative level than I am useless.

The cleric as a prepared divine caster has access to his entire spell list for any spell level he can cast. While this can be a big advantage it does require the player be familiar with his entire spell list. It also means he may not have the spells he needs memorized. But give an idea of what he is facing he has a lot more options and will probably be able to deal with the situation. By changing his spells the cleric can totally change the nature of his character from day to day. When you are expecting a big fight the cleric can prepare only his combat spells and go all out. The next day when everyone is beat up, with multiple conditions like negative levels, blind, diseased cursed, he prepares his healing spells and takes care of it. If the cleric does not know what to expect than he memorizes a little of everything and may not have what he needs if something comes up.

Going pure bard would probably be a better idea than dipping into another class. If you are going for the old school illusionist consider that a bard gets most illusion and enchantments spells anyways.

Pass for human already gives you a +10 on the disguise roll and eliminates the penalty for trying to pass yourself off as another race. If you are altering it to pass of elf it should give the same bonus. As long as the character has disguise as a class skill and invests at least a point into it he should be able to pass for an elf without any problem. If he is playing a class that does not have disguise as a class kill and dumps CHA than that may be a problem.

Assuming he is playing a class with disguise as a class skill and has not dumped CHA he should be able to get a +19 bonus on his disguise roll. Taking 10 means he has a 29 disguise roll. Breaking down the numbers works out to +1 for a skill point, +3 for it being a class skill, +10 for pass for elf, and +5 for only minor detail. Since pass for human eliminates the penalty for disguising yourself as a different race and he is not really trying to do look like anything except an elf he should qualifies for the +5 for minor detail only.

Just have him take pass for human and not worry about the Round Ear racial trait.

Change the regeneration to fast healing and you should be fine. That is what they did for vampires. In previous editions the rules where not as well written and vampires had regeneration. Pathfinder cleaned up the rules and changed vampires regeneration to fast healing.

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A single classed cleric is actually better at filling in for an arcane caster than mystic theurge. The cleric spell list is actually a lot better than most people realize. This assumes that you are playing with the full cleric spell list. If you are limited to only the core rule book, that is a completely different story.

Blasting is usually considered to be the least effective tactic for a wizard. But at the same time that is where they have the biggest advantage over a cleric. Most of the clerics direct damage spells are heavily focused on damaging outsiders and undead. They actually do better at dealing with these foes than a wizard, but worse at dealing with everything else.

Clerics have a much better selection of buffing spells than a wizard. There may be a couple of spells on the wizard list that are going to be missed, but nothing that you can’t live without.

Clerics fall a little behind wizard in battle field control spells. The lack of wall and cloud spells, make it more difficult to control the battle field. But when it comes to summoning the cleric actually has some advantages. They get all the summon monster spells at the same level as the wizard. The planar ally spells are a lot less dangerous than the planar binding spells. Summoned monsters have such a wide range of abilities that they can often cover what you need to accomplish.

Losing the wizard is going to hurt for another reason. With one less character your party’s action economy took a big hit. Now your party gets one less action per turn. The mystic theurge is not going to help overcome this. In fact it is going to probably hurt it. As a cleric you can cast a spell or two early in the combat and then wade in to help the rest of the party by attacking the enemy. With a mystic theurge you will be casting all the time. It also means that by the time you get all your spells up it may be too late for it to matter.

The other thing to consider is if you go mystic theurge you have to abide by all the limitation of both classes to be effective. This means that you can no longer wear armor. You now also have slow BAB and fortitude saves. Also other than spells mystic theurge does not increase any of your other class abilities. This means you don’t get your domain powers and your channel energy does not scale up. And you sorcerer bloodline abilities are also frozen.

Going mystic theurge is going to mean that neither role is going to be fulfilled, and your character is going to be a lot more vulnerable so will require more protection from the party. This is going to mean they are not able to concentrate on taking down the enemy.

I prefer my player to have powerful characters for a couple of reasons. For the most part I am better at tactics and have a lot more system mastery than my player. When my players are underpowered I have to hold back and that is not as fun for me. I can and will adjust the game as needed, but when I have to play every creature and NPC as if they are stupid and have no sense of tactics it gets old. I would rather have a player come up with a tactic I had not thought of totally destroy the encounter I planned than to have to treat the party like delicate china.

Second I like creating NPC’s and interesting monster for the player to fight. With a powerful party I can let loose and not worry about TPC. I find it harder to plan things for underpowered characters than I do to for more powerful characters. I know everything about the characters so can easily come up with ways to counter anything they can do. But there is nothing more frustrating than to have a game come to a stop because the players run into a stone wall. With underpowered characters it is a lot easier for them to run into something they figure out.

Lastly but probably most important is that I prefer stories where the main characters are powerful. I grew up reading a lot of mythology and heroic fiction and that is what I want my game to be like.

The big difference between 3.x and Pathfinder is that in 3.x each splat book had better options. If you did not have the latest books your character was weaker. With Pathfinder they have tried and mostly succeeded in keeping the new options balanced vs the existing ones. In 3.x you always went with a prestige class because they were so much more powerful, and the later ones were even more powerful than the earlier ones. With Pathfinder having more books simply gives you more options, not a more powerful character.

The second ring sounds similar to a ring of mind shielding. Really that is about all you need. Unless the paladin took an archetype that changes the detect evil to detect undead a ring of mind shielding will work. Despite the name the ring will still work on a lich.

The first ring will heal the lich but will probably not do anything about his body. The process of becoming a lich usually causes the body to change. It will heal the lich but is probably not going to be all that useful. A lich has a touch attack that does 1d8 +1 per level of negative energy damage. It specifically states that they can take a full round action to heal themselves with this.

You may want to look at the amulet of proof against detection and location, and the hat of disguise. Simply change them from them to rings.

My question is how did the vanilla rogue even exist? They do get trap finding so they should have realized it was a trap and taken another class.

The problem with going past 20th level is not on the character side, but rather on the GM’s side. If the characters abilities increase after 20th level it becomes very difficult to challenge the party. Every monster is going to have to be heavily modified or they players are going to have a cakewalk. Eventually one of two things happens either the players end up getting bored because nothing is a challenge anymore, or the GM has essentially created a new game.

A salt shaker that changes the flavor of food to whatever you want it to taste like.

The easiest way is to simply apply one of the mythic templates to the base creature.

While a druid is able to do spell research keep in mind that as a prepared divine caster you already know all druid spells of the spell levels you can cast. That means the only reason to do spell research is to create a new spell. Creating a new spell is something that will require the GM approval. The spell is still going to be a druid spell so if the spell you want to create does not make sense for a druid spell research will not work. If all you are looking to do is to get a spell on your spell list from another class that will probably not work. If on the other hand you have a cool idea for a nature oriented spell that does not exist then you are probably ok. Again this will need to be approved by the GM.

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Beyond 20th level is like being an ex-president. You retire and get obscene amount of money for not really doing much. Occasionally people will want your opinion but you let other people handle the problem and at most give advice.

Often your character becomes a NPC in the campaign for future games.

The way I see it knowledge local is being able to dig up the local dirt. It’s great for finding out things about the location you are at, but beyond that it does not do much. It’s also good identifying humanoids no matter where you are. So if you want to know about the ruler of the country you are in you can use knowledge local , but If you want information about the ruler of a distant kingdom then you would need knowledge nobility.

So if you are in France you will have a lot of information on the king of France. But you don’t know anything about the duke of Edinburg. Knowledge local is also limited to current history so you know who the current king is, but not who his grandfather was.

With all the option available there is no need to play any specific class. Not having full spell casting ability is not going to cause as much problem as you think. Warpriests get the full cleric list just get it a little later. This may mean that your party may have to shell out a little more in consumable items to shore up the weakness. But the other thing to consider is your increased combat ability is going to make it easier and faster to end fights. That may actually lessen the amount of condition removal you need to do. After all if the BBEG is killed of sooner than that mean he is not attacking the party as much.

For the most part traits don’t really increase the power level that much. They are more about allowing you to tailor your class to fit a concept a little better. One of the most common use of a trait is to give a +1 bonus to a particular skill and make it a class skill. This is often useful where it makes since to have a particular skill as a class skill, but your class does not. It really makes sense for some characters to have a skill as a class skill even if it other of your class does not. For example if you were a guard who’s duty it was to spot things have perception as a class skill really make sense. You could take skill focus in perception and get the same result, but then so can a ranger and now he is +3 above what you can do.

Also if everyone has 2 traits it is not overpowered it is just the way things are. To be honest that is the expectation of almost any game I have been in since the APG came out. Most people consider it part of the rules and are very surprised when traits are not available.

I also use the traits for plot hooks for characters. If you take the trait criminal to get disable traps as a class skill you will have a criminal background and may be recognized as such from time to time. If you chose child of the temple you I will use your religion as bait and expect you to follow the teachings of your religion. When a player takes a trait they are giving you an opening to exploit. It’s actually written on their character sheet so it is fair game.

Just make sure he rolls straight 3d6 no rerolls. Even a 4d6 drop the lowest tends to work out close to a 20 point buy and occasionally getting an extremely high set of stats. Just to see what the spread was like I rolled 20 sets of stats using 4d6 drop the lowest and the average was around the equivalent to an 18 point buy. The highest was the equivalent to a 41 point buy and a total of 3 were over a 25 point buy. The lowest was about a 5 point buy.

Or better yet since he seems to think low stats improve role playing make the condition that the character he plays has to have a net negative stat adjustment. Add up the totals stat bonuses and his needs to be at least -1.

I think his logic is that the racial stat modifier becomes less important because of the randomness of the roll. This means you don’t always have a high score in the stat you get a racial bonus.

If you are being taught by a natural creature you are still being taught. This would also explain how the first druids became druids. Maybe the first druids were trained by the fey. This would also work with my theory of being consecrated into the service of nature. The first human druid was granted his abilities by some fey creature and after that he was able to recruit other druids.

I have noticed that most people who want to roll seem to use methods that are likely to favor high rolls. It also seems that most of the times that this often results in a higher spread than a point buy. If a player does get a spread they tend to play the character in a way that gets them killed off so they can roll up a new character. It seems to me that the people favoring rolling are just looking for a way to get higher stats than the point buy allows.

What I would do is to issue your brother a challenge. Have him roll 3d6 (no rerolls of any sort) in order and he has to build his character from that. This means if he rolls a 3 he is stuck with it. You on the other hand get a 25 point buy and build your character. Do this a few times to make sure he gets a character with really bad stats. Then ask him how much fun playing the low stat character was.

The biggest problem I have with the idea of a self-taught druid is the Ex-Druid. When your abilities can be stripped away for not following the proper behavior those are granted abilities not learned. You can’t teach a person how to wild shape, or use or woodland stride, these are things that you simply do.

You could have a druid who was raised in a city and never even seen a jungle, but if he is 2nd level he can walk through the thickest undergrowth of a jungle without being slowed down. On the other hand I can be a 20th level barbarian who has never been outside his jungle, and has 20 ranks in survival and will be slowed down by the same undergrowth.

Also consider what happens when a druid changes to a forbidden alignment. My 20th level neutral good druid who for some reason changes to chaotic good loses all class abilities. That include extraordinary abilities like nature sense, wild empathy, woodland stride, trackless step resist natures lure as well as supernatural abilities and spells. So the bonus to knowledge nature and survival I got from Nature sense goes away. This makes it pretty obvious that these are not learned abilities. If the class abilities of the druid are not learned abilities than obviously they cannot be self-taught.

There have been a couple of threads about multiclassing and people having problems with suddenly gaining a bunch of abilities overnight. While that is a completely separate issue it does have some relevance to this thread. Gaining a bunch of abilities overnight makes more sense to a class where most of if not all its abilities are granted abilities. I could see where a druid gains all his class abilities after being consecrated to the service of nature. Maybe some sort of ceremony and then he suddenly is a druid. Different GM’s may have different ideas on how exactly you become a druid, but to me this makes sense.

As to the Feral Child archetype that one does seem to have a lot of self-taught abilities. But they have had some interaction with normal society or they would not speak normal languages. This would fit in with my idea on druids being consecrated. There is no reason a character raised by animals could not be consecrated to nature. Another druid would be likely to recognize the unusual nature of the character and want to recruit him to the service of nature.

DM_Blake is completely correct in this. This is not just his opinion this is actually in the rules for intelligent items.

Magic items sometimes have intelligence of their own. Magically imbued with sentience, these items think and feel the same way characters do and should be treated as NPCs. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Only permanent magic items (as opposed to single-use items or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.) In general, less than 1% of magic items have intelligence.

Intelligent items can actually be considered creatures because they have Intelligence, Wisdom, and Charisma scores. Treat them as constructs. Intelligent items often have the ability to illuminate their surroundings at will (as magic weapons do); many cannot see otherwise.

Since UMD does not work on a character it will not work on an intelligent magic item. But disguise may work.

When you identify a creature you should be gaining useful information. For the most part it will not include things that are strictly game mechanics. So instead of telling the character they are facing a nightmare creature tell them that the creature they are fighting is linked to the dimension of dreams. For the fortune spurned creature I would simply tell them the creature is cursed. Give them clues to what they are facing, not the complete stat block of the creature. In some cases they name of the template may be useful. I could see being able to identifying that the wolf you are fighting is a fiendish wolf. I would probably still phrase it as something else. Maybe a demon wolf or hell wolf.

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I understand what you meant by natural druid. Druids simply do not seem to be a good candidate for a self-taught class. First of all they are a prepared divine caster. Most “natural” classes are either not casters or spontaneous casters. Second they have a strict alignment restriction which also does not fit well with the idea of being self-taught. Third they are proficient with a specific set of weapons. Most self-taught classes are proficient in simple weapons. Finally and most importantly they have an EX-Druid section. When you can lose all class abilities besides weapon and armor proficiencies for prohibited behavior it does not really fit a self-taught class.

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I think that due to being new to the system you do not understand a couple of things. First and most importantly is the game does not go beyond 20th level. There are a couple of suggestions for the GM who want to try and continue past that but almost never happens. The game really is not designed to go that high and every attempt to go past that that I have seen never worked well.

The second thing is that most games don’t even get to 20th level. If you are playing PFS you don’t go past 12th. Even published adventures are designed to end around 16th level. Some homebrew campaigns may go on until 20th level but that is extremely rare. Designing an adventure for characters past 16th level is extremely difficult. For the most part the rules for characters past that point are usually used by the GM to provide opponents for the party. If you are lucky you may get a character or two who actually gets to 20th level but that is extremely rare.

Prestige classes are kind of a holdover from 3rd edition D&D. In 3rd edition most of the classes were front loaded and by taking a prestige class you became more powerful. Most classes did not gain additional abilities as they leveled up and they had few if any level dependent abilities. Why play a single classed wizard who only gets more spells and higher level spells? Instead you played a prestige class that not only gave you the same spell casting ability as the single classed wizard, but gave you a whole bunch of other cool abilities.

Pathfinder changed all of that. Now every class gains class abilities as they level up. Most if not all of them are level dependent. This means that multiclassing of any sort usually severely weakens a character. In almost every case you lose more than you gain when you multiclass, including prestige classes.

Take the Pathfinder Chronicler for example. At first it seems like it would be a good idea for a bard, but after looking it over you lose a lot more than you gain. Your BAB, saves and HP are the same as the bard so that pretty much breaks even. Your spell casting does not increase so that is a huge loss of power. Your bardic knowledge does stack so that is about the same as the single classed bard. You are two levels behind on your performances so a minor loss of power but still a loss. What you gain are some bonuses to skill, the ability to write down a bardic performance to be used latter, and some minor summoning.

Compare a 5th level bard with 10 levels in Pathfinder Chronicler to a 15th level bard. Combat wise they are about the same. The Pathfinder Chronicler will have more skills and some bonuses to skills the bard does not. The Pathfinder Chronicler will be two levels behind the bard in bardic performance. The Pathfinder Chronicler will be able to cast 2nd level spells with a caster level of 5. This not only means you get less spells but they also will not last as long and weaker. The straight bard is casting 5th level spells and even the lower level spells are far more powerful.

I am not sure that there is such a thing as a natural druid. Most “natural” casters are spontaneous based casters, not prepared casters. A Hunter is about the closest thing to this in the game. Not every class has a “natural” equivalent.

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It depends on how the role of priest is defined. There is no clear cut answer because this can vary with each religion. Some religions will have multiple different titles for members of the faith. Other may have a looser structure with few defined roles. The lawful religions will probably have different titles and strict requirements for each title. A Chaotic religion will have few if any titles and very loose requirements for the titles.

Historically a priest was someone ordained to administer the sacraments. You also had other religious ranks like monk, religious knights, lay brother, nuns, and a lot more. It stands to reason that any fantasy religion will have similar roles and titles.

Templates are a game mechanic that is used to create a wide variety of creatures without having to have individual write ups for each. You identify them the same way you would any other monster except the relevant skill may be different. For example you would use knowledge planes to identify a fiendish animal instead of knowledge nature.

Using the gladius as an example it does not quailify for slashing grace. The description of the gladius specifically states that feats and abilities that affect shortswords apply to the gladius. Since the battle musket does not mention feats or abilities that affect battle axes then it does not.

The FAQ about the Scorpion Whip does not apply to everything. It is dealing with a specific weapon not a general rule.

The fact that it is an intelligent weapon is not really the issue. The issue is can an evil creature be dedicated to fighting evil outsiders. How many times have you seen a character so focused on fighting an evil threat that they are willing to do anything to stop it? Often such characters do not consider themselves evil, but they are still evil. Becoming what you hate is a very common Trope.

If you are looking for an example of an evil weapon whose purpose is to slay evil outsiders Stormbringer. It was a creature of chaos (evil) whose purpose was to kill the lords of chaos.

Just because you get a bonus does not mean you always have to take it. This is why the spell Confusion specifically states that you include your STR modifier to damage. If you have to apply all bonuses that would mean that someone who is good at combat cannot teach someone else. For example a high level fighter with a good STR and weapon specialization is going to take down his student with every hit. Even if he uses nonlethal damage he is going to knock out a first level character he is training every time he hits, and will hit 95% of the time.

If you are voluntarily attacking yourself for some reason you could include your favored enemy bonus, but in most cases you do not need to.

I double checked and he does not even need elemental strike. The mythic feat Titan strike will increase his damage to 2d8 and then either a mythic point or point of Ki will get him the extra attack. This is not really that hard to do and with a little optimization it can actually be a lot higher. Throw in monks robs and a few other mythic feats and it will be a lot higher. Mythic rules are very powerful and increase what can be done a lot.

I figured out how it is being done. Mythic elemental fist and the mythic feat Titan Strike will get his damage to 2d8. He gets 3 attacks normally and can spend a point of Ki to get 4. This will get 4 attacks at 2d8 for a total of 8d8.

I assume that you are talking about rolling 8d8 for damage. Is this damage for each attack or the total amount of damage he can roll in a round? If it is the total damage there are probably ways that it can be achieved especially with mythic rules. He may also be using a rule from a previous version of the game that no longer applies.

Sounds like a larger version of the magic item Instant Fortress. Instant Fortress is 20’ square and 30’ high. The walls extend 10’ into the ground but it does not say if this is habitable space. It goes for 55,000 GP.

I don’t see a problem with an intelligent item of any alignment having a special purpose of slaying evil outsiders. Evil fights itself as often or even more often as it fights good. Betrayal and backstabbing are evil acts so saying that only good items can have a special purpose to slay evil seems to be overly restrictive.

On the other hand I cannot see a good item with the special purpose to slay evil outsiders.

Most of the spells that Stalwart will be useful for are high level spells. Terrible Remorse, Boneshatter, Slay Living, Harm, Blasphemy, and Destruction all will benefit from this. This is just what I found off the cleric list with a quick search. Against low level spells it probably does not do much since most if not all are save negates.

What Khudzlin said is spot on. Another way to look at it is that bonuses from the same source do not stack. Since both are a size bonus you only use one of them. The FAQ you are referring to is talking about a STAT modifier not a size modifier. In that case the feat weapon finesse is overriding the normal modifier.

Any spell able to do damage can be used to break things. Since most spells do energy damage most objects will only take half damage. How easy it is to destroy and object is going to depend on its hardness and HP. A rope has a hardness of 0 and typically has 2 HP.

It is all going to depend on how the GM is handling advancing past 20th. The question that UnArcaneElection asked is only part of the equation. It also matters on how the GM is going to scale up the challenges. Will things spell resistance and saving throws on monsters continue to increase? Do you get more attacks after your BAB goes above 20? Also will the AC and HP of the opponents also scale up?

If the GM is going to increase defenses like saves and spell resistance then you need a way to increase your own abilities. If spell resistance is going increase this could be a huge problem for you. If spell resistance is increasing and the game goes high enough your offensive spells are going to be completely useless. How are you going to overcome a Spell Resistance of 50+ if your caster level is only 20? Since spell resistance becomes a lot more common at higher levels this is going to be very important

If this is the case then you are going to want something that increases your caster level. Even if you don’t get more spells, or higher level spell you will need to keep your cater level maxed out to keep your spell viable. At this point your best option is going to be Eldritch Knight. After that it get harder because most of the prestige classes that advance your caster level every level have ½ BAB.

If the monsters defenses especially spell resistance is not going to go up than ignore everything I wrote.

Assuming that spell resistance is not a problem then you may want to give unchained rogue a look. The reason I am suggesting the unchained rogue is because of skill unlocks. Normally skill unlocks are not that powerful, but some of the 20 rank skill unlocks are actually very good. The problem is that like capstone abilities you rarely if ever get to use them. The nice thing is that they don’t require 20 levels in a class just 20 skill ranks. As a INT based character you will be quickly able get 20 ranks in a skill in only a couple of levels. Once you get to 10th level of unchained rogue you can take the talent cutting edge which gives you 2 extra unlocks. This allows you to quickly get any skill unlocks you want.

The 20 rank skill unlock on intimidate added to a cornugun smash incredibly good.

Just make sure to get greater invisibility to allow you to add sneak attack to every hit.

Rei wrote:
UnArcaneElection wrote:

Technically, VMC Paladin also does this, but you have to wait until 15th level, and overall this VMC is just bad (although VMC Gunslinger and VMC Witch keep it from being the worst).

This is the PFS section of the boards, no VMC here.

Actually this is the Pathfinder RPG section not the PFS. ral

That would be located general

avr wrote:

Warpriests suck at channeling, even without the fact it uses 2 points from the same pool as they use for swift-action buffing. They don't get spontaneous casting of cures and they have few enough spell slots that they'll want to reserve most of them for buffs and utility. On the plus side the fact these spells are on their list means that they can use scrolls/wands of them without UMD checks.

Actually war priests do get spontaneous casting of cure spells.

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One way to make this work would be to play a healer. I know that in combat healing is not optimal and from a tactical point it is better to take out the enemy faster. But it would give your character something to do in combat and a reason for the party to accept you. Play a life oracle with a good INT for skills. Talk to your GM about coming up with a custom curse that prevents you from doing lethal damage and boost your defenses.

Alex Mack wrote:
Ryan Freire wrote:
Its +5 on the riposte, also, weapon blanch, you're an alchemist too.

While you are waiting on the time to strike big bad is munching on my Barbarian because he's much tastier.

Weapon Blanche cost you a round a +2 Furious Weapon is 16k.

What about DR/slashing and bludgeoning?

I know that the Inspired Empiricist is a good build, but it's not all that it's hyped up to be either...

The only thing that will match a martial class in combat is another martial class. So using your barbarian as a metric is not really fair. Are you holding yourself to the same standard? How to you equal the investigators out of combat and utility?

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