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All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

This would indicate the sorcerer would not count towards improved familiar.


Your party has several weaknesses that can be used against them. . All characters are divine casters so you lack any arcane magic. The spells your characters have tend to be self-buffing instead of damaging. Your group also seems to be heavily focused on combat, especially melee.

You don’t have to use just flying creatures to exploit their lack of ranged combat. Archers on a wall or firing through windows will also work. Even starting the combat at a distance will give the edge to the enemy. A group of <insert humanoid> with long bows at 100’ away will mean they will take several rounds to get within attacking range.

Swarms are another thing your group will have trouble with. Since no one really has any area of affect spells they will be hard pressed to deal with any kind of swarm. You can also use large number of lower level creatures against them. This will more than likely cause them to use up some of their limited resources, or the challenge will be more difficult.

The paladin probably has heavy armor so even with armor and shield training his ACP is going to be high. While the monk/inquisitor will not have problems with obstacles the paladin will have major problems with them. Also until he hits 7th level his armor is going to be slowing him down. Unless the paladin is putting a lot of ranks to swim, and climb he will have difficulty with these skills. Stealth is also something he will have a problem with. If a situation requires stealth the other characters will be limited by his ability, or have to leave him behind.


Since Pathfinder deities don’t have stats they cannot really be killed except by plot devices. This was an intentional design of the game. What it really comes down to if you want the players to be able to kill a god they can, if not they cannot. The most common plot device is an artifact level weapon that is capable of killing a deity. Stormbringer is probably the best example of this.

You could also have a specific time where deities can be killed. In the Dresden files major powers can be killed on Halloween. Maybe there is a conjunction that takes place every 1,000 years that allows a deity to be killed.

Killing an avatar of a deity is a completely different story.


Depends on how competent you want to be, and how optimized the rest of your party is. Assuming the same level of system mastery and optimization you will never be able to match a full martial class. It also depends on what you mean by a melee sorcerer. If you want a sorcerer that is not helpless in a melee fight that is probably achievable. If on the other hand you want a sorcerer who is going to make the raging barbarian look weak, that is going to be difficult.


There is a feat that allows your levels with inquisitor to count as cleric levels for channeling energy. A single level dip into cleric and this feat would allow you to channel energy and use both your inquisitor and cleric levels. Personally I would not bother. Most inquisitors don’t put much into CHA, and many of them actually use it as a dump stat. As an inquisitor you are already pretty M.A.D. so having to put points into CHA is going to weaken your character.

I would probably stick with a base inquisitor instead of one of the archetypes. You may want to look into taking favored judgement, and favored spell with undead as the favored target.


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Try this website. http://www.easydamus.com/character.html


Sounds like an inquisitor to me. Bane and judgements give you the right tools no matter what kind of monster you are dealing with. Being able to detect alignments will help identifying outsiders and undead. Having all the relevant knowledge skills and a bonus to them also helps. You have all the investigative skills on your class skill list, and get bonuses with several.

Inquisitors are the best class at discovering things that others don’t want them to find out. As long as you choose the right deity your selection of weapons is nearly as good as a martial class. You can adjust your abilities to target whatever you are dealing with. A paladin will be better at combat vs undead and evil outsiders, but not that good vs any other kind of monster. The paladin also lacks most of the needed skills. A ranger will be good against his favored enemy and has some of the skills, but is lacking many of the needed skills.


What type of maze? Is there something in the middle of the maze, or is it a passageway to somewhere else? Also who built the maze? Without further information it’s difficult to give any advice.


Any ability score below 3 is in the subhuman range. With a CHA score of 1 you are completely lacking in any kind of empathy and the ability to communicate in a meaningful way. Think of the most severe case of autism and then increase it by a multiple of 10. You not only can’t communicate, with others but have no interest in doing so. You can react to physical stimuli but that is about all. Even if you’re other mental stats are normal you still can’t communicate, or interact with others. This is the same thing as having a STR of 1, and a normal DEX. A character with a STR of 1 can barely lift his own limbs, much less move under his own power.


The closest thing I can think of would be a shadow dancer and see if you GM will let the summon shadow be a dog.


Since the first talent only gives you the first combat feat list it is pretty clear that you can’t choose a feat from the second feat list. The second time you choose the feat it opens up the second list, and the third time it opens up the third list. It also clearly states that level requirements to choose the feat a second and third time.

So the first time you pick up the talent you gain a feat from the first list of your chosen combat style. Once you have at least 6 levels of slayer you can choose the talent again and pick from either the first or second list of combat feats. At 10 levels or above of slayer you can pick the talent a third time gaining any feat from any of the lists of the combat style.

The again means you have to have the talent before picking it a second time.


Cleanse is a decent spell not so much for healing HP, but for condition removal. It not only removes a bunch of conditions all at once, it also acts as break enchantment on a single affect. It’s basically a mini heal but with less HP, that can remove transmutation and curses.

Commune is also a good spell but is more useful during downtime. It’s like playing 20 questions with a deity except not as many questions. If the party is stumped and in a safe location it is can be useful to get information.

Major Curse is a good for severely weakening an opponent that has a poor will save. The permanent -4 on all attack rolls, saves and skill checks is probably the strongest.

Hallow is great for using on your base of operation. The ability to have secondary spell that last a full year affecting only those that share your faith is very good. Add death ward and you will have a sanctuary that undead will really have problems with.

Spell Immunity Communal is great for protecting against a known threat. It works great to protect the party from spell cast by the party. If you have a sorcerer that uses fireball cast this on the party before a battle and the party can ignore his spells.

True Seeing is another good spell. It’s use is pretty obvious but a new player may forget about it.


A bard would probably be a better face than the paladin. He gets all the social skills, plus a lot of detection skills and the skill points to actually use them. Play a human or half human for the extra spells. Bards get illusion and enchantments spells so you can focus on them. You only really need a few illusion spells to be effective. Bards also get early access to a couple of spells namely heroism as a second level spell.

A bard also has some decent weapons so can contribute to combat by actually fighting. If you have a decent DEX you can go the archer route. You don’t have to go full all out archer just enough to be useful when not doing something else. If you went archeologist you would also fill the role of the “Thief”. This would also allow you to use wands of cure light wounds to act as a backup healer.


James Risner wrote:
Mysterious Stranger wrote:
My problem with the FAQ is that it is that it lacks consistency.

The interesting thing about this FAQ, is that it seems to only have strong opinions.

I like it because it seems consistent and to make sense to me. It might be because I've always interpreted stacking archetypes in a way consistent with this FAQ.

Do you also remove class skills from fallen clerics and paladins? As I said my problem is not with the ruling of the FAQ, but the way it is worded. To say that class skills are class features part of the time, but are not class features at other times is not consistent.

Mark already stated that the FAQ only applies to archetypes, so a paladin does not lose his class skills when he falls. That flat out means that class skills are, and are not class skills depending on what you are talking about.


kestral287 wrote:
Just pointing out that Chaotic Lawful is not a legal alignment.

That is probably why it is listed under personality instead of alignment.


Even with the 20 STR YOU BAB is not going to be high enough to actually perform combat maneuvers. Counting on spells to buff your combat ability is not going to work to well. You will spend several rounds casting spells to get ready for combat, and by the time you are ready the combat will be over. You also don’t have the HP to be up close and personal with any significant threat.

You may want to consider a bloodrager instead of sorcerer. They get many of the spells you want and have much better combat ability. Take the Abyssal bloodline for free enlarge person while raging.


My problem with the FAQ is that it is that it lacks consistency. According to what has been posted Class skills are now considered class features, but only in regards to archetypes. I can understand this and don’t really have problems with archetypes that change class skills not stacking. What does bother me is that the rules are not being applied in a consistent and logical manner. We now have separate definitions for a class feature depending on if we are talking about the base class or an archetype.

If a character wants to take two archetypes that change his class skills he can’t because this changes the same class feature. If that very same character is playing a paladin and falls class skills are not considered class features. The game is starting to resemble dragon poker. The next thing we know you will get bonus HP on Tuesdays, except if you are facing north.

If they want class skill to prevent an archetype from stacking simply state that. Don’t start making a bunch of situational definitions for a basic game mechanic.


After rereading the FAQ this makes things even less clear. On the one hand it states that an archetype that modifies a subfeature like adding or replacing a specific bardic performance is legal. Then it goes on to say that adding or changing a single subfeature on a list is not legal? This is contradictory and confusing to say the least. There is no underlying logic to this and it will require another ruling for each individual case. Why are bardic performances allowed and not class skills? Does adding or changing a single spell on a list count? How about bonuses to the same save? Does the fact that the archetype gives a bonus feat where the base class did not prevent it from stacking with any other archetype that gives a bonus feat? I could come up with a ton more questions that this FAQ causes.

Worse yet you have not answered the question of what happens to classes that lose class features. You stated the ruling only covered archetypes, but does that mean that there are different definitions for class feature depending on what is being discussed? Or do we need to start a new thread and get a FAQ on the FAQ?


The” god thing” refers to a casters (Usually a wizard) ability to alter the world to suit his needs. Read Treantmonk’s Guide to Pathfinder Wizards: Being a God. It is old so only includes the core rule book, but the idea is still valid.

Look in the first post in advice for the link to it and other guides.


It would be better to reword the section on archetypes and change the term class feature. A clearer wording would be “A character can take more than one archetype for a class as long as the archetypes do not alter the same game mechanic.”


The ability to cast a spell and the ability to prepare a spell are not the same thing. Not all classes prepare spells, but all classes have a daily limit of spells per day. All classes renew spell slots once per day.

Once a spell is prepared it uses that slot for the full day. If you cast the spell it can’t be used for something else because the slot is no longer available. Even if you don’t cast the spell it cannot be changed until the next day. The wizard cannot even abandon uncast spell until the day has gone by.

Casting Spells

Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.

Spell Selection and Preparation

Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells.

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells.

The bolded sections make it clear that no matter how many times you prepare spells you can’t cast more than your daily limit of spells per day.

As to the worlds were time is different that is still one day. Not a single rule mentions 24 hours, they all specify a day. That would indicate you regain spells ever day based on the local day.


The Rogue edge are skill unlocks. You get a limited number of skill unlocks based on level, and you can get more by taking talents or feats. A skill unlock basically gives you special abilities based on the skill and the number of ranks you have in the skill. The minimum is 5 ranks, and you gain another ability for every multiple of 5. So you get an ability at 5, 10, 15 and 20 ranks. Each skill has its own set of abilities.


The paladin’s and Magus’s ability to increase the power of their weapon should work normally. If their weapon is not attuned already they need to spend a point to make it magic just like normal. The black blade of a blade bound magus is a class feature and as such it should not be affected. Since you cannot further enchant a black blade it cannot be attuned like a normal weapon would be. This also means the blade bound magus should be able to attune another weapon. These are all class abilities even if they take the form of magic weapons.

If you are going to penalize the paladin and magus you need to penalize other classes. Inquisitors have bane and judgements, Monks have Ki strike, and most spell casters can create temporary magic weapons in some way.


If things like BAB, HP, saves and skills are now considered class features then a paladin or cleric who falls loses those. The only thing he retains will be weapon and armor proficiencies. This of course means that a wounded paladin or cleric who falls will probably die immediately.

Does this also mean that if you take an archetype that alters class skills you cannot take an archetype that alters class skills even for another class?

There is some major inconsistencies with this ruling.


Smite evil only works vs a single target, and you only have so many per day. As such it works great vs the BBEG, but is useless against lots of smaller evil creatures. Look at it this way 2 points of CHA gives you a +1 to hit a limited number of times per day. 2 points of STR gives you +1 to hit and at least +1 to damage all day. If your STR bonus ends up being even that extra STR is actually giving you +2 to damage when using a two handed weapon. When using smite evil your chance to hit is the same, but you do less damage. When you are not using smite evil you have a harder time hitting and still do less damage. The damage from smite evil comes being able to bypass all DR and adding your level to damage, not from CHA.


What I meant is a class feature by definition is derived solely from the class that it is a feature of. Unless explicitly stated no other class can affect the actual class feature. Animal companion, oracles curse, and uncanny dodge all have explicit exception stated in the description of the class feature.

While a wizard’s school ability may be able to interact with class feature of another class they are only increased by gaining actual wizard levels. Your list of class skills on the other hand is increased by gaining levels in another class. A good example is channel energy. If I have two classes that both grant the ability to channel energy they do not stack. Each class has a completely separate pool that is not affected in any way by the other class’s pool.

Another reason the list of class skills is not a class feature is you can add class skills to a creature that does not have a class. An animal companion with an INT of 3 or higher can take any feat. So an animal companion who raised his INT or a paladin’s mount that starts with an INT of 6 can take a feat like addition traits, or cosmopolitan that adds skills to its list of class skills. So if a Halfling paladin takes a dog for his mount has the dog take addition traits to gain two traits. The dog then takes the traits to make sense motive and survival class skills. The dog has no class, but has a list of class skills.


Bandw2 wrote:
Hiwamari wrote:
It's turned out that our current party will head into a campaign (Level 6-10) without a rogue and despite the fact that I'm a magus with disable device skill, I won't be able to disable any magic trap.
it's called dispel magic...

This.

Dispel magic works better than a rogue because you can dispel from a distance.


Multiclassing is generally weaker than staying single class. Is there something in particular you are looking to gain? Also you can’t take both Shining Knight and Temple Champion as both replace aura of justice.

A Paladins mount eventually gains the celestial template (11th level), and spell resistance (15th level). Even if you take a class that advances your mount you forfeit these. Having your mount be able to smite evil on its own is something to consider.


Razi_the_Insane wrote:
Mysterious Stranger wrote:

The most common mistake for a paladin is to put too much into CHA. STR should be your highest stat, then CHA. Also consider using a falchion for your weapon. As a paladin power attacking with a two handed weapon you want a high critical hit range over a high multiplier. With the scythe you may occasionally get huge damage, but for the most part most of it will be wasted. Doing 80 points over what you need to kill something is not any better than killing it by a single point.

Rich Parents is a trap. Don’t waste a trait on something that is only going to be useful at first level. Take something that will give you a benefit at every level. Armor expert is good for a paladin help with skills like climb, swim or acrobatics. Or if you are worried about your will save Indomitable Faith gives you a +1 will save.

Skip the shield and go the masochist paladin routine. The whole idea behind the masochistic paladin is keep your AC moderately low so that the enemy has a chance to hit you. Then use your lay on hands as a swift action to heal yourself. You want your AC to be low enough that the first attack has a chance to hit you, but latter attacks miss. If your AC is too high the enemy may just not bother attack you. Fey Foundling, Greater Mercy and Extra Lay on Hands help with this.

When you get spells consider bless weapon. It automatically confirms critical threats vs. evil targets. It does not work with Keen or other magical effects, but does work with improved critical. If you use a falchion and have improved critical you will critical on a 15 or better when attack an evil target if you have bless weapon up.

These are all EXTREMELY helpful points. Exactly what I was looking for. Are we sure about the weapon, though? I thought the same thing, but based on all the discussions I read, eventually leading to some number-crunched list of weapons in terms of DPS, Scythe was on top behind some Exotic weapon. I really like your ideas about the AC...

I am very sure on the weapon. The point is kill the enemy, not to do massive damage. The Scythe has the potential for more damage, but rarely actually does. You actually do more damage per round on the average with a high critical range. Assuming a 30% chance to hit and power attack the scythe does 7 points of damage per round, to the 8.4 for the falchion at first level. The Scythe has a maximum potential damage of 68 vs. 34 for the falchion. What are you fighting at first level that you need to do 68 points of damage? When you actually do manage to land a critical hit with the scythe chances are it is going to be on something that does not have the HP anyways.


The most common mistake for a paladin is to put too much into CHA. STR should be your highest stat, then CHA. Also consider using a falchion for your weapon. As a paladin power attacking with a two handed weapon you want a high critical hit range over a high multiplier. With the scythe you may occasionally get huge damage, but for the most part most of it will be wasted. Doing 80 points over what you need to kill something is not any better than killing it by a single point.

Rich Parents is a trap. Don’t waste a trait on something that is only going to be useful at first level. Take something that will give you a benefit at every level. Armor expert is good for a paladin help with skills like climb, swim or acrobatics. Or if you are worried about your will save Indomitable Faith gives you a +1 will save.

Skip the shield and go the masochist paladin routine. The whole idea behind the masochistic paladin is keep your AC moderately low so that the enemy has a chance to hit you. Then use your lay on hands as a swift action to heal yourself. You want your AC to be low enough that the first attack has a chance to hit you, but latter attacks miss. If your AC is too high the enemy may just not bother attack you. Fey Foundling, Greater Mercy and Extra Lay on Hands help with this.

When you get spells consider bless weapon. It automatically confirms critical threats vs. evil targets. It does not work with Keen or other magical effects, but does work with improved critical. If you use a falchion and have improved critical you will critical on a 15 or better when attack an evil target if you have bless weapon up.


CalethosVB wrote:
PRD wrote:
When adding new levels of an existing class or adding levels of a new class (see Multiclassing, below), make sure to take the following steps in order. First, select your new class level. You must be able to qualify for this level before any of the following adjustments are made. Second, apply any ability score increases due to gaining a level. Third, integrate all of the level's class abilities and then roll for additional hit points. Finally, add new skills and feats. For more information on when you gain new feats and ability score increases, see Table: Character Advancement and Level-Dependent Bonuses.

http://paizo.com/pathfinderRPG/prd/classes.html

You be the judge.

I am not sure what this has to do with the discussion. It seems you are saying that because skills get added after your class abilities that skills are not a class feature. While this is true the question is, is the list of class skills a class feature.

If the list of class skills is a class feature this also means that ex-paladins and ex-clerics lose them when they fall. Does anyone really think that a paladin breaking the code causes him to suddenly not be able to remember things he knew before he fell?

Ex-Paladins

A paladin who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct loses all paladin spells and class features (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description in Spell Lists), as appropriate.


The rule that says “If you select a level in a new class all of its class skills are automatically added to your list of class skills, and you gain a +3 bonus on these skills if you have ranks in them. So if I am a first level fighter and I put a point into knowledge religion obviously that is not a class skill. My next level I decide to pick up a level of cleric, then knowledge religion is a class skill, and I get the +3 bonus. So at this point is my list of class skills a class feature of fighter, or is it a class feature of cleric? How does going up in cleric alter my fighter class feature? What about traits and feats? If I take a trait that adds a skill as a class skill does that skill become a class feature?

Your list of class skills is a pool that many things can affect. Your character has a single list of class skills that include all class skills from any source.


As I stated before the list of class skills is not a class feature. A class feature by definition is only affected by the class that it is a feature of. There are specific cases where one class feature can affect another, but those are exceptions not the rule. The fact is that you have a single list of class skill no matter how many classes you have or what class granted you the status of class skill. Pathfinder did away with the rule that if you put skill points into a skill from a different class that the level you gained it was not considered a class skill.

The number of skill ranks you gain when taking a level in one of the base classes is shown on Table: Skill Ranks. Humans gain 1 additional skill rank per class level. Characters who take a level in a favored class have the option of gaining 1 additional skill rank or an additional hit point . If you select a level in a new class, all of its class skills are automatically added to your list of class skills, and you gain a +3 bonus on these skills if you have ranks in them.

A skill point is now a skill point no matter what class granted it. A class skill is a class skill no matter what class gets it as a class skill. If the list of class skill is a class feature this would mean that taking a brawler archetype can prevent you from taking a ranger archetype. Since the Strangler archetype modifies your list of class skills, this would mean you could not take the trapper archetype for ranger since it also modifies your list of class skills. This is of course not the case, but it would be if your list of class skills is a class feature.


Personally I think Perception is one of the better skill unlocks. The big thing is the reduction for the ranged penalty. At 15 ranks you only take a -5 penalty for being 200’ away instead of -20. A person with 15 ranks without the skill unlock is at a net of -5 to notice something, where with the skill unlock you are +10.

The problem with using them together is that consolidated skills are designed to reduce the role of skills, where skill unlocks are designed to increase the role of skills. As such they don’t really work together.


The question seems to come down to is the list of class skills a class feature into itself, or is it a list of separate class features.

Class Skills

In addition, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into. If you have more than one class and both grant you a class skill bonus, these bonuses do not stack.

The number of skill ranks you gain when taking a level in one of the base classes is shown on Table: Skill Ranks. Humans gain 1 additional skill rank per class level. Characters who take a level in a favored class have the option of gaining 1 additional skill rank or an additional hit point . If you select a level in a new class, all of its class skills are automatically added to your list of class skills, and you gain a +3 bonus on these skills if you have ranks in them.

This to me seems to indicate that the second interpretation is the correct one. It clearly calls out that you get a bonus on a number of different skills depending on your class. The only place it mentions a “list of class skills” is the section on multiclassing. This clearly means that your list of class skills combines all class skills. Since your list of class skills is derived from more than one class it cannot be a class feature.


LazarX wrote:
Mysterious Stranger wrote:

I would say that if all the archetype is doing is adding to the class skill list then they should be able to stack. If on the other hand they are both taking away the same skill then they should not be able to stack. The way I see it is the class skill list is actually more of a group of related class features instead of a single class feature. Each class skill is its own separate class feature.

There is a precedent for this in the paladins archetypes. Each Oath adds spells to the paladins spell list. It specifically states that a paladin can take multiple oaths as long as they do not replace or alter the same class feature.

How is that a precedent? Archetypes have the same restrictions as Paladin oaths.

You wanted a rules answer and I gave you one. It happens to be an answer you don't like. That's fine. The only person that needs to agree is your GM.

The fact that paladin oaths have the same restrictions as other archetypes was the point. Paladin oaths are archetypes. All paladin oaths add spells to the paladins spell list. Since spell lists are obviously class features this sets the precedent that two archetypes can add to the same feature.


There are a couple of ways to handle it. One way is for the GM to cut the player with the high mental stats some slack on things. If the character has high enough stats that he should be able to deal with the situation and the player is about to mess up as a GM I simply ask is that what you really want to do, and then give him some time to think it over. Another way is to get the rest of the table involved. If the character has much higher stats than the player I allow the player to get advice from the other players. I use both but prefer the second way because it gets everyone involved.


I would say that if all the archetype is doing is adding to the class skill list then they should be able to stack. If on the other hand they are both taking away the same skill then they should not be able to stack. The way I see it is the class skill list is actually more of a group of related class features instead of a single class feature. Each class skill is its own separate class feature.

There is a precedent for this in the paladins archetypes. Each Oath adds spells to the paladins spell list. It specifically states that a paladin can take multiple oaths as long as they do not replace or alter the same class feature.


Cevah wrote:
Mysterious Stranger wrote:
Cevah wrote:

No reason you could not create a Page of Spell Knowledge for a cantrip. Since they are 1/2 cost of a 1st level spell, it would be 500gp.

/cevah

A sorcerer can cast any cantrip they know unlimited times per day, but don’t actually have any 0 level slots. To use a Page of Spell Knowledge you must use a spell slot of the of the appropriate level of the spell. Since a sorcerer does not have any 0 level spell slots this will not work.

Then how does a Orange Prism Ioun Stone (cracked) work?

"Cracked: Wearer adds one cantrip or orison (determined when the stone is created) to his list of spells known or spells prepared. Price: 1,000 gp."

/cevah

The Ioun Stone does not state it requires a sorcerer to use a spell slot. Instead it adds the cantrip directly to the list of spells known, which means they can cast it as oft as they want. The Page of Spell Knowledge states in its description that you have to use a spell slot. It is not actually adding it to the list of spells known, but rather allowing the caster to use a spell slot to cast the spell as if it were on the list of spells known.


It seems that you would roll 2 sets of 2d20. You pick whichever roll out of each set you want and then take the worst of the results chosen. Your ability allows you to choose which of 2 rolls you use, not which of 4. Out of each set you are allowed to choose a single roll. You can’t pick 11 and 14 since they are from different sets. Likewise the witches hex is not choose the worst out of 4, but the worst out of 2.

In your example you would probably choose 9 out of the first set, and 14 out of the second set. Then misfortune would kick in and you would be forced to take 9. This is the only way that both abilities will work as written.


The problem most people have when they come up with a concept is that most concepts take time to develop to where they can actually do what the concept is. Yours is probably a classic case. A fey sorcerer that has Dominate Person can cause the person to attack allies. You just have to wait to 10th level in order to be able to do it. In the mean time you will probably be shutting down the opponent instead of making him attack. Hideous Laughter is actually pretty good for this. It prevents the target from taking any actions at all. Daze is also worth looking into at low levels.

You can get suggestion at 6th level and it is probably the first real mind control spell you get, but is limited in combat. At 8th level you can get confusion which would be a good spell for you. At low levels you are not going to be able to do everything you imagine, just like the first level fighter is not anywhere near the weapon master his concept says he should be.


An inquisitor does not qualify for point blank master. It requires weapon specialization or a ranger using his combat style feat. Deadly aim is worth taking, but probably later after you get more than +2 to damage. By that time you will have multiple shots. Since it stacks with bane it is still decent.


I would probably swap deadly aim with rapid shot. Having extra attack is better than +2 damage on a single attack.


It will depend on the class, and the source of the class’s ability. A strictly mundane ability like a feat or skill with a weapon is going to be hard to define. A granted ability from a deity on the other hand is going to be more obvious. In between we have the whole spectrum of class abilities.

Most divine classes including druid will be more defined. The ranger for example has not bound himself to the strictures of the druid class and does not draw from the same source of power, or at least not in the same way. Even if he can mechanically do everything a first level druid does it is not the same thing as being a druid. If he were to bind himself to the strictures of a druid and draw power from the same source then he probably did take a level of druid.

Even the sorcerer and the wizard are distinct ways of doing very similar things, but have big differences. The sorcerer power comes from within him and does not need to learn how to use it. As he grows stronger he automatically knows all the spells he will ever learn. The wizard on the other hand relies on learning and understanding how magic works. Without experimenting or learning from someone else he never gains spells. Having different casting stats is also going to make it easier to distinguish one from another.

In game most social organizations should not be based on class. Even religious organizations will have different classes including NPC classes. Many member of the church may be experts or warriors instead of clerics, inquisitors, or paladins. About the only organization I could see being restricted by class would be a wizards guild, or a temple of monks.


Cevah wrote:

No reason you could not create a Page of Spell Knowledge for a cantrip. Since they are 1/2 cost of a 1st level spell, it would be 500gp.

/cevah

A sorcerer can cast any cantrip they know unlimited times per day, but don’t actually have any 0 level slots. To use a Page of Spell Knowledge you must use a spell slot of the of the appropriate level of the spell. Since a sorcerer does not have any 0 level spell slots this will not work.


Probably a fey sorcerer would be the way to go. Like any concept the character may not be able to everything you want, but that should get you close. Take spell focus enchantment for even higher DC on the saves. Most compulsions will be either significantly more, or less powerful than you concept. Once you get dominate person you can pretty much control any humanoid.


Any race can be reskinned to fit a science fiction theme. Even the plane touched races could fit in. Instead of being descendant from outsiders they are mutants, or the product of genetic engineering. If enough time passed there could be stables strains of mutants that formed into tribes. This could allow you to use any race in the book except maybe human. Actually the more races there are the better.


Finding “Enlightenment” is more of a role playing thing than a game mechanic. What are you looking for in a character? The unchained monk is probably better at combat than the original monk, but is not compatible with any archetypes. It can however take Quinggong powers instead of normal Ki powers.

About the only vow that I would consider is a vow of truth. If you dump CHA like most monks do this could be the reason for the low CHA. Your character could be brutally honest with absolutely no tact. If this character was not for PFS then the vow of poverty could work if the GM lets you use the automatic bonus progression with no magic item rules.


Given that your goal is to be able to able to handle both combat and business I would recommend swashbuckler. If by merchant you mean someone who buys and sells items then most crafting classes would not really fit. Why risk your life buying and selling when you could make more money simply creating items? This would also be a reason to avoid prepared spell casters. They could make more money by selling their services than they ever would buying and selling. Unless you are worshiping a god of trade or merchants most divine classes would be difficult. You will probably need the following skills appraise, diplomacy, knowledge local, perception, and sense motive. Bluff, intimidate, would also be useful, but may not be needed. At this point it seems to me that the bard, rouge and swashbuckler would all fit.

While the rouge would be able to handle the business end of things well, he would have trouble handling himself in combat. Sneak attack is fine as an offensive tactic, but does not work well for defense. As a merchant you are going to be more interested in defending yourself then taking out the enemy. Other than having more skill points than any other class the rouge has no advantage. Keep in mind that as a merchant most of the people you will be having business dealing with will probably not be that high level. This means that once you get to a certain point extra skill points become less important.

The bard has about the same combat abilities as the rogue, but has magic and other useful abilities. The bard spell list is actually pretty good for a merchant. With spells like alarm, identify, detect thoughts, heroism, and other they will have a huge advantage. While their magic allows them to be very effective they still have one weakness and that is combat. Your stated goal is to be good with both the sword, and the gold piece. This is where the bard falls short. If you are ok with trading out some combat ability for magic that bard would be a good choice.

That brings us to the swashbuckler. With an INT of 12 or favored class bonus you will have enough skill points to cover your needed skills. If you do both and play a human you will actually end up with more than you need. Swashbucklers are very good at combat so he would be able to handle himself in a fight just fine. The fact that he does not use heavy armor would actually be to his advantage. There are probably a lot of situations you will be in as a merchant where wearing heavy armor is not appropriate. Menacing sword play allows you to demoralize an opponent as a swift action so you may be able to stop a fight at first blood. Overall the swashbuckler fits what you want better. The bard may actually be more optimized but does not fit the concept as well.


The best way to restore HP is with a wand of cure light wounds which both the paladin and the ranger can use. So what you need a healer for is to handle condition removal. Paladins also get lesser restoration as a 1st level spell and restoration as a 4th level spell, and mercies to deal with other conditions. As long as the party can get access to scrolls, potions and wands they should be ok as far as healing. If the paladin goes for the hospitalier archetype he may want to consider an oath of charity and picking up the feat reward of life. This way he uses his lay on hand on other to heal 50% more and each use gives him some HP.

Three of your five characters are able to use magic so you do have spell casters. True they all get spell later and not as many, but they can still use magic. Both the ranger and paladin are divine prepared casters which means they get their all the spells on the list as soon as they can cast a level of spell. This allows for a lot of versatility that most arcane casters can’t match. The ranger for example gets entangle as a 1st level spell, and stone call as a second level spell. Both of these spells are decent for battle field control spells. The bloodrager may want to pick up the trait that gives use magic device as a class skill and max out the skill.

What you do have is a party of 5 full BAB classes that all have some way of boosting their combat ability higher for short periods of time. You also have three characters that have decent CHA in an urban campaign. If the majority of the enemies are human the ranger in particular could be a problem if he takes favored enemy human. While you are little light on magic you are extremely heavy on combat and your combats may be over quickly.

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