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Melee character with a d8 hit die and 13 Con? Yeah, I'd pick Toughness.
Second the others on Fate's Favored, and swapping Str and Wis. With 14 starting Wis, that gives you until level 7 to pick up a +2 Wis headband to get that bonus 3rd-level spell.
Also, I'd consider dropping Charisma to 10 and raising Con to 14. Unless you have specific plans for that Charisma, anyway.
You could go with a nature Oracle, using the mount revelation. It goes well with your Charisma bonus, and you can focus on buffing your mount to do the fighting for you. By the time you actually take Mammoth Rider levels, you can be dropping divine power on your mount for +3 attack and damage (or +4 if your ankylosaurus picks up Fate's Favored via Additional Traits), plus an extra attack and some temporary hp. Not to mention buffs like barkskin, defending bone, or bull's strength.
Tengu would be a good option if you have the Advanced Race Guide, because you could start with a bite and two claw attacks, without spending any feats. That lends itself to playing a Dex-build, with an agile amulet of mighty fists ASAP for getting Dex to damage.
So maybe something like...
Tengu Ranger (Shapeshifter)
Yes, Con would boost hp. That might be a good idea before you can pick up false life extracts, and it wouldn't hurt your bombing. Once you get false life though, between that and all the natural armor boosts you get, I think your survivability will be fine.
Between enlarge person and long arm, keep in mind that being large also boosts your horsechopper damage from 1d10+3 to 2d8+4 (an increase of 4.5 on average). I'd keep a wand of long arm on hand and make the call based on the fight, really.
The stats look good. Throw in a Strength mutagen, and you can put some serious hurt on at low levels, even without Power Attack (although that will hinder your bombs, so it's a trade-off).
The fleet-footed alt. racial trait is probably worthwhile. You trade out your bonus to Perception, but that's a class skill for you, so you've probably got enough.
You're going to want to use extracts for enlarge person rather than wands, because it will save you the 1 round casting time (and at later levels, makes pre-buffing with it more viable). A wand of shield in a spring-loaded wrist sheath is a good idea as well, but you might prebuff with extracts of that later as well.
Ordinarily, I'm wary of a d8 melee build with 12 Con, but an elf can't afford to raise it higher, and you can start using false life at level 4 to make up the difference then.
I mean, sure, you could make him Human and pick up Improved Initiative or Toughness or whatever with your bonus feat, but if you have Fate's Favored already, the Sacred Tattoo racial trait is absolutely redonkulous.
If you don't want to do a Warpriest, then I'd suggest leveraging the one advantage you have (which all comes down to superior spellcasting) and drop the archetype. With Disciple of the Sword and the human bonus feat, you don't really need the bonus feats the archetype gives you.
Human Cleric of Iomedae
If you're making a battle-focused cleric, is there a particular reason you're not making a Warpriest instead?
My brother played a Iomedaen battle cleric, and he was a big fan of the Heroism subdomain.
Crusader archetype is probably worth it if you don't plan on doing much spellcasting in combat.
As for traits, Fate's Favored is a must. I'd also suggest Divine Warrior, which gives you a +1 trait bonus to damage on any weapon affected by one of your divine spells. My Oracle uses that with reinforce armaments for the 10 minutes/level duration to hand out to other party members. Or hand out continual flame to other people, so they get permanently flaming swords with damage boosts.
So off the top of my head, I'd go with something like:
My first thought was seeing a news story about ISIS or some other group, and immediately gathering up my friends, arming ourselves, flying out to that region, and attempting to wipe out the bad guys by randomly wandering around the area looking in random caves and buildings.
Hey, in this version of reality, maybe Ron Paul's idea to issue letters of marque against terrorists would have gained some traction!
Someone also mentioned that warhammers did not make good TWF weapons but they didn't say why. Is this a personal opinion or is there an official rule saying that Warhammers cant be used this way.
There are extra penalties when TWFing with a one-handed weapon (as opposed to light) in your off-hand. You could do a warhammer in one and light hammer in the other, but it's generally better to keep the same kind of weapon in each hand to make maximum use of things like Weapon Focus, Weapon Specialization, Weapon Training, Improved Critical, etc. So 2 light weapons is the way to go, and the kukri is probably best for the large crit threat range.
Lord Snow wrote:
At WisCon (I think it's a yearly thing) they have a lounge where white people are not allowed. Admission is explicitly based on skin color. I'm told it skirts anti-discrimination laws because you have to pay to for admission to the con, therefore it doesn't count as "public accomodation."
Lord Snow wrote:
I don't think it will be as bad as all that. I'm sure that some of the worst racial agitators (such as K. Tempest Bradford, who helped institute literal racial segregation at a SF con) will try to counter Vox Day's "anti-SJW" slate with a slate aiming to exclude white men, but hopefully more independently-minded voters will outnumber them enough that at least some apolitical/moderate works find traction on both sides and make it on the ballot on the strength of the actual writing.
Gordon Lightfoot - Halfling Ranger:
Male Halfling (Stout) Ranger 1
Background - Folk Hero
Small Sized Humanoid
Strength 10 (+0)
Class & Racial Traits
Equipment: shortbow (20 arrows), leather armor, 2x shortsword, explorer's pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50' hemp rope), woodcarving tools, shovel, iron pot, common clothes, belt pouch, 10 gp
Gordon inherited his mother's hardy constitution and love for the forest, and his father's skill with a bow. Barely an adult, he already fears no creatures of the wood near his home, and regularly dazzles the crowd at local festivals. But the confines of his village feel stifling, and he burns with wanderlust. After meeting a friendly scout, passing through town in the service of the king, Gordon decided that he had to see more of the world.
Do you want flaws/bonds/ideals, etc. spelled out now, or can that wait until we get a feel for the character?
Also, I substituted a shortbow for the usual longbow that rangers start with, since longbows are Heavy weapons.
Actually, I was pointed to this blog post by Vox Day, in which he compares the nomination tallies of Tor authors/editors.
Those numbers certainly seem suggestive to me, if not of malicious manipulation, then at least a lot of mutual backscratching among Tor authors/editors/superfans. Add to that the week leading up to the announcement, when the Nielson Haydens openly admitted to knowing not only what the non-Puppy nominees were, but also that the Hugo administrators were upset about it. The very existence of that kind of rumor mill speaks to an unhealthy level of behind-the-scenes activity.
I'm not certain if any of the PF fiction books have been nominated for a Hugo, but if I had my way, there are one or two of them that were just as good as any of the older Hugo books I've read
Actually, I believe the only piece of media tie-in fiction ever nominated was The Butcher of Kardov (a novella based on Warhammer) last year. And it got there via the Sad Puppies campaign.
But as we're seeing now, it doesn't take much to get something on the ballot in the shorter fiction categories, so if the Paizonians wanted to get behind one of the web fiction pieces...
Yeah, it looks like Vox got a taste of the glory with his nomination last year, and releasted a tangential slate of stuff he published, either because he wanted it again so badly, or he wanted to burn it all down. After all, he is, as far as I can tell, literally a professional internet troll.
On the other hand, the only two pieces of John C. Wright's fiction I've read, I both liked and nominated (one was a short story not on the ballot), so I'm optimistic about the rest of his nominated stuff.
My biggest disappointment is that I couldn't get "Video Game High School" or "Too Many Cooks" on the shortlist for Dramatic Presentation...
I've been paying attention to the Sad Puppies thing since last year, and I was one of those who didn't even know the Hugo Award still existed before that. From what I've seen, the award in recent years was controlled by a small clique of fans centered around Tor Books and social justice issues. They had a disproportionate influence on the awards just because the voting base was so incredibly small, and people who didn't like it were more likely to just walk away than to recruit others with similar tastes to join in. Until now, anyway.
In general I agree with the idea behind the Sad Puppies campaign, but it's disappointing that Vox Day apparently didn't like being left off, so he added himself and everything his company published to his own version of the slate.
As Mort mentioned, if you're OK playing a Nagaji, their racial Druid archetype lets you add divine favor/power to your spell list (combo it with Fate's Favored, of course).
You can also get divine favor from the Nobility domain (accessible via Urban Druid, Lion Shaman, and Eagle Shaman archetypes), and divine power via the War domain (accessible via Saurian, Dragon, and Shark Shaman archetypes).
Alas, Long Arm is a personal spell (so no potions), and not on the Cleric list, so you'd need UMD to cast it.
No amulet of mighty fists? That's 4000 for +1 to attack and damage, and you can keep the swarmbane clasp to switch out if you run into swarms.
A +2 Wis headband would also be good for the extra ki, and a cheaper AC bonus for you than most things at this level. Also, a cracked pale green prism ioun stone can give you +1 to all attack rolls (but it's competence, so it doesn't stack with Inspire Courage) for 4000. You can get another of the same stone that gives a +1 competence bonus to all saves, which is cheaper than what you spent upgrading your cloak the last time.
Most of an Inquisitor's class features are designed to make him better at physical combat. If you ignore that, your Inquisitor will be useless most of the time. But if you bring that Wis down even just to 16(+2), that would let you get 12 Str and 16 Dex, which could be a passable archer.
But if you want to focus on spellcasting and Knowledge skills, why not play, for instance, a Cleric with the Knowledge domain, or a Shaman with the Lore spirit? (Or any 9-level Int-based caster)
Again, nobody's saying they get it as a martial weapon because of the elf racial trait. The question is whether the description of the weapon is intended to be merely a reminder of the racial trait or its own rule, and secondarily how it should be treated in PFS where the intent of the rule doesn't matter.
I think you're missing the point of the argument. I don't think anyone is arguing that the regular Elven weapon familiarity racial trait would grant this to half-elves. The point is that the weapon description specifically states that Elves treat it as martial, and half-elves count as elves for all effects.
Without that last sentence, there would be no question, but if half-elves do not treat it as martial, that last sentence is a redundant repetition of the existing Evlen weapon familiarity trait.
You don't seem to be using hexes, so white-haired witch is an option. Grappling your enemies with AoO's at reach might be a valid way of staying alive.
I hadn't looked at the White-Haired Witch; that could actually be good, even for just another attack with all my static bonuses.
I hadn't seen the new weapons in the Melee Tactics Toolbox. I was partly picking the quarterstaff for flavor, but some of those could be better since I can get a free EWP on a half-elf. But the idea was to use a double weapon to leverage the enchanting discount on the bonded weapon, and get extra attacks with static bonuses from divine favor/power and Arcane Strike.
With bonded witch, if you choose Staff instead of Weapon, it adds Shillelagh to your list, which will be more useful than Divine Favor until much higher levels. That would let you change your patron from Strength to something more defensive, Like Trickery for Mirror Image access, or Wisdom for Shield of Faith.
What would I use at higher levels, once my staff is magical and I can't use shillelagh? And what are some good staves that would also be good melee weapons?
This is just a bit of theorycrafting I've been playing around with lately, and I'm wondering if the wisdom of the Internet can make it a little more viable. The idea is to stack buffs to make a full-classed Witch into a decent melee fighter.
Half-elf Witch (Bonded Witch)
The combination of divine favor/power, heroism, and Arcane Strike keep the attack and damage bonuses adequate, and hex selection is still wide open for utility stuff like Flight. Choosing a quarterstaff (or more powerful double-weapon using Ancestral Arms) as a bonded item allows both ends to be enchanted for cheap, plus a free greater magic weapon every day.
The main downside is the lack of good defensive buffs. Witches get mage armor, false life, and ironskin, but miss out on barkskin, shield, mirror image, blur, etc. Are there any other tricks we could use to keep her physical defenses up?
Any other suggestions?
If prepared casting isn't a deal-breaker, you could make a decent melee Witch. Use the Strength patron for divine favor and divine power, combined with the Fate's Favored trait, for good bonuses to attack and damage, plus Arcane Strike and heroism. Play a half-elf for the archetype that lets you get a bonded item instead of familiar, and you could enchant both ends of a quarterstaff (or better double weapon with the alternate racial trait) for cheap.
The big downside is a lack of defensive buffs like barkskin, blur, and mirror image. There is ironskin from the Monster Codex, but it's only minutes/level, so it would require some foreknowledge of the fight to keep from spending too many turns buffing in combat.
Here's what it boils down to:
At low levels, you could contribute to melee with nothing but a longspear and a halfway decent Strength score. But at low levels, the 18 Strength Fighter/Barbarian/Paladin/Whatever doesn't need your help to mop up enemies.
At higher levels, you might be able to contribute in melee, but it would require extensive buffing (mage armor, shield, false life, heroism, etc.), when those turns and spell slots would be better spent buffing your allies instead.
If you run out of spells? That's what wands and scrolls are for.
Now, if you want to do magical support AND melee, you could do something with a 3/4 BAB, 6-level spellcaster. But a Sorcerer just isn't going to cut it.
There's no way you're going to be good at all the spellcasting stuff AND good at melee. At best, you can be halfway decent as a 2nd- or 3rd-string melee, and still have some buff spells left over, but that's about it. But as far as CMB, you can pick spells that let you do combat maneuvers (such as thunderstomp or chain of perdition), rather than investing in physical stats.
The only other Int-based spontaneous caster is the Arcanist, but that's spontaneous casting of spells you prepare from your spellbook, so it's a bit different.
You can get deathwatch eyes for 2000 gp that give you constant deathwatch, or UMD a staff of souls.
What, exactly, do you hope to accomplish with this character? Right now your list lacks focus; you seem to want to do everything well. Can you narrow it down? What do you envision this character doing?
PRD, Underwater Combat wrote:
A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.
So it sounds like it would negate the cover for spells requiring a ranged touch attack.
Generally, you just add it to the stack of chronicles you have for a character, and apply whatever benefits it lists.
Some, like boons that open up additional races, have to be the first chronicle on a character. Others don't have to be, but may have effects that you'll want to plan for, so should probably go on a new character anyway.
Oy, that's rough. The sorcerer bloodlines are pretty front-loaded. Although, since there's no difference in the claws until level 9 when they gain energy damage, I'd be comfortable saying it's still the same class feature until then, and doesn't need to be paid for when retraining. That would make it only 10 PP.
ive never understood the point of wasting the 50 gold on the continual flame when your wayfinder something you will buy anyway serves the same function
A continual flame cast by a cleric (3rd level spell) will keep shining even in a darkness spell (but not deeper darkness). If you can get it Heightened to 4th level, it works even then.
Also, put it on your sword for style points.
They do get Weapon Focus for free.
Also, compare your +20 damage at level 20 (which requires having Panache left, and is precision damage which is useless on some creatures such as elementals) to the +6.5 damage you get from the increased Sacred Weapon damage die, plus a swift action to cast divine power for +7 to attack AND damage (total of +13.5 damage so far) AND an extra attack just like haste. And once you have returning daggers, you can add enhancement bonuses via Sacred Weapon, including choosing special abilities on the fly, for anywhere from +4 to +4d6 damage.
And on top of that, you get self-healing, armor bonuses, and the versatility of 6 levels of spellcasting.