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That's not quite right. A creature's remaining HP doesn't affect their flight; however, taking damage does.
From the fly skill:
Also, this post should probably be in the Rules Question subforum, not Advice.
This is very solid advice! This will give you a durable paladin that's pretty potent in any melee battle. I have some other suggestions that are a little more specialized, but you might find pretty fun.
Good luck! Please don't just be lawful stupid mcburlyguy unless that's actually the character you want to play - there are many, many ways to RP a Paladin, even with the same stats and feats. Check to see if your GM will let you be the paladin of a chaotic god like Cayden Cailean, or a neutral one like Gozreh - though even between the paladins of Erastil, Sarenrae, and Iomedae there would be big differences.
That really doesn't make much sense, but I guess that's the rules.
I believe the intent is that if they make the initial reflex save, it symbolizes them getting their weapon out of the line of fire of your Grease spell, whereas if they fail, the subsequent saves represent trying to hold on to the greasy weapon.
Sorry, that's houserule stuff. There's a spell called Create Demiplane, and with the greater version you can affect the time flow inside it; but only half or double time, and you need to be a 17th level wizard to cast it.
You can read about the properties of the outer planes here.
Haha, you're going to have to pick one or the other, I'm afraid. :p Some strong spells from each:
There are a few divination spells that might help you find things. Detect Magic, obviously, but also stuff like Detect Secret Doors or Locate Object.
Those are all standard fare for magic shops, though stuff like the Ring of Freedom of Movement might be over the pay grade of most shops.
also I want to be utility maybe not battlefield controll or blast em dps, just make my party thankful my toon is there. obviously I wanna be somewhat useful in combat, lets face it most pathfinder games we play are 70% battles anyway, but when your stuck between an abyssal demon and a lava pit id like to be the one to save the day out of nowhere, maybe not kill the guy but live to fight another day, or just make the dungeons generally easier on the party
Either of those schools will work great with this. Many conjuration spells can affect the battlefield with NO save for the enemies - putting up strategic Walls of Stone can completely change the flow of a battle. Transmutation's buffs are also 100% guaranteed to work - your party would probably love you even if you did nothing but hand out Fly and Haste all day long.
Hi Malikii, welcome to the boards. : )
First off, while it is tempting to be able to do everything, you really are better off if you pick at least one area to focus in. Most of the arcane schools grant powerful abilities, as well as one bonus spell slot of every level you can cast (I can't overstate how good this is!); the universalist doesn't have much to offer next to that. You can also take the Opposition Research feat if you want, so that you only have one banned school. Remember, even if you pick something as an opposed school, you can still prep spells from it by using two slots.
What does the gnome sorcerer specialize in? Whatever it is, I would suggest picking that as an opposed school, and picking a favored school that does something no one else in the party can do. If you really don't know what to pick, I'm always a fan of Conjuration or Transmutation - there are a lot of really good spells in both schools that are almost always useful. If you pick Illusion or Enchantment, you may find yourself out of luck against undead and other mindless foes, especially if your campaign leans towards a dungeon crawl.
Here are some other recommendations that are generally good all-around, though.
Well, that is 500gp a pop... The thing is, though, blasting is best done on a crowd, and I find it's pretty rare that you fight A WHOLE BUNCH of dudes with Spell Resistance. Usually it's just the one dragon or something, and you're often better off buffing your friends anyway because the enemy's saves are monstrously high.
With their flexible casting and access to both bloodlines and arcane schools, Arcanists definitely have the potential to be the best blasters out there.
Your build looks very solid to me. Picking Fire Snake as your Magical Lineage spell will mean you won't really get into top form until you're in the teen levels, but I can definitely understand wanting to pick something other than Fireball.
If I were you, I might trade out Rime Spell or one of the DC-boosters for Improved Initiative, or maybe Extra Exploit: Familiar (and pick an initiative-granting critter). It's really nice to be able to get blasts off while the enemies are still all clustered together, and before your teammates go charging in to beat them with sticks. The Reactionary trait helps with that, too. Your current +2 is pretty paltry.
I wouldn't worry too much about getting Spell Penetration - just use your Greater Metamagic Knowledge to grab Piercing if you're expecting foes with that oh-so-irksome spell resistance, and always have a no-SR spell or two in your back pocket.
I'm curious what the story behind this guy is. :p
As soon as I saw the elemental bloodline can get you a constant (while raging) 60 foot flight speed, I was hooked.
Now I want to make a Halfling bloodrager that wears Mistmail, can electrify his attacks, and has Flyby Attack, so that by 9th level he can literally just be a stormcloud that flies down to smack/zap people.
Careful now - just because you CAN cast animal growth on yourself doesn't mean that you can now stack size changes from different polymorph effects. You're still stuck to Huge at best, unfortunately. On the other hand, Atavism is a pretty sweet buff...
Damn why does it have to be summon monster. This would be a huge boost to druids as well. But i guess only pokiemancers get to have all the fun now a days.
Well, at least they get to buff up their pet. (If they're a little charismatic, at least.)
Your animal companion has abilities that makes it
Prerequisites: Cha 13, animal companion class feature.
Benefit: Select a 1-point evolution from those available
Good suggestions above. Another thing to note is that most giants only have low-light vision, not darkvision, so keeping them in Darkness or Deeper Darkness (something available to many summoned demons & devils) can really cripple them with no save in certain situations. Make sure to coordinate with your teammates if they don't have darkvision, though!
Oh yeah, and Mirror Image is a great defense against them since they don't have many attacks.
Haha, I'll take an Ankylosaurus with claws and pounce please! :D
Seriously, though, giving all of your summons, say, Push and Reach lets you really take advantage of battlefield control spells. Oh look, you're standing next to that Acid Pit and my Dire Tiger is charging you with Push on 4 attacks...
Hey all. In case you missed it, ACG graced us with this amazing feat:
Evolved Summon Monster:
Evolved Summoned Monster
The creatures you summon have evolved to have even
Prerequisites: Augmented Summoning, Spell Focus
Benefit: Each time you cast a summon monster spell, you
Just for reference, here are all the things you can now trick your favorite summoned critter out with (one evolution per feat!):
So what are you going to be summoning in the near future?
PS: I can hear Treantmonk's mind exploding from here. :p
I haven't read the ACG yet, but what it looks like based on what you've posted is that the two archetypes overlap, both replacing the Arcane Exploit at 1st level.
Right - you could grab one ability set with the archetype, and get partial access to the other with the exploit.
Incidentally, having Teleportation or Foresight school powers would be really nice...
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
EDIT: Perhaps grabbing the Dimensional Agility feat and School Understanding (Teleportation) exploit could lead to some shenanigans with a powerful close-quarters bloodline? You could suddenly appear right next to anyone at any time!
Hey all. Thanks to the Arcanist's exploits and archetypes, it's possible to have a full bloodline and some access to an arcane school, or vice versa.
Exploits in question:
Arcanist ACG wrote:
Arcanist ACG wrote:
Never before has this been possible in the same, non-multiclassed character. What are some awesome things we can do with this?
Remember that the Arcanist has archetypes that open up a full bloodline or a full arcane school at the cost of a couple exploits, which each open up a huge host of potential builds. Plus, you can also take the exploit that grants you a minimal school/bloodline ability to mix and match! No more Wizard 19/Crossblooded Sorcerer 1, no sir.
I think the tricky thing about the Arcanist is that from a flavor perspective it's so close to wizard and sorcerer, so unlike many of the other new classes there aren't a lot of new ideas that immediately spring to mind. Still, I'm really looking forward to playing one! I love versatility, and with the Arcanist's spellcasting mechanism and the Quick Study exploit, you can have access to all of your spells in all of your slots at all times. Heck yeah!
You should be a Sharkanist! It's part Shaman, Part Arcanist part SHARK!
Just take the polymorph-boosting archetype, cast Fly, and cast Beast Shape: Shark! Turn your teammates into sharks too for a SHARKNADO ATTACK! Why isn't everyone playing an Arcanist yet?!
Dark Immortal wrote:
Though, I think I draw a line and make an exception at the Arcanist (and possibly the wizard archetype that copies it). That class seems to have decidedly replaced any need for a wizard. The addition of exploits every two levels more than makes up for the loss of metamagic feats and arcane bond while the spells per day are initially higher than a normal wizards are anyway, without having to make yourself worse in an entire area or two of magic. The arcane reservoir puts them well ahead of the arcane bond feature and the school abilities of the wizard, while useful, don't seem to make up for the difference in added value that every single other arcanist class feature has over whatever that weaker class um, oh right, wizard, can do. Wizards strike me as a niche class for very specific things while the arcanist is just the wizard, plus the Sorceror, plus more than it should have ever been. Sorceror, oddly enough, don't seem to lose as much to the arcanist as the wizard and even remain viable as a strong alternative to the class as their bloodline powers are numerous, potent, defining, and in many cases not readily duplicated or easy to acquire or scale to similar power. But wizards strike me as relics, the kind of item that used to be powerful and useful for its time and then was later replaced by a fundamentally superior device with all of the same capabilities, none of the drawbacks, additional features, and new (and better) options for use outside of the scope that the previous device was even designed for doing...and ways to refine 'those' as well.
Well, there are a few downsides to the Arcanist.
That said, I'm super excited to play an Arcanist. I really, really love versatility in casters, and the Arcanist definitely has that in spades. The ability to combine Bloodlines and School Abilities for short durations has a lot of potential waiting to be unlocked, I'm sure.
@OP: Just use Beast Shape or other polymorph spells! It gives you a Str boost to help with to-hit, and you can manifest your claws & bite in any form. Tacking on claw/claw/bite to, say, a Giant Porcupine's 2d6 tail slap is powerful and hilarious to boot. (Consider bolstering your allies with Haste and casting defensive spells like Mirror Image before wading into combat, though; you're still pretty squishy.)
Do be careful - you probably won't be able to cast spells in most beast shape forms. Ask your GM about casting as a monstrous humanoid, undead, or elemental.
I would go with Toughness and Scribe Scroll. Melee druids tend to have low AC until they can afford Wild armor, and with a d8 hit die you need all the HP you can get if you're a front-liner. Scribe Scroll is really, really nice to have as a prepared caster with access to TONS of utility spells; when I was playing my druid, it allowed me to use my spell slots on buffs and whatnot while still having emergency Fog Clouds and Stone Calls when I needed them. (and Speak with Animals, and Delay Poison, and Spider Climb, and Gust of Wind, and...)
Oh, and fyi, Weapon Focus has a +1 BAB requirement, so you can't grab it at 1st level.
+1 for mounted builds! Particularly if you can ride your wolf up to the enemy, then get off and use it for flanking & tripping. There are rage powers that let your animal companion rage too, which really helps to get them from "nuisance" to "the thing that's murdering you almost as hard as this halfling with a greataxe."
Also: ask your GMs, but some may allow Gnomes to take Arcane Strike since they have SLAs.
Since the Devils don't intervene directly, a Devil could approach the wizard to help complete a task. The Devil may already have a patsy delivering a magic item, but wants to wizard to assist to make sure the delivery is made. It could be a series of acquiring items and delivering them, like an old-school computer RPG (deliver this item, and the recipient will give you an item to deliver to someone else, who will also give you an item to be delivered).
Ooh, there's a lot of potential intrigue here! Off the top of my head:
The list goes on!
Ooh, tricky. You're going to have to be careful here, because at level 13 if that wizard gets grabbed, he's pretty much dead. This seems like a great opportunity to play around with Planar Binding or True Name - depending on what kind of outsider he wants to team up with and what he's trying to do, things could get pretty interesting.
Hey all! Question: what are the WORST magic items for a bunch of mischievous or malevolent fey to get their hands on? I'm working on a "fey civil war" set between the 3rd and 4th acts, and I thought a fey raid on my PC's magical academy could be quite hilarious and/or devastating.
So what's the worst that could happen if you give a bunch of fae free access to a kingdom's worth of magic items?
The blackened life oracle sounds great - healing and blasting at the same time, with some room for buffs and utility spells. Another strong option would be some kind of combat maneuver based build - a Maneuver Master Monk would be able to leave your enemies blind and tripped so your teammates could stomp them for massive damage, and would also take advantage of those great stats.
Sample full attack at level 4: swift action use ki to gain an extra attack; +8 Dirty Trick (blind foe); +8 Trip (if foe is blind, they have -2 and no Dex to CMD), provoking AoO if succesful; use AoO to stomp opponent on the ground; use bonus attack to stomp opponent again.
And then your friends can come up and stomp on them, with +4s since the foe is prone. And then when the foe stands up, it provokes from you and your friends. And once you get Greater Trip at 6th, the initial trip provokes attacks from all your friends, and provokes attacks from you TWICE.
See if you can get one of your friends to make a PC with a reach weapon and access to Enlarge Person. Fun times ensue. ;)
Awesome as it would be, there are no ways I know of to actually grow a PC to Colossal. Short of houseruling (it does seem like the type of thing a Mythic Druid should be able to do), I think your best bet is via possession. Magic Jar or Possess Object could theoretically get you in control of humongous organic and inorganic items, respectively. (Sadly, Possess Object acts as Animate Objects, which requires a caster level of 32 to affect a colossal object.)
Of course, there's always illusion magic...
Hey all! Anybody want to help me brew up a fey vs human powder keg?
My players just finished Varnhold Vanishing. It's been fun, but so far, the "kingmaker" aspect of things has been pretty much relegated to a spreadsheet - other than a plague during Act II, there have been few things that really test the PC's abilities as RULERS rather than just as adventurers. And it looks like Act IV will be primarily exploring and infiltration, too.
So, here's what I'm thinking: it's time to make the PCs make some tricky choices. So far, they've been going for a Neutral Good kingdom that gets humans and fey to live side by side, and it's been working fine. But now that their kingdom is getting pretty big, and the ruler has switched from a Ranger of Erastil to a Paladin of Abadar, I think there might be some chafing going on. Tensions will surely be rising, and if the PCs don't step in, there might be a full blown civil war!
Here's where you come in: I'd love some ideas for interesting conflicts the PCs could try and mediate. I want them to feel the pressure of making peace between two very different and very angry types of beings. I want to expose the monstrous parts of humanity and the human parts of the monsters.
Some ideas I've had so far:
There's also the potential for intrigue - Nyrissa and/or Irovetti could easily send some in some agent provacateurs. Hell, maybe even Brevoy wants to put some stumbling blocks in the kingdom's path! I'm eager to bring back the quickling Rigg Gargadilly from the second module, either as a provacateur or as a potential diplomat for the PCs.
Any ideas appreciated!
Firesight is definitely the most powerful of the Ifrit racial abilities - the weapon-bolstering ones are paltry at best. (1d6 fire damage as a swift action for two feats? No thanks.) That being said, it's a tricky ability to work around for a melee character, and you'll have to very careful with obscuring the battlefield in order to not screw over your allies just as much as the enemy.
That said, Bards do have access to Pyrotechnics; a dervish dance bard would benefit greatly from the Ifrit's +2 to Cha and Dex. You could also replace Burning Hands 1/day with Enlarge or Reduce Person 1/day, the former being a great buff for strength-based reach fighters and the latter awesome for medium dex-based characters.
Alternately, ask your GM if Obscuring Mist counts as smoke, or if you'll ever be able to get your hands on an Eversmoking Bottle. If either is true, a melee Oracle (probably Battle or Metal) would be a fantastic choice.
For an out-of-the-box method, consider a Cavalier, or another class capable of devastating ride-by or fly-by attacks. If you can identify your enemies in the smoke and continuously swoop past them, they won't even have a chance to hit you. An Alchemist with Wings, Flyby attack, and the ability to combine Smokesticks with Tanglefoot Bags would be an infuriating foe to fight against.
Whichever choice you make, consider Moonlight Stalker as a feat. Its requirements are steep, but +2 to attack and damage is nothing to sneeze at!
Making a 3/4 BAB d8 hit die light armor class with no inherent bonuses to hit or to AC into a front line combatant is a pretty tricky affair - just ask your nearest Rogue. Still, you do have options.
Option 1: Strength based. Try to get up to an 18 strength and pick up your simple weapon of choice. Get Power Attack and Arcane Strike and you'll be dealing pretty reasonable damage... when you hit, that is. You'll need as many bonuses to to-hit as you can get: flanking, bull's strength, etc. Make sure you pick up Haste as a level 2 spell - it will more than double your damage output on full attacks and give you other bonuses besides. Your AC won't be great, so bolster it with Shield and enchanted armor, and consider spells like Blur and Displacement. MINIMUM CONSTITUTION 14! (Charisma isn't terribly important here; stay away from spells with saves.) Keep a longspear and some javelins handy to increase your range - using a lonsgpear with Enlarge Person to have a 20 foot reach is always fun.
Option 2: Dex based. This will require an Agile weapon or Dervish Dance to work, don't bother if you can't get one of those two. Keep in mind you don't have Scimitar proficiency naturally - a human or half-elf can pick it up at 1st level as a bonus feat, or you can use the trait Heirloom Weapon and be less effective than a limp biscuit if it gets sundered. Your damage will suffer considerably compared to a strength-based character, even with Arcane Strike, but your AC and skills will be better, you'll be less MAD, and it opens up small races like Halfling and Gnome.
As for the Eidolon... well, feel free to go crazy with it. You can totally change the evolutions every level, so take your preferred movement, senses, and Skilled evolutions. Giving it a Bite with Trip and possibly Reach and Poison can make it quite a nuisance in combat. Improved Natural Armor and energy resistances are good, but not essential, since if it dies in combat it just comes back the next day. I'd probably go Quadruped or Biped, but there's really no wrong way to go here. You may consider teamwork feats like Outflank, but for a real laugh, get your DM to approve an Eidolon with Antagonize.
Two-handed reach weapon isn't a bad plan. Getting Combat Reflexes, Bodyguard, and In Harm's Way would be pretty thematic too, though I wouldn't neglect to grab Power Attack first.
You might consider a multiclass with Lore Warden Fighter, actually; he'll need access to lots of Knowledges to complete his quest, and it sounds right up the ally for this character. I would recommend Lore Warden 3/Barbarian 2/Furious Guardian X. Three levels of Lore Warden gets you a boost to CMB and Combat Expertise as a bonus feat, which would all you to pick up Improved and eventually Greater Trip, which are great with a reach weapon. It also earns you a couple bonus feats, which are great for picking up In Harm's Way quickly. Two levels of Barbarian gets you a number of nice abilities: Rage, Fast Movement, Uncanny Dodge, medium armor, and access to Rage Powers via the "Extra Rage Power" feat. The "Berserker of the Society" trait supplements limited rage rounds, so you'll probably want to pick that up too.
PFS uses 20 point buy, if I'm not mistaken. I'd go with:
Str 16 (including racial bonus)
Nice and balanced, especially since you have Rage to boost strength to acceptable levels. Dex 14 is generally the baseline for a Combat Reflexes build, just as Con 14 is my personal baseline for a front-line class. High Wis is essential for a bodyguard, as failing a perception check or Will save can result in the death of your charge. Int 12 gives you a cool 5 skill ranks per level, and Cha 8 is fine for someone who isn't the party face. Of course, feel free to swap these around as you see fit.
Good luck! Protip: carry some potions of Enlarge Person for when you're in fights in wide-open areas. Combat Reflexes and a 20 foot reach will make GMs rip their hair out, particularly if you're tripping foes, too.
A naginata-wielding Samurai or heavy pick/scythe-wielding Barbarian could both deal INSANE quantities of damage on a crit. As long as you're building your characters together, though, you should really think about investing in some teamwork feats! Paired Opportunists and Broken Wing Gambit, when paired, are devastating. Check it:
1) You or she hits and activates Broken Wing Gambit.
I would also strongly consider investing in Improved/Greater Trip, and having her stay Fighter or Ranger. Remember, she needs to confirm her crit, even with the penalties from using TWF; she should definitely invest in things like Weapon Focus to improve her chance to hit.
Do NOT run Tomb of Horrors with the characters they've been building up all campaign. Unless you remodel it to be much less deadly (allow saves on stuff, give more warning/hints, etc.), your players will probably get upset when the personas they've held for months all suddenly die to cheap shot, no warning traps.
IMO, the best way to do it is to play it at full deadliness with a STACK of spare characters built up, so every time you die you just pick up a new character and keep going. The iconic PFS characters might be good for that.
I think people oversell the wild shape penalty on Urban Druid. Yes, you loose four levels of wild shape. However, you get Alter Self at will at level six, which is huge. You can have just as much utility with Alter Self. Natural attacks, swim speed (and water breathing), disguise, and so on are available all the time. Also, if you take a one level multiclass dip into Monk after yo gain wild shape, you can take shaping focus to boost your effective druid level to -1 instead of -4 for wild shape.
Alter Self at will is quite nice for an urban campaign, where it pays off big to be able to disguise yourself often and easily. But in a wilderness campaign, the movement speeds (fly, burrow/earth glide, etc.) and protections granted by Beast Shape and Elemental Body are far more important. You're also going to be better off "disguising" as, say, a bat or small bird than any type of humanoid, and delaying wildshape delays access to Tiny forms as well. (Tiny forms are also a huge boon to Stealth, which comes in pretty handy.)
Also, Shaping Focus doesn't let you get around the wildshape penalty. A Druid 8/Monk 1 with Shaping Focus is treated for wildshape purposes as though he were Druid 9 - which, for an Urban Druid, is still going to mean only Beast Shape I.
From the Inquisitor's introduction:
Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals.
I think you've got the right idea, toxicpie. Inquisitors are specifically the class that CAN do the things a Cleric or Paladin of the same deity are forbidden to. That does not, however, mean they have a free pass - the freedom to transgress the church's doctrines comes with the responsibility to not do so unless necessary. An Inquisitor who abuses his power may just find himself the target of his church's other inquisitors...
Hmm, you make a convincing argument. Guess we've been playing that one wrong for a while.
Nonetheless, a few potions of Blur (300GP) or Displacement (750GP) could be a good investment. Just make sure the enemy doesn't have True Seeing.
Seeing as how Kingmaker is set almost entirely in the wilderness, I would say it's precisely the wrong campaign for an Urban Druid. Wildshape is the druid's single most important feature after spellcasting - delaying it 4 levels just plain isn't worth it.
With just 2 other members of the party, I would recommend a melee druid with an animal companion. Since you'll mostly be fighting with your claws, you can save your spell slots for important utility spells and/or battlefield control, and you can afford having an animal companion instead of domain spells. If not that, I would recommend picking up Augmented Summoning and making good use of spontaneous SNA; your front line will need reinforcement.
Menhir Savant is a nice archetype; being able to detect fey and undead is pretty valuable in Kingmaker. However, you will miss the bonuses on Know: Nature and Survival, and Woodland Stride and Wild Empathy are both useful on occasion. I wouldn't pick it, but YMMV.
EDIT: Just saw your update about building a caster druid. Make sure you pick up spells that can last a few turns, like Flaming Sphere or Call Lightning; otherwise you'll be running out of slots in no time. Normally I advocate for a domain for caster druids, but I think I'd still go with an animal companion here - leaving melee entirely up to a bard & summoner, neither of which is the sturdiest class, is not a great idea.
Does your party have a bard? Does your party want a bard?
How about picking up a 12th level sorcerer for your 11th level feat?
Seriously, though, getting a 12HD servant for the cost of 1 feat at 11th level is pretty damn busted. Just go down the list of 12 HD outsiders and pick one with nice support abilities (a bodyguard/melee combatant will quickly get outclassed as you level up).
The true constraint on this spell isn't the HD limit but your GM's patience; if you intend to pick an outsider near the upper limit and summon it frequently, you better have some nice bribes lined up IRL.
PS: Also, be careful - if your subject dies, you're out a feat.
I would recommend balancing out your stats a bit. Having only 1 or 2 skill ranks per level AND low charisma is pretty crippling for any out-of-combat situation. Particularly so for divine casters, whose spell lists tend to focus on buffs and "divine smite"-type effects (as opposed to arcane casters, who could substitute Levitate for Climb, Silent Image for Bluff, etc.). 16 Str and 13-14 Wis will get you a long way. 12 Dex is probably enough - the difference between 2 AoOs a turn and 3 tends not to come up too often, and you can always pick up a Str/Dex belt later if you want.
If you really want a martial edge, you might consider splashing a level of Fighter. You could get martial weapon & heavy armor proficiency for free and have Combat Reflexes and Power Attack right from 1st level, freeing up your other feats for whatever you want, as well as better HP and BAB. Losing a cleric level hurts, but you're getting quite a bit in exchange.
Oh yeah, and I'm not sure how big the average room is in Council of Thieves, but Enlarge Person on a reach build tends to be pretty devastating. The Plant domain/Growth subdomain gets it for you, or you can just keep a supply of Enlarge Person potions handy.
Maybe I'm missing something, but channeling only dazes creatures for 1 round, and only within 30 feet of the cleric. And since it doesn't hurt the enemies, at best each channel is giving your melee blokes a chance to smack someone; I don't see anything like a RAGELANCEPOUNCE Barbarian or machine-gun Zen Archer capable of dealing huge DPS in the party. Dazing fireballs are a bit trickier, but are also a much scarcer resource. (IMO the two metamagic-cost-reduction traits shouldn't stack, but it may be too late to revoke that.)
Seems to me your out is pretty simple: have enemies attack in waves, don't keep them clustered together, and extend the adventuring day to the point where this tactic becomes too expensive to use against every group of enemies they come across. Particularly if the group relies on channels for healing, too.
Throwing in a few ranged units that target the witch and/or sorcerer could help, too, particularly if they ready actions to attack the casters when they cast. Mostly make sure they keep out of Channel range.
Raising the saves of the opposition is also good. Perhaps the NPCs have heard of the PC's tactics, and have started recruiting only the strongest-willed mooks out there (so they all have Iron Will).
I would suggest investing in a toolkit of alchemical items. There are a lot of fun things with low save DCs that you can use at low levels. Alternately, ranged attacks, or getting into melee and using Aid Another and flanking. Hell, you could focus on boosting your AC, going into combat, and just using full defense or fight defensively each round and distracting the mooks/flanking.
Halfling Paladin is viable, you'll just need to pick up Point Blank Shot, Precise Shot, Rapid Shot, and Deadly Aim ASAP (I wouldn't take Fey Foundling - ranged characters don't get hit as often). Also, you won't do really amazing damage unless you Smite. At which point you will start doing ridiculous damage.
I would also take a divine mount - extra mobility is really, really nice for paladins, especially small ones. Your + whatever from weapon spirit won't matter if there's a wind wall or something in the way.
Well, if you're looking purely at summoning, it's hard to beat Master Summoner. But I think I would prefer to play a Druid or Wizard.
Druid gets spontaneous SNA, which is pretty awesome. He gets a lot of cool battlefield control and buff spells (like Strong Jaw), gets an Animal Companion, and wildshaping into a bird or a mole means it's really easy to stay safe while you summon. They can also take an archetype like Saurian Shaman which gives them standard action summoning AND increased flexibility in choosing what to summon.
Wizards, meanwhile, get to summon from the Summon Monster list, which has a lot more neat abilities hidden in it. They also get even better battlefield control and buff spells, plus key spells like Teleport, and can get better mileage out of Spell Focus: Conjuration, which is a prereq for Augment Summoning. They get more spells per day than the Druid, even if they have to pick how many summon spells to prepare beforehand. They also get a few bonus feats, whereas Druids practically have negative feats since they need Natural Spell. Plus, once you get Telekinetic Charge, you can go "Finish summoning, Telekinetic Charge my summon at your face giving it a free attack, now my summon gets a full attack." Which is pretty darn awesome.
I would stay away from spontaneous casters, since they get the Summon spells a level later than the prepared casters AND have to eat up all their spells known if they want to keep the most up-to-date version around.
Don't forget Empower Spell, Intensify Spell, and Maximized Spell. You can also substitute Magical Lineage for Metamagic Master if your GM doesn't like Dragon Empires stuff.
The Evocation School for wizard gives you +1/2 level to damage on evocation spells, and I think fits the flavor perfectly. Alternately, the Orc bloodline gives you +1 damage per die rolled, which I think is pretty close in terms of total damage. Force damage is definitely not elemental damage, so most of the damage-boosting sorcerer bloodlines don't apply.
I think there might be a prestige class out there somewhere that focuses heavily on Magic Missile... EDIT: yup, Force Missile Mage, that's the one.
Oh, and since Magic Missile strikes unerringly unless the foe has total cover or total concealment, using partial cover/concealment to your advantage might be good. I think a battlefield control Evocation wizard would do you pretty well. Make sure you grab Dispel Magic, cause otherwise when people start hearing there's a magic missile master in the area and everyone starts drinking Potions of Shield, you'll be in serious trouble. :p