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Pathfinder Society Member. 887 posts. No reviews. No lists. No wishlists. 3 Pathfinder Society characters.


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You could pick Samurai, and have him be your vassal. He gets Resolve, an Order ability, Challenge 1/day, and even his very own mount.


You get a few fun things, like Fumbletongue, Ill Omen, and Mask Dweomer. Probably some other gnarly debuffs, too. On the whole it's a downgrade, though. : (


That's not quite right. A creature's remaining HP doesn't affect their flight; however, taking damage does.

From the fly skill:


Attacked While Flying

You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature’s movement.

Collision While Flying

If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.

Also, this post should probably be in the Rules Question subforum, not Advice.


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revaar wrote:


Str 16 (14+2)
Dex 10
Con 14
Int 8
Wis 10
Cha 15

lvl 4 boost goes to Cha, all other boosts to Str.

Feats: Power Attack and Fey Foundling.

Pick up the heaviest armor you can, and two hand a big weapon.

For multiclassing, generally the answer is no. Usually it is not worth the delayed progression to your key abilities. However, if you find yourself in the role of main healer, it may be worth it to take a 1-4 level dip into Oracle (Life Mystery). The key here is the Life Link Revelation, which basically gives 1 ally per oracle level fast healing 5, by transfering 5 damage a round to you, which you can then heal as a swift action with lay on hands.

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.

  • Halfling or Gnome, Mounted Paladin - Grab a lance and poke things with it for maximum damage. Minimum strength 14. Halflings and gnomes are better because they can ride medium-sized mounts, and because come on, it's hilarious.
  • Hospitaler Archetype - trade some smites per day for a supply of channels distinct from your Lay on Hands, plus a healing aura at 11th. Good if you're doing lots of healing but don't want to multiclass.
  • Dragon Paladin - become the dragon of justice by going Paladin 4/Sorcerer 1/Dragon Disciple X. Much worse at healing, and you'll have to be wary of spell failure %, but you get strength boosts and sorcerer spells which is pretty dandy.
  • The Silly Avenger - As Revaar's suggestion, but go Half Elf with Ancestral Arms and grab the silliest weapon you can think of. Smite your foes with a Gnomish Battle Ladder or a harpoon or something.

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.


DominusMegadeus wrote:
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.

D20pfsrd wrote:

Flowing Time

On some planes, the flow of time is consistently faster or slower. One may travel to another plane, spend a year there, and then return to the Material Plane to find that only 6 seconds have elapsed. Everything on the plane returned to is only a few seconds older. But for that traveler and the items, spells, and effects working on him, that year away was entirely real. When designating how time works on planes with flowing time, put the Material Plane's flow of time first, followed by the flow in the other plane.


Haha, you're going to have to pick one or the other, I'm afraid. :p Some strong spells from each:

1st: Obscuring Mist, Grease
2nd: Create Pit, Glitterdust, Web
3rd: Aqueous Orb, Stinking Cloud, Sleet Storm
4th: Black Tentacles, Dimension Door, Infernal Healing (Greater), Summon Monster IV
5th: Teleport, Cloudkill, Wall of Stone, Major Creation, Summon Monster V
6th: Ice Crystal Teleport, Summon Monster VI, Acid Fog

1st: Enlarge/Reduce Person, Feather Fall, Expeditious Retreat
2nd: Bear's Endurance, Knock, Pyrotechnics, Spider Climb
3rd: Burrow, Fly, Haste, Shrink Item, Slow
4th: Earth Glide, Obsidian Flow, Stone Shape, Beast Shape II
5th: Overland Flight, Baleful Polymorph, Fickle Winds, Passwall, Telekinesis, Elemental Body II, Transmute Rock to Mud
6th: Flesh to Stone, Disintegrate, Enemy Hammer, Form of the Dragon I, Undead Anatomy III

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.

Malikii411 wrote:
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.

Improved Initiative
Spell Focus
Improved Familiar
Combat Casting
Craft Wondrous Item
Fast Study
Skill Focus
Iron Fortitude
Metamagics (Silent, Persistent, Empowered, etc.)

Pearls of Power
Cloak of Resistance
Metamagic rods
Headband of Intelligence
Belt of Physical Perfection (Dex and Con)
Ring of Freedom of Movement
Handy Haversack
Tree Feather Token
Potions of Cure Moderate/Serious Wounds
Potions of Lesser Restoration


Thelemic_Noun wrote:

Spell resistance, once an important part of the game, is now *gigglesnort* territory. I wouldn't worry about it.

This is why.

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


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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.


Arturius Fischer wrote:
What gets me is you can change this EACH TIME you cast the Summon spell. So you can customize them on the fly. Awesome.

Holy Schmidt, I didn't even see that. This feat just got 10x more awesome. <:D


Eltacolibre wrote:

Doesn't matter for druids, ANIMAL SOUL, DRUIDS ARE ANIMALS from level 1, Animal growth druids with huge weapons, time to slice and dice!

But yeah the evolutions, tho, will make sure that people don't feel like picking up the most optimal animal now, since now your t-rex can have the same abilities as your dire tigers (apparently best summons from level 6 and above).

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...


Razal-Thule wrote:
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.)

Evolved Companion:
Evolved Companion

Your animal companion has abilities that makes it
different from others of its kind.

Prerequisites: Cha 13, animal companion class feature.

Benefit: Select a 1-point evolution from those available
to a summoner’s eidolon. Your animal companion gains
this evolution. The animal companion must conform to
any limitations of the evolution. For instance, only an
animal companion of an appropriate size and base form
can have the mount evolution.
If you gain a new animal companion, your old animal
companion loses this evolution, and you can select a new
1-point evolution for the new animal companion.
Special: You can take this feat multiple times. Each
time you do, select an additional 1-point evolution for
your animal companion.


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...


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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
greater abilities.

Prerequisites: Augmented Summoning, Spell Focus
(conjuration), ability to cast summon monster I.

Benefit: Each time you cast a summon monster spell, you
can select a 1-point evolution from those available to a
summoner’s eidolon. Your summoned creature gains
this evolution. The summoned creature must conform
to any limitations of the evolution. (For instance, only a
creature with a reach of 10 feet or more can have the pull
evolution.) Evolutions that grant additional attacks or
enhance existing attacks can be applied only to Medium
or larger summoned creatures.
If you summon more than one creature with a single
spell, only one creature gains this evolution.
Special: You can take this feat multiple times. Each
time you do, select an additional 1–point evolution for one
of your summoned creatures. If you summon more than
one creature, you can choose to apply all the evolutions to
a single summoned creature, or split them between the
creatures summoned.

Just for reference, here are all the things you can now trick your favorite summoned critter out with (one evolution per feat!):

  • Basic Magic
  • Bite
  • Claws
  • Climb
  • Gills
  • Hooves
  • Improved Damage
  • Improved Natural Armor
  • Low Light Vision
  • Magic Attacks
  • Mount
  • Pincers
  • Pounce
  • Pull
  • Push
  • Reach
  • Resistance
  • Scent
  • Skilled
  • Slam
  • Sting
  • Swim
  • Tail
  • Tail Slap
  • Tentacle
  • Unnatural Aura
  • Wing Buffet

So what are you going to be summoning in the near future?

PS: I can hear Treantmonk's mind exploding from here. :p


Dragonflyer1243 wrote:
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:

Bloodline Development: The arcanist selects one sorcerer bloodline upon taking this exploit. The arcanist gains that

bloodline’s 1st-level bloodline power as though she were
a 1st-level sorcerer. The arcanist must select an ordinary
bloodline with this ability, not one altered by an archetype.
As a swift action, the arcanist can expend 1 point from
her arcane reservoir to bolster her latent nature, allowing
her to treat her arcanist level as her sorcerer level for the
purpose of using this ability, which lasts for a number
of rounds equal to her Charisma modifier (minimum 1).
She does not gain any other abilities when using this
exploit in this way, such as bloodline arcana or those
bloodline powers gained at 3rd level or higher. If this
ability is used to gain an arcane bond and a bonded item
is selected, the arcanist can only use that item to cast
spells of a level equal to the level of spell that could be cast
by her equivalent sorcerer level (limiting her to 1st level
spells unless she spends a point from her arcane reservoir).
If the arcanist already has a bloodline (or gains one later),
taking this exploit instead allows her arcanist levels to
stack with the levels of the class that granted her access to
the bloodline when determining the powers and abilities
of her bloodline.

School Understanding: The arcanist can select one arcane
school from any of the schools available to a character
with the arcane school wizard class feature, but does not
have to select any opposition schools. The arcanist gains
one ability of that arcane school as though she were a 1st-
level wizard, using her Charisma modifier in place of her
Intelligence modifier for this ability. The ability must be
one gained at 1st level and is limited in its use per day to 3 + the arcanist’s Charisma modifier. As a swift action,
the arcanist can expend 1 point from her arcane reservoir
to bolster her understanding, allowing her to treat her
arcanist level as her wizard level for the purpose of using
this ability for a number of rounds equal to her Charisma
modifier (minimum 1). During this time, she also gains
use of the other ability gained at 1st level for her selected
school. She does not gain any other abilities when using
this exploit in this way, such as those gained at 8th level.
If the arcanist already has an arcane school (or gains
one later), taking this exploit instead allows her arcanist
levels to stack with the levels of the class that granted the
arcane school when determining the powers and abilities
of her arcane school.

Arcanist ACG wrote:

Blood Arcanist (Archetype)

Though most arcanists possess only a rudimentary innate
arcane gift, the blood arcanist has the full power of a
bloodline to draw upon.
Bloodline: A blood arcanist selects one bloodline from
those available through the sorcerer bloodline class feature.
The blood arcanist gains the bloodline arcana and bloodline
powers of that bloodline, treating her arcanist level as her
sorcerer level. The blood arcanist does not gain the class
skill, bonus feats, or bonus spells from her bloodline.
If the blood arcanist takes levels in another class that
grants a bloodline, the bloodlines must be the same type,
even if that means that the bloodline of one of her classes
must change. Subject to GM discretion, the blood arcanist
can change her former bloodline to make them conform.
This ability replaces the arcanist exploits gained at 1st,
3rd, 9th, and 15th levels, as well as magical supremacy. A
blood arcanist cannot select the bloodline development
arcanist exploit.

School Savant (Archetype)
Some arcanists specialize in a school of magic and trade
flexibility for focus. School savants are able to prepare
more spells per day than typical arcanists, but their
selection is more limited.
School Focus (Su): At 1st level, a school savant chooses a
school of magic. The arcanist gains the abilities granted by
that school, as the arcane school class feature of the wizard,
treating her arcanist level as her wizard level for these
abilities. She can also further specialize by selecting one
of the subschools found in the Advanced Player’s Guide. In
addition, the arcanist can prepare one additional spell per
day of each level she can cast, but this spell must be chosen
from the selected school.
Finally, the arcanist must select two additional schools
of magic as her opposition schools. Whenever she prepares
spells from one of her opposition schools, the spell takes
up two of her prepared spell slots. In addition, a school
savant takes a –4 penalty on any skill checks when crafting
a magic item that has a spell from one of her opposition
schools as a prerequisite. A school savant cannot select the
school understanding arcanist exploit. This ability replaces
the arcanist exploits gained at 1st, 3rd, and 7th levels.

Never before has this been possible in the same, non-multiclassed character. What are some awesome things we can do with this?


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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!

DM_aka_Dudemeister wrote:
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.

  • Delayed spell progression - this is a big one. At every odd level, a wizard will have access to a whole level of spells the Arcanist lacks.
  • MAD - most of the Arcanist's exploits are Charisma-based, making the Arcanist dependent on two stats of which NEITHER improves saves, AC, or HP. This makes him even more ill-suited to combat than the wizard, who can dump charisma in exchange for increased Con, Dex, or Str.
  • Reduced range of spells - While the Arcanist's ability to prepare a few spells and cast any of them spontaneously does allow him a lot of flexibility in certain respects (i.e. spamming one good spell), it DOES come with a sacrifice. A wizard can prepare a wide variety of spells; a 4th level Wizard with 18 Int and a school can prepare up to 5 different 1st level spells and 4 different 2nd level spells, compared to an Arcanist who can prep only 3 and 1 respectively (and cast 5 and 3). Granted, the Quicky Study exploit helps with this, but it still constitutes a full round action, the use of a limited resource, and an exploit choice.
  • Through schools, Wizards still have access to unique abilities. An arcanist can borrow some, but not all, of these for just a few rounds with the School Study exploit and the use of arcane reservoir.

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.


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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.


ParagonDireRaccoon wrote:
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 wizard has to find out what's in the devil's box before they deliver it.
  • The wizard has to steal/replace what's in the devil's box without the devil noticing.
  • The wizard has to secretly get in touch with some angels & set up a sting operation on the devil.
  • There's nothing in the box; the devil is an assassin.
  • The wizard has to protect the devil from demons.
  • The wizard has to protect the devil from angels. (Can you kill the good in the name of the greater good?)
  • The wizard has to bargain away favors or even parts of his soul to get what he needs.

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.

For example:
Gagmor, Holy Dwarven Monk of Torag
Don't make fun of his height or you might find your knees knocked out from under you!

Str 18
Dex 15
Con 17 (15+2)
Int 13
Wis 19 (17+2)
Cha 9 (11-2)

1 Combat Reflexes
1M Improved Unarmed Strike
1M Improved Trip
2M Improved Dirty Trick
3 Vicious Stomp

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. ;)


Indeed. The Golem Constructor Wizard feat is probably going to be helpful, here. Alternately, a Cleric with the Construct subdomain of the Artifice domain could work quite well here, too.

Does anyone else want to play a Dwarven Cleric of Torag that rides around in a huge dwarf-shaped Jäger now?


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:

  • The PC's seemingly monstrous Tiefling Alchemist/Dragon Disciple becomes the champion of the local kobolds, who are threatening to eat some miners who "invaded their territory."
  • Humans in the capital city are threatening to exterminate pixies and other naturally mischievious fey, who don't understand why everyone is getting so upset over a few pranks.
  • A popular cleric of Abadar has been preaching the advantages of civilization and the evils and chaos of the wilderness, and is gaining a dangerously fanatic crowd.

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.

Good luck!


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)
Dex 14
Con 14
Int 12
Wis 14
Cha 8

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.
2) The enemy attacks that person, provoking an AoO from the other.
3) Since you have Paired Opportunists, they provoke an attack from the one with the "broken wing," too!

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.


Imbicatus wrote:
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.


Yeah, if you're going to be a caster druid, your AC really isn't going to come up very often. Especially in Kingmaker where there aren't a lot of flying and ranged enemies. There's very little for a dedicated caster that's worth delaying a level of spellcasting.


From the Inquisitor's introduction:

APG wrote:
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...


Nicos wrote:
Reynard_the_fox wrote:
Don't forget about potions! As a fighter, he probably doesn't have much going on in the way of pre-combat buffs. Swigging a Potion of Shield is an easy way to get a whole +4 AC, and 1000 GP buys 20 of them. (Or 10 regular potions and 5 double-duration ones for hard combats.)
There is no spotion of shield, as that is self-only spell.

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.


Don't forget about potions! As a fighter, he probably doesn't have much going on in the way of pre-combat buffs. Swigging a Potion of Shield is an easy way to get a whole +4 AC, and 1000 GP buys 20 of them. (Or 10 regular potions and 5 double-duration ones for hard combats.)


Does your party have a bard? Does your party want a bard?

Lillend Azata

How about picking up a 12th level sorcerer for your 11th level feat?

Azata Raelis

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.


Was there a particular part of the process that was taking so long? When I roll up characters, it tends to be about two thirds mechanical fleshing out and one third coming up with a backstory/appearance/personality.


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

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