Your best bet is, rather than Profession, to be Int-based and have Craft. The level 1 peasant is an Alchemist with Heart of the Fields who consumes a Crafter's Fortune extract before each check for his earnings.
Reasonably, the character can expect to earn 135xp per week as RP experience, per the CRB (RP encounters are APL equivalent encounters and we'll assume that the character has one RP encounter as part of their crafting to sell the goods they've crafted). On Medium progression, he will hit level 2 in 15 weeks. This gives you an additional +1 Craft (Alchemy) from Heart of the Fields (1/2 your CL).
This trend continues up the XP table. Thus, by his 20th birthday, assuming this was his sole source of XP, he is 14th level. At 3rd, 5th, and 7th level, the character gains Prodigy (+2, +4 once 10 ranks are invested), Master Alchemist (+2), and Master Craftsman (+2), respectively. At 10th level, both his Skill Focus and Prodigy feats improve.
At 14th level, the young man has +14 from feats, +14 from ranks, +3 from INT (of course all 3 stat increases went to INT), +3 class skill, +7 Heart of the Fields = +41 Craft (Alchemy) for the purposes of earning cash. If crafting a specific item, this increases to +55 for the Alchemy class feature. This yields 25.5gp average per week.
You may require additional McGuffin hunting if the party does not include a Cleric or Druid to cast the spell, as well as part of the terms of the intercession.
Space Marine - <3 me some Warhammer, FPS/TPS style
Dawn of War 2: Retribution - Ditto, RTS style
Titan Quest - Awesome game with a HUGE support base from the fans, given that Iron Lore went defunct shortly after the expansion. The fans have repeatedly patched the game.
Diablo 2 (haven't re-installed on current machine, but it's an old standby)
Cthulu Saves The World
Both the touch attack (melee or ranged, at your discretion) and the Will save are required.
Yes, Will save, not Fort.
Actual arrays that I have on active PFS characters:
Diplomacy-focused, reach weapon Human paladin: 14 14 10 14 10 16
I have an aversion to spending more than 5 points on any stat. The summoner was an exception to my rule.
I'd lean towards a Norgorber-esque character with this. Stealth, bluff, etc. As such, a dip into Rogue or Ninja is a good choice in order to get more skill points, a side of sneak attack, etc. Ninja is a good synergy dip if you go 2 or 3, giving you a little oomph on your attacks with SA and the Ki Pool feature, which is tied to your CHA.
Honestly, it depends on the flavor of anti-paladin you're building. Brutal followers of Rovagug and corrupting followers of Calistria are very different, while secretive, murderous followers of Norgorber are very different still. Because of the different personality styles, you can expect to find significantly different builds that will accomplish the goal and, thus, different preferred dips.
Tell us more about the character and we can help fill in the gaps better.
I'm with HalfOrc with a Hat of Disguise on a lot of points. I'm playing LotRO right now, which just celebrated 6 years last month and is poised for its next expansion, Helm's Deep. The gameplay is much more deep than WoW ever was (there are no more than 2 ranks of a single skill, but you still get multiple skills at most even levels). That said, when the previous expansion has you fighting Saruman and destroying his ring of power, you'd think you could get a little more respect from NPCs in the next expansion, who exile you from cities, challenge you to races to reclaim property, etc.
On top of that, the current expansion contains virtually no real raid content. Last expansion: a dragon and a massive 12-man instance. This expansion: 3 12-man "raids" where one is 5 trash packs, another is 2 moderately difficult trolls, and the last is something that is almost comparable to the dragon fight of the previous expansion. Everything else is 3-6 man, mostly 3-man, which means that certain classes can solo it.
Rather than saying a limit on years, I would place a limit on content. Once you double the vanilla level cap, you're done. Cut off. No more.
A couple of things to keep in mind:
-They have logo-emblazoned vans and generally are easy to find. Alternatively, just look for Kansas plates.
I'm going to step away from the Necro/Pharasma thing to bring up a related situation and its resolution.
My last session was City of Strangers part 1. I was playing my Shelyn-worshipping Paladin and another player was playing an Intimidation-focused Fighter/Rogue. The other player's MO was to knock at least one humanoid per combat unconscious, tie them up, intimidate them into giving information, then telling them to recount the encounter to all their friends and letting them go. At one point, said player extracts teeth from the corpse of an enemy combatant to add to a collection she keeps within her jacket. The character is relatively unscrupulous and the player even stated that his goal was to have a viscious character.
This borders on evil at a few places. One could make a case that this borders on torture. I was asked by another player, out of character, if my character was ok with this. I responded in-character thusly:
"So far, Trys has spared the lives of two enemy combatants and convinced them to leave us alone. How many lives have you left in tact today? About the teeth, while macabre, it's vaguely artistic. This makes her the most artistic and merciful Pathfinder I've ever encountered."
This sort of stunned the Sorceror and Monk, both of whom have Good alignments. My character has not been particularly at ease with the wandering murder hobo nature of the Society and has actively used Diplomacy to bypass combat whenever possible. The scenario did not give us such an option at any point (you're ambushed by [x]!), but Trys demonstrated a way to resolve combat without murdering the entire opposition.
I think that a candid, introspective moment for one's character can really lead to some great opportunities when conflicts like this arise and they do not need to be in the direction of PVP or DBAD violations.
I believe there are some goose/gander references to make here for GM evilness.
Bones Oracle with Resist Life and the Lame Curse. Multipurpose 1 level dip at that point if it functioned and plenty flavorful.
I'm fine with it not functioning. For the most part, I asked because I couldn't locate a good working definition of adjacent in the game rules when it didn't specifically reference squares.
Specifically looking at this ability:
Spirit Totem, Lesser (Su): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian's full base attack bonus, plus the barbarian's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian's Charisma modifier.
Can the barbarian count themselves as an adjacent foe? First, is a combatant considered adjacent to themselves? Second, can they consider themselves a foe for a specific ability? Lastly, can the combatant choose to be hit by this ability in some way (flat out get hit, deny DEX bonus to AC, or treat themselves as helpless for the purposes of the attack)?
Related question to adjacency:
Are two creatures in the same square adjacent for purposes of feats/abilities? (let's assume they're both Tiny or Diminuitive for that one)
Character creation: Know the table expectations before you settle in and build the character. For PFS, make sure you've read the Guide to Organized Play and the Additional Resources doc for all sources you intend to use. For home games, ensure you are familiar with any house rules that could impact play on any character concept you are considering. Audit your character after you've written it to make absolutely sure that it is legal before you bring it to the table.
Table etiquette: Everyone needs a moment of glory. Don't hog the spotlight, but remember that "everyone" includes you. Try to strike a balance that focuses on you doing relevant, useful, and awesome things along with allowing others to do the same. Minimize non-game talk unless the table generally behaves otherwise. The best times for non-game talk is before the game, after the game, or during table breaks. Try not to intervene with rules clarifications unless the situation is life or death.
GM bribing: This is heavily impacted by table variation. Try to determine if GM bribing is the norm to prevent rocks from falling. Remember, some degree of mortal peril is required for your character to advance in the story.
I think the gold and vanity options are both reasonable.
That said, I think I would recommend not resurrecting poor Bertram. Unless you have enough table continuity that the other players and the GM could appreciate the story arc, your character is far more compelling with the insanity than with a formerly dead husband.
You may have your edge-cut hard-candies, good sir. I will take as much of the center cut as I am offered, for they have superior consistency and meld better with vanilla ice cream.
I see you haven't thought through this archetype much.
The point of the MS is to lag the game. It only gets easier for others to swallow if you hand out your critters. If they're not ambushed for major encounters, they pretty much roflstomp them on-demand. This is especially true after level 3, where they're virtually guaranteed to have Superior Summoning
My answer: the Material Plane is not an ideal place to conquer. Unless exiled, most enemies you kill that invade the Material Plane are going to return to their home plane. There are few real rewards to controlling the plane.
Demodands, in particular, have strong motivations to act in a way to inconvenience/cripple deities, as well. In short, you are too small for them to care.
Jason Wu wrote:
Another point to consider is that, if Acute Darkvision were intended to modify the existing Darkvision racial trait, it would read similar to Sneak Stab on the Knife Master Rogue archetype:
Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
There are very, very few things in the rules as written that have this language, and for good reason, too. There simply aren't that many things that function in this fashion.
We also have examples like this:
Sacred Servant, APG wrote:
Smite Evil (Su): This functions as the paladin ability, but the sacred servant can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter). This replaces smite evil.
Hospitaler, APG wrote:
Channel Positive Energy (Su): When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. This replaces the standard paladin's channel positive energy ability.
Undead Scourge, APG wrote:
Smite Evil (Su): This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.
These are all variations of the same theme: a modification of an existing class feature with a different set of mechanics. If we were to expect Acute Darkvision to modify the Darkvision racial, we sould have to see something similar in the language.
Regarding this particular bit...
Jason Wu wrote:
You receive a racial trait called Acute Darkvision. It has the effect of darkvision: 90'. Similarly, when you have Darkvision as a racial trait, you have darkvision: 60'. Just like an archetype, you wouldn't record what was replaced. It's not that you had Darkvision and cross it off your character sheet. You simply never put it on there, just like you wouldn't put Bombs as a class feature on a Vivisectionist Alchemist.
In PF, the training is presumed to have happened beforehand. All of levels 1-5 are training for level 6. Events just give the practical experience to crystallize the results of that training in your mind. So, once you gain the requisite experience (even in the midst of combat if you're tracking experience that closely), you automatically progress to the next level. That can lead to some interestingly heroic setups reminiscent of shounen manga where, after long and intense training-hell, the hero is struggling in a fight until he finally "levels up" and uncovers some new ability (a feat, stat bonus, class ability, etc) that helps him pull a bare win.
I agree with this interpretation. Leveling is not a matter of finding a trainer. It's a matter of self-improvement. GMs may be within their rights to insist that players make mention of working on some things ("I spend some time before bed fiddling with a spare lock I have handy" is a perfectly viable expectation for someone who wants to start learning Disable Device), but most things can be assumed off camera.
Jason Wu wrote:
You're using the mechanics process chain to bypass the logical existence of the subset. As I said earlier:
A generic Half-Orc ferocious (Orc Ferocity) and can see well in the dark (Darkvision). There is a subset of Half-Orcs that can't see better in the dark than the average Human, but is just as skilled (Skilled swapout), but still rather ferocious. There's a subset within those skilled Half-Orcs that lost their feral streak, but have a honed sense of sight in the dark (Acute Darkvision).
This is no different than any other trait swap, and certainly no different than any archetype. Overlay the fluff on top of the mechanics, not the other way around.
Regarding power level, which I know we're basically on the same page with, I mentioned earlier that Acute Darkvision vs regular Darkvision is a 1 feat equivalent. This was incorrect. Deepsight is 60', not 30'. That makes AD = .5 feats. If you use the Race Builder, the jump from 60' to 120' is 1 additional RP (Darkvision 60' is 2, Darkvision 120' is 3). Picking Acute Darkvision, then, is really not a power level thing. If AD required you to replace both Orc Ferocity AND Darkvision, the only way to be even remotely balanced is to put it at 120' OR give See In Darkness 60' (which is 4 RP and equivalent to Orc Ferocity + Darkvision 60', but scaled out of the Advanced category by having a range limit).
Jason Wu wrote:
Moralizing over what is most likely a design decision and assuming it's bad design is just as much an insult.
From a non-mechanical perspective, think about it like this: A generic Half-Orc ferocious (Orc Ferocity) and can see well in the dark (Darkvision). There is a subset of Half-Orcs that can't see better in the dark than the average Human, but is just as skilled (Skilled swapout), but still rather ferocious. There's a subset within those skilled Half-Orcs that lost their feral streak, but have a honed sense of sight in the dark (Acute Darkvision).
At the same time, consider what Acute Darkvision (1 feat equivalent) is competing against.
-Beastmaster: 2 good EWPs (Whip and Net) and +2 Handle Animal. (~2.5 feat equivalent)
If we average that out, we see that Orc Ferocity is the rough equivalent of a feat (really, closer to 1.33 feats). If you compare to actual existing feats, your nearest competition is Diehard, which requires Endurance, which makes Orc Ferocity closer to 2 feats of investment. If you wanted your regular Darkvision to be just as strong as Acute Darkvision, you could save yourself the Orc Ferocity for the cost of Deepsight from the APG.
So, in what world is this cheese? You are at a mechanical disadvantage to select Acute Darkvision over Orc Ferocity unless you have specific reasons to select something that drops Darkvision.
Would you call it cheese if the player chose to take Forest Walker (drops Darkvision to get Low-light Vision and +2 Climb) and grabbed Acute Darkvision because they wanted their character themed a certain way?
I'm having difficulty wrapping my head around this argument other than "I think the designer is wrong." And not just in a typical right/wrong meaning, but in a moral judgment sense.
I would interpret any square that is mostly full of water without an occupying creature to constitute an open location and water is capable of supporting a swimming creature.
Re: cheese - Please tell me how this is in any way different than interpreting Archetypes.
You only replace what is explicitly stated in the text. If there's conflict in replacements, you can't do them both. There is no conflict between the removal of Darkvision for Skilled and the removal of Orc Ferocity for Acute Darkvision. They are all distinct, individual abilities.
What is the problem here?
Summon Monster and Summon Nature's Ally must place the creature on a surface. You can't summon things into the air, even if they fly.
Edit: From the Magic chapter, Conjuration:
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
I agree with the video game analysis. The older members of the group have probably played a few e-games, which have a very different set of triggers to start encounters. Specifically, they have triggers and not reasonable thinking (or glasses, I suppose).
I think a metagame discussion needs to happen if your expectation is to use rational behavior, but they're expecting triggers for their encounters.