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The Scribbler

Silent Saturn's page

Pathfinder Society Member. 1,415 posts (1,416 including aliases). No reviews. No lists. No wishlists. 1 alias.


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If you want to flesh out a character's personality, pick a deity for him to worship and give him the associated religion trait. Abadar is one of my favorites, and Eyes and Ears of the City is a pretty good trait if you're not taking Reactionary.

If you just can't see your character as having any love for a Lawful deity, then Fortified Drinker is kind of funny on the other side of the coin, as long as you're willing to constantly carry a flask and convince your GM that yes, it's been less than an hour since your last gulp. I think if I were the GM, I'd want that player to start tracking his liquor budget though.

Dirty Fighter is a pretty nice trait for a rogue, or for any melee who's in a party with a rogue. It also mentions a childhood friend, which means you have to actually decide who it was, therefore opening up roleplay opportunity.


Gnomes are unpredictable and drastic. I have a hard time seeing them winning, but they'd definitely be the kingmakers-- they'll take out one or even two of the others before exhausting their resources.

My vote therefore goes to the halflings, as they're the ones the gnomes are least likely to go after first.


Athaleon wrote:
I'm not sure how practical this concept is, mechanically or morally. Does the rest of your party have the same prohibition? If not, I don't see how you can be their enabler without breaking your code (for example, keeping them healthy so they can do your HP damage for you).

I don't see why the rest of my party would be any more of a problem for me than it would be for any other Paladin. The Paladin's code states that he can't ally himself with evil people unless circumstances force his hand, but it doesn't hold a Paladin's allies to the rest of the code. The CG Bard or Rogue can Bluff their way out of tight spots while the Paladin is bound to honesty, but that doesn't mean a Paladin is breaking his code by being there when they do. Being a Paladin means a commitment to righteousness that the common folk, and even many heroes, just aren't able to maintain. A Paladin should try to be an inspiration to those around him, and influence people away from evil, but he can't possibly expect everyone to live by the code he follows.

Dazz suggested I max out social skills in order to prevent situations from getting to the point where initiative is rolled. If that's the case, then my party isn't drawing their weapons either, at least not until making an honest go at doing it the peaceful way. If that's the limit of my ability to turn my allies away from resorting to bloodshed, then so be it. I don't need to talk the Fighter out of Weapon Specialization (Tetsubo) if I can prevent him from adding a few notches to its hilt.


It all seems like a fine way to run Leadership to me.

Personally, I kind of always wanted to run it as the PC announcing an open position in the group (a sort of "want ad") and the GM comes up with a few rough ideas for applicants, then the PC picks one and the GM fleshes out the build.

For example, the PC writes up an announcement: "Adventurer wanted. Must have experience with arcane magic and with the sword. Inquire: Rolf the Red at the Fizzing Flask Tavern."

It sounds like the player wants a bard, but from that description, a magus might apply, or even a tengu wizard (or a gnome fighter for that matter). The GM would think of a few ideas for characters that would meet that description, and then write down names, class levels, and maybe a few feats on index cards. The player then picks a candidate, and the GM finishes the character sheet.

If it's the right group for it, you could even roleplay the interviews.


Balgin wrote:

There's an aasimar paladin archetype (the tranquil guardian)that suits this concept quite well. Additionally get a merficul weapon. Preferably a vicious merciful weapon (as you can always lay on hands on yourself to stay in a fight).

How does this merciful approach work with regards to creatures who are immune to nonlethal damage such as undead?

I'm not talking about "only nonlethal damage", I'm talking about "no damage whatsoever". If all I wanted was nonlethal damage, I'd take the Bludgeoner feat and a heavy flail and I'd be all set.

The Aasimar archetype might be worth looking at though. I hadn't picked a race yet.


I want to play a Paladin whose code of conduct forbids him to ever knowingly deal HP damage.

My GM has agreed to let me use a modified form of Smite Evil, granting me bonuses to my CMB and CMD (and possibly AC) so that I can benefit from the class feature without having to roll for damage.

So, how do you think I should do it? My thoughts so far:

-If you never deal damage, Power Attack and Improved Unarmed Strike are more of a feat tax than Combat Expertise, believe it or not. Thus I should focus on Disarming and Tripping. Dirty Tricks and Stealing seem quite unfit for a Paladin, though technically they aren't off the table.

-Since I don't need a weapon in my hands, I could use the Flagbearer feat. I'll have the Charisma for it.

-Free hands and solid Charisma also lends itself well to using wands. What sorts of wands would such a character need?

If anybody has anything else to add, I'm listening.


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54) No, I'm not just filling this thread with references to movies you haven't seen. I thought of these myself, and they would absolutely be useful in an average campaign.


97. The Knights of the Vine

A chivalric order of knights, vintners, warriors, and nobility who champion the winemaking profession. They began as the drinking buddies of a foppish noble and vineyard owner, along with some mercernaries he had hired to defend the property from a nearby goblin tribe. The noble eventually knighted his companions, and founded the Knights of the Vine, possibly while drunk. The order gained in influence and credibility after joining with a nearby church of Cayden Cailean.

Today, the Knights of the Vine boasts over six hundred members across a large portion of the countryside. Members frequently meet for the sole purpose of imbibing, but are also known to rally to the aid of any grape-growers whose crop is threatened, or to quest for arable farmland on which to grow grapes, undiscovered groves of wild elderberries, or forgotten strongholds or dungeons suitable for converting to wine cellars.


13. [You find the bandit stronghold and knock on the gate.] Oy! We just got back from robbing the caravan, and it was full of mead! Somebody get out here and help us carry it all in! We've got enough for a year and a day!


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93. The Order of the Axe
A fraternal order of hunters, hermits, survivalists, and scroungers. Members of the Order exchange wilderness survival techniques and maintain a number of strongholds far from civilization. Most members are well-trained in archery and ambush tactics, and most kingdoms in which the Order has a presence have come to rely on them as a sort of freelance militia, scouting the wildlands and slaying monsters before they can reach the population centers.

Upon joining, you are given a hatchet with the Order's signet in the head. The axe identifies you to your Order brothers, but you are also expected to be able to use it as a tool if needed. The Order of the Axe is a practical organization for practical people. They also have a fairly extensive network of supply stockpiles and caches. Establishing and maintaining your own such stockpile is part of the requirement for high-ranking members, and once you obtain that rank, you are given a map of all members' stockpiles. Members are also expected to render aid to any traveler in need they encounter.

Unfortunately, due to the nature of the Order's mission, most of its members are antisocial, maladjusted, or paranoid. Many simply join in order to use the strongholds as cheap lodging, others are obsessed with survival because they believe the end of the world is upon them. Still others join and disappear into the wilderness shortly thereafter, by accident or design.


A Bard focusing on Sonic spells would be an interesting choice. Not sure how "unusual" they are, since there's an archetype dedicated to it, but that just means there's plenty of support for it.

If you really want quirky, try a blast-focused Inquisitor! It won't be easy or optimized, I'll grant, but Inquisitors get all the Inflict spells, plus a few unique gems like Cast Out or Confess. Confess counts as a blast if you can render the target unable to answer a question first, right? ;) And Cast Out is UNTYPED damage, that still deals half on a successful save! Plus, Inquisitors get a Judgment to boost their concentration checks and ability to pierce SR, something other spellcasters have to take feats to do.


There actually ARE rules in Pathfinder for what a phobia does to you. They're in the Game Mastery Guide, under "sanity and madness" rules, along with Mania, Psychosis, Amnesia, and so forth.

Checking it out might give you a hint of what to pick, and how it might or might not be used against you.

Since you're a Cleric of Pharasma, fear of undead would be an interesting choice, but you'd struggle in any fight against them. At least Will is your good save!


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The Rough and Ready trait lets you treat any tools of your trade as actual weapons AND gives you a +1 to hit with them. You wouldn't need Catch Off-Guard at all, but you'd still need one rank in a Craft or Profession that involves shoveling. Profession(ditch-digger)?

Then again, if you really want to be able to hit flat-footed AC, you may be better off with Catch Off-Guard. Since Rough and Ready makes a shovel "not improvised" for you, you wouldn't get Imp. Weapon Mastery either. That saves you a couple of feats, but loses you the 19-20/x2 crit range.


If you're playing up the "greedy" angle, you definitely need to take Blood Money as soon as possible. Not sure what spells you'd use it to cast, but you still need it. ;) Create Treasure Map would also be a great thematic choice.

Sadly, I never played Mummy's Mask, or a DD, so I'm not sure I'm any more help than that.


If you want Measured Response's simplicity without actually fishing through Inner Sea Gods, then be a Small race and specialize in shuriken. They deal 1 damage for Small character, so just add your bonuses and you're all set.


One of the Golems is, but I can't remember which one either. I suspect it's the Flesh Golem, since Frankenstein and lightning and all that.


This is also one of the reasons Silent Image is such a nice spell for a Sorcerer. It has a duration of "concentration", so with judicious use and a little luck you can just spend the entire combat maintaining your illusion.

You need to make sure it's a good one, though...


Thrown weapon group gets you the dagger, the spear, and the club-- some of the most commonly used by enemies. Close is also a very nice one if you think you'll be using a shield-- otherwise you'll probably be two-handing something.


Zardnaar wrote:

I'm not sure where those feats are from. I just used the PFRPG book as the DM is kind of new and I'm not trying to wreck his game. A few of us are also 1st ed characters and we rolled higher stats than point buy.

Barb 1
Rogue 3


Skill Focus: UMD
Power Attack
Improved Initiative

Kinda sticking to the core book only with a basic build. Doesn't have to be the most uber maxed out build and I have 2 18s as ability scores (str and dex) after racial and level up mods.

You mentioned in the first post that you had the APG and Ultimate Combat. Enforcer is in the APG, and Bludgeoner is in Ultimate Combat. But if you want to go core-only, that's cool too. Improved Initiative is quite nice for rogues.

You took Skill Focus: UMD-- do you have any plans for what to use it for? I'd recommend a wand of Blur, since you can use the concealment for sneak attacks (at least I think you can; the rules aren't entirely clear. Ask your DM if he thinks it would work before you go for it.)


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So, you've got 18 Charisma and max ranks in Bluff? Good for you! What should we lie about first?

No matter how good of a liar your character is, it doesn't mean much if you the player can't think of anything that you want NPCs to believe. Let's brainstorm some tall tales to tell. Remember to include the situation you're lying your way out of!

1.(You're invisible, but the guards detected you anyway.) "Thank goodness, I've found somebody! I was sure I was a goner when that barghest jumped me! I had to quaff my last potion of invisibility to try and escape, but I'm sure the beast will be right on my heels! Mercy's sake, surely you'll grant me asylum from it, won't you?"

2.(You're negotiating with a shady character.) "Wait, what did you say your name was? I thought I had heard of you before; your name came up just yesterday when I was meeting the Witchfinder General for tea! He didn't have kind things to say, I'm afraid, but I could be persuaded to convince him otherwise..."

3.(You wanted to play a Goblin or some other "monstrous" race, but the campaign takes place in Sandpoint and the GM insists you "roleplay it".) "I was born an elf, you see, but was slain helping defend a circle of druids from a lich. The druids were grateful enough to reincarnate me into the form you now see before you. They told me of some ancient magic that might restore my original form, but until I find it, well..."


29. Milo Mysticeye is a halfling sorcerer with a big ego and an overbearing attitude about the supremacy of magic. He has no real melee training, but is convinced that his magic will allow him to win the day. Nobody actually wants to see him win, and he is frequently booed at.

He casts Mage Armor and False Life on himself at the start of the tournament, and Expeditious Retreat, Bull's Strength, and Greater Magic Weapon when the announcer calls his name. He may also cast Enlarge Person, True Strike, or Cat's Grace during the fight, or refresh False Life if the situation calls for it and he can get out of melee range long enough to. His weapon of choice is a spear.


You need max ranks in Heal, of course.

Honestly, I'm not sure you need Wizard levels at all. Alchemist alone has all the flavor of a medicine man. What does Wizard give you that you need?

I'd suggest checking out YouTube videos of Dr. Steinman from BioShock, to give you an idea of some doctor-like mannerisms and quotes you could use even when you're in combat. GRanted, Steinman was insane, but he's also one of the best recent examples I can think of a "surgeon" in a game that involves combat.


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264c. If the plot says your food is poisoned, then even if you do cast Purify or Detect Poison, you're getting poisoned. If this happens, keep in mind that Plot Poison is only ever lethal to NPC's. To you, it's basically a way of fast-forwarding the story to the next major interesting part.


23. Chrowixheo the Toolbox is a gnome tinker, well-known in town due to his talent with everything from locksmithing to candle-making. His fifth year in the tournament, he never fails to put on an impressive show. His armor is studded leather with several belt pouches, and his deft hands allow him to switch between an impressive array of self-crafted weapons on the fly. Last year alone he fought with a piston maul, kusari-gama, double chicken saber, aklys, battle ladder, bag of caltrops, starknife, snag net, and ripsaw glaive, switching from one weapon to the next almost effortlessly. Rumor has it that he's built himself a few new toys this year, and had a few of his old favorite weapons enchanted, though he's not saying which ones.

(Gnome with Master Tinker trait and Quick Draw feat, any class)


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I've heard Cleave really isn't worth much in PF compared to what it once was. Strength-based Rogues are nice, though.

A pretty decent guide to rogues popped up here not long ago. For what you've got in mind, it recommended a Thug build. If you're Human, start with the Bludgeoner and Enforcer feats and two-hand a Morningstar. If you do take a level of Fighter or Barbarian later, you can then upgrade to a heavy flail. With 18 Strength, decent Charisma, and the Thug's 1st-level ability, you barely even need AC because enemies will spend more time running from you than hitting you.


Domestichauscat wrote:
Don't know how to do the links thing. Is there a tutorial for advanced posting options here on the forums? If so, I could edit the post when I've got the time.

Right under the spot where you type in your post, there's a button labeled "How to format your text". Click it, and it doesn't bring you to a separate page or disturb anything you've already typed, but it displays several ways to augment your text. Links, hiding things behind spoiler buttons, bold and italics, and even how to make the boards roll dice for you and put the result in your post.


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Tels wrote:
Tels wrote:
LoneKnave wrote:
Profession:stage magician. Now you can use hankies, cards, those ring things, billiard balls, wands, top hats, rabbits, pigeons, boxes, saws, guillotines, sexy assistants, and possibly white tigers as weapons.
Oh god... that's going to be my next Rogue! Maybe an NPC, but that's definitely going to be the next Rogue I build or a campaign, GM or Player.

I decided to go with a blue-skinned Tiefling with the Prehensile Tail and Scaled Skin alternate traits. He's got Profession (Magician) and Rough and Ready, and he has Arcane Strike. Not to mention the build will be a Rogue/Horizon Walker.

Basically he's a mixture of Nightcrawler and Gambit.

"Is... THIS your card?"

"I'll take that as a yes."


Arachnofiend's Risa was actually #8 by my count.

10. Zierout the Coward is an elf who fights with a whip and a heavy spiked shield. He prefers to stay out of his opponent's reach, constantly moving and using the whip to soften up an opponent, trip him, or knock his weapon away. If he finds himself cornered, he uses his shield to bash and bull rush, and can finish fights quite suddenly with it.

Suggested Feats: Whip Mastery, Spring Attack, Improved Shield Bash, Arcane Strike


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5. Erekth, a half-orc fighter who specializes in a tetsubo. This is his seventh year participating in the tournament, and despite a mediocre showing in the previous six years, he has developed a reputation among the crowd as a "spoiler" competitor, as his potential for absolutely crushing blows with his weapon have allowed him to eliminate competitors far more favored to win. Feats: Bludgeoner, Weapon Focus/Spec, Power Attack, etc.


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Desidero wrote:
Could you clean the insides of someone's veins in order to remove all their blood?

Blood only counts as "dirty" when it's somewhere other than it's supposed to be. On your clothes, on the floor, etc. Inside someone's veins, I'd argue "cleaning" involves restoring their blood TO their veins, since that's what's supposed to be there.


For Aberrant, I'd probably go with "experimented on by derro". Then again, I just really like Derro.

Given how vague "aberration" is, anyway, you could even have a perfectly normal family line but become "magically mutated" some other way. Depends on how imaginative you are.


The 8th Dwarf wrote:

So if you guys were alowed to re-write the rules for slings in pathfinder, what would the sling stats and write up look like?

Would you have any feats just for slings?

Would you allow the users to load 2 bullets for an attack?

Since the description of a sling on Wikipedia says that one cord is effectively "tied" to your slinging hand, I'd say slings are always effectively benefitting from a Weapon Cord. I'd be tempted to argue for a x3 crit modifier as well, and I'd allow them to benefit from Rapid Reload. I might also give Halflings back their +1 to hit with slings and thrown weapons from 3.5.

I did have an idea a while back for a "Sling Anything" feat that would parallel Throw Anything and Catch Off-Guard, which would allow you to use alchemical and splash weapons as sling ammo to gain its range increment. Apparently most folks on this thread have already been using that as a rule though.

I wouldn't allow 2 bullets in one attack. I don't even like the fact that Manyshot exists. I know you used to be able to do that with shuriken in 3.5 though. Maybe some sort of special ammo for a sling that's actually a handful of smaller pellets? Perhaps an alchemical bullet that lets you aim at a square and do AoE damage?


In my game, it would work for all the domain's spells, but I could sympathize with a GM who says otherwise. It's the most literal reading, and our interpretation does sound a bit like a loophole a typical rules weasel would come up with. And our best argument is "the other way seems weird".

Ask your GM, explain your side of the case, and accept his ruling.


Which levels of spells does Stars replace? Since the ability itself (spont-cast domain spells) sounds like what the Urban Druid does, it seems reasonable to think it means all your spells from that domain, and thus at every spell level there is a (sub)domain spell you can use this ability with. Otherwise, it would only affect spells of specific levels, which just seems like a weird ability.


This is why I love my alphabet D30. Three sides are "vowel" (of your choice) and one is "wild". You may still need to salt and pepper in some vowels, but you'll get something good eventually. Monkeys and typewriters and all that.


Most scatter weapons are also capable of shooting a single bullet. I would rule that the distance quality applies to that, but not to making a scatter attack.


I do know that if multiple classes give you a ki pool, then whichever one gives it to you first determines which attribute you use for it. So if you hit Paladin 4 before Monk 4, your ki pool will be CHA-based, but your monk levels and pally levels will still contribute to the same pool (and you'll thus be able to use Paladin ki for monk ki powers and vice versa). This is all expounded upon in the Ninja section of UC.

Speaking of monks, are you even sure you want monk levels? Perfect Strike may be a re-roll ability, but it only works with a small list of pretty terrible weapons unless you're a Zen Archer, and even then you get so few uses of it per day as a multiclass character. Ki Mystic might be nice, but just skip Weapon Adept unless you absolutely have to have every ability in the game that lets you re-roll d20's. And I'm quite sure you don't, since many of them are suboptimal rogue talents.


The link to the Irorian Paladin isn't working properly-- that may be why nobody's commenting. At least it doesn't work for me.

A reroll-based character would be pretty cool, and your math seems to suggest that it's a solid idea-- a +3 bonus is nothing to take for granted. I know there are some Bard spells along the same line, like Gallant Inspiration, but they're all cast as an immediate action when you fail a roll, so you couldn't UMD a wand. The Unsanctioned Knowledge feat would let you cast them yourself if you can afford 13 Int, or you could go Samsaran with Mystic Past Life.

Still, doing this as anything but a Halfling just feels wrong. ;)


I'm all for making Deathless Zealot and Cockatrice Strike viable, but if you're, say, a Peerless Sniper who's focused on being as good as possible at archery, and never took any of these feats' prereqs, do you even want Deathless Zealot or Cockatrice Strike?

The average player is going to expect that his bonus feat slots are going to go towards his chosen fighting style. The Strategist's first two bonus feats likely will, but by the third one, he's either going to be deep enough in the tree that there's nothing left he doesn't already HAVE the feat prereqs for, or he's going to actually WANT the feats that this ability lets him skip. He's going to spend quite a bit of time staring in frustration at the feats chapter before he even remembers Deathless Zealot exists, and he's probably going to be disappointed when he realizes it's the best choice for him at this point.

You might be fine with the 18th-level iteration being superfluous, but I doubt the players are going to be fine with realizing how weaksauce their 18th-level class ability is. Levels that high are supposed to be where the totally freakin' sweet stuff happens!


I would second focusing on Strength as well, and save yourself some feats. Weapon Finesse is of dubious use anyway, but to have to take two feats just to get DEX to attack isn't worth it.

I know you want to take advantage of the +DEX bonus you get from assuming Fire Elemental form, but you don't have to Dervish to do that. The DEX bonus will help your attack rolls when making thrown attacks with Produce Flame, as well as just boosting your AC and Reflex saves. You can even just go with 10 DEX, secure in the knowledge that you'll get a bonus when in elemental form.


The Divine subdomain of Magic wouldn't be too shabby for an Asmodeus Inquisitor. All your spells are divine and several of them can target you. The Deception subdomain of Trickery is also intriguing for a character that cares about setting up battlefield positioning.


Operate an entire theatre troupe's worth of ventriloquist dummies at once?

Are you allowed to wear extra rings if you have extra hands? I can't remember.

Actually, somebody on these boards once suggested a pretty solid Alchemist strategy that this would go well with. Alchemists get to throw all sorts of bombs, they get poison use/immunity, and they have a mutagen that can up their Strength. How do all three of these class abilities work together? You throw a poison cloud bomb and then grapple enemies inside of them, forcing them to suffer the poison that you are immune to! Extra arms would allow you to maintain the grapple and still attack him with weapons, while the tentacle's Grab would be useful for initiating a grapple.


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The skipping of feat prereqs doesn't bother me from a balance perspective, it bothers me from a rules perspective. Does ignoring one prereq feat allow you to also ignore the prereqs OF the feat you ignored? Can a Strategist with 7 INT take Improved Disarm in this manner by skipping Combat Expertise? Lore Wardens have brought up that exact argument at my tables. (I argue that they can.) And if he does so, will he then qualify for Greater Disarm when his BAB hits +6?

My problem isn't that it's too broken-- Paizo is pretty good about enforcing BAB requirements and the like on combat feats to prevent that kind of thing from happening-- but that it creates a lot of rules questions that don't need to be created.

I'm also not sure how valuable it even is to let a Strategist ignore more prereqs as he levels up. Sure, the first time is cool, but most feat chains don't even go five feats in. What feat are you taking at level 18 that requires FIVE other feats that you don't already have? Are you snagging the very top of the Two-Weapon Fighting tree at level 18 despite having made no investment towards fighting with two weapons before? Conventional wisdom says you should be using these bonus feats to move further up in the chain of your choice, but the fact that you can ignore prereqs means you're actually being encouraged to cherry-pick from a bunch of unrelated chains and never get any good at any of them.


It is a bit strange that all the mental stats get a style, and Dexterity does too, but STR and CON don't. I'd actually suggest making the Steel Defender key off of CON, so there's two physical and two mental stats. Adding a fifth style as Ciaran said would help too, but then people will wonder why there's no sixth one.

Then again, the idea of a WIS-based martial type that isn't a divine caster or a monk is pretty cool, so it'd be a shame to lose the WIS-based style.

The way the bonus feats ignore prereqs is a little clunky too. If I grab Improved Disarm by ignoring Combat Expertise, do I also get to ignore the INT 13 prereq? Do I then qualify for Greater Disarm with a normal feat?

As it stands, the only way to get a bonus feat in Pathfinder without meeting its prereqs is to choose it off a list of feats that the class feature giving you the bonus feat lets you choose from. I'm not sure the game is ready for "pick any feat and ignore some but not all of its prereqs". It's probably best to just give the Strategist a list.


For spells, Inquisitors get a good assortment of SoS's and you've got the WIS score to force a decent save. As a spont-caster though, you've got to think like a Sorcerer. Stick to spells you'll get a lot of use out of, and minimize redundancy. Corner-case spells are why wands and scrolls exist.

1st-level is best used for spells that don't force a saving throw. Divine Favor is always worthwhile for a melee character, Sanctuary is a decent "panic button" or just a way to move into flanking position unmolested, and Know the Enemy could be worthwhile if you're the only guy in the group with good Knowledge checks. If you're confident about your spells' DC, Command can also help with battlefield positioning and setting up flanks or breaking enemy ranks.

2nd-level is where things get a bit more spicy. Some good SoS's here, but most of them only work on humanoids or intelligent creatures. Take your pick out of Castigate, Confess, or Hold Person. (I recommend Castigate.) Invisibility is a classic, of course, and if you're going with a reach strategy, Savage Maw could let you threaten adjacent enemies.

Protection from [alignment] is also available at level 1, or at level 2 for the Communal version. I'll let you decide which one, if either, you want.


You do have to remember that once you take Master Chymist, your mutagenic self is a completely different character, with a different personality. I assume you've already made allowances for that in your concept?

The best advice I can give is to check the list of alchemist discoveries, and then compare it to the list of Advanced Mutagen abilities from the Master Chymist archetype. The Chymist's biggest setback is that it doesn't learn discoveries, so plan out which discoveries you want and how many you know you'll need. Master Chymist's Brutality is pretty sweet, and for a mutagen-based character it's a very solid PrC as long as you can still pick up the discoveries you really want.


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I would add Identify to the list of "not for sorcerers". Most GMs don't even make you make Spellcraft checks to identify items, and even if they do, this doesn't let you do anything Detect Magic doesn't already (and you should most definitely have Detect Magic) but with a bonus.

You should also avoid any spell that mentions something that reminds you of another class. Ki Arrow and Jury-Rig are the most obvious exceptions-- a monk or gunslinger respectively taking a 1-level sorcerer dip might grab them, but a full-on sorcerer has no use for them.


I now you've kind of already made all your decisions, but don't Samsarans have a trait that lets them cherry-pick a few spells from another class's spell list and add them to their own?

You could just play a Samsaran and snag any 1+CHA blast spells you want.


Since I talked up the rope dart earlier, I should also mention the aklys, which seems like it's trying to do what the rope dart does, but in a different way. Like the rope dart, the aklys is a thrown weapon on a cord that you throw and retrieve, but there are several differences.

The first is that the aklys has a better damage die and the Trip property, which means you can use it to trip someone up to 20 feet away. This alone makes it worth consideration for a trip build.

The second is that the aklys is also a melee weapon, while the rope dart can't be used to make melee attacks without Snap Shot. While the rope dart's primary users- monks- can threaten in melee with their unarmed strikes anyway, the aklys's melee capability makes it more attractive for a non-monk.

The third is that the aklys requires a move action to retrieve once thrown. Unlike most ranged weapon, neither Rapid Reload nor Quick Draw can negate this penalty. Crossbows, firearms, and slings have long since taught us that the only way a ranged weapon can compete with bows is if they can be "reloaded" as a free action. The rope dart doesn't list what action it takes to retrieve, but since it has the monk quality, it must a free action at least during a FoB in order to function as written.

Before discovering the rope dart, I tinkered with an aklys-focused fighter build and found it wanting. However, a trip-focused character might want to grab one as a secondary weapon-- the cord means it can't effectively be disarmed, and the main reason you'd need a back-up weapon is because yours got disarmed.


If the GM decides to build an enemy specifically designed to counter YOU, I'm sure the rest of the party will be happy to laugh and kick its teeth in for you.

It's a shame that you can't use a Ring of Counterspells to counter enemy Shield spells. But yes, you will want anti-Shield tech. Dispel Magic will do just fine once you make it to 3rd-level spells.

I wish there were a way to search the PRD (or SRD) for all spells with the Force descriptior...

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