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Pathfinder Battles Case Subscriber. 25 posts. No reviews. No lists. 1 wishlist.


Pathfinder Battles Case Subscriber

So what happened to the Maze of Death Blog post for 10/16? With 10/23 being the last Monday before the official release date, and there still being 13 minis to be previewed as well as the case incentive I was expecting there to be something yesterday.

Just dying to know what the last few miniatures and dungeon dressing will be. Also, would love to hear the official word from Paizo about the swap of the Huge Water Elemental for the Huge Fire Elemental in this set.

Pathfinder Battles Case Subscriber
Furdinand wrote:
IIRC, the plan is to do two Huge Elemental case incentives? So Air/Fire for Maze and then Water/Earth for the next set?

I don't have links to any of sources I've read, but that has been the common speculation from others posts on the subject. I think I saw some official comments from someone at Paizo discussing it, but do not remember where. On the Paizo Message Boards somewhere probably.

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skizzerz wrote:
The case incentive here on is being advertised as Air + Fire Elementals.

Thanks skizzerz, guess it got changed back for some reason. A bit sad, the Huge Water Elemental looked absolutely amazing! But I was hoping they would make Huge miniature for each of the elements so as long as I get the Water Elemental in the next set or two I suppose I'm ok with getting the Huge Fire Elemental first.

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I'm digging these so far. The Wood Elemental certainly stands out to me. And the Hellknight Signifier will probably find a place in my Crimson Throne campaign somewhere.

In other news Kubla Kraus over on the Maze of Death forum posted that the WizKids website has started posting some pictures of the set. So far they only have box art, but one concerning thing is that they are showing a Huge Fire Elemental instead of the Huge Water Elemental on the box.

Is this possibly just a mistake? I remember reading somewhere that there was a change from Fire Elemental to the Water Elemental. And then they showed the example renders of both the Water and Air elementals which I just took as confirmation that those were the ones they were going with. Or do I just have my details mixed up somewhere?

Here's the link:

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DanyRay, I very much agree with your call to staying positive. I can imagine it's been incredibly busy for the guys at Paizo after GenCon, the release of Starfinder and then all the trouble with the bindings on some of the Starfinder Core Rule books. They're probably super swamped, and I hope we can all be as understanding and supportive as possible. They've been doing a stellar job, and I've always felt like they've gone above and beyond to stay connected with fans and be as communicative as possible with everything they produce.

I do think I feel what Marco is feeling too though. I've been refreshing the blog page a lot the past few weeks, checking Twitter, the message boards, even keeping an eye out on some other forums just hungry for some news on Maze of Death. Just really want to see what else is in the set hoping it's as exciting as what I've seen already. It does make me a bit nervous investing in a whole case without some time to look over what's being offered and evaluate how I could use the various miniatures in my games. Especially as this will be only the second case I'll have ever bought.

I'm still very excited, especially with the huge elementals, the plant creatures, and since I'm currently running Curse of the Crimson Throne, the Ratfolk and the Derros. Even the ones I don't think I'll have any immediate use for I feel like have been great choices. Just want to see more, and have some time to digest my thoughts.

Pathfinder Battles Case Subscriber

So my group just about to finish Edge of Anarchy. They are currently looting the Dead Warrens by email after a pretty long set of battles clearing it out in person. While we go back and forth in our emails I've been wanting to drop in some clues about what Rolth has been doing in the Dead Warrens and some foreshadowing for him and possibly some of the events that will happen in the next chapter, but I'm afraid of being too heavy handed with it. I don't want to give to much away and ruin some of the surprises. Here is what I was thinking.


1. I wanted to drop some references to "The Patterns of Killers" paper written in Horror Realms Campaign Setting book since it has some interesting references to the Key-Lock killer. I mostly wanted to do this to reveal a little more about Rolth and set him up as a pretty despicable villain. Its a pretty interesting read and sets up a possible ominous evil force that might have been influencing Rolth. I was thinking about developing this into possibly being Kazavon the same way he influences Salvator, even suggesting that Rolth viewed his bloody tableaus as the same kind of artwork Salvator does as well as Rolth's attempt to solve the pattern, that is if Rolth does become a recurring villain.

2. One of my players is a Mesmerist and wants to use Psychometry on the broken key-shaped dagger. This is another spot I thought would be a good place to fill in some hidden history of Rolth to start characterizing him more. I wrote up short story a few paragraphs long about when Rolth was almost caught by the guards before he gave up being the key-lock killer. Pretty much him breaking into a house, killing someone and being caught by an unexpected family member who screams and alerts a nearby guard before he can deal with it. Even threw in a little explanation as to why his dagger is broken for flavor.

3. As the players are searching the Dead Warrens I told them they found a number of documents, letters and notes on Rolth's writing desk in his bed chambers, but described it as being scattered and disorganized with some of the writing in other languages that would require time to piece together (probably a linguistics check). This where I wanted to put the reference to "The Patterns of Killers," but I was also thinking of them finding a letter from a contact of Rolth's so they can discover that he has been making these golems to sell. I was also thinking of dropping some hints that this contact may be connected to a local religious cult and maybe drop some clues its a follower of Urgathoa and that he'd like to meet up to discuss some new "plans" to foreshadow some of the plot in the next chapter.

I like the ideas, but I just can't tell if I'm being too heavy handed with it since I know what happens later, especially #3. I don't want to ruin the mystery of finding everything out to easily, but do want to drop some fun puzzle pieces my players can play with. I'd appreciate any advice or suggestions.

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Actually I started looking on the board specifically because my group has latched onto the key shaped dagger and a Mesmerist in the party has been investigating it with Psychometry. I wanted to see what ideas everyone else had before I wrote my own.

So far my party found the first key shaped dagger in Gaedrenn's trunk in the fishery and when he used Psychometry he saw a shadowy figure talking to Gaedrenn. Since then the party has made it to the Dead Warrens and found the zombified Gaedrenn (which they killed and took his head this time). This time though they've really got interested in the broken key shaped knife and now I'm not sure where I want to take them with it.

Cressida has already told them what she knows about Rolth in the Event 13: Missing Body mission briefing on Pg. 43 of the Anniversary edition, so they know his name, that he's Gaedrenn's son, that he was kicked out of the Academae, and that Cressida suspects him of a number of murders. As they search through the Dead Warrens I have plans for clues that will point to his relationship with the Derro being tenuous (notes in Vreeg's spellbook hinting at his plan to overthrow Rolth), and was thinking of them finding some notes and letters that points to connections with the cult of Urgotha and possibly some others who are the buyers of the constructs he's been building.

I even stumbled across a happy little idea when the Oracle in my game rolled a knowledge religion check on the dagger and while I was looking around for something he might find out was reminded that a key is the Symbol of Abadar. I ended up giving him all the details of Abadar's symbol, but only said that he didn't recall any specific practices, customs or rituals among the followers of Abadar that involved a key shaped knife specifically. That said, I was kind of thinking how I could connect Rolth's motivations to the church of Abadar somehow. Perhaps as some kind of act of blasphemy because of some dislike or hatred Rolth has for the church early in his past, but like I said, I wanted to see what ideas were already floating around before I committed to this one.

I'm kinda intrigued by the notion of serial killers trying to find a pattern with there murders to unlock some kind of evil power. I'll have to try to get a copy of Horror Realms to find out more. It does remind me of how a certain evil force in the campaign has been influencing artists and others for its own purposes. Perhaps Rolth was also influenced by this force much like some other characters later in the book which contributed to his direction down his dark path.

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davrion wrote:
I wish WizKids would test the waters a bit for a standalone DD line of minis by doing a Kickstarter for them to gauge the demand. A lot of these minis really only make sense if you have a number of them, i.e. you don't run into many one pillar rooms or you have more mimics than chests, etc.

Very much agree. I've been looking into buying some DD just so I don't have to draw out items described in rooms in our Adventure Path to speed up the game. But there are often so many tables, chairs, doors, beds, boxes and barrels just to name the more common DD in CotCT. From what I've found the cost of getting at least a workable set of DD to fill in even the small maps just seems unreasonably high compared to building my collection of actual monster and PC minis.

I've just started trying to build up my miniatures collection and Crown of Fangs will be my first case, so I'm also trying to balance the cost of improving my actual miniatures collection. There are just so few options out there right now especially for pre-painted dungeon dressing.

My wish would be separate product line for themed DD. It could be either collections of known pieces like the Ionics sets or even a larger set of random pieces that have their own rarities with things like doors, chairs, boxes and barrels as commons. The closest thing I've found is the Terrain Crate Kickstarter (which is sadly not painted, and will take over a year to actually get) or Dwarven Forge which I feel like are a bit to expensive.

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I have searched pretty extensively for an answer on this as well due to having a character in my game that took the roof running rogue archetype and really wanted to utilize this unique geography of the city. I had always hoped to find a heat map of some kind showing where the Shingles are most heavily concentrated and where the Shingles just doesn't exist, but to no avail.

Anyway to answer your question this is the explanation I've used for the players in my game. This is just my take on the material available about the shingles.

Old Korvosa - Heavily concentrated throughout this district, especially in the Bridgefront, Old Docks, and Fort Korvosa wards. Only on Garrison Hill are the Shingles more sparse.

North Point - The Shingles are present here, but not nearly to the extent it is in Old Korvosa or the Midland district. Specifically I've told the players that around major landmarks they would not be able to roof run and would not be able to cross main streets.

Midlands - This district is has the second highest concentration of the Shingles second only to Old Korvosa. They are atop each of the wards High Bridge, Pillar Hill, Slope and West Dock to some extent. I don't believe there are any atop or connecting to the Goldmarket or Eodred's Walk.

Heights - The Shingles exist mostly along the Cliffside ward of this district and only very sparsely along the border of the Midland and North Point districts.

East Shore - There is no indication that I've found that the Shingles are present in this district.

South Shore - There is no indication that I've found that the Shingles are present in this district.

The Gray - The Shingles are not present here at all due to there being no continuous structures, only graves.

One question I've always had is in what district/ward is Twitcher's (the bar actually situated in the Shingles). Never could figure that out.

With some great help from my sister we've been able to create some pretty nice maps that divide the various wards of each district that I have hung on the walls of the room I run my campaign in. Along with a laser pointer they have been a great help to visualize how my players have generally moved around the city during our games. I'll see if I can post a link them sometime on this message board.

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So one of the players in the game I'm running is creating a Fetchling Shadow Caller loosely based the character Shikamaru from the anime Naruto. I'd like to help him by finding or creating some spells to suitably mimic Shikamaru's Shadow abilities.

For this characters signature ability "Shadow Possession" I felt that the Wizard ability Binding Darkness (Sp) fit pretty well though it doesn't allow the caster to move the person like the ability in the anime. Would this ability as written be strong enough as a first level spell? I kinda felt like it might be a bit weak due to its duration.

Beyond the above would anyone have any suggestions for spells that use shadows to cause one or more opponents to become trapped/stuck, choked, and even force a subject to copy the casters exact movements? If not I'm open to creating some custom spells and would just appreciate some help making them balanced.

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MGX wrote:
I'm also on board for more Lizardfolk minis. Catfolk minis too. We haven't had any since the Catfolk Rogue.

I second the recommendation for more Catfolk! So few of them are available compared to the core races. We need more of the Featured and Uncommon races as well.

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Cleanthes wrote:
There are a few other decent options: The Archfiends Catfolk is actually male, I think, but there's also the Quaggoth Barbarian who works perfectly well as a catfolk, and the triaxian minis from Reign of Winter work well as catfolk too. There's also an old Dreamblade mini called Bast's Handmaid who would make an awesome catfolk cleric, and I think there might be some other decent catfolk stuff in the Dreamblade line if I thought about it.

Your right about the Archfiends Catfolk, completely missed that. That is probably the closest mini to what I've been looking for. Your other suggestions are good, but probably better fit different character concepts.

Would still like to see a few more miniatures in the excellent Pathfinder style of the various other non-core races. At least something that represents each of the fundamental archetypes of sneaky, spellcaster, and martial characters.

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Kalindlara wrote:
We're still extremely deficient in non-Core races (and even some of the Core races need a boost). Of the 14 PFS-legal races, many still have minimal or zero representation. And then there's all the others, from catfolk to samsaran.

Couldn't agree more. I've been dying for a figure for my male Catfolk Arcane Trickster but even including the original D&D sets there is a total of three out there and they're all female. Just please get the legs right and have them bent backwards. :)

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David knott 242 wrote:
One of the stats in a settlement stat block is the maximum spell level of spellcasting services available. If that number is less than 9, then some spells simply won't be available. If that number is less than 5, then Permanency wouldn't be available (going by your post -- I am not personally double checking that part).

Yes sir, I had previously looked over the city's stat block in the new CotCT Hardcover and it does normally allow for up to Spellcasting 9th level spells. But since you called my attention to it this adventure actually has four different stat blocks depending on the state the city is in throughout the campaign, and there is at least one point in the adventure where the available spellcasting actually does drop down to 3rd level. So thank you very much for that! :)

Klorox wrote:
My impression may be a holdover from AD&D but I feel that the higher the caster's level, the less available they are, and the more likely to negotiation for fees in excess of the standard to compensate the inconvenience of having to cater to adventurers.

I certainly agree, supply and demand and all. I'll let the context of the story really drive this aspect of the pricing, but definitely something I'm going to be keeping in mind.

Gallant Armor wrote:

"See spell description for additional costs. If the additional costs put the spell's total cost above 3,000 gp, that spell is not generally available."

If you follow that rule, it wouldn't be possible unless you factor the cost of the two spells separately (which is debatable).

Good catch! I missed this the first time I read over Permanency. This would make all but the cheapest Permanency spells unavailable using a simple spellcasting service. I definitely feel like this restriction should really only apply for each individual spell cast. From a RP standpoint I just don't buy that the average spellcaster would suddenly not do a job just because you offered him more work, especially when this service is certainly a premium income compared to profession check incomes he might otherwise do. That said, I could see a spellcaster turning down a job (or at least negotiating a much better rate) if the individual spell that was being asked for was exceptionally costly (I wouldn't want to take the risk of screwing up a half million dollar project because I made a mistake unless the reward was genuinely worth it). This feels like a great excuse to for me as a DM to say "Yes you can do this, but..."

Saldiven wrote:
Don't stress too hard about this decision by the player...One targeted Dispel Magic, and that 3,000 GP investment is permanently lost.
Chad Nedzlek wrote:
Permanency is pretty well limited. The buffs it provides aren't that game breaking... They just need to be aware that A) being a tiny version of a normal person is going to raise some eyebrows and B) one little dispel magic and all that money is gone forever...

Thanks! This was the direction I was leaning. Most of what I did manage to find on the subject talked a lot about how vulnerable Permanency is to Dispel Magic. I do feel like I have a very straight forward way of dealing with it if things do start getting out of hand.

Chad Nedzlek wrote:
And reduce person probably won't break your game too badly. It's definitely a cheap way to get some small bonuses, but it comes with penalties too, in particular a weakness to combat maneuvers and weapon damage.

That is a great point! I'll certainly keep this in my back pocket along with Dispel Magic.

Thank you all for some great advice! I feel like based on what you've all said, and what I know from the books, the only thing that would really make me say no is just how much of his total wealth he would be spending to acquire the spell. I remember either the CRB or the Gamemasters Guide specifically saying to be cautious about or possibly even not allowing a character to spend more than half his total wealth on a single item. Or at least something along those lines. I'll ponder over that, perhaps steer him through some RP of trying to find a spellcaster of a high enough level given the circumstances of the story until he reaches level 4 himself and has more than 6,000 gp to his name.

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So I have looked as thoroughly as I can in the rules and around the internet, but haven't found any specific answer.

A player in my game would like to find a spellcaster in the city whom he can contract to cast the Permanency and Reduce Person spells. Following the pricing in the book of Caster Level x Spell Level x 10 gp I've come to a total of:

Reduce Person spellcasting service
9 x 1 x 10 = 90 gp

Permanency spellcasting service
9 x 5 x 10 = 450 gp

Additional cost described in Permanency for Reduce Person
2500 gp

Total: 3040 gp

To provide some context, the player is a level 3 rogue in my Curse of the Crimson Throne campaign in the city of Korvosa which is a big enough city he should be able to 9th level caster without to much trouble.

My main question is should there be any kind of level restriction for game balance sake on characters finding and paying for spellcasting services for spells that only characters 6 levels higher than them would be able to cast?

My initial thought is that this is addressed by the fundamental limitation of gold characters have access to at any given level. So the spellcasting services and the Permanency spell were designed with the players buying power according to the Wealth by Level table in mind.

Would there be any other considerations that should be made specifically regarding these effects and game balance?

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So Punishing Kick...


Punishing Kick

Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.

My big question is why is this a Fortitude save and not a Reflex save? To me it makes sense that Stunning Fist is a Fort save. The way I see it its impacting a person's internal bodily systems. Possibly hitting a pressure point or simply disrupting the persons mind body connection, like taking a huge hit might do. But with Punishing Kick I feel that it makes sense that a character is hitting them in just the right way to throw off their balance and use their momentum against them.

Also, looking strictly at the mechanics of the game we also have a stunning fist type ability that targets Will saves with the feat Touch of Serenity. Would it not make sense to have Punishing Kick target the Reflex save, providing players and especially Monks with 3 nice options each targeting the 3 different saves. It just surprises me this wasn't how it was written in the first place.

So my next question follows this up. If I houserule that Punishing Kick does target the Reflex save for my players would those of you with more experience DMing than I tell me: are there any unfair interactions that would make this an unbalancing change to the game?

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Thanks for the great feedback! Craig, I think I'm going to take your suggestion and have both the Wererat and Ratfolk populations present in the city, both having separate origins and a short history of enmity, each for their own reasons.

This will be especially sweet because my player wants to take the Attached drawback with the objective of his affection being a Ratfolk girl, possibly with a bad history with Lem. They would have met when she had helped him get over an addiction to pesh or shiver after she found him dumped in an alley near Eel's End, him passed out from a recent bender that left him almost dead.

Unknown to him this girl is actually a native born Wererat who has tried to escape her life in the sewers by attempting to join with the Ratfolk community. She wants to escape the sewers and the violent culture of the wererats due to influence of the Rat's Teat Boys gang and her dangerous older brother Girrigz.

We'll see how he responds but I think this will really create a great story line for his character and depending on his decisions could have a great influence on both the Wererat and Ratfolk communities, building his connections to the city and possibly the formation of a new faction as I described above.

As for the lycanthrope, I think I'm going to rule that Beast Races are immune to types of lycanthrope that share their racial markers. So Ratfolk could become werewolves, werecats or wereboars, but not wererats and so on. This would also allow of interbreeding.

What do y'all think?

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Lol, yes! Why didn't I think of that! :)

So the one idea I've been considering is making the warerats of the city Ratfolk and doing some lite rewriting of their backgrounds and storylines from both the Guide to Korvosa and the portions of the Adventure that features the warerats. Possibly set something up where my player has a chance to unite them into something of a new faction in the city once the party has dealt with Girrigz.

I'd probably make this mostly significant for when the party gets back to Korvosa in Book 6 as a faction that could actually oust and take the place of the Cerulean Society with my pm as the potential leader if he works at it.

Honestly I'm just looking for some alternatives that don't require quite this many changes.

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Hi everyone, I'll be GMing CotCT pretty soon with my monthly game group and this question has come up.

One of my players will be Ratfolk, which I thought would work pretty well in Korvosa considering as a culture they are pretty heavily described as merchants and traders and what I believe to be quite comfortable in a city setting. But as I've read through the Adventure and seen that there is a pretty decent presence of warerats in the city with a nice little quest focused on this population in Book 2 this had made me second guess where Ratfolk would fit in the city and what their relationship to the warerats would be like if I didn't make any sweeping changes to the Adventure as written.

I'd like to ask if anyone might have some suggestions to how these to groups would exist and maybe some suggestions on how I can really give my Ratfolk player some great connection to those story lines.

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I've been thinking of ways to take advantage of my enemies suffocating around me, so I've been looking for ways to inflict Con damage. So far I've only really found the Rod of Withering, which isn't a bad option, but I was hoping for something that fit my character a bit better.

Are there any other options for Con damage? Ideally I'd love to infect my water somehow with something that on a failed save does Con damage to an enemy for them just being in it, but that'll probably be a GM call.

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So we're a few sessions into a new game, levels 1-20 in 20 sessions, and we've loosely recreated a group called the Akotski from the anime Naruto. I've created the character Kisame for those who are interested/familiar with the series. Our GM has given us all 1 special ability to further help us recreate these characters, so to the point.

I'm an Aquatic Orc who's an Invulnerable Rager. The special ability I've been given is what allows me to travel around on land without suffocating. I basically carry the water around with me (10 cubic feet / Character Level magically compressed inside me), though in the roleplay I do look for sources to replenish it quite often. As a full-round action I'm able to unleash the water into a bubble around me forcing any enemies we're facing to fight me underwater. I can do this roughly once per week, the bubble can follow me, and lasts for 1 round / character level + con mod. After its over I've got just enough water to survive, but am pretty dehydrated and vulnerable till I find a new source of water. (I'll need to double check that duration with my GM).

I am pretty much the only melee fighter so I'm trying to make this guy rather tanky but still able to put out SOME dps.

My question is what feats, rage powers, gear etc would help help me take advantage of putting enemies in my natural element to fight? I've got a few ideas already, but any and all suggestions are welcome.


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Kalyth: Makes sense, would agree with that with one minor exception

Gilfalas: Again, agreed...mostly

Some call me Tim: Awesome, that's what I was looking for.

The only issue I actually have with this isn't the verbal component of a spell, but the semantic. Does it really make sense that a spellcaster weaves his hand signs, draw the arcane symbols in the air, or make semantic motions of typical spellcasting while holding a scroll, items which traditionally have been depicted as requiring 2 hands to hold? Even if held in 1 hand, does it really make sense that casting with a scroll still requires the SAME semantic component? (admittedly I'm assuming that most hand signs use 2 hands)

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This is probably pretty obvious, but I couldn't find anything confirming it.

When casting a spell from a scroll the rules read...

Pathfinder SRD wrote:

Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.

This begs the question. Do you HAVE to read the spell aloud? It doesn't really specify, though I'm sure most GM's would say this is a given. Is there a rule somewhere that I'm missing that actually mentions this?

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The +6 for Dex and Wisdom come from the Headband of Wisdom +6 and the Belt of Dex +6. The kind of items we have access to is actually rather limited, but of the few we could get we got some pretty nice stuff.

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So we're starting up our first horror oriented campaign and this has given me the chance to try out the Inquisitor Class (I love me some Vampire Hunters). We're starting out at Level 9 and I'm going with an (almost cliche) ranged Crossbow wielding character. I'm really loving the overall backstory to the campaign and my character specifically, but would love some advice on the build itelf, specifically Spells, Teamwork Feats. Would appreciate any advice.

Sources: Pathfinder Player's Handbook, Pathfinder's Advanced Players Guide

9th Level Inquisitor

Human Male, NG

--Abilities # Originial (After magic items)
Str: 12 (12)
Dex: 17 (23)
Con: 12 (12)
Int: 12 (12)
Wis: 16 (22)
Cha: 12 (12)

--Domain: Good
I picked this up more for RP reasons, and felt like Holy Lance was worth it.

--Skills #Ranks (Total Bonus)
Acrobatics 9 (+15)
Climb 6 (+15)
Diplomacy 1 (+5)
Disguise 1 (+5)
Heal 1 (+10)
Intimidate 7 (+17)
Kn(Arcana) 3 (+7/+13 Monster Lore)
Kn(Dungeon) 2 (+6/+12 Monster Lore)
Kn(Nature) 2 (+6/+12 Monster Lore)
Kn(Planes) 4 (+8/+14 Monster Lore)
Kn(Religion) 5 (+9/+15 Monster Lore)
Perception 9 (+18)
Ride 3 (+12)
Sense Motive 2 (+15)
Stealth 9 (+18)
Survival 5 (+14/+18 Track)
Swim 1 (+10)

Point-Blank Shot
Precise Shot
Rapid Shot
Rapid Reload (Light Crossbow)
Great Fortitude
Exotic Weapon Prof. (Bolas) -

Bolas might look kinda funny, but this was taken to give me some better combat utility since I discovered I couldn't take Ranged Pin. Thought True Strike could help make it worth it.

--Teamwork Feats
Coordinated Defense
Coordinated Manuvers
Duck and Cover

Didn't see many good options for Ranged so I went for defense. Seen several people suggest keeping some ability to go into Melee and make use of Out Flank and Precise Strike, but wasn't sure how hard that would be.

0: Acid Splash, Create Water, Detect Magic, Light, Guidance, Stabilize
1: Alarm, Detect Undead, Divine Favor, Expeditious Retreat, True Strike
2: Flames of the Faithful, Follow Aura, See Invisibility, Silence
3: Blood Biography, Dimensional Anchor, Magic Circle Against Evil, Magic Weapon Greater

A number of these I picked for RP reasons (Blood biography), but am pretty unsure of the spell selection.

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