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That was my understanding as well, but is there an official answer on this?


Hello community. I've seen this question asked, but never definitively answered.

Cleaving with a mighty cleave weapon, Does it give you a third possible foe to hit, or does it allow you to make a second attack on the foes already in the cleave as long as it wasn't the first foe, or both?

Thanks for any clarification on the matter. Happy gaming.


Thanks Kryzbyn for the suggestion your Dragon Knight class looks really good, but these powers are meant to be in addition to their normal class and race. Something secretive they don't find out about until the advance through the story a ways. Thanks anyway.


I really do the Fallen Lord of Hell is awesome especially the redemption option, and the time lord looks pretty cool. I was looking at the time thief class. I like the idea, but I would need to flesh it out more flavorfully.


Oh man I am a fan of those alterations. The mastery element is a glorious addition.

As for them being more powerful, that is actually kind of the point, that for some way and some reason the player who has one of these abilities is unique and much stronger than a standard character of the same race and class combination.

These are the protagonists in a story of epic proportions, they are meant to be a little op. Besides I will be throwing many difficult challenges in their way.

While I haven't exactly decided when these powers are going to manifest they will be at varying times, probably determined by player participation, story elements, and roleplaying more than by level or any numerical advancement.

An idea for another.

Fallen Lord of Hell:
Character is a former lord of hell. He was usurped by another devil lord, and transformed by his successor Asmodeus chose to spare the devil lord's life instead of allow s/he to be destroyed, Asmodeus wipe the character's identity and implanted the character's soul into a baby, to grow and to suffer as a mortal. S/He is followed by an imp who swears fealty to him, but stays invisible most of the time yet does not (or cannot) reveal his true past. Eventually the character will start to develop devilish features and abilities.

Super fun idea is to give this to a player whose character is good aligned.


I love the idea of condensing and cleaning the feats up.


Chaos Touched:
Character is touched by chaos, once per day roll on the table below, the character is affected by the result until the character’s next rest at which time the character rolls again.

d% Ability
1 You can animate a 1 HD skeleton, as per animate dead, once per day as a spell-like ability.
2 You possess some type of extra sensory organ, granting you all-around vision.
3 You enjoy being cut. The first time each day you take slashing damage, you gain a +1 bonus on attack and damage rolls for the following round.
4 You can use mage hand 3 times per day as a spell-like ability.
5 Inherited memories grant you a +2 racial bonus on one Knowledge skill of your choice.
6 You can levitate yourself plus 10 pounds at will, as per the spell levitate. This is a supernatural ability.
7 You can eat and gain nourishment from ash, cinders, dust, and sand.
8 You gain a +1 bonus on all attack and damage rolls against good-aligned outsiders.
9 You gain an additional +2 racial bonus on your Charisma.
10 You possess a bite that is treated as a natural weapon and deals 1d4 damage.
11 Once per day you can exhibit a burst of speed, moving as if your base land speed were 50 for one move action.
12 You do not need to sleep. You are not immune to sleep effects.
13 You gain a +2 bonus on saving throws against disease.
14 Your base land speed increases by 5 feet.
15 You possess a fiendishly cunning tongue, granting you a +2 racial bonus on all Diplomacy checks.
16 You have oversized limbs, allowing you to use Large weapons without penalty.
17 You possess claws that are treated as natural weapons and deal 1d4 damage.
18 You gain DR 2/bludgeoning.
19 You gain a Swim speed of 30 feet.
20 You gain a +2 bonus on your CMB.
21 You possess fiendish luck. Once per day you can reroll one die. You must take the result of this second roll.
22 You can detect evil, as per the spell, three times per day.
23 You never need to drink to survive.
24 You can produce a barb from your body once per day. This barb is removable and is treated as a dagger.
25 You gain acid resistance 5.
26 Your body produces searing heat. Any creature that grapples you takes 1d4 points of fire damage per round.
27 You can speak two additional languages spoken by extraplanar beings.
28 Any evil creature you call via summon monster remains for 3 rounds longer than usual.
29 You gain a +1 bonus on all Reflex saving throws.
30 You can alter your shadow to make it appear as any creature or object of your size or smaller.
31 You can burrow through dirt, sand, and loose ground at a rate of 5 feet per round.
32 You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits.
33 You gain DR 2/silver.
34 You do not lose consciousness until you reach –5 hit points.
35 You possess long limbs and a powerful grip, features that grant you a +2 racial bonus on all Climb checks.
36 You can communicate telepathically with any sentient creature with which you are in contact.
37 You can use death knell once per day as a spell-like ability.
38 At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.
39 Once per day you can benefit from a burst of speed, moving at double your normal speed for 1 round.
40 As a full-round action, you can bleed and collect 5 sp worth of precious blood per day.
41 You possess spell resistance equal to 10 + half your Hit Dice.
42 The spell animate dead can return you to life as per the spell raise dead 1d4 times.
43 Your fiendish sorcery ability treats your Charisma as if it were 3 points higher.
44 You are unusually short, granting you all the traits of a Small creature.
45 Your features are subtly malleable, granting you a +2 racial bonus on all Disguise checks.
46 You gain an additional +2 racial bonus on your Intelligence.
47 You can use curse water 3 times per day as a spell-like ability.
48 You are invisible to all unintelligent undead. This is a supernatural ability.
49 You are healed by both positive and negative energy.
50 Your skin is unnaturally tough, granting you a +1 natural bonus to your AC.
51 You can speak to all birds.
52 You gain a +2 bonus on saving throws against poison.
53 You possess the scent special ability.
54 You gain DR 2/piercing.
55 You are unnaturally sly, granting you a +2 racial bonus on all Sleight of Hands checks.
56 Once per day you can spit acid. This glob deals 1d4 points of acid damage and has a range increment of 5 feet.
57 Your body exudes freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round.
58 You heal double the normal amount of damage by resting.
59 You gain a +1 bonus on all Will saving throws.
60 You gain a +2 bonus to your initiative at night.
61 You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor.
62 You can use deathwatch 3 times per day as a spell-like ability.
63 You have some manner of inhuman sensory organ. You gain a +2 bonus on saving throws against gaze attacks.
64 Once per day, for 1 round, you may see through any substance less than 5 feet thick—except for lead—as if it were glass. This is a supernatural ability.
65 Your strange physiology grants you a +2 racial bonus on all Acrobatics checks.
66 You can drink and gain nourishment from ash, cinders, dust, and sand.
67 Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil.
68 You gain damage reduction 2/cold iron.
69 You can use fog cloud once per day as a spell-like ability.
70 You are aware of and can choose the result of any attempt to detect your alignment.
71 You can spend a full-round action once per day eating from a corpse to regain 1d6+1 hit points.
72 You can communicate telepathically with any evil creature within 50 feet.
73 You can use minor image 3 times per day as a spell-like ability.
74 Once per day, as a spell-like ability, you can animate a Small or smaller object for a number of rounds equal to your level. Treat this object as an animated object.
75 You gain sonic resistance 5.
76 You can hold your breath for 3 rounds longer than normal.
77 You can speak to insects.
78 Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of damage.
79 You receive a +1 bonus on all Fortitude saving throws.
80 You gain a +2 bonus on your CMD.
81 You can use rage on yourself once per day as a spell like ability.
82 You gain a +2 bonus on saving throws against mind-affecting effects.
83 Once per day exposure to fire heals you 1d6 hit points. This does not negate fire damage.
84 You are immune to magic sleep and paralysis effects.
85 Supernatural awareness grants you a +2 racial bonus on all Perception checks.
86 Your anatomy is slightly unusual, giving you a 15% chance to ignore any critical hit.
87 You can survive on one-quarter the amount of food and water a human requires.
88 Any damage you deal with a melee weapon is treated as evil for the purposes of overcoming damage reduction.
89 You can use inflict light wounds once per day as a spell like ability.
90 You gain an additional +2 racial bonus on your Wisdom.
91 You gain damage reduction 2/slashing.
92 You can see creatures on the Ethereal Plane.
93 Once per day you may ask a corpse one yes-or-no question, as per the spell speak with dead. This is a spell-like ability.
94 You gain a +2 bonus on saving throws against nausea.
95 You are flexible and slightly slimy, possessing a +2 racial bonus on all Escape Artist checks.
96 You can use ventriloquism at will as a spell-like ability.
97 As a standard action, once per day, you may suppress your unusual physical features for a number of minutes equal to your Con modifier, thus appearing human.
98 You receive +1 bonus hit point per level.
99 Once per week you may mentally contact a fiendish ancestor to gain information, as per the spell commune. This is a spell-like ability.
100 Roll on this table twice, ignoring any further rolls of 100.

Not sure where I got is, but I was just looking through some old documents when I found this table. When I thought to myself, "Hmm I could use this." Added a quick description, and bam another one down only two more to go.


Just thought of another one. Yay I only need 3 more. Also feel free to comment, and critique these.

Arcane Battery:
Character absorbs arcane magic in the form of levels. Whenever an arcane spell which is subject to spell resistance is cast upon the character, the character makes a will/fortitude save DC 10+spell level or 15+spell level. If successful the character absorbs the spell into their body negating all effects of the spell. The player can release any amount of spell levels as a 10 ft. cone or a close 10 ft. burst. If a character chooses to release their stored spell levels, they must release all stored spell levels. For each spell level absorbed the burst or line does 1d6 damage. A character can only absorb a number of spell levels equal to their HD. Any excess is immediately released as a 10 ft. burst emanating from the character. A character is always immune to its own arcane damage resulting from this ability.


Hello community. I am starting a new campaign with many good friends. I have decided to implement an idea I've had for a long time about story abilities. These are abilities that make the character fairly unique, story driven (for the most part), and completely unbalanced.

I am in the process of coming up with a total of 10 story driven abilities. I have a total of 6 so far. Here they are with a brief description.

Divine:
A PC is a deity, they just don’t know it yet.
Powers: Player can cast Wish at will. Every time the character does so, they must make a fortitude save DC 30, on a failed save the character’s body explodes in a brilliant divine radiance, the deity’s mortal frame was not able to withstand the awesomeness of the divine power coursing through its body.

Ancient (Psionic):
A PC is an ancient. A descendent of a lost branch of their race who were mentally superior even gaining access to mental powers that rivaled magic.
Powers: Mind Blast; creatures with Int score must make will save DC 10+INT mod or be staggered until the end of its next turn. Detect Minds; (tremorsense 30 to sense creatures with an Int Score) and Psychic weapon; can manifest a weapon of any type the character has proficiency with, PC chooses type, identical to normal weapon of that type, but made of pure thought, can manifest and dismiss as free action, if weapon is disarmed or dropped the weapon simply disappears.

Blue Mage:
When a PC is attacked by a monster using a specific named ability (i.e. Ankheg's Acid Line), as long as the PC survives the attack. That PC is then able to mimic the ability once per day.(though I am thinking of only allowing the player to have one ability at a time.) Additionally it would be specific special abilities of the monster, not spells or spell like abilities or standard attacks.

Dragon:
A PC is a standard race, but has a secret bloodline that allows them, through strife and eventually control, to take a specific dragon form (Breath of Fire style) Gain spell Form of the Dragon I at level 5, Form of the Dragon II at level 10, Form of the Dragon III at level 15.

Immortal:
A PC is a standard race, but is born immortal (highlander style). The PC’s body doesn’t age past middle age, or whenever s/he “dies” the first time. At death the PC dies, however after a days rest, the body is whole and uninjured, any body parts removed are restored and the removed piece withers into dust. Can only truly die when the PC’s head is cut off.

Werewolf:
Changes at night on full moon. Type; shapechanger, Natural armor +2, dr 5/silver in animal and hybrid form.

Change shape (Ex); All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid, hybrid form and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead. An involuntary change always changes a werewolf to its animal form.

Lycanthropic Empathy; In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Rage (Ex) When first involuntary transformed per full moon a werewolf is possessed by inner reserves of strength and ferocity. A werewolf rages for a number of rounds per day equal to 4 + Constitution modifier. Entering a rage is a free actions. A werewolf in a rage gains a +4 morale bonus to Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, the werewolf takes a –2 penalty to Armor Class. The increase to Constitution grants the werewolf 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a werewolf cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics) or any ability that requires patience or concentration. Also while in a rage the werewolf cannot distinguish between friend or foe and attacks the nearest creature until it is slain or until it receives damage from another creature, where it turns its attention. The werewolf will always attack the last creature to harm it. A werewolf is fatigued after a rage for a number of rounds equal to 2 times the number of rounds spent in the rage

Ability Scores: +2 Wis, –2 Cha, in all forms; +2 Str, +2 Con and the scent ability, in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a lycanthrope's ability scores change when he assumes hybrid or animal form. In human form, the lycanthrope's ability scores are unchanged from the base creature's form. In animal and hybrid form, the lycanthrope's ability scores are the same as the base creature's or the base animal's, whichever ability score is higher.

So what do you all think? Again I know it's unbalanced, but my players are my close friends, mature, and we've been role playing together for a long time. Any ideas or tips for 4 additional abilities, I would prefer them as different from already stated abilities as possible, but something inherent within the PCs that can be unlocked through story and character development. Happy gaming.


I've never liked the rule that ammunition that hits is destroyed. I have bow hunted (traditional) much of my adult life. I would say I lose or destroy maybe 10% of my arrows. Normal wooden arrows with hunting tips and feathered fletching. When I am just target shooting I rarely ever destroy arrows and never lose them. That's just me, average person. Someone who is that heroic should be able to manage their ammunition better.

That's just something that's always nagged at me, but then arrows are ridiculously cheap in RPGs where as real life now-a-days you can make your own with about $2-3 worth of materials per arrow or buy them for nearly $10 each (or more if you get the aluminum or carbon arrows)

I know it has no real mechanical weight to the game. And I understand fantasy combat, you shoot an intelligent creature with an arrow it will either try to pull the arrow out or break it off.

@blackbloodtroll there are no rules saying that thrown weapons are lost or broken after you throw them. The breaking or lost values only apply to ammunition of ranged weapons as per RAW. So I would say that an adamantine cannonball which was thrown would be fine. Along the same lines I would say thrown arrows are retrievable also though.


I am building a series of dungeon delves and for the most part players will have unfettered access to any magic item for their level. With this kind of freedom I am looking to introduce some treasure items they can only be found and used in the dungeon they are delving. The treasure items I am thinking of will have less specific direct mechanical benefits (like you get +X to blah blah or you can use lah-di-dah Y times per day.)

The treasure items themselves can either be slotted items, wondrous items, or consumables. I am designing this as generic items though so instead of a "Greatsword" or "Longbow" or "Platemail" it will the most basic of slots like "Melee weapon," "Ranged Weapon," or "Armor." So any player who finds the specific treasure will be able to customize when they receive it to exactly something they can use under the category.

Here are a couple of my ideas so far for item properties in the style I am thinking. These may seem a little over powered compared to normal magic items, but they are meant to be. Many are supposed to have a good and bad side to the item.

Name: Warlord's Weapon
Description: This melee weapon while sheathed emits low growls, while drawn the weapon oozes with blood.
Property: When a character draws this weapon during an encounter all creatures including the wielder, flies into a bloodthirsty rage and will directly attack the nearest creature. Gain +2 to all attacks and defenses while in a rage. Save Ends.

Name: Construct Armor
Description: This armor looks like normal armor of its type except it has clockwork like gears embedded within especially in and around joints, once the armor is donned however the wearer finds it impossible to remove.
Property: This armor changes the wearer's creature type to construct, gaining all the benefits and penalties associated. While donned the wearer cannot heal hit points. Regardless if it is through magical means or naturally, and once the wearer reaches 0 hit points it dies. The armor fuses to the wearer and cannot be taken off once put on.

Name: Reflect Ring
Description: The Reflect Ring is a most powerful object against spellcasters. When a divine or arcane spell is cast against the wearer it glows light blue.
Property: When caster casts a spell that targets the wearer directly ("you" as a target in the description. Effect and area spells are not affected.) The wearer rolls on the table under the "spell turning" spell to determine what happens when that spell is cast. Note: if the result "both of you go through a rift into another plane." You are considered lost and thus dead for all game purposes.

These are just a few of the relic/artifact ideas I had. I would love some more ideas to throw into my campaign. Thanks and happy gaming.


I agree Sangalor. I've always ran with the rule that AoO don't stack. Regardless how many AoO an action provokes it does not grant more than one AoO for that triggering action per threatening creature.

Casting a spell provokes an attack of opportunity (nearly) regardless of the spell it grants the AoO, but just because it's a ranged spell does not mean it grants two AoO.

Making a full attack with a bow does not provoke an AoO for each arrow fired.

Making an unarmed whirlwind attack against 5 threatening creatures (without IUS) would grant one AoO from each threatening creature. It would not provoke 25 AoO (One from each attacker for each attacker hit) it would only provoke 5 (one from each attacker for the whole attack)

Reading a scroll to cast a ranged spell provokes one AoO not 3.

Just my personal rulings as a GM and my 2 cp on the subject. Happy gaming.


Sounds like the theme you are trying to fit needs some flavor. If you're the DM just make something. Here's an armor from Ultimate Combat

Mountain Pattern Armor: This medium armor consists of hundreds of small, interlocking pieces of steel shaped to resemble an ancient symbol for the word “mountain.” The mail is then riveted to a cloth or leather backing. It is worn like a mail coat and covers your torso, shoulders, and thighs. Stats; Mountain pattern armor Cost 250 gp, AC +6, Max Dex +3, Ar Check –4, Spell fail 30%, speed 30 ft./20 ft., 20 ft./15 ft., Weight 40 lbs.

And instead of little pieces of steel you could have them chunks of turtle shell with a gator leather backing. Just an idea, but if you are the GM you can literally use the mechanics of whatever works and flavor it however you want. You want the party to see a Graveknight with head to toe turtle and gator armor? Then tell the party they see a Graveknight with heat to toe turtle and gator armor. Especially if it's just some henchman of the BBEG, even a recurring henchman can be memorable but doesn't have to be mechanically accurate to the T.

Personally for memorable encounters I build my own monsters and throw them at the party. I want a construct with incorporeality? done. I need a NPC that works like a shadow dancer/eldritch knight? No problem, take a class feature here, put another there, build it on a framework of humanoid. Sounds good to me. Heavy armored shadowknight that uses two handed weapons, full plate and casts spells all the while jumping from shadow to shadow.

Just saying. A GM should make the story fun and worry less about by the book mechanics. Most of the rules in RPGs are for the players sake, if you know your players would be happy with a monster that has bits and pieces from different places, then put them together. Good luck and happy gaming.


Alchemist! Ranged damager. Bombs bombs and more bombs, party support with potions and such.


Tor-Sulless are you building a Ivalice campaign setting, and if so is there anywhere you have it posted to see progress? I would love to see all you've put in if that's the case.


I am coming up with an episodic dungeon delving series for one of my groups. I wish to make the storyline for each of the dungeons different, but similar. My idea is that every single dungeon delves' story is the party stopping an event in the dungeon that would otherwise wipe out the world. I just am having troubles coming up with additional ideas. This is what I have so far.

End of the world dungeon ideas:

Void Machine: A buried machine that was built by a group of aberrations to utterly wipe out the materials plane. Once the Machine is activated a begins to build up around the machine and it grows larger and larger until the entire plane is wiped from existence.

Elemental Dungeon of Air: Long ago four great elemental lords of wind were fed up with the material plane the mortal's excesses, so the lords sent massive tornadoes and hurricanes. At the brink of destruction the deities stepped in and made a deal with the elemental lords. The gods will build an arena to test the mettle of the mortals, once every 100 years at dawn a temple will appear, and if the brazier of elements is not lit by a champion by sundown the world will be destroyed.

Awakening: An ancient mad god of chaos has been slumbering deep in the earth, however he is starting to awake and the party must travel to the depths of the dungeon to find out why the bonds keeping the god asleep are weakening.

I hope to see the quality of ideas I know this forum is capable of. Thanks and happy gaming.


All righty here we go to tackle this question. I've done some research and some Spell-like abilities do not mimic spells directly however reading through some rules I found from the rules:

"For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature's caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature's Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature's Charisma modifier."

Which means to me that some spell-like abilities don't mimic spells, but resemble spells and I think Touch of Rage is a perfect example where a spell-like ability resembles a spell.

Quicken spell-like ability specifically says "The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4."

So I think at the RAW level this particular instance, Touch of Rage cannot gain the benefits of quicken spell-like ability, because it does not duplicate a spell, it only resembles a spell (Rage, sor/wiz 2).

However as a DM I would rule that, especially in this case, you can take quicken spell-like ability for any spell-like ability that you have regardless if it duplicates or resembles a spell, as I feel the wording is poor for quicken spell-like ability. Anyway happy gaming.


Yeah my bad that's true, I just wasn't clear in my post about that specifically.


Also remember AC enhancement bonuses from a +X Full plate or +X Armored Kilt or +X Breastplate. X does not stack with X, if you have multiple bonuses of the same type (i.e. Enhancement bonuses in this case) they do not add together, you use the highest. So if you had a +4 Breastplate, and a +5 Armored Kilt, your Bonus would not be +9. It would be +5 Because that's your highest.

Reference Core rulebook

Core Rulebook:
"Common Terms" Chapter 1 (see "Stacking")
"Feat Descriptions" Chapter 5 (see "Benefit")
"Armor" (see "armor/shield bonus") Chapter 6
"Combat Statistics" Chapter 8 (see "Armor Class")
"Casting Spells" Chapter 9 (see "Special Spell Effects/Bonus Types" and "Combining Magic Effects")
"Special Abilities" Chapter 9
"Armor" Chapter 15.

Same thing if you had a (just for example) shield with +5 enhancement bonus. A breastplate with a +4 enhancement bonus and an armored kilt with an enhancement bonus of +3. You would add the shield's normal AC bonus (because it's a shield bonus), the armor's normal AC bonus, and the armored kilt's +1 because it specifically says it adds to AC on top of normal armor. But the total enhancement bonus would only be +5 (Because they are all enhancement bonuses you use the highest, never combining.

The only type of AC bonus that stacks with itself is dodge bonuses, and some circumstance bonuses. Happy gaming.


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My apologies if the tone of this post offends you. It is not my purpose, just me stating my opinion about this.

I am a good roleplayer and I like to play in character as well. If I have a curious character, my chracter asks NPCs a plethora of random questions just for the sake of asking. If I am playing a hotheaded character the slightest insult has my character challenging the offender to duels.

The reason I play my Pathfinder characters. Is so I can play my Pathfinder characters. It would deeply disturb me as a player if any other group member including the GM took control of my character. Your cleric wants to control NPCs? That's fine if that's your character's style that's cool. But as soon as you start trying to control my character then we would have problems. I think it is extremely arrogant and insulting to say as a character or player that you know better than my character on what I should do with my character.

Hiding behind a curtain of "Oh but I'm roleplaying and that's what my character would do." Is a huge cop out in my book. It's one thing to roleplay a character, but to detract from other player's fun is deeply disturbing. There are two aspects of playing any RPG with a group of people. One is the roleplaying the other is the group. We have a saying in our group, "Roleplay to your heart's content, but don't be anti-party." This rang true even in our evil campaigns. The group did not backstab each other even if it seems a proper roleplaying choice. Why? Because it is just a game however people do take the personal time and energy to come up with their own character concepts that they think are fun to play, and everyone makes mistakes in battle.

You may call it meta-gaming for the players to be upset that you are trying to control their characters, but honestly as a long long time DM if a player ever came up to me and said, "Everyone else is meta-gaming because they get upset and won't let me control their characters." I would laugh at the player. First of all I would house rule that whatever spell you tried to control another player with would be completely optional against other players. You'd be able to use the spells as RAW against NPCs I don't care about that, but the other players would 100% get a choice to let you use the spell on them and they could cancel it as a free action at absolutely anytime they feel like it. The whole thing sounds to me like a selfish little kid who's brother is playing with a toy he wants to play with and tattletales to his parents because the brother is not sharing.

I think it was an excellent move for the GM to tell the other players what character concept you were planning. In my games all character concepts are public knowledge to myself and the other players. And if you feel some inherent need to control other people I would definitely suggest you play some solo rpg video games that way you have complete control over the entire party like you want, but you shouldn't involve other people's rights to free will just because that's how you want it. What you want isn't anymore or less important than what they want. And when they sit down to play Pathfinder, they want to play their characters, not you play their characters for them. And if that's the type of Pathfinder game you're looking for, talk to your DM about maybe making a special campaign for you where you can control 5 characters at once so you can get the experience you want.

In summary players want to play their characters and in-character roleplaying is no excuse to be anti-party. Happy gaming.


Against flying creatures he'll just have to hit them with his 15 ft reach. Or total defense and give his party mad bonuses while they take the flyer out.

Hm I threw felling smash in there because I was thinking "hey wouldn't it be great if he could hit stuff and trip them at the same time?" However now that I am looking at it, better things could go there. Like getting toughness earlier and putting greater cleave where toughness is or even pin down or stand still which would be good against the flyers. And with the withdraw option. I doubt my DM even knows what that is, much less would ever use it.

So maybe

Tanky Feats:

1 Combat Expertise
1 Combat Reflexes
2 Improved Trip
3 Power Attack
4 Shield Focus
5 Cleave
6 Greater Trip
7 Stand Still
8 Covering Defense
9 Bodyguard
10 Dodge
11 Lunge
12 Combat Patrol
13 Missile Shield
14 Toughness
15 Saving Shield
16 In Harm’s way
17 Greater Shield Focus
18 Mobility
19 Spring Attack
20 Whirlwind attack

Is what I am thinking without felling smash stand still would be good.


All righty so here's a build I've been working on for a few days now. I am pretty excited as he is fairly solid I believe all the way through. I've considered many other feats, and abilities for this character. In essence though this is the character I believe that does best what he is meant to do.

Tanky:
Tanky
Half-Orc
Phalanx Soldier 20
Base Attributes (25 point buy) str 16, dex 14, con 16, int 13, wis 11, cha 7 Then dump everything into str (or con)
Feats
1 Combat Expertise
1 Combat Reflexes
2 Improved Trip
3 Power Attack
4 Shield Focus
5 Cleave
6 Greater Trip
7 Felling Smash
8 Covering Defense
9 Bodyguard
10 Dodge
11 Lunge
12 Combat Patrol
13 Missile Shield
14 Toughness
15 Saving Shield
16 In Harm’s way
17 Greater Shield Focus
18 Mobility
19 Spring Attack
20 Whirlwind attack
Skills
player discretion
Equipment
O-Yoroi
Tower Shield
Guisarme/Hooked Lance

Strategy: Trip like mad and make the enemy provoke plenty of attacks of opportunities at reach while aiding another with all sorts of AC bonuses, eventually with lunge increase range 5 more feet, trip with cleave (which is still up for debate on the FAQ), jump in harms way and eventually whirlwind tripping everything within 15 ft.

So basically it looks like this at level 20 anything tripable within 15 feet gets tripped as a full round action whirlwind attack. With greater trip each creature tripped provokes an AoO. Then on their turn if they bother to stand up they provoke another AoO. And when an ally gets attacked add AC/cover bonus/improved evasion to ally and IF the attack still succeeds take damage for the ally instead.

I've looked at stand still and pin down and just wasn't impressed by either of those feats. I would love some input on the build.


Thanks I appreciate the feedback. :)


So I am a fairly new player to PF, however I've been running other RPG systems for a long long time. And building a new character idea. I ran into a problem that isn't even close to discussed anywhere that I am aware of.

Can you take multiple levels of the same class as a multiclass?

Example: Say I am building a rogue type character and I want him to be really good at stealing. So I take 5 levels of rogue with the Cutpurse archetype. Now after those 5 levels of Rogue (Cutpurse) can I then go back and add a different archetype as if I was multiclassing, but keeping the same class only different archetype?

Can I have a character that is rogue (cutpurse) 5/rogue (knife master) 5.

Who is effectively two level 5 rogues
Because with normal multiclassing you can just add a level or however many from a different class as you see fit. If I was a rogue (cutpurse) 5 and wanted 5 levels of bard it would be no problem I would be rogue (cutpurse) 5/bard 5. Having started my 6th level as a level 1 bard.

So I ask does the same mechanics work if you are multiclassing into the same class only a different archetype?

Any help would be much appreciated.


One idea I've had in the past when dealing with time travel adventures. Is perhaps the loop isn't very small at all instead of a day or two maybe the loop is a year or a decade. And the PCs are not the cause, they are just caught in it, but for some reason (which will lessen the player frustration) the PCs can remember everything they did during the loops, but sometimes things are vastly different. Sometimes the city they are in is a vibrant metropolis, other times it's a ruined necropolis. The PCs can be near unique that they are able to remember every time and thus they are the ones that must stop the (insert cause of time loop here, I suggest a specific creature, or group of creatures. And the creatures may or may not realize they are stuck in the time loop either.)

This allows for a lot of really good roleplaying.

How do you convince a paladin that fighting an evil sorcerer causes the time loop, when the sorcerer is razing towns?
Or
A wizard cabal summons a vast being of temporal energy and cracks the very foundation of time, but they have no knowledge of the ritual required to summon the being until the PCs suggest it was them that broke time in the first place.
Or
A righteous knight was fated to become a new minor deity, however the knight is killed in his youth and never gets the chance to ascend to Godhood which causes a tear in time and causes the loop.

Another fun note, is give the PCs a little consequence. Make it a time spiral. Let the PCs remember each time loop, but have the time that they are able to affect before it is reset be getting shorter. That way they may have had a tenday before, and now they only have week. If going that route I would definitely have the amount of time the loop shortens be the same, like 6 hours or 12 hours. Something where they notice but have time to accomplish the task, especially if they have to hunt down the cause.

Just some quick ideas I had with interesting ways to run a time loop. Good luck and happy DMing.


Quote:
154. You have ever been told by a supervisor at work, "Stop talking about worshiping satan in the office."
Quote:
Not to be confused with "Stop talking about worshiping seitan in the office", which is on the "You know you're a vegetarian" list.

155. You laughed at the reference of 154.

156. You realize you'd rather quit real life than roleplaying.
157. Would be saddened if your significant other left you, but would be devastated if you lost all your RPG materials (books, dice, binders, notebooks, etc.)
158. Spend more time reading roleplaying books, websites, or reference materials than all other activities in your daily life combined.
159. Learned archery in real life to test distance penalties.


Here's the basic tactics that this character will represent.

He's going to walk into a room and stand between the monster group and the rest of the party. He's going to threaten a 10 ft. area and trip anyone that moves as an opportunity attack. With greater trip when they fall down they will provoke AoO for the rest of the party. When they try to stand up they will provoke AoO for the rest of the party, and he will attempt to trip again for his own AoO. So the cycle repeats. He will use the Aid another action as a swift action with Swift Aid and probably do a full defense action. And use that on the one other melee character in the party. That way if an enemy tries to hit the other melee character, then not only will the other character get his full bonus to AC from the shield, but also another +1 from swift action, and if the attack still manages to get through, he can take full damage from the attack that way the other character won't get hurt at all. All the while have the cleric healing him as he takes damage through the fight, and if healing can't keep up then he will be able to still do all of that (except he won't have a move action) until he is actually dead (not just unconscious.)

That is the plan and purpose for this character. Just wondering if anyone has a better way to do this other than the myriad of feats I've selected.


Rasmus Wagner wrote:
Asgetrion wrote:


Still, I'd probably take Lore Warden instead. The AC is not that important, especially if you WANT the enemy to tackle you instead of the squishies. Being able to reliably Trip them is worth more.

You could dip Cavalier to get your heavy armor proficiency back.

First; I've looked at Lore Warden since this is like the third time in 2 days of me being on this Forum that is has been suggested, and honestly I don't think Lore Warden is worth anything at all, not only that, but I will happily break it down on why I don't think Lore Warden is worth anything.

Why Lore Warden doesn't work:

Scholastic: Useless for my build. I don't care for him to know anything about anything and he loses his proficiencies with medium armor, heavy armor, and shields? HA! He is not meant to be a skill monkey. Extra knowledge for this fighter build is a waste of the proficiencies.
Expertise: One of two abilities that is even half way useful, but as I said in my OP he has the stats and have the room for Combat Expertise as a feat already.
Maneuver Mastery: The only ability that is actually useful in the entire archtype for this build. Additional CMB and CMD excellent ability.
Know Thy Enemy: Don't care in the slightest. I don't need an ability that gives me a +2 to attack and damages, since for the most part I don't plan on attacking or damaging creatures. And as this ability doesn't give me any bonus to CMB or CMD, it is useless.
Hair's Breadth: You mean I can roll a skill that's not on my skill list, that is subject to armor check penalty to my to avoid a critical hit? Pass.
Swift Lore: I can use a useless ability even faster? No thanks.
Know Weakness: Would be a half way useful ability if it wasn't at level 19 and at the end line of an archtype that has one useful ability that the build would gain at level 3.

Thanks for the input Rasmus, but your suggestions aren't even close to what I was looking for. I am trying to optimize a build that can and will take hits not just get tackled relying on CMD over AC to protect him. If I built a character who was meant to take hits without AC my GM would kill him as soon as he got the chance. "But I thought the zombie was just going to tackle me I didn't actually expect him to try to hit me... my AC is only 13...oh so the zombie killed me because he just regular attacked me?... All right, hm I wonder what my next character should be." Would be the general line of conversation that would lead to with my GM.

Plus I don't want to have to dip into a role playing restrictive class that has only minor abilities that wouldn't help my build out either just to get back armor and shield proficiencies (Not even getting them all back). All for a measly tiered bonus to CMB and CMD which overall wouldn't help terribly much as the build with a decent magic item progression would keep up with a party encounter CR's CMD.


Asgetrion wrote:
Isn't guisarme a two-handed weapon? How are you going to use a shield with it?

Easy peasy, Phalanx Soldier level 3 class ability: Phalanx Fighting (Ex): At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. This ability replaces armor training 1.

Edit: APG pg 105.


Hello Pathfinder Community. This is a feel I am trying to get for an Optimized Pathfinder only build.

I've been knocking this build around in my head for a day or two now and I am wondering what people think. Here we go.

The premise of this character is not damage. Heck he might never even deal a point of damage, but(!) he is going to be tough as nails and hard to get around.

So I am thinking Half-Orc, Fighter (Phalanx Soldier) 20(?)
With a guisarme, some full plate, and a big ole shield (thinking tower eventually, probably just start with large steel)

Here's what he does, he stands there with butt loads of strength, as much con as i can eek out and enough dex and int to get me the feats I need. Then as any enemies who get close he trips or bull rushes, then aids actions, and takes hits for other party members. He is built to be a hit taker for a party full of vulnerable glass cannons.

He has healing back up so no worries about that. His job is to take damage, demoralize the crap out of the enemy, and then use combat maneuvers until the GM wakes up with night terrors about what he does to the opposition. Since this build focuses on one class I doubt I need to list out every little stat for this character, but since homeboy gets something like 21 feats I will bother to list that.

Feats
Combat reflexes
Improved trip
Combat expertise
Shield focus
Covering defense
Dodge
Mobility
Intimidating prowess
Weapon Focus
Dazzling Display
Penetrating strike
Greater Trip
Endurance
Diehard
Drag down
Power attack
Missile shield
Swift aid
Felling smash
In Harm's Way
Combat Patrol
Ironhide (?)

I am not even set on this list. This is just the prelim list that I've managed to hobble together to get a grasp of what this guy will be capable of. I have considered Paladin being another option, half as many feats, but better saves and personal healing. Though there is a group cleric so healing is not something I have to worry about with a meat shield build to do himself.

The only ones I am really set on are probably the greater trip line, and the in harm's way line. Which are the real flavor to this character as a whole. Next favorite is probably dazzling display because a -2 debuff to everything that can see or hear him within 30 ft? Sign me up.

Diehard is just awesome anyway what fighter couldn't use a free chance to auto stabilize, and keep fighting until he's actually dead?

Anyway any ideas would be much appreciated.


As you highlighted above it says "most".

"The exception to this is class abilities, most of which are based on the total number of class levels that a character possesses of that particular class."

I define that as class abilities which show progression on a class table, as well as any defined as increase by class level. Not (unspecified) level.

While I would definitely agree most class abilities are subject to the specific class level of the class itself. I will continue to work under the general versus specific rule. If it does not specifically say "class level" then I will take that as meaning character level. That is my end of discussion.


When do the rules ever state character level versus class level? I've only ever seen entries either say "adds his or her class level" or "adds his or her level" The only time it's ever specified is when it's generic "level" or specific "class level"

From Core pg. 31 "Note that there are a number of effects and prerequisites that rely on a character’s level or Hit Dice. Such effects
are always based on the total number of levels or Hit Dice a character possesses, not just those from one class. The exception to this is class abilities, most of which are based on the total number of class levels that a character possesses of that particular class."

I read that as, if a class ability has a specific level prerequisite like Spontaneous Symbology prerequisite is level 11. I can take that as a character level 11 not an oracle class level 11, but I have to be at an oracle level where I can learn a revelation. So if my character was wizard 6/oracle 5. I wouldn't be able to learn the ability because the oracle level 5 does not learn a revelation at the 5th oracle level. However in two levels when he's wizard 6/oracle 7, since he reached the oracle level required to learn another revelation, and since he's level 13 he should be able to spontaneous symbology.


More examples Rage Powers, Clear Mind "A barbarian must be at least 8th level before selecting this power."

A Fighter 5/Barbarian 3 is 8th level.

Bardic Knowledge: "A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained."

So the Bard adds half his bard class level to all knowledge skill checks.

But

Lore: "At 2nd level, a loremaster adds half his level to all Knowledge skill checks and may make such checks untrained."

The loremaster adds half his level, it doesn't say "class level" like bardic knowledge, it says "adds half his level" it's the same ability written to very different ways. If it was to be assumed that a loremaster only adds half his loremaster levels why does it not specify that like the bard does, if the loremaster only adds 1/2 his class level it should read, Lore: At 2nd level, a loremaster adds half his class level to all knowledge skill checks and may make such checks untrained.

Alchemy: "an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check."

Bombs: "An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier."

Both specifically state class level.

Art of deception: "A master spy adds her class level to all Bluff, Disguise, and Sense Motive checks."

Again specifically it says a master spy adds her "class level" but in the same class on the same page it says;

Superficial Knowledge: "she can make untrained Knowledge and Profession checks pertaining to her cover or assumed identity as if she were trained and gains a bonus equal to half her level on these checks."

"Gains a bonus equal to half her level on these checks." Same page same class. Shouldn't that say "Gains a bonus equal to half her class level on these checks"?


I am talking about prerequisites for abilities and feats and such. I understand that if you take 3 levels in rogue and 4 levels in fighter you don't get Sneak attack +4d6, sneak attack specifically states "This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels
thereafter" . But as well outlined in my above examples my question is for ability prerequisites when you get a choice.

I will reiterate my example. With a Wizard 5/Oracle 6 can he choose the revelation Spontaneous Symbology? Spontaneous symbology says; "You must be at least 11th level to select this revelation" it does not say you must be at least a 11th level oracle to select this revelation.

Where as the sneak attack example says specifically it increases for every two rogue levels. Where the Spontaneous Symbology just asks for 11th level, no specific class mentioned.


Is there a place in the rules it specifically states that class level is assumed unless character level is otherwise stated?


When an entry in a class says something like a "character can pick this if they are level X." Do you consider your character level or class level?

Example: Say a wizard 6/oracle (lore) 7 was picking his revelation for level 7 would he qualify for Spontaneous Symbology (APG 50) which says "You must be at least 11th
level to select this revelation." His character level is 12 total, but his Oracle class level is only 7.

Or take the lore ability from Loremaster if a Wizard 5/Loremaster 2 wants to figure out the total from the lore ability "Lore: At 2nd level, a Loremaster adds half his level to all Knowledge skill checks and may make such checks untrained. The bonuses gained from this ability stack with those gained from Bardic Knowledge." So does he add one half his character level which would be 7 or one half his Loremaster class level which would be 2?

Any help would be greatly appreciated.


Cathedron that's hilarious, but no I don't want to slow the game down and have the other players be mad at me. I just want a character that is nearly useless in combat. And by that I mean, the other players would rather me doing other things in combat than casting spells or trying to hit the monsters, but still be useful enough to have around.

But I am not trying to be a dick and derail the game, just trying to think of non-conventional character preferably that do not use NPC classes, though thank you TriOmegaZero. And my main focus is to be incredibly useful outside of combat, but pretty much a buffer in combat. Like "I cast cat's grace, then use aid another," Rinse and repeat for combat.

I would prefer never to make an attack roll against a monster directly, ever. But something that outside of combat I am invaluable.

I wouldn't make a completely broken character on purpose or try to ruin the other player's fun, if anything this will enhance their fun during combat as they won't really ever have to wait for me, and I'll be helping them with useful spells.

I'll post the build when I am done with it. I am working on it right now.


Hello, Pathfinderers! I have been DMing D&D for a long time and one of my friends and long time players is notorious for making completely broken character builds in one way or another, either super uber powerful for what I let him use as character creation guidelines or super useless theme characters for settings that he knows aren't going to be a part of the story. Like once he made a really cool Sinbad of the desert type character who was part rogue/ranger/[insert useless desert themed prestige class here] when he knew we were doing a nautical campaign, a completely nautical campaign. I mean it wasn't like a surprise we had been playing the campaign for like 10 levels already and he got bored of his druid so he said he wanted his character to die, I said that's fine make a level 10 character.

Anyway now he is in the DM chair and has been for a few levels now. He took a break from my group to start a new group with another group of friends who's schedule conflicted with my normal gaming group time. So now that my group has finally dissolved completely due to a marriage and a new job for a player in a different city. He invited the last two of us to join his group, so we're like cool let's do it.

And now I want to be evil(ish) and get back at him for all his wacky characters which I definitely didn't mind, being a long time DM I am able to adapt and change the campaign as character concepts come in and out. Some of his character were down right hilarious. Yet now the glove is on the other hand as it were, and I have a character concept that I need help fleshing out the character concept.

My idea is this as it says in the title. A non-combatant character. Someone who is pretty much useless in battle, not a pacifist, just super useless. But is handy in every other aspect of the game. I am thinking something like wizard/loremaster/pathfinder chronicler. With proper spell selection and skill selection I think I can make that happen. I mean someone who is amazing at skill rolls, aid another is a big helpful bit, deep pockets is awesome, definitely do a dual stat of Intelligence and Charisma maybe even be the face of the group. Combine wizard divination spells/secret/lore/AND bardic knowledge Bam this dude knows everything about everything ever. If he doesn't know something it not only doesn't exist, but probably can't.

The DM is allowing one to be 18 and the rest 4d6, so it's pretty solid all the way through. I think I would go through with an Int boosting race, hopefully small, just to further his uselessness in direct combat, or just an old character.

So anyone want to help me flesh out this build at all or think of another build that is equally useless in combat, but also very helpful for the group in non-combat scenarios. My idea is a skill master/buffer/face for the group just useless at combat. He may not be able to hit anything, but he knows just about everything.

Old Age Half Elf or Gnome Wizard 5 (Maybe Abjurist)/Loremaster 3/Pathfinder Chronicler 6. As the base progression and then just go to 11 with the wizard after the chronicler. I know, I know 6 spell levels falling behind is going to hurt, but in all honesty I don't mind. This build focuses on non-combat, and buffs like Cat's Grace and such stay relevant. But that's just my base idea. Thanks! Any thoughts?