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Anaphexia Assassin

spectrevk's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 697 posts (808 including aliases). 3 reviews. No lists. No wishlists. 15 Pathfinder Society characters.


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Any room left? I was thinking of a Cavalier.

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Bard-Sader wrote:

Ok, so here is the logic.

1) Pharasma, the goddess of death, births, Fate, and arbiter of souls, says that Abortion is evil (an abomination). It is written in the sinner Sea Gods book.

2). Pharasma gets to judge every soul at her great Boneyard, deciding the ultimate fate and location of the soul's eternal reward.

3). As Pharasma is the judge, the rule, regardless of whether you follow her tenets or not.

4). Golarion has objective Good and Evil, not subjective. Pharasma knows objectively what is Good and what is Evil, so she is right.

5). Therefore, on moral judgements, we tenets are absolutely true, upheld and BACKED by the metaphysical forces of the universe.

Now, if you want to say that Pharasmsa is NOT infallible in judging souls, then you are also saying that there may be a lot of souls that got send to the wrong afterlife.

So, is this paizo's intended statement? That in Golarion, abortion is evil? Do Paladins need to treat abortion providers as murderers? Am I missing something in my logic?

The same paragraph that states Pharasma's general opposition to "killing the unborn" also states that her temples routinely provide contraception and "deal with" pregnancies that threaten the health of the mother. So implying that she is strictly opposed to abortion is completely false.

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Also, Chelaxians is more appropriate for a culture that loves to chillax as much as the Chelaxians do :P

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John Cena isn't terribly Chaotic; he's generally in favor of fair play and supports legitimate authority. He hasn't turned heel in over a decade, and despite being taunted by the crowd with "John Cena Sucks" chants, he remains positive, accepting that not everyone will support him, and the fans have a right to cheer whoever they want. He's a hero to children, has done more Make a Wish visits than any celebrity every (no, really), and is out in front of any charity stuff WWE gets involved with. He can be pushed into bending the rules, but I'd say he's more of a Neutral Good deity, and I could see justifying Lawful Good if only so that he could support an order of Paladins (which seems just about perfect for him).

As for domains, I'd say Strength, Community, and Nobility match up with his "Hustle, Loyalty, Respect" mantra, and I'd add in Good to round it all out. His followers will already have access to the subdomains of each, so they can take the Fist subdomain if you like.

His clerics should all wear brightly-colored armbands and wristbands, and their prayers always begin with a familiar hand gesture. He is known as the Invisible God, for sinners cannot see him.

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I left out Challenge largely because it struck me as kind of an inferior version of the Paladin's Smite, but you're right, I should have put it on the list. The Order benefits seem variable; some of the skills given are very useful, some less so, and the level-based benefits are pretty divergent and really effect your character build, so I didn't think they fit on a 'general' list of benefits.

FWIW, I still think they're getting robbed on saving throws, but I digress. This is supposed to be about effective base Cavalier builds. I'd thought of an Intimidate-focused Order of the Cockatrice build, but for the life of me I can't really think of why that concept would work better as a Cavalier and not, say, a Fighter or Brawler.

Any good suggestions for Teamwork feats? They all seem so situational and involve considerable work to set up.

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Among my own friends, the Cavalier has long been a pitiable creature: outshone by its variants (The Samurai) and Archetypes, or relegated to niche builds (gnome/halfling lance charge cheese).

But how might we really make it work, as originally intended? What if someone, perhaps after playing with the Alain pregen, decided to keep going? What can a Cavalier really do that isn't done better by a Fighter or a Paladin? And how might a Cavalier succeed in a dungeon crawl, where they are likely deprived of their mount?

To begin to answer my own question, a brief overview of what the Cavalier has going for him/her:

- Full BAB progression
- 4+INT Skill points her level, on par with the Ranger
- Free combat-trained, light-armor proficient horse at 1st level
- No ACP on Ride checks while riding their own mount.
- Free Teamwork feat; can give this feat to the party 1/day.
- Some incredible mounted charge bonuses

And the downsides:

- Only one good save (compare to Paladin and Ranger, with two good saves, full BAB, and partial spellcasting).
- Mounted combat is a niche in a game where so much action happens indoors or underground.
- Technically speaking, the Inquisitor gets a better deal on Teamwork feats.
- Fewer bonus feats than a Fighter
- Financially responsible for outfitting themselves *and* a mount from 1st level

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Spell-storing, perhaps?

Pathfinder Adventure Path Subscriber

Remember that there are also serrated arrows for dealing with zombies and other DR/slashing creatures.

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So, I made my triumphant(?) return to PFS GMing last night. Our group had been going late quite often recently, so the players were definitely on-board with the concept of getting through things smoothly, if not necessarily the execution.

As always, the group started late because of the time everyone showed up, so we started closer to 8pm than the 7/7:30 that was intended. Still, I had the game wrapped up by 11:15pm, and everyone was out the door with their chronicles by 11:30. I count that as a "win".

The main factor causing delays was overplanning. THey spent more time talking about how to deal with entering a warehouse full of pirates than they did actually fighting the pirates.

Player indecision/too many suggestions for new players was a minor issue, and one that's easier to deal with for me (I just go with whatever the new player said they were doing; they can try the other guy's advice next turn).

There were a few grumbles when they failed one of their objectives, but I figure that when you open fire on a woman holding a hostage, you can't be too upset when she makes good on her threat to kill that hostage.

I also had one potential rules kerfuffle regarding the use of the Grapple manuever to reposition an enemy, but it turned out to be largely irrelevant, and we didn't really lose much time to it.

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SmiloDan wrote:
So far, Snow Crash is ADORABLE!!!!! They have fiber optic cables and explained what an avatar is. And they said the typical hacker is skinny! Hahahahahahaha!!!!!

The typical hacker in Snow Crash is fully immersed in VR for extended periods of time, not seated in front of a machine with snackfoods within arm's reach.

For me the weirdest part of the book was that the whole damn thing is written in the present tense.

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I liked how they wrapped up the story arc, but issue 11 left me kind of disappointed. Anyone else?

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Lord Snow wrote:

Well, remember that Varian spent hundreds of years being a Chalexian noble. Instead of thinking of him as entitled, think how much of a mental reach it is for a person of his background to be able to see anyone of lesser status than him as deserving of anything. For me, what makes Varian the most interesting is exactly that. He is a good person used taught to think of himself as better than others by birthright. As an aside, the tension between this and the way he is perceived in Elvish society creates most of the personal journey he goes through in Queen of Thorns, the next book in the series.

Point taken; the other book in my collection is Master of Devils, but I'll likely get around to Queen of Thorns soon enough. I just found Radovan much more engaging as a narrator. Better stuff happened to him, though I guess that's to be expected, given his connection to the plot of Prince of Wolves.

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I decided to try out a few Pathfinder Tales novels, since I found them on sale. I read Called to Darkness a few months ago, and just finished Prince of Wolves. The former is very much a self-contained story, while the latter is part of a series.

Called to Darkness was a lot of fun, and generally managed to not seem too "gamey". The protagonist was likable, and the author deserves credit for writing a stoic, laconic female lead who still manages to be likable. Too often writers feel the need to soften this type of character to make them more relatable, often with a love interest, but instead Byers pairs her with a grandfatherly partner who keeps reaching out, regardless of how distant she remains. The slow process of an orphaned barbarian learning to accept new friendships feels more realistic and earned.

Prince of Wolves is one of two "Radovan and the Count" novels I have on my shelf; I decided to finish this one first since it's earlier in the series, though still not the first one. Split POV writing is a challenge, and while Dave Gross does an excellent job of varying the tone of his writing for each protagonist, I still have a hard time enjoying Varian Jaggare as a narrator. Part of it is his affected speech, but a bigger part is that despite his manners and education, he's simply not as likable as Radovan. I usually love bookish characters, but Varian's constant, entitled inner monologue acts as a barrier between him and the reader, and even when the emotional punch of the novel shows up for him, I didn't really feel empathy for him. By contrast, the mere threat of harm to the characters that Radovan cares for in the book struck me in a visceral way. Perhaps I'm biased; Radovan's "street slang" voice in the book brings back pleasant memories of Stephen Brust's Vlad Taltos novels, of which I'm a huge fan. I still enjoyed the book quite a bit, and softened toward Varian somewhat by the end, but I vastly preferred the Radovan chapters to Varian's.

Anyone else? Radovan or Jeggare?

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I tend not to have too many problems myself these days; I just thought it'd be nice to have a thread for new GMs to get some tips.

- Table chatter is always an issue, and probably the thing I miss most when running PFS, since you basically just can't allow it. I've come to treasure long digressions about nerd stuff during my home games.

- Combat is always slower than it could be. Newer/less prepared players are one cause, but equally troublesome are the "helpful" experienced players who chime in to give advice. Their hearts are in the right place, but unless you keep control of the conversation, it's easy for the new player to get lost weighing 3-4 options given to them by their advisors.

- I pre-sketch maps for pretty much all of my games, or plan to run without if the map is unnecessary/unsuitable. For PFS, you pretty much always want a map. Running modules for PFS credit can be troublesome here, as modules often have larger, more complex maps than PFS scenarios.

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I generally track initiative myself, using a combat pad. When I was in college, I even picked up a small hourglass to keep players on time :)

I also tend to feel like keeping some of the character info "on the player" forces them to remain engaged with what's going on ("does a 17 hit your touch AC?") and reduces their ability to fall into distraction.

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Hello GMs!

I'm not a guy with a lot (read: any) GM stars in PFS, but I've run a few games before (and am likely to run more in the future), and I frequently play. One problem that I see happening a lot is GMs running out of time in a scenario, or coming close to it. There is a lot of good GMing advice available in th GM's Guide, and in the PFS guide, but not a lot on keeping a game constantly moving in spite of what the players might be doing.

I feel like PFS GMing is a very different experience from running a "normal" game. You've got 3-4 hours to clear the entire scenario, including 3-4 combat scenarios, with a group that has probably not had too much practice working together. Running PFS made me a better prep guy out of necessity, but that wasn't enough. You really have to be strict about start times, breaks, and time spent roleplaying. Rules arguments go from mildly annoying to completely unacceptable. But I digress.

What are some techniques that you use to keep the game moving at a good pace? How do you best push a party back on track when they go down a rabbit hole? What are your favorite ways to streamline initiative tracking (init cards, the magnet board, etc.) and combat in general? I've seen guys who like to have players fill out init cards with their basic combat stats and such, but I sometimes feel like the time spent waiting for everyone to fill them out while commiserating isn't time well spent. What do you all think?

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I live in an area with a fair number of shops running PFS; I suspect this one is going all-Core to set itself apart and attract new players, which I totally respect. Thanks for all of these quality build ideas!

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Finlanderboy wrote:

Why all core? I never heard of an exclusive core public game.

On the other note, why do they NEED an arcane caster? That seems silly. With the rebuild rules who care what you are at level 1. You could be a ranger and at level two become your monk.

You've never heard of of the PFS Core Campaign? They started it last year. It's ostensibly a way to get newer players involved without putting them at a disadvantage for not owning so many books, and it lets experienced players re-play scenarios for credit.

It creates a fun challenge in some situations, but can become rather dull in others.

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Valkyrie-Storm wrote:

Oh sorry, we are level 5, in order we have

Martial Artist(Monk)/Mad Dog(Barb)

And I was the quote unquote tank till I died, the cleric and the monk are optimised, the bard had crap stats but does good sonic damage, the paladin just smashes stuff and the swashbuckler had a total of like 42 point buy from his rolls, and the investigator is strange just does trap removal and door openning and does strange spells.

Hmm. If this is going to be your first spellcaster, I'd suggest keeping it simple and fun. If your goal is to blast a lot, then going for a Sylph Elemental (Air) Sorcerer sounds like a perfect idea.

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How about a Wizard/Monk combo? I just reviewed the melee touch attack rules and as long as you're using unarmed/natural attacks, you can deliver touch spells with an attack and deal your normal attack damage in addition to the spell's damage. A short dip into Monk will give you 1d6 on unarmed attacks, the improved unarmed combat feat, and WIS to AC. Seems like a pretty good deal.

Granted, it doesn't become a thing until level 2, but it'll be something I can look forward to.

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Felyndiira wrote:

One thing to do if you're getting bored: fill your slots with a bunch of Silent Image spells, and figure out ways to solve problems with just that or Ghost Sound.

Otherwise, what is it that you are looking for in a character? It's true that a first level wizard doesn't have much versatility yet, but it's still probably the most versatile class that you can find even at level 1. If just rolling attack and damage dice is getting boring to you, try branching out into more fun spells like Charm Person or Illusions.

It's a tough situation because much of what you encounter in Godsmouth Heresy is largely immune to things like Charm Person.

Jason Robbs wrote:
18 strength half-orc transmuter wizard with a falchion. Either go for eldritch knight to stay competitive in melee or stay pure wizard and transition into buffing/control at higher levels. Its fun because you get to use those cool wizard polymorph spells. Also the confused looks from everyone else at the table makes it worthwhile.

I like this idea! I was just over here sketching out something similar (dual-dagger, bonded weapon[dagger], etc) but I ran up against the question of whether you can still deliver magical touch attacks if you've got knives in both hands (or in your case, both hands are on a falchion).

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So, my local shop runs all Core tables for PFS right now, which means I can only use Core classes, feats, etc. I had to unexpectedly make a 1st level character for a thing they're doing, and they needed an arcane caster, so I went with a Wizard. It was a rush job, so I just threw together the easiest thing to keep alive: A Conjuration Wizard with Toughness as a 1st level feat. He survived, he threw a lot of acid darts, and he bored me to tears.

Obviously the lack of background is part of what hurts, but the other part is that Conjuration, while probably one of the best core schools mechanically (what else comes close? Abjuration? Divination?) just feels so dull to me. The fun teleportation stuff doesn't show up until 8th level, and an extra round on my summons isn't going to provide much either. Plus, having GM'd plenty of low-level Pathfinders, simply the thought of summoning an Eagle to claw, claw, bite puts me to sleep.

How can I rebuild this Wizard into something interesting (most important) and useful (secondary importance)? Any wild ideas that can be done with only the Core rulebook? A Lawful Neutral Necromancer sounded interesting at first, but a)the Skeletal Summoner feat is in Ultimate Magic and b) we're doing Godsmouth Heresy, so the fear touch ability is going to be utterly useless.

I'm also open to any interesting Sorcerer build ideas you might have (Celestial? Can anyone make that work?)

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Idle Champion wrote: ic-archetypes/cloistered-cleric, which turns the cleric from a mighty adventurer to an NPC.

Light armour, a handful of simple weapons, one domain, diminished spellcasting...for the other half of the knowledge skills as class skills, 2 skill points per level, bardic knowledge, and Scribe Scroll.

Isn't Ecclesitheurge even worse?

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lucky7 wrote:
A world where there is a Mega-Dungeon Roguelike structure, and there is an industry of looting stuff from it.

Isn't this the premise of a bunch of anime shows (Magi, Is It Wrong To Pick Up Girls In A Dungeon, etc.)?

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Good catch on the feat - I'd missed that part. The "dinosaur" companion gets its big upgrade at level 7 (when it becomes Medium, gains strength, loses dex, etc.), not level 4, which is why I didn't make those adjustments.

I hadn't considered the Evangelist tactic, though. Thanks for the tip.

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Velociraptor animal companions start out as "Small".

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I'm also open to naming him something better than "Bosco"

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I'm joining a friend's Mummy's Mask game, and since they're short on healing, I decided to go with a Cleric. In the interest of bringing in some Osirion flavor, I went with a Cleric of Sobek, who happens to have the Saurian sub-domain. Thus, I now have Bosco, a Velociraptor animal companion. Having taken the Boon Companion feat, he will now be at my own level (4th), and I'm applying the Bodyguard archetype, but I'm curious about what else I can do. Here's what I have so far:

STR 11 (12 after 4th level ability score point)
DEX 17
CON 17
WIS 12
CHA 14

AC 17 (3 natural armor + 3 DEX +1 size)
HP: 32 (? I assume Animal Companions don't get full HP at first level)
Fort +7, Ref +7, Will +2

SKILLS: Perception +5, Acrobatics +7, Survival +5, Climb +5
FEATS: Combat Reflexes, Bodyguard

SHARED VIGILANCE: When he's adjacent, we both get the Alertness feat
TENACIOUS GUARDIAN: He always acts in the surprise round, and when he's adjacent he stays conscious below zero HP, and gains +2 to attacks, saves, and skill rolls while he's below zero HP. Dies at negative CON + my level.

A few ideas I had:
- Some kind of backpack so he can carry some of my gear. Not too much, but with a STR of 12 surely he can carry something.
- I like the idea of a reactive +2 to AC from his Bodyguard feat, but am I barking up the wrong tree here?

For reference, my character is a cleric of Sobek (the crocodile guy) wielding his god's favored weapon (a falchion). My feats are Power Attack, Shield of Swings, and Boon Companion.

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I'm supposed to be running a backup table at my FLGS this week, and I was planning on running Risen from the Sands, but I wanted to confirm that it was legal for a Core campaign, since everyone at the store is running Core characters.

The initial stuff on Core that I saw in the blog post and the current PFS guide PDF seems to indicate that any PFS-legal module is legal in Core, but I've seen some forum responses that indicate that certain boons are not Core legal. Is there a resource that lists what chronicle sheets/modules are legal for Core?

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I like to think that old Wizard familiars go on to find new apprentices to teach magic to, and thus become Witch familiars :)

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Jacob Saltband wrote:
Which do you perfer?

Short. I hate the feeling of having hair around my ears, and I find short hair attractive. I prefer short-haired dogs because they shed less.

So in every context I can think of, short hair is preferable.

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Andostre wrote:

I'm glad stuff is happening! But yeah, I'd like that flame aura explained. I assume that those are heat waves in panel 9?

Also, why did he dismiss the silence spell at the end?

Probably to avoid suspicion.

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I vaguely recall that Galt's guillotine's were designed to do something weird so that you couldn't resurrect someone who had been killed by one - does it completely devour/destroy the soul, or simply send it to the Boneyard? If it's technically robbing Pharasma and the various afterlives of the souls that they're due, why hasn't there been any backlash against Galt?

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Gasp! I made it! Great submissions from everyone, I'm really happy that I was chosen.

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Okay, so your real problem isn't replacing him as a combatant (that's easy; Foxglove manor is a creepy haunted house, you could put any ghoul down there), it's giving the PCs a reason to a) go to Foxglove Manor to fight things and b) follow the trail back to Magnimar.

I haven't read through the Skinsaw Murders in a while; is there any good reason why Aldern's debtors couldn't simply recover his corpse, turn him into a Ghoul, and set him loose on Sandpoint to collect more greedy souls?

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I saw it, and enjoyed it. I consider myself a pretty picky movie watcher, but to be honest, I never expected the plot of any Terminator movie to make sense, since the first one already established a time paradox that only gets worse with each iteration. The characters were likable enough, the action scenes were well done, and I got what I thought I was paying for.

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Kind of weird that Pharasma was suggested as a patron goddess for this character - doesn't Pharasma *hate* the undead? Urgothoa would make a lot more sense.

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Just curious, but when were you planning to make the final decision on the party?

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Ah! I knew I'd forgotten something. I think Neutral Good would make the most sense. I'd initially conceived of her as Lawful Neutral, but then I had some better ideas for her background :)

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I'm definitely still interested in this, Unchained or not ;)

Meet Sabina Fueges, Oracle of Flame


Sabina was born in Kintargo, Cheliax, and grew up hearing stories of Varisia's wild beauty from sailors and other travelers. As a child she often dreamed of sailing north to see Varisia for herself, but the realities of her homeland soon crushed those dreams. Sabina's family paid lip service to Cheliax's infernal culture and the worship of Asmodeus, but were, in truth, fervent followers of Iomedae. Sabina idolized her goddess and devoted her life to worship and swordplay. The local Hellknights watched her developing skills with great interest, but she had little interest; though many among their number shared her devotion to justice, Sabina could never devote herself fully to the service of a nation in the diabolical grip of House Thrune.

Instead, under the tutelage of her mother and father, Sabina began training with a local militia dedicated to freeing their city of Chelish rule when the time was right. Her first mission with the rebels was a simple: reclaim the bribes that a local tax collector had been demanding from a nearby orphanage. The man was a coward, of course; he handed over the sack of coins as soon as he saw naked steel. Then, with a crash, the door burst open and it all went wrong. Sabina had trained for years, but she'd never seen real combat before. The terror, the horror, and the sudden speed of it all was overwhelming. The guards were seasoned, and cut down two of her companions immediately. Her feelings of helplessness dissolved into a haze of anger then, and she cursed them with words she had never heard before. She remembers very little of what happened next, but there was fire, and blood, and she escaped with the rest of the rebels.

The others, however, remember it all quite clearly. Sabina began shouting in the harsh, terrible language of the Devils, and spewed fire from her lips like one of Thrune's blasphemous agents. Moreover, when confronted after they had escaped to safety, she could not answer them in the common tongue for several minutes. It was clear to everyone, even her own parents, that the girl had somehow been corrupted, and would need to be purified somehow. Fearful of what they might do to her, Sabina fled from the rebel group. With no safe place to go in Cheliax, she bribed her way onto a merchant ship headed for Korvosa and fled north.

Since coming to Varisia, Sabina has been eagerly seeking out information on how she might free herself of this mysterious corruption. Sabina is a moderately good swordswoman, and though her comrades have forsaken her, Iomedae has not, as she can still work magic with her prayers. She is always glad to lend her prayers to help others, though trouble seems to follow her and no one seems to trust her after one of her 'episodes'.

Recently she learned of a new shrine in Sandpoint dedicated to six Good gods. Hoping to find a cure, or at least an open-minded cleric to aid her, Sabina has traveled to Sandpoint, taking on work as a caravan guard along the way.


Sabina Fueges
Oracle (Flame)
Curse: Tongues (Infernal)
Favored Class: Oracle (Human: gain one spell, below max level you can cast)
STR 14
DEX 10
CON 14
INT 12
WIS 13
CHA 16

AC: 16 Touch: 10 Flat-Footed: 16
HP: 10 Fort: +2 Ref: +0 Will: +4
CMB: +2 CMD: 12

Bastard Sword +2 1d10+2 (19-20)
Sling +0 1d4

0: Light, Stabilize, Guidance, Detect Magic, Spark
1 (4/day): Cure Light Wounds, Cause Fear, Shield of Faith

Revelations: Fire Breath (2/day)(DC 14) 1d4 fire 15-foot cone

Traits: Indomitable Faith (+1 Will saves), Affable (+2 trait bonus on Diplomacy checks to gather information, Diplomacy and Knowledge (local) are always class skills), Student of Faith (cast all cure spells at +1 caster level, +1 bonus to channel energy DC)

Feats: Exotic Weapon Proficiency: Bastard Sword, Abundant Revelation (Fire Breath)

Diplomacy (Cha) +7 (+9 to gather information)
Knowledge (local) +5
Knowledge (planes) +5
Knowledge (religion) (Int) +5
Sense Motive (Wis) +5
Spellcraft (Int) +5

Gear (avg. starting gold: 105gp)
Scale Mail 50gp
Bastard Sword 35gp
Oracle's Kit 9gp
Sling 0gp
20 Sling Bullets 2sp
Light Wooden Shield 3gp
7gp, 8sp

Pathfinder Adventure Path Subscriber

Are the unchained versions of the core/base classes available in this campaign?

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I think the latter (A sorcerer with decent combat ability) might be a better option to match the character I had in mind. Would Toughness and Arcane Strike still be good choices for 1st level feats in that case?

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That's a good point; I hadn't thought of the synergy (or lack thereof) between Dragon Disciple and spell damage.

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Well yes, but in exchange I'd get a fire based draconian sorcerer who doesn't have to spread their ability points so thin.

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Thanks to everyone for the commentary here. I'd been avoiding taking Mage Armor at 1st level, since it's a 3rd level bonus spell for the Draconic Bloodline; do you think I could get away with just using Shield for two levels?

I'm a little resistant to lowering intelligence, as it seems less "Dragon-y" that way, but I'll give all of these suggestions some thought. On a similar note, what do you all think of the Linnorm bloodline (it's one of the wildblooded variants). The ranged attack is a nice alternative to claws, and the arcana seems like it would often provide more natural armor than the draconic bloodline alone would.

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In terms of capacity, how does this compare to the other Paizo messenger bags?

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With low dex and no armor, I'd die in melee almost immediately

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I'm a bit concerned about relying on save or suck spells at low levels with a Charisma of 16, though.

I had considered bloodrager, but it's not quite what I was hoping for, and at early levels you're basically just a Barbarian with claws.

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That's a good point. What would you recommend, then? Ranged on a sorcerer seems poor, due to a lack of feats. I can't think of any reasonable way to get a Draconic Sorcerer in decent shape for melee.

Maybe drop Arcane Strike for Exotic Weapon: Whip and just try for trips/disarms?

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Yes, I know, Draconic isn't the most efficient bloodline, but I like the flavor and I'm partial to the idea of breathing fire someday. But to get there, I'm going to have to survive. This is for what I hope will be a Giantslayer game.

Human Sorcerer (Draconic Bloodline, Red Dragon)

STR 13
DEX 14
CON 12
INT 12
WIS 13
CHA 16

HP: 10
Fort +1 Ref +2 Will +3
AC 12 Flat 10 Touch 12

Longspear +1 (1d8+1)
2 Claws +1 (1d4+1)

Bluff (Cha) +7
Intimidate (Cha) +7
Knowledge (arcana) (Int) +5
Perception (Wis) +5
Spellcraft (Int) +5

Arcane Strike

Artifact Hunter (Giantslayer campaign trait)
Focused Mind

SPELLS (Concentration +6)
0: Dancing Lights, Disrupt Undead, Acid Splash, Message
1: Shield, Burning Hands

(2)Scrolls of Mage Armor 50gp
Cold-Iron Longspear 10gp
Club 0gp
Backpack 2gp
Bedroll 1sp
Blanket, Winter 5sp
Explorer's Outfit
Rope, hemp 1gp
Grappling Hook 1gp
Tent 10gp
Waterskin 1gp
(6)days' trail rations 3gp

Tactics-wise, the plan is to mostly use the spear from (relative) safety, popping the dragon claws should an enemy get closer, while looking for good opportunities to make use of Burning Hands. Once better fire spells become available, flame on. At sixth level, hop over to Dragon Disciple.

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