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Thanks for the link Mask!


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Are you going the route of trading your bonus human feat for all of the skill focuses and going into eldritch heritage to advance some bloodline powers with your Harrower levels?

I didn't consider this option to be honest, so I'm not sure.

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What bloodlines were you thinking of taking for this character? (assuming cross-blooded?)

I was thinking standard Arcane Bloodline, or perhaps the Wildblooded option for Dreamspun which is Visionary.

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one major one that you should still ask about is whether or not the GM will allow the human sorcerer favored class bonus to allow you to learn additional words, since the normal variant is spells.

Thank you for bringing this up! As soon as I read this I asked my DM about it. He say's its my call, but I can only pick one or the other. I see benefits on either side of the coin here. More words means more versatility, but some standard spells have effects I can't pull off with words.

My character's story is he's a part of a traveling show with another sorceress who happens to be illusion based. She's the main performer while my character works more on drawing the crowd in and doing some fortune telling and gambling on the side. We're both from Varisia to begin with, but the campaigns going to take place in Planescape.


Just talked with my DM about the feats Spell Specialization and Magical Lineage. He said I can take them, but I need to apply them to a specific Target-Effect combo instead of a single word.


Starting at level 1 to my knowledge. There will be some people who have played tabletop games before but not pathfinder, and one person who hasn't played tabletop at all. We're starting pretty low. I love the versatility of wordspells.


Hello! I'm building a Human Sorcerer on a 15 point buy for a game that's a little larger than normal (I think we're going to be 6 people or so). I'm using this chance to kill two birds with one stone and check some stuff I've wanted to play off of my list. I'm going to be playing a Sorcerer using the Words of Power variant casting, and aiming for the Harrower prestige class.

I wanted to know if anyone had any tips for playing either of these.


BzAli brings up a lot of great points I hand't thought of. My allergies have been bothering me all day so my mind has been somewhat clouded. There are some great alternatives to the marathon murder fest I had been thinking of to get to a boss.

If the player spend time to undermine the power of the area, they should be rewarded. Killing everything between you and your goal isn't always the option. On the one hand you can let out a bunch of inmates from the prison and set them free, but on the other a good number will help the resistance. The thieve's guild will be less than happy to show the party to their super secret hideout, but everyone has a price.

Boss fights are a big part of a homebrew mechanic I'll be using, but player planning should definitely be rewarded. A stopped caravan might mean better gear for the party or weaker gear for the invading force. Distractions will have enemy patrols moving elsewhere so there is less resistance along the chosen path.

The campaign is heavily based off of Mega Man. Constructs are a part of everyday life. One day there's a pulse that starts from the castle at the center and expands outwards, and suddenly all the constructs go wild, and try to force the city into a lockdown. Several hours after this event occurs and when things have possibly quieted down a bit an evil artificer of sorts proclaims he has taken the city and placed it under his command. All of its inhabitants are now his subjects. Lockdown will be in effect until the "small" bouts of resistance stop resisting.

The part of it being the party's first day on the job is because I'm a fan of Leon Kennedy from the Resident Evil series. First day on the job as a police officer, and a zombie outbreak is waiting for him. Joins the secret service, and is immediately sent to go rescue the president's daughter.


I was thinking a similar thing. The anime Attack on Titan has walls in concentric rings that divide up the place, and Midgar from FF7 was divided up into pie wedges. I didn't think of a series of islands being an option though, that's a neat idea!


I had a nifty idea for a series of adventures to run my group through for a campaign. The idea is the party are a group of town guardsmen fresh out of the academy. Day one on the job while patrolling the streets, all hell breaks loose... semi-literally. The city comes under attack from within it's walls. The idea is supposed to be the PC help with the resistance, and help take back the city district by district.

How are some ways I can go about doing this?

I'm thinking each district has a general in charge of it, and defeating that person will lessen the overall opposition there and freeing it up.


I currently play a Dwarf Paladin that rocks a large Dwarven Waraxe, and its great. The wizard learned enlarge person and things just got more awesome. Keep it as a 2 Hander, its well worth the penalty to hit. As you level you'll find that the penalty isn't so bad.


I'm currently playing a Dwarf Paladin wielding a large Dwarven Waraxe. All I can say is I'm loving my damage output :D


After some thinking I think I'm going to go Ninja. It gives me a lot of options I like, and skill points I can spread around. The Wakizashi sounds like a good memorable weapon compared to the others at the table, and Shuriken sound like a good idea for a back up weapon.


To skim over a little backstory here, I've grown a bit tired of playing a Paladin in my current group. I love the stats and class, I just have a hard time getting into character. We're close to a point where I can set him aside for a little bit and try something new out. Since the party will be investigating some long lost ruins I got the idea to introduce the character as a professional Treasure Hunter who is after the same item they are, but for the same goal. The party has an Oracle the focuses on healing, an TWF Ranger, a Bard who keeps forgetting she has spells, a support Wizard, and a Fighter/Barbarian DMPC.

I'm having a bit of trouble figuring out how I want to make this Treasure Hunter. Archaeologist Bard, and Rogue/Ninja, jump out at me first. It makes sense that the character would have a lot of skills, Rogues/Ninjas get 8+ per level and Bards get some nice bonuses to knowledge skills. The other thing I'd like to do is give him some sort of memorable weapon. My DM is pretty nice so I can probably get him to allow an extra proficiency if I drop a weapon or two.

Throwing some Starknives sounds cool. A halfling with a sling could be fun, maybe? The Aklys sounds like it could be a nifty multi-tasker when used creatively. See I'm all over the place! That's why I'm here though, to get some help.

The character is going to start out at level five and I'm getting 4,000 extra starting gold to play with because the DM tends to give out a lot of loot.


It just occurred to me, would it be possible with Emulate Ranged Weapon to fire off a regular arrow? Being able to use a grappling hook arrow in a tight spot could prove useful.


I have two questions about Emulate Ranged Weapon. First off, since it emulates a weapons can I still use a crystalline focus item with it to get an increased enhancement bonus to it? Secondly Composite Longbows are made for a specific strength rating. Should I start off prioritizing strength first so I can get a +3 or +4 bonus to get the extra damage, or would this composite bow be as strength worthy as I need it to be?

You're rundown of feats looks solid, but psionic shot is needed for knockdown shot, so when I build the character I'll be replacing weapon focus with it.

I love this idea of having ungodly range. One thing that occurred to me is I'll have to fill the in the role of scout for the party. The party consists of a twf ranger, a bard, a buffing wizard, a life oracle that hits stuff with a morning star, and a fighter/barbarian. Neither the bard or ranger ever decide to scout ahead to see what monsters might lurk around the corner, and has lead to us walking into an ambush a few times.

Charged shot, close range expert, and wing clip all look like good blade skills to get. I know wing clip is similar to knockdown shot, but my reasoning is it's a different save, and if I hit a flying creature with it, they'll suddenly fall to the ground.


Hello everyone, I'm here looking for some advice on the Soulbolt archetype of the Soulknife. I like the sounds of archery, and I like the sounds of psionics, so this sounds pretty darn cool to me. I've never made a Soulknife, or Soulbolt before so I've come here to ask if there are any tips and tricks that anyone could share, or if there are pitfalls that should be avoided.

The character will be entering the campaign at level five. I'm looking at human for the race because the racial bonus of 1/6th of a blade skill favored class option, but I'm open to ideas.

I know there are better ways to do ranged combat, but this sounds really cool to me. Thank you in advance to anyone for your input.


Oh wow, I didn't think I'd get this many replies in one night/morning! Thank you all for your imput! I came to Pathfinder from 3.5, so conversion is easy. I'll take a closer look into Rise of the Runelords and Curse of the Crimson throne to see how I feel about the two.


I can play just about any game so long as I know what I'm going into. As a DM though my gut tells me that a more open world isn't what I'm looking for. Aside from Skull and Shackles, and Second Darkness they all seem really interesting to me from the start.

Ancient Thassalonian threats from a Millenia ago? Awesome. A dead king possibly assassinated, a town thrown into chaos, and a possibly cursed throne? I want to know what happens next! Two warring armies of genies in a desert adventure? Let me get my flying carpet. The titles of Council of Thieves and Kingmaker alone have my attention hooked. Serpent's Skull starts off with an awesome way to bring a party together, and with promises of assassin's and a lost city could both be intriguing and adventurous.

Carrion Crown seems to be horror themed by the overview. That's a genre my group hasn't touched upon yet. I don't know how it'll be received. Some times we can really be into the mood of whats going on, and other times we get can get wacky.

Jade Regent seems to somewhat be a sequel to Rise of the Runelords, and Shattered Star seems to be a successor to Rise of the Runelords, Curse of the Crimson Throne, and second darkness, but also claims to be a good first introduction to Varisia.


First and foremost, Hello to anyone reading this thread. The game I'm currently in is going to end in the next five or so sessions. When it ends it'll be my turn to DM, and I'm fairly new to DMing. I was reading the overviews of the adventure paths on the wiki, and glanced through the introductions of some of them. Many of them sound interesting and fun, but I'd like some opinions on them. I know some some them are somewhat of a sequel to others, should I not run those if the first installment hasn't been played? Are there ones that are easier to jump into than others?

I have a good amount of time ahead before its my turn to DM. I'd like to be prepared without having to rush so I can give some information out when we get together to make characters.

Current Campaign


Post Apocthulhu Pathfinder RAW


The PCs are survivors in a version of modern Earth ravaged by Cthulhu and his minions.