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46 posts. Alias of storyengine.


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The cleric Crusader archetype grants some free martial feats without sacrificing spell casting progression. Heavy Armor is on the list with another bonus feat at level 5. Crusader only gets one domain instead of two, however. The Divine Protection feat is nice if you are thinking high charisma - incredible saving throws. A reach weapon on a full plate cleric is always nice.


Here's my non-standard reach cleric build. Lvl 10.

STR 16 (+2belt)
DEX 14 (+1@8th)
CON 10
INT 10
WIS 18 (+2Hu,+1@4th)
CHA 16 (+2headband)

Domains: Glory (Heroism), Good (Archon) (so, Serenrae is your God)

Feats:
Beacon of Hope
Combat Reflexes
Combat Advice
Bodyguard
Divine Protection
Empower Spell

Favorite Spells
Instant Weapon (Empowered)
Enlarge person

Favorite Item:
Rod of Toppling

Here's how this rocks:
You confer heroism by an aura (as swift) and when you channel (so, like constantly)

You confer a +2 bonus to an alliy's to-hit (as move) w combat advice

You debuff for -2 using Aura of menace multiple times /day (as std, but constant - which w the above create a +4 swing in the party's favor!)

You conjure ANY reach weapon made of force weapon (the best attack type in the game) that YOU ARE AUTOMATICALLY PROFICIENT WITH (so use a fauchard) does lots of dmg and knocks people down. More, you can trip or disarm with it without those feats because you are 10' away and provoking doesn't matter.

You save like a god.

You give out AC bonus as AoOs or generate AoOs when the baddies within 15' move.

The main reason this is awesome is that your crappy cleric action economy is now AMAZING. You can do multiple things per rd as AoO, as a swift, as a move, as a std and/or as a full, both for you, your party and your summons, plus you are a full caster. You will not find this in any guide, but it has great merit.


This item would truly me an adventuring man's best friend.


Sounds grand. Nice work.


ranger/monk multiclass is good. zen archer plus infiltrator/divine tracker for archetypes. lots of feats (regular plus bonus class) w ability to bypass prerequisites, bow flurry, monk saves, access to war priest blessings from divine tracker, buff powers from infiltrator, good AC w or without armor, rangers spells, bonus archery feats from zen archer and favored enemy. I run him with clustered shot and the reckless aim feat, nobility and good blessings for uber to-hit and damage, but snapshot w air domain or pb master also viable to make the bow act like a melee weapon.


It is really a question for your GM.

I made an 8th level character with a potential AC of 36 in a 10th level party where the best other player had a 32. I was trying to make him survivable due to level disparity but the GM got irked and tossed me out of the game for over optimizing.

The issue is that GMs have different 1) expectation of encounter challenge level for you/the party, 2) level of rules mastery, 3) levels of creativity to address high AC. When any of these suffer,a perfect storm can happen where the GM feels like the players are winning to much. When you pass the GM's threshold of tolerance in any of these areas your risk backlash even if your character uses RAW. Same with archers, trip builds or any character concept that exploits some mechanic to be the best at it (AC, DPS, Control, etc). If the GM feels over taxed by your exploits you may end up fighting critters with psuedo-pod legs (untrippable), natural ranged touch attacks (to blast past AC) and DR (to reduce high DPR), or in my case, inadvertently create ill will.


I have a homebrew system (called Draconian) I have been running for 20+ yrs with ADR. Some text from the manual below. Now, before the lawyers and statisticians come out, please note some imbalance is 1) mitigated by other mechanics not listed below, and 2) intended by the designers to foster a high mortality grim-dark low magic setting.

*********************************
Draconian Combat – Defensive

Armor Class
There is no Armor Class (AC) in Draconian. AC is replaced by Evade and Armor as Damage Reduction (ADR). Evade represents the ability to avoid a blow while ADR represents the amount of damage your armor negates. Mechanically, an attack is made and the defender rolls an Evade check. If the Evade is higher than the attack, it misses. If the attack is higher than the Evade roll, it hits and damage it rolled. Resulting damage is reduced by the character’s ADR (in most cases - some damage types are more effective against ADR).


Evade
Evade is the character’s ability to avoid being hit by melee, ranged and touch attacks. Evade = d20 + ½ BAB + DEX + Shield + Misc. An aware target may roll a d20 to make an Evade check. An unaware target or one who is the subject of a touch attack always takes 10 (even if his d20 roll was higher or lower). The attack must equal or exceed Evade to hit. A natural 20 on an attack always counts as a hit unless countered by a natural 20 on an Evade check. All other sources of defense (deflection, dodge, cover, profane, sacred, luck, etc.) apply to Evade except for armor. Targets not wearing manufactured armor apply their Wisdom bonus to Evade.

The Evade action suffers against multiple attackers. Evade goes down by 1 for each attack made against a target in a round and 2 if the attack is from a flank. Evade does not reduce due to Attacks of Opportunity or by more than 1 due to multiple attacks from the same source. Evade also does not reduce when the target has cover or a solid surface on two or more sides (such as when in a corner).

Passive Evade
Passive Evade means you can’t see the blow coming or can’t realistically do anything about it. Passive Evade = d20 + ½ BAB + Misc. A target’s Passive Evade is the same as his Flat Footed AC in Pathfinder. Draconian firearm attacks that would normally target Touch AC target Passive Evade instead. A target that is blind must take 10 on Passive Evade checks. Insight, competence, morale, dodge or any other bonus that suggests an active and/or aware target do not apply to Passive Evade. Passive bonuses such as deflection, luck, profane, sacred, etc do apply.

Combat Maneuver Defense & Bonus
CMD = 10 + BAB + DEX + STR + Dodge + Deflection
CMB = 10 + BAB + STR

DEX replaces STR in the CMB formula if the attacker is using Weapon Finesse or a ranged combat maneuver. If a combat maneuver is being attempted with a weapon, the bonus of the weapon and any feats that add attack bonuses also apply to CMB. Any attack bonus that does not specify a weapon type as melee or ranged also adds to CMB (e.g., Ioun stones, spell affects).

Armor as Damage Reduction (ADR)
Each point of natural armor and/or manufactured armor acts as DR vs piercing, slashing and bludgeoning damage. Armor enhancement bonuses count as ADR. A chainshirt +2, for example, has a DR of 6. ADR offers ½ protection against energy, sonic, and force damage, and no protection against incorporeal or positive/negative energy.

Called Shots
Called shots ignore ADR. A called shot is made as a full round action by subtracting the targets ADR from the attack role. Unarmored targets, including those with only Natural Armor, treat their Wisdom as their ADR for the purpose of determining Called Shot to-hit modifiers. Called shots do not ignore Natural Armor.

**********************

Draconian Combat - Offensive

Criticals & Critical Statuses
Criticals automatically confirm. Any class ability, racial trait or feat that gives bonuses to critical confirmation rolls instead apply as a damage bonus that is multiplied by the critical multiplier of the attack. When a critical is rolled the attacker rolls again to confirm a Critical Status. If the second roll is also a critical the attack applies one of the following random statuses:

Critical Statuses
1. Step Through – Take a free 5’ step.
2. Disarming Strike - Target drops a held item.
3. Forceful Blow - Target shifts 5’ in a chosen direction.
4. Knockdown - Target falls prone.
5. Massive Damage - +50% to weapon damage.
6. Following Strike - Make an immediate attack of opportunity at highest BAB.

The GM determines the results of special circumstances resulting from critical status. Players may ignore any rolled status affect (such as if it is not advantageous).

Shock & Staggering Blows
Shock occurs when damage exceeds a character’s Shock value. Shock value = ½ CON + STR Bonus +1 per HD. The minimum starting Shock value for a small creature is 3, medium is 6, large is 9 and so on. The Toughness feat adds 1 to Shock value (in addition to its regular benefits).

If damage received exceeds Shock, roll a Fort save. DC = 10 + Damage over Shock. On fail, the character has received a Staggering Blow and is staggered for d4 rounds. A staggered creature retains his full Evade and ADR value but may only take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A target that is shocked again while in a shocked state adds 1 round to his remaining shock duration.

Firearms
Firearms ignore 5 points of Damage Reduction (DR) per +1 enchantment bonus. Additionally, firearm attacks that would target Touch AC in Pathfinder instead target Passive Evade.

Surprise Actions
Surprise is a significant advantage in Draconian. These special rules are in addition to the standard benefits of gaining surprise (such as attacking first and targets being denied their DEX bonus). Some surprise actions grant special advantages if the target is completely unaware of the attacker (see Stealth Advantage).

During a surprise round:
1. The target must take 10 on their Evade check for the duration of the surprise round
2. The attacker rolls twice and takes the highest number on the first attack in a surprise round, and;
3. If the target is unaware, the attacker may choose to use a Stealth Advantage [optional]

Stealth Advantage
Stealth Advantage requires the target to be totally unaware of the attacker. Sniping, sneaking up behind a guard or attacking a sleeping target are examples of a Stealth Advantage. Quick drawing and striking during diplomacy does not create Stealth Advantage because the target, while possibly surprised, has a brief but critical moment of forewarning. Only one Stealth Advantage may be used in a surprise round by an attacker.

Aim
You take time to make a perfect shot. Gain a +1 to hit for the first ranged attack in a surprise round against a single target. Gain an additional +1 for each round spent aiming up to a max of the attacker’s WIS bonus. The Aim action only works with bows, crossbows and firearms. The attacker may do nothing but Aim during this action. Range penalties apply as normal.

Assess Target
Watching your target for a time gives you an important insight. Gain a +1 on a single skill check against a target for each round spent observing up to a max of your INT bonus. The particular skill you use only affects the target (e.g., Stealth, Diplomacy, Bluff). A typical use of Assess Target is to boost Stealth to get into a better position for Stealth Advantage on a later round.

Blindside
You sneak up on a target and deliver a devastating blow to a vital area. Gain a +1 to the critical threat range of a melee attack in a surprise round against a single target up to a max of the attacker’s STR bonus. If the attack crits, does Massive Damage and/or the target receives a Staggering Blow, the target can make no verbal or audible sounds until the beginning of his next turn.

Rushing up on an unaware target risks detection. An opposed Stealth check is required to close to melee range with the target for every 20’ the attacker must travel before he attacks. The attacker gets a +5 circumstance bonus to this check. If he is detected, the target is no longer unaware or surprised and may noise as a free action (if it is capable).

Deadly Throw
You take time to optimize the timing and power of a thrown weapon attack. Gain a +1 to damage for the first thrown weapon attack in a surprise round against a single opponent up to a max of the attacker’s DEX bonus. Any range penalties are reduced by 2. A sling may be used to make a Deadly Throw.

Death from Above
You leap from higher ground (e.g., a cliff or tree) onto an unsuspecting target to deliver a terrible blow. Gain a +1 to the critical threat multiplier of a melee attack in a surprise round against a single target up to a max of the attacker’s STR bonus. The attacker must succeed on a DC 15 Acrobatics check before he makes an attack roll. On failure the target is out of reach and you land in a random square (roll deviation). The attacker may also have to make a separate Acrobatics check to avoid falling damage but if his attack is successful he ignores d6 fall damage (if any).


I did this with a master chymist alchemist jekyl and hyde build. in our game, we eventually separated and the demon became significant villain, while my alchemist turned NPC. Cool story bro.


Strength based two weapon fighting is powerful in PF, second only to archery. By powerful I mean does lots of damage, but tends to have lower AC. Luckily two handing requires fewer feats. Some of these can be used to hit better, harder, or add manuevers to your bad of tricks. Personally, I like the crane style feat for this build for those tough moments when an AC buff is worth more than full BAB. With 3 ranks in Acrobatics, plus this feat, you get a +4 to AC for a -2 to hit. Not always useful, but a life saver in the right circumstances.

The knife throwing build is cool, especially if you use a lot of knives with poison on them. Just draw and throw and every attack is a poison threat. This build has a bit more feat tax than two handing.

Two weapon fighting is not so good. It has many feat traps and doesn't pay off on damage per round as much as ranged or TWF builds.


I like target of opportunity as a tmw feat. anything that generates attacks is golden.


So I am doing an infiltrator divine tracker (the archetypes stack), with 2 levels of monk zen archer (monk2/ranger6 currently) for the flurry ability. this guy is a machine with the good and nobility domain, particularly against his favored enemies. luck and war blessing are okay - war let's you pick a different benefit per rd, so versatile. Air is good if you take snapshot and use a bow.

I looked at using covering fire and bodyguard feats with the community blessing and the benevolent armor trait whilst playing a dual class cavalier/ranger halfling with the helpful trait, but while racking up a +10 untyped aid another AC bonuses from the 2nd ranks of our battle lines as a AoO seems cool, it would probably drive my GM to result to nasty things - equal but opposite reaction and all that.


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http://charactersheets.minotaur.cc/build/pathfinder


Shot on the Run feat or stand on a caster's floating disc - his move is not your move.


It sounds like unlocking a door in Skyrim.


Taenia wrote:
Divine Protection has been changed, doesn't add CHA to saves anymore.

Holy smokes. Don't tell my GM!


Hm. I think I would go another route.

Race is optional but I like Aasimar or halfling (for the halfling helpful trait). But yes, reach cleric with combat reflexes and body guard, ench armor w the benevolent trait to buff my AoO aid another actions. the Divine Protection feat to get CHA to saves and scroll making feat. Domain would be Glory and Good's Archon sub-domain to pass out heroism (buff) and menace (debuff) at 8th (so Serenrae). You want to pick up the Halfling helpful trait if halfling and the one that makes UMD a class skill. Aasimar is a cool race for cleric bu the free use of daylight is meh. I would take heavenly radiance feat to get 2 new uses of even better spells (wandering star motes!). Regardless of race, I'd also check out the Combat Advice feat, and pick up a toppling rod and rime rod asap to use with the 2nd level spells holy ice weapon (an auto entangling wp with your level as a dmg bonus!) and instant weapon (wp of force that knocks people down and you are automatically proficient with - falcata time!) Shout out to extra chanel, versatile channel, power attack and vital strike (with enlarge and lead blades up), but here is ultimately why I went with some of these non-std suggestions: action economy.

1. grant +4-6 AC bonus w aid another using Bodyguard, or threaten with reach (AoO)
2. grant heroism to allies in 30' at 8th (swift)
3. give an ally a +2 to hit w combat advice (move)
4. swing or cast, or start a multi round aura of menace at 8th (std)
5. summon (full rd)

The thrust here is that you have something to do at each strata of the action economy. Trust me, you want this. Else you are like "cast/swing, move 6 squares and hope someone moves into threat range of my longspear". Fine at low levels, but by 8th you need to be getting more out of your cleric or you will spend a lot of time building up buffs instead of hitting (and a cleric that hits w/o casting or buffs is just a fighter w 3/4 BAB).

My two cents. More important, have fun. Clerics are full of flavor.


I like the idea of waking up in this setting in a crypt where I and several others have lived for hundreds of years as a vampires until someone killed the master vampire who made us, freeing us from our curse, but leaving us at the center of a dungeon we've created over the years but now have to fight out of...


A metamagic rod of extend might help.

Action economy management is something you have to do from level 1. For example I have a cleric that uses Bodyguard to generate untyped +6 aid another AC buffs (using the benevolent armor enchantment) as attack of opps, uses aura of heroism from the good domain as a swift to give everyone a +2 on all d20 rolls, and uses the combat advice feat as a move action to give out a +2 to-hit buff to a part member, then cast one debuff area spell as a std, usually giving a -2 to AC and d20 rolls (archon's aura).

So while I have effectively only cast one spell, which does vary, there is generally like 10 to 15 points shifting in the parties favor by finding something useful to do with every action type (AoO, swift, etc). You can do this will many classes, just have to plan your progression and pick things with action economy in mind.


A barbarian giant that dual wields ogres that dual wield dwarves who dual wield halfings that each dual wielding battleaxes.

A Quickling Rogue pervert who goes around flashing others and pulling their pants down at lightning speed.

A necromancer cleric skeletal champion who lives in his raised troll zombie's rib cage, casting negative channel heal from within it anytime the troll gets hurt in combat.

An Otyugh fighter martial master / mutation warrior specialized in poo flinging, trip and overrun.


gloves of recon
earring of language comprehension
belt of the lightning leaper
ioun stone (+1 to all attacks)
bladed belt


Well? That's a deep subject. Zing!

Just make it up. An aboleth perhaps, or some redcap faeries collecting wishing well coins? No wait - it isn't a well, it is the throat of a monster and the adventure takes place in his innards!


Best is relative of course. I personally think reach cleric with trip feat chain and the crazy cheap Benevolent armor enchantment and the bodyguard feat is an AoO contender. W a fair UMD be can cast Blood Armor to get stacking bonuses on the benevolent enchantment. Make him a halfing with the helpful trait and he gets another +4 on aid another actions. Net, he is still an AoO attacker but can also throw out +10 AC buffs pretty much at will and only needs a Dex 14 to be effective (more is better of course).

The opti-use is like this (x is bad guy, c is cleric, o is other PCs:

round 1

X

[10 feet+ distance here, party readies actions below, X is advancing]

OCO

C readies attack and 5' step back, O1 and O2 ready attacks:

X [advances to within 10' reach of C]

OCO [C attacks w reach]

X

O O
C[then steps back]

X [advances]
|
OCO [C AoO attacks as X leaves threatened square, O1/O2 attack]

X [attacks]
OCO [if O1 or O2 is target, C uses AoO aid another to buff AC)

round 2

X
O O
C [5' step back, trip attack w greater trip, X provokes from all]

X [stands up, provokes from all, attacks]
O O [O1 and O2 full attack]

Under normal circumstances everyone would get their attacks per usual but with this optimized action economy C has generated an addl 7 attacks for his party in 2 rounds, and potentially +10-20 in AC buffs. And this is just the base, spells (suggest Archon's Aura or Blessing of Fervor) and the aura's from either or both of the glory-heroism and good-archon domains could layers on another +2 to hit for C,O1,O2 and a -2H/AC/Saves for X. I mention this because if X is the BBEG or something hard to trip, instead of the first trip, C could have used an offensive aid another as a std to to debuff's X to-hit.

I have found that daredevil softpaw boots work good with this build. Honorable mention to the energy channel feat w fire domain for Serenrae fans.

One more thing, I haven't tried it, but an aasimar cleric with the channel force feats can push undead dudes back. If he were a reach build with combat reflexes it seems possible he could generate AoO against multiple foes when he channels and forces them out of threatened squares. Many abilities that move foes 5' say "does not provoke" but the channel force feats do not.


Another crazy aid another exploit with Bodyguard is the Blood Armor spell which confers a +1 enhancement bonus to armor per 5 HP dmg sustained, and which makes no provision for rolling back the bonus when the the target heals.

All fine until your player puts the Benevolent trait on his armor, allowing him to add his armor's enhancement bonus to Bodyguard's AoO aid another actions.

Consider the impact of all the AC bonuses by an opti-cavalier (easily another source of +1 to +3) halfing with the helpful trait (base aid another bonus increases from +2 to +4) and you quickly get a PC who can dole out 10+ AC buffs pretty much at will w little impact to his standard action, which may include using aid another to thwart attack bonus. So yeah, that means he can defuff enemy to-hit as a std for a hefty -5 to -7 while making his bodyguard recipients have godly AC.

Sick.


Here's an idea I like.

Roll characters. Have them invent summary backgrounds. Then...

Have the players wake up in coffins in the middle of a dungeon wearing dated clothing/armor/gear. Crawling out they quickly discover that while their backstories are true, their memories are from 4d6x10 years ago during which time they have been vampires. Lucky for them, an adventuring party managed to barely penetrate to the heart of the dungeon and kill their maker, a vampire lord. Now they must fight their way out of the dungeon.

Once they escape, they will find that the surrounding civilization knows their faces and has a long list of atonements for them to do to make up for years of vamping. As they work their way toward salvation, their master of their master learns of their deeds and becomes intrigued with reclaiming them.

Or something like that. Basically, I just liked the idea of waking up in the middle of a dungeon and having to fight out of it.


Unless your players are method actors, making NPCs morally grey is about playing off the players sensibilities rather than their characters. If you have either side do "good", but also a measure of "bad" to a couple of players sensibilities, it should sow a "both sides have a point, but also suck" kind of seed. Morally reprehensible things, of course, can span from breaking your word, to child murder to rape - depends how thick your player's skin is. Once you get each NPC under their skins it will tend to come down to whichever NPC speaks or treats them more fairly one-on-one, or they will hate both (careful). That's my experience anyway, and it boils down to your knowledge of your peeps.

As for the story - it's good, but be careful of your assumption that the characters will even care and get as emotionally involved as you want them to be.

Tips:
Put an NPC from each faction into the party at different times. Have them adventure together and have the NPC help out in a substantial way. You want to sow a seed of allegiance to these NPCs as well as the story to double your chance of involvement in the story arcs.

Give the PCs a base of operations that is caught in the middle of the conflict; a castle, cave, manor - something like that.

Have the PCs save a village and have one of the faction destroy it for a unknown goo reason. That will make them mad but reveal that things aren't what they seem.


Better.

I don't personally think the whole spell focus tree is worth the feat tax. Increasing caster level increases DC and damage dice. Take a look at mage's tattoo feat, spell specialization and precocious spellcaster trait.

Check out spell perfection after level 13.

If you really want to have the best one trick pony in town, this is the way. Personally, I like throwing in some conjuration just in case my GM notices that I can only do one thing!


Take the halfling Helpful trait and get Body Guard feat asap.


What he said. Also, bracers of the falcon and hedge wizards cloak.


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I hear you. Feel the same sometimes. You neglected to mention the party's level. Monsters and traps are just encounter design, the real character of dungeons are environmental.

Few suggestions:
A vast chasm requiring multiple jump checks to grab hanging chains to get to other side.

A few corridors that are rivers instead of hallways.

Teleport pads to connect some rooms.

Some areas that require small size to enter, or confer squeezed condition.

Noxious gas pockets. Or flammable gases.

Mc escher stairs (upside down but still work)

Pockets of greater darkness.

Slick slanted tunnels.

Spores, molds and fungus (ghostbusters reference!)

Also good to consider all noise and light as "come and kill me" magnets.


I like the suggestions that have been made, but role-playing wise, she sounds like she'd make a great paladin or oracle (a serious but kind half-elf). if you mull over oracle, consider also the divine protection feat. ungody saves! (pun intended). paladin would be slightly better if your ranger is an archer. honorable mention to the alchemist - good class for h-elves and spamming bombs is fun.


here you'll find a tool sublime:
http://www.d20pfsrd.com/magic/tools/advanced-spell-search

it aids in searching, but alas, sans rhyme.

i forgot to mention in mine earlier post, a favored spell of many and most.
mirror image it's called. trixy galore!

will post again later if i think of more.


Perhaps the Threatening enchantment would add to your theme.


GM naked. You will totally forget to be nervous about GMing.


I have done a similar build. The halfling Helpful trait rocks.

I concur that getting a trip capability is a great adjunct to this build - better than combat patrol IMO - but if the feat tax is too much, consider overrun and greater overrun off the power attack tree. Also generates AoO for you and your mates, and adding Spiked Destroyer later is bonus. In harm's way is a waste in my opinion - too circumstantial. Also, if you can fit in cleaving finish, definitely do. It's like cleave, but allows an attack to anyone in your threat range after a target drops - which for you is pretty much everyone. quickdraw can also help out for swapping to a one-hander when they get inside your reach.


If tricky is your end design, then many options you will find. At least one good offensive spell is needed, they say. For this there is none better than color spray. More, to avoid being gutted like fish, you may look into the spell called Vanish. Alternative to this in the defensive field, consider likewise the value of Shield. Only limited by you mind's creation, the best low level spell is probably Prestidigitation. A clever fellow could do much harm with judicious use of the cant called Charm. Versatility is of most import to a fellow playing the tricky sort. So also consider, if you would, the no save merits of Touch of Idiocy are truly good. Not every spell is good to memorize, as such, the Scribe Scroll feat may save some lives. To make this work you may see a need for some ranks in UMD. Last i'd mention metamagic rods, of which the Bouncing version is a true god. It sends a spell against which is saved coursing toward another knave. The value of this is fairly clear - a failed spell that turns successful is something to fear.

While this prosey prose has been rather fun, suggest you post again after level one.


There is a halfling trait called helpful and the bodyguard feat that are worth grabbing. Helpful increases aid another to grant a +4 on ally's attack or AC, and body guard let's you give this AC bonus to adjacent allies when they are attacked as an AoO. One of the cavalier orders would get this up to +6 within a few levels, which is sweet for a small PC because you can take your mount anywhere a medium person can go and your mount is a valid recipient of aid another.

Not quite in line with what you asked, but as an untyped bonus, since you will probably want Combat Reflexes with your AoO build anyway, it's too useful to pass up for a single feat/trait investment. It also gives you something to do with the high Dex when you are not using those AoOs.


Turning on water valves to float up impossible to climb slim covered causeways to access secret doors or intersecting tunnels is always fun. Or reverse, letting water out of a cistern to equalize levels with another chamber to go down or drain a water filled passage. Even goblins can grasp that and combinations make for good puzzle fodder.

A flammable substance on the top of sewage makes a good trap. The general best avoidance for which is diving into the sewage, incurring a stench you bad guys with scent can use to track the PCs, the sickened condition and/or disease.


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Guards:
Phallic handed construct mannequins (go with that!)

Encounter 1:
Three animated sex-toy swarms directed by a low-level sorcerer in a gimp suit bolstered by a 2-4 wights who are slick and glistening with lubricants of some kind. They are wearing spiked cod-pieces which they use as secondary attacks for d4 damage. The sorcerer has mage armor and shield up, and darts in to cast Touch of Idiocy when he can.

Main Encounter:
2 innocent unconscious captives with 0 HP lay on the floor, seemingly unguarded. If revived, they both claim they saw the other captive turned into a Hag and laid down next to him/her before she/he lost consciousness. Both are panicked and will not submit to tests, and will attack if a spell or potion is attempted by the PCs (who could also be Hags as far as the captives are concerned).

The truth is the hag did this to both captives and replaced the herself with a real captive after changing into the first captive. Thus, the PCs must figure out which is the hag, while neither is in fact one.

Whatever happens, a withered hag in a dominatrix get-up (exposing many wrinkly parts), will uncloak from invisibility and cut the hostages throats, laughing gleefully at her clever game. A number of skeletons wearing bedroom role-playing costumes (ass-less chaps, little bo-peep, etc) wielding large vibrating rubber clubs will rush in, led by a Skeletal Champion with a +1 cod piece (adds a stacking +1 AC to anyone brave enough to loot and wear it). The skeletons always aim at genitals. The Hag dogs around the back of the ranks casting a modified form of Murderous Command to make the PCs "attack" one another if the fail DC 15 Will save, but instead of attacking they try to render very amorous kisses on one another, which if made as successful touch attacks, act as Aid Another granting a +2 to hit or AC in favor of the enemy. The hag is armed with a camera and will take pictures of PCs kissing each other. Also, the hag, being a hag, will try to escape with her blackmail photos rather than fight to the death.

Hopefully, some PCs end up getting kissed and vow to never speak of it or seek out the hag to retrieve the embarrassing pics. Oh, such fun!


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The In Harm's Way feat might pair well with your build.


Vestigial arms do not grant attacks, but can be used to assist-hold a two handed weapon. Thus, with 6 arms you could wield 3 two handed weapons. I am unsure how the TWF feat would be extrapolated to address this - probably just a further scaling to-hit adjustment on successive attacks. Alternately, you could just use 2 2H weapons and leave the other hands open for bombs/casting/applying poison.


Maybe talk your GM into letting you add mithral chain arms and skirting to your vest to convert it into a hybrid chain shirt with stats close to what you need.

Also, if your UMD skill is high enough, consider getting a wand of Stone Shield. You can throw this up as an immediate action for an untyped +4 AC bonus and +2 Reflex save. If you go with a buckler instead, you could have this in your shield hand during combat for a needed boost.


The War > Tactics subdomain, GLory > Herosim subdomain and Protection > Defense subdomain are probably the best.


Divine Protection is great feat to keep you up, and Sacred Summons to keep you moving.


otyugh!


We use something we like to call a panoramic story for this. It's not just a solution but an amazing experience.

The GM designs the game around two to four static forces that are all questing against each other and decides which force is in-session depending on which players are available.

For example, we have a game that centers around aberrant underdark forces warring for control of a vast tunnel system with a ratkin species (that breeds like mad). Then we have a dwarven kingdom rallying forces and mercenaries to deal with a strange rise of activity in the underdark. Finally, we have a coastal region of fledgling towns being plagued by pirates because their standing mercenary defensive force has been hired away by dwarves.

It's all connected and a bit sand-boxy, but basically peoples schedules have sort of gelled around playing 1-2 characters in 1-2 of the scenarios - and each scenario - an evil campaign, a human/dwarf deep delver campaign, a pirate lords campaign, and a coastal base-of-operations campaign, rotating based on who shows up.

I have to say, it is incredibly fun to be in groups that create ramifications and story points for other characters. The guys who play in the wednesday group (as evil) have made it their mission to make the saturday group's life terribly uncomfortable.


1st (3): 1 for human, 1 for 1st, 1 bonus
2: bonus combat feat
3: any feat
4: bonus combat feat
5: any feat
6: bonus combat feat
7: any
8: bonus
9: any
10: bonus
11: any
12: bonus
13: any

So, 15.