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37) Unless you're a paladin, avoid public transportation. Folks are always coughing without covering up.

I'd say the person looking around the bar would use perception. The suspicious character would use stealth. An orc barbarian with a strength of 22 would probably need to make a disguise check to appear innocuous. Note: Halflings that are picking their nose or who have their feet kicked up on a table with a mug in hand, get a +20 on the innocuous check.

GM: Hey Gark your up, what ya gonna do?
Gark: Twiddle my thumbs.
GM: Don't you wanna swing your big sword?
Gark: Well yes, but the wizard already went and... we won.
GM: But somebody has to actually kill the frozen evil dude.
Gark: I'm sure the rogue can handle it, I'm busy having fun twiddling.
GM: Come on Gark, there is no win or lose, just fun or no fun.
Rogue: Is that RAW or a home Rule?

The following won't help the OP, but I've played with GMs who had long lists of spells banned in their games. These were almost entirely save-or-die type spells and the players still managed to have lots of fun. The only noticeable difference was that martial classes remained viable at higher levels and players opted to play such characters more so than in a standard game.

Once the party has dispatched the illusionary boss, the real one shows up with his entourage.

Just play a LG character however you feel a LG character should be played in your setting. No matter how you interpret that, or what your character say or does, he will not become a paladin. Classes are just a game mechanic.

Your understanding of spellstrike,spell combat, and spell recall is off. Shocking grasp's maximum damage is 5d6, though It can be increased with the 'intensified spell' feat. I highly recommend you read the link posted by MrCharisma above. Cheers and good luck.

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Before rolling your dice, it's usually best to look your GM in the eye and ask 'do you feel lucky? Well, do ya, punk?'

I'm currently playing a character that has Persistent, and will be dropping it shortly because it's simply too powerful for my group's style of play.

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The Warpriest and Paladin need to get busy with 'Bless Water' and distribute the flasks of holy water to he brigade of volunteer defenders.

Ranger. It has both Longstrider and CLW, which are important if after delivering the news of Marathon, you need to run back and help cure the fallen.

1- Oracle
2- Warpriest
3- Paladin
4- Rogue
5- Cleric
6- Ranger
7- Magus
8- Wizard
9- Fighter

These are the classes I've played in the last 5 years or so. The gnome oracle (seer actually) was my favorite, though he died in short order. My dwarf fighter was a killing machine, which quickly became tiresome. My all around best built character was probably the paladin. The gent was popular as he had a relatively low AC and absorbed so much damage that everyone else could get on with whatever they wanted. With a high con and extra LOHs, the guy could take the beating. I played the ranger when our party was in power game mode, and would probably rank higher if the situation was different. Sometimes I wouldn't even bother to knock the bow, rather just twiddle the thumbs while some other folks would one-shot the encounter. Currently playing a warpriest and loving it.

My Warpriest will often start a melee as such: standard = Blessing, Swift = cast buff spell, move = move toward the enemy. Its very rare that he could full attack on the 1st turn. For an archer, this is not an issue. However, there are Blessings, like Travel, that use swift or move actions to activate their powers. I think these would be well suited for a ranged combatant.

Tyinyk wrote:
A character with 22 strength is at a light load with 173 lbs. Which means their max carrying weight for travel and such is 520 lbs. Which means that his suitcase of 160 lbs of chainmail is perfectly feasible to swing around willy-nilly. It's not shaped for use as a weapon, so it's still improvised, but it's really not that hard to use as a weapon.

I think we should hesistate in using carrying capacity as an indicator of what one can swing willy nilly as a weapon. I can carry about a fairly heavy pack. My leg, back and shoulder muscles have become accustomed to do so, though I doubt my pack would be much use if attacked by a marmot. I'm probably average strength (certainly not 22), but my arms are much weaker than my legs, which is where most of ones carrying capacity is accounted for.

The big advantage to a dagger is that you can safely stow it in a sheath when not used. A starknife strapped to a belt would be a precarious thing. Forget about running or jumping with multiple blades flailing about, better just hold the darn thing.

Over the years I've narrowed my list. Now its just 2, the rest being trinkets. Cloak of resistance as high as possible, and whatever stat bump item you can muster. I let spells take up the slack.

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The point is on the other end to the handle. Its pointy and often sharp, used to stab things. Hope this helps, cheers.

Donate at least half to your local Erastil shrine. You'll feel better in the morning.

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Though it doesn't apply to the OP's situation, if I had a spell casting character reduced to a 2 Cha, I'd probably not care enough to prepare spells in the morning. Alternatively, I might have my character fixate on something like the cantrip 'Dancing Lights', and use all my spell slots preparing it. Rage, oh no, that would draw entirely too much attention to myself. Better not do that either.

There are two concepts here being conflated: namely conscript/volunteer soldier and a standing/milita army. A militia may consist of conscripts or volunteers, citizen or slave. Having people train or fight part time and tilling the soil during planting and harvest does not mean you have a standing professional army as created by Federick William I, father to Frederick the Great. The PCs could very well create a state that requires compulsory part time service or training, as many societies have done since antiquity, and not create a standing army.

The PC's proposal of all military age men having military training does not necessarily equate to a standing army. There's really no reason to assume such. Each GM will certainly define the parameters of his world, but I doubt many would have it in a pre agricultural revolution setting, so not sure where that has any relevance. Actually, I doubt the historic context of societies that used a reserve system, a conscription, or a standing army has any relevance to ones pathfinder setting, unless one was so inclined. I second Johnnycat's suggestion and would encourage the PCs to follow up with their ideas.

I spent several years lugging around heavy packs through the woods at night while in the US Army. A few obsevations from my experience: 1) it wasn't fun, 2) you get used to the heavy loads, 3) humans are quite adaptable and can run/walk/shuffle many miles while so loaded, 4) with just a bit of moonlight even under a canopy of trees, one can learn to walk in the dark. 5) did I mention its not fun.

If we fashion our characters as heroes, its not so difficult to assume they are hardened for such things. The language barrier though, that's a good one.

Hey folks, thanks for the weeb lessons. Heck, I lived in Japan and married a Japanese gal and had no idea what you'all were talking about.

What's a weeb?

As long as the rogue is conflated with red face paint, it will remain beyond our ability to fix.

Since you already have solid combat abilities and spells that cover healing, I would pick non-combat utility spell. Something like...
Ant haul
Unseen servant
Silent image
Comprehend language
Floating disk
Feather fall

The group I'm in plays under the premise that less metagaming means more fun. Its a role playing game. We want uncertainty and the challenges that it presents. The GM spends a lot of time crafting a story, but leaves plenty of margins to allow the players to dictate how it all ends. If everything had well defined parameters, we might as well be playing an over-the-board miniature game (which we all enjoy).
Another premise is that OOC and IC knowledge cannot be entirely separated. We understand that a certain level of metagaming is inevitable, and allowances are made, but we endeavor to keep it at a minimum. Someone who would circumvent these premises by reading an AP is not someone who would be welcome at our table.

As an aside, our GMs use Pre-fab adventures more as a guide than as a set in stone plot line. Anyone who tried to claim x, y or z treasure because it was in the book, would soon find that the Knights of Ozem are asking for help to pay for the war against the local lich lord. Trust me, in our world, you don't lightly ignore a call for charity from the KoO.

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I would be honest with the player and state in clear terms that you don't trust the player and are no longer welcome. People make decisions and should be held accountable for those decisions. It really is not your responsibility to teach basic ethics. Whichever way you decide, I wish you good luck.

BadBird wrote:
Where does all this sanctimonious noise come from exactly?

Paladins sure are a noisy lot, aren't they.

Recently played a halfling that spammed fate's favoured, blundering defense and crane style. He was nigh worthless in combat. Theorycrafting often doesn't hold up so well in the real (fantasy) world.

SmiloDan wrote:
I think human-blooded folk can select human-only stuff, like traits, feats, and favored class bonuses.

If the Aasimar has the Scion of humanity alternate racial trait I would agree, otherwise I'm not sure that is correct.

Aelryinth wrote:

Favored Class point.

One of the alternates for Paladins is buy 1 pt of elemental resistance, up to 10 pts max.

Also, since you're talking about spells, I assume the OP knows about the Unsanctioned Knowledge feat, right?


I believe the Paladin in question is Aasimar, not human.

Aelryinth wrote:

Endure Elements should be totally unneccessary. 1 FC point into each of hot and cold resistance completely protects you from natural temperature extremes.


What's a FC point?

As a brand new player I suggest you not worry so much about complementing the party. I would pick something like Magus or Warpriest so you can start to familarize yourself with both melee and spellcasting. Properly understanding how touch spells function with regards to the Magus is a bit more involved, so I would favor the Warpriest out of the gate. Good luck and hope you have a good group.

McWhippy Fighter with a 7 Wisdom eh.., have fun with those enchantment spells.

My Paladin rarely cast spells while in combat; busy swinging his sword and such. Therefore I tended to prepare spells like Zone of truth or endure elements. The only combat spells I prepared were divine favor, Paladin's sacrifice and an occasional Prayer. Some days I prepared nothing but Paladin's sacrifice.

A coffee pot & cup.

An alternative to the coup de grace approach is giving sneaky McNinja a bag of holding. While the enemy sleeps, he could round up as many of their unattended weapons as possible.

My GM has on several occasions presented situations that were nigh unwinnable. We as a group have learned to walk away. We have also come to learn that not every situation can be resolved by sword alone. Since spellcasting seems limited, changing the venue to your favor is problematic.

-Trick Hobs into traps/pits
-Change sight environment and be prepared for such change. Smoke/mist
-Liberal use of 'Command' spell from Warpriest to help neutralize Hobs.
-Hit and run/wand of CLW. Try to thin the opposition then run away and heal. Repeat as necessary.
-Accept that TPK is likely. Walk away.

If you're going to swift action cast Divine favor every battle, you might consider the Fate's favoured trait.

Edit: nevermind, just looked at your build.

I once played a blind gnome seer. Had a great time with him. The GM was really creative with my divinations and scrying. He was, regretfully, nigh useless in combat. Was one-shotted by a middling creature of no consequence. RIP.

It would appear you have already picked your chair at the table and have taken a seat.

The following may not apply to the style of play that the OP is involved with, but it has been my experience that having too high of an AC for a Paladin is less helpfull for the party. Paladins generally have good HPs and can effectively heal themselves in combat without sacrificing their offensive contribution. They are most effective when being targeted. If their AC is too high, GMs have a tendency to ignore them and target other members of the party. Some have suggested an AC of level + 15 or 16 to be good for the Paladin. For me, AC in relation to average monster to hit number is less important than the relation with the AC of the folks in my group. Outpacing the Ranger or Cleric's AC by 3 or 4 points doesn't help my party.

I agree with those that think the GM is complicitious in this. If the usual talking things out appears futile, I would conspire with the other players to seperate the group (in game) and see how much fun the GM has dealing with players each doing their seperate thing.

With 750k to spend for a 10th level character, I wouldn't worry too much about race, traits or feats, as anything within reason will pale in importance to what gear the character wears.

In my neck of the woods, arguing with the GM is a full round action. Popping a goodberry in your mouths takes considerably less time.

Some of the random encounters in Kingmaker, at least early on, can be brutal. Half my group of 6 players were killed by a werewolf: the other half scattering with the wind. Most however are rather simple affairs. Consider having your melee folks carry a ranged weapon of some sort. Sounds like you are in a fun group to play with.

The best thing about Rogues is that the class is straightforward and concise. Players generally do not labor their turn, taxing the patience of everyone at the table. Now Summoners, that is a class that sucks. 'Oh I'm sorry, you waiting to do your cute little move and attack?'

My motto is build it play it.
The grass is always greener...
You just need a T-shirt that says 'Rogues do it better'.
Follow your heart.

But most importantly, find a group that understands and knows how to utilize the rogue's strengths. It really doesn't matter what feat options or MC dip choices you make as long as Mr. sneaky is always being followed by clanky McPaladin when scouting for intel.

Depending on the playing style of your group, I would consider having your casters lean more toward utility spells. In our KM campaign, combat is often spread thin, allowing for Nova tactics that easily win the day. Oftentimes spell slots would go unused because the casters were overly geared toward combat. Using spells to overcome obstacles or to gather information between combats will prove helpful for your party.

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