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   Thugrim wrote: 
 Limbo is correct: there is no Neutral aura; hence, there is no 'detect neutral' spell (see Inquisitors, etc.). (Related to this are special weapon and spell properties (anarchic/axiomatic/holy/unholy)). If you worship a CG deity, for instance, you will possess BOTH Chaotic and Good auras. As Sacred Summons specifies that the "alignment subtype or subtypes exactly match your aura", you can only use this feat with creatures that ONLY possess the 'good' alignment subtype, i.e. creatues with both 'good' and 'chaotic' do not 'exactly match your aura', and therefore are not eligible. Sacred Summons is a feat that is meant to be useful to any character of any alignment with the Aura class feature. Since certain alignments have fewer useful summons (NG, for example), Summon Good Monster presents an alternative Feat for Good-aligned characters, and removes the Aura class ability prerequisite. It augments the list available, but does not decrease casting time.  
   Rather than a couple examples, could we come up with a short list of typical out-of-combat challenges that are typically present in Pathfinder?
  
   Spring Attack falls under the category of 'special full-round actions', so it's similar to Charge. The maneuvers Trip, Sunder, and Disarm are normally performed with weapons, and can be 'swapped in' in place of a melee attack. Actions that take a Standard Action usually cannot. This is, for example, why Bull Rush is specifically called out as being able to be performed as part of a Charge. With Spring Attack, the movement that normally provokes an AoO by entering or leaving a threatened square is overwritten (i.e. doesn't happen). The AoO provoked from using a non-Improved Combat maneuver is a different category of AoO, which Spring Attack does not explicitly cover. As such, I'd say Spring Attack does not allow any other actions that normally provoke to 'not' provoke.  
   3 levels of (Lore Warden) Fighter Archetype will net you a +2 Bonus to CMB and CMD, full BAB for 3 levels, two Fighter Bonus Feats, and Combat Expertise (useful primarily for qualifying for Improved combat maneuvers).
 Gauntlets of the Skilled Maneuver provides +2 to one type of maneuver.  
   Here's another basic delineation which may serve to enable Martials to contribute equally in relation to Casters, while preserving the 'Magic/Non-Magic' divide: the division of the narrative 'gamespace' into 'tactical' and 'strategic' spaces: to wit: Martials and Casters both should have clearly defined spaces in terms of both strategy and tactics, which may overlap, but are generally interdependent. In Combat (i.e. 'tactical'): 
 Out of Combat (i.e. 'strategic'):
 Here's a question for the peeps out there, based on the challenges presented at various 'levels of power': Place these challenges into meaningful categories. How are they grouped? Are they tactical or strategic? Are they (Range: Touch) or (Range: Reach), or (.. Close ... Short, .... Medium, ..... Long ..... etc)?  
   Okay, if we're looking at an overhaul that doesn't disrupt the Class system (which, quite honestly, may be at the root of the problem), here is a basic idea that could provide a template for redistributing 'narrative control' (which in this case only means certain mechanics) without making Martials 'casters', or 'powered', or some such: I played a side-scrolling, web-based shooter today (which will remain unnamed). You have a number of characters or avatars you use to fight, each of which has a certain strength in terms of ranged or melee combat and possibly a form of 'spell' combat. To simply create a 'switch-hitter' in PF is a forgone conclusion. Rarely does anyone attempt such a build, but it seems completely legitimate to suggest that a Martial could be efficacious at Melee, at Range, and at... 
 Therefore, have Martials of a given class choose 'Priorities'. 
  
   After reading about the 1st edition Bard, in particular how dual-classing used to work, I wonder if some very good initial ideas were thrown out along the way. Allow Martials to Gestalt with other Martial classes as long as they meet certain requirements, and with a limit on the number of multi-classes, is the first (admittedly bizarre) idea that comes to mind.  
   As an example, here's a build I'm going with for PFS. The first thing was wanting to build a Dex-based Reach build around the Elven Branched Spear. The idea is for a general Support Cleric build that can be in melee a bit, use Touch spells at range, Channel a bit and, more than anything, have a very full and robust action economy, that is fun to play, and contributes to out-of-combat in terms of social utility. It is obviously not very good at any one thing, but I hope that in a full group he'll be able to pull his weight and always be able to add something.
  
   After reading Brewer's Guide to the Reach Cleric, I've been on a Reach Build kick lately. It seems the ideas presented in the guide could be applicable to a variety of other classes, particularly all the hybrid Melee/Caster classes. Obviously a Reach Oracle is viable, but it seems the action economy benefits of a Reach build could be very useful to all classes that use a Standard action for caster abilities. 
  
   I agree with Beernorg. If you have a single, specific weapon in mind, blowing your first level feat to pick up MWP would be overkill. There are racial traits that allow you to pick up weapon proficiencies (Ancestral Arms), as well, if you wanted to stick with the base Mesmerist class.
  
   Well, there's also the Hunter. The right pet can do melee duty or act as a mount, allowing full-round actions for casting or ranged attacks. You'll get a variety of buffs and utility spells. Magus, as 20 STR mentioned above. There's now an Eldritch Archer archetype. If you're starting at 10, you could potentially create a lean, optimized Prestige Class build. Bloodrager/Dragon Disciple, Paladin/Sorcerer/Dragon Disciple make very distinct PC's Rangers have a lot of options available now. The Divine Tracker archetype opens up a lot of options (as you get the Favored Weapon of your deity, which can include many exotics, and swap out Warpriest Blessings for your Bond. In combination with the new Ranger Combat Style feats from Inner Sea Combat, they're very customizable).  
   Have you consider being a skinwalker? Also, considered the feral hunter Hunter archetype? You can stay in a single class whose parent classes are Druid and Ranger, and whose class abilities are all based around Shapeshifting. With Magical Knack (Hunter), you won't lose casting progression, and since you won't have an Animal Companion, you don't have to worry about losing levels when you dip two levels of Fighter to up your BAB and pick up at least 2 extra feats. =)  
 
   ZanThrax emphasizes a really important aspect of this Archetype: that it's built for a campaign where the GM and Player can really work together.
  
   If you combine Boon Companion with Magical Knack (Hunter), so you don't sacrifice either casting progression, or your Companion's progession, there are probably some worthwhile dips. It depends on where they occur. 3/4 caster and BAB progressions are such that even a level dip may have a big impact, as you're really waiting for iterative attacks and higher level spells to open up, and you don't really want to wait for those as you're behind the full-progression characters on either side of the equation, and they diminish in effectiveness rapidly.
  
   Idea: You're of one of the following races: Aasimar, Kitsune, Undine. Multi-class Spiritualist/Oracle.
 Mystery: Nature, Ancestor, Heavens, **LIFE**, Lore, Lunar, *Occult*, Outer Rifts, Time, *Wind*, Wood. Curse: Wrecker Curse
 The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings. Effect Held objects gain the broken condition when you use or equip them but regain their actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes broken again the following round. Disable Device becomes a class skill for you and you can make Disable Device checks to destroy non-magical traps as a move action without the need to use tools or take any action beyond simply touching it. At 5th level, whenever you attempt to damage an object with a melee attack, reduce its hardness by an amount equal to your oracle level before determining the damage you deal with that attack. At 10th level, any attacks you make against objects and constructs automatically bypass any damage reduction they may possess except epic. At 15th level, whenever you are dealt damage by an attack with a manufactured weapon, you can require the weapon’s wielder to make a Reflex save (DC 10 +1/2 your oracle level + your Charisma modifier) to avoid having the weapon collapse into dust immediately after striking you (magical weapons receive an additional saving throw against this effect). Spiritualist (Ectoplasmastist/Fractured Mind Archetypes) (they stack): Ectoplasmic Lash (Su) At 1st level, as a full-round action an ectoplasmatist can manifest one or two lashes of ectoplasm tethered to her by wispy, ectoplasmic tendrils. If she manifests two lashes, she can wield them both as light melee weapons, each dealing 1d6 points of slashing damage (1d4 if the ectoplasmatist is Small) with a critical threat range and multiplier of 19–20/×2. If the ectoplasmatist manifests only one lash, she can manifest it either as a single one-handed melee weapon that deals 1d8 points of slashing damage (1d6 if the ectoplasmatist is Small) with a critical threat range and multiplier of 19–20/×2, or as a two-handed melee weapon that deals 2d6 points of bludgeoning damage (1d10 if the ectoplasmatist is Small) with a critical multiplier of ×2. Only the ectoplasmatist can wield or use these lashes. Dismissing any or all manifested lashes is a free action. Emotional Spellcasting A fractured mind's ability to cast spells is tied to the force of her own spirit rather than her connection to the spirit world. As a result, she uses her Charisma score rather than her Wisdom score to determine the highest spell level she can cast, the saving throw DCs of spells she casts, and her bonus spells per day. This ability alters spellcasting. You literally cannot carry anything, but you don't need to, as all the weapons and spellcasting you need is within you.  
   My feeling, if you have a sympathetic GM, is that if you can substitute equipment in the place of feats, especially in the case of a feat-starved build where you're trying to make something work (and the rules aren't helping), is to use equipment where possible. The build I posted above is fairly flexible, I think, where you could find other Favored Weapons that have throwing ranges, and other Deities that have the Air Domain. 
 Here is an amusing and clever thread about a *cough* throwing build I came across, as well:
  
   Here are some things to consider, and bring to your GM if you're interested, as many of them use splatbooks:
 
 Here's a potential partial build: Aldarion Silvercrest, NG Devoted Ranger of Gozreh Half-Elf Ranger (Divine Tracker/Infiltrator Archetypes). Bessings: Air, Plant (I wouldn't trade away your spellcasting for Trapper, for this build.) Ancestral Arms Weapon: Throwing Shield Favored Weapon: Trident Starting Stats: Str:18 Dex:14 Con:14 Int:12 Wis:12 Cha:7 All stat gains to Strength. Traits: Strong Arm Supple Wrist, Warrior of Old Favored Enemies: Undead, Aberrations, Humanoid (Giant), Dragon (The Ranger is a servant of the natural world, and a hunter of the creatures who seek to despoil it, especially the follower's of Gozreh's hated enemies, Rovagug and Urgathoa.) 4th level blessings: Zephyr's Gift (minor): At 1st level, you can touch any one ranged weapon and enhance it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn't provoke an attack of opportunity. Creeping Vines (minor): At 1st level, upon hitting with a melee attack, as a swift action you cause the creature you hit to sprout entangling vines that attempt to hold it in place, entangling it for 1 round (Reflex negates). The Ranger also uses a Mithral Throwing Shield. He takes a 1-level dip in the Slayer Archetype Bounty Hunter (at some point later in his career), which keeps his BAB at full, and nets him (no pun intended) weapon proficiency with the aklys, bolas, dan bong, lasso, and net (along with the Studied Target ability). He uses his Infiltrator adaptations to grant him Darkvision, +2 Natural Armor, Throw Anything, and Lunge Feats:
  
   First off, as an aside, it's important to remember that campaign setting can have an enormous impact on your effectiveness and ability to contribute as a character of any given class. My Ranger often feels woefully under-utilized in urban and underground settings, and my Druid, even moreso.
 
 So, yeah. Are Cavaliers awesome? YMMV, but I think they have their niche.  
   She takes a -4 to hit (more accurately, the enemy gains a +4 to AC from the intervening character, providing 'soft cover', as CampinCarl mentions above); Ally A provides cover, in this situation.
  
   *Note that there is some ambiguity about the use of SLA's versus supernatural abilities while Raging; SU's seem to be clear, while SLA's may encounter some table variation. 
  
   My first question is, "how much leeway do you have with your Cleric and Barbarian class levels, in terms on Archetypes?" Most of my characters 'build against type', and are multi-classed, so here are some of the things to look for:
  
   I agree that the Lawful ethos is more in keeping with sadomasochism, but it's hardly a necessity.
  
   Covert Operator wrote: 
 I'm not sure as I understand this. Believer's Boon grants a domain ability. Channel Energy is a separate class feature unrelated to domain abilities. Also, BB states that it is only Cleric domain abilities, not Paladins or other Divine classes?  
   Covent wrote: 
 I've been tinkering with a few Cleric builds lately that have either good touch or bad touch domain abilities. I'm fascinated by the possibilities of a conductive weapon - that Command ability seems perfect for it. >:)  
   BadBird wrote: 
 Thanks - I should think about making him more of a caster. I think I was partially assuming you either cast or channel well, and generally not both, but as the other sample character demonstrates, you can have your cake and make someone else eat it, too.  
   Here is the big question about the build: how Variant Channeling interacts with Versatile Channeling. 
 In the description for Variant Channeling, it says (emphasis mine): wrote: Variant channeling has the same area of effect, save DCs, uses per day, and other rules relating to channeling energy. Feats and abilities that modify or present alternative uses for channeled energy (such as Command Undead and Turn Undead) work normally with these variant channeling abilities. By my reading, Positive Channeling to heal (or harm undead) would work normally, i.e. at his Cleric Level -2, but NOT with the Variant Channeling Effect for Rulership.Does this seem correct, or am I projecting?  
   Just a Mort wrote: 
 Just a small note: Animal Domain and the related subdomains have their pets at Cleric Level -3, so you would need to pick up the Boon Companion Feat for fuzzy to get Large and In-Charge on schedule.  
 
   Merqutio wrote: 
 Look at Tark's guidehere... And then check out Brewer's guide to the Reach Cleric  
   One of the GM's in my Lodge had a particularly nasty Cleric build - a Neutral Cleric of Dispater. He used variant negative Channeling, as Dispater has the Rulership sphere of influence, which Dazes enemies that fail their Channel DC save. This guy shut down entire combats and saved the whole party a couple times. I've always loved Crowd Control builds that don't do direct damage, necessarily, but looked around for a way to create a cleric that isn't a worshiper of an evil deity. 
 Sun's Blessing (Su)  
 He'll pick up Versatile Channeling at level 3, and then, besides Channeling-related feats, utility feats like Improved Initiative. I've considered Extra Traits to get Magical Knack, for dipping into Holy Vindicator without losing casting progression. Other than that and a very thematically-inappropriate level dip into Hellknight Signifier (I picture reskinning it as a Hawk helmet), I'm pretty vague on what would work best. 
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