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Amulet of Uncanny Defense

Given that a Bodyguard Archetype has the Tenacious Guardian class skill, it can always act in the surprise round, so I wouldn't say IUD is worth it.

And the Bodyguard synergises well with the Lookout teamwork feat - best if you're a melee hunter. Helps to keep it relevant moreso by enabling you than by contributing itself.

Size and Magic Items

Size and Magic Items wrote:

When an article of magic clothing or jewelry is discovered, most of the time size shouldn't be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.

There may be rare exceptions, especially with race-specific items.

Of course, this wont work for mundane items.

If that isn't to your taste however, and assuming you are the GM, it might be worthwhile having your PCs do a favour for the local smith, making armour sizing a regular and interactive thing with their community. And also a skill they could learn in their downtime.

Or consider working with the Piecemeal Armour variant rules, where parts of newly found armour can be donned, whilst other parts need re-forged.

Defend wont stop your companion from attacking an enemy, but heel might.
Do you want to keep someone alive for questioning?

Want your pet t-rex to stop eating the dead, and very poisonous toad? (because they have to eat)

Your companion wont go into the smelly troglodyte lair because it just threw up?

You know there are traps to avoid and you're worried your companion might stray too far?

You can probably use 'Come' for a lot of these, but 'Heel' encourages the animal to follow by your side, not just spend a round at your side before going back to chasing the mail-man, or going to hunt whatever is still shooting arrows at you :-)

I'm sure there are other uses out there.

You could always look into the Variant Multi Class (VMC) for Barbarian if you arent't bothered about feats. You gain some class bonuses at the cost of every other feat.
It's located in the Unchained book, or on the PRD website here

Possibly changing how the Str modifier is applied to a weapon for melee.
For example, 2-handing adds 1.5*Str to damage, double it to 3*str modifier. It would need tweaking between 2h (1.5 》3*), 1h (1 》2*), and o-h (0.5 》1*).

For spells, consider adding a free metamagic (not one of the drastic ones)
Maybe Heighten Spell or something.
Or a more powerful one, but only 1/day or something.

Just a bit of food for thought.

Traveler's Any Tool?

That can become some of the most basic forms of equipment.

Blessed Touch was published before the Warpriest, and so didn't have Fervor in mind.

I can't find any errata related to this, nor does Fervor describe it as being a LoH-like ability, which makes it a different ability.

RAW, it doesn't.
RAI, it's probably fine, but they probably wont retroactively change everything.
For PFS, I have no idea.

I don't see any issues with it being houseruled to be okay, provided you are 'curing' not 'inflicting'

Thinking along the more practical aspects - how will he feed the Roc?
If they can carry off elephants in their claws only to drop and eat them, how long until it becomes a problem for the local farming population?

Where will the Roc stay at night? Will he hire a barn out or let it sleep in the mountains?

What will the Roc do while its owner trawls through an underground lair?

How much control over the Animal Companion will you as the GM have? Will the PC have 100% control all the time, or will its new nature leave a lot for you to interpret given that it is still an animal?

Of course, you could spring these questions once the critter is gargantuan sized, but it could end up being a sad story...

Edit: ...or a good plot hook.

I'd love to get one of my character - Dolgrin.

-Cleric of Torag
-Has ties to Brigh too (his closest ally is a Dwarf Inquisitor of Brigh, and will work on projects together)
-Enjoys drinking from his personalised tankard - Torag symbol (iron hammer) as the handle, only attached to the cup by the head at the top, while detached at the bottom (hope that makes sense)
-Favours his Warhammer, and spends a lot of time polishing it
-Long beard
-Very uncharismatic
-Very strong
-Forever got ash from the forge or oil from his hammer-polish in his beard
-Doesn't sleep much
-Spends a lot of time at the nearby forge
-Has Craft: Mechanical and Knowledge: Engineering as staples
-Is in a very tech heavy campaign
-Was thinking something a bit steam-punky?

As for advice - always keep a fully stocked Handy Haversack, and get a Travellers Any-tool. Basic gear such as a hammer, pitons, torches, shovels, compasses, ropes, sacks, etc can have so many uses, so a Haversack full of stuff can cater a lot of situations.

Cheers in advance!

Before I start, I don't have access to the Familiar Folio, so I cannot verify if your choice is legal. But here is some info for you.

Familiars wrote:
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

So if you currently have a familiar you should be able to dismiss your current familiar, and replace it as above. (200x13=2600g) (assuming your Sorcerer level = Wizard level)

However, if you don't, visit this link. There is a very detailed explination on retraining, which is too long to quote here.

But in essence, to retrain a class feature (which, if I'm not mistaken, this is what it falls under) is 5 days.
So 10xlevelxdays = 10x13x5=650g

This is subject to an available trainer to train you, and GM discretion.

But as always, the best thing to do is show the above link to your GM. If you aren't playing PFS, you may be able to come to some arangement even if it isn't legal :-)

You're quoting something I said doesn't exist, to say it doesn't exist?

Completely baffled.

The true quote "In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell." is in the CRB, and very much does exist. Take it or leave it.

Thanks Gauss, I conceded that.

Thanks for the sarcasm Orfamay. Very constructive. And well done for the mis-quote. Also helpful. I missed that.

Polymorph Spell:
Polymorph Spell wrote:


School transmutation (polymorph); Level alchemist 5, sorcerer/wizard 5

Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you choose
Range touch
Target living creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)


This spell transforms a willing creature into an animal, humanoid or elemental of your choosing; the spell has no effect on unwilling creatures, nor can the creature being targeted by this spell influence the new form assumed (apart from conveying its wishes, if any, to you verbally).

If you use this spell to cause the target to take on the form of an animal, the spell functions as beast shape II. If the form is that of an elemental, the spell functions as elemental body I. If the form is that of a humanoid, the spell functions as alter self. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject.

Transmutation School:

Transmutation spells change the properties of some creature, thing, or condition.


Polymorph: a polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.

In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses.

If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.

Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.

When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.

If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell.

I've quoted everything pertaining to Polymorph and bolded the parts misrepresented by yourself. I'm unsure why you think it doesn't exist...? It doesn't say "In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell unless your size remains unchanged."

If we we're going purely from the spell, we wouldn't get the +10 to disguise listed in the subschool either.

Fair enough.

Orfamay Quest wrote:
It doesn't say "other spells that change your size have no effect on you while you are under the effects of a polymorph spell that has changed your size."

Can you cite your source for this comment as well? Unless it's in an FAQ, it definitely is in the CRB.

It doesn't matter which order the spells are cast. The spell has no effect whilst polymorphed.

Orfamay Quest wrote:
It doesn't say "other spells that change your size have no effect on you while you are under the effects of a polymorph spell that has changed your size." Absent that critical clause, there's no indication that the type of the polymorph spell has any effect at all.
Orfamay Quest wrote:
A human polymorphed into a bear is still a humanoid, not an animal. Polymorph doesn't change your type, just your shape. You're basically a human wearing a very detailed bear costume.

You able to cite anything to back that up...?

Aside from anything else, Enlarge Person only works on Humanoid.

Also, this is in the description of the Polymorph subschool

Polymorph wrote:
You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.

Heres the link

If he isn't dead set on a Paladin, convince him to go in a slightly different direction - convince him to play a Warpriest, but with some Paladin style virtues?
It would solve the problem of the base damage of the weapon, as it would scale.
And a Warpriest could still look like the picture :-)

Edit: hah, got ninja'ed.

You kind of already gave yourself the information you need...

Mysterious Stranger wrote:
... allows a target to make a saving throw to avoid some or all of the effect ...

All of the effect is the full duration.

Some of the effect is one round.
Not everything is fully negated by a successful save.

So when do you think a save occurs? Immediately after? 1 round after? 1 day after?

Who would get hit by a fireball then try and get out of the way?

There is no situation to address. Eventually, common sense must prevail.

Divine Focus wrote:

A divine focus component is an item of spiritual significance. The divine focus for a cleric of a paladin is a holy symbol appropriate to the character's faith. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant.

If the component line includes F/DM or M/DF, the arcane version of the spell has a focus component or a material component (the abbreviation before the slash) and the divine version has a divine focus component (the abbreviantion after the slash).

So what I take from that is "an item of spiritual significance". My advice would be to have a look at your deity, find out what they are all about, and come up with something personal to your character.

Hi folks,

So as the title says, I will be joining a new Iron Gods campaign as 1 of 3 players after the GM bought the recent Humble Bundle. I have read through the Players Guide and have never been a part of a campaign like it so am after some advice to reduce the turbulence of starting up. Spoiler free wherever possible.

So quick bit of info on our GMs houserules (mostly because we are 3 people):
We get 30 point buy
Max HP at each level.
2 traits allowed - 1 has to be from the Players Guide.
Average Wealth for a level 1 character.

So, heres the build so far. Please feel free to critique.

Race: Half-Orc
Alt-Racials: Sacred Tattoo, Skilled, City Raised and Shaman's Apprentice
Traits: Fate's Favoured and Local Ties (Kn:Eng)
Class: Druid (Goliath Druid Archetype)
Nature Bond: Companion (Velociraptor)
Feat: Not sure - either Improved Initiative or Toughness (Got Endurance too from Alt-Racial)
Str: 18 (+2 went here)
Dex: 14
Con: 16
Int: 12
Wis: 14
Cha: 8
Use Shillelagh to smash stuff until I no longer need it.

So, given we are only 3 people I wanted to both add bodies, and fulfil more than one role.
I have put together a Goliath Druid that I think could work. Not only can I get a cool pet (Velociraptor I'm thinking), but when I Shapeshift later, I should still be able to use anything funky that I pick up (being that I will still be in humanoid form)
The second player is either going to be an Inquisitor of Brigh with Artifice/Knowledge, or a Mysterious Stranger (Gunslinger)/Oath of Vengeance Paladin.
The third player is undecided.

Reasons for some of my choices:
I wanted to add a pet to the battle field - a Velociraptor. And one that can come anywhere with me, as his max size will be medium (I can always use Enlarge Person on it if I need to) plus -- get a motorcycle and be awesome!
Half-Orc for the +2 and the survivability that comes with the saves.
Lots of Alt-Racials - my shapeshifts will have Darkvision. I wont need an Orc Weapon when I use Sillelagh. I can sleep in Medium (or Heavy if I get HAP) without incident. Also get more skill ranks to help with the reduced party size. And Kn:Local is always handy.

Things I'm unsure about:
Should I change my stats to be 20,14,14,10,14,8. Do I need the added skill rank and added survivability? is 20 str necessary?
Should I VMC Barbarian or Cleric (Rage or Domain for extra smashy?) or will I be too feat starved?
Will this build actually be any good in the Iron Gods setting given I can't really work with 'iron'?
Are my feat choices alright?

Things I probably wont do:
Go the whole Intimidate/Cornugon Smash route. Not sure I have enough in the build to make that happen and still have enough to make the rest of the build work.

Any direction you guy can point me in will be very helpful. Even if that means entirely different build/class suggestions ;-)

A surprise round limits you to either a standard action or a move action (plus free actions), so you wont be getting more than one attack anyway :-)

BadBird is correct on that one.
Here is the thread

However, if you haven't seen it, you should definitely check out the Oracle from Legacy of Dragons - it includes the Dragon Mystery and the Covetous Curse which might fit what you're looking for.

Edit: There is even a Revelation in there that lets you grow a tail, so Tail Terror will work. Extra points comes when you use the Dragon Magic Revelation to get the Kobold spell Enlarge Tail to make full use of it ;-)


So much room for roleplay. Whether you herald yourself as 'the last real dragon!', or a Kobold trying to redeem itself, or someone seeking power from any and all means, or just want lots and lots of shinies, or someone prone to pranking others, or someone wanting to embrace their heritage and become more and more dragon... so much fun.

Plus, their racial archetypes make them even more fun!

Though they can upset some parties, and don't fit all campaigns... thats the only real downsides. Stats are irrelevant when fun is the goal :-)

The penalty is because you are unable to weild it properly, not because you can't hold it properly. Whether its too heavy, or simply too long, who knows.

Doesn't mean you can use it though (at a penalty of course) Kobolds are clever enough, and you could assume they use some rope or something to secure a larger attachment for use. Or they just smash it til it fits :-)

It seems more like you have a problem with your party than the GM, and you're feeling like you have to handle a problem by yourself. Your party does seem somewhat dysfunctional.

However, I agree with your GM, and I wouldn't have told you 'it has poor will saves' or 'it has good fortitude saves'. What you are asking for is far too much information. Each saves covers a plethora of different spells and abilities that you and your allies could exploit.

Rolling a knowledge check out of character and asking 'Does this monster have bad will saves?' is vasty different to rolling a knowledge check in character and asking 'Would my <insert spell/ability> be effective against this creature?'

If you are dissatisfied with the information your GM gives you, be more specific. Thats my advice. If you want specific information, ask for specific informtion.

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Makes me think of the 'Arcanite Ripper' from World of Warcraft :-)

Having said that, I think Bob Bob Bob nailed it on pricing - though I would personally add the Fragile quality to it (which disappears for magical versions anyway) to have the string snap on a nat 1. Smashing things is a sure fire way to have the strings snap.

Another performance/weapon option could be a Harp thats a Bow!

Ciaran Barnes wrote:
If this is strictly an attack roll thing, then you are punishing martial characters, because spell casters make (sometimes significantly) fewer attack rolls.

This. So much this.

Being a martial where 1 attack in 20 has potentially horrible repercussions is awful. Especially when BAB/TWF allows for multiple attacks per round. I've been in this exact situation and it sucked - watching casters laughably avoid the failure, and having a healer struggle to keep up healing you during combat is a very real side effect.

Also, 1-4 (and more) potentially critically failed melees per round versus 1 potentially critically failed Fireball? Horribly stacked against those already disadvantaged.

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As an analogy, I look at this particular problem like watching a movie with friends.

One person has read the book, and during the movie, they tell you about all the bits of the book omitted from the movie, with phrases like 'Oh, they missed that part out?!' and 'Oh, theres a good bit coming up!'

The person hosting the movie night (GM) wants to watch the movie - thats why they picked it. And they didn't put the commentary on.

The person passionate about the book (yourself) wants to watch the movie to compare it to the book and fills in the gaps for the group, ensuring that nothing is missed from the book.

While you (probably) aren't giving any spoilers, you all wanted to watch the movie, but I expect have different reasons for liking it.

I think a good rule of thumb is to avoid talking about movies while a movie is running.

There is literally a spell called 'Remove Blindness/Deafness'
3rd level spell - not on the Druid list though I'm afraid.

Mage Armour always works, and has a wonderfully long duration. Buy a wand and hand it to someone to cast it for you and you're golden!

If thats the case, you can always have one of the NPCs in the caravan point out "Shoot it! -- What do you mean you don't have bows?!"

Have them interact with the caravan too - they are getting paid for being guards afterall. Telling them to get to safety, or maybe they have a couple of shortbows? Maybe someone else in the caravan knows of an ogre 'weak spot'? Or maybe they just need a kick up the arse to get moving!

Could be a fun and engaging encounter, especially for a new group. Make them think about something other than just the numbers on the dice.

47. The key has several uses for the same thing. Turn it clockwise it does one thing, counter-clockwise it does another thing. Turning the key around entirely and inserting 'the fat end' is the ultimate goal.

Maybe it accesses the past/present/future versions of the same room/chest etc, or 3 different planes. And maybe the incorrect, or indeed the correct choice impacts the rest of the keys.

28. It is the key to a map, with the grooves/fronds on the key matching up with a certain architectural/geological feature (think 'The Goonies' where the rocks match up with the holes)

29. It is used as part of a cipher, where its unusual shape selectively deletes words/letters from public documents, revealing an entirely different communicae.

Backstories are never a necessity in Adventure Paths, but it can help you create some nifty segue side-quests if you have them to refer to, or create some unique social encounters from their stories.

In my campaigns, if players provide a decent backstory I reward them for it. I like to know that a player is as invested as I am, and so I like to give them a little something for it.

That can range from a theme related trait that fits their backstory, let them pick an extra trait, or even give them a non-retrainable feat (like Endurance, Athletic, or a Skill Focus etc) if its not game changing. Or even something like a 'for 1 session during the campaign you recieve a +1 bonus to all of your rolls'.

If you like their backstory and they have put in more of an effort, reward them. It might make the others jealous, or it could spur them on to get theirs written!

Just food for thought.

The CR in a stat block refers to the individual creature. The CR for the encounter is listed in the chapters sub-heading ie 'Initial Assault (CR1)' and 'Goblin Pyros (CR2)' etc.

Note that this is one of those rare cases where numbers are rounded up instead of down. So a CR2.5 would actualy be CR3 etc.

Death is never the end.

Make it an interesting side quest.

If people really like their characters, you can easily find a way to 'bring them back'. They may have to miss out on a part/full session though.

It could be a local witch that can bring him back from the dead, and wants the PCs to complete a quest, bringing her an item before she will do it, with no questions asked (make it a person, creature, or a powerful object to pique their interest)

Maybe upon their apparent death, they didn't die at all. At that moment, their essence was ripped through to another plane and are now a prisoner.

Speak to the rest of the group. If they are up for a side quest, then why not!

A cool twist is to have something different about the PC. Maybe their body is now covered in runes that affects <insert action> until they are removed. Maybe they inherit the undead template until <insert event> quest is completed/bbeg is killed and a curse is lifted. Maybe they lose all of their gear.

Having some price for returning will make it feel more real, and not just a little speed bump.

You can always take the 'Natural Spell' feat to cast whilst using Wild Shape :-)

I have a tendency to overpower my level 1 players, and refer to the old 3.5 DMG, giving them gear equal to an NPC of their class. So for example, a Barbarian would get MW Scale Mail, MW Melee Weapon, Mundane Ranged and 200gp, and a Wizard would get Mundane Melee, Mundane Ranged and 800gp, then I give them all their class kit.

The reason for that is level 1 NPCs can be quite squish, and I like them to have a head start.

To compensate for this, I lower the loot they gain for a while, so they get to averge wealth by level by about 3rd-4th level.

On a slightly different tangent, more tailored to the campaign you're about to run, the Rise of the Runelords Messageboard on here is possibly the most helpful forum I have ever stumbled across, and has a lot of Community Created content that can help your first session(s) run a lot smoother, and are well worth looking at - especially the Festival Games.

If you haven't already, give your players a copy/link to the RotRL Players Guide (Anniversary Edition), which is a free download and can be easily found.

And lastly, most players new to Sandpoint will want to check out "The Old Light" early on as its quite an interesting feature, and this throws a lot of new GMs. So just get a little story prepped and you'll be golden.

You all seem very well prepped for the game, so best of luck to you. RotRL is a wonderful Adventure to run through, so try and make sure you read ahead, as some plots can be easily foreshadowed by a cunning GM ;-)

I'm assuming that as a Ninja he is getting a lot of mileage out of his (many) Sneak Attacks and his main source of damage is not from his weapon.

With that in mind, if he has spare gold he could get someone to Permanency a Reduce Person spell on him. +2 dex (1 AC there), +1 AC, +1 AB, aswell as a +4 stealth bonus. He loses 2 str and his damage die drop a tier, but I've assumed his damage is mostly sneaks.

Fruian Thistlefoot - Many thanks for the advice on Spells and Traits. Birthmark is a no-brainer! Hadn't seen that either (so much to see, so little time...) I will think about picking up a reach weapon of some description, depending on how combat starts to look.

Just a Mort - I'm not sure Ra fits my character sadly. Whilst he does focus on the Sun, it's less about the actual sun, and more about the Light on the Light/Dark scale - its just that the Sun Domain fits the bill :-) though variant channeling is very interesting...

Avaricious - Yep, we got the perfect 4 ;-) I had thought about the Shield Gauntlet actually, but alas, it requires a further proficiency, meaning another feat. What you said about not trying to do what other do (and thus throwing away feats) - that is solid advice. I hadn't thought about it like that. I forget that I don't have to cover every aspect of everything ever... just be good at what I do :-)
The reason I don't want any Archetypes is because the GM has already boosted me plenty, and I'm not sure those boosts will carry over to Archetypes. And aside from that, I always wanted to build a Cleric!

Mykull and Big Blue 22 - Excellent advice! Just excellent. This will be perfect in helping me collate what spells I have/want/cast/etc for any situation. I have already started cutting out miniaturised spell cards and laminating them. Also means that I am fully prepared at level up too, meaning that I can pre-select the spells I will want at the appropriate levels, with spell descriptions on one side, and its uses on the other side. Good call!

Thanks everyone, a lot of food for thought :-)

Oooh, I like the idea of Blinding Ray. Using the power of light to harm/destroy foes is exactly what I'm after! Weapon Focus (Ray) is something I hadn't noticed before, and the combination would certainly give my character a signature move :-)

Good catch on Bless - I would have completely overlooked that, so will have a look at other low level options - like the Shield of Faith you suggested. Thematically, the shimmering helps with the image I'm after!

Combat Casting is something I would certainly benefit from, hoping to be closer to the front lines than a usual caster. Its something I want my character to do, as an almost inspiring character.

I'm not sure how much downtime there will be in the campaign so I will ask the GM is Scribe Scroll and Craft Wand would be worthwhile me taking. Hes usually pretty open to those kinds of suggestions without giving any spoilers.

Many thanks!

I guess, try not telling them that they passed their diplomacy roll. Just simply say 'The guards seem to relax as you talk' or words to that effect. That way, their sense motive roll has more weight.

You said they are acting more friendly towards them, which is enough info. They were probably just being overly cautious by trying to confirm that what you told them is true, and they aren't putting on a facade.


Maybe their new PCs end up visiting a place where their old PCs had some noteworthy event.

Through some kind of scrying, or mystical event, or (not to quote) tearing of the weave, or divine intervention, they can look upon events as they happen, watch something they did/didn't do, and see their fallen characters as they were.

Or alternatively, they can see the big bad evil watching their old PCs, and seeing what happened, decide to even the score/tip the balance on the good/evil spectrum.

This can be done either before or after the event, and their current PCs can either work to stop their demise, or avenge their deaths.

Can be a bit paradoxical, but would certainly tie-in both journeys as it were.

Remember, just because there aren't rules for a certain spell, as a GM, you can certainly make something fit. Whether it be something that the PCs did that left a lasting impression on a place, or if they didn't die and just went to another plane and sent visions, a story can still continue.

Hopefully I've given you some food for thought!

So, I've played Pathfinder for about a year now, and D&D 3.5 for a year or so before that, and am looking for some advice on a Cleric. I have only ever played martial classes in the past (Barbarian, Fighter, Rogue), and have never before made a caster - prepared or otherwise.

I've read through several guides and, while I like a lot of the ideas on builds, they either don't quite seem to fit my character concept, or are optimised beyond reason (while thats not a bad thing as I love theory-crafting, I don't want to outshine the group too much). So I thought I would ask those who are more experienced for some general tips, and to float around some ideas.

Giving you the party composition, we're starting an Emerald Spire party (no spoilers please) with a party of four, where the three others who are not very experienced:
Cleric (me)
Bard (wants to be flambuoyant with a Whip and a Bass Guitar)
Rogue (Unchained Knife Master)
Barbarian (Hack and Slash)

My character - having given a brief bit of background about the area, my character wants to be a NG character who plays a Warrior of the Light type, worshipping ideals more than a Deity, who has a passionate hate for the undead, and is driven by his want to train and study to help turn the tide against an extra-planar invasion of Demons and other evil-y things.

The credentials:
1. Will be going into an old PrC from 3.5 (Radiant Servent of Pelor) but modified for 3.P as early as possible - Radiant Servant (hope that link worked)
2. Has rolled stats of: 16,16,16,15,13,10.
3. Will have 4+Int skill ranks per level, instead of 2+Int.
4. We are given Max HP at each level whilst monsters aren't, so am heading towards the Skill Rank Favoured Class bonus. Open to suggestion.
5. Am allowed to cast Somatic spells whilst holding a Heavy Shield.
6. Must be a regular Cleric (no Archetypes).
7. Needs the prequisites of the PrC.
8. Would ideally like Knowledge Planes for fluff.
9. Have been allowed to roll Aasimar. I like Angel Blooded for the Daylight spell (fluffy), but am open to suggestion.
10. Would prefer Heavy Armour Prof, but not essential. I just like the idea of big shiny armour for the character concept.
11. Must have Sun Domain as one choice. Other idea is Community for helping the Barbarian and to give him a sense of what he is fighting for, but suggestions welcome.
12. Have no idea what to pick for traits as there are so very many out there... any fluffy suggestions?
13. I will always prefer fluffy ideas over optimised ones (probably)
14. Starting at first level going to about level twelve.

I would love to head towards the more caster heavy type of Cleric. Weathering all damage and being a beacon of light floats my boat. And given the inexperience of the group, I'd prefer to put more emphasis on buffing them/debuffing the enemy so that they can make the kill. So essentially being their shield, and the arm on their shoulder.

The problem is, I have no experience with spells in any shape or form (other than reaping their benefits). Any suggestions would be incredibly welcome!

My idea for the moment is:
Str 15
Dex 13
Con 16 (weathering all damage starts with HP)
Int 10 (already got good skill ranks)
Wis 18 (casting)
Cha 18 (hates undead, though channeling is bufffed by Sun Domain and PrC)

Favoured Bonus in Skills
Ranks (4+0+FCB=5) in:
Heal (need 2 ranks for PrC)
Perception (cross class, but high Wisdom)
Spellcraft or Knowledge Arcana (needed?)
Knowledge Religion (need 6 ranks for PrC)
Knowledge Planes (fluffy and useful)

No idea for feats, except possibly making the most of Channelling, maybe Heavy Armour Prof, and maybe Metamagic? Though what to metamagic-ise I wouldn't know.

As for what spells to take at levels...? Bless, Bulls strength, that sort of thing? And do I cast each battle? What do I do whilst not casting? Things for me to puzzle out with your help.

Thanks in advance for your comments,

Many thanks for the advice Dafydd!

Aye, I wasn't (and still aren't) so keen on having a brand new player being a Druid, but I couldn't sway her any other way - not even with a Summoner. But I will be micro-managing for another couple of levels at least.

Nature Warden looks very appealing! I'm sure it wont take too much convincing to urge her down that route, especially as it looks like it will be easier to manage mechanically. I can certainly homebrew something to bridge the gap.

As for the flying elemental type, she does love the elemental theme (and actually wanted an elemental pet) so I will have to see what she says.

I'm fairly certain Nature Warden is what I will push her towards however.

Many thanks for the advice!

Hi there,

I believe this is my first post, so just a quick little bit - I have played a combination of 3.5 and Pathfinder for about 3 years now, and have recently started to DM a campaign of my own. And, I have never played a Druid myself...

Of those in the group, one of them introduced me to the RPG genre and thus is very experienced, and the other three are completely new to the game, two of which have never played any kind of RPG games, be it online or otherwise.

They are a strange combination, a Rogue (Unchained, naturally), a Barbarian, a Druid, and the experienced chappy having an Oathbound Paladin,

Being a very melee heavy group, I suggested the Druid go for a ranged approach to their character (and being very freshfaced to any kind of RPG, she agreed) The party is level three and the Elf Druids rolled stats are (very) roughly 12/16/12/12/20/10, and she has a Wolf pet.

As she is new to the game, I am avoiding completely any kind of dipping into classes - Prestige or otherwise. However, finding a suitable PrC and persuing it is acceptable.

She said she is happy for me to help her stay ranged, and so I am essentially asking for advice on how to help her character succeed at being a ranged DPS/buffing (and healing when needed) character?

Specifically, I am looking for creative ways in which she can use her Wildshape to buff her ranged prowess? Are there dextrous animals that can use bows? Or should I homebrew an 'Aspect' type variant? Or am I looking at this all wrong, and not noticing that she should be attacking with ranged spells over bows?

I have had a look at 3.5's Variants and found the Aspect of Nature variant which looks pretty good, but would there be any teething issues implementing the change?

Any help here would be much appreciated, and I eagerly await your advice.

Many thanks,