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depends on your class... but some good suggestions:
- mage armor
- shield
- endure elements (always useful and cheap)
- dimension door
- divine favor (when you nee boost to attack)
- bestow grace (for those with high charisma)


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It dépends on the other members of your party.

Aside from the good suggestions above, other interesting spells for you might be:

level 1
Blade lash: if you want to trip. +10 is always useful
Enlarge person or long arm: to increase your reach (also easier to avoid casting defensively)
obscuring mist: can give you concealement. usefull to avoid sneak attack
Ray of enfeeblement to reduce strength
Shield: if you don't already have a wand of that. +4 ac always good for melee...
snowball: good ranged attack. no save for the damge, no SR. can stagger (save)
true strike: better in a wand if you have wand wielder
vanish (short term invisibility can be useful
Weaponwand. if you have wand wielder, that is really cool. (like true strike a trip attack)

level 2
ablative barrier: may be good if you have healers in your group. usually not super effective to heal in combat, but this makes each cure twice effective practically...
blur
bull'S strength: nice buff
web: good battelfield control

For level 3, there is a bunch of good spells, but displacement, haste, vampiric touch are all good spells.

Again depends if you have other buffing casters in your party....


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If you think that the modules are especially too strong and have too many SoD effects, you can always use the optional Hero Points. that would give some boost to you players and help them survive. If you play PFS, forget it then.....

Does the Bard have Saving Finale? this could help with rerolling one save....


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This is so obvious that it is really cheap rule lawyering from the DM...

the AoO sections says:"In this case, combatants near her
can take advantage of her lapse in defense to attack her for
free. These free attacks are called attacks of opportunity".

Now if thoses attacks from AoO are not attack rolls, ask him how he resolves those attacks according to RAW...

Attack rolls are used for every attacks...

Dread Knight's point is also compelling...When you use PA on your regular turn, it'S penalties and bonus apply until your next turn...


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Very interesting thread, but Drake Brimstone's comment made me wonder...

Has anyone ever got a feedback that his build tip was overpowered?

For example, imagine a wand-wilder magus build who would use a wand of true strike to make a trip attemps each round. I have no doubt this could be very effective for a good while, maybe even up to 12th level....

Is that too overpowered? Has any of you seen that kind of situations?


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Guys, it's all semantic here....

It has been determined that by RAW, (p. 203 of CRB) , you can take a 5 foot step as part of a readied action...

Gauss wrote:
To me, stating that a Readied Action is also a way to follow someone with a 5-foot step when it is not your turn is making a point without a distinction and that is because Readied Actions are effectively "your turn".

Well technically, when you take a readied action you might do it during an opponent's turn (p. 203 CRB):

"If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action."

So, technically to answer the OP: Can you 5-foot step during an opponent's turn?

I would say yes in the sense that when the opponent takes it's turn and does a 5 foot step, he has actually begun his turn. So the ready action actually interrupts the opponent's turn to take your action, and then let the opponent complete his turn.

Now, if you want to consider that readied action is "your turn" then everytime that you do an action(whether your own turn, as an immediate or as a readied), it is actually "your turn". Basically it is just a question of semantic...

To me it's identical to a bard casting as an immediate action a saving finale spell to make a character reroll his failed save. In both cases, you have interrupted the opponent's turn to do an action (whether casting a spell as an immediate action or taking a 5 foot step as a readied action)

But semantic aside, to answer the OP (practically): Can you 5-foot step during an opponent's turn? Yes you can as a readied action (period)....

Whether you consider this is still your turn or not is semantic, and I'll let you discuss....


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I totally support FiddlersGreen here.

The Heritage Feat allows a non sorcerer to use a bloodline power. Since that power is based on sorcerer level to determine its effect, the feat says that you treat your sorcerer level equal to character level -2. It doens't give you sorcerer level in any way....

Now, the robe starts by saying: " when a sorcerer....", the fighter donning a robe is not a sorcerer, and therefore cannot benefit from it...the fact that they both mention sorcerer level does not establish per say a direct link between the two of them... The first condition of the Robe is whether or not you have a actual class level as a sorcerer.


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Currently playing an 11th Bard, and it's been a blast, more than I suspected!

However, throughout those 11 levels, I came to realize you really need to define the role that you want a play: melee, ranged or battlefield control.

This will greatly affect your spells and feats selection.

You will always be able to buff your party. however, the role selected will change those feats and spell....

so my recommendation: determine the role you want to play, and plan a few levels ahead to get a feeling of how you want to evolve your character.