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Can the magic weapon special ability called "Training" be added to an Amulet of Mighty Fists? to give you a combat feat basically.


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I've got a Kensai Magus, currently 18th level, who will be using Sense Vitals spell in a battle with a dragon.

What are some ways I can get Sneak Attacks in, besides flanking, against an Ancient dragon? I know about the Magus Arcana Prescient Attack already and will be using that too when I can. I also hope to use Gang-Up feat to help get flanking easier.

I'll be getting melee help from a 2-handed weapon fighter and an Unchained Rogue.
Also have a Skald and Wizard in the group.

Also looking for help on ways to overcome the dragon's spell resistance.


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Like the title, what options do I have besides Spell Blending to get spells like See Invisibility? Is there any items out there that allow for seeing invisible creatures?

I know True Seeing is available as a 6th level spell. Looking for lower level spells or items.


Thinking about this 16th level character idea, mainly because it'd start at this level in our campaign.

Half Orc 7th level 2 Handed Fighter (Nodachi for weapon) & 9 levels of Scout/Skulking-Slayer Rogue. Sacred Tattoo of course.

Other than Fate Favored, I don't have another trait picked.

Feats picked out and I think I need 1 more Rogue talent.

Feats: Power Attack, Furious Focus, Cleave, Great Cleave, Cleaving Finish, Improved Cleaving Finish, Vital Strike, Weapon Specialization, Combat Reflexes and Improved Surprise Follow-Through.

Talents: Weapon Focus, Improved Vital Strike, Surprise Follow-Through, still need another talent.

Need a ranged option, maybe a sling or returning javelin. Something to really utilize my strength of 24.

Basically I'm charging to sneak attack to get into melee or moving 15ft to improve Vital Strike sneak attack or grabbing several enemies clumped up for Cleave/Surprise Follow through.

Will want to have a keen & culling Nodachi for sure.

I've been away from Pathfinder for a bit and don't know if there are any other feat choices that would compliment this build.

Other than a STR belt and the magic Nodachi I haven thought of any other items


Making a new character at level 16 and I'm wondering if this build idea is viable.

Going Magus Bladebound up to level 12 then grabbing 3 levels of Hunter or Sacred Huntsmaster Inquisitor then Magus again. But I want to Variant Multiclass Druid alongside to have a fully leveled animal companion.

I also would like to use a feat to grab Monstrous Mount for a Worg companion and be able to share Teamwork Feats with it, but that's not necessary.

I'm going to be feat starved I think and I'm wondering if overall it'd be worth it or possible.


The Druid feat Savage Slice, its requirements state that your last action was a weapon strike that did slashing damage. It the tells you to make another strike with the same weapon and if it hits add an additional die of damage.

Other feats specifically call out multiple attack penalty and some feats state that they count as 2 actions etc. Savage Strike mentions nothing about penalties or actions etc. Is this another action to get a strike and not have multi attack penalty?


I was thinking of getting the Bird companion for its ability to let me add Persistent Bleeds on an enemy. However I don't think that I'll be able to get more than 1 bleed of 2d4 damage on one enemy at a time. I don't think that my bleeds stack. Am I correct that they don't stack?

If they don't stack I guess I could just target all the enemies I can in a round to DOT them up with bleeds with archery. Or find a different companion, if the bleeds aren't that viable.


I'm confused on how the feats for Fighters work with multiple attacks in the same turn.

For instance, Double Shot:make 2 strikes, each against a separate target and at a -2 penalty. Apply multiple attack penalty to attacks only after the 2nd strike. So if I make a 3rd attack that turn, what is the penalty for it? If I don't make it, are my only penalties for the double shot -2 each? And Double Shot is a 2 action feat correct?

How does Triple Shot work? The wording confuses me, if I can add an additional action to Double Shot to make 3 strikes at -4 each, how can you or why would there be a multiple attack penalty after the 3rd attack if you only have 3 actions?

Nothing so far in this playtest edition seems streamlined for a beginner or easier than 1st edition pathfinder.


Like the title says. Currently we are just kinda looking at the 5e version of mind flayers to use. Not sure if anyone has a 3rd party or something.

Its to use against a party of 6 players all level 6 with 1 mythic tier.


Let me explain that I'm in a Mythic campaign first and I'm a Hunter/Fighter multi class. I plan on getting the advanced weapon training ability called Fighter Tactics that works like the Inquisitor Solo Tactics in a few levels.

I've been looking at the Mythic feat Legendary Teamwork and wondering it could be great enough to take. The problem I'm having is how the feat would work with Swarm Scatter and Shake it Off teamwork feats. If the mythic feat would make those teamwork feats I mentioned give me +2 per adjacent allies then I might have to get the feat at my 3rd mythic tier. Any help would be great.


I think I've been doing skill ranks for a 6th level companion wrong. The chart lists that I've got 6 total skill ranks at this level. What I've been doing is dividing up those 6 ranks into skills. Basically I've got 4 skills with a grand total of 6 skill points not 6 ranks in each but total. Should I have been able to put 6 ranks into each skill my companion knows?


Why I'm asking this is because of my Bobcat companion. If anyone has seen cats fight, half the time they're fighting they are rolling around on the ground clawing/biting and jumping etc...
What I'm after by hopefully getting IUS, is Monkey style and Monkey Moves feats. To me it matches up with how I think cats would fight.


What is your opinions on how much gold a Dire Crocodile carcass could be worth?


It says under the description of the Amulet that it doesn't need an enhancement bonus first to add on a weapon enchantment. In this case, Menacing, now if I have a Menacing Amulet of Mighty Fists, are any of the attacks made with them considered magical attacks for DR? Or am I just going to have buy a regular amulet +1?


Looking at the Mythic ability for Mythic Trickster and was thinking of getting the power for my mythic hunter.

Besides transferring someone's active spells from them to me, what other effects could I transfer to myself?

Paladins Divine Grace or maybe a Druids Wildshaping?

If I'm limited to just spells it might not be worth taking it.


The ability Transfer Magic say that you can transfer a magical effect from someone to yourself but it can't be from magical items like Bracers of Armor.

Besides spells, what else could this be used to transfer? Would you be able to steal a Barbarian Rage or Druid wildshape? or are there any other class buff effects that could be transferred? Maybe a Hunters Animal Focus?


Like the title says. I'm not sure but I'm remembering that in 5th edition you could not.


Is there any items out there that increase spells per day for divine casters? More specifically for spontaneous divine casters.


Can a Magus cast Ravens Flight as part of Spell Combat and then fly to an opponent and get his Spell Combat attack?


I've got a Hunter already and I'm thinking of grabbing a few levels of Sacred Huntsmaster for the juicy bits and story wise it kinda fits into the campaign.

My question is would the Hunters Animal Focus ability stack with the Sacred Huntsmasters Animal Focus? It says that it acts the same, and I think it would, but I'm not thinking that the Inquistors ability would work with my pet.


I'm under the impression that if I Wildshape as a Druid into an animal that I use the restrictions listed for the Beast Shape spells. However I am confused about stats and hit points. I think that my hit points stay the same as my druid form but could be modified if the Beast Shape spell says my con score changes. I'm also not sure but I assume that I keep my stats the same as my druid form unless the Beast Shape spell says something changes.

Also what happens when your animal former loses all of the hit points? Do you die or revert back to druid for with the same hit points you started with?


Like the title says I'm looking for ways to get the highest Caster level for a Magus by level 3.

I'm looking at either melee with Shocking Grasp or Ranged with Snowball, if those choices might matter.

I used to have links for caster stuff but I can't get them to work with my phone since the last migration on d20pfsrd


Our DM said he'd allow Ape companions to use weapons and armor. Out of curiosity, I'd like ideas on how to optimize this for a melee based Hunter.

I was thinking of boosting the Ape's INT score first to allow him to pick up skills and feats. Two weapon fighting with high threat range weapons to increase the chances of getting outflank to work. Also light armor and some kind of melee weapon proficiency or exotic weapon. I thought for giggles of giving him Possessed Hand and Hands Autonomy too. Plus combat reflexes. So it's going to be about 10th level before the Ape can get all of this though.

Anyone else have any other ideas?


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I'm looking for more ways to increase the number of free attacks per round or Attacks of Opportunity per round for a Hunter with Paired Opportunists. Basically a list of sorts. Besides using reach weapons or the Fortuitous enchant.

There's Broken Wing Gambit & Wounded Paw.
Greater Trip & Viscous Stomp
Monkey Style with Intrepid Rescuer
Resisting Grappler from Monster Hunter handbook.
Outflank and Seize the Moment.

I can't think of any more for melee attacks.

For just regular extra attacks there's Haste, Speed weapons and Two Weapon Fighting etc. Also Hurtful feat.

Any suggestions on more?


I Just got Monster Hunter's Handbook and there's a feat in there that basically gives you the Favored Enemy ability. It's kinda weaker than the Rangers ability though. Are there any other feats that are worth grabbing for a Hunter that manages to get a Favored Enemy ability? Abberations is so far our most encountered enemy.


I have a Hunter w/an animal companion and we share the following feats.
Pack Flanking, Outflank and Paired Opportunists.

My question is to clarify how the following scenario will work before I try to talk our fellow party members into grabbing Outflank too.

Scenario: Party Sneak Attacker grabs Outflank at level 7, he is flanking the same enemy as myself and my adjacent pet. If he scores a critical hit with his weapon, I and my pet should receive an AoO from the Outflank feat and if situation was reversed the same for him, correct? 2nd part of this scenario: Since we got the AoO's do my pet and I also get another set of attacks due to Paired Opportunists? 1 for Outflank and 1 for Paired Opportunists?


Besides a magical bow, what are some must have magic items every archer should try to get?

Other than that magic quiver and Bracers of Archery and Gloves of Dueling, and state boost gear, I can only think of Boots of Speed and maybe some kind of flight items and stealth items.

What bow enchants are there?


Like the title says and what creature would you choose?


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I know that you can teach your Hunter pet tricks from the Skirmisher archetype but most of those tricks seems to be for the Skirmisher himself. Am I missing something here? Please help me understand the importance of this.


Trying to find classes besides Rogue, Ninja and Snakebite Striker Brawler, that give Sneak Attack dice in the 1st level of the class. Already know about Assassin.

Snakebite Striker Brawler is perfect but I'd lose out on Martial Flexibility from Brawler.


I stumbled upon these Spear Dancing Style feats and ideas started working in my head on using a build like this. The idea of a nimble scout fighter using a spear like a quarterstaff and darting around the battlefield is pretty cool in my opinion. However I've been out of Pathfinder for a few years and may be missing some critical feats or classes that could benefit it more.

Right now I was leaning towards a Hunter build but would like to know if this build would be pretty good to use. We rolled stats, which I was going to use on my Hunter but would use these possibly. 18,16,15,14,13,12 all before Racial mods.

Starting with Half-Elf, using the alternate racial trait swap of Adaptability for Weapon Familiarity.

Starting with Fighter, then 4 Unchained Rogue levels with Scout/Swashbuckler archetypes. Fighter I can't decide if I want to give up Armor Training for an Archetype or not. I'll have a really high dex and I know the campaign will be magic item scarce.

1. Fighter- Two Weapon Fighting, Weapon Focus Elven Branched Spear.
2. Scout/Swash- Weapon Finesse (free), Spear Dancing Style.
3. Scout/Swash- Spear Dancing Spiral
4. Scout/Swash-
5. Scout/Swash- Spear Dancing Reach, Combat Reflexes.
6. Fighter- Spear Dancer.
7. Fighter- Lunge.
8. Fighter- Dodge?
9. Fighter- Mobility?

So at 4th level I'll have Dex to damage as well as on my attacks.
5th level I'll be able to charge and deal sneak attack damage and have debilitating injury. 7th level I'll get an extra +1 dex allowance to my armor by Armor Training. 9th level I'll have Weapon Training.

Feat wise I'm unsure if I should grab Spring Attack chain before I get Weapon Specialization and Improved Critical and Improved Initiative. Elven Battle Training would give me another AoO amount but I'm not even sure if that's needed or not.

Traits, the only one coming to mind right now is the +2 Initiative one, could probably use a Will Save trait.

Only things I would love to have in this would be Solo Tactics, Teamwork feats and Spellcasting to get Enlarge Person, Longarm and movement based spells.

I'd love to hear anyone's thoughts on making this build work better or faster.


I plan on playing a Hunter with either a Small Cat or a Digmaul for an animal companion. I curious as to what everyone's opinion is on which of these choices for a pet will be the best.

Small Cat get's a starting strength of 12 and at 4th level increase it will have Sprint.

Digmaul get's a starting strength of 10 and another attack with it's Ball Tail that can be used to trip or bullrush with a +4 racial bonus and no attack of opportunity. This Ball Tail is available right from the start.

Either pet I'll give it Weapon Finesse to make use of that 21 DEX.

Another question I have is when does the Animal Companion act in Combat? Do they roll their own initiative or do they act on their Master's turn?

If I went Digmaul, would it be worth it to get it a INT of 3 and grab Improved Trip, Greater Trip? Using the feat Dirty Fighting to get around the Combat Expertise bit.


I was wondering if Zen Archer would work well with the Hunter class for a 4 level dip. However I hope that it is usable on the Unchained Monk instead of the core version. If I decide to be a switch hitter with the hunter class, it'd be great to pick up a bunch of free feats for the 4 levels in zen archer.


Joining a new party and everyone is pretty much ranged characters. Couple arcane caster's, ranged rogue and archer fighter. Might also have a cleric too.

I kinda settled on Hunter. I think I want a cheetah or mountain lion as a pet. Or maybe a orangutan primate. Not sure on how to stat those pets up though.

We rolled scores and mine are 18 16 15 14 13 12. All before racial mods. I'm not sure of what race to get. I was leaning towards half orc. I want a race that will allow me to boost strength though. Also considered Lizard man.

I could use a little help on traits, feats and spells. Anything Paizo is allowed. This campaign will reach 20th level most likely.


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I'm looking for ways to increase Touch AC, I've probably missed some things with all the books that have come out lately, so I'm asking for help.

I know of the:
Jingasa of the Fortunate Soldier for Luck to AC
Ioun Stone that gives Insight bonus to AC
Dexterity obviously
Intelligence for Kensai/Duelist classes (I'm a Kensai by the way)
Dodge feat and Dodge bonuses
Deflection from spells and rings
Haste spell
Size bonus possibly
Sacred or Profane bonuses

What items and feats am I missing that could give me more Touch AC?

Is there any magic item or feat or spell that gives Circumstance or Competence bonuses to AC?

OR magic items that give Profane or Sacred AC bonuses?


It seems to me that rules under the double-barreled firearms say that both barrels can be fired using the same attack, so does this allow you to use Vital Strike with firing both those barrels?

What is the damage output using Vital Strike on a firearm dealing 1d12 damage per barrel, but using both barrels? Is it 4d12 or 2d12+1d12?


I was thinking of the spell Sepia Snake Sigil and thought about using it along with the spell Blood Money to get around the 500gp cost of making it.

Place it on some kind of "Official looking" scroll and pull it out when harassed by a guard or someone, saying "I've got the Duke's permission right here". Hand it to a guard or whatever and hope he fails his save.

Highly situational of course, but it gives you a fun option of not actually having to kill someone possibly. All depends on if they can read and they're not more powerful than you are and you're not out numbered.

Or just a fun surprise for anyone in your party to find in your belongings, searching around where they shouldn't be.


So after I finish GM'ing the campaign we're in, I'll be able to go back to being a player again with my 13th level Kensai 12/Inspired Blade 1 character.

The lottery part is that another player, who I haven't been letting him play any Lycanthrope characters, is finally going to be able to play an old Were-Fox rogue he had and the GM will let him convert over to Unchained Rogue.

The GM knows how vocal myself and another player were before about letting someone play a Lycanthrope at low levels and told us we could add any reasonable +1 Template or something to our characters for fairness etc... I actually asked if I could have the secondary Variant Multi-classing instead of the Advanced template but without having to burn feats to get it. He said yeah thats fine go ahead. LOTTERY WINNING.

So what would you guys choose? A template like Advanced or VMC another class? I was originally going to VMC anyway into Wizard and lose feats to do it, now I can keep them OR burn them anyway and take a template too. What's a Magus to do?

I'm a little worried though, before at level 6 me and some party members had the Were-Fox thrown in prison for a bounty that was on his head, and to keep us from being ambushed from bounty hunters periodically. Might have some payback happening at some point in the future.


For a pinnacle encounter with a Giant Village, the party has so far massacred most of the Hill Giants and Dire wolves they encountered so far. The remaining 6 injured giants fled into the cave near the village to team up with 5 more giants including their Chief and the Cyclops Seer. They're supposed to be rescuing some abducted children kept in the caves but decided on Gianticide in order to complete the mission.

The Cyclops has 4 Goblin Rogue minions that if you're familiar with the Venture Brothers from Adult Swim, they're like Dr. Girlfriend's Murderous Moppets, Kevin & Tim-Tom. All four all Unchained Rogues of 5th level. There will be 2 of them disguised as children, exactly like the moppets from Venture Brothers and I'm going to have the other 2 of them bound together to form a set of Goblin Bolas and the Cyclops (not your average one) will cast True Strike and then throw said Goblin Bolas at a party member during the surprise round.

What I need to figure out is how much damage they'll take from the experience, both moppet/goblins and the party member. What feats/traits can the Goblins take to help mitigate the being thrown aspect?

I'd like for the pair to have Outflank & Paired Opportunists if possible.

The party is truly powerful and didn't really take anything more than minor damage for the most part of the massacre they've done so far. My hopes is for the sudden plunge into darkness, combined with the Goblin's flanking bonuses and the prone condition to help out with hitting their 30+ AC. Plus its just damn cool as hell thinking about their reactions.

EDIT: Forgot to mention that once they're past the cave entrance, it'll be sealed off by a Wall of Ice to plunge the cave into darkness. Only 1 member has darkvision.


I had a player contact me, asking if somebody could play this custom made class because his normal Ranged Paladin of Erastil, didn't have the feel or power he wanted and was "Too constraining with his normal Pally code and alignment" My opinion is a flat out no, but really wished to hear from anyone with their "no holds barred Internet comments". Please don't be shy.

Wardens are divine hunters and trackers of the wilds that have forged close bonds with a divine animal companion. Once a man has proven himself worthy to his deity he swears a Warden Oath to always protect the forests and their inhabitants, and to purify civilization so that its impurities don't infect the forests that they live in. Once the oath is sworn a lifetime of Ward begins. The Warden is then given a wooden mask that is completely unique to the Warden, along with a divine animal companion to accompany the Warden on his quest of eradication of evil in the world in order to maintain the balance between civilization and nature, however; this gift comes at the steep price of eternity in servitude to their deity. The Warden is also able to cast a wide variety of nature spells and afflicting the evil in the world that would seek to hurt not only civilization, but the benevolent creatures that inhabit forests as well, Wardens strike down evil regardless of where it lurks, and together with their divine animal companion, they are nearly are relentless in their pursuits.

Role: Wardens serve as beacons for their allies within the chaos of battle, and cherish their highly trained divine animal companions as family. As a team, the Warden and his divine animal companion can track, hunt, and destroy evil with incredible speed, making them excellent scouts, explorers, and deadly enemies of all those that would corrupt the balance that the Wardens are sworn to protect and uphold.

Alignment: Any Good
Hit Die: d10
Parent Classes: Druid and Paladin.
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The hunter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Diplomacy (Cha), Knowledge (Religion) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

All Saving Throws and BAB are to be taken from the Paladin Advancement Grid.

Class Features
All of the following are class features of the Warden.

Weapon and Armor Proficiency
Wardens are proficient with all simple and martial weapons, (but usually stray from using weapons that are mainly made of any steel or man made alloys) and light, medium, and heavy armor, but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A Warden may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel.

Detect Evil (Sp)
At will, a Warden can use detect evil, as the spell. A Warden can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Warden does not detect evil in any other object or individual within range.

Spell Casting
A Warden casts divine spells drawn from the druid and paladin spell lists. Only druid spells of 6th level and lower and Paladin spells are considered to be part of the Warden spell list. If a spell appears on both the druid and Paladin spell lists, the Warden uses the lower of the two spell levels listed for the spell. The Warden can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Warden must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a hunter's spell is 10 + the spell's level + the Warden's Wisdom modifier.

Like other spellcasters, a Warden can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Hunter. In addition, he receives bonus spells per day if he has a high Wisdom score.

A Warden's selection of spells is extremely limited. A Warden begins play knowing four 0-level spells and two 1st-level spells of his choice. At each new Warden level, he gains one or more new spells, as indicated on Table: Hunter Spells Known. In addition to the spells gained by wardens as they gain levels, each warden also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.

At 5th level and at every 3 levels thereafter, a Warden can choose to learn a new spell in place of one he already knows. In effect, the Warden loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A Warden may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. He cannot swap any summon nature's ally spells.
Unlike a druid or paladin, a hunter need not prepare her spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Orisons
Wardens learn a number of orisons, or 0-level spells, as noted on Table: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Nature Training
A Warden counts his total Warden level as both druid levels and paladin levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Nature Sense
A Warden gains +2 bonus on Knowledge (nature), and survival checks.

Afflict Evil (Su)
Once per day, a Warden can call out to the powers of good to aid him in him struggle against evil. As a swift action, the Warden chooses one target within sight to Afflict. If this target is evil, the Warden adds his Wisdom bonus (if any) to his attack rolls and adds his Warden level to all damage rolls made against the target of his Afflict Evil. If the target of Afflict Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the warden possesses. Regardless of the target, Afflict Evil attacks automatically bypass any DR the creature might possess.
In addition, while afflict evil is in effect, the warden gains a deflection bonus equal to his Wisdom modifier (if any) to his AC against attacks made by the target of the Afflict. If the Warden targets a creature that is not evil, the Afflict is wasted with no effect.
The Afflict Evil effect remains until the target of the Afflict is dead or the next time the Warden rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the Warden may Afflict Evil one additional time per day.

Divine Animal Companion (Ex)
At 1st level, a Warden forms a bond with an animal companion that is given to him by his God as a partner in maintaining the balance of civilization and nature by destroying the evil that would destroy either part of the world. A Warden may begin play with any of the animals available to a druid (or others but be sure to consult your GM first). This animal is a loyal companion that accompanies the Warden on his adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The Warden's effective druid level is equal to his Warden level. A Warden's Divine Animal Companion is unusually intelliegent and always begins with at least 6 intelligence.If a character receives an animal companion from more than one source, his effective druid levels stack for the purposes of determining the companion's statistics and abilities. If a Warden releases his companion from service or his animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the Warden's divine animal companion is dead he takes a –1 penalty on attack and weapon damage rolls.

Once per day, as a full-round action, a Warden may magically call his divine animal companion to his side. This ability is the equivalent of a spell of a level equal to one-third the Warden's level. The divine animal companion immediately appears adjacent to the Warden. A Warden can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a Warden's Divine Animal Companion gains spell resistance equal to the Warden's level + 11.

Divine Wisdom (Su)
At 2nd level, a Warden gains a bonus equal to his Wisdom bonus (if any) on all Saving Throws.

Touch Of Divinity
Beginning at 2nd level, a Warden can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his Warden level plus his Wisdom modifier. With one use of this ability, a Warden can heal 1d6 hit points of damage for every two Warden levels she possesses. Using this ability is a standard action, unless the Warden targets himself, in which case it is a swift action. A Warden only needs one free hand to use this ability.
Alternatively, a Warden can use this healing power to deal damage to undead or evil creatures, dealing 1d6 points of damage for every two levels the Warden possesses. Using Touch Of Divinity in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead and evil-aligned foes do not receive a saving throw against this damage.

Track
At 2nd level, a Warden adds 1/2 his level to Survival skill checks made to follow tracks.

Blessings (Su)
At 3rd level, and every three levels thereafter, a Warden can select one Blessing to augment his Touch of Divinity. Each Blessing adds an effect to the Warden's lay on hands ability. Whenever the Warden uses Touch of Divinity to heal damage to one target, the target also receives the additional effects from all of the blessings possessed by the Warden. A blessing can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the Warden can select from the following initial Blessings.

Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
At 6th level, a Warden adds the following mercies to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The Warden's Touch of Divinity ability also acts as remove disease, using the Warden's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 9th level, a Warden adds the following Blessings to the list of those that can be selected.
Cursed: The Warden's Touch of Divinity 3also acts as remove curse, using the Warden's level as the caster level.
Exhausted: The target is no longer exhausted. The Wardens must have the fatigue blessing before selecting this blessing.
Frightened: The target is no longer frightened. The Warden must have the shaken blessing before selecting this blessing.
Nauseated: The target is no longer nauseated. The Warden must have the sickened blessing before selecting this blessing.
Poisoned: The Warden's Touch of Divinity ability also acts as neutralize poison, using the Warden's level as the caster level.

At 12th level, a Warden adds the following mercies to the list of those that can be selected.
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th-level Warden's Touch of Divinity ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

As Tough As A Tree
At 3rd level, a Warden is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Trackless Step
Starting at 3rd level, a Warden leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Woodland Stride (Ex)
Starting at 4th level, a Warden may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him as normal.

Bonus Tricks (Ex)
At 7th level and every 6 levels thereafter, a Warden's animal companion learns a bonus trick (in addition to the bonus tricks gained from the Warden's effective druid level).

Swift Tracker (Ex)
At 8th level, a Warden can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Shared Affliction (Su)
At 11th level, a Paladin can expend two uses of his afflict evil ability to grant the ability to afflict evil to all allies within 10 feet, using his bonuses. Allies must use this afflict evil ability by the start of the warden's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Divine Communication
At 11th level, a Warden and his divine animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid.
Greater Divine Communication (Su)
At 14th level, the range of the Warden's Divine Communication with his divine animal companion increases to 10 miles. If the divine animal companion is within 1 mile, the Warden can communicate with it telepathically.

One with the Wild (Ex)
At 17th level, the Warden and his animal companion are respected or even feared by other animals. No animal willingly attacks the Warden or his companion unless magically compelled to or if the hunter or companion attacks it first.
The hunter and her companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the Warden's level and his Charisma modifier to determine the Intimidate check result.

White Warden (Ex)
At 20th level, a Warden becomes a White Warden. His eyes turn entirely white and he gains darkvision of 60 feet (120 if he already possesses dark vision) without the setbacks of light sensitivity of any sort. He is then able to track down foes with ease. He can always move at full speed while using Survival to follow tracks without penalty. Additionally, the Warden becomes a conduit for the power of his god. He gains Damage Resistance of 10/evil. Whenever he uses afflict evil and successfully strikes an evil outsider, the outsider is also subject to banishment, using his warden level as the caster level (his weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the afflict immediately ends. In addition, whenever he uses Touch of Divinity to heal a creature, he heals the maximum possible amount. Once the Warden becomes a White Warden, he no longer takes ability score penalties for aging and cannot be magically aged and is considered an immortal, however; he can still be killed as normal, but cannot die from normal causes due to old age.

Warden's Oath
A warden must be of the good alignment and begins to lose all class features except proficiencies if he ever willingly turns from the side of evil (at the pace your GM sees fit). If a Warden destroys nature willingly than he immediately loses all of his class features (except proficiencies) until he redeems himself in the eyes of his deity.

Additionally, a Warden's Code requires that he respect nature, help those in need (provided they do not use the help for evil ends), and punish those who harm or threaten innocents and nature.
Associates: While he may adventure with good or neutral allies, a warden avoids working with evil characters or with anyone who needlessly wastes the resources that nature provides beyong need or purpose. Under exceptional circumstances, a Warden can ally with evil associates, but only long enough to learn of their plans and who they answer to before destroying them and using what they've learned to destroy a greater evil. A Warden should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should he feel it is doing more harm than good. A Warden may accept only henchmen, followers, or cohorts who are good.

Ex-Wardens
A Warden who ceases to be good, who willfully destroys nature, or deviates from their deities code of conduct loses all Warden spells and class features (including the service of the divine animal companion, but not weapon and armor proficiencies). He may not progress any further in levels as a Warden. He regains his abilities and advancement potential if he atones for his violations (see atonement), as appropriate.


I've got a Troll who I want to have the racial classification or subtype of Orc, so I can take the Scarred Witch Doctor archetype.

Besides taking 1 level in Sorcerer with the Orc Bloodline, what other methods can I use?


I'm looking for ways that a Familiar or an Improved Familiar can gain more feats.

Also is there a way an Improved Familiar can get more uses per day of his spell-like abilities? Is there a feat for this?

I've got a crazy idea for a character, but it revolves around getting more uses of SLA's and possibly more feats for a familiar.


If a Paladin has a Dog for a Divine Bond mount, or any creature for that matter, is this Animal Companion Divine Bond creature at his side all the time like a Druid etc...?

I guess I read the part where he can summon it by his side so many time s a day and thought maybe it wasn't always with you etc...

It just seems kinda a lot for a full BAB, CHA to saves, spells, Lay on Hands, Smite Evil, immunity to stuff and Spell like abilities to also have a full character level animal companion.


So the wizards arcane discovery of Time Stutter, says it works like Time Stop but you only get 1 round. So if I use it, it takes a standard action to cast, then I get another rounds worth of actions? It seems weaker than I thought.


So our group is looking at all the options out of Pathfinder Unchained and it's a pretty great book so far.

I'm on the fence about giving up 5 feats, at levels 3, 7, 11, 15, 19 for secondary class features from the Variant Multiclass rules.

Right now I'm 13th level, 12 Kensai/1 Inspired Blade.
Variant Multiclass options of Alchemist or Wizard seem the best ones so far for my character & playstyle.

Alchemist would give me Mutagens and Bombs as an Alchemist = to my character level. Poison stuff and immunity to it at later levels.

Wizard gives me at 3rd level a familiar, 7th level all the first level powers from a specialized school, 11th level a cantrip as a SLA from my chosen school, 15th level a Wizard bonus feat or Arcane Discovery, and 19th I'd get the 8th level power from my chosen school.

I have Elemental Metamagic now, but choosing Admixture as my school would give me a better option, I'd also gain extra damage on my evocation spells. Familiar is "meh" never really wanted one but it can be a big bonus if I use it right. Cantrip is also "meh". The Wizard Bonus feat or Arcane Discovery is great though. I'm looking hard at Knowledge is Power for that, INT mod to CMD, CMB and on checks to break stuff.

So right off that I'd have to lose 3 feats to gain changing Spell damage type on the fly, +6 damage on Evocation spells, a familiar, and a cantrip SLA. Later I'd lose 2 more feats for the other 2 abilities.

I'm looking at it this way so far: If I could grab a feat that lets me change evocation spells elemental damage on the fly I'd take it. If there was a feat that let me do 1/2 my character level in extra damage on evocations I'd take it. Cantrip no way. Familiar, isn't my cup of tea, but it's not subpar or a feat tax of any kind. I really do want that 15th level ability of getting an Arcane Discovery though.

I'm inclined to do this and would like to hear from anyone on their opinions on the matter.


I'm running Curse of the Riven Sky for my group.

There's an encounter in a flying ship made for a Cloud Giant, and some severe wind effects from a ripped open portal in the sky. It details the effects and strength of the wind of course but the problem I'm worrying about is the Druids constant ability to change shape into an Air Elemental.

The Druid then uses the Whirlwind ability to destroy things. What happens to an Air Elemental in severe hurricane like winds? Can they still turn into a Whirlwind and just grab up everybody? I know I've got to give all the enemies in this encounter a means to fly to at least mitigate some damage & loss of minions due to the whirlwinding and falling off the ship.

What can be done to counter Whirlwind attacks from an Air Elemental?


What I'm wanting is an Ogre, Stone Giant, Troll, or something along these lines that is Large and inhabits the Mountains/Badlands/Highlands area.

I want the enemy to be able to (hopefully with Rock Throwing) wreck havoc with some custom sized Bolas to put a hamper on my groups overpowered characters. I want these Bolas to be able to place an above the norm penalty for regular Bolas. Something along the lines of taking someone out of the fight for 1 round and do damage.

I'm making an encounter for a group of 5 optimized players of 12th level, consisting of a Cleric, Brawler, Archer Fighter, Zen Archer & Druid (who starts whirlwinding by Air Elemental shape within 3 rounds and wrecks everything). The hope I have is to make this encounter party fairly threatening and also to maybe have the chance to reappear later on. So a kind of Skirmisher style of group.

What I thought was funny, was to attack the players for 2 rounds or so, and put the hindering status effects on them and then create a very visual signal to a constantly flying threat (Crag Linnorm) in the air.

The PCs in my group has to travel through these lands inhabited by several warring bands of giants, orcs, trolls, ogres etc... mountainous , badland/highland area. Several days, if not a week, will have to be traveled through an area that is used for the hunting grounds of a Crag Linnorm dragon like creature. The party of PCs has been warned to keep a low profile, minimal AOE or disturbances noticed from the air and to not fly in this area. The PCs have been warned by a Cloud Giant to run and hide if you ever see this creature. Its a serious threat.

There will be plenty of places to allow the characters to hide, slightly covered ravine like areas, rocky out croppings, caves, thick forested areas and of course some spells they'll have. The party was told to not stay out in the open. Ever.

I want to create a band of bad guys who'll trail the party and when the Crag Linnorm is spotted to make an attempt to hamper/hurt the PCs and start doing some very visual effects to get the Crag's attention on the party.

Something like pulling Continous Flame boulders from their bags and hurl them at the party, Bolas that are also flaming and super hindering, Glitterdusting, Faerie Fires, Black Tentacles, Grease, Entangle, Snap Dragon Fireworks etc... Just enough to make the super power party that they are, feel like helpless children and really scared for their lives.

Any ideas on custom Bolas and other things to completely wreck havoc would be appreciated.


I've got a player in my group I'm a GM for who has a 3rd party class of Dragonrider. He's got a weak, compared to normal dragons, huge red dragon as a type of animal companion/familiar.

The dragon has a -12 penalty to his ride skill due to maneuverability and size. The player has a ride skill of at most +15 (dex +1, class skill +3, ranks +11).

Whose ride skill is used to determine ride checks?

I'm really confused on how to make these checks based on his actions while flying.

Are there rules to how fast you can fly from a starting position of being just on the ground?

When he attacks an enemy, how long/far will it take him to be able to turn around to attack again if his movement is 40? It seems like he wouldn't be able to attack every round, if he has to make a turn around to come back again to attack.

Normally in our group we never had flying mounts and just used spells that granted flight and just kind "meh" avoided any rules except for environmental stuff.

The adventure/module we are in now will have some crazy flying encounters both combat and environmental dangers involved and I should know how to handle these things without too much time to look up rules etc...

Any help is appreciated.


I'd like some help to create some memorable encounters that are based around Giants. The party I have now is destroying all encounters so far. There are 5 PCs all 11 level and heavily optimized. They also have a Triceratops companion for the Druid and a Dragon that is huge sized which is a companion for the 3rd party Dragonrider class. Dragon has crap damage for his Line breath weapon, most it has done is 7pts of damage lol.

Anyway once the 2 archers get shots off they'll be dropping the Hill Giants or Stone Giants like flies. The Druid has been devastating with changing into an Air Elemental and turning into a Whirlwind.

So far the Dragonrider is a joke as far a real threat but combined with the rest of the party he can create some nuisance to encounters.

The last party member is a 1/2 Orc Cleric that is a capable switch hitter with melee & Ranged fire attacks & healbot.

Everyone but the Dragonrider has AC up the wazoo and CMD comparable as well.

Some things I'd like to do would be things to liven up the basic hack/slash of melee. Things like Improved Grab/Pounce/Awesome Blow to make any hit I manage to get in something to be feared or WTH just happened.
So maybe some teamwork feats for a couple of rock throwing giants to get some extra rocks thrown off before being sucked into a whirlwind. Packs of Dire Wolves or Dire Bears. An Advanced template/Spirit's Gifted Dire Wolf companion with a Giant Hunter with teamwork feats for Trip/Outflank/Paired Opportunists.

Also A spellcasting Witch who doesn't have to be a Giant but uses giants for her Thuggery. Would love to throw out some curses/hexes.

We're playing Curse of the Riven Sky I think it's called. And the players will be heading into Hill Giant foothills/highlands next session. They're plenty of random encounters already set in the adventure but so far they're blowing through these easily when the Druid goes all Force of Nature with whirlwind.

Any help in encounters or some crazy/fun ideas will be great.

Probotector has not participated in any online campaigns.