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I'm thinking of making a dexterity based Swashbuckler 1/Investigator 4 for PFS play with as kind of classic roguelike generalist that dabbles in magic without focusing on it, and am not sure what I should be doing after level 5.

I'm currently thinking that Shadowdancer seems like it could be cool to go into as it has a lot of neat looking tricks with the ability to make illusions/conjurations and a shadow companion definitely seems like fun, but unless I go human, the feat tax seems prohibitively steep given that I'll also need to spend a level 1 feat on Fencing Grace. Additionally, after level 4 would it be worth continuing in or should I keep it at level 4 and go do something else, and if so where should I go from there?

Horizon Walker's spell like abilities from Terrain Dominance seem like neat tricks to be able to do like Dimension Door and Ethereal Jaunt, but the rest of it doesn't seem great. Additionally, since it requires level 6 to meet prerequisites, I'd need to figure out something to do for level 6. The full BAB would help with getting an iterative attack sooner though, and I believe would actually get a third at level 12 (provided that the class taken at level 6 was full BAB too) which is within the scope of PFS play.

Assassin doesn't seem all that fun since they lost their spellcasting in the transition to Pathfinder and didn't get much to compensate.

Rose Warden does seem cool to pick up a bit of sneak attack, some rogue talents and even an advanced rogue talent at level 10 like Knockout Blow, Crippling Strike or a Familiar, and Iron Will is definitely a worthwhile feat even outside of being a prerequisite.

Shadow Dancer and Rogue Warden both seem to have pretty cool themes to them as well.

Of course, there might also be some obvious options that I'm missing. It's just that other than Swashbuckler 1 (Early Fencing Grace access, Oportune Parry and Riposte) and Investigator 4 (Int to a bunch of skills, inspiration, mutagen and Alchemical Allocation), I have no idea what to do. What would be a good path to continue on from there?


I'm considering making an inquisitor character to act as a party face/support/offensive caster with a focus on utility, but still not worthless in combat or a burden on the other players.

I feel like I have the basic chasis ironed out, but I'm not sure what feats I should be picking after level 5, what my second trait should be, or what spells I should be picking.

Pathfinder Society legal material is the only legal material.

Race: Half-Elf (Ancestral Arms/Wary)
Class: Inquisitor 1-12
Alignment: Lawful Neutral
Diety: Abadar
Archetypes: Sanctified Slayer/Preacher
Traits: Muscle of the Society, (Undecided)

Point Buy = 20

Str: 10
Dex: 14
Con: 14
Int: 10
Wis: 18 (All ability increases go here)
Cha: 10

Feats:

1: Gunsmithing
1: Exotic Weapon Proficiency (Pistol)
3: Rapid Reload
5: Spell Bane
7: (Undecided)
9: (Undecided)
11: (Undecided)

Domain: Travel (Trade)

Skills:

Max:
Bluff
Diplomacy
Intimidate
Sense Motive
Perception

1 rank (Eventually):
Knowledge (Arcana)
Knowledge (Dungeoneering)
Knowledge (Religion)
Knowledge (Nature)
Knowledge (Planes)
Survival

Extra points go into Disable Device

Level 8 Slayer Talent: Trapfinder


Can something that will always happen as the result of a roll (Natural 1 or 20 on an attack or saving throw, firearm misfire etc.) be rerolled by effects that must be activated "...before the results of the roll are revealed." such as the Preacher's Aggression ability or the Dual Cursed Oracle's Misfortune ability?

Spoiler:
Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.

Spoiler:
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Is it revealed at the point where it's the inevitable result of the roll, or only after the action that triggered the roll resolves?


Having started Pathfinder Society with a magus, I've been having issues when it comes to actually hitting anything.

So far I've come across a fairly large number of enemies that have had AC in the 20+ region in level 1 scenarios.

I've been able to get +0 BAB, +4 dexterity, and +1 from my masterwork weapon, for a total of +3 AB without trading AB for concentration, which if fine for touch attacks, but it feels like far too little when I'm needing a 17 or higher to hit with my weapon.

It's not a huge deal right now since my weapon damage is pretty awful, but I feel as though the AB issue is just going to get worse later on if I don't do something about it seeing as my AB looks like it's only going to be increasing by around +1 per level + the weapon enhancements I can afford.

I've been thinking that perhaps I should pick up myrmidarch for the weapon training + gloves of dueling combo at mid levels, but I'm really reluctant to give up improved spell recall if I don't have to.

Rime Spell + Frostbite was pointed out as a good effective +3 AB for follow up attacks, but until level 11, it's probably a bit expensive to constantly recall.

Are there any easy ways for upping my AB that I'm missing?


Having recently returned to PFS from a fairly long break, I decided that I wanted to try out a sylph scout type of character, but having mostly only played arcane casters, I'm not entirely sure if my build attempt at this is going to be good enough at combat in order to actually be useful at higher level combat scenarios, since I heard that rogues in Pathfinder tended to have accuracy issues.

Spoiler:
Sylph(Breeze Kissed, Like the Wind, Whisperwind) :

Rogue (Scout, Thug) 1-3
Slayer 1-2
Rogue 4-10

Favoured Class: Rogue
Favoured Class Bonus: +1 skill point

Str: 8 (-2)
Dex: 19 (13)
Con: 12 (5)
Int: 14 (2)
Wis: 12 (2)
Cha: 10 (0)

Feats:
1: Toughness
(1)Rogue 1: Weapon Finesse
3: Exotic Weapon Proficiency (Elven Curve Blade)
5: Iron Will
(5) Slayer Trick (Combat Style [Two-Handed]): Power Attack
(6) Rogue 4 Talent: Cornugon Smash
7: Airy Step
(8) Weapon Training: Weapon Focus (Elven Curve Blade)
9: Wings of Air
11:

Rogue Talents:
Rogue 2:
Rogue 4: Combat Trick (Cornugon Smash)
Rogue 6: Weapon Training (Elven Curve Blade)
Rogue 8:
Rogue 10:

Rogue's Edge:
5:
10:

Combat wise, this is my core build, but I'm simply not sure what else I should be picking, and even to some extent whether the things that I've already thought were important enough to take are actually good choices.


With my magus reaching a level at which she's too high for some of the local game dates, I'm thinking of starting my second PFS character. I'm thinking of trying an unchained rogue, but I'm not entirely sure how to build them, I've never played a rogue before, let alone an unchained one.

Currently I have planned out this, but I'm not sure whether or not it's actually any good for PFS play.

Half Elf (Ancestral Arms)
Rogue (Scout) 1-3, 6, Ranger (Wild Hunter, Skirmisher, Falconer) 4-5, 7-10
Traits: Resilient, Carefully Hidden
Favoured Classes: Rogue/Ranger (Multitalented) +1 hp each level

(20)
Str: 7 (24)
Dex: 18 (7) +2 Racial, +1 lvl 4, +1 lvl 8
Con: 14 (2)
Int: 12 (0)
Wis: 10 (0)
Cha: 10 (0)

Feats:

Level 1: Finesse Training (B), Exotic Weapon Proficiency (Elven Curve Blade) (B), Iron Will
Level 2: Weapon Focus (B) (Weapon Training)
Level 3: Finesse Training 2 (B), Toughness
Level 5: Power Attack (B), Dodge
Level 6: Cornugon Smash (B) (Combat Trick)
Level 7: Boon Companion
Level 9: Improved Iron Will

Skills:

1 rank swim, 1 rank climb
1 rank escape artist, 1 rank knowledge (Local)
1 rank diplomacy, 1 rank knowledge (Dungeoneering)
1 rank sleight of hand, 1 rank Use Magic Device
Max Ranks:

Perception
Disable Device
Bluff
Stealth
Acrobatics
Intimidate
Handle Animal


I've been wondering whether or not this would be a good idea.

Introducing a seventh attribute, making it available via headbands, and keying spells per day for each casting class onto that.

The intent being to attempt to either limit the power or the sustainability of spellcasters at lower levels by keeping them from simply putting all their points into getting an 18 in their casting attribute, as they'd be splitting between one for DCs and maximum spell level, and the other for spells per day.


So, I'm in a game where we need to determine information on a cult attempting to ascend their deity to true godhood.

We have access to any wizard or cleric spell of up to level 5, as well as level 1 bard spells (Which are currently being used for obscure object on our various scrying aids [Since they're familiar to the people we use them to scry on, they're valid options for locate object]). We have a number of leads going to places, but they're all likely to be traps. So far we know that at least one person involved is an epic level spellcaster, as we came across an epic level spell (Not sure which though) preventing teleportation into the building.

How would we optimially utilise divinations in order to get the information that we need?


For a Beast Bonded Witch using the Twin Soul ability, if they wanted to use the die hard feat, would they need to give it to the familiar, or need to keep it for themselves?


I'm thinking of making a support character for a somewhat caster heavy group, and was wondering what I should use for it. Lowering saving throws seemed like the most logical decision to go with, but I'm not really sure what sort of effective debuffs can be reliably applied.

Currently I know of:

Demoralise for -2
Sicken for -2 (via a cruel weapon eventually to be picked up)

are there any other large scale saving throw reducing effects or items?


In a game I'm planning to DM, I intend on having a single high level (13) wizard as the main antagonist for the scenario (PCs are at level 10).

I was wondering what options such a character would have, and how to play them as an intelligent challenge.


I'm playing in a game where I'd like to attempt a detective based character, but I'm not entirely sure what to play. Base power level is relatively high (32 point buy, 2 traits, starting at level 3 and 5000gp).

I felt that inqusitor seemed to fit the concept best, but I'm not entirely certain how to build for it. Any advice is welcome, and I'm not particularly tied to the class if something else fits the idea better.

So far, I've ended up with this:

Spoiler:
Chaotic Neutral Garuda Blooded Inquisitor (Favoured Class Inquisitor: +3 skill ranks)
Level 3
Traits: Armour Expert, Reactionary

Str: 14 (5 points)
Dex: 18 (10 points)
Con: 14 (5 points)
Int: 14 (5 points)
Wis: 16 (5 points)
Cha: 12 (2 points)

Movement:

Land Speed: 40ft

Defense:

HP: 30hp
AC: 19 (10 + 4 dex + 4 chain shirt +1 buckler)
Initiative: +9

Saves:

Fort: +5
Ref: +5
Will: +6

Offense:

BAB: +2

Attacks:

Skills:

Acrobatics: 0 ranks (0 ranks, +4 dex, +2 racial)
Bluff: 1 ranks (+5) (1 ranks, +3 class skill, +1 charisma)
Climb: 1 rank (+6) (1 rank, +3 class skill, +2 strength)
Diplomacy: 2 ranks +6 (2 ranks, +3 class skill, +1 charisma)
Fly: 0 ranks (0 ranks, +4 dex, +2 racial)
Heal: 3 ranks +9 (3 ranks, +3 class skill, +3 wis)
Intimidate: 3 ranks (+8.5) (3 ranks, +3 class skill, +1 charisma, +1.5 Stern Gaze)
Knowledge (Arcana): 1 rank (+6, +9 to identify creatures) (1 rank, +3 class skill, +2 intelligence, (+3 wisdom when identifying creatures))
Knowledge (Dungeoneering): 1 rank (+6, +9 to identify creatures)
(Cross Class) Knowledge (Local): 1 rank (+3, +6 to identify creatures)
Knowledge (Nature): 1 rank (+6, +9 to identify creatures)
Knowledge (The Planes): 1 rank (+6, +9 to identify creatures)
Knowledge (Religion): 1 rank (+6, +9 to identify creatures)
Perception: 3 ranks (+9) (3 ranks, +3 class skill, +3 wisdom)
Sense Motive: 3 ranks (+10.5) (3 ranks, +3 class skill, +3 wisdom, +1.5 stern gaze)
Stealth: 3 ranks (+10) (3 ranks, +3 class skill, +4 dexterity)
Survival: 3 ranks (+7, +8.5 when following tracks) (1 rank, +3 class skill, +3 wisdom, [+1.5 Track])
Swim: 1 rank (+6) (1 rank, +3 class skill, +2 strength)

Feats:

Level 1: Point Blank Shot

Level 3: Rapid Shot

Bonus Feats:

Level 3: Lookout

Senses: Darkvision 60ft

Languages: Common, Draconic, Orc

Domain: Travel (Trade)

Spells:

Level 0: Brand, Create Water, Detect Magic, Light, Read Magic, Sift

Level 1 (3/day): Disguise Self, Expeditious Retreat, Litany of Weakness, True Strike

Equipment:

+1 Adaptive Composite Longbow: 3400gp

Masterwork Chain Shirt: 250gp

Courtier's Outfit: 30gp

Jewlery: 50gp

Courtier's Outfit: 30gp

Courtier's Outfit: 30gp

Masterwork Buckler: 155gp

1055gp

The other players are a sorcerer, an urban ranger, and a wilder (psionics being allowed).


At what point in a jump are you considered to be falling?

i.e. What would happen if an inquisitor with the travel domain attempted to jump over a 45ft gap with a 10ft running start and got a result of 40 on their jump check?

Would they pass 40ft and then begin to fall for the rest of their movement that round, having to use a double move action in order to move 50ft with a 30ft drop?

However, since ""No jump can allow you to exceed your maximum movement for the round."", what would happen if they ran 50ft before jumping, meaning that a double move action would them at 30ft of 40ft of jumping distance?

Would they immediately fall after reaching the end of their movement for the round?

Would they jump 30ft and then continue the jump for another 10ft in the next round? If so, since it's a new round and a new set of actions, could they use their dimensional hop ability to compensate for the missing distance?


Presuming that a character wished to disable a sentry before they could give a warning shout, presumably the attacker would need to drop them into negative values, but two questions.

Are there any guidelines for how much hp typical enemies have at each level? (and by extension how much burst damage a silent takedown would require)

Second, given that speaking is a free action, would you need to disable them in the surprise round, or would it be acceptable to do it in the first round of combat if you won initiative and they were still flat-footed?


Does anyone have any methods with which to overcome the Fickle Winds spell?

It seems that it eliminated most of the counters to wind wall that I've been using (Moving elsewhere for a minute [Till the duration expired, pursuit requires leaving the protection of the wall], or simply moving around it.).

At first glance, it looks like the only way to deal with it is to dispel the effect, or try to carry around a siege weapon at all times. Has anyone figured out a way to overcome its effects as a non-caster?


I'm playing in a campaign where every player will eventually be given the leadership feat without prior investment. Obviously this would be most helpful for charisma based classes, but I'd like to play a witch for it.

Most of the time, charisma is considered a poor attribute for a witch, but leadership is obviously a powerful feat; in regards to attribute distribution how valuable is the bonus to leadership value in comparison to other attributes?