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I haven't finished putting final touches on my character yet. Storm Druid, human, 7th level and we'll play till about 12th or so. All Pathfinder published allowed (except for crazy cheese stuff like Leadership and Sacred Geometry feats, but mostly everything). Three others in the party, one of whom will be front line fighter. I haven't committed to equipment or feats yet.

The upcoming campaign has my GM warning of constructs and other creatures immune to nearly all spells in their homebrew setting. Besides buffing the melee fighters and healing(yuck?) what's a caster-focused Storm Druid to do? I'm looking for spells I've overlooked, items I can buy, and even feats that'd help.


I'm amazed at some of the obscure treasures out there from the campaign books or from wherever place where incredibly useful wondrous items appear these days. To me they are new- from the last couple of years or even sometimes kinda old but overlooked.

So I'm wondering what hidden gems I might be missing for my 10th level Druid who is a caster-focused type with Craft Wondrous Item. Not the old stock in trade + stat headbands or Druid Vestments, but rather the newer and overlooked stuff.

All Paizo published allowed.


Searching the internet in general and these forums has proven frustrating and provided either useless or dead links.

I'm looking for stat blocks ideally but really any pre-made cards or files that have Summon Monster I-IX critters ready to go. I just found out I'm not a necromancer (so many promising leads that proved dead) or an investigator in real life.


Starting at first level in a campaign that will go to level 13 or so.

I'm spoiled with our group going for a point-buy on the 20-25 range. So what the heck am I supposed to do with a 15 point buy? What classes do well with that parameter?

Summoner and its variants are out. Most other stuff is in. Dedicated arcane or divine casters are a bonus as our group will probably need me to be one, but suggestions are welcome.

Otherwise one trait, Pathfinder published material ok.


Given I have an Elf who, however inefficiently or even suicidedly, wants to be on the front line, how can we d create this as effectively as possible? That hit to Constitution is painful for what we need to do.

Think Elf in an upcoming, undetermined adventure path which means going from 1st to about 15th level for our group with three other pals. He doesn't necessarily need to do massive DPR, but he certainly needs to hold off bad guys. I'm not looking for a floating, mobile Dervish but someone who holds the line while the others do their thing in the back.

Any and all Pathfinder published material in play, even obscure adventure path material, with a 20 point buy.

While more detail is welcomed with archetypes, feats, and/or traits mapped out,
even outlines of build ideas could help.


Rules as written state the range for an Alchemist's bombs is 20 feet. That's pretty scary and way to close to danger for the bomb focused among us.

So how do we get a greater distance in our range?

(As it's probable that this has been covered in the guides, I thank everyone in advance for your patience with the question. I'm going cross-eyed reading everything trying to get a character going and don't have much time to left to finish him)


Someone, long forgotten, posted a build that had a Familiar granting him an intelligence bonus. A few problems- I have no idea if it was RAW and I've completely forgotten what it involved.

So, does such a Familiar exist and what if anything is required to get it?


So how do you get a Wizard to focus on utility and buffing while being a viable character?

My gaming group can come up with some interesting and/or potent characters, but when it comes to utility and especially buffing they are terrible. Fortunately those are two areas I like, so I've been playing Bards with this particular group. The one utility area I don't like and we don't need is the "party face" diplomacy person.

Everything is up for discussion meaning traits, feats, school specialization and whatever you can think of to help. If it's impossible for Wizards to viably compete with Bards, then even that information would help. But I want to have a go with a Wizard with your assistance.

Background and Mechanics:

-A mini-campaign from 6th to about 10th level

-20 point buy

-All Pathfinder published material ok, including the obscure campaign stuff.


I'm wondering if there are any added monsters to either the Summon Monster or Summon Nature's Ally lists. Both spells were in the Core Rulebook.

Someone at a game table summoned a lightning elemental in place of an air elemental. I went is that legal? The GM and he both went of course it's cool.

It got me thinking whether, not counting feats like Summon Good Monster et al, there are any new critters on these lists.

I'd like to include any and all Pathfinder published including campaign settings, but not third party material.


For those who don't have extra skill points to put in linguistics, how are we supposed to talk to everyone? I'm asking primarily for my Bard and his Suggestion spell and performance shenanigans. But who doesn't want to be in on the conversation?

So what magic items can do this for us?

The Ioun Stone Eastern Star(4000 gold) gives you Comprehend Languages. That's great, but passive- you can't speak or write but only understand the language. The Gold Nodule (5,000 gold) gives you one language mastery. But it's awkward and costly to collect a bunch of those.


I'm looking for magic items that get my guy out of grapples. Ring of freedom of movement is the gold standard, but it takes a lot of gold. What else is there? Bonus if it's a wondrous item because I can probably craft it. One-use items are hypothetically welcome if they're cheap enough, easy to get to, and don't take up a slot. Thanks.

Background = 9th level vanilla Bard, but I'm interested in any help for all classes.


A friend is joining the group in mid-campaign. A Pathfinder newbie, he's a strategy board game veteran so he's adept at complex decision making and lots of moving parts. He's expressed a desire to play a Wizard and be an Elf and seeks help in doing so.

The party has a Cleric, a Mage, and Inquisitor- an optimized Fighter shows up sometimes as well. 20 point buy. Two traits and all published Pathfinder material. We're all 8th level and he would come in at 8th with standard wealth by level gear. We'll probably play to 13th level.

In all my Pathfinder years, I've made exactly one Wizard! I want my buddy to feel on an equal footing. None of us will care if his character is "better" than ours, but I think my pal will feel bad if he's not up there in ability from what I know of his competitive gaming.

He's read the Wizard guides out there and has a provisional preference for Conjuration School, but not necessarily to be a summoning machine.

So I'm looking for feats, archetypes, traits, spells, strategy and general advice. Which is a lot to ask, so thanks in advance.


Let's assume that we have water breathing and a swim speed arranged for the party already. Spells under consideration would be 5th Level or lower.

Our intrepid Wizard can't cast spells with a Verbal component. So how do we fix that? I think Necklace of Adaptation might:

Description of item:
"The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum."

How do we satisfy verbal component for spells under water? Even if the Necklace of Adaptation does, at 9,000 gold it's pricey.

Also, what are particularly good spells under water? For example, Fireball would be awful, but Magic Missile is pretty good. Summoning is cool, but that uses Verbal components.


As a (currently 9th level) Infernal Binder I get an Imp as a familiar at 7th level. It has Charisma of 14. I want it to use wands I craft to cast spells that I would know. I assume it needs Use Magic Device to do so(?). If so, does it use my skill ranks? Does it get skill ranks of its own?

I don't plan to put any ranks in UMD for myself, but if I do is that an option?


Obviously Druids are superb with wildshape in handling aquatic settings. Having played them to death, I'm looking for other ideas so let's exclude them please.

Starting at level 6 going to about level 11. Point buy @ 20. Pathfinder published including campaigns, but no homebrew races for PCs (anyway I'd like to focus on Class rather than race here).

We will be mostly in a land based environment, but will have significant time and challenges with aquatic settings. Four PCs.

So what do you wizards out there recommend?


Rules: 20 point buy. all Paizo published including campaign rules. Start at first level and go to about 13th or so (so the build has to work throughout). Four other players. Please let me know if you need more information.

A buddy starts his campaign for us soon. For role playing purposes, I want Bard for all levels on one side. For practical purposes, this character has to be a front line fighter tank, be very god at it and be survivable in general.

With that in mind, I'm thinking of Paladin on the other side of Bard, but am open to suggestions. Cavalier is out, but Synthesist Summoner is a possibility since they benefit from Charisma. But their lack of BAB frightens me. The GM says this will be a tough run.

I'm also open to Bard archetype suggestions.

I'm looking for feats, traits, or even general suggestions and warnings in addition to the above.


I'm looking for a build for a 5th Level Evangelist.

The world is a tough one by a GM who throws fairly nasty critters at us so this guy has to be somewhat durable himself and help keep the crew stay alive and buffed.

All published Paizo except Unchained allowed. Twenty point buy. Two or three adventure nights with no leveling. Four other people in group with little to no hope of knowing what they've built till after we start.

I've never played an Evangelist before, so I'm looking for feats, spell combos, tactics and strategy. I'll try to monitor this thread regularly so please ask any questions ASAP.


My little, feat starved Hobbit archer needs help against grappled condition from time to time. What magic items help here?

The gold standard is a ring of freedom of movement, but that takes a lot of gold- 40,000. A cape of the mounteback is nice for Dimension Door 1/day but costs 10,800.

So what am I missing that would be cheaper to help my little guy out?


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Background: Monster Tactician trades the judgment ability in for being able to summon monsters as a standard action. See here for details.

Combine that with all the Inquisitor's goodies, and that's pretty powerful. But what are some ways to make the character even more effective?

One general idea is to focus on a high Wisdom and just summon like crazy and throw spells. SAD is the opposite of sad. However, when in an environment where magic doesn't work or the extreme ends of lots of encounters per day it runs into trouble- though that seems pretty rare/ situational.

Another path could be a Reach Cleric approach where combat reflexes and a reach weapons has you behind friends, which could be your summons of course, whacking the bad guys with Power Attack. Now we're adding Strength to the mix and flirting with MAD. We could go further and make a front line fighter, but now we're really into MAD territory and we've lost our Judgment ability.

It seems almost mandatory that the feats Spell Focus Conjuration and Augment Summoning are taken. From there it's hard to pass up Evolved Summon Monster and Superior Summons. We can even possibly add Summon Alignment Monster.

Given the demand for feats for an archer, it looks like a challenge to make that idea work. We're down, presumably, at least two feats for S.F. Conjuration and Aug. Summoning.

So I'm seeking your ideas on general strategy, feats, even traits for this archetype.


I'm working with the character idea of a Cleric who uses spells and avoids direct combat. I'd gladly swap out the 3/4 BAB if the exchage helped.

Givens: twenty point buy, all published Paizo(even the obscure stuff) except "unchained," a home brew campaign using standard rules, a tough world with the other 2-4 players pretty optimized and expect the same from me, starting at first level and going to about 15th. I'm not familiar with the newer stuff (anything less than two years old!) but am open to using it.

If you want more info please let me know.

What I'd like to do could include buffing, using domain gifts, using the spell list, and *gasp* even the occasional blast or in combat heal.

I'd rather not invest much in channeling, unless it's used against foes.

so I'm looking for advice on a wide range of elements- general strategy, feats, archetypes, and domains.

Thanks board gurus in advance.


I haven't played, not even been around, a Warpriest or an Inquisitor and feel like expanding my horizons. I'm wondering how they stack up against each other with a PC built around archery.

Setting = 20 point buy; all published Paizo, incl. the obscure stuff, except core races only; starting at 1st level and going to about 13th-15th; and 2 to 4 other players (let's assume they are unknown for now).

Goal = Effective Archer character in a group where each is expected to pull their own weight where the GM is known to throw some challenging battles. Secondary considerations include at least some healing abilities and decent saves. Skills, utility and good A.C. are welcome but not essential.


GM generated rolls (set in stone and cannot be switched) =
STR 14
INT 10
WIS 9
CON 16
CHR 16
DEX 18

Human.

The party needs a front line melee type. Other members unknown, but my role is clear- I realize he'd make a much better archer. We start at 1st level and go to about 12th. Magic items generally easy to buy, but wealth level a bit low in this campaign.

The challenge is to find traits, archetypes, and especially feats to make this work as well as possible. His defense would be hard to screw up. But with the low Strength, I'm concerned about his DPR.

All published Paizo ok including campaign stuff except no alternative class bonus.


Trying to generate an NPC that became Ju Ju Zombie at 1st Level:

pfsrd wrote:

" As undead, juju zombies use their Charisma modifiers to determine bonus hit points (instead of Constitution).

Increase from the base creature as follows: Str +4, Dex +2. A juju zombie has no Constitution score; as an undead, it uses its Charisma in place of Constitution when calculating hit points, Fortitude saves, or any special ability that relies on Constitution. "

This guy would have a good Charisma not just for defense, but so he can play well others and have his own devoted non-undead gang. He would take great pride in maxed out Perform: Singing. He's very sophisticated, likable and worldly. His beef with the players is over business, nothing personal or mindless about it.

I'm looking for the best fit for a full BAB melee tank.

So which melee classes if any reward a high Charisma undead? Remember they don't get any morale bonuses.


If my Bard has the masterpiece Symphony of the Elysian Heart which allows freedom of movement, how exactly does it work?

pfsrd wrote:
Effect: The complex arpeggios in this piece follow each other so quickly that the music can sound jumbled and disjointed at first. As the piece progresses, however, distinct phrases emerge, creating a wild but harmonious piece that inspires feelings of unfettered freedom. You and up to one ally per bard level within 30 feet who can hear you can move and attack normally for the duration of your performance, even if under the influence of magic that usually impedes movement. This effect is identical to that of freedom of movement, except that this masterpiece does not allow subjects to move and attack normally while underwater unless these creatures would already be able to do so, and only lasts as long as you continue the performance.

Also, the way I get the masterpiece is from having Perform (keyboard) 7 ranks minimum.

Let's say we're in the middle of a fight and my buddy gets webbed. Better yet, say he and I get webbed. Does that mean I need to get to my keyboard to activate the freedom of movement effect? At 9th level is this a standard action or, like my Bardic performance only a move action?


Looking at my favorite rules web sites I see that the Aasimar gets a plus 1/6th FCB for a Bardic performance. Searching through Bard questions I noticed different posters referencing a + 1/2 bonus on these Paizo boards. My GM is encouraging Bard builds, and if Pathfinder published a more generous +1/2 earlier and changed it would consider giving that to us.

I don't have access to the books and might not for some time. Can someone please clear this issue up for me please?


So is having a PC get Undead Traits broken? The list of immunities is pretty awesome:

Rules wrote:


Undead Traits (Ex)

Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.

Pretty cool, huh? The only drawbacks are death at zero hit points and the (slight) difficultly of healing. Of course there's the role play disadvantage.

[If this issue has been done to death or undeath, pardon me. Please link to appropriate thread. My searches haven't turned up anything much.]


I've only seen one Oracle and that was a healer, debuffer, caster- a very effective character but quite the opposite of this query. That was some time ago, and what with my limited imagination and all the stuff published I'm curious to see if this concept is possible in a campaign with a fairly tough G.M.

To clarify, I'm seeking Oracle builds that can sustain being on the front line, can deal out respectable damage, have decent A.C. and/or ways of dealing with damage from opponents. To put it in un-PC terms, a Big Stupid Fighter.

Given: -20 point buy
-Starting at level 1 and going to about 14th
-Any and all Pathfinder published material ok. Third party stuff considered on a case by case basis by G.M.
-Two starting traits, wealth by level tends to be sorta stingy (think about 20% or so less than 'normal'), and fairly tough fights but usually not a ton per day, i.e. a typical day = one biggie and several easier ones.
-Races: Anything from Aasimar down ok for race.

The more specific the better, but even general ideas are welcome.


A normally caster focused, 10th level, vanilla Druid seeks good wild shape form.

I have a 22 Wisdom with no martial feats and a 16 Dex. Strength is 7. I have an Amulet of Mighty Fists with guided weapon property which gives Wis to attack and damage rolls instead of Strength. I have a Druid's Vestment which gives more wild shape per day.

Usually I will cast spells, but since this mini campaign will be something of a dungeon crawl I will need to/ want to resort to melee.

So at level 10, what would make a good Wild Shape choice? I don't need Strength, more Dexterity is always welcome as is natural armor and immunities. Out of combat healing should be no problem. But primarily I'm looking for best damage with these circumstances.


GM has decided to make Weapon Finesse an automatic feat. Your thoughts on what character classes helped the most. Particularly interested if this boon opens up Dex builds for Magus.

PS: All Pathfinder published material ok with 20 point build. Starting levels almost always 1st going to 13th or so.


There's a lot of talk about characters and classes who provide utility. So what the heck is it- and what isn't it? I'm hoping to advance my own understanding beyond categories like art and pornography where I know it when I see it.

As a start, let's take tasks like transportation, trap finding and disabling, nifty skill use (knowledges, stealth, linguistics to forge a particularly handy deed or simply to understand a language, etc.), and item creation such as wondrous items, weapons and armor, or even food.

Do we include in combat buffing like Prayer and Inspire Courage? Are healing spells part of the definition? -what's of greater utility than a Raise Dead or Reincarnate spell? What about debuffing- is that considered utility? And I can just hear the Am Barbarian argument of "Me smash enemy away. Me win utility game." - so do we include direct damage masters?

This isn't a cut and dried rules question, and it certainly doesn't have right and wrong answers exactly. I'm just trying to get a better grasp on a very important aspect of play.

So what do we really mean when when we describe a character as having utility?


Here's what we got. Garuda-blooded Aasimar. After racial bonus:

Wisdom 20
Strength 7
Constitution 14
everything else = 10

Vanilla Druid, no archetypes allowed. Prestige class maybe (though I don't see any worthwhile). I must take Wind Domain and no Augment Summoning feat(!).

Start at level 1 and probably go to 14th or so. Rest of party unknown. any and all Paizo published material ok within the bounds set above.

These are written in stone by GM fiat.

Traits:I'm thinking of Magical Lineage and Reactionary, we get two. Maybe M.L. twice, if that's even legal.

Feats: Besides the near obligatory Natural Spell at 5th, I'm thinking Improved Initiative and the rest metamagic (Rime(?), Dazing, Extend)and Spell Penetration for later levels. Since we don't have Aug. summoning, it frees up possible create Rod feat.

General Strategy and Tactics: The classic wild shape into tiny flying thing and battlefield control and/or blast.

So I'm looking for advice for any of those above categories, particularly as I'm pretty much in the dark as to most of the non-core material out there.


I'm thinking of playing a Paladin in our upcoming S.S. adventure who is obsessed with smiting evil= both for role playing and tactical optimization. So does this scenario support such a character- particularly in the later books?

For reference this would be my first time at Paladin, and IMO the other A.P. we did, Rise of the Rune Lords, would definitely have had enough evil opponents for my anti-evil plans.

For more reference, the homebrews we run typically have a preponderance of Neutral enemies and my plans would be thwarted.

Hope that makes sense! Thanks in advance.


So I want to make a new guy for upcoming campaign that will be either Cleric or Oracle and who does not want to engage in combat directly but throw spells or class features till he absolutely can't. Good saves, AC, utility, and overall defense are welcome bonuses as are capacity to buff and protect the party- meaning I don't have to necessarily attack the enemy with save or suck or blast. I don't mind not being the rock star, splashy character- just want to be handy and effective.

Rules and notes:
-22(sic) point buy
-any and all published Paizo and 3rd party stuff if approved by gm
-start at 1st level and retire at about 14th, so obviously we want the build to be strong throughout if we can.
-the other characters, all unknown to me now, are usually well built (if that matters) and probably will be party of three or four players.
-the GM likes to throw nasty, tough fights at us but we seldom have more than 2/day.
-specific magic items are generally assumed to be available at the bigger cities we come across. GM seems neither stingy nor generous with treasure.
-alignment is not a huge deal, but evil would be a little tricky. Undead route is completely out.

Archetypes of either class are fine. (I've looked into Contemplative Cleric and nearly cried with disappointment at what they give up.)

I don't need a powerhouse crazy, but I do need someone effective and able to survive a fairly hostile world.

Although general thoughts are welcome, the more detail and build info the better.


We will be doing a one time run, perhaps to be extended later, with 9th level characters. Any Pathfinder published ok. 20 point buy. Other crew members are a summoning, spell focused Druid, a Fighter, a Cleric (not much else known about him), and maybe one or two not committed players.

I plan to run a 9th level human Duelist Bard who mainly buffs and goes archery in combat. If I have the rules right, I'm getting 46,000 in gold.

I haven't finished feats and such yet.

So what are the must haves that my guy needs? Nothing wrong with a little defense of course, but I'm not used to drawing up equipment for archery.

What do you recommend?


The situation we have is a long roster of occasional players and a tight core group of three who nearly always show up. For background this particular campaign is a social event for friends who have a hard time seeing each other, among other things. So there's no problem with the inconstant attendance.
What the GM does is let the guests play CR monsters at the current PC levels. so if everyone's at level 4, it's a CR 4 GM approved critter for the guest. If group is at 11th level, then a CR level 11 monster is rolled out.

so I'm curious as to opinions on if CR at level is too high, too low, or just right. Or does t change depending on the level? There's no wealth by level, just say a Minotaur or Earth Elemental out of the Bestiary.

I'm not the GM, everyone seems ok with the situation, and I'm just asking as a thought experiment mainly.


I'm trying to decide between the two and have never done Occultist before. Let's take as given that I want to primarily summon, we have two or three fights per day usually, we have 20 point buy, and start at 1st level and go to about 14th.

All Pathfinder published is ok.

Master Summoner can spam ungodly amounts of critters, but with rare exceptions that's not what I like to do. There's a handicapped but handy Eidelon. Spell list has some gems that come early. Summoning feats are class features(!).

So what does Occultist, archetype of Arcanist, bring to the table to compare with that?


All published Pathfinder material ok for what I hope to be a mobile artillery platform. We start from 1st level and will go to about 10th or so. I'll have two other players who have asked me to be the archer- their choices are not quite made so let's focus on having this guy focus on his role.

20 point buy. Any (reasonable) races. Two traits. I don't have to stick with a class, i.e. I can dip. Prestige Class would need DM approval, yet we stop at level 10ish so maybe(?) that doesn't work so well anyway.

I don't necessarily need a detailed list of feat choices, but feel free to offer if your build ideas center around a an important set. A brief explanation as to why your build is effective would be appreciated, but don't let that stop you. For example:

Zen Archer 10/ Inquisitor 10 for the shared Wisdom stat, crazy good saves and pretty good skills with built in feats galore for Zen and banes and judgements from Inquisitor with some decent spells on the side. Human for skills or Assimar with Dex and Wis bonus for dark vision. (I bet you can do better!)


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I'm wondering if there are magic items out there specifically geared (think Druid's Vestment for example) towards an Inquisitor, although a generic item that's particularly useful would be appreciated as well. We can safely forgo things like Rings of Protection and Resistance Cloaks and even Headbands of 'X' which benefit nearly anyone and focus on something more in tune with the role and practice of Inquisitor.

Let's go with any and all found on pfsrd website, but note please if an item is third party.

I'll start by guided weapon property which has wisdom replace strength. DM permitting of course sense it causes some controversy on these boards.


We will have three party members- Fighter, Summoner who plans on fighting alongside his Eidolon,and Bard-Barbarian- along with a Wizard NPC and myself.

My desire is to play a buffer who amps up these meat-shields. I'd rather not be a Bard as the above Bardbarian will be taking nearly all levels in Bard. The Wiz npc will be mostly hanging back in combat and is there mainly for utility.

We start at first level and go to about tenth. 20 point buy, all paizo material ok. 3rd party by DM's approval but not likely.

I've done several archer-Bards who focused on buffing, but trying a new class for that role is a challenge for me.


The ragebred were-boar, see HERE , get Speak with Animals as a Spell=like Ability.

To qualify for Arcane Strike, one must be able to cast arcane spells.

So do ragebred were-boars then meet the pre-req for the feat?

Note:

-Speak with Animals is on the Bard, i.e. arcane, spell list. It is also on the Druid list.

-A post by Sean K. Reynolds, fwiw, reads:

"In general, SLAs use the sor/wiz spell level for DCs if the spell is on multiple spell lists, so you should assume that an SLA is arcane unless the source of the ability suggests otherwise (such as a spell that's only on the cleric list, or an SLA from a cleric domain, or uses Wisdom to determine DCs instead of Charisma)." see HERE . Emphasis mine.

-Spell-Like Abilities: How do I know whether a spell-like ability is arcane or divine?

The universal monster rules for spell-like abilities states: "Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order."

For spell-like abilities gained from a creature's race or type (including PC races), the same rule should apply: the creature's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.


Our GM wants to try Gestalt to compensate for lack of personnel for a new campaign. There will be three of us. One will be Wizard/ ?? and the other bard/ ??.

I will be Barbarian of whatever archetype on one side; that is assigned and written in stone. The other will will be either Druid or Alchemist of whatever stripe. Any archetypes are ok, but once committed I have to stick with that class.

As this is new to me, I'm looking for ideas. General builds that you feel synergize well are welcome. Great if you want to throw in feats or race. We'll be starting at first level and going to tenth or so. Any Pathfinder published material ok, Skinwalker race, see HERE, is ok.


Skinwalkers are a race described HERE AT PFSRD. They can change shape into a beastly form and gain natural attack(s). So our little boar Barb gets a gore attack to start. The feat Extra Feature can net him two hoof attacks. Aspect of the Beast(feat)can grant him two claw attacks. Lesser(!) Beast Totem means another set of claws.

So by my account, our little raging cuisinart has:

Gore + 2@Hooves +2@claws +2@Claws for seven attacks for a full round attack. Maybe one day he'll even pounce.

Do I have this right? But the reason I'm submitting this under Advice instead of Rules is the insane request:

How can I get even more?


By RAW can an undead of whatever species ever be something besides evil? I know there are hide alignment tricks, but I'm referring to its intrinsic alignment.


I'm looking for ideas for a Barbarian in an upcoming Rise of the Runelords adv. path. We'll start at 1st level and probably work our way up to 14th or so with a twenty point buy. There will be three other characters who haven't committed to a build yet. The idea is to get crazy good defenses, both in Armor Class &/or damage reduction AND in saving against magic.

- I'm ok with skimping on reflex saves and energy attacks, but Will and Fortitude saves have to be stellar.

-A one or two level dip can be ok if absolutely necessary, but for flavor need as much Barbarian as we can cram in.

-Remember we start at first level, so try to make character playable throughout.

-Since a good offense can translate to a good defense, let's not absolutely neglect damage output, but defense is our priority.

-Any pfsrd races (within reason meaning less than 15 race point builds)and Pathfinder material is ok.

I see this guy as a melee combatant, front line fighter who just frustrates his enemies trying to smash him. So what magic items, feats, rage features, archetypes do you recommend??


(1)How does Power Attack affect a Skinwalker Rageborn Boar's bite attack? Is it subject to 1.5 times its Power Attack bonus? E.g., if it's at -1 to hit and +2 to damage from PA, does that +2 jump to +3? I'm thinking it's not because it doesn't say under the race description.

(2)For that same character, would the bite be considered piercing, slashing and bludgeoning for DR purposes?

Thanks ahead of time you rules engineers.


In the next adventure pack, which is to be announced and starts in a month or two, my DM says I can play a Skinwalker. That race starts with a claw/ claw/ bite routine and could make an awesome Barbarian at low levels, HOWEVER given the preponderance of DR X,Y, and Z we've faced in this guy's campaigns before, the price of Amulets of Mighty Fists, and that even Greater Magic Fang's "bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic-"

What's a poor lycanthrope supposed to do?

Our archer friends can pick up Clustered Shot or get a +5 Bow relatively cheap. The way it looks this build would be crazy good in the beginning and fade into poor by 10th Level.


If one has the special ability throwing on a melee weapon does one get iterative attacks? E.g., a 6th level Ranger, BAB +6/+1, lobs his sword. Does he get one attack at +6 or two- one at +6 and one at +1.

I'm thinking he gets only one, but the rules seem unclear.


The idea is get your ideas on playing a Cleric who (almost?) exclusively casts spells- mainly buff, debuff, battlefield control, and possibly Monster Summoning. For reference, I've seen many threads that make a similar distinction between Fighter Druid who wildchanges into a melee machine verses Caster Druid who hides and casts spells.

I've played a melee oriented Cleric back when it was core plus A.P.G. Not only am I interested in another flavor, but now we have a dizzying array of choices, including but not limited to archetypes, feats, domains, spell selection advice based on new sources, and just general tactics.

For sake of discussion, let's say that all pathfinder published material is ok- even third party material if labeled as such. The Cleric in question ideally would viable from low level to about 12th or 14th where our group stops play. If it's important, we almost always use 20 point buy for stats.

So what are your thoughts?


We'll be starting at 5th level and have the following array available:
18 16 14 12 10 8 before racial adjustments. We have a Monk, a master Summoner, and two wavering PCs. I've played almost exclusively core classes and here's my chance to try something exotic. Suggestions?