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I am gearing up to DM a Pathfinder game after not sitting the DM seat since 2nd edition. I like to plan everything out pretty thoroughly (OCD? maybe a little)...including lots of PC choices. As I have started mapping out my encounters, I had some questions about how encounters start. I apologize if this is specifically stated somewhere in the books.

Is there some kind of range for Perception? If the PCs are walking down a hall and the orcs are walking toward them in the other direction, when do I begin the Perception checks? How do you determine who sees who first (I understand that things like dark vision and how loud they all are might influence this). If no one is stealthing, do you just roll opposing Perception checks? Are there set limits to how far PCs and creatures can become aware things in the area?

So, are there set rules for determining who perceives who first in various circumstances? If not, how do other DMs work this?


I am building a human rogue from 1st level and the campaign will run through around 15th level. I am trying to decide between Two-Weapon Fighting feat tree and the Dodge/Mobility/Spring Attack feat tree. Some info on the character:

Stats (at 1st): 15 point buy
Str - 12
Dex - 18 (+1 at 8th and 12 lvl)
Con - 13 (+1 at 4th lvl)
Int - 10
Wis - 10
Cha - 10

I do not feel I can dump Int (b/c of skills/magic rogue talents), Wis (b/c of perception and will saves) or Cha (because of skills, esp. UMD). So I am pretty firm in on this stat array.

Feats (at 1st):
-Weapon Finesse
-Improved Initiative

I am also set on a melee rogue.

I like the flexibility and flavor of the Dodge/Mobility/Spring Attack feat tree. With the TWF style, I would essentially be standing beside the enemy pouring on full attacks...which seems dangerous and less interesting tactically. But, I am concerned about my melee damage potential if I go with a the Dodge/Mobility/Spring Attack feat tree, since I would often be limited to a single skirmish attack. Another big question with the skirmish approach is the relative difficulty of setting up and maintaining flank.

I do not require a completely maxed out DPR, but I want to at least be able to take some chunks out of the bad guys.

I have also thought of going with TWF early (lvls 2-7 or 9), until I can pick up Spring Attack. It would mean "burning" a feat on TWF early and I do not know if that is worth it.

Suggestions? Opinions? Revelations?


When paladin spell ranges read 25 + 5ft/2 levels. Does that mean spell levels, or paladin levels. For instance, would a 14th level paladin (casting a 4th level paladin spell) have a range of 35 ft or 60 ft?


4 people marked this as FAQ candidate.

I am building a paladin for an upcoming campaign and we are starting at 14th level. He is the standard human two-handed weapon fighter. While creating him, I came across some questions.

1. Does Greater Magic Weapon stack with Divine Bond?

2. If I have a 20 charisma with +4 coming from a headband, do I get the full +5 on saves through Divine Grace?

3. Similarly, if I have a 20 Con with +4 coming from a belt, what do I do with hit-points? It does not seem right that I would gain the +5 hit points for all 14 levels...how do you normally handle this?

I would happily hear any generic or specific build advice as well...especially on feats. Right now I plan to take Power Attack, Weapon Focus (Great Sword or Earth Breaker), Dodge, Toughness and Extra Lay Hands. That leaves me 2 more feats. Ideas?


Can an oracle take Arcane Strike? Different revelations and mysteries allow an oracle to cast many arcane spells. I do not see how the feat language disqualifies an oracle.

If an oracle can take arcane strike, how would one determine caster level (oracle's level? highest arcane spell level?)


When I look at the Summmon Monster IV list, the Hound Archon seems significantly more powerful than the other options. He has 2 fairly powerful constant auras, SR15, constant detect evil, some decent spells and the change shape ability. Plus, if you compare base stats to something like a rhino,he has more attacks, similar DPR and only 3 less hp. All of this makes the Hound Archon seem a bit out of place. Opinions?


I am confused about how best to use a summoned leopard in combat since the leopard has grab, pounce and rake. Naturally things don't always work out to fit your strategy, but as best I can understand, the most effective way to use the leopard would be:

1st round: Charge/Pounce would give 5 attacks (bite, 2 claws, 2 claws from rake). And you could attempt to grab with the bite attack.

2nd round: Assuming you succeeded on the grab, you would get 5 attacks again and the 2 rake claws would hit automatically? If the grab missed you could take your normal 3 attacks or try to pounce on another enemy.

Is all of that right? Is there a more effective way to structure your actions so that grab/pounce/rake are used more effectively? And if my strategy is completely off base (which may be the case), what would be better?


I have been working on a 5th lvl bard archer build (thanks almighty Treantmonk) and have a question. I plan to take the arcane strike feat and rapid shot feat. So, if I begin the Inspire Courage bardic performance at the beginning of combat, and then start shooting arrows in successive rounds, can I 1) maintain bardic performance (free action), apply arcane strike (another free action) and shoot two arrows with rapid shot (a full round action/full attack) in each successive round. If so, would I still get a 5 foot step?


Is it inappropriate to include some background in the description of the item, like who was involved in the creation, why it was created, etc. This can add a lot of flavor, especially if it is a unique item with a unique history.


Hope this is the right message board for this...

I am planning on running a halfling rogue in an upcoming campaign. I typically build melee rogues (since flanking is the only way to get sneak attack easily and consistently) and I usually go the two-weapon fighting route since more attacks means more chances of hitting with sneak attack damage. I have thought about dipping into other classes like monk, fighter or barbarian, especially to gain some extra feats and mitigate some of the shortcomings of halfings (like weapon damage, speed). I would likely take 3 levels of rogue and then a single level of another class, before returning to rogue. I am pretty clear on the benefits of a level of fighter and barbarian, but I have some questions, and would like to get some opinions about the rogue/monk.

The monk seems like a really good fit at first glance. +2 to all saves is great, unarmed strike gets me a d4 damage die, which is as good as fighting with two rapiers, and stunning fist seems like a great fit since it sets up sneak attack perfectly (although I see it may be situational).

My two big questions now are:
1. will I get two feats with my monk level (that is what it looks like to me)

2. I am confused about how flurry of blows will affect my attack bonus. If I wanted to make two unarmed attacks in lieu of attacking with two different weapons, would the -1/-1 “attack bonus” from flurry of blows stack with the normal penalties for TWF. Or, could I make two unarmed attacks per round with only the –1/-1 penalty?

I would also be interested in general comments about the rogue/monk concept, especially if one chooses to play a halfling.

Thanks.