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Occult adventure classes are more suited to RP and intrigue games, not as much combat heavy games. Most are still worth looking into, if your players are interested.

Mythic was, interesting, when I ran a game with it. I found anything beyond 1st level skewed the game towards rocket tag a bit much (as i needed +5CR or Mythic monsters to compete with the PC's).

We roll HD, with a single re-roll if they want (but must take second result). I have heard the other options are roll or take average, which many seem to like as it keeps casters from being too squishy, and keeps the tanks tanky without making everything slow too much.

Bonus skills for RP are nice (I let them add background related skills on creation as RP rewards, plus a free craft/profession/perform rank to represent their past jobs), I try to keep it to a short list of off use skills.
Traits are another handy bonus, roughly a 1/2 feat, with option for a drawback and a third trait. The core drawbacks kinda suck, so I make similar custom ones.

As an extra, I homebrewed the "Big Six" must have stat boosting items can be added to "fun" gear at straight crafting cost (instead of 1.5x the more expensive item cost). Lets martials have more interesting items, without feeling like they have to choose.

Alchemist or mutagenic fighter would get you a mutagen, +STR for static damage coupled with power attack, or some of the style feats for extra damage.

Feral hunter would get you druid/ranger spellcasting for lead blades (works by RAW on unarmed strikes), plus a floating bonus, and the option of an animal companion for flanking bonuses/teamwork bonuses, or a static bonus you can select.
Compel hostility and panther style is golden for increasing attacks per round via Attacks of opportunity, plus you defend your party. Savage maw if you utilize weapons, for a bonus bite, entangle to apply that sweet entangled penalty. And Badgers ferocity for Keen on one weapon (Unarmed) for a little boost to crit chance.

The new handwraps are handy for adding enchantments for +N or +elemental dice. And for adding materials to overcome DR (a big issue for low level monks).

Ninja for vanish and sneak attack, followed by flurry. Helps to get in range of cautious enemies. Couple with Styles for specialized boosts to damage/attacks.

Grappling, tripping, bullrushing, etc are great for putting enemies in a bad position to increase your ability to hurt them.

avr wrote:
Hold monster and envious urge are some nasty bardic spells which he might use. Actually getting his enemies to fail saves may be difficult, seeing that he's several spell levels behind what you might expect of a level 14 character; a cruel weapon and intimidate feats may help there.

I can certainly create something to up his DC's a lot. Maybe a fragile item the party can Spellcraft and sunder with a lucky shot.

Envious Urge is definitely on the list now =D
Hold monster is brutal, I love it!

I was going to arm him with a powerful Rapier, cruel would be a good add on for it.

Keep the suggestions coming

Any suggestions on builds?
I am thinking Swashbuckler 2 for charmed life, panache for parry's. Then Archaeologist Bard 12 for good self buffs against a party with 2 witches.

Max CHA, then DEX, then CON and STR on a Heroic stat list. Possibly with a +1/+2 CR template.

He can send minions in as fodder, casting support and debuff spells to disrupt the party. Utilizing an illusionary double and invisibility to avoid combat directly. If he does need to fight he can survive with maxed DEX, Panache pool for parry and riposte, boosted saves vs debuffs, and some high end gear befitting a noble.

The trick here is which spells to select, and what feats would be good for a charming, manipulative BBEG

Hello, I am currently creating a campaign where the BBEG will be the archetypical aristocrat. A charming, dashing, manipulative figure that convinces his victims that it was a good thing he beat them. He is going to be a Varissian Human noble that is the darling of his court running a proxy war (with allies he manipulated or enchanted into following him). When his charm (or spells) fail him, he can always fall back on a large pool of panache and quality steel and dueling skills.

I was thinking a lvl 12-14 character, 5-7 of swashbuckler (or an archetype that lets them parry and riposte). And 5-7 of an enchanter spellcaster.

The trouble is, I have never played a swashbuckler or an Enchanter specialist. I am somewhat at a loss on how to build this BBEG using first party paizo materials only (to be fair to my players who are likewise limited to first party materials).

I am curious if anyone has a solid build already, or can help me stat out the feats, spells and classes needed to pull this enemy off as a credible threat to the party and their allies.

Thank you all.

2) The hills are alive with... Hills. Elementals boil forth from the ground to attack en mass.

Don't forget Seelie and Unseelie, and the neutral-ish fae between. Classically the fae have been broken into summer and winter courts, with winter being vastly more powerful, but also far too chaotic to weild that power effectively. And titles will remains the same, with individuals rising to fill the positions (Dresden files had a great take on this with titles literally changing their bearers).
And while the fae cannot lie, they can mislead, or withhold information unless asked. Thus a jester may act the fool, but really be a powerful member of court. A lord may act important but be impotent under a knight ("I will grant you access to X as much as my position allows if you do "quest" [powers =none]).

Thus I think the hierarchy needs to be kept fluid. Even literally changing with the seasons (When hunting season is over, the Erlking retires).
Or a position is killed, this shifting all positions below that (until they murder their way back to their original position again).

Firebug wrote:

Candlerod/Sunrod are non-magical, so any Darkness spell suppresses it. But, can't be Dispelled if that's what you mean about "can't be anti-magicked".

Shard Gel vs Caltrops... there are advantages for each. If you have time to prep a defensive location regular caltrops are better, but in the heat of battle Shard Gel is likely more useful. If you have time to prep a defense, Bear Traps are heavy, but really cheap and effective at low levels.

I mean they can be used inside antimagic fields, underwater, and can not be dispelled with the dispel effect. Darkness is still a threat, but so is the light cantrip so its a wash there. I think they are fantastic "oh no" gear, as a lot of parties rely soley on light cantrips and never bother with torches.

For a longer set up time, caltrops are better for their duration and cost. For a quick access bandolier kit I think shard gel is more relevant. They have the advantage of being able to be thrown, which is nice.

We have used bear traps in the past, but the weight, need for a solid anchor and long set up makes them just not as useful in all settings. Plus my mad bomber alchemist usually had low STR, so weight is generally a concern. Mr.Hyde builds may differ. They are very effective at low levels though (especially against the party!).

Your rogue might appreciate you having some smoke pellets on you as well. Throw it at their feet to grant them concealment to stealth from to set up a sneak attack.

Surprised no one has mentioned Tanglefoot bags, GM's hate em, players hate to get hit by them. Might fall more in the everyday use item than in the special tool kit though.

I would add:
-Candlerod: 1gp for enough light to read a scroll by, without adding too much light for enemies to find you by. Can be lit as a standard action. 12hr, 1lb. cant be anti-magicked or doused
-Sunrod: 2gp for a torch for 6hrs that can come on as a standard action and cant be anti-magicked or doused.
-Holy Water: 25gp to combat incorporeal undead, or DR resistant foes.
-Snapleaf: 750gp, but gives you invisibility and emergency featherfall. Can be pinned to the kit.
Shard Gel: Emergency caltrops if you need to fall back or slow down an escaping foe.
-Tindertwig: 1d2 rounds of light and ignition for lighting a torch or oil. Could probably just be in a pocket instead of taking up a slot.
-Powder: Early game item made from crushed chalk, help reveal a square with an invisible creature in it, use it to aid in climbing, etc. Can be replaced very quickly though.

Splash weapon: Something to combat swarms and regeneration, Acid, Alchemist fire, etc. Even one can make the difference between life and death in the right circumstances (get them off the wizard enough for them to AOE spell the rest). Acid is my favorite for having multiple uses (melt locks, stop some regeneration's, power component for the wizard, fewer resistant foes), and is cheap.

Bonus: Masterwork Brass Dagger. It is immune to all corrosion and lacks the fragile condition. Excellent thematic alchemists backup weapon as copper instruments were frequently used when working with the mild acids of medieval alchemy.

I theory built a hunter-x, Bolt ace-5, and got a lot of flak for wanting a crossbow over a bow or Dual hand crossbows too. But it is a cool visual for a PC.

Main features were high DEX and high WIS on a medium creature (Human for me, but I wanted the extra feat, anything +2/ or +DEX is good).
Feats: Point Blank Shot,Rapid Reload, Precise shot,Deadly Aim, Clustered Shots, Vital Strike, Rapid Shot, Agile maneuvers (avoid getting disarmed or locked down), weapon focus, Weapon Specialization.

Bolt ace 1>Rapid Reload, Point Blank Shot.
Hunter 1>
Hunter 2> Precise Shot (bonus), Rapid Shot.
Bolt ace 2-5> Vital strike, etc. Hunter-x.

Spells: Gravity Bow (stacks with vital strike), Conjure Energy Arrow/Bolt (fantastic with rapid shot), Cure light wounds (Party bandaid), Razer Maw (if you choose a companion) or Keen senses (for help seeing in low light at range), faerie fire, hydraulic push.

A fast companion is ideal as a blocker to intercept incoming attackers and keep them at range.
Or choose no companion and gain a permanent switchable bonus and rely on emergency summon natures ally for rear guard reinforcements.

Keep a few special material bolts, wear medium armor (until your dex maxes it out), and have a spring loaded wrist sheath melee weapon for emergencies. Use a wand of Gravity bow/energy arrow, to supplement your castings.
It isn't winning any DPR Olympics, but you can move, you can see, and you can hit, while avoiding being hit. Spells are mostly limited to combat/utility, but you don't need to rely on anyone else for buffs and you only need 1. With high DEX and perception you are very likely to act in surprise rounds so you can buff as your standard, then go first in initiative too.

If you choose a small race, gravity bow puts you back to par, and your to hit and ac go up. Plus you can then ride a medium pet around. I still prefer medium because your dpr is already not as amazing as a dedicated archer.

Be a well prepared halfling, with the well prepared trait. 1/day have a chance to draw mundane a tool under the GP value without having it on your character sheet. That or be a shadow conjuration specialist and shadow conjure any tool you need (I know not eh spirit of what you want).

Having a sawback kunai as a backup any-tool wouldn't be a bad idea honestly. Or a sawback machete for those extra survival bonuses. or a collapsible kumade as well. That way you can use tools as weapons without penalty, and still fit your theme.

For odd but useful tool lists: Silenced pitons, iron spikes (101 uses, literally), slings (free, weightless, made of leather or linen for strapping or tying), feather tokens (expensive, but small and easy to carry), numerous alchemical concoctions, an alchemy lab might be easier so you can whip something up in a hurry if you need to), antiplague/venom for emergency re-saves, a quarterstaff (length of wood you can break into stakes, use for traps, craft into 2 separate clubs, etc), twine/string (so many uses), a mirror (no one ever has a mirror for clandestine operations), a pair (yes pair) or immovable rods (or the bard spell solid note), muleback cords for all the weight you need to carry, later a portable hole, canvas sheets, fabric sheets and a sewing kit for making emergency clothes or gear (or just carry extra clothes too), spare flasks for various liquids you may pick up, a warka jar or 4, a drill (it's come up more than once), sovereign glue.

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I am thinking of putting together a Sarkoris Adventure for a homebrew game, and hoping for some help. It seems like a fantastically chaotic land where arcane casters will have to show restraint in public. The lost kingdoms primer has some information, but the realm is lacking in a lot of details. Mostly we know they were a celtic/slavic/gaulish/scandinavian blend of culture and tech; aka - Kellid, hated Arcane magics, and worshiped a massive divine pantheon.

This is just in the planning stages, but what I am wondering is what would stationary Kellid cities, run by Druids, and summoners, and witches look like? What kinds of homes would they have? (longhouses? Communal forts? Permanent yurts? European style country homes?)
How could massive cities be so perfectly balanced with nature enough to appease Druids?

What would the primary ambient foes of the Sarkoris people be? Fey? Plants? Abominations? Demons? Megafauna? I am thinking Fey and fauna are most likely, but I am not entirely certain.

What are some unique cultural quirks that would set them apart from nomadic or tech mad Kellids?

The government seems to have been mostly a formality, with individual clan heads running things as they saw fit. So how did they have an army unified enough to defend their borders? Was there a shared law, or was it just on a district by district basis?

Mostly curious on peoples thoughts and examples as there are zero adventures set in pre-worldwound Sarkoris, and little to base an adventure on. Thanks!

Machete: Sugar cane farmer/Jungle guide.
Boarding Axe: Sailor.
Brass Dagger: Sailor.
Lantern Staff: Animal Shepard.
Sling: Shepard/Farmer.
Kumade: Farmer.
Bonus: Collapsible kumade is a neat B&E tool.
War Razer: Street Urchin/Thug.
Ankus: Large Animal handler (Huge and larger).
Sword Cane: Merchant.
Deer Horn Knife: Hunter.
Rope Gauntlet: Dock Worker.
Crook: Herder.
Harpoon: Fisher.
Wooden Stake: Sap Collector/Wood Cutter.
Club: Can really take on any number of shapes. The iconic uses it as a walking cane. Another character used an oversized ladle.

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Well Goblin Alchemist [Grenadier]/Gunslinger [Musket Master] 5 seems the obvious choice.

Hard head, big teeth. For a melee option between shots. Bouncy race trait for extra survive-ability with roll with it (up is a legal direction).
Alchemist favoured class bonus is nice for small fire resistance bonuses. Gunslinger is also nice for a small crit boost.

Take grenadier to be able to apply alchemists fire as a move action for all that extra static damage.
Max DEX, then INT, everything else is a dump.

The Feats:
Goblin Gunslinger to use medium fire lance without penalty.
Roll With It to get out of danger when struck (or when a lance explodes in your face).
Burn!Burn!Burn! for instant extra damage from fire based weapons.
Flame heart for extra damage on bombs.
Rapid reload to get it down to a usable firing rate.

Explosive bombs, for more boom!
Rocket bomb to eventually replace the lance, or at least supplement it.
Explosive missile, make that one infused shot count.
Elemental mutagen for even more resistance, and a stacking bonus to roll with it acrobatics checks.
Scrap bomb for when things are fire immune.

Asbestos clothing, because a burning Goblin is fine, as long as it isn't also naked.
Fire lance [masterwork as soon as you can].
Spare Fire lance, just in case [lower priority].
Cold iron javelins.
Silver weapon blanch for the cold iron javelins.
Alchemical fireworks, which can be applied as a splash weapon [Yay].
All the alchemists fire, and maybe some acid for alternate damage type.
Lantern Staff for melee that deals fire damage.
Oil, lots of lamp oil.
Alchemists crafting Kit, save the cost of making your own black powder and splash weapons.

You should be able to do a tremendous amount of damage a round, and be nearly impossible to hit, and if they do close and hit, you bounce away for almost no damage anyways then shoot them as they close again.

Slipslinger style, Slipslinger Grenadier, and Slipslinger Bombardment will allow for full attacks at range with alchemical items thrown with the damage of a sling bullet. Unfortunately locked to halflings. Fortunately they get some support with warslinger (Only to basic slings), and a feat Well Prepared. Well prepared is awesome for this kind of golf bag character, even if it is 1/day.

Some great ideas so far.
This is the absolute final big fight of the campaign, after this it is story cleanup and then a ride into the sunset (so to speak).

So I am hoping to keep this from being a 2 round fight. The fake out neutral minion enemy is a good one, that will burn at least a few abilities early on.

The Norgorber Cleric is a brutal idea, though my party will likely hate the heavy doors idea more, they have had a notoriously hard time with locked doors (So I am definitely doing that).

Unhallow is a great idea too, since the Church of Serenrae uses Hallow on their church with the Daylight spell. So it shouldn't surprise them, but it definitely will.

Thanks for the ideas, keep them coming.

I am using the monster Codex vampire Lord (CR 15) with a lower crit range weapon. Campaign is a homebrew set in the nation of Katapesh. Party is 4 PC's, lvl 10, with some decent magic items putting them at lvl 11 wbl. No full casters, but 3 can cast spells.

I am hoping to make my Vampire harder to hit, or at least able to survive a little bit longer.

Is there a way to gain resistance to Holy weapon damage? Or to mitigate the damage from a Silver arrow tipped Holy bow, wielded by a Zen archer monk?

Is there a way to defend against the Sunbeam spell which has a very good chance of crippling (Blinded and up to 30d6 at CR appropriate level), or outright destroying them?

Is there an easy way to surreptitiously help buff my low WILL party against baleful polymorph and Dominate?

I am hoping to make this an epic, but fun fight the party enters ready for. They know there is a Vampire behind the scenes, and they are currently doing research on Vampires in general. The boss will have Bleed inducing minions, but should i add a lesser vampire spawn as well to soak up some of their abilities? Or should I just stick to regular minions?

A little out there, I know Gnome would be more Fey thematic, but...
Halfling. With the knotted strap sacred keepsake, you could cast Shillelagh on a sling or on a club or quarterstaff. Plus they have the advantage of being a +CHA race.
Not entirely certain if this is PFS legal (I don't play society), but it is an alternative use for the spell itself.

There are a few feats to help, mostly Halfling:
Large target, Risky Striker, Low Profile, big Game Hunter, Low Blow, Lucky Strike, Blundering Defence.
Couple with a full BAB class and your small size becomes an advantage.

This is one I built myself:
Goblin Brawler. Take Dirty Fighter, Roll with it, Kitsune Style, and Agile Maneuvers, Mobility. Buff DEX become a charging unkillable Goblin bouncing around dirty tricking off of every charge.

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-Dancing enchantment.
-Create, and then hand it to a construct or Undead follower.
-Permanent Shrink item, then flying familiar drop it on an enemies head.
-Bulls Strength and weild it dressed as a barbarian (Complete with AM BARBARIAN stupidity effects). Then surprise everyone with your INT and spellcasting.

Meirril wrote:

Instead of having 1 NPC tag along every time, maybe just throw some NPC adventurers around the regular stomping grounds of the players. They could get to know the NPCs and invite them to come along. Give the NPCs enough background that you have an idea what they want and what they do when the PCs aren't trying to get them killed.

Don't have the NPCs level with the party. Have them level slower so they fall behind and occasionally introduce new higher level NPCs. The party may still ask the lower level NPCs to help, but it will encourage them not to depend on one all of the time.

Also make some random encounters that you can throw in anytime you like. Some animal encounters, some minor monster encounters, some bandits, some really evil people, someone that just needs a bit of help, maybe a scam, run in with pickpockets, a magical experience, an encounter with a dragon (maybe in disguise). You can use them as random encounters, but usually as you go along you'll just insert them when appropriate.

Also think of non standard loot. Little, non-magical stuff. Or minor magical stuff. Things like finding perfume, or fine toiletries. A collection of silk handkerchiefs. A finely made lacquered box containing a mysterious wax (box is worth 10gp, wax is for grooming mustache and beards and worth 10gp to the right dwarf or gnome). A rolled up painting obviously cut from its frame. The picture shows a family standing around a mantle. The painting itself is a fine piece of artwork worth 100gp but none of the local merchants are interested in it unless they own an art gallery. If the players ask around quite a bit they can eventually find the family it was stolen from who offer 10gp and are willing to sell the PCs some family heirloom at half price (like a +1 weapon, or a magic ring). Something that is more interesting than 'you found a pouch containing 100gp'.

I am seconding this. I roll up random road encounters off a table based on the ranger favoured terrains. Pre-listed terrain appropriate monsters, NPC's, weather and travel delay events. But adding a few story based finds among them, kill a bear in a forest. Track its den to find a mauled human mother and her child. they have little loot except a silver holy symbol of pharasma and a silken doll (20+gp). Valuable loot for a lvl 2 party, but the players might not want the loot.

I also have a wildcard table, anything goes. This is CR appropriate or not. Like a sudden tornado (Save the camp or everyman for himself), a colossal creature out of place (dinosaur in the frozen wastes). A travelling merchant with an unusual mount/cart/bodyguard that is either good (+2 for the price of a mwk), neutral (replenish supplies for a fair price), or evil (everything is just prestigitated, forged fakes, or cursed and overpriced).

If you are concerned about a smaller party needing help, rotating NPC casts are also a good idea like Meirril suggested. Or animals and small constructs as "free" loyal sidekicks.

As for more general advice: Knowing the party playstyle and expectations is key!
Session 0 - ask them what kind of game they want (serious, silly, hardcore, RP, RollP, epic, softball, etc).
For everyone, let them play for a bit then offer a single, one time character redo. Once they know the players, style, and world they may desire to change some fundamental aspects of their characters before they get too far along.

Know their backstories and how they relate to one another. Then use those in future social or combat encounters. This can be a subtle as a signet ring on a goblin finger, or as complex as a characters deceased mother returning alive and well. This can really get the players invested in the game and in each others characters. And they will give you directions with their speculations.

Alchemist has a few archetypes that might fit this concept. They can make a buffing cocktail, and then mutagen for extra strength, and armor.
Beastmorph grants natural attack and physical transformation.
Ragechecmist is all about Strength.
Couple with unchained barbarian for even more Strength and Con (Or STR and DEX or DEX and CON) boosts a few rounds a day.

Feral hunter does this to a lesser degree, with mild stat boosts and physical changes.

Finally the kinetesist, a messy, confusing, contrary class that damages itself for more power. The closer to death (Self inflicted CON Damage) you get, the more powerful you become.

Mostly to see if I can, have an upcoming campaign and am just seeing if there are some fun builds I can test out.

Homebrew Campaign will likely have a lot of elementals and undead, mixed in with a few humanoids. So sneak attack and critical hunting will be of a lesser priority to straight damage. We have been warned that weapons will be easy come, easy go (Sundering, disarming foes - GM wants to see what a game against this will be like).

I am a fan of the bow, in theory, but I like the imagery of a sling master, or a monk with a bunch of weapons just chucking cheap things instead. Plus its a little less cookie cutter powergaming.
I don't expect the need to be super powerful, but I am still trying to avoid doing negligible damages.

I am thinking Sorcerer 1 [Mage armour, Illusion of Calm], Monk x [Ranged feats, Incremental assault when I have enough levels to justify splitting it, and splintering weapon for fire and forget vs mooks, and martial focus Thrown group]. Quinggong for Barks skin, and maybe Ki Arrow for a decent ranged strike.
Plus I can trait to improve my spell duration with Magical Knack or Gifted Adept.

Multiclassing sorcerer for buffs at level 1.

Illusion of calm is fantastic, for some reason I always thought it was only for combat movement.


I had an idea to build a monk specializing in throwing clubs, shuriken, daggers, javelins, alchemical splash weapons, or other similar cheap weapons I can apply disposable weapon and splintering weapon if needed for instant confirm crit and 1d4 bleed as long as my weapons have the fragile quality (make them from cheaper primitive materials). This also grants me DR options.

I chose empyreal sorcerer for positive damage bolts vs low level incorporeal, and buff spells (plus wands for no UMD).

Race is suli, for elemental strikes a few times a day with my thrown weapons.

The trouble is Monk gets few feats, and I am subject to AOO's for throwing. Close quarters thrower would help, but I would need 2 feats extra on top of an already packed feat tax for throwing (Precise, Point blank, far shot, Martial focus [Thrown]), and incremental assault for the Suli ability.

Is there a faster way of bringing this build online? Or at the very least avoid AOO's while throwing regular and alchemical weapons?

Go small Halfling Ninja; Brass shuriken and the Splintering weapon feat.
Then take the Jinx route and max UMD for a wand of vanish or invisibility later.
Jinx foes while invisible before the fight, then drop bleeds and lay on 2 handed weapon sneak attacks vs larger foes + halfling size to damage feats and traits for crazy high sneaks AND interrupt heals so they keep bleeding.
Super annoying at early levels for foes.

Crazy concept here: Wayang Spider Mount Cavalier, dedicated to Shelyn and the pursuit of beauty. Which is difficult considering Golaron's views of both spiders and Wayangs as not beautiful things.

Less crazy, crazy concept: don quixote's squires. The master knight was a crazy man who forced his squire on many a crazy venture, and forced him to swear an oath to many ridiculous tasks (Some of which your character has done, like beat a teapot in a fisticuffs match). Now alone you strive to fullfill your promises while pursuing your own cause. Bonus points if you are a catfolk, or a full orc or similar tribal race with no tribe to return to.

Simple idea: You were an aide-de-camp with a knights order on campaign, when the camp was attacked. You were knocked unconscious and awoke days later buried below ash and timbers of your former lords pavilion. All that remained were charred bones, a few twisted scraps of steel, and a single banner miraculously un-destroyed by the flames (Though still lightly charred). You are a mere peasant boy (or girl) but you are literally the last of the order. You are no knight, but are technically head of an order, which complicates things a bit in recruiting knights to refill the ranks. So far only rookie adventurers will even listen to you, but you have to start gaining prestige and rank somehow.

Dex based Gloom Blade Fighter, or a melee focused druid.
Gloomblade summon weapons, don't use armor, spend extras on tattoos or wondrous items.

Druid is pure nature, extra points for an elf druid archetype treesinger and be part plant in form =D

I might suggest more actually. The PC's should have some sense of loyalty towards this mage initially, to make the future of the relationship that much more serious (if she is a jerk who failed to pay hobgoblins, then she will fail to pay the PC's = work with the hobgoblins to kill the mage).

Give them a reason to like, and trust her first. Maybe start them on the road IN to town where their rations and water were destroyed when they are ambushed by goblins, and saved by the mercenary group on their way OUT of town (on mighty steeds, not on foot like the PC's). She can offer healing, some summoned mounts, and a token for a free night or two at the inn run by her friend.
She also advises they burn the bodies of the goblins to prevent them returning (she cites a pressing matter for her party as why she cannot stay to help beyond giving a bottle of oil).
This should give them time for the NPC events to unfold, AND let the party RP bond a little before the big fights start.

PC's report the attack to the guards, settle in for rest and healing, then they meet the kind, noble, generous NPC mage again who asks for help and offers some payment.

Lathiira wrote:

More ideas (and really, you should probably have named the thread something like '1001 minor gifts to give PCs'. Those tend to get us out of the woodwork to post :) ), each 1/day:

Unarmed but Dangerous: For one minute, the user of the tattoo can 'call in' a nonmagical weapon they are proficient in of their choice. It has no special materials. Just so you can be armed for a fight if attacked at the dinner table.

Ghostly: For one round, you can interact with incorporeal objects as if you possessed the ghost touch property.

Man of Steel: Ignore all critical hit for one round. Immediate action to use this one.

Knowing of Things Arcane: Become aware of every item bearing an enchantment or under the effects of a spell within 30' of you. You don't learn more than that without using detect magic.

Knowing of Things Hidden: Become aware of every creature within 30' of you that is magically-disguised. Not how, only which ones are disguised.

Along those lines of 1/day powers.

Ghost touch, your hand up to the middle of your forearm becomes ethereal, able to manipulate objects at 50% capability for 1 minute.

Psychic surge, you hear 1 word relating to the major thought of each and every creature with a mind within 60ft at once.

Diplomatic Riposte, one target of your choosing takes a -5 on their next diplomacy, or bluff check within the next hour.

Taste of magic, can consume a bit of a gem to emulate a wizard school power. Gem relates to the 1st level school power you can emulate for 1 round/minute.

-Charm bracelet, fun items at a moments notice:
Great for a typically social (and disarmingly disarmed) class.
-Cloak of the Hedge Wizard, just a fun cloak:
Great for free cantrips and a couple lvl 1's depending on school.
-Piton of Safe passage, illusion related travel item:
Cheap, covers a modest camp or hides a fleeing party.
-Any of the feather tokens:
I am a huge fan of consumables for players.
-Concealing Pocket for Rp and Stealth reasons:
Great for smuggling.
-Dust, because its funny:
Claim it is your mental powers affecting foes (or friends).
-Healing Gem, nice complement to implanted tricks:
-A poppet, cute as the dickens and slightly useful.
Seriously, like a permanent Unseen servant that is seen and the small version can carry a decent amount of stuff. Plus they can be upgraded.

-Finally spell tattoos or item tattoos, expensive but reliable and concealable. Great for touch spell, summoning ice daggers, or fast defenses. Plus they stack with gear slots.

Java Man wrote:
There are no rules for this. It is purely a setting/circumstance/GM call.

Yes, Pure GM call. In general I might say if it is hidden in a well travelled area. Survival/Stealth vs Passive perception.

Hidden in a secluded area Survival/Stealth + Circumstance bonus (5 or 10) vs Passive perception.
Food might attract creatures with scent, and intelligent creatures that regularly patrol an area might be actively looking for disturbances.

GM to GM I would probably roll a single D100 based on the odds of a likely creature stumbling across it in the time the PC's are away.
If it hits, then a check vs the skill at hiding it.
It is a mechanical benefit, so there should be some mechanical risk.
It is also an RP event and that should be rewarded (with lower chances of losing said cache).

The feat was explicitly designed with the Warslinger halfling racial trait and the (Sling staff, Double sling, sling glove) equipment in mind.

My interpretation is in order to avoid rewriting a whole slew of feats, weapon lists, and class lists they simply turned these weapons into one that automatically works (Sling).

So, a slipslinger needs weapon focus (Sling) to then use any of the above weapons as slings. This allows a slingstaff to qualify for warslinger use (its now a sling for the trait), AWT fighter thrown (Sling, they are all basic slings even though they are not explicitly in the list), Specialization (Sling) also applies.

This one feat is doing its job of bringing these weapons into use where before they were implicitly barred from use.
The feat designer chimed in on this saying this was the whole point of the feat - making alternate sling weapon use viable for halflings. Which was a huge oversight by Paizo making a racial weapon impossible to use reliably by the race meant to use them. This is NOT RAW, but it is a very, very compelling RAI which I think any PFS GM would be hard pressed to argue against.
Especially for a still underpowered style compared to other weapons.

A Slipslinger gets Weapon focus (Sling [Slingstaff, slingglove, double sling]), Warslinger (Sling [etc]), which then qualifies for Specialization (Sling [etc]), and applies fighter AWT (Thrown=Sling [etc]).

Weapon focus (Slingstaff) would NOT apply to all additional slings as this is now calling out a specific subitem from a broader list.

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Question: Could a gloomblade conjure a slingstaff?
Technically it is a single weapon with both melee and thrown (Ranged) properties. I ask because no one seems to have an answer on most rules interactions regarding the slingstaff (The only cool thing about halfling combat styles).

Also would a spiked shield or armour spikes count for this ability as well? A shield is not a weapon, but it becomes one when made spiked or bashing.

I am the GM, so like Mark I will tell how the party stymied me.

1) I made a Colossal creature, a living fortress a little Boss used as a workshop, filled with baddies. Now this is on a magical floating island, I foolishly used the crumbling, thin floor as a hazard against the party earlier. (If one side can use it, then so can the other).
Aware of the threat the party plans ahead, the stealthiest is buffed for speed (Longstrider, spider climb), stealth (invisibility, nondetection), and perception and sent to look for weaknesses, they find the little boss (gloves of reconnaissance), and a nest of baddies but no weaknesses they can hit this level, then retreats.

The party meanwhile has been digging. 3 NATURAL 20 geography, Engineering, and Nature checks help them make a trap, plus a 19 and 3 Aid another +2's Survival checks to disguise it. Then with ropes, shovels, and picks they set a trap. They enrage the beast with longbows and flashy magic (Snapdragon fireworks) then trick it into charging into a trap (Silent image) where it stomps onto a newly weakened part of the world and drop a tower on it for good measure (Iron pitons, rope, block and tackle).
Naturally the beast falls through and 2 major foes are dealt with in a single blow (except thankfully the little BBEG had dimension door and great concentration rolls)

2) Shovels in the above example to make a gigantic pit trap.
In a different campaign, a bucket was used against a particularly terrifying undead owl. They couldn't hurt it, but they could grapple it, but it kept biting them. So they out it under a bucket and then turned the bucket and the owl to ashes.

3) In a desert campaign, planning out water use was a fun side adventure. They settled on barrel sleds, where the barrel was a wheel filled with fresh water. When they ran low they had to stop and search and found a saltwater cave. They then made a simple solar still (They had some booze in glass bottles, buckets, and canvas tarps) to get valuable trade good salt and some extra water while they travelled, and used a traditional campfire at night. But in general we tend to handwave the gritty necessities in average environments. This was an interesting and creative exception for an exceptional environmental threat.

I think gritty is great in an intrigue game, or a low level survival based game. Pathfinder has too many ways to overcome gritty situations. The system is designed as a power fantasy more than anything else, in my opinion anyways.

A physical map that is literally numerous sheets of turning cogs should greatly help with the planning (Even if it is just for you to align gates).

The first thing you need is a good villain with a good motivation. Second is a reason for the players to care at all about that villain.

Clockworks are powerful tools, maybe have a master Alchemist Tinkerer (Archetype) obsessed with Brigh (Deity), who wants to make the whole world clockwork (A Wayang for something different?). Or maybe just create the ultimate clockwork weapon and they have threatened the parties home town with destruction.

Maybe a rival evil party is also racing through the city (from a different port?) trying to get to the legendary treasure at the heart of the strange city?

Out of control clockworks could also be an issue, rampaging into fields and small towns before exploding. The party needs to find the cause and shut it down before more are hurt! (Maybe Goblin or Kobold tribes messing with the auto builders).

Gremlins are great here, smashing tech and leaving nasty surprises for the inhabitants that are left.

Literal door keys could be useful as fetch quests, forcing the players to do whatever task the key master of the building requires. Or the party can waste time and smash through High hardness High HP brass doors that are repaired soon after (and risk missing the connecting gate they want).

Clockwork city implies safety systems. This means safety teams that have to clear the issue and reset the room, if a room is going haywire maybe they need to fix it for the doors to unlock and shelters to release so they can advance (Plenty for KNOW checks).

Clockwork smashing cult or quasi druids or a team of Bandits smashing things for loot that need to be chased down and stopped (With some anti construct items to help the party).

A clockwork thief steals something from the party from a crowded street of wandering clockworks and they need to chase/track it down to get the item back (only to realize it was programmed to help an innocent being, or is desperately trying to repair another damaged clockwork).

To combat flying, air patrols, brass guardians that crawl on ceilings and blast down, or massive electric arcs/wind surges that power grand mechanisms. (Flying is possible, but very risky).

Engineers access tunnels, narrow, filthy, and very hard to find but provide secret access to places or act as shortcuts. creatures like to inhabit these dark places the scrubber clockworks miss.

Clockwork guards that patrol looking for crimes (from an esoteric list of offenses the party has no real way of knowing about: eg no hats in the market [fine], no open flames in the library [jail], no boots in the crystal gardens after 6pm till 3am [hand over 1 molin which is something the people used that the party has no idea about], other silly crimes).

Just a few ideas.

Necromancer Here!

Seriously though I do hope the OP @Saraiso is still active, just started looking into Mass Combat for an upcoming campaign section, and this PDF seems like an excellent resource.

I have a question about the combat Ranges (Camp, Ranged, Melee).
Would it make more sense to add in more ranges to represent Long range (Bows), Medium Range (Thrown Weapons/Most Blast Spells), Melee (reach and cavalry), and Melee (Close, fully engaged).

This would make movement on a HEX a little more important, and obviously make slow armies very vulnerable to ranged. But this would also give cavalry a chance to shine (maybe can move 2 range spaces per action?)

Or does this sound like it is adding unnecessary complexity to a relatively abstract combat?

I ask because my players armies are thrown weapon soldiers (Spears) going against entrenched Longbow wielding armies.
The melee specialists are movement boosted light skirmishers (60ft regular unit move speed) versus heavy armour infantry (20ft regular unit move speed). And while the gear is represented in the DV and OM values, an approaching spear unit would get hit multiple times before closing ranges on a bow unit group. And the Heavy infantry would realistically not be able to strike an army moving back to ranged stage.
Or is there a more abstract way of incorporating this?

I think this is important too. The PC's need a sense of agency and power in the narrative. I am hoping to give them direct actions they can attempt to gain a tactical or resource advantage!

VoodistMonk wrote:

But yes, you do need all off that in addition to the standard ranged combat feats like Precise Shot, etc.

However, you can use the sling with Sap Master, which is fun.

Plus halflings can stack their racial damage feats with the regular ones for some really decent damage vs large or larger foes.

I see this as a matter of trust. I want to trust that everyone is working under the same rules and that they will affect me and be affected by me the same. If the player creates a wall of fire at 800ft, then I cant argue when an NPC sorcerer casts it at 800ft later.

Same as if I was adding a soft cover penalty to my attacks, but the GM wasn't doing the same... Maybe I would have used less healing, or that enemy would have gone down before slaying our Mount.

This is a good example of good lawyer -ing, you delayed an action 1 round, no actions had to be redone, no major rolls had to be remade, no spell lists had to be rechosen because they "didn't know it worked like that".

This is also a game, so as long as everyone is having fun, that is Rule 0. And the GM should be the one to tell you cool it, or keep going if there is an issue. That is the GM's burden.

And to Pantshandshake and his houserule issue: I 100% agree houserules should be written somewhere the whole group can see. If acid does 10%hp damage before being effective to regen, I should know going in that is a rule different from what I know (the core). If the GM can point to his paper with the rule he showed day 1, then me pointing to core rules or bestiary 1 entries is irrelevant. Otherwise it seems like GM cheating (GM FIAT is different).

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I would love to see a festival focused adventure, lots of lore about Deity festivals but no actual events. And with so many races and so many Deities there is plenty of options for connected one shots. Plus it would allow profession/Perform to become suddenly mechanically and RP valued skills.
Save the (Farming Deity) harvest festival from the blight, Save the beautiful artwork from the greedy baron for (Artwork Deity) day, Meditation day is interrupted for the Monks of (Martial prowess Deity) by noisy Harpies/Strix/etc on the mountain top, Escort the best brandy from the Halfling farming community to the big city for (Drinking Deity) festival (So they can win best brew and gain prestige and tourism for the struggling town) but watch for rivals and their tricks. So many possibilities... I might have to write a few myself.

1: Swamps are half the danger itself: Disease, Poisoned stagnant waters, Insect swarms, goblin/Grippli hit and run tribes (they can navigate the hidden pits, natural root traps, difficult terrain, and pass climb check and avoid toxic mushrooms easily - Both can shoot poison from afar and flee), trolls, Lizards, surprise aquatic creatures, plant creatures, plant creatures (Mosses and Mushrooms), vanishing roads (either from fog, toxic belches of gas, flooding, or deliberate covering), shifting landscapes making navigation through the dense foliage nearly impossible. I suggest reading an Elder Scroll ingame book about this "The Argonian Account Books I-IV" great portrayal of moving through a living swamp world.

2: I just did this with my players, make it a religious item guarded by Sandmen beholden to an evil spellcaster who also seeks this hidden item.
Make a fort locked, trapped, and occupied by Gorgoni whom then can fight, trade, or barter with (Maybe they have a foe they would like to see dispatched).

3: Ankheg Nest. Seriously these may seem weak, but the fluff text gives them so many combat options and natural hazard options. Plus they can have fun setting a trap for these damned things. (And maybe some predator that eats Ankhegs is also drawn to the area).

Cleric has 100% of all divine spells within their alignment to access. Since Shaman is a blend of Oracle and Witch, and Oracle shares the cleric list, that leaves you with only Witch arcane spells to draw from. And a Majority of those are shared wit the Cleric spell list as well.
You can go to d20pfsrd, find the witch list and go through and find any spell that does NOT list cleric on it.

You need a gnome family shop; what do they sell? Who knows? Who is running it today? Could be anyone!
Maybe you are buying fresh fish for dinner, maybe you are buying lit firecrackers stuffed inside fresh fish.
Its easy to tell which building is theirs, because its new every month.

In the same vein, an old confused fey tribe has taken up commerce in an abandoned mill the town grew around (When the river shifted). They say it is bad fortune to deal with fey, but the businesses and homeowners nearby have never had more luck since they arrived.
Some understand the use and value of gold and silver, others, eh not so much. But they will trade almost anything for almost anything else (not Cold Iron). Great chance to find strange things (Either evil or good is up to GM).

Ye Olde Herbalist: For when a draught of potion is too costly (or there is no wizard nearby to brew one). Run by a healthy clean cut older woman who always smells of the earth and woods, she wears flowing dresses that never dirty and has vest, pouches, and bags stuffed with ingredients. Her shop is modest and prices reasonable (But the neighbours complain about the ghostly glow and odd sounds coming from her garden at night).

The major benefit of the Phalanx is saving feats on things like Shield Brace. You trade away armor training for it though. But by 3rd level you can provide total cover to one line with a mundane shield.
The Phalanx is great if you want to focus on a tower shield build, if you want to do other things, other fighters can do those things better.

You could get the Mutagenic fighter, and gain a fighter level mutagen. Or a shielded fighter to retain the ability to defend allies.

Bombs are powerful tools, because they are touch attacks they have a significantly higher chance to hit. This helps if you want to fight defensively for improved ac, or use combat expertise which the shielded fighter gets a lot out of, and those to hit penalties can hurt your melee skills. As a fighter you do get a lot of feats, so extra discovery would not be a waste, especially if you know what kind of foes you will be facing and their weaknesses.

The extra arm would absolutely be valuable, it can be used as part of your regular attack actions (but not provide extra attacks). This is incredibly useful for letting you ready a bomb without dropping or stowing weapons, or for retrieving alchemical weapons for throwing.

The biggest advantage to the tower shield is the option of total cover, which when paired with a reach weapon can give you breathing room and let you control the battlefield. Total cover negates line of sight/effect spells against allies behind your line, blocks AOE spells and, negates archers.
If you want to be a support, tower is the way to go. if you want to be more of a central combat figure, heavy bashing is the way to go (Reach plus bash plus bombs gives you a lot of placement options).

Phalax shield abilities take time to come online, but there is no reason you couldn't start with a tower shield and upgrade to heavy later.

The best combat reason to be a fighter/Alchemist is for the mutagen. You don't care about INT loss and +STR leads to a direct, long term (10+ minutes per crafting) damage boost for you. Tinkerer trades this for an eidolon like familiar.

The clockwork spy however is both flavorful (if it is literally part of you as some sort of scout attachment), and useful for a combat oriented tower shield user (Who can hide behind the shield away from harm and survey the battlefield from the spy).

You are a construct, so loss of poison anything is irrelevant. And you retain extracts, which have great combat and RP utility (beware as a construct some utilities are out of your reach, like enlarge person).

Plus bombs, focus on attaching rider effects more than on damage, bomb entangle them vs touch then phalanx spear them for better hit vs AC.

And with only 3 levels you have 1 discovery (Frost bomb, Healing bomb, grounding goo, Infusion, Neutralizing, Spontaneous healing, tanglefoot bomb, tentacle, etc), 1 Upgrade to your spy, 2d6 bombs, brew potion, and swift alchemy.
You become a walking utility support cabinet. Enter room (or send spy), KNOW check hazards and foes, drop shield, hand out appropriate potions, throw-able alchemical weapons, or infusions; win.

Coupled with VoodistMonk's suggestion of Phalanx fighter and unhindering shield, you can use your shield arm as a free hand for the trowing of bombs and Alchemical weapons vs ranged foes. Be a threat at all ranges.

OmegaZ wrote:

So it sounds like you'll be doing a "Mass Polymorph" effect. A ritual to do regular Polymorph wouldn't be terribly difficult (depending on your level), but to do it on the scale of a major city would be an epic undertaking. Here are a few ideas:

-Your character will need to be a pretty high level to pull this off. The amount of magical oomph and control required will be very high.

-You'll likely need several helpers with the ritual to chant, perform skill checks, etc. The party will likely help, but I imagine you'll want followers too.

-If your DM is worth their salt, they'll throw some heroes against you to prevent you from accomplishing your ritual. Be prepared for this.

-As you are forcing hundreds/thousands of people to shapeshift against their will, your alignment will shift to some flavor of Evil real fast (assuming it isn't already there).

Building on this:

-Blood/scales/organs of some great reptiles as a major power component, preferably fresh (requiring gentle repose or similar effects).
A Basilisk or a Dracolisk would be great candidates.

-Maybe a placement of blood/stone runes throughout the city at key junctions for focusing the spell.

-I assume some kind of magical reservoir could help focus your magical oomph. Maybe some kind of channeling crystal (either crafted or stolen, and then charged somehow).


Well first, Bombs and Extracts aren't true potions; they are reagents pre mixed then the Alchemist uses their own personal magical energy to "activate" them for a very short duration of time. Not much different from a Wizard loading a pouch full of ingredients and activating 99% of a spell to be completed in a single standard action.
You can think of mutagens as a spell perfected potion that is personalized to their anatomy, it still requires an hour of brewing with the appropriate tools in order to be "primed" as a drinkable substance until high levels.

Vials are not super heavy, and for the number an alchemist can use at lvl 1, likely not a huge amount either. Who is to say they are glass anyways? Maybe the alchemist makes ceramic vials as part of the process each day by molding found clay with some magic for instant ceramic vials?

As for crafting, they do Buy a crafting kit, without this they cannot do anything as Alchemy and Brew potion require the appropriate tools, time, and a clear workspace. This does net them a +2 equipment bonus though. Extract of Crafter's Fortune also adds a +5 to the check. As well they get a bonus of their class level to the check. Meaning realistically they could get a +16. At level 2, they can up that to a +18 (+1 lvl, +1 skill point).

Yes, the mundane crafting for alchemists starts pretty slow, but hat makes swift alchemy that much better of a class ability.

I have made a few Mundanely magical items over the years.
these are part of my Cactus Juice Drink table (For when the players are blackout drunk and hallucinating - based on the Elder Scrolls quest a night to remember).

Druman Nobles Rugs: Designed to allow Druma Nobles to move across areas that the poor or dirty might be found. 400ft range, attune after being in place for 24 hours, allow for up to 5 Dimension doors a day from one rug to the other.

Ustalav Neck guard of Sunlight: Silver and leather neck guard (+1 vs neck bites) that charges in the sunlight. After 8 hours of sun exposure the clasp can be released to cause a Harm undead channel positive energy burst centered on the wearer 1/8 hour charge. Obviously intelligent undead would dislike anyone wearing this.

Molthune Stone of Alignment: Different shape and sub powers based on the wielders major alignment key. Mostly on damage type, and a cantrip level effect. otherwise just a stone.

False Razmirian priest mask: A mask that bolsters the wearers defences against corruption. Has positive scriptures inside that appear in the wearers vision to counteract Heresy statements.

Kellid Zoic Fetish. Place a creatures blood within and act as if you had Favoured enemy plus awareness of any within 120ft of you for a week.

And Lastly my Favorite:
Nexian poppet: A little poppet doll dressed like the grand wizard. Hat and all. Place a gem at the tip for a 1/gem ability, again cantrip level (or so). Consumes the gem per spell.

I have many more, but they are more traditional weapons for adventurers.

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I have some advice, combine tables of benign, good, and hostile encounters to share one dice set. I did an Oregon trail system on these boards based on the ranger terrains chart.
I suggest placing your hostile encounters on a d100 spread (1-5% each), friendly encounters (either 5-10% or 1-5% each), then have neutral events or skill check events fill the gaps.
neutral events include inclement weather events, interesting terrain features (that can be creatively used by players for various bonuses to skill checks - such as a tall spire that helps with tracking herds, a canyon that can increase foraging for rare ingredients).
Good events can be strong foraging areas (bonus to survival gathering checks), secure camp sights, traders, hidden ruins for traditional adventuring (skeletons guarding an old shrine, goblins camping in an abandoned fort, a pig hiding in a lost crypt) that can be bypassed or used.
Bad could be traps, disease, pest animals raiding stores (raccoons are nice at nights), hostile humanoids, poison foods, flash weather events, hostile animals, and general gear misfortune (broken straps and wheel requiring stopping and repairing, loss of ammo forcing resupply or crafting, etc).
A second d100 can determine if events occur at all.
Maybe have a set table with increasing chances of rolling the encounter d100 based on past events or lack of past events. That way they can go potentially days without being harassed and get comfortable with the hunting/tracking/survivaling/exploring and encounters become rarer and more stressful. But they will eventually hit an encounter as the table will throw the odds in favour of a hit.
Then when an event occurs, drop one step down again.
So: Day 1- 10% chance of event, 2-20%, 3-30%, 4-40%=Event, 5=30%, 6=40% etc.

Your everyday allergy event could be rolled into this dice, anything at a flat 10% or less = encounter plus allergy. Kindof a critical failure day.

At preset points you can set fixed encounter chances, or set the odds really high, such as staying near a killing field too long and attracting scavengers.

And I love the idea of a 1% chance wild table with elements alien to the terrain. This could be a sudden gargantuan creature running amok, a crazed underdark citizen suddenly in the light, a friendly caravan, a spell duel between wizards, a double rainbow or a dragon flyby. This makes the world seem a lot more complex.

For disease/poison/traps always allow for a survival check to avoid before they have to make saves, reward good skill management because nothing sucks more than a survival expert druid with +20 check sleeping on poison ivy over night.

You have a few nested percentages, you could divide these into their own encounters. Such as snakes (give them 5 slots normal, 1 slot the rare encounter).

Then just switch between the pre and post kill tables for your second dice. If the butchering takes 1 day per animal and they kill 5 animals, that's 5 day and 5 night encounters potentially.

For mundane options:
-A sling, easy to conceal (its just a belt!) ammo can be anything close to the right size and shape as a sling bullet, and a high STR toon will do decent damage at ok range.
-Silken Ceremonial: +1AC, no Max DEX, No ACP. It looks good (almost formal, hint hint) and is in fact armor. 1AC can be a real difference at lower levels.
-The Total defence action, hurt your ability to fight as well, but defend so much better.
- Aid another: With improvised weapons (or unarmed strike) untrained you draw AOO's, but if you aid another and hit a 10, an adjacent ally can strike with a stacking +2. So pile on to the same foe and let your heavy hitter hit heavily-er.
- Tactics: Flanking, flipping tables for total cover, throwing curtains closed for concealment, charging for +2 to hit, tripping and withdrawing actions.
- Buffs: Bards are king here, surprise round performance to make everyone a little better at surviving. Skald is a close second for group rage at a moments notice.
- Summons: Anyone who can have this ready, should prepare at least one casting, either as a distraction, meat shield, or door stopper while the party prepares/flees.
- Prebuffs: Message, decent range and the rest of the party can at least hear your side of the conversation. Downside is detecting as actively magical. Mage armor, shield, barkskin, stat boosters, even the resistance cantrip for short duration meetings.
- Concealed weapons: Many have a bonus to hide, plus this stacks with clothing that adds a bonus.
- *Secret Containers: Maybe my favorite for mid level characters. Pathfinders pouch or a Concealing pocket, smuggle in undetectable alchemical weapons (Acid, fire, liquid blade), scrolls, potions, wondrous items like fire breath or feather tokens, small weapons, magical rings (beware some have wear activation times of 24hrs). Or escape items, smoke pellets, smokesticks and tindertwigs, caltrops, etc.

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