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So I am one of 2 players in a gestalt campaign for Reign of Winter (25 pt build).

I have a build I like, but I've been kind of interested in Words of Power too.

Wizard (Spellslinger) 1/Magus (Eldritch Archer, Kensai) 19//Monk (Scaled Fist) 1/Gunslinger (Mysterious Stranger, Musket Master) 1/Fighter (Trench, Armor Master) 4/Paladin 3/Unchained Rogue 11

Reasons:
1) Wizard (Spellslinger) 1: I like guns. I like spells. I like guns that cast spells.

2) Magus (Eldritch Archer, Kensai) 19: Cantrips means saving lots on ammunition. Arcane Pool. Fighter or Spell feats. Eldritch Archer works with firearms. Kensai gives INT to AC, INT to initiative, INT to damage, always act in surprise, etc.

3) Monk (Scaled Fist) 1: CHA to AC & CMD, Improved Unarmed for multiple close attacks without holstering firearm

4) Gunslinger (Mysterious Stranger, Musket Master) 1: CHA to Grit, Touch AC extended, CHA to damage. Free Rapid Reload.

5) Fighter (Trench, Armor Master) 4: 3 bonus feats that gets Unhindered Shield (buckler with spell casting and armor bonuses). DEX to damage with firearms, AC bonuses.

6) Paladin: Smite Evil, CHA bonus to all Saves, Immune to Fear, Immune to Disease, Swift self-heals. Wands of curing.

7) Unchained Rogue 11: sneak attacks (7d6 with Accomplished Sneak Attacker), in Surprise and 1st round (with lots of sneaking and Perception). Avoiding damage for some of the worst attacks in Pathfinder. Very scout(y) class. Add DEX to damage with Unarmed. Sniping. Free bonus attack when rolling initiative (@ 10th).

Bane Baldric; Goggles of Sniping

Seems MAD, but 25 pt build. INT for spell casting, AC, Initiative; CHA for AC, Grit, damage, Saves. DEX to AC, attack rolls vs Touch AC, and damage. You only need INT and either CHA or DEX high. The other can be moderate.

I have briefly looked over Words of Power, and its seems like an interesting ruleset. My question is this: is replacing the Magus levels with Word of Power Sorcerer worth the effort of learning the new rules? There are plenty of other things I can do with that time, if not.


So I'm in a gestalt solo campaign. Character is a combination Instructor Wizard, Reincarnated Druid, and Zen Archer Monk (plus 1 level Empyreal Sorcerer). I'm looking for which ITEMS will give the best boost to AC. No mithral buckler because of Druid. No Haramaki because of Druid AC bonuses. So Amulet Natural Armor, Ring of Protection, Bracers of Armor, Belt of Dexterity, Robe of the Archmage. But there are rings that better serve me; Bracers of Archery might better serve me as Zen Archer; Robe is expensive (so later levels). Wands of Mage's Armor, Shield and Protection spells. What am I missing? What might be better choices?


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So I've been playing Fallout 4. Then looking at Azlantis in Pathfinder. How do I reasonably get an Azlanti into a solo campaign, since they are extinct? Cryogenic freezing, of course, or the Pathfinder version (mysterious magic). I like the Pathfinder rule set, but prefer a post-apocalypse story. So with this background, I get both.

The legends say that when the ancient Azlanti grew too big for their britches, the Aboleths called down the Starstone to destroyed Thassilon and Azlant. But many Azlanti survived as they were traveling other continents. To protect themselves during Earthfall, they fled to caves and other underground complexes. There they used ancient magics to put themselves into hibernation until the world had rebuilt itself.

In reality (in this world anyway), the ancient Azlanti were modern humans living in a technological, magic-less world. But their hubris led a great cataclysm that changed the world. Continents moved and the very fabric of reality changed. Humans and other creatures were mutated and changed by radiation and other hazards. The mutations were both physical and mental, and magic was born. Over 9 millennia later, history has been rewritten by the "wise sages" based on rumor and superstition.

The gods are real, including the ascended gods. Among them, the immortal hero Aroden. For centuries, the surviving Azlanti and their descendants followed his teachings. But as with all human religions, they began to twist his church to suit their own wants. When Aroden no longer recognized his people, he stepped away from the world. He took with magic gifts with him. Humans, their brains too small to comprehend the thoughts of gods, decided he must be dead. But he was merely waiting, with the infinite patients of someone who cannot feel the passage of time.

Aroden waits and searches. From time-to-time he discovers his lost Azlantis, hiding in underground vaults, waiting. When he finds them, Aroden wakes his countrymen and tasks them with bringing back the glory of Azlant and spread his teachings once again. Each has failed. And now Aroden has discovered a new hope. A single survivor, who will emerge from his underground nest into a world he grew up in but cannot recognize. Will he bring back glory and humanity to the world, or will his gnawed bones fade into dust like his beloved ancient kingdom?