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488 posts. Alias of Edeldhur.

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If we multiclass a Cleric with the Evangelist Archetype (only one domain) with a Warpriest, how many Blessings can the Warpriest have?

One to match the single available domain, or one additional matching any other available to their God?

Hi everyone,

I have been running my years long tabletop gaming group through a PbP experiment using Crown of the Kobold King (there will be some light spoilers below, so please stop reading if you plan to play this one).

We have played many times and many games over the years, but system mastery has never been a thing, so some of the challenges become WAY more harder than they could be.

Anticipating this + the fact we are talking about an older module + the fact we are kinda getting burned out on starting 1st level characters from scratch, I let them begin at 3rd level.

Without knowing every in and out of it, I am pretty knowledgeable regarding PF 1st Edition so the idea behind the game was to give the PbP medium a try and see how it works out for our group specifically, while running a more or less straightforward adventure which should not give them too much trouble, and allow further understanding of the rules for all of us.


Things did not turn out like that, but still they plodded onward more or less successfully until reaching the kobold warrens. It is irrelevant how, but all hell broke loose, and now the PCs are pretty banged up and kinda cornered into a position where they somehow have to negotiate with the kobold tribe.

I intend to just roll with it, so I thought a good twist/follow up for this one was the fact the Truescales have actually been pushed out of their caves by some 'foul “creeping shadows” which rose from the dark caves below and withered their finest warriors to skeletal husks' - so a result for the negotiations with the PCs could be agreeing to have them explore the 'evil below', in exchange for releasing the children to return home with Edgrin for example.

What I am looking for are suggestions for modules/scenarios/adventures which could be adapted to this situation - I imagine some underground exploration coupled with lurking evil (undead spring to mind, but there are so many other options), etc. I would go freeform adventuring and improvise stuff as we go but... I am looking for something more self contained and ready to go (I am working from home as many others, but I am indeed working :D).

I plan to level them up to 4 (or maybe even 5) - we have known each other for many years, and leveling has always been a slow process in our games, so I have no qualms in allowing them to just gain two levels instead of one, so we can continue our experiment.

Any ideas/suggestions on adventures which I can adapt to this one would be very welcome, and thanks in advance!

Hi everyone,

I am building an Eldritch Scoundrel for the first time, and would like to have some advice on how to go about the crunchy bits.

So far he looks like this:

Half-orc unchained rogue (eldritch scoundrel) 1 (Pathfinder Player Companion: Arcane Anthology 23, Pathfinder Unchained 20)
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +4
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +7, Will +2
Defensive Abilities sacred tattoo[APG]
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
. . longspear +2 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
unchained rogue (Eldritch Scoundrel) Spells Prepared (CL 1st; concentration +4)
. . 1st—mage armor, vanish[APG] (DC 14)
. . 0 (at will)—daze (DC 13), detect magic, message
Str 14, Dex 17, Con 14, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 15
Feats Arcane Strike, Weapon Finesse
Traits fate's favored
Skills Acrobatics +7, Disable Device +8, Intimidate +5, Perception +4, Sense Motive +4, Spellcraft +7, Stealth +7; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Goblin, Orc
SQ orc blood, spells, trapfinding +1
Other Gear dagger, longspear, eldritch scoundrel starting spellbook, thieves' tools
Special Abilities
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Spells Can cast wizard spells with the number of slots of a magus.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


The baseline idea for the character is an arcane enhanced scout/information gatherer. But I would like to give him an interesting, perhaps versatile combat mode, and thought a reach weapon might do the trick? The longspear gives me the 'Prince Nuada' feel, and I like that.

I thought of grabbing Exotic Weapon Proficiency, but cannot do it at level 1. I am not a big fan of having a character depending on a particular type of weapon to be effective though...

Also read somewhere in the forums that grabbing Quicken Spell at level 1 would be a good investment in the future, but I am not sure the game will go that far.

One of my other doubts is if it would make sense to swap his stats around a bit, and make STR the main stat instead of DEX?

So I would welcome any general advice on Eldritch Scoundrels and all of this :D


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Very well boys and girls, we've discussed it many times - now we give it another try.

I'll start setting things up - bring out your crit tables!

Hi everyone, I have a couple of doubts regarding the the Forge Spurned (LINK)

- For starters the description states 'Space 5 ft.; Reach 5 ft. (10 ft. with soul chain)', but also states 'The soul chain is treated as a flaming spiked chain', and spiked chains do not have Reach, right?

- Also, assuming the Soul Chain attacks with Reach, if someone steps up close, does it mean the chain cannot attack any longer, unless the Forge Spurned takes a 5'step back?

Am I reading this wrong?

Thanks for any input guys.

Assuming the heroes cast Grease before the bad guy arrived on the scene.

Once the BBEG gets there, would it make any sense to give him a roll to spot the 'layer of slippery grease' on the floor?

Then on an additional note - would/should the BBEG be allowed some sort of roll (Int?) to realize that is a possibly slippery puddle? Thought about Spellcraft, but there isn't a magical effect anymore, just grease on the floor.

What do you guys think? Am I over-complicating? What DCs do you think would be applicable, if any?

Hi everyone,

As the title says - I am sitting at level 7 with a straight up Fighter2/Rogue5. He is melee, and fights with two daggers. Some relevant info on him:

STR 14
DEX 18/20
CON 14
INT 14
WIS 12/14

Main items (magical and otherwise):

Dagger +1
MW Cold Iron Dagger
Mithral Chain shirt +1
Amulet of Natural Armor +1
Belt of Incredible Dexterity +1
Cloak of Resistance +2
Daredevil Boots
Headband of Inspired Wisdom (yeah... My Will save sucks)
Ioun stone (dusty rose, cracked) +1 on init
Ioun Stone (Iridescent Blue, Cracked) +1 on Perception
Ioun Stone (Mulberry Pentacle, Cracked) +1 on Bluff and diplomacy
Ring of Protection +1
Wand of Shield (I try to UMD it before every fight to push my AC up)

Feats are: Combat Expertise, Dodge, Mobility, Power Attack, Skill Focus (Bluff), Two-weapon Feint[UC], Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)

Recentely he has gotten his hands on around 8500 gold to spend - I can always begin working on upgrading my armor, weapon, rings, cloaks, etc. However I do not have many experience with med-high level characters, so I was looking for any suggestions from those more experienced than me. Some of my considerations:

- If I want to continue being the rogue, maybe Stealth will not be enough anymore. I may need to complement/add to it?
- Dagger +1 at level 7 hasn't been an issue so far, but I get the feeling it will become one sooner raher than later. How urgently do you think this one needs an upgrade?
- With the Shield wand and the eventual Expertise usage, I have been managing to keep my AC decent. Should I invest now on a better armor?
- Also f I want to continue melee... I will probably need to layer defenses somehow. Not sure I can accomplish this with magical items. Should I invest on say... A wand of Mirror Image? Or something along these lines?
- My Will save is BAD, just BAD. But I am really not seeing an immediate way to improve it. Any ideas apart from getting Iron Will as soon as possible?

Thanks in advance for any possible advice/suggestions guys.

Hi everyone,

So... I've never played much Starfinder before, apart from with a pre-gen.

I will be joining a group for a Starfinder AP at level 2, but my system knowledge is really lacking :P

I was planning on playing an Operative (the group has two soldiers and a mechanic so far) and would like to know if someone can give me some pointers on how to build it - idea is a agile, fast paced guy wielding two guns (just think that's cool) at range or at point-blank melee range, if he is engaged (something like... John Wick :D).

Can this be done? Can someone point me in the right direction?

Thank you in advance!


Or Image

Or Image


Or even :D

Good morning everyone.

I come looking for advice on building a switch hitter alchemist (kinda, because he would be more focused on melee). I am starting a game at level 1, and had initially planned to play a Bloodrager 1/Investigator X (Empiricist) melee monster. But as the group began forming I realized we may have already too much 'melee' characters (at the moment we are Wizard, Cleric, Paladin, Fighter and me).

An archer Bard would probably be the perfect fit here but... I have played one for 5+ years and now would like to change somewhat. Did look at other brutal archers like the Inquisitor but... Truth is I don't think I want to play an archer :P

That being said, and because I have always wanted to try out an Alchemist, I thought about going in that direction - my idea was:

- Still be a melee guy for starters (high STR + Power Attack + 2h weapon);
- Mixing it up with utility bombs without going overboard in the investment
- I expect to end up with a guy who has ranged options, can mix magic and melee (both offensive and defensive), and has that creepy feeling of the Alchemist :D

He would look something like:


STR 17 (15+2)
DEX 14
CON 12
INT 16
WIS 10

Lvl 1 - Barbarian 1 (Savage Technologist): Seems like an all around good choice for the Str/Dex/AC/Ref/Will bonus?
Lvl 2 - Alchemist 1: I planned on taking Grenadier but I don't think I want to lose Brew Potion - is it worth it?
Lvl 3 - Alchemist 2
Lvl 4 - Alchemist 3: Grabbing that 2d6 to bomb damage
Lvl 5 - Brawler or Free Style Fighter 1: For now I can use Martial Flexibility for Precise Shot if needed? (see Feats below)
Lvl 6 - Alchemist 4

Plan is to continue progressing as Alchemist BUT dipping one level in either Brawler OR Free Style Fighter for the Martial Flexibility (it offers a lot of options if I am playing a switch hitter, right? Apart from all other possible combos here, maybe I don't even grab Rapid Shot and leave it only to take with this when needed? Don't know, seems like a good option)

Feats (really torn on the order for these - he will be mainly a melee combatant, so I guess it makes sense taking Power Attack earlier? But then again he DOES have Rage and Mutagen so... Not sure)
Lvl 1 - Extra Rage
Lvl 3 - Point-Blank Shot
Lvl 5 - Power Attack
Lvl 6 - Precise Shot

Lvl 3 (Alch 2) - Precise Bombs
Lvl 6 (Alch 4) - Tanglefoot or Frost bomb?

There are a lot of moving parts, so any input would be welcome. What do you guys think?


Hello everyone, I am trying to build some sort of 'Arcane Unarmed' combatant.

After digging around for a while, I've come across a few different ideas, and even after actually building them, I am slightly in doubt which one would work out better (assuming a 25pt buy) - a few examples are:

- The Esoteric (I think I would dip monk because Flurry and Wis to AC - makes sense?)

- The 'regular' Magus or Kensai (again I think I would dip monk). Not 100% sure of what the advantages of one may be over the other...

- A mutant made of Unchained Monk1+Unarmed Fighter1+Witch3+Dragon Disciple+Something :D

Has anyone had any experience with such a build? Fighting with your bare hands, mobile, unarmored, and boosted by Arcane Power? :D

Good afternoon everyone,

I'm trying to build a Magus (again..), but since there are so many options on how to go about it, and since I never played one for any decent amount of time, I would like to have your assistance with it please. Any feedback and tips are welcome.

First off, I don't want to build a one trick pony, or a guy that pools all its resources into one or two fights per day (Am I wrong off the bat playing a Magus?) - I want a balanced melee character who can stand decently on his own two feet without MUCH magic, and then uses said magic to complement his fighting prowess, with outstanding Action Economy.

(So far I am not delving into Archetypes until my understanding of my own characte is at least decent - I know Bladebound and Hecrafter and many others are good though)

What I have so far

- STR based Magus: This one by itself is a tough choice. My reasons for it are the fact I don't want to be tied to a single weapon, or dependant on an enchant or whatever of the sort (which I feel happens in most cases with Dervish Dance and the Scimitar, or Fencing Grace, or Agile enchantments on weapon A). I have the feeling being STR based makes me more versatile in this aspect. I may be wrong - again I admit my ignorance;

- Half-Orc: I know Toothy can be used in some combos (even if I don't know exactly what feats are needed, etc), but I am chosing Half-Orc more because of the Sacred Tatoo's boost to saves with Fate's Favored (which I can make use of with a Wand of divine Favor also);

- Stat spread at level 1, something like:
STR 17 (15+2)
DEX 14
CON 14
INT 16
WIS 10
CHA 08

- Traits: Fate's Favored and does it make sense to grab Gifted Adept (Frostbite) if feat is as below?

- Feats: Rime Spell

- Spells of choice would be Shield and Frostbite

- Weapon and Armor: Most likely Scimitar + Lamellar Studded Leather to start with

This is just my initial plan. Is it decent to start with? Am I beginning already fundamenally wrong somewhere? I have alot of follow up questions - is there a problem if I want to take Power Attack along the way? What about Combat Reflexes? Can I play the Magus under a logic of a Reach combatant? Etc, etc. But let's take things one at a time :D

Cheers, and thanks for any possible advice.

Hi everyone,

I am playing in a 'hard' game (along the lines of RA or Slumbering Tsar), and my current group is composed of an Unbreakable Fighter (along the Bodyguard, Combat Reflexes line), a White Mage Arcanist, and a Zen Archer.

This is the result of a split up brought about by some really unusual turn of events, through which my main character (Warpriest), our main healer (Priest of Sarenrae), and our Rogue got 'separated' from the rest of the group (not going into much detail here).

That being said, I would like to fulfill the group's need for some added melee punch, divine power and scouting ability (fact is our Zen Archer is a previous player, now being played by the GM :D) - and I thought the Sacred Huntsmaster Inquisitor (even though not a full fledged divine caster) could pose a good option. Here is what I have so far:


Half-orc brawler (wild child) 1/inquisitor (sacred huntsmaster) of Gorum 5 (Pathfinder RPG Advanced Class Guide 23, 89, 99, Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +12
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 47 (6 HD; 5d8+1d10+12)
Fort +9, Ref +8, Will +8
Defensive Abilities sacred tattoo[APG]
Speed 30 ft.
Melee +1 cold iron greatsword +8 (2d6+14/19-20) or
. . unarmed strike +7 (1d6+9)
Ranged composite longbow +7 (1d8+4/×3)
Special Attacks bane (5 rounds/day), martial flexibility 4/day
Inquisitor Spell-Like Abilities (CL 5th; concentration +7)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor (Sacred Huntsmaster) Spells Known (CL 5th; concentration +7)
. . Domain Heresy inquisition[UM]
Str 20, Dex 16, Con 12, Int 12, Wis 14, Cha 9
Base Atk +4; CMB +7; CMD 22
Feats Combat Expertise, Improved Unarmed Strike, Pack Flanking[ACG], Power Attack, Toughness
Traits fate's favored, trap finder
Skills Bluff +8, Disable Device +14, Intimidate +16, Knowledge (religion) +5, Perception +12, Sense Motive +14, Stealth +12, Survival +11; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Orc
SQ animal companion (leopard named Animal Companion), animal focus (5 minutes/day), animal focuses (bear[ACG], bull[ACG], falcon[ACG], owl[ACG]), blessed infiltration, brawler's cunning, hunter tactics, martial training, monster lore +3, orc blood, stern gaze +2, track +2
Other Gear +1 mithral agile breastplate[APG], +1 cold iron greatsword, composite longbow (+4 Str), belt of giant strength +2, ioun stone, dark blue, cracked, ioun stone, deep red sphere, cracked, masterwork thieves' tools
Special Abilities
Animal Companion (animal companion (leopard named Lagash)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Focus (5 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Blessed Infiltration (2/day) (Ex) Roll twice for Bluff, Diplomacy, or Stealth check and take higher result.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor (Sacred Huntsmaster) Domain (Heresy Inquisition)
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Track +2 Add the listed bonus to Survival checks made to track.

And Lagash the Leopard:


Lagash CR –
N Medium animal
Init +5; Senses low-light vision, scent; Perception +6
AC 22, touch 15, flat-footed 17 (+2 armor, +5 Dex, +5 natural)
hp 51 (6d8+18)
Fort +8, Ref +10, Will +3 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
Speed 50 ft.; sprint
Melee bite +7 (1d6+8), 2 claws +7 (1d3+8)
Str 18, Dex 21, Con 16, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +6; CMD 23 (27 vs. trip)
Feats Light Armor Proficiency, Pack Flanking[ACG], Power Attack, Weapon Finesse
Skills Acrobatics +5 (+13 to jump), Perception +6, Stealth +12 (+16 in undergrowth); Racial Modifiers +4 Stealth in undergrowth
SQ animal focus, devotion
Other Gear leather armor
Special Abilities
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Trip (Ex) You can make a trip attempt on a successful attack.

Now... I am unsure about a lot of things, but before I start shooting away, I would like to have you guys input on Feats, and on the animal companion set up for starters. Do they seem like they can be up to the task I described (mainly the number of AC skill points makes me want to cry)?

Thank you in advance for any advice.

And I would obviously like some advice/input on it ;)

The base idea is a whirling Dervish of Doom (Dawn), shining the light of Sarenrae wherever she goes (and she will be going to a VERY dark place believe me) - since the game is Gestalt, I decided to go Bard/Paladin as the Core, because Paladins are a bomb and because I think Bards complement them VERY nicely as far as skills and spells go. I also decided to go mainly melee (though not exclusively) because well... Scimitar and style :D

The character comes in at level 5, so I have:

Classes side ONE of Gestalt: Bard (Dervish of Dawn) 5
Classes side TWO of Gestalt: Paladin (Oath of Vengeance) 2 / Monk(UC Master of Many Styles) 1 / Fighter 1 / Cleric (Crusader) 1

Already I sense she is all over the place, but please bear with me for a few more seconds - I will try to explain this mess :D

#1: She is going to be running around swinging her scimitar like there is no tomorrow, and is basically a melee character, so I would like to have the following feat chassis running at level 5:

-- Feats --

Lvl1 (Bard1/Paladin1): Fey Foundling
Lvl2 (Bard2/Paladin1,Cleric1): Weapon focus (Scimitar)
Lvl3 (Bard3/Paladin2,Cleric1): Dodge
Lvl4 (Bard4/Paladin2,Cleric1,Monk1): Crane Style
Lvl5 (Bard4/Paladin2,Cleric1,Monk1,Fighter1): Power Attack (Fighter Bonus) + Crusader Flurry

I am on the fence on a LOT of things, namely:

- The plan is to be Paladin from here onwards (though I may consider another level of monk for Crane Wing for example, or of Fighter for another feat), but still it kinda feels I already went too many places with my first five levels. What do you think?
- Power Attack vs. Arcane Strike (or none of them)
- Is Crane Style/Wing actually worth it after all the nerfs? The way I see it, it allows me a faster progression than Combat Expertise in pumping my AC, which brings me to the next point;
- How good is Crusader Flurry here actually? For this character it means an additional attack at the cost of not being able to wear any armor. If I simply dropped it, I could be packing an Agile Mithril Breastplate right off the bat...


We are using Automatic Progression, and she has 5k gold to spend. Stats are generated with fixed array 16,15,14,13,12,11, so at level 5 Gestalt, as an Azata blooded aasimar, the character wades in at:

STR 13, DEX 16, CON 14, INT 11, WIS 16, CHA 16

AC: 22 = 10 + 3[Dex] + 3[Wis] + 1[Dodge] + 1[Armor attunement +1 (maybe clothes or bracers?)]+ 1[Deflection +1] + 3[Fighting Defensively w/ Crane Style]

-- Important Note --
Mage armor (I could get a wand of level 2) would take this to AC26, OR Bracers of Protection +2 could take this to AC24 - I'm not really sure which route to take here...

To Hit: +6/+6 +5[BAB] +3[Dex] +1[Weapon attunement +1] +1[Weapon Focus] -2[Fighting Defensively] -2[Power Attack]

Damage: +8 +3[Dex] +4[Power Attack] +1[Weapon Attunement +1]

-- Important Note --
Inspire Courage (available 15 rounds/day) pushes this up respectably to +8/+8 to hit and +12 to damage.


There are still several considerations regarding traits, spells, etc. But I wanted to hear your opinion on what I have so far, in regards to dealing decent damage, having great defenses overall (AC, defensive spells and Saves), and being versatile as far as Skills go (thanks to the Bard side). And also if she could be put into practice in another, better way.

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Hi everyone,

I've read some tidbits about such type of character here and there, but didn't really find much information on it (Admittedly, I haven't been at my best for some time now, so maybe I am looking in the wrong places).

I am planning on playing in a 'hard' game at level 14, and the group is REALLY looking for a ranged damage dealer (like a Zen Archer, or Paladin Archer, along those lines) - I like archers, I have played archer Bards, Zen monks, Rangers, etc, and was dabbling with the possibility of going Inquisitor, Warpriest and/or Paladin (they can all make beast archers I agree), but this time would like to do something different, so I remembered this option.

Could someone point me in the right direction for me to dig further into it, or offer any build advices? Is such a character viable at level 14? Anyone has experience with it?

Group is made of a Fighter, Cleric and Wizard btw.

Any feedback would be most welcome.


Hello everyone,

I wanted to ask your assistance in putting together a character for Skulls and Shackles, based on 15pt buy Gestalt build.

For this game I was thinking of putting in play the Oradin build, adapted to Gestalt, and on a Dex based chassis - I never played past level one in any Skulls and Shackles game, but I don't feel like wearing heavy armor :D

That being said, I was planning to go with the below:

Rakshasa-spawn Tiefling (+2 to Dex and Charisma, -2 to Wis)
STR 13
DEX 14+2
CON 14
INT 12
WIS 10-2
CHA 12+2

The leveling plan and its reasons would be:

==Level 1 Gestalt==
Bard (Dawnflower Dervish) + Oracle (Life)
Feat Fey Foundling
Revelation Channel
- The reasoning here is simply to pack up everything together and be able to fight based off Dex, and heal from the get go. Apart from the fact that I love bards, I can be fighting efficiently from level 1 (I am not expected to frontline), healing reasonably with Channel Revelation and Oracle spells, and also rack up a large amount of class skills.

==Level 2 Gestalt==
Bard (Dawnflower Dervish) or Paladin (Hospitaler) + Oracle (Life)
- This one here has got me hesitating a lot. On the one hand, taking a second level in Bard, would allow me Versatile Performance (which will help with the fact that my skill amount overall from here onwards will suck) but on the other, taking a Paladin level would get me on the expected path of the Oradin right away. I'm not sure which is the best option

==Level 3 Gestalt==
Paladin (Hospitaler) + Oracle (Life)
Feat Power Attack or Arcane Strike
Revelation Life Link
- Ok, now we are in the Oradin path for sure, and I think all the expected levels will be like these from here onwards (I had pondered pushing Bard to level 4 for Mirror Image somewhere later in my career, but it is probably not worth it). I'm in doubt on the feat choice, even though I think I can eat the penalty from Power Attack by now.

Level 5 Feat: Arcane Strike or Power Attack (whichever I did not take at level 3)
Level 7 Feat: Probably Extra Lay on Hands
Level 9 Feat: Probably Greater Mercy

So.... What is your overall opinion on this one? Sounds functional and capable enough? Am I overlooking something basic (possibly, since I am no gestalt expert)? Is the Bard dip on the Paladin side worth it?

Any feedback is welcome, and thanks!

Hi guys,

I never built an Alchemist before, so I was looking for advice on how to go about getting it done from scratch. In this particular case the plan would be to mainly play the Scout/Intel gathering role, and also contribute efficiently to combat - I'm not picky here, it could be done either through physical prowess, or ranged, or bombs (I am actually quite curious about bombs to be honest :D).

I have looked at a couple of guides, and there is a LOT of information, which ends up getting me kinda lost, so I would want to start simple - Archetypes - Trap Breaker seems like the obvious choice?

Thank you in advance for helping me along the right path.

Hello everyone,

I'm crunching a character at level 8 (25pt buy) - the game will be centered around the Razor Coast and all it entails (sea, jungle, you name it), and I was planning on going with a jungle themed character along the lines of a quick skirmisher running through the woods with his animal companion in toe.

I am aware there are several ways to do this (from the good old ranger build, to the Sacred Huntsmaster Inquisitor, etc) - this time around I think I want to try my hand at the Hunter though, and wanted to have some advice on the character progress thus far.


Half-orc hunter 8 (Pathfinder RPG Advanced Class Guide 26)
NG Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +13
AC 24, touch 16, flat-footed 19 (+8 armor, +1 deflection, +5 Dex)
hp 63 (8d8+20)
Fort +12, Ref +16, Will +10
Speed 30 ft.
Melee greatsword +8/+3 (2d6+3/19-20)
Ranged +2 adaptive darkwood composite longbow +11/+11/+6 (1d8+9/×3)
Hunter Spells Known (CL 8th; concentration +10)
. . 3rd (2/day)—summon nature's ally III
. . 2nd (5/day)—summon nature's ally II
. . 1st (5/day)—summon nature's ally I
Str 14, Dex 22, Con 14, Int 12, Wis 14, Cha 8
Base Atk +6; CMB +8; CMD 25
Feats Coordinated Shot[ACG], Deadly Aim, Enfilading Fire[UC], Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot
Traits fate's favored
Skills Handle Animal +10, Intimidate +1, Perception +13, Stealth +16, Survival +13; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ animal companion (tiger named Animal Companion), animal focus (8 minutes/day, double), bonus trick (1), hunter tactics, improved empathic link, nature training, orc blood, swift tracker, track +4, wild empathy +7, woodland stride
Other Gear +2 mithral agile breastplate[APG], +2 adaptive darkwood composite longbow (+2 Str), greatsword, belt of incredible dexterity +2, cloak of resistance +2, ring of protection +1, 150 gp
Special Abilities
Animal Companion (animal companion (tiger named Lagash)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bonus Trick (Ex) Animal companion gains an extra trick.
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Enfilading Fire +2 to ranged att vs. a foe flanked by an ally with this feat.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Animal Focus (8 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.


Lagash the CAT:

N Large animal
Init +4; Senses low-light vision, scent; Perception +6
AC 24, touch 13, flat-footed 20 (+4 armor, +4 Dex, +7 natural, -1 size)
hp 63 (7d8+25)
Fort +8, Ref +9, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
Speed 40 ft.
Melee bite +8 (1d8+10 plus grab), 2 claws +8 (1d6+10 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +8, 1d6+10 plus grab)
Str 23, Dex 18, Con 17, Int 2, Wis 15, Cha 10
Base Atk +5; CMB +10 (+14 grapple); CMD 26 (30 vs. trip)
Feats Coordinated Shot[ACG], Enfilading Fire[UC], Light Armor Proficiency, Power Attack, Skill Focus (Stealth), Narrow Frame
Skills Acrobatics +4 (+8 to jump), Perception +6, Stealth +12
SQ animal focus, devotion, woodland stride
Other Gear +1 studded leather
Special Abilities
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Enfilading Fire +2 to ranged att vs. a foe flanked by an ally with this feat.
Evasion (Ex) No damage on successful reflex save.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Second Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Woodland Stride (Ex) Move through undergrowth at normal speed.

I know Herolab format is not the best to showcase a character, but it is practical to copy and paste :P

In any case if it sucks too much let me know and I'll format it differently.

Overall I wanted to ask opinions on the character build as a whole, but I do have some specific requests, namely:

- Assistance/suggestions with spells selection;
- Assistance/opinion on Teamwork Feats selection
- If the character looks 'solid' (I am missing a trait)
- If the pet looks 'solid' - I am hesitating a lot since I would like to have a flying pet, like a Roc. But the cat seems so much nastier :D
- Skill suggestions as the list is still missing about 24 points
- One question - is the pet constantly affected by an Animal Focus? That seems so brutal :D
- Any other feedback is obviously welcome ;)

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I know this is a post that's probably going to get a lot of pummeling, and feedback like 'You build a Slayer' or 'You go Cleric, summon archons and buff them' or 'You go Barbarian', but... Some relevant changes have come about for fighters (maybe not world shaking changes, but still Advanced Weapon and Armor Training, I'm looking at you) and more options are now on the table I believe.

So, how DO you build a fighter nowadays? I'm thinking your average, run of the mill fighter that picks up whatever weapon (even if a broken chair's leg), and goes to town beating the bad guys with it, while doing a good job at staying alive, and keeping his team alive?

Or are Fighters still not 'worth' building?

Please be gentle - Fighters are my favorite class of all times - I can't really put my finger on why that is exactly (most likely because I'm from the old days when 'Elf' was actually a class), but the truth of it is that I am :D

I've been through this cunundrum before, and the forum advice has always been solid. Also, I think I am suffering from a 'too many options' paralysis of sort, so I am looking for ideas.

My group is tackling a hard as heck dungeon crawl and we're starting at level 4 - team is built out of two Arcanists (one more blasty and another more supporty as a White Mage), a Fighter going along the Bodyguard route, a Psychic, an Unchained Rogue, and me.

I started out playing a Paladin, for which I got some very good advice right here on the boards, but she was completely mauled over big time. I think she was as solidly built as she could be, but really there was no chance she could have survived that encounter, focused as she was.

Anyways, I now am at a crossroads:

- I didn't actually get to play my Paladin. There was one fight and BOOM! DEAD!
- Neither the GM nor the group are opposed to me building another Paladin again. Heck, I could even build her exactly like the last one (as a proof of concept of sorts), though... It feels kinda funky bringing in 'the same character with a different name', and also kinda defeats the purpose of character death, doesn't it?
- On the other hand, the fight and ensuing small amount of downtime really evidenced some of the group's shortcomings;
- Healing power is lacking - no once can reliably use a wand of CLW (except for the now dead Paladin). At least three of the groups' members have UMD, but sitting at +6, +7 and +8
- There is absolutely no way of addressing condition removal at this point
- For the time being the group is not buff enough to whitstand a serious fight without at least a small dose of combat healing. As an example, last fight my Paladin was Protected from Evil, using LoH on herself almost every round, taking some decent heals from our White Mage, and still she went down. Ok, again, last fight was not the best example, but still...
- And last fight was actually not too bad in the fact the bad guys focused the 'tanks' - had they not done that, and more deaths would have occurred, because the group is kinda fragile

Based on all this, I am looking at building a character which:

- Can be consistently on the frontline (good AC and HP, layered defenses, etc);
- Packs some decent divine power (healing and removal);
- Hits hard, or at least hits hard in a way that will still be meaningful as he levels up;
- This time around, and for a change I am not obsessed about skills, so let's say 3 skill points per level :D

I have gone back and forth between a couple of ideas, but can't seem to make up my mind:

- Back to Paladin - only thing apparently lacking is healing power, though since she can heal herself quite competently, it mitigates some of the problem. Condition removal is... I'm not sure. Mercies will help, but not as needed I guess. Disease, stat loss...
- Warpriest - tough, hits like a ton of bricks, HPs are not as impressive as a d10 class though that shouldn't be an issue. He's like a wrecking ball of destruction as levels pile on (I would probably play a 'standard' Warpriest since I am not that knowlegeable about the class), and can try for some crowd control with trip builds and such with the bonus feats. What I fear may be sorely lacking is the healing part;
- Cleric - I think if I built him correctly (perhaps an Evangelist? a Crusader?), he could play most of the parts above? I do prefer the Warpriest action economy, but Cleric has more spells and more spell levels. Heck, would it be acceptable to dip Warpriest for the Heavy Armor Proficiency and some other (small) goodies, and take it from there?
- Oracle - there are so many ways to build one of these it is just crazy :D I have thought of Spirit Guide Battle Oracle (Life Spirit) and Spirit Guide Life Orcale (Battle Spirit), Elven Ancient Lorekeeper for the Arcane spells like Mirror Image and Shield, Warsighted for the Feat Flexibility... Oh my...
- Inquisitor - I played the class once and LOVED it. I'm concerned about the AC (since Feats do not abound), but again, a Warpriest dip..?
- Druid - I have the feeling it could be a reasonable fit. I just plain don't know how to build one :P

So, as you can see, I CLEARLY need help! Any feedback/opinions/advice would be welcome for a 25 pt buy :D

Hi everyone,

I read a lot of stuff on the Sacred Fist and how it got the 'nerf bat' just some time ago.

I am about to join a game at level 4 (25 pt buy), bringing a replacement character for my paladin that met with an unfortunate demise.

Our last encounter has brought to light some group needs - some frontline 'beefiness' and healing (even out of combat healing) so I wanted to address those two main issues, and was thinking about building a Warpriest focused on unarmed combat. That being said, there are a few mechanical aspects I am not 100% sure I have grasped, so wanted to ask you all if the build below makes any sense:

Half-Orc (with Sacred Tatoo racial) Warpriest (no archetype)
Traits: Fate's Favored, ???
S:15+2+1 D:14 C:14 I:14 W:14 Ch:8 (stats at level 4)
HP: 35
AC: 21 = 10 + 7[+1 Breastplate] + 2[DEX] + 2[Shield]

L1 Monk: Combat Reflexes, Toughness
L2 Warpriest
L3 Warpriest: Power Attack
L4 Warpriest: Dragon Style

Notable Items: Amulet of Might Fists +1

This is where the character would start. The monk level is there for saves, feats and, if I understand correctly, to qualify him for Crusader's Flurry (Unarmed) at level 5. On to some questions:

- Am I correct in assuming that, with Crusader Flurry I can flurry even with armor on? And for that matter, also use a shield?
- At this level, he would be packing (without buffs, only Dragon Style and PA on) a single attack per round at +7 to hit, and d6+4+2[Dragon Style]+2[PA]+1[AoMF]= d6+9. Does this looke decent? And also, am I doing the math correctly?
- Am I taking Power Attack too soon, and could swap it out perhaps with someting else more useful at this point (perhaps with Dragon Style for now, Crusader's Flurry at 5, and Dragon Ferocity at 7, I'm doing well enough even without PA)?

I'll stop with the questions for now, and ask you all what you think about the above?

Thanks in advance.

Hello everyone,

I have never played a Magus, so would like to have some input on whether the build below is 'correctly' built as a baseline for a Magus.

I need assistance with the general build (gear, feats, etc), but also with some specifics, namely:

- Which Hex to chose?
- I am about 1500 gold above the WBL...
- Spell selection
- Second trait choice

Will be grateful for any insight :D



Male half-orc magus (hexcrafter) 7 (Pathfinder RPG Ultimate Magic 9, 48)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +0
AC 23, touch 15, flat-footed 20 (+7 armor, +2 Dex, +1 dodge, +2 luck, +1 natural)
hp 52 (7d8+14)
Fort +10, Ref +7, Will +8
Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron longsword +9 (1d8+14/19-20) or
. . mwk cold iron bardiche +9 (1d10+13/19-20) or
. . mwk silver morningstar +9 (1d8+9)
Special Attacks arcane pool (+2, 8 points), hex arcana (flamboyant arcana, flight[APG]), opportune parry and riposte, spell combat, spellstrike
Magus Spell-Like Abilities (CL 7th; concentration +11)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 7th; concentration +11)
. . 3rd—haste, vampiric touch
. . 2nd—blur, mirror image
. . 1st—frostbite[UM], shield, shocking grasp
Str 20, Dex 14, Con 14, Int 18, Wis 10, Cha 8
Base Atk +5; CMB +8; CMD 26
Feats Combat Reflexes, Dodge, Mobility, Power Attack, Rime Spell[UM]
Traits fate's favored
Skills Acrobatics -1 (-5 to jump), Climb +6, Fly +9, Intimidate +11, Knowledge (arcana) +13, Knowledge (planes) +13, Spellcraft +14, Swim +10, Use Magic Device +9; Racial Modifiers +2 Intimidate, derring-do
Languages Abyssal, Celestial, Common, Draconic, Goblin, Orc
SQ hex arcana, hex magus, knowledge pool, medium armor, orc blood
Combat Gear jingasa of the fortunate soldier[UE]; Other Gear +1 breastplate, +1 cold iron longsword, mwk cold iron bardiche[APG], mwk silver morningstar, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, headband of vast intelligence +2
Special Abilities
Arcane Pool +2 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deed: Derring-Do (+2 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Flamboyant Arcana (Ex) Gain a selection of deeds, and can use arcane pool in place of panache for them.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Hello everyone,

I am looking for specific advice on my Paladin build - we're gonna be put through some nasty piece of dungeon delving (not gonna add any more details because I really don't want any spoilers), and I'm kinda debating if this girl will be tough enough, and well prepared enough.

We rolled for stats, and I got a mind blowing set: 18, 16, 14, 14, 13, 12.

Characters are built at level 4 with WBL (6000gp), and I'm hesitant in some of my choices - mainly gear, and that dip in Oracle (done because of a minor fluff reason, but more because of the Nature's Whispers revelation, and adding Charisma to AC and CMD, even though I don't think I can fit a Mithril Breastplate in there right off the bat). Also... I get the feeling my AC is too low.

Character is below, and any opinions are welcome.


Female kyton-spawn tiefling oracle 1/paladin (oath of vengeance) 3 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 60)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +0
Aura courage (10 ft.)
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 39 (4 HD; 1d8+3d10+12)
Fort +11, Ref +8, Will +10; +2 vs. death
Immune disease, fear; Resist cold 5, electricity 5, fire 5
Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +7 (2d6+10/19-20) or
. . cold iron morningstar +6 (1d8+6) or
. . mwk cold iron longsword +7 (1d8+6/19-20) or
. . silver light mace +6 (1d6+6)
Ranged sling +5 (1d4+4)
Special Attacks smite evil 1/day (+4 attack and AC, +3 damage)
Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—web (DC 16)
Paladin Spell-Like Abilities (CL 3rd; concentration +7)
. . At will—detect evil
Oracle Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—cure light wounds, divine favor, protection from evil
. . 0 (at will)—detect magic, guidance, light, purify food and drink (DC 14)
. . Mystery Nature
Str 18, Dex 14, Con 16, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +6; CMD 21
Feats Fey Foundling[ISWG], Power Attack
Traits dangerously curious, fate's favored
Skills Acrobatics -1 (-5 to jump), Diplomacy +8, Escape Artist +1, Heal +9, Intimidate +10, Knowledge (dungeoneering) +3, Knowledge (religion) +9, Use Magic Device +12; Racial Modifiers +2 Escape Artist, +2 Intimidate
Languages Abyssal, Common, Draconic, Infernal
SQ lay on hands 5/day (1d6), mercy (sickened), oracle's curse (legalistic), revelation (nature's whispers), tiefling paladin, vow to self
Combat Gear potion of touch of the sea, wand of cure light wounds (25 charges), air crystal, antiplague[APG], bladeguard[APG], healer's kit, vermin repellent[UE] (2); Other Gear +1 breastplate, heavy wooden shield, +1 greatsword, cold iron morningstar, mwk cold iron longsword, silver light mace, sling, sling bullets (20), cloak of resistance +1, bandolier[UE], crowbar, masterwork backpack[APG], silk rope (50 ft.), smoked goggles[APG], trail rations (10), waterskin, 39 gp, 5 sp
Special Abilities
+3 when using Lay on hands for yourself. Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fey Foundling Magical healing works better on you
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +4 to hit, +3 to damage, +4 deflection bonus to AC when used.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.

Hello everyone, below what I have got so far.

Please take note he is statted with Divine Favor, Magic Vestment, and Greater Magic Weapon running.

What I am looking for is general advice on the build itself - I have never played a Warpriest, but will now join a game of Rise of the Runelords starting at level 11 (and I believe... book 4?), and think this one may fit what the group needs.

By the way, we have:

- An Evoker
- A Ranger/Sorcerer/Arcane Archer
- An Inquisitor

Will this guy be able to withstand the frontline, and still provide some (much needed) divine support for the group?

Also, I am at a loss regarding what deity to chose...

Thank you for any possible feedback.

Half-Orc Warpriest:

Male half-orc warpriest of Arqueros 11 (Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +2
AC 30, touch 17, flat-footed 27 (+11 armor, +2 deflection, +2 Dex, +1 dodge, +2 luck, +2 natural)
hp 96 (11d8+38)
Fort +14, Ref +9, Will +13
Defensive Abilities sacred armor (+2, 11 minutes/day)
Speed 30 ft. (20 ft. in armor)
Melee +2 adamantine bardiche +16/+11 (1d10+21/19-20)
Special Attacks blessings 8/day, channel positive energy 3/day (DC 16, 4d6), fervor 7/day (4d6), sacred weapon (+2 1d10, 11 rounds/day)
Warpriest Spells Prepared (CL 11th; concentration +13)
. . 4th—blessing of fervor[APG] (DC 16), greater magic weapon
. . 3rd—magic vestment
. . 2nd—bull's strength
. . 1st—divine favor (3)
Str 21, Dex 14, Con 16, Int 14, Wis 14, Cha 8
Base Atk +8; CMB +14 (+20 trip); CMD 31 (33 vs. trip)
Feats Combat Expertise, Combat Reflexes, Dodge, Felling Smash[UC], Fury’s Fall, Greater Trip, Improved Trip, Mobility, Paired Opportunists[APG], Power Attack, Weapon Focus (bardiche)
Traits dangerously curious, fate's favored
Skills Acrobatics -1 (-5 to jump), Climb +6, Intimidate +15, Knowledge (religion) +15, Sense Motive +14, Survival +7, Use Magic Device +14; Racial Modifiers +2 Intimidate
Languages Common, Giant, Goblin, Orc
SQ blessings (good: battle companion, holy strike, protection: aura of protection, increased defense), orc blood
Combat Gear extend metamagic rod, jingasa of the fortunate soldier[UE], potion of fly, wand of enlarge person (50 charges), wand of mirror image (50 charges), wand of shield (50 charges); Other Gear +2 mithral full plate, +2 adamantine bardiche[APG], amulet of natural armor +2, belt of physical might +2 (Str, Con), boots of speed, cloak of resistance +2, ring of protection +2, 150 gp
Special Abilities
Blessings (8/day) (Su) Pool of power used to activate Blessing abilities.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Felling Smash Trip a foe when you make a power attack
Fervor (4d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Trip You don't provoke attacks of opportunity when tripping.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sacred Armor +2 (11 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +2 (11 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 4d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

I'm playing in a Rise of Runelords game starting at level 11, and I believe start of book 4. My group is made up by a Ranger/Sorcerer/Arcane Archer, an Inquisitor, and an Evoker.

We are definitely needing some frontline beef, and added divine support, so I've pulled up this guy, but I'm not sure if he is beef enough for first line, and if he will dish enough damage to be focused on - here's what he looks like with Divine Favor, Shield and Magic Vestment (cast in the morning) running. Combat Expertise can push his AC to 32.

Garrosh, the Shaman:

Half-orc shaman 11
CG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +3
AC 29, touch 14, flat-footed 29 (+11 armor, +2 deflection, +2 luck, +4 shield)
hp 99 (11d8+41)
Fort +10, Ref +7, Will +14
Speed 30 ft. (20 ft. in armor)
Melee +3 adamantine longspear +16/+11 (1d8+22/×3)
Special Attacks hexes (eyes of battle, fetish, flight[APG], secret), wandering hex (arcane enlightenment)
Shaman Spell-Like Abilities (CL 11th; concentration +14)
. . At will—feather fall (self only)
Shaman Spells Prepared (CL 11th; concentration +14)
. . 6th—; mass bull's strength[S] or mass owl's wisdom[S]
. . 5th—; contact other plane[S] or righteous might[S]
. . 4th—; legend lore[S] or wall of fire[S]
. . 3rd—; locate object[S] or magic vestment[S]
. . 2nd—; fog cloud[S] or tongues[S]
. . S spirit magic spell; Spirit Battle Wandering Spirit Lore
Str 20, Dex 10, Con 16, Int 14, Wis 16, Cha 16
Base Atk +8; CMB +14; CMD 28
Feats Combat Expertise, Craft Wondrous Item, Furious Focus[APG], Heavy Armor Proficiency, Power Attack, Quicken Spell
Traits dangerously curious, fate's favored
Skills Acrobatics -5 (-9 to jump), Diplomacy +17, Fly +9, Heal +13, Intimidate +5, Knowledge (nature) +15, Spellcraft +10 (+14 to identify magic items), Survival +17, Swim +4, Use Magic Device +18; Racial Modifiers +2 Intimidate
Languages Common, Giant, Goblin, Orc
SQ battle spirit, enemies’ bane, monstrous insight, orc blood, spirit animal
Combat Gear extend metamagic rod, jingasa of the fortunate soldier[UE]; Other Gear +2 full plate, +3 adamantine longspear, belt of physical might +2 (Str, Con), cloak of resistance +2, headband of mental prowess +2 (Wis, Cha), ring of protection +2, 150 gp
Special Abilities
Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Battle Spirit +2 (6 rounds/day) (Su) As a standard action, allies in 30 ft gain bonus to attack and damage.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enemies’ Bane (6/day) (Su) As a swift action, grant one weapon bane ability of choice for 1 min. Stacks with normal bane.
Eyes of Battle (11/day) (Su) As a swift action, +10 perception to pinpoint invisible for 1 rd or ignore cover on next att.
Fetish (Ex) +4 bonus to Spellcraft to identify magic items.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Monstrous Insight (6/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal If spirit animal is slain, cannot use spirit magic or prepare new spells.

Spells are not fully selected, but bottom line I am trying to go for a Divine chassis (with all round access to cure and removal spells) that can tank, adding a sprinkle of a few choice arcane spells to add exactly in that role. I hesitated a lot between this crunch and an Elven Ancient Lorekeeper Oracle, but in the end this guy seems to pack much better saves.

What do you think? Will he be able to carry out what is expected?

Hello everyone - my alias shows what I have thus far at level 1 for a Kingmaker game.

If you take a short look at his background, you'll note the sergeant attitude and disposition, accompanied by a callous and cynical view of life, faith, higher principles, etc. That is exactly why I like the idea of Reknar for a Kingmaker game :D

Just an added note: I have participated in Kingmaker games before [even though with different characters], but they never even took off the ground, so please no spoilers.

That aside, my plan would be to make him a Battle Herald, as I think it fits the concept in more than one way. I had look at other possibilities, like straight Bard or Cavalier, or even Ranger focusing on his companions as the bond, instead of an animal companion. But in the end, Battle Herald does feel like a better fit.

I don't really want to be a full out jack-of-all-trades without actually mastering anything, so that is why I am looking for advice from others that may have played Battle Heralds before, or simply know more about this specific prestige class than I do.

In addition, I am aware there are better options to enter the Prestige Class (Brawler seems like it would be the most obvious choice for Reknar), but then again, and as the title implies, this is Core + APG only (and a few other books and APs), so no Brawler (or even Sensei I believe) for me.

Bottom line, what I am looking for is advice on:

- Have others played Battle Heralds? Do they work out as martial commanders?
- The game should play out to level 20, so is there any advice on builds and how to make the best out of the prestige class (cutoff levels for example, feats, level progression, etc)?
- Would you put forth an alternative class/mix of classes for a melee, martially inclined sergeant type of character?
- Specifically, I am planning on starting as Bard because it allows me Inspire Courage off the bat, and since I cannot fathom existence without skills am also aiming to quickly grabbing Versatile Performance (Oratory) - would you say that is a mistake?
- Even more specific, what sort of Teamwork feats would you recommend (I am aware this is group dependent, but since I am most likely only getting Cavalier at level 3, I have some time to mull it over and trim down any suggestions offered to what may fit us best);

Apart from the above, any feedback/critique/suggestions are welcome.


Ok, so here I go again on my quest for the best rounded martial character I can be.

My last thread about playing a scout/tank/arcane melee brought up divine casting classes as a base lots of times.

I dug around, and found that shamans and oracles have ways to access a limited selection of Arcane spells (I'm thinking Elven Ancient Lorekeeper, though I am more inclined to the Shaman with a Lore wandering Spirit, or even more so the Spirit Guide oracle archetype).

So yeah, I'm wanting the best of both worlds :P

Since I am waiting for a connection flight right now, and posting from my phone, I can't really go into massive details about what I have sketched so far but I can say that it seems to me that the Spirit Guide oracle archetype seems less MAD than the shaman, and more versatile than the Ancient Lorekeeper, since he can change the arcane spell selection every morning?

One thing I am in doubt if going that way though, is the Mistery selection. Seems Battle is the obvious one?

Hello everyone,

I'm about to take on a Mummy Mask game (no spoilers please), and even though it is not definitely set in stone, it would seem I will be sort of accumulating the 'tank' (I am aware this is not an MMO) and scout/roguish roles.

That being said, and given my propensity to think that even strongly martial characters should pack at least some arcane power, mainly defensive and utility spells, I admit that the 'caster' in the title above is my own addition :D

Lately I've been getting more and more inclined to play martial characters who use spells with the best action economy (I'd say Magus, Bloodrager and Warpriest? I'd love to come up with an half decent reason to take Potion Glutton, adding Investigator and Alchemist to the list, but I don't really think I will manage...).

In fact, I was strongly inclined to play a Bloodrager build I really dig (Primalist/Spelleater), but I want to have a go at this.

I'll just let you all know I am sitting on a pretty good stat block to start off - 18, 18, 14, 12, 11, 9 aaaaand... Brace yourselves... We're getting 2(two) stat points per level :P

We're starting at level 1 of course.


So... my first, and immediate idea, and even without knowing if it is efficiently feasible as melee, was to go Investigator (probably Empiricist) or Bard, not sure if a Dex or Str build - they have the relevant skills, the skill points to use them, arcane power and versatility, the whole nine yards. But the action economy is something I crave :D

Magus are king when it comes to fighting and casting efficiently, but their skill list makes me want to cry, as well as the amount of skill points (though with perhaps an uncanny Int stat I could offset this some) - in spite of me always tending for Str based magus (I admit I never played a Magus), I suspect Dex might be the way to go in this case, since it would assist with other roguish skills. But again, their skill list is REALLY bad. Unless I dip (start) as rogue, though that would hurt my BAB enormously.

Now Bloodragers... They are really growing on me, and for a tankish one, I find that Arcane Bloodline would be hard to beat. However, it seems to me they lack the skill set (even though having more skills than Magus), and the Stat synergy seems a little off, as they stand to gain much less from an high Int and/or Dex - am I looking at it wrong? Bloodragers seem to make more sense when they are strong, and that doesn't mesh very well with the 'roguish' skills. Could they work as a decent chassis for the character I want to play?

Side Note: I'm gonna say roguish skills are Perception, Stealth and Disable Device (I have not forgotten about Bluff, Diplomacy, Acrobatics, or even Sense Motive) - lets say we look at 'roguish' from a crypt breaking perspective :D

Warpriests are the BOMB, but what I mainly crave are some particular arcane spells (like Shield, Mirror Image, Displacement, Haste, Stoneskin, Fly, Dimension Door, etc) that I believe make a strong difference for a martial, and Warpriest has none of those. They also have an dreadfully low amount of skill points and the skill set is off (though I guess we can agree it is kinda off for all the classes above).

So, yeah... This is where I am at. I know I may be spreading myself too thin (I tend to do that), but does anyone have any advice or ideas regarding this mash up of roles?

Thank you in advance.

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Hello everyone,

I have been going back and forth for a long time now, trying to find a balance between martial and arcane that would suit my fancy.

I have built full martial classes with a single dip in wizard or sorcerer just to grant them access to wands, then proceeding in totting them around in a wrist sheath, and zapping Shield, Mirror Image, or Fly immediately before combat.

I have built full martial classes with an investment in UMD for about the same purposes, and found they offer greater versatility than the above.

I have multiclassed Investigator with Fighter, Alchemist with Fighter, Bard with Fighter (I love Fighters if you haven't noticed), Arcane Bloodragers, Skalds, and endlessly drilled the community for options regarding how to go about doing what I have in mind.

Something I have written elsewhere wrote:

My main question would be: what would be the best option to build a character that can hit as hard as a two-hander will allow (maybe throwing some reach shenanigans into the mix), but at the same time be able to buff himself in an efficient manner, mainly defensive and utility wise (I'm thinking Shield, Blur, Mirror Image, even Fly, Haste, Invisibility, etc)?

My idea is to build a martial that has an edge over what is usually expected - what I mean is, if he is exchanging hits with a bad guy with a strong to-hit, it will make a HUGE difference if a Mirror Image popped up; and if he is facing multiple opponents with low to-hit, perhaps a Shield spell would make the difference; Fly to chase a pesky flying archer, etc, etc. The versatility can be endless.

I have a couple of specific doubts regarding all this, but would really like to hear the experts opinions before I start firing away :D

So... I was actually in the middle of building a melee Investigator when I suddenly realized I had been, for some reason, dismissing all those people that suggested me to play a MAGUS. I'm not going to dismiss it anymore, as I can't really put a finger on why I was dismissing it on the first place, though I feel it was due to all Magus looking alike to me (I blame it on my lack of knowledge of the class).

I have read a lot about the class, but still I have many persisting doubts, so I thought about just starting simple, and if you would be willing to lend me a hand, progress through all of them and end up with a Magus in my hands - It may actually be exactly what I have been looking for ;)

First question: For some reason, I prefer Strength over Dexterity (actually I prefer both, as an example, my 'go-to' stat spread on a martial is 17, 14, 14, 14, 10, 8. And if on a 25 pt buy, I usually raise Wisdom to 12, and Charisma as high as possible - 11 I believe?). That being said, what are the main differences between a STR Magus and a DEX Magus?

1 person marked this as a favorite.
Current Map

The beauty of the swamp seemed to have grown on the goblin troupe - the acrid vapors, the sickening hues, and the poisonous wildlife would be something definitely appealing to any goblin troupe.

Even further, they were a victorious troupe - set out to recover the cache of wondrous fireworks, they did exactly that while in the process transforming the overall nasty witch Vorka into a fiery comet, immediately before her impact and explosion which made for an actuall nice spectacle for goblin standards.

They basked in their own glory - a whole new world of opportunities now open before them - A marriage? A fire on Grack's house? A big party? ALL of them? - the possibilities were so many they threatened to freeze them from taking any action, but no... The decision was made...

They ATE the frog, and had an amazingly good night sleep, filled with dreams of everlasting cuddling love, high piracy at sea, HUGE hats with witch motifs, and slugs.

You no take CANDLE!:

1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 9 ⇒ (1) + 9 = 10
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (17) + 5 = 22

In the morning, it almost seems as if the perpetual gray haze will lift from its grasp on the swamp, as some 'yellowish' streams of light almost filter though. Almost... Still what catches your attention, or more in particular Gurp's, is the distant, yet distinct, smell of something burnt.

What now my dearests? :D

Current Map

Go! Discuss!

Come on in you crazy, singing, madhouse goblins you.

You know who you are - come now!

Hello everyone,

I am not exceedingly familiar with the Bloodrager, Alchemist or Investigator, so I am looking for some advice.

My main question would be: what would be the best option to build a character that can hit as hard as a two-hander will allow (maybe throwing some reach shenanigans into the mix), but at the same time be able to buff himself in an efficient manner, mainly defensive and utility wise (I'm thinking Shield, Blur, Mirror Image, even Fly, Haste, Invisibility, etc)?

My idea is to build a martial that has an edge over what is usually expected - what I mean is, if he is exchanging hits with a bad guy with a strong to-hit, it will make a HUGE difference if a Mirror Image popped up; and if he is facing multiple opponents with low to-hit, perhaps a Shield spell would make the difference; Fly to chase a pesky flying archer, etc, etc. The versatility can be endless.

I have a couple of specific doubts regarding all this, but would really like to hear the experts opinions before I start firing away :D

I'll just drop one though, as far as Alchemy is concerned - I am aware that the Mutagen route is strong, because it can buff your main fighting stat sky high, whether it is Dex or Str, but I was leaning more towards making good use of Extracts, since I don't really like lowering my Wisdom - is that a wrong way to look at it?

Any feedback would be appreciated, so thanks in advance.

EDIT: I value out of combat utility a lot, so that is perhaps a point in favor of the Investigator?

Hello everyone,

I have heard a lot of good things about the gestalt between Barbarian/Scarred Witch Doctor, and Bloodrager/Scarred Witch Doctor.

I do not really have much experience with gestalt characters (even though I understand the rules and logic behind it), but I have a concept of a wildman combatant, coming down from the steppes, who commands but physical prowess, and also mystical powers, as if a champion of his tribe - and one of the gestalt mixes above seems to be a perfect fit.

I am however unsure as how to build them - namely, what would be the main differences in how those gestalts are played? Would you say one is more 'efficient' than the others? In which aspect?

I have read something somewhere about a Bloodrager feat that allows you to cast spells from another spellcaster class you possess while raging, but cannot find it anywhere - did I dream about it? :D

Last, but not least, I am kind of a sucker for skills (as some of you may already know), so I got to think if a mix between Skald/Scarred Witch Doctor would make any sense?

Thank you for any possible feedback on the (perhaps newbie) questions above ;)

Hello people,

I'm pulling a dwarven cleric out of my hat for an upcoming Rappan Athuk game - I've decided to go on flavor first, and a dwarf returning to a hole in the ground seemed like a great feel.

Apart from that, the group is heavily martial (3 melee and 1 ranged), with an additional sorcerer, so bringing some divine power into the midst seemed like a good option, as well as some buffing support.

The character creation rules are quite generous (3rd level + 25pt buy + Power Attack for free + one additional feat at first level), so it would look as if I can fit several stuff into the same character, and would like to be a mix between melee support with reach, buff, healer and summoner.

I've come up with the character below, but since I never built an Evangelist, and am also aware that dwarf is perhaps not the optimal choice (though I am determined to play him, since the idea is already in my head), I would welcome any advice on improving him.

Aggramar, the Dwarf:


Male dwarf cleric (evangelist) of Iomedae 3 (Pathfinder RPG Ultimate Combat 40)
LG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +3
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 30 (3d8+6)
Fort +5, Ref +3, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Speed 20 ft.
Melee longsword +4 (1d8+2/19-20) or
. . mwk longspear +5 (1d8+3/×3) or
. . warhammer +4 (1d8+2/×3)
Special Attacks channel positive energy 4/day (DC 14, 1d6), countersong, fascinate, hatred, inspire courage +1, sermonic performance
Domain Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—touch of glory (+3)
Cleric (Evangelist) Spells Prepared (CL 3rd; concentration +6)
. . 2nd—bless weapon[D], cure moderate wounds, summon monster II
. . 1st—[open slot], cure light wounds, divine favor, shield of faith[D]
. . 0 (at will)—create water, guidance, purify food and drink (DC 13), stabilize
. . D Domain spell; Domain Glory (Heroism subdomain)
Str 14, Dex 14, Con 15, Int 12, Wis 16, Cha 12
Base Atk +2; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Augment Summoning, Improved Initiative, Power Attack, Spell Focus (conjuration)
Traits armor expert, fate's favored
Skills Acrobatics +2 (-2 to jump), Craft (weapons) +8, Diplomacy +5, Heal +10, Knowledge (history) +5 (+7 on checks that pertain to dwarves or their enemies), Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +3 (+5 to notice unusual stonework), Perform (oratory) +5, Sense Motive +7, Spellcraft +5; Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Celestial, Common, Dwarven, Infernal
SQ public speaker, spontaneous casting
Combat Gear wand of cure light wounds (50 charges), healer's kit; Other Gear +1 chain shirt, longsword, mwk longspear, warhammer, masterwork artisan's tools, 18 gp
Special Abilities
Armor Expert -1 Armor check penalty.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bardic Performance: Fascinate (1 targets, DC 12) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Heroism)
Cleric Channel Positive Energy 1d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fate's Favored Increase luck bonuses by 1.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Public Speaker (-4 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action, 9 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Touch of Glory +3 (6/day) (Sp) Grant +3 to a CHA-based skill or ability check.


So, what do you people think? Am I making any glaring mistakes on character creation? Or is there something I am overlooking?

My main doubts at the moment are:

- Should I swap the stats around to have a different array? Perhaps pushing STR and CON to 15, to bump STR at level 4 to a 16, and CON at level 8 to 16 also, while leaving WIS at 14? Or are they good as is?
- Should I swap Improved Initiative with Combat Reflexes or Augment Summoning? Or does the feat selection look decent?
- Last but not least, I REALLY like Glory of Old - should I drop Armor Expert and get it?

Overall, any opinions are welcome - bring them on! ;)

And thanks.

Hello everyone,

I have a concept in mind that I would like to put down mechanically – in my head, this character would be a Bard (probably not Arcane Duelist because I hate losing Versatile Performance) or a Skald – some pointers regarding the concept itself:

- This is a no-nonsense, grim man, which has been through a lot in life;
- He was brought up in a harsh environment, and after becoming a teenager, he ended up murdering one of his parents that regularly imposed his violent behaviour on the family;
- He was imprisoned for it, and after the initial 2 year sentence, was given the opportunity o serve the rest of his time in the army, which he gladly took up;
- The army did little to improve his grim demeanour, but he did learn how to fight and defend himself;
- After some time, he was given a squad to lead, and even though it was a rabble squad (made of ex-prisoners, and others forced into service), they learned to depend on themselves, and rely on each other;
- He did his best to make them a team, and in spite of under equipped and usually given worse conditions than ‘regular’ soldiers, they prevailed for a long time;
- He finished his sentence, but decided to stay with them, constantly being given the worst possible assignments, and struggling with harsh words at his superior officers for better conditions;
- In the end, what was inevitable happened – he lost the whole squad, except for Lucian, a wizard that constantly had a word of counsel for the temperamental sergeant;
- They both left the army that day;
- His travels with Lucian allowed him to recover his centre and focus, and gave a chance for his arcane powers to begin manifesting themselves, under the guidance of Lucian;
- After some time he decided it was time to return home, to the place of his birth. He wants to meet those familiar faces again, see how things are faring. And also he has heard rumours of a new criminal group in town, and wants to check out just how hard they are.

So… That being said, I understand that it is perhaps a stretch for a level 1 character, but it is what I am looking at right now, and on a 20pt buy. Mechanically, how I envision the character is:

- A guy that prompts others to action, and is able to lead them if necessary;
- Someone who has gathered a smattering of knowledge about this and that, from all the experiences he has been through;
- Can take the front line, speak for himself or the others (though he may chose not too)
- Prone to lose his temper (think comic book Conan), but not necessarily control
- I plan to have his Inspire Courage (or similar ability) based on him barking orders left and right, as a sergeant would do;
- As far as combat, I envision him more as a melee guy (aiming at a possible second line tank or damage dealer, probably with a reach weapon, but perhaps able to drop the 2-handed weapon, and draw out sword and shield)
- I have pondered giving him one or two fighter levels (to shore up on the martial side), even though I am aware dipping is not usually a good option (perhaps Fighter/Lore Warden)

I have zero experience at building or playing a Skald, so after looking at it somewhat I got kinda lost in the Rage options and whatnot. I have a decent experience in playing a Ranged damage dealer bard, and can attest they can hit HARD with a couple of buffs, but have not tried the melee side of it.

What do you guys think? Would Skald or Bard fit this? And which one would do it better? Any Archetypes that would fit?

I have a sample build, but wanted to have some input on it, and even more on progression. I have nothing against multiclassing, or even dipping, but this will be an ‘organically grown’ character since level one, and in those cases I usually find I need to have some sort of coherent progression (I can always justify a dip in fighter by saying he got better at fighting, from doing it so much. But dipping, say… Wizard, is something that either has to be embedded on his background, or presented by the story – see what I mean?).

Reknar, the Sarg:

Human bard 1
CG Medium humanoid (human)
Init +2; Senses Perception +4
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 14 (1d8+6)
Fort +2, Ref +4, Will +2
Speed 30 ft.
Melee longspear +3 (1d8+4/×3)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1)
Bard Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, grease
. . 0 (at will)—detect magic, light, mending, message
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats Lingering Performance[APG], Toughness
Skills Acrobatics +4, Climb +5, Knowledge (arcana) +1, Knowledge (dungeoneering) +5, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +1, Knowledge (religion) +1, Perception +4, Perform (oratory) +6, Use Magic Device +6
Languages Common
SQ bardic knowledge +1
Other Gear lamellar (leather) armor, longspear, 85 gp
Special Abilities
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.

Current Map

It was by chance that Duncan suggested you all to visit Falcon’s Hollow – 'Me good friend Colbrin has taken up retirement there, see? I’m thinkin’ I should pay him a visit – last time he sent me a letter da boy seemed somat distressed with some sickness in da village. Guess it can’t hurt just passin’ by, can it?' – he had told you all.

The ramshackle town of Falcon’s Hollow rests perilously close to the infamous Darkmoon Vale. The jagged shadow of nearby mountains casts a shroud of gloom on the desperate souls who call this place home. Many are drawn here to make their fortune cutting a swath of darkwood lumber through the lush forests of the vale. Others journey to these remote fringes to start over, piecing together their shattered lives on the edge of an untouched wilderness far from the things of man. Persecuted zealots and outcasts flock to Falcon’s Hollow. Here, these fanatics practice their strange and often deviant rites unfettered by the mores of civilization. Still others are lured to Falcon’s Hollow by the promise of great adventure. Peril and splendor await within the accursed halls of dwarven kings of old, whose glorious civilization long ago shattered and crumbled to dust.


Actually, the place is perhaps better described as a scattered collection of several ramshackle communities rather than a single town. Enclaves of wealthy lumberlords sit comfortably on the Perch, looking down at numerous ghettos of indigents, downtrodden lumberjacks, religious zealots, and desperate settlers who in turn gaze across their fences with suspicion and distrust.

A teeming monster-fraught wilderness surrounds the hollow it is said. Danger lurks just beyond the treeline, and most of Falcon Hollow’s more canny residents realize the settlement will most likely be savaged by some horrid monstrous threat sooner rather than later. Until that day, the lumberlords do their best to snatch as much darkwood from the vale as they can. It’s only a matter of time before their heedless ravaging of the wilderness around the town draws the notice of a fierce guardian.

Meanwhile, adventurers flock to Falcon’s Hollow but most vanish into the shadows of Darkmoon Vale, never to be seen again. Even more lose their nerve after their first brush with the unholy terrors lurking in the night and end up slaving away at the cutyards or selling their swords to lumberlords who always need more unscrupulous ruffians to keep the rabble in line.

This about sums up what you know about Falcon’s Hollow – more details can be garnered regarding not only the village, but the surrounding region, but for that you will need to tell what you want to know, and I’ll let you know what to roll. GO!

Current Map

Ok guys, Discussion is open - any questions?

"I've been to better places in this world, safer places. I've been to places with prettier people, more civilized people. But you know? I've never been to a place with such a swing between safety and danger. On the one hand, you can stand within Adamas and feel that not even a second Earthfall could threaten you. On the other, you can peer into the eyes of an angry dragon within the dark tangle of Arthfell Forest and know that not even divine intervention could save you"

—Luna Aldred, Pathfinder and First Citizen of Olfden

Danger lurks in every corner, every nook and cranny, of Darkmoon Vale. Some threats are obvious—they come in the form of werewolves, kobolds, and dragons. Some threats—and these are by far the more dangerous—are normal humans, from community leaders to streetwise toughs. Hazards are not limited to the area’s living inhabitants, either. In fact, compared to the active dangers presented by much of Darkmoon Vale’s geology, its living threats might almost seem tame. Vast swaths of the low plain within the wide vale hide superheated mud and broiling hot springs beneath only an inch or two of earth, waiting to boil alive any creature unfortunate enough to make a single misstep. And, of course, standing above the entire area looms the immense volcano, Droskar’s Crag, the awakener of the region’s active geology and architect of the largest cataclysm to hit Andoran in the past millennium.

Ok people, feel free to check in any time - once everyone has dropped a line, we will proceed to the Discussion to finalize the characters, but we can get the Gameplay going all at once - GO!

Hello everyone,

I am planning on setting my long time group of players in the Pathfinder path - they are very familiar with d20 based systems, though the bunch (apart for perhaps one or two) have never been much for optimization/maximization. Nonetheless they do quickly grasp the mechanics of the game, which usually improves their characters.

That being said, I think they can handle level 3 characters without much issue (and both them and I are somewhat tired of level 1 characters anyway). Additionally I threw a 25pt build at them (with some limitations on maximum starting stats) since I want to allow them versatile characters without being overly focused on one or two stats (might happen, but it shouldn't be an issue).

Now I am looking for suggestions regarding a module to put them through - what are your opinions on this? The group usually rollplays more than roleplays, but I am not out to teach them a lesson or anything - they enjoy it, and I let them because I enjoy me some numbers also. But I want them to have roleplaying opportunities (without needing to focus the game solely, or even mostly on it - I am taking it easy with them).

I would like to GM a grim module - not necessarily one about terror, but experiences that make you go 'Damn, that's harsh!' - this is a personal preference and something I know they enjoy also, since most of us are not usually prone to create 'light-hearted' characters. I have taken a look at Feast of Ravenmoor but it is not my thing - maybe my opinion will change after we play it, but for now I am looking for something darker, like the Ravengro part of Carrion Crown for example ;)

My knowledge of Pathfinder modules is limited, so I am looking for suggestions on this one - if the module itself has suggested follow ups, even better. It opens an option, and we can take it from there if we feel like it.

Hello everyone,

I am about to embark in a game which I believe will be one of the best I have played yet, themed around the Razor Coast.

Now, I know that one can almost build any iconic character mostly by attitude and RP, but I would like to follow it up with adequate mechanics.

That being said, for me Conan is:

- Tough as nails
- Uncompromising
- Charismatic
- Brave as heck
- Agile
- Stealthy
- Strong as a MOFO
- Have never seen him any armor heavier than a chain mail
- Biased against magic (has much to do with the setting also)
- Savage

Some quote references I find are great for Conan:

- 'Rush in and die, dogs—I was a man before I was a king'
- Conan sensed their uncertainty and grinned mirthlessly and ferociously. "Who dies first?"
- "...Free my hands and I'll varnish this floor with your brains!"
- "When I cannot stand alone, it will be time to die," he mumbled, through mashed lips. "But I'd like a flagon of wine."
- Conan wheeled toward the gaping corsairs. "Well, you dogs!" he roared, "I've sent your chief to hell--what says the law of the Red Brotherhood?"

Image references:




There would be many more images and much more to say about him, but you guys catch my drift - how would you build him, assuming level 5, and why?

I'm thinking perhaps human, with a stat spread around
STR 17
DEX 14
CON 12
INT 13
WIS 10
CHA 13

Classes Fighter/Ranger with a splash of Barbarian? Our group already has a Slayer but... I still feel that one may fit the concept REALLY well?


So, first, my sample character:


Male garuda-blooded aasimar (plumekith) barbarian (urban barbarian) 1/fighter (two-handed fighter) 1/diviner 1 (Pathfinder RPG Advanced Player's Guide 108, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Combat 31)
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +8
AC 19, touch 13, flat-footed 16 (+6 armor, +2 Dex, +1 dodge)
hp 31 (3 HD; 1d6+1d10+1d12+9)
Fort +7, Ref +3, Will +4
Resist acid 5, cold 5, electricity 5
Speed 30 ft. (20 ft. in armor)
Melee earth breaker +6 (2d6+6/×3) or
. . falchion +6 (2d4+6/18-20) or
. . mwk cold iron bardiche +7 (1d10+6/19-20) or
. . scythe +6 (2d4+6/×4)
Special Attacks rage (6 rounds/day)
Spell-Like Abilities (CL 3rd; concentration +5)
. . 1/day—see invisibility
Arcane School Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—diviner's fortune (+1)
Diviner Spells Prepared (CL 1st; concentration +3)
. . 1st—alarm, ant haul[APG] (DC 13), identify
. . 0 (at will)—arcane mark, mending, message
. . Opposition Schools Enchantment, Necromancy
Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 14
Base Atk +2; CMB +6; CMD 19
Feats Alertness, Dodge, Mobility, Power Attack, Scribe Scroll, Toughness
Traits dangerously curious, indomitable faith
Skills Acrobatics +6 (+2 to jump), Climb +4, Diplomacy +6, Fly +0, Knowledge (local) +6, Knowledge (planes) +6, Perception +8, Sense Motive +2, Spellcraft +6, Survival +4, Use Magic Device +9; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Draconic, Sylvan
SQ arcane bond (styx, scorpion, greensting), controlled rage, crowd control, forewarned
Combat Gear wand of shield (50 charges); Other Gear breastplate, earth breaker, falchion, mwk cold iron bardiche, scythe, cloak of resistance +1, hemp rope (50 ft.), masterwork backpack
Special Abilities
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (5/day) (Sp) As a standard action, touch grants ally +1 insight bonus to many checks for 1 round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Forewarned 1 (Su) Can always act in surprise rounds.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

So... This type of character is somewhat of a pet project of mine. Basically I like fighters, preferably melee ones, so that is the backbone of the character - hitting hard and efficiently.

Over the course of playing I've come across a couple of different scenarios:
- Your group is the 'each man and woman for themselves' kind, so if you want to tackle a flying creature, you better get a pot with you because the wizard won't cast it on you. If you want to use Mirror Image, ditto, etc. You can pile on examples at will;
- Your group is highly cooperative, and makes sure that you can do your work in the best way possible, since if you hit the bad guys hard, and as many times as possible, it is good for everyone. I have had Sorcerers casting Dimension Door on me so I would be on the bad guy caster's face immediately, or making me fly so I could go up and after the Chimera, casting Protection from Evil to increase my saves, etc. I, on the other and, would do my best to make sure the bad guys want to chase me, then proceeding in hitting them as hard as I can;
- Then there are the balanced groups (which I believe make up most of the cases), when all of the above will happen once in a while in one or the other direction;
- Last but not least, sometimes there is no time to buff the fighter, and doing so would mean a loss of overall efficiency - cleric better off healing than casting Bull's Strength, wizard beter off casting Fireball than Mirror image on the fighter, and so on.

So, what I want to play is a strongly martial focused character that can buff himself with key spells in key situations.

Off the top of my head, and assuming a 2handed weapon combatant which drops ONE buff on himself before combat begins, I am looking at stuff like Shield, Mirror Image, Fly, Blur, Lead Blades, Bless Weapon, Weapon of Awe, Invisibility, Greater Invisibility, etc. The buff choice would depend on the situation at hand of course.

Fighter is my base class - I will be taking mostly, if not only, fighter levels from here onwards. Barbarian, apart from being a magnificent add to many martial builds (in my opinion), adds in some skills I would really like to have. The wizard choice is actually the most 'mechanic' approach of all - I had the option of either focusing hard on UMD, or take an arcane casting class, which should allow me access to the arcane spell trigger items. The main reason is related with scrolls, wands and rods, more than with the spellcasting itself.

Apologies for the poor formatting, but I am on the run - advice/critique are welcome nonetheless :D

Hi guys,

I've been mulling this over for some time now, adn would liek to have the input from those more experienced than me in such dealings.

Even though I have not yet tried it out at higher levels, I am a big fan of the Oradin concept, and would like to add archery to the mix. However I am somewhat hesitant due to the feat intensive nature of the archery route.

If one picks up a big weapon and Power attack, you can at least hit hard, but Archery requires much more investment (off the top of my head: Point-Blank Shot, Precise Shot, Rapid Shot, Deadly Aim) - those are 4 feats right there which doesn't leave much maneuvering room to add stuff that would enhance his healing capability.

The issue seems to rear its ugly head right at least until level 5 - regardless of whatever class combination (between Oracle and Paladin) you take, if you grab Fey foundling at level 1 and you're not human (Tiefling FCB worth it?), then you will only have point-blank shot at level 3 and precise at level 5. That alone seems to hurt a LOT.

Skill points are another concern of mine... With human as a race it might be alleviated somewhat (not only in the amount of skills, but also with that extra feat, that could be used for at least point-blank at level 1).

Has anyone had any experience with this - how did it work out?

Hello all,

I started a PbP game for #5–08: The Confirmation as a player on the 29th of June, but after the 6th of September the GM dissapeared without a track.

The scenario never really moved past the initial encounter with the undead, so my questions are:

- Would I be allowed to pick up this game and guarantee the players involved would reach its completion?
- What rewards would and would not be allowed in such a situation?
- Any point/logic in keeping my character as NPC, for the sake of coherence?

Thank you in advance for any advice on this one.

Hello everyone,

I am playing a Paladin in a Wrath of the Righteous game (big surprise there). When the game initially began, I clearly pictured her going into the Guardian Mythic Path since it fits her personality and attitude quite well. After digging up somewhat, I did find out however that apparently most of the goodies for playing a tankish, hard hitting paladin stem from the Champion path - namely Mythic Smite, so I pondered going Champion/Hierophant (Inspired Spell is simply amazing)

I was inexperienced with the Mythic rules back when I created the character, and I still am, but I would like to stick with the Guardian concept. On the one the GM does not wish superimposition of Mythic paths, and on the other I guess it is possible to make the Guardian work.

My initial tendency would be to head towards Dual Path Guardian/Champion, and grab Mythic Smite right away. But I am not sure if dual path is a good option. I have also pondered Masrshal, but truth is my character is not only a commander or bolsterer of others - she is most of the time in the thick of things, and again, I am not very knowlegeable as far as Mythic Paths are concerned.


As things stand currently, the character is as follows:

Female Demon-Spawn Tiefling Oracle 1/Paladin (Oath of Vengeance) of Iomedae 3
Str 18, Dex 12, Con 15, Int 12, Wis 12, Cha 20

Feats: Fey Foundling, Power Attack
Traits: purity of faith, suicidal

Skills Diplomacy +12, Heal +7 (+8 circumstance to treat wounds or deadly wounds), Knowledge (local) +5, Knowledge (planes) +7, Knowledge (religion) +5, Ride +4, Sense Motive +6


Group is made up of a VERY hard hitting fighter (fighting 2-handed), a swashbuckler, a Life Oracle and a Wizard (and we just lost our ranger - archery focused). So I was vying for a tankish paladin that cannot simply be ignored.

Any suggestions on how to build a decent Mythic Guardian (maybe dual path) Paladin from those out there more experienced at this than I am?

If a character with the Fey Foundling feat heals the 5hp due to a Life Link, does he benefit from the feat's effect?

Hello everyone,

I am currently playing a Zen Archer in A WotR game - he is sitting pretty at level 4 (Trapper Ranger 1/Zen Archer 3). The trapper ranger level was taken since when he joined the game it was already ongoing, and the group needed a scout/trapfinder.

From then on, the idea was to play a straight up ZA, and it has been working out quite decently so far - the character is actually versatile, offering some decent skills to the group, as well as being able to hold his own in combat, putting out decent damage (as ZAs usually do).

According to our GM, we are soon going to gain a Mythic tier, and for game flow reasons, we will gain 2 levels + 1 Mythic Tier.

I had already started thinking about ways to offer even more versatility to the character - thought about multiclassing into Inquisitor, moving into Evangelist (which was disallowed by the GM for being kinda cheesy - I can understand it), gaining another level in Ranger, etc.

I have seen posts around the boards about Multiclassing ZA with Empyreal sorcerer, and while fun the consensus seems to be that in the end it is usually better to stick with ZA. However, with the Mythic Rules, maybe dipping Sorcerer is actually more worth it.

My thoughts:

- One level dip in Empyreal Sorcerer
- Mythic Path chosen: Champion
- Mythic Feat: Dual Path (second path: Archmage)
- Path Ability from Archmage: Wild Arcana

This by itself means that a single dip in Empyreal Sorcerer affords me ALL the level 1 spells, cast at CL+2. While it is not earth shattering, it seems to offer a LOT of versatility.

Defensive: Mage Armor (3 hours), Shield, Obscuring Mist, Vanish, etc.
Offensive: Gravity Bow, Magic Weapon, Enlarge Person (for a melee companion for example), etc.
Utility: Too many spells to be named.

On top of that, one could go with stuff like Arcane Endurance (I was initially thinking about Impossible Speed, or something along those lines for the champion, but this may prove more useful), and by spending a mythic point, simply getting a Mage Armor that lasts 7 hours..

Basically what I am looking as far as advice is twofold:

- Do you think this is worth it, and eventually useful?
- What progression would make sense from here (stick with ZA after the sorcerer level? go for Arcane Archer?)
- Has anyone ever tried something like this?
- Last but not least, I have something about dipping warpriest also being a great option for a Zen Archer. Anyone ever tried it?

Thanks in advance for any possible advice.


Hello people,

I am playing in a game that is about to go Mythic and am seeking for some advice on how to go about it, since my experience with those rules and powers is very limited.
The character is a mix between a couple of things, mainly panning out as the Ranged support archer and arcane caster. The idea is entering into Eldritch Knight, and then Arcane Archer.

At level 2, he looks something like this:

Race - Elf

- Point Blank Shot (level 1 Ranger - Trapper)
- Breadth of Experience (level 1 GM Bonus feat, and I am a sucker for knowledge skills on my characters)
- Precise Shot (Level 1 second GM Bonus feat – yep, I know, our GM rules :D)
- Scribe Scroll (level 2 Wizard – Teleportation School)

My plan is to eventually make him a Ranger1/Wizard5/EK10/AA4, focusing on ranged bow damage and arcane spells that do not rely as much on save DCs, since even though his Int is quite high at 18, I won’t probably have the feats to increase spell level DCs, etc. So he would be focused more on buffing his archery, buffing his companions, an eventual summon, and battlefield control.

We are now going to add a Mythic Tier to the characters, and it would seem to make perfect sense to go Dual Path, since effectively those are his two main roles (shooting arrows and casting spells) – Champion and Archmage.

And this is where I am getting bogged down:

- For Mythic Feat I selected Dual Path;
- For Archmage Arcana and Champion’s Strike, I chose Wild Arcana (seems just too good to pass), and Distant Barrage (because of the cover and concealment parts) – though on this second one I am really also looking at Sudden Attack. Can’t decide though.
- The Path Ability is where I am REALLY struggling – I like a LOT of them:

*Arcane Endurance is just CRAZY if coupled with Wild Arcana
*Coupled Arcana seems to have a nice synergy with the Teleportation School Power
*Enduring Armor – I don’t know…
*Flexible School seems to have a lot of potential
*Impossible Speed is great
*Legendary Item has so much potential, but I may skip it for the sake of simplicity
*Mythic Spellcasting seems almost like a no brainer (maybe with Haste, or Mage Armor, or..? But the thing is that I am still only level 1 in Wizard, so how effective would this really be?)
*Perfect Preparation confuses me, does it mean I automatically get access to all the Arcane Spells, or simply I keep the number of ‘Known’ spells as if they were written into my spellbook, but without actually needing one?

As you can see, there are a lot of doubts running around rampant in my head, so any input would be valuable in assisting me with a decision.


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