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I'll be playing a tiefling wizard in an upcoming RotRL game with friends and I'm unsure with my feat selection.

He'll be a conjuration (teleportation) specialist. I'm loosely following Treantmonks/Prof. Q's guide, so I will focus on summoning, buffing and battlefield control.
Since our party has only 3 PCs, I expect summoning to be extra useful (Please correct me if I'm wrong).

Build so far:

Race: Tiefling
Ability scores: ? (not yet rolled, INT min 18 incl. racial mod. is guaranteed though)
Class: Wizard
Specialization: Conjuration (Teleportation)
Oppositon schools: Necromancy, Enchantment

Arcane Bond: Familiar: Raven

Traits: Scholar of the Ancients (RotRLAE), Reactionary, (Arcane Temper if GM allows 3 traits)

Feats:
1 Improved Initiative
3 Spell Focus [Conjuration]
5 Augment Summon
5b Craft Wondrous Item
7 Improved Familiar (taking either Nosoi Psychopomp or Arbiter Inevitable)
9 Fast Study
10b Quicken Spell
(higher level feats will be planned when they're closer)

Skills: (2+INT -> min 6)
Spellcraft
Knowledge (Arcana)
Knowledge (Planes)
Linguistics
Perception
Knowledge (History)
20 INT: Knowledge (Religion)
----

Things I want to keep:
- Tiefling, both mechanically (darkvision, resistances, prehensile tail) and because it's more fitting for his background
- the skill selection (except the 20 INT choice)
- one item creation feat at level 5 (or earlier) for downtime use
- Improved Familiar

Things I'm not sure about:
- Spell Focus + Augment Summon. It's definitely a boost to my summons, but at lvl 5 it comes fairly late to the party. Should I scrap it and use the feats for other things (suggestions?)?
- Quicken Spell. I know I need this sooner or later, but I'm not sure when to take it...
- Fast Study. More or less a placeholder for if something comes up during play.
- Enchantment as opposition school. I know it's generally rather weak, but I'll be missing sleep during the first few levels.

Things I thought about but couldn't fit in:
- Superior summoning. Should I switch Fast study out for this one? Should I push some feats around to get it even earlier? Or should I leave it out altogether?
- armor of the pit. could be another good choice for my first level feat. Should I swap improved initative out with this?
- more metamagic feats (e.g. dazing spell). I figured I can get rods for them as well.
- preferred spell/greater spell specialization. I'll probably take one of them post lvl 10.
- opposition research. I can always pick it up if I'm seriously starting to miss some spell from my opposition schools.

So, what's your advice? should I leave the build as it is now, or should I change something?
Thanks for your help!


I'll be starting Rise of the Runelords with a group of friends soon.

Our group will consist of only 3 players (+ the GM of course), with the other two players being fairly new to Pathfinder (they've played the Beginner Box and 1-2 homebrew adventures).
I'll most certainly play a Wizard loosely based on Treantmonks guide. One of the other players will probably play a TWF Ranger. The third one has played too much Assassins Creed and will probably play some sort of Rogue.

Our GM has played a few more games than the other players, but it will be her first big adventure as GM, since she only GMed the Beginners Box before.

1) Will our group composition do well in RotRL? I'm a bit worried about the lack of in combat healing (for out of combat healing we can stick a CLW-wand on the Ranger) combined with our overall squishiness. Will this be a problem?

2) How hard/deadly is RotRL? Does our GM have to adjust things for the fact that we're only three players? Or is the AP already on the easy side?

3) Any other advice (RotRL specific or general) for our novice GM?

Thanks for your answers!


Hi to all experienced players & DMs out there,

I've already read several of the "new DM needs help"-threads, but since our situation is fairly unique, I need your advice for our upcoming group:

We are 5 people, I have quite a bit experience with D&D and pathfinder, mostly as a player, but I successfully DMed a handful Adventures (homebrew) for this Group. One of the others (let's call her Alice) has also some experience playing, but she focused on the RP aspect till now, asking about rules as she needed them (sometimes over and over again). The others have no experience except for the few adventures I DMed for them.

Now, as one of the other players will be absent for a while, we want to start a new group, and since I haven't played for a while, Alice is thinking about taking the DM-chair for this group and running an adventure path. I myself would love to play Kingmaker, but I heard that Rise of the Runelords would be particularly beginner-friendly.

So, here are my questions to you:
1.) Is it feasible to run an adventure path with only 3PCs, and which (if any) adjustments should be made?
2.) Which AP would you recommend for a first-time DM with a mostly inexperienced group?
3.) Which rules and/or knowlege are/is most important for Alice to successfully DM?
4.) Is there any other advice you can give us?

Also feel free to post your thoughts about our group and situation. We're happy about everything that will potentially make this more fun for everyone.

Thank you for your replies!


I've got a question regarding the alignment of a future character.

(He'll be a Tiefling(infernal) Wizard, but that's largely unimportant)
I'm planning his personality as following:
- He doesn't concern himself with charity or general do-good-for-the-sake-of-good, if he can't benefit from it himself. (so he isn't good)
- But he also isn't ruthlessly trying to maximize his own power on the expense of everyone else. (so probably also not evil)

No problems till now, he is probably neutral on the good-evil scale.

- He only makes promises he can keep and always keeps those. The only reasons not to keep a promise, would be certain (or near certain) death, or because it's out of his power. (that would probably make him lawful)
- But he doesn't respect traditions in any way, except if there's a good reason he sees (e.g. tradition: putting a sheep a week in front of the dragon's lair, so he wouldn't come out and destroy the village). That's because most tradition he encountered shunned him from society. (This contradicts the lawful alignment somewhat)
- He usually keeps to the law, meaning, he pays his taxes and wouldn't steal, murder, deal with prohibited substances, but also uses the law to further his goals. (that would probably also make him lawful)

So my best guess for his alignment would be lawful neutral, but I'm not sure if he can be lawful, with this "tradition is crap"-attitude.
What do you think?


Hi to all of you!

For some time now, I'm DMing a group for casual play now and then, where every PC is something fancier than a standard-race.
For now, we've got
a shadow-man (basically a buffed fetchling, but don't tell him),
a "toothless" pseudo-vampire (a crude attempt of myself to make something resembling those twillight-thingies while still managing balance in some sort),
a gnome shaman (druid with spontaneous casting), which I'll buff, as soon as I got a good idea,

and the reason for this thread: a were-panther ranger. (For now, I traded the DR10/silver for fast healing and removed the hybrid-form, to get closer to the twillight-feel my players love).
I think this is fairly balanced to the "normal" lycanthrope, or at least to my party, for now (if I'm wrong correct me). But since I removed the hybrid-form, I fear that, on higher levels, this will change as she won't be able to use her +x equipment in Animal-form which will render it useless. Or am I seeing this wrong and it infact will work out and keep the animal-form useful, without me having to do something about it

What would be your advice to do to keep this alternate lycanthrope balanced and playable?
Thanks for reading! (and hopefully also for replying!)