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I am looking for some help with some characters for a Curse of The Crimson Throne Pathfinder campaign. The game is played with friends and I would say its a low to moderately optimized game. We are currently on the second adventure "Seven Days to the Grave" and everybody is Level 5. The party is a Daring Champion Cavalier, a Vivisectionist Alchemist, an Inquisitor and a Sorcerer. I am playing the Daring Champion and I am helping the person playing the alchemist with their build (they tell me what they want their character to be like and I try to make it happen). The DM has told us that the AP runs to level 15-16.

I have a good amount of experience with pathfinder, and for d20 rpgs in general I have typically found it important to have a pretty firm idea of the long term plan for each character/build if you don't wnat your character to end up being ineffective.

The Alchemist player selected the vivisectionist because they were not a big fan of bombs. They like rogue types (has played a rogue, bard, and now the alchemist). They were not interested in the beastmorph/natural attack version of the vivisectionist at all. They wanted the extracts, sneak attack and to dual wield daggers. The build below is what I have thus far.

Alchemist

Ability Scores (20 point point buy)
S (10) D (16) C(10) I (16) W(10) Ch (10)

Race: Human (+2 Int)

Skill Points / Level: 10 [class (4), Int (4), Race (1), Favored Class (1)

Skills (max each): Craft Alchemy, Acrobatics, Bluff, Disable Device, Knowledge Arcana, Knowledge Nature, Perception, Spellcraft, Stealth, Use Magic Device

Traits: Family Honor, Slippery, River Rat, Reactionary [Note: DM allows selection of 2 Traits, 1 from the campaign players guide, 1 of players choice. I have also taken the "extra traits" feat see below)

Feats (level): Weapon Finesse (Human) Extra Traits [River Rat/Reactionary] (1), Two weapon fighting (3), Weapon Focus [dagger] (5), Flensing Strike (7), Improved Two Weapon Fighting (9), Extra Discovery [Promethean Disciple] (11), Improved Initiative (13), Greater Two Weapon Fighting (15).

Discoveries: Spontaneous Healing (2nd), Bleeding Attack (4th), Infusion (6th), Enhance Potion (8th), Crippling Strike (10th), Greater Mutagen (12th), Spell Knowledge (14th)

Ability Score Increases: 4th (Dex), 8th (Dex), 12th (Dex)

Most commonly memorized Extracts:
1st: Adhesive Spittle, Heightened Awareness, Shield
2nd: Barkskin, Cat's Grace, Invisibility
3rd: Channel Vigor, Heroism, Fly
4th: Stoneskin, Dragon's Breath, Freedom of Movement
5th: Elemental Body II, Grand Destiny, Spell Resistance

This build is planned through level 15. As I said, the player was not interested in the Feral Mutagen/Beastmorph options. The player also really likes undead and wants to build a flesh golem/Frankenstein's Monster which is why I selected Promethean Disciple. I think the feat selections are pretty strong, however I could not find anything that really supported the build very well for level 13. Improved Initiative is a go to for sneak attackers like this build but level 13 seems rather late for that feat. I was thinking that by that level it would be pretty for sure that we could get this alchemist two daggers with the agile property and then take "double slice" instead.

Similarly without bombs there is a real lack discoveries to take. Bleeding attack isn't great but its something. For the last discovery I took Spell Knowledge but I am not even sure what spells would be good additions. I am also worried that "Enhance Potion" won't get a lot of use just because of the players level of experience. That's also why I am not focusing on extracts like Alchemical Allocation and Amplify Elixir.

Any advise, comments, help or suggestions would be appreciated.

Thanks in advance!


I thought that a character with spider climb was allowed to move freely through an area affected by a web spell. However this does not show up in the crb or the srd.

Is there errata or a feat or something or Was this a 2e thing or was this something for a video game?

Are there other spells like this that seem like they should have a unique and complimentary effect but don't?


So, I revised the feat trees based around combat expertise and bodyguard to be a little more dynamic and fun and to actually something that I think people might use. I gave them all unused feat names so that they are just new feats even though I think they would effectively replace those trees. I am just looking for thoughts on if these feats are interesting, or terrible or too good.

Defensive Expertise
Requirements: Str 13
Perquisites: None
Description: While wielding a one-handed weapon or shield. You may take a -1 penalty to hit to gain a +2 bonus to AC until the begging of your next turn. The penalty to hit increases by -1 and the ac bonus increases by +2 for every 4 points of base attack bonus that you have

Threatening Stance
Requirements: None
Perquisites: Defensive Expertise
Description: While using defensive expertise you gain 1 extra attack of opportunity plus an additional attack of opportunity for every 4 points of base attack bonus that you have. Additionally, whenever a foe that you threaten attacks an ally he provokes an attack of opportunity from you. Multiple attacks from a single enemy against a single ally provoke only a single attack of opportunity.

Punishing Counterblows
Requirements: None
Perquisites: Threatening Stance
Description: While using defensive expertise you gain a damage bonus to your attacks equal to the armor bonus gained from Defensive Expertise.

Impregnable Defense
Requirements: None
Perquisites: Punishing Counterblows
Description: While using defensive expertise you gain a +2 bonus to AC and +1 bonus to reflex saves for each successful reflex save you make and each attack that misses you. This bonus to AC lasts until the end of your next turn.

Warding Defender
Requirements: None
Perquisites: None
Description: As a swift action while using a shield you may reduce your armor class by 2 to increase the AC of an ally within 10 ft. by 2. For every 4 points of base attack bonus that you have you may give an additional 2 points of AC to that ally.

Step In
Requirements: none
Perquisites: Warding Defender
Description: If the target of your Warding Defender is struck is struck in combat you may redirect the damage to yourself.

Receive the Blow
Requirements: none
Perquisites: Step In
Description: When the target of your Warding Defender is attacked you may let them use your armor class, reflex save, or fortitude save instead of their own.


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So these are some house rules I developed for combat without using the combat grid. Basically, you use the map to give a description of the fighting area and players can incorporate the scenery.

Combat Adjustments for Grid-less Combat
Think, when we talk of horses, that you see them
Printing their proud hoofs i' th' receiving earth,
For ’tis your thoughts that now must deck our kings,
Carry them here and there, jumping o'er times,
-Henry V, Shakesphere

Zones
Instead of tracking where individuals are in terms of 5 foot squares, we keep track of a simple relative positioning system. Each Side of the combat (normally only the PC’s and whoever is opposing them, but possibly more if there are combatants who are not associated with either) has 3 zones.
Melee: Where the core action of the fight is taking place.
Near: This is where people who are involved in the combat but not trading blows toe-to-toe are.
Far: These characters are only marginally involved in the combat at all.
Each player identifies which zone there character is in. If there are no enemies in the melee zone then players in the melee zone may make full attacks against enemies in the near zone. Players in the far zone may flee from combat by taking a run movement action.
Actions
Players still receive 1 standard, 1 move, and 1 swift action each turn. Players may use their actions exactly as in combat with a grid. However, when they attack with weapons or spells use the chart below to determine where they can attack.

Attacker Zone Action
Full Attack Standard Attack Reach Attack Ranged Attack (Thrown) Ranged Attack (Non-Thrown Spell
Melee Melee Melee, Near (1) Melee, Near Melee (1), Near, Far (3) Melee (1), Near, Far (-2) Melee (1), Near (1), Far (1)
Near None None Melee Melee, Near (2) Melee, Near , Far (-2) Melee, Near
Far None None None Melee (3) Melee, Near (2), Far (3) Melee
Notes:
1) Causes an Attack of Opportunity
2) -2 Range Penalty
3) -5 Range Penalty

Other Adjustments
Attacks of Opportunity: When a player performs an action that provokes an attack of opportunity and they are in the Melee zone one player of an opposing side in the melee zone may make an attack of opportunity.
Movement Between Zones: Players use the rules below to move between zones.
A player can move from the Melee zone to Near zone. A player in the Far zone must first move into the Near zone. A player in the near zone may move into either the Melee or Far zone. A character who moves out of the melee zone provokes an attack of opportunity.
Movement Category: Players have a movement category based on their speed as per the chart below.

Movement Speed Movement Category
0-5 ft. Lumbering
10-15 ft. Very Slow
20-25 ft. Slow
30-35 ft. Normal
40-45 ft. Fast
50 ft. + Very Fast

How many move actions it takes to move between zones, what zones you may fight into when you move into the melee zone, and what zones you may fight into when you charge are determined by the table below.

Movement Category Movement Actions
Move Between Zones Moved into Melee Charge into Melee
Lumbering 2 Move Actions None None
Very Slow 2 Move Actions None Melee
Slow 1 Action Melee Melee, Near
Normal 1 Action Melee, Near Melee, Near
Fast 1 Move action to any zone. Melee, Near Melee, Near, Far
Very Fast 1 Action to move to any zone Any Any

New Combat Actions
Encircle: You can encircle your opponents. A player must be in the melee zone and it takes 2 move actions to encircle. Encircling provokes an attack of opportunity. After completing the encircling action the combatant becomes a new Side that treats its encircled opponents Near zone as the melee zone and the melee zone as the near zone. Encircling a second time undoes this. Players may attempt a tumble check
Overrun: An overrun, pounce, or ride-by attack has the effect of encircling foes after the attack. Players may choose to count as encircling their opposition after any of these attacks.
Lurk: A player may lurk in the melee. This takes 1 move action but the lurker cannot be attacked except by the last person the lurker attacked. Players must make a stealth check or Acrobatics check to lurk in close combat. As long as there is at least 1 other allied player in the melee zone a lurker may count as flanking any target they attack.
Shift Combat: This move action can only be taken in the melee zone. It requires 1 move action. The player may shift the close combat towards some terrain feature or obstacle of their choice. They may use this to establish higher ground or make use of some other beneficial terrain feature.
Take Cover: Players may take cover or concealment in their surroundings. If you take cover in the melee any target that fights you will have the same cover. This takes 1 move action.
Flying: A player who can fly can attack enemies in any zone. They can be struck back foes they attack until their next turn. Players can only attack a flying foe by charging or with ranged weapons.
Burrowing: A burrowing creature can go back to lurking after attacking without making a check.
Swim/Climb: If a combat takes place in or underwater or while climbing, or with all combatants flying recalculate movement category based on this new movement type and run as normal.
Spells
Range
The range of spells effects which zones they can be cast into.
The table below is for Offensive spells.
Attacker Zone Offensive Spell Listed Ranged
Touch Close Medium Long Unlimited
Melee Melee Melee, Near Melee, Near Melee, Near, Far Any
Near None Melee Melee, Near Melee, Near, Far Any
Far None None Melee Melee, Near Any

The Table below is used for the range of beneficial effects
Attacker Zone Offensive Spell Listed Ranged
Touch Close Medium Long Unlimited
Melee Melee, Near Melee, Near Melee, Near, Far Melee, Near, Far Any
Near Melee, Near Melee, Near Melee, Near, Far Melee, Near, Far Any
Far Self Far, Near Melee, Near, Far Melee, Near Any

Spell Area
Without absolute positioning the area a spell effects is abstracted. Spells can be aimed at targets based on the range rules above.
Cones: A cone cast from the Melee zone may target only foes. A cone cast from the Near or far zone must target 1 ally in the melee for every 2 enemies targeted. A cone may target 1 person at 5 ft., 3 people at 10 ft, 6 people at 15 ft. Etc.
Burst: A burst targets 4 people for every 5 ft. of radius. A burst must target 1 ally for every 3 enemies target. A burst may into any range into which it can be cast.
Line: A line may affect a number of foes equal to its length (Subject to DM discretion). However, if any enemy in Melee is targeted the line must also target the last person to attack that target.
Shapeable Spells: Shapeable spells never need hit allies.


Does anybody else think that a large part of what makes spell so good is that saving throw progression fails to mathematically keep up?

As we all known, the DC for spell saves is 10+spell level+Caster Stat mod. Additionally, casters get a new spell level every time they hit an odd level.

This SHOULD mean that your "bad" saves increase at this same rate, so that you start with a +1 and get a +1 every time you get to an odd level. This would mean that the chance to save against a level appropriate spells would remain fixed and the variance would be the difference between the casters stat and your defensive stat. This in itself could still be quite large, but at least the defender would not be getting worse at defending against level appropriate challenges.