Kess

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Reading through all the Shifter talk made me realize for the first time that the way I built/played a (1e, "chained") Synthesis Summoner years back was probably very close in style to what some folks want from the theme/archetype (with the need for some heavy reskinning). The ability to pick and choose the features you want out of a pool of options (from attacks, to movement types, resistances, and even size), with evolution spells allowing you to temporarily modify those options on the fly.
It was a ton of fun to play and very flexible in and out of combat, and I leaned almost fully into the martial aspects of it. Of course the class and archetype were overtuned, and had the potential to overshadow teammates if one doesn't ignore large swaths of the chassis (the rest of the condensed spell list, summons, pounce + tens of natural attacks, etc.).
Too bad the 2e Summoner seems to have lost that flexibility, and the Synthesis build now looks like more of a hindrance than benefit.


What level range are you starting/looking at? If it's 8+, you might look at the Evangelist prestige class, where there are a few deities (Sivanah and the redeemed Noticula come to mind) that'll offer some spell-like Illusion abilities as you progress, while still keeping nearly all of your Slayer or Fighter progression.
Esoteric Knight is another PrC option for progressing both martial and magic abilities, but it'll require a dip into a psychic casting class first.

At 5th level Fighter, the Child of Acavna and Amaznen archetype will give Bloodrager casting (which include some delayed Illusion stuff).


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Have to agree with what most other folks are leaning. Even though the Pally isn't one of my top classes, I've looked at building a PC without Divine Grace (Oath of Chastity/against Savagery, Gray paladin, Martyr, and Tortured Crusader to name a few). I've never had the want to make a Child of AnA; it felt like one of the weaker Fighter archetypes, which is saying a lot since all of my PCs end up having some casting options.


In a Wrath of the Righteous game, I built a Human Spirit Dancer VMC Bard. It was setup to throw out a silly number of buffs to the party in a single round, and tacking on a few Mythic levels ratcheted that up to the heavens. Due to party comp and play style, I was built to fill in as the party Face, Tank, secondary DPS, and Skill Monkey when needed; having the flexibility to shift on the fly was a nifty trick.


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My favorite style is the Rogue (or Rogue-adjacent swashbuckling type, since the base class is often on the low end of power in many systems). While I never did the tropey stuff like stealing from the party / switching sides in a combat / prioritizing myself over others; I loved the benefits of high Dex (stealth, flashy acrobatics, decent AC) and trying to use a decent Int and Wis for off the wall shenanigans in and out of combat.

I've tried to get out of that shtick, but it's easy to fall back in to at least parts of it, and seemingly only really succeeding once. My Cleric (PF) took the madness domain for a touch of chaos to combats, but stayed pretty true to using debuffs, AoE control, and the occasional heal to keep the party running. I built a mythic Meduim (+VMC Bard) for "Wrath of the Righteous" that could buff teammates to the stratosphere while being an okay tank, but the game died early in the same book (4?) I brought her in. A pure Bladesinging Wizard (5e) became more of an arcane trickser in everything but name, dancing in and out of combat with quips to draw foes. And my current Warlock/Sorcerer multiclass (5e) built to bend the action economy to heal my allies, has became fond of illusion and enchantment magics to distract or misdirect instead to mitigate damage (and the need to heal).


I really like the Warrior Poet archetype for the Samurai, but between your archetype and Order, you have a few options in your build style.

It could also be worth a dip outside of the class into Fighter or another with early level bonus feats to stack a few more copies of Unconquerable Resolve or other feats. Would boost the HP gain per use, while potentially getting less daily uses of Resolve (and higher level Samurai class options, of course).


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I had a silly build using a Samurai with most feats going into Unconquerable Resolve (can also be done with a Kinetic Knight, as they get the Resolve class feature at lvl 3). Every time you use Resolve, you also gain 1 temp HP per HD, stacking with the number of times you've taken the feat. So if you went crazy with it (probably not optimal...), at level 9 as a Human Samurai, you could have taken the feat 6 times, giving you 9(HD)×6(feats)=54 temp HP at a minimum of 5 times per day. At 20, you could have 10 uses that each give 20x11=220 HP.

Resolve can be used as a standard action to remove conditions, and more importantly as an immediate action when dropped below zero HP to stabilize yourself.

Toss in the Yojimbo archetype so you can use your Resolve feature on others, and/or the Headband of Deathless Devotion to boost Resolve by 2 class levels.


Depending on the level, I think a Reincarnated Druid would be a really fun reoccurring villian. By 6th they still have the various wildshape forms to run away when needed, summons to act as meatwalls, along with plenty of movement-imparing spells to frustrate the party.

At 5th, if the PCs finally manage to kill them, they come back to life (in a completely new and different body) after a day, and can sense where their former equipment (newly looted by the party) is located. Even if/when the players realize it's the same enemy they've killed 3 times, they can never be sure if the new friend they meet a few weeks later isn't carrying a grudge across multiple lives.


I believe party could technically not use any spells on day 1, start adventuring early/without resting on day 2, use up their available spells, rest/recover spells, and then burn through a second set of spells later in day 2.


Paladin (saves), Bard/Skald (buffs for you and your crew), or Occultist (w/Trappings of the Warrior panoply) are the 3 classes that jump out with that stat spread. It'll be tough regardless, but I'd assume starting stats are going to be tough for the party in general.
Good luck.


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Pretty sure the Rogue is my "spirit animal", so to speak, regardless of game system. In my last few games I have tried to move away from that style (sneaky/sly/subtle, not the backstabbing/stealing from the party schtick), but each character did sort of migrate back that direction.
I'd love to try playing an Inquisitor, Vigilante or Occultist one of these days as a pseudo-Rogue, thanks to their customizability, but at this point my Pathfinder 1 options are limited to GMing. Some day, maybe.


2 feats will get an animal companion at level-3, with a third investment getting it fully leveled.

Nature Soul
Animal Ally
Boon Companion

Variant Multiclassing (VMC) into Druid would cost every 2nd feat (3rd, 7th, 11th), and would also provide a fully leveled companion (along with Wild Empathy and the Druidic Code).

Gaining a domain (via VMC Cleric or otherwise) and taking the Animal Domain will get them one at level-3, which again could be increased by Boon Companion.

There are at least a few more ways to get more restricted animal companions like those of Rangers or Cavaliers, but the above hopefully helps.


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Pathfinder is a game you play with friends; have fun, and remember that the others at the table are there to have fun too (including the GM/DM),


3 attempts so far, zero successes. Will most likely keep on trying.

Made it to Book 4 of Wrath of the Righteous. GM was moving out of state, and the group fell apart about 4 months pre-emptively.

I GM'd to the end of Book 2 of Giantslayer, life intervened with a player couple and we haven't met back up since.

Ran a single session of Kingmaker as GM for my long-time gaming crew (who were basically new to PF, but not 3.x), no player drive to have a second session. Oh well, only way to many hours of prep work for that one, ha.


As ZZA mentions above, the Ghoran race may worth a look, along with using Bloodrager as the primary class. The Abberrant and Verdant bloodlines (with the Crossblooded archetype) may be close enough to be fun and workable.


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Gunner Squire (Gunslinger)
Pack Mule (Fighter)
Weapon Bearer Squire (Fighter)
Combat Healer Squire (Paladin)

I'm sure there are a few others that can be molded to fit your specific theme, but the above are all magic-free (until 4th lvl for the Pally). Hopefully you can retrain some levels once you feel the character has grown into a true adventure/hero.


When in Book 3 of WotR, I was able to play a NPC the party had saved way back in Book 1 (adding class levels and filling out her background). I don't believe any of the other players realized who she was, unfortunately. Considering most of the original PCs that were around in Book 1 had died or left the party by that point, maybe it was simply appropriate role-playing.



Game Master

Discussion!


Game Master

Gameplay!


Game Master

Discussion open!


Game Master

Gameplay open!


Hey all, I recently picked up The Dragon's Demand module, and it looks awesome! Anyone interested in giving it a try?

Looking for 4 players who can dedicate themselves to at least posting twice a day, if not more so. I try to get my campaigns on a fairly quick pace, so if you don't think you can keep up please do not submit a character. I will ask you to drop out if it ends up slowly everyone down.

20-point buy, all published paizo allowed. Average starting gold. Choose two traits, or three with a draw back. Make sure you get a profile / character sheet up and ready before submitting.


Game Master

discussion open


Game Master

Gameplay open. We're going to be starting over in the renamed town of Finwad's Pit. This iteration of the campaign will take place a bit further on, with The Pit having now grown to be a large city. (The other group is playing during the town's founding.)

You guys are a registered adventuring company known as The League of Gentlemen Looking for Things in Holes. You have been together for awhile now, but have only recently bought a small apartment above a local tavern called the Peddler's Pint and set up shop in Finwad's Pit.


Game Master

Gameplay open. Go ahead and introduce yourselves, and then I'll post an opening


Hey guys, I'm looking for 1 or 2 players to round out a group that I have sorta inherited from another campaign that sputtered out.

So far the group is a Dwarf Wizard, Half-orc Sorcerer, Aasimar Paladin, and a Human Direlock

Character Creation:

- 1st level (fast advancement)
- any class or race
- 2 traits
- Roll stats (4d6 drop lowest)
- Roll starting gold or take the average.


Game Master

Thread open!


Game Master

Apologies in advance, I'm going to be lazy a bit and post the same thing in both groups, so please no peeking in the other gameplay! For instance, I don't want to type out two different intros, so here we go! ;p

It is dark and stormy tonight in Oakhurst, not unusual for this time of year. That strange part of fall right before the last leaves fall and the first snow comes in. The rain beats heavily upon the roof of the Cheerful Tortoise as the wind drives the trees outside to create crazy dancing shadows across the windows.

As you enter the tavern and shake off the rain and grim of the road, you can immediately hear a loud argument taking place at the bar. Two elderly men, who are clearly roaring drunk, sit at the bar, yammering and shouting at the portly barkeep, Max Peppermill.

"Ehm tellin' ya, Max! Just think 'bout it! Nobodies been in that place fer years! Not since I were a boy! Nobody even talks about the ol' citadel anymore, and we haven't had any trouble on the old road since! I bet there's still all kinds of treasure in that place, by golly! And I bet nothin' too nasty could be in there, otherwise we'd a had trouble on the road, I tell ya what! Boy, if I were twenty years younger..."

He carries on about being a young lad and slaying monsters and slaying the ladies and stuff like that for quite a while. Here and there Max interjects that he's a crazy old man, and "shut up, dad, you're drunk".

Upon noticing you standing in the entryway, he finds the perfect opportunity to get out of a conversation he is clearly annoyed with.

"Ho, strangers! Shut the door, come on in, have an ale! Awful weather tonight innit? What brings you to Oakhurst at this hour?"


Game Master

It is dark and stormy tonight in Oakhurst, not unusual for this time of year. That strange part of fall right before the last leaves fall and the first snow comes in. The rain beats heavily upon the roof of the Cheerful Tortoise as the wind drives the trees outside to create crazy dancing shadows across the windows.

As you enter the tavern and shake off the rain and grim of the road, you can immediately hear a loud argument taking place at the bar. Two elderly men, who are clearly roaring drunk, sit at the bar, yammering and shouting at the portly barkeep, Max Peppermill.

"Ehm tellin' ya, Max! Just think 'bout it! Nobodies been in that place fer years! Not since I were a boy! Nobody even talks about the ol' citadel anymore, and we haven't had any trouble on the old road since! I bet there's still all kinds of treasure in that place, by golly! And I bet nothin' too nasty could be in there, otherwise we'd a had trouble on the road, I tell ya what! Boy, if I were twenty years younger..."

He carries on about being a young lad and slaying monsters and slaying the ladies and stuff like that for quite a while. Here and there Max interjects that he's a crazy old man, and "shut up, dad, you're drunk".

Upon noticing you standing in the entryway, he finds the perfect opportunity to get out of a conversation he is clearly annoyed with.

"Ho, strangers! Shut the door, come on in, have an ale! Awful weather tonight innit? What brings you to Oakhurst at this hour?"


Game Master

Discussion for group 2!


Game Master

Discussion thread open. Please only post after approval.


Looking to see who would be interested in playing though a revisitation to the Sunless Citadel. Campaign will take place 50 years after a group of adventurers first ventured into the depths of the Citadel and killed the evil druid Belak and cut down the Gulthias Tree. Nobody has ventured down there since... until now.

20 point buy.
Level 1
Two traits. (Or three and a flaw)
Average starting gold.
All published Paizo allowed.


Game Master

You have all found yourselves in the quiet little town of Timber. Timber itself is rather plain and ordinary. The weather is typically drab and nothing exciting generally happens here.

Nothing, save one thing in particular. Along the western edge of town runs a short stone wall, standing little more than five feet high. This wall separates the town from what is locally known as the fey wild, a particular trecharous woodland extending father than few have dared venture, eventually ending at the ocean many miles away.

In general, the strange folk who habitat these woods are avoided, but every nine years at the summer solstice a festival is held. During these festival, strange merchants from deep within the fey wild set up their wares for one week outside the town, on the otherwise of the one and only break in the wall. The festival has long been regarded as a sacred place, and thus neutral ground. It is not uncommon to see all sorts of dire beasties roaming the grounds, and many a goblin set up stalls to sell their strange contraptions.

One of the main attractions every year is the stall of an old and mysterious elven wizard. The elf is renowned for his clockwork contraptions, and people from all around travel just to see his wares.

You arrive in town one day after te festival week begins. There is music and merriment all about you, and strange folks the like if which many if you have never seen.

ok everyone go ahead and post here when ready and we can get goin. you can mae perception checks or whatever... as of now you are all simply milling about enjoying the market


Game Master

Ok everyone post their characters in here when they are done (as we are not doing a recruitment thread because... Well you are already recruited)


Hey all,

I have found it rather interesting the way different DMs (including myself) choose to have their rangers acquire their animal companion upon reaching level four. Some have you just pick one, some have you pick one based on your current location (dungeon, forest, city, etc.), some have you make handle animal checks (or similar spells/abilities) to actually tame the animal, I even had one DM who had built a whole table for rolling d% based on location... and then of course there are various combinations and variations.

Typically, I just let my players choose an animal that would make sense for their current location (if they are in a dungeon under an ancient ruin, they obviously wouldn't normally be able to choose a hawk, for example.)

As far as I can tell, there are no official rulings on how to handle this (if there is I would love to know!), and I am curious what you all do for your players, or any house rules you use yourselves.


"Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +5 at 20th level)." (Ultimate Combat, 21)

I would first like to point out how awesome I think this ability is... I have heard a lot of people complain about it, and I believe this stems from a misunderstanding of how it functions. Notably, it does not replace the Samurai challenge class feature. You still get to issue a challenge, you simply get a bonus (a somewhat better one) if you happen to also be the target of the enemy you challenge.

The rules state this not only works when you are challenged, but also a ranger's quarry, or the target of a smite. I am curious to see what you all think constitutes "similar effects". Any thoughts?


Game Master

Alright guys, let's get started! I am excited to run this campaign. This is my first time running a PbP, and I am interested to see the different dynamics of it. With that being said, bear with me as I may be sort of blindly leaping here and there :p


Game Master

Hey all,

Here is the discussion thread for the party for our campaign.

I've heard from everyone and everyone's characters look good to me. I believe our bard is still doing a bit of tweaking, as I'm sure the rest of you may be doing (no hurry at all!) I may be reading it wrong, but it looks like he has built the bard to be a bit of a face/caster support light healing etc.

I agree that having the ranged fighter is not of the utmost importance, as the role of ranged damage can certainly be filled by the wizard (or anyone so inclined to grab a crossbow :p)


Hello all,

I am trying to get a PbP RotRL campaign going, that I plan to GM. Looking for four players (or possibly three and a GM if someone else would like to do it). We are going to start level 1, fast advancement track, trying to stick to Core Rule Book and Advanced Player's Guide only for simplicity's sake.

Let me know who is interested!