Cinder Wolf

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That's what I thought. Thanks for the clarification.

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The idea of having a hand locked into a shield, while exploring is unnerving. I don't know why, but I get bad feeling about not having both hands free.

Just seems like you're inviting a pit trap to be sprung, which requires both hands to grab the ledge and pull yourself up, or a difficult climb, where you have to sheath the shield and when you get to the top there's an encounter. And now you have to spend 2 actions to don the shield and draw the weapon, which screws up your normal action economy.

Maybe I'm over thinking it or paranoid from playing too many RPG's or both.

The Additional Lore Skill Feat states:


Prerequisite(s) trained in Lore

Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.

Backgrounds generally give you training in one Lore subcategory.

For example, I took the Mining background and am trained in Mining Lore.

Would my Mining Lore automatically gain additional skill increase at 3rd, 7th, and 15th levels? Or does this only apply to the Lore subcategory taken, with the Additional Lore skill feat?

Thanks for the clarification, and the MC rogue dip for quickdraw to shield bash and attack with a weapon is an interesting idea.

If I create a sword and shield character, and while I am exploring a dungeon, ruin, forest, etc., I normally keep my sword and shield sheathed, so my hands are free.

But suddenly a random encounter appears, and I need to be ready for battle.

Does it take one action to equip my shield and one more action to draw my sword?

Basically, does a sword and shied character build take 2 actions, out of the 3 available in a round, to equip the sword and shield and be ready for combat?


Bob, thanks for the chart. Really helps


Thanks for the clarifications

It's the 27/3=9 part that trips me up.

Need to remember finished 9 levels and now starting 10


I have been away from PFS for a few years.

I have one question on XP.

I played my level 9 barbarian, with 26 xp recently. With the 1 xp gained from completing the scenario, my character now has 27 xp.

Is my barbarian still level 9 or did he advance to level 10?

Thank you in advance for your assistance

I have played four modules of the Emeraldspire Super Dungeon so far. When I first got the Land Rush Boon I did not have enough Prestige to buy land. I now have Prestige to buy two plots.

My question is can I retroactively buy land using an earlier character chronicle sheet or do I have buy one plot now and wait to run another module to buy more plots?

Empyreal Knight is too back loaded to make up for the loss of Divine Grace at second level and lay on hands.

At 3rd level you get energy resistance 5 to acid, cold and electricity. If it included fire, it would be an A+ ability, but as it is it's a B, because it omits the most common form of damage dealing energy in the game: Fire.

At 6th level you get a +4 save versus poison, which would be unnecessary, if you still had divine grace.

It takes to 9th level to get the energy resistance up to 10, level 12 to get immunity to petrification, level 15 to get true speech and level 18 to very nice protective aura against evil creatures.

At level 5th level you get a bonded mount, which gets the celestial template at level 8 and becomes a Pegasus mount at level 12.

You can summon a celestial ally, at level 4, but the level 4 celestial ally will be from the Summon Monster I list, while a 4th level caster will have access to Summon Monster II, i.e. your celestial ally will always be a step behind what casters can summon, so will probably not be the an awesome combat buddy, but rather something that can do support type work, like an advanced familiar.

In PFS play, had another player get the Hosteling property on a tower shield to store a Roc, for places the animal could not go.

Medium character, so this was possible with a large animal (Roc), but if I ever played a character with an animal companion, I'd look to save up some money to get Hosteling put on my armor or shield, to avoid the problem of "wolf can't climb up the rope to get to the top of the cliff face".

I am playing a Dragon Disciple, with levels in Draconic Bloodline Sorcerer. I am a me lee /tank build, As such I wear armor,

A 9th level DD gets the Sorcerer 15th level bloodline power Wings.

The Wings power states you grow leathery dragon wings from your back as a standard action, good maneuverability, 60 ft fly speed, and can dismiss the wings as a free action.

My rules question, can I grow the wings through my breast plate?

Gwen Smith wrote:

I would pick up Point Blank Master at level 5: not provoking when using a bow is really nice, and it lets you take advantage of Point Blank Shot more.

Point Blank Master is nice, but Archer's get an ability at level 9, where they do not provoke.

Do you burn a feat on something at a lower level, that will be a class ability later on?

This is an honest dilemma I have with the Archer Archetype and I really do not know a good answer.


As far as stats go (a bit generic):

Str 12 Pts 2
Dex 16 Pts 10 (+2 racial)=18 total for the stat
Con 12 Pts 2
Int 12 Pts 2
Wis 12 Pts 2
Cha 12 Pts 2

The +1 to damage from 14 Str can be made up for at later levels, with magical gear. At lower levels you can't afford a compound bow anyway.

If you have to fight with melee weapons the +1 bonus from a 14 str versus a 12 Str is not huge.

I find fighters to be starved for skill ranks. 2 skill ranks per level, with a low intelligence build is rough. Dropping 1 skill rank per level with an 8 Int is making it rougher.

Without skill ranks you will only be shooting things.

Sometimes a Knowledge Engineering check can be handy or a Survival check.

12 Int gives you 4 skill ranks per level (2-class, 1-Int, 1-Human Racial Feature), so you can contribute to your party during non-combat time.

You can min-max the above numbers a bit, if you want, but if you are going to have a dump stat I'd choose Charisma. You can dial it down to 7, since even with a 12 CHA you won't be the party face.

O.K. I have a level 1 Half-Elf Fighter for PFS play. In making him for the first scenario I had a brain fart. I some how got it into my head that an Elven Curve Blade is a double weapon.

My original idea was to have a double-bladed sword wielding Half Elf, who will multi-class as a Rogue and Barbarian (for imp. uncanny dodge), but OMG! The crit range on an ECB is 18-20 and is just calling me to take improved critical and critical focus feats at levels 9 and 10 and crit away, along with Power Attack at lower levels.

Though my original conception was a Darth Maul-ish character (human side being Shaonti, so he'll have face tattoos), with a double bladed sword and multiple attacks, who will eventually be tacking Sneak Attack damage to the attacks.

I can take Power Attack with a two bladed sword as well and attack two handed, but it would not be worth investing in the critical feats to try and be a crit-hitting machine at higher levels.

Current Feats: TWF, Double Slice
Alt Racial Trait: Ancestral Arms: Either ECB or Two bladed sword
Traits: Adopted (Auspicious Tattoo) +1 Will Save
Deft Dodger +1 Reflex Save


Str: 17
Dex: 16
Con: 14
Int: 10
Wis: 12
Cha: 7

Thoughts on which way to go initially? At higher levels, I'd have the money to get both weapons, but at lower levels, not so much.

Lvl progression:

1. Fighter
2. Fighter
3. Rogue
4. Rogue
5. Rogue
6. Rogue
7. Barbarian
8. Barbarian
9. Fighter
10. Fighter
11. Fighter
12. Fighter

Playing a Ranger 2 /Sorc (Dragon bloodline) 3 / DD 3 for PFS play

I've turned him into a tank. At level 8, my base AC is 27. If I can get shield cast it goes up to 31.

I've found there's a trade off between attack bonus and spell casting. More levels in a fighter type class you have better BAB but less spell casting.

More levels in Sorc and you lose BAB, but gain spells.

You will never be able to go toe-to-toe as a spell caster with a full caster, but you can still do some damage / buffing with your spells, if you use them in the right situations.

What I find tough is overcoming SR, as my caster level will always lag behind the caster level needed to overcome the CR of the creature being fought.

If you are patient, the stat boosts to strength means you do not need to put as much into strength as with a full fighter build and you can still be effective.

A starting strength of 16, for example, will still be effective and frees up points for other stats, like Dex or Wis, that can come in handy when making saving throws.

Some races - Halfling, Half-Orc, and Half-Elf - for example start off speaking Common and their racial language (Halfling, Elvish, Orc) but what, if you had a character that was not raised around members of that race?

Language IRL is acquired, so despite being from Germany or China, for example, if you are not raised in an environment where German or Chinese is spoken, you would not learn those languages as your native language.

If you had a Halfling, or Half-elf raised only around humans, do they just pick up the racial language as some innate trait or would that be lost and they have an extra slot for another language or would human language rules apply?

I think a good PFS character needs to be able to bring two things to the table: (1) competent in combat and (2) cover some skill rolls.

Not every PFS encounter is going to be resolved by combat.

Some require a good diplomacy or bluff roll.

Others require a Knowledge or Survival roll.

Any encounter with a "monster" - undead, evil outsider, ooze, etc. - can be greatly aided by someone with good stats in Knowledge Religion(for undead), Planes (outsiders), Dungeoneering (Oozes), and Arcane (magical beasts).

Dungeoneering doesn't come up as much as the other three, but being able to ask a question on things like DR or special attacks can help plan battle tactics.

Halfing Fighter 1 / Cleric 11 (Desna)

Alignment: GC

Domains: Liberation and Travel

Alternate Racial Trait: Warslinger (can load slings as free action, no need to to use two feats, though you lose +2 to climb/acrobatics)


Str: 12 (-2) = 10
Dex: 14 (+2) = 16
Con: 13 (0) = 13
Int: 10 (0) = 10
Wis: 16 (0) = 16
Cha: 10 (+2) = 12


Child of the Temple: +1 Bonus to Knowledge Religion
Deft Dodger: +1 Reflex Save

Weapon: Halfling Staff Sling (can be used as both melee weapon and ranged)


Level 1: Point Blank Shot, Precise Shot
Level 3: Up to You
Level 5: Up to You
Level 7: Up to You
Level 9: Up to You
Level 11: Up to You

Skill Ranks:

Invest in Knowledge Religion and Planes (they are class skills)
Invest in Perception (high wisdom)
Rest up to you

Saw the Impervious Weapon Quality in Ultimate Equipment. One part, I'm not sure how it applies:

"An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means."

What if I had a battle axe, which is a metal blade with a wooden haft.

Does the quality apply to the entire weapon or just the metal part or just the wooden part?

I'm not clear from the wording.

blackbloodtroll wrote:
You can pull off all the Vanishing, Teleporting, and being sneaky, as a straight Inquisitor.

Inquisitor isn't allowed per house rules, same with Oracle and a few other classes.

Wand wielding Rogue is an interesting idea.

Thanks for the suggestions.

In a home brew campaign set in the northern River Kingdoms and spilling over into Numeria.

Party is made up of an Artificer, Ranger, and two Magus (I think Blade Bound).

Went rogue-cleric to fill a gap, as I didn't have any character set in my mind to play.

Starting at level 1.

Stats assigned from a (generous) stat block/array 17, 16, 15, 14, 13, 12

Stats assigned after racial (halfling) adjustments:

Str: 13
Dex: 18
Con: 13
Int: 14
Wis: 17
Cha: 14

What I am in doubt about is my character progression, i.e. how many levels of Rogue versus Cleric to take.

My initial reaction was to go levels 1-2 rogue, level 3 cleric, levels 4-5 rogue and the rest as cleric.

Upon reflection, I might go levels 1-2 as rogue and the rest as cleric.

A more rogue heavy build was appealing because of the added skill points. Cleric heavy build is more appealing because of getting more powerful spells faster.

Cleric deity: Desna. Domains - Travel and Liberation.

Race: Halfling. ARG alt trait taken to move 30 ft/round at level 1.

In short, I'd be filling the role of skill monkey, trap defuser and healer.

The trade-off is coming between skill monkey (esp. for all the cleric knowledge skills others don't get as class skills) and healer. I can always go Skill Focus: Disable Device to make-up for losing 1/2 Rogue levels on my DD checks.

Any thoughts/comments on what you guys think is better would be welcome.

Artanthos wrote:
8 Red Wizards wrote:
10, 13, 13, 12, 13, 10

I've rolled worse in the past and still had fun playing the character.

I've rolled worse and played them and had fun. The key is I've rolled them.

I wouldn't want a GM to roll them or dictate stats have to be assigned by order, i.e. roll strength first, then dex, etc.

Byrdology wrote:
Magus/ paladin MT anyone?

I'd go with Ranger/Bard.

For annoying characters, as stated above, the suspicious types, who tell you nothing really suck.

Had a rogue, who was so suspicous, he didn't even tell us his name. We just called him "Guy".

MrSin wrote:
You don't have, but its what you can expect a hellknight of that order to wield. Its hard to force someone to use a longsword if they really like their earthbreaker. I'm certainly not telling that man no.

Thanks. I just have some vague memories of earlier D&D versions, where I thought characters had to use favored weapons. Didn't know if it still applied.

Hellknight orders have favored weapons. If I decide to play a Hellknight, will my character have to use the favored weapon? Or is it optional?

They're broken.

No one stops to think about it, but they are ludicrously broken.

Per the rules a typical male adult Halfling is between 2'10" tall and 3'4" tall and between 32-38 lbs.

That's the size of a typical pre-schooler. Most preschoolers have trouble carrying a gallon of milk, because it's too heavy for them.

You can have a Halfling with a starting strength of 16, which means a light load is up to 76 lbs or less and they can carry a heavy load of up to 230 lbs.

Even a lower starting strength of 8 allows a light load to be 26 lbs and a heavy load to be 80 lbs on a 35 lb. frame.

A gnome's a bit bigger, about the size of a first grader, with a male gnome's starting height being between 3'2" to 3'8" and weights between 37-43 lbs.

You basically have two races, which are supposed to have the same body mass density as humans of their size - unlike Dwarves - yet can have a body weight-to-load ratio rivaling ants or spiders.

Whatever reality D&D/Pathfinder game creators try to put into character creations/rules - like daytime/night time, gravity being the same as on Earth, water being H2O and in liquid form at typical atmospheric temperatures, etc. - so we can wrap our heads around the other fantastic stuff just has never translated to the strength-to-size proportion of Halflings and Gnomes.

I don't know why, but this just irks me.

Playing a character the size of a 4 year old, that could lift me off the ground like Bam-Bam and toss me around is just a bit off. They basically have superhuman strength for their size, like Bam-Bam.

Everyone's squishy at 1st. A couple of hits and you get dropped.

You can stat out your character well enough and equip him well enough, but a couple of good rolls by your DM and you go splat.

2nd level you start to see some separation between the d10, d8 and d6 characters, with regards to total hit points, but you still don't have enough HP's for extended multiple melees in a session.

I'm not sure how to evaluate a character as being too squishy at 1st and 2nd levels.

All low level characters are basically squishy versus what your character becomes at 4 or 5th level.

Shield and Mage Armor can come in handy, if you are playing a melee based build.

I played a dwarf cleric with about equally bad rolls in a 3.5 campaign (a bit worse, as I only had 3 double digit rolls). It can work.

Str: 14
Dex: 9
Con: 11(+2 racial)
Int: 10
Wis: 15(+2 racial)
Cha: 7(-2 racial)

Low charisma cleric? Yeah, it's not optimized but I had a blast. I wasn't ill tempered, more of a smart mouthed drunk, who'd spit out insults that popped into my head.

Just keep the jokes/insults cheeky, like stuff you just want to say but usually think better of it because you'd piss someone off. Can be fun, with the right touch at humor.

Or you could go archer paladin:

Str: 11
Dex: 14+2(racial-Human,Half-elf,Half-Orc)
Con: 10
Int: 9
Wis: 7
Cha: 15

Or some variety of sorcerer:

Str: 9
Dex: 14
Con: 10
Int: 11
Wis: 7
Cha: 15(+2 racial)

Or an Elven witch:

Str: 9
Dex: 11(+2)
Con: 14(-2)
Int: 15(+2)
Wis: 10
Cha: 7


Recommendations for a small adventuring party?

Thought you meant it's a group like I'm in now: two gnomes, a halfing and a dwarf :-)

Paladin, if your group's lawful enough. Get heals, can hold their own in melee and high charisma character, with Diplomacy as a class skill, so they can interact with people effectively.

Covers some areas other than a straight up fighter can, but can do decent damage in a fight.

If you want to multi-class look at the Holy Vindicator or Divine Scion. Both can advance cleric levels, while allowing for a combo between cleric and martial classes.

EDIT: Didn't read the posts carefully before posting.

I'd carry a weapon just in case there's diseases you might get from contact.

What is your witch patron? Some give damage spells or buffing, like Bless, which can be good in a fight.

The one knock I have with Pathfinder is there's no PrC that combines Monk and arcane casting, like the Enlightened Fist does in 3.5.

Chaotic doesn't always mean crazy and disorganized or acting on whims.

It just means you don't really think laws are important, especially if they get in the way of what you want. With Chaotic Good characters this is sort of tilted towards crusading against unjust laws, with Chaotic Neutral characters this can go either against injustice or for personal gain and with Chaotic Evil it's always about personal gain and gratification.

What would make the planning believable or unbelievable for a character is their intelligence and wisdom scores.

Low INT characters aren't going to be smart enough to think about jamming doors, setting people on fire and setting up kill zones to sniper fleeing guards.

Low WIS characters aren't going to be patient enough to delay their escape or some other part of planning that delays the ultimate goal, such as waiting to kill guards.

The actions described at the top of this thread are plenty evil, with torture and burning people alive.

They are a blatant disrespect for whatever laws got the rogue imprisoned.

I wasn't really going with min-maxing. More like fitting a concept better.

I'd be willing to cut back on what you can do with evolutions, as an exchange for moving stats around.

I mean not all outsiders have room temperature IQ's, for example.

Meh...guess it's just me then...

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Table manners come first, RP issues come second. Worry more about your relations with real people, and less about pretend problems in a pretend world.

If I wanted to deal with real world problems and real world people, I wouldn't be roll playing in the first place...bah...reality is overrated...

Do you think Paizo will allow Eidolon stats to be treated as a block of stats, rather than fixed.

For example, a biped has the following stats:

Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).

If you have the ability as a Summoner to give your Eidolon wings, extra arms, etc., why not have the ability to pick Eidolons with different stats?

You could treat the stats as they are: 16, 12, 13, 7, 10, 11 and assign them to the ability scores you think would fit your Eidolon best.

I know this sort of thing can be house-ruled, but I don't get why this wasn't part of the game design.

Seems like they basically designed the Eidolon to be a fighter, though they have the abilities to do other things, especially with an evolution that allows them to get a +8 bonus to one skill.

I don't know why, but the whole Eidolon concept just seems a bit broken to me, because you are limited by the type of creature you can summon based on the stats being fixed.

Monk caster combo. 3.5 had Enlightened Fist for combining arcane casting with Monk abilities and Sacred Fist for divine casting and monk abilities.

It was a good combo for PrC's.

THe 3rd Party Psionics book for PF has a Monk/Psionic PrC.

I like to look at what I've played in the past and see what's new for me to play.

I look at class features that would be interesting and figure out what's an angle I haven't taken before.

For example, I played a war orphaned human monk in an Eberron campaign, who was a bit anti-social because of his upbringing. In a Rise of the Rune Lords campaign, I chose to play a halfling ranger, because of the boost to charisma and was the party face.

I find reading through the background books on the campaign setting helps in figuring out what type of characters would be viable, especially with regards to how, when and where they learned their class.

For example, in the Rise of the Rune Lords campaign, I'd flirted with the idea of playing a Tian witch, who was a scholar come to explore the ruins of Varisia because witch's should have high intelligence scores and it makes sense for a smart character to study/learn to expand his knowledge. I chose not to go that route, because the earlier character I played was a human and I wanted to play another race.

I think there are some medium sized dino's you can ride. Just start off in the Realm of the Mammoth lords.

Malfus wrote:
Tarrasque. Its all fun and games til the avatar of destruction wakes up.

The Tarrasque seems very similar to Anguirus.

Some classes like Monk, for example have their capstone ability as being a character is treated as an Outsider for spells and such: "At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects."

I hadn't found out what the benefit of this is, when digging through books and the internets.

Does anybody know how magical effects and spells apply to an outsider versus a humanoid? What's the benefit?

Reynard_the_fox wrote:
A kindly GM might let you take Arcane Archer, which is pretty schweet.

Didn't really want to do Arcane Archer or some Alchemist variant. I was just curious about trying to adapt the 2nd level ability to archery or ranged weapon usage in general.

I mean this could be a Dwarven crossbowman or halfling slinger or any ranged weapon user, who wants to apply a bit of extra pop to their ammo.

The mutagens, extracts and bombs are all bonuses in terms of getting versatility in how you want to play this character.

Mergy wrote:

Elf just doesn't do enough to lose that bonus feat. You don't even get to take advantage of the Grenadier's single martial weapon proficiency that way. Archery is too feat intensive to give up a single feat, I'm afraid.

Meh...this isn't a pure archer/ranged weapon user. I think the character could take time to get weapons feats. The character has bombs as a stand-by for damage at early levels.

I think with ranged weapon usage you just take advantage of the 2nd level ability to add damage to your ammo and do something different.

Since the ability to apply alchemical substance to weapon/ammo doesn't become available until 2nd level, I don't think you need to be a super ranged weapon user at first level.

Point blank shot should help with bombs. Precise shot at 3rd level wouldn't really put the character too far behind, in terms of using ranged weapons.

If you're adding an additional 1d6 of elemental damage to your arrow, you can probably manage decent damage without taking rapid shot.

Also your on a 3/4 BAB, so the -2 to hit from Rapid Shot could hurt a bit more than with a full BAB progression. Maybe take weapon focus at 5th level to make up for the lower BAB...don't know...

Since Brew Potion isn't a bonus feat for an Grenadier, maybe I'd need to take that at 1st level.

Like I said this is a very preliminary idea right now.

You don't even get to take advantage of the Grenadier's single martial weapon proficiency that way.

Watcha you talkin' about Willis...

Ever wanted to play an elf wielding a great axe in melee combat or a reach weapon like a glaive?

Without the dip in fighter, there's probably some fun melee weapon to use.

Don't know the point buy, since this isn't for a specific campaign.

It's just a character idea I had mulling around in my head. I was curious, if people thought it'd be viable. I mean I've mulled around sub-optimal character options that I don't care to get critiqued, such as a Mystic Theurge that combines the awesome spell casting powers of a Bard and Ranger.

I figured this might be a bit more viable, so I was curious what others thought.

I did a couple of searches on the message boards, to see if this idea had been discussed before, but I couldn't find much about using a grenadier as an archer.

Figure it can work with a 15 point buy or above and/or non-crappy 'x'd6 dice rolls for stats.

Basically need two good stats, Dex and Int, while I can dump the rest, if there aren't enough good rolls or points available for the rest of the stats.

Some reason forgot humans get a bonus feat at first level, which solves the point-blank/precise shot issue.

Of course being human in real life, I tend to want to play non-humans in D&D/Pathfinder type games.

If you want to go the River Tam route, I think a battle-focused Oracle would be good. You don't need to be a battle Oracle per se, but keep your spells known and revelations focused on kicking butt in a fight.

After all, River did wipe out a horde of Reavers in the movie Serenity, so she can throw-down like an enraged goddess of war, when the need arises.

As far as multiclassing goes, I don't think it really suits most Pathfinder classes, outside of maybe a one or two level dip and ones, where abilities like Bloodline Powers and Revelations are dependent on class level, it creates more of a problem. Add to that the benefits from the Curse class feature and multi-classing as a an Oracle isn't the best idea, in my opinion.

If you don't want to wear armor, there are many mysteries that provide some form of magic armor, as noted above. Many of those note only scale up the amount of AC you get, but also provide some degree of DR/slashing or piercing or bludgeoning for example, which can be nice to have.

If you want whimsical/wispy, I'd go with something like a Heavens mystery, where you are focused on the stars and don't really want to pay attention to mundane things like stuff that's not-stars, i.e. everyday things most people worry about, while you are off working on your starcharts.

Looking to build an Alchemist/Grenadier-Archetype, which uses Alchemical Weapon ability in conjunction with being an Archer.

Other than this, I've not really thought much about the character.

I'm leaning towards an Elf, because of the bonus to Int. and Dex. and the ability to use Focused and Sniper Shot down the road to get the most out of my Int bonus.

I'm probably starting with a dip into Fighter for the bonus feats.

Figure the character would be something like this:

Level 1 = Fighter, Feats = Point Blank Shot, Precise Shot
Level 2 = Grenadier or Fighter (not sure)
Level 3 onwards = Grenadier

I figure combining Alchemical Weapon with archery and with bomb throwing, as a fall back should lead to a nice amount of damage and a bit of a twist for an archer.

Thoughts? Comments?

There are two feats in the Halflings of Golarion book that speed up reload time, if you don't opt to play a halfling and go with the Warslinger trait.

Ammo drop decreases reload time to a swift action and Juggle load decreases reload time to a free action. You will need a rank in Sleight of Hand for these feats and Ammo drop is required before taking Juggle load. Also, you have to be proficient in the use of slings.

You can find the feat descriptions here:

I thought you meant this Mangalore

3d6 is a pretty brutal way to roll in modern terms. There's no out for a bad dice roll.

I've played characters with some low rolls before and it can be fun to try and manage a cleric with a low charisma score, for example, but there were a lot of other party members in the group, so it wasn't a campaign ender.

If I was going to roll, I'd prefer 4d6 and drop the lowest, with allowing characters to assign their rolls to the stats they needed, rather than doing 3d6 starting with Str, Dex, Con, Int, Wis, and Cha. The arrangement of attributes that way, from top to bottom, is more from habit, at his point in time, as opposed to having some scientific basis.

I therefore don't see the point in forcing people to roll starting with Str and going to Cha.

"Can't cast in armor"

You'd probably have to invest feats in Arcane Armor training and Arcane Armor mastery to reduce spell failure chance.

I don't think you need to keep track of how much breakfast, lunch or dinner usually cost. The price can usually be bundled with the cost of the Inn.

If you are out and about town and splurge on a meal, even if its a few silver, I think it's worth the time figure the cost of things because it's non-routine, such as a character takes a local out on a date or something.

I agree, if you are getting supplies for a long out-of-town dungeon dive, you should keep track of what you spend on gear, even if it is just mundane things like rations or pots and pans.

I don't think it's too hard to keep track of coppers and silver, but that's just me. You usually just spend gold pieces, so the rare time you spend silver or copper pieces isn't a big deal to tally for me.

What really can bog down a game is factoring the weight of coins or how is a character carrying all those coins. That can really take away from the actual campaign. At some point, players should convert to gold to gems, but figuring out how much 20 gp 4 sp and 8 cp weighs just doesn't seem to be a good use of time to me.

Deflect arrows doesn't get used much and if someone's shooting at you, you'd probably close the distance in a round or two, so you won't take a ton of damage without it.

I'd go with something like Dodge to boost AC and possibly open up the Dodge Feat tree later on. With the extra move you get as a monk, it can be handy.

Playing a 1st level Urban Ranger/Guide, soon to be second level.

My goal in creating my character was to be the party face/lock picker, who took up with Rangers because they helped drive off some criminal elements, while the character was growing up. The roll is to basically fill a bit of what's done by a Rogue.

One draw back to the Ranger is though it has plenty of class skills, it doesn't have as much as a Bard or Rogue, especially with regards to the fact both Bards and Rogues get all knowledge skills as class skills.

I was looking at the detective archetype and think it'd fit with my character background.

I was thinking of a one or maybe two level dip into it.

So far the Pro's are:

(1) Access to spells at 1st level. Bard spells aren't the best, but the Arcane cantrips - light, detect magic, etc. - can be very handy.
(2) By my estimation, everything but Fly and Handle Animals will be become class skills (extra skills from traits included).
(3) Boost Will Saves
(4) Careful Teamwork seems like it would come in handy and hopefully DM will allow it to stack with the Guide's Terrain Bond, which should be in effect with the Urban Ranger's favored communities.


(1) Lose +1 from BAB
(2) Delay getting Ranger class abilities by one or two levels. Rangers get some good abilities early on and I'd only get them at higher levels that usually take longer to gain the XP to get.

Just wondering, if anyone has any other thoughts or critiques of this idea.

I'd probably take the dip at 3rd level, because I'm going with a ranged build and want Precise Strike at 2nd level.

Character progression would most likely be:

Lvl 1 = Ranger
Lvl 2 = Ranger
Lvl 3 = Detective
Lvl 4 = Ranger or Detective (still trying to decide, if the +4 to illusions is worth another Detective level).
Lvl 5 to 20 = Ranger

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