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When I was going through the details and noted that both of these symbols of rule have no stats or rules in place.

I was wondering what would be a good way to design these? Should Xanderghul's be a mythic tier weapon? What abilities would make sense for them?


I was looking at this class, and it's SUCH an awesome idea, but I feel like it's not giving enough of a benefit to justify loss of damage with rage, since many powers are somewhat dependant upon the morale bonuses.

I was thinking about adding a few fighter abilities to the class, to emphasize it's more controlled, martial and disciplined aspects, specifically Bravery, Armor Training 1&2 and one rank of Weapon training. And I'd say that his barbarian level counts as 1/2 his fighter level for feat purposes.

I'd suggest giving up a few rage powers, trap sense for bravery, and he gains heavy armor proficiency for free. In this way, the class can be made into a kind of controlled, focused warrior who can slaughter without questioning his orders. What do you guys think?


So I was just thinking about this as a possibility, but what about using a slayer as the basis for your Aldori Swordlord rather than fighter or even duelist?

Thematically in some respects, a slayer Swordlord studies his targets, while the ranger combat styles, feats, etc. allow for the character to add take advantage of many different options and fighting styles. Plus, those bonuses to demoralize will definitely help a slayer get off more sneak attacks, etc.

Thoughts?


So, how worth it is circling mongoose for a non sneak attack class? This type of mobile build is fairly interesting to me, but I'm wondering if this chain would be too feat intensive to make worthwhile.

Anyone have any opinions on the matter?


So, I was wondering if anyone has used the Witch Killer Slayer and what they think of it.

I prefer to play martials, and I really enjoy classes and archetypes with a lot of flavor to them over other sorts of abilities, and in truth I've lately been partial to melee based Slayers.

So when I saw this archetype, I was thinking it sounds interesting on paper, but how does it play normally?

A lot of the rage based slayer abilities this class gains are pretty awesome, since there are a TON of arcane casters in most games, allowing you to pretty much go up against just about any Runelord or whatever without issue. Though I think the archetype would suffer tremendously against any campaign or game where the enemy is a divine caster instead.

One thing does bother me about this character: Studied Witch ability, which modifies Studied Target. Flavor-wise, it's interesting, but I don't like that you can't increase the number of studied targets simultaneously. That does bug me a bit.

What does everyone else think of the archetype? Are the abilities useful enough to warrant an investment into the class?


Is it just me or is this archetype capable of some real insanity, especially if you decide to couple it with a vmc.

I was looking at this class, and thinking if I wanted a pure damage dealer, I could go half-orc divine paragon of Gorum vmc Fighter.

Taking the Rage subdomain as my main and the dueling subdomain as my secondary domain that gets replaced, I can get some great spells, abilities, and good consistent damage.

Choosing the Sentinel powers of gorum, while raging I get an additional +2 to attk and dmg by level 14.

Couple in the morale bonus from Grudge Fighter when damaged, using a courageous weapon and reckless abandon, plus the weapon training and duelist gloves, you could potentially get a +10 to attack and damage rolls from that alone.

Edit: That +10 does not include reckless abandon either.

Overall I sense a truly offensive monster when built a certain way, plus full spell casting from both domaina. The dueling subdomain grants dance of a thousand cuts, another great boost to the cleric.

What does everyone else think?


For a melee summoner, would taking a few levels of Bloodrager to get things like blooded arcane strike and mad magic be considered a viable option?

I was just thinking about this idea, and while I liked the Blood God Disciple it gives up good stuff for not that good stuff. So I'm thinking maybe a few levels of Bloodrager to regular summoner can make up the difference.

What do you guys think about it? Also, would bloodline even matter in this case?

You could definitely work out some different bloodrager archetypes without many issues because you're not going to stay in bloodrager that long. I'd say 4 levels max.


Hey, I'm working on a character that is built specifically for a River Kingdoms / Tymon / Razmir campaign.
He's a half-orc, Drill Sergeant and Mutation Warrior being the archetypes used.

Weapon Masters Handbook is in full use for this campaign, as are a number of others, some stuff from the occult as well.

I'm looking for something flavorful and still effective in a campaign, and I'm wondering specifically about that fighting style in the weapon master's handbook, Orc Fury Style.

Being that we're going up against Razmiran and the armies of Razmir, I can imagine all sorts of Arcane casters masquerading as holy men will be available to fight. As well as other stuff.

Do people find Orc Fury style useful for both intimidating as well as getting a bonus against mages or anything shaken with an SLA? Would Orc Fury style still considered to be in effect if you use Dazzling Display as well? If so, that might make a group of spellcasters that less powerful against my big guy (actually, he's not that big, strong but more of a runt of the litter in size, hence the reliance on mutagens).

It's an awesome flavorful style, but it's an investment, even for a fighter.


Does the mount count as an ally for the purpose of a fighters tactics as shown in the Weapon Master's handbook?

If so, a fighter with access to a mount can certainly become a lesser sort of a full attack monster without having to vmc into barbarian for beast totem.


Ok, well I'm working on a Two-Handed Fighter Archetype with the new weapon master book out. Looking for a good or interesting VMC to take. Obvious choice is barbarian for the damage and strength stance, plus ground breaker rage power if I feel like it.
Still, I'm looking for something more than simple combat, but I'm coming up with some blanks as to how. Cavalier could be interesting. So could Magus.
Overall, I'm just looking for some possible options other than the very obvious barbarian. Cavalier and the Order of Vengeance could be good.


Would Gorum's Swordsmanship (vital strike at the end of a charge) work with pounce or hurtful? I ask about hurtful because it counts as an attack of opportunity. Meanwhile Gorum's Swordsmanship doesn't say that it's a vital strike action being done as part of a charge, but rather you can apply it's effects at the end of one. That makes me think it might work with pounce. I'm wondering if the barbarian and fighter vmc barbarian just got nastier when you charge and use this plus hurtful (for barbarian it would be undead bloodline plus beast totem plus hurtful, bunch of vital strike attacks on the charge as part of a full attack.)


What's everyone's opinion on this idea? Hell, would the weapon training even stack at this point or is it more of a waste? With the new stuff from the weapon master's book, what would be a good variant multiclass for Myrmidarch now?


Ok, I read the entry regarding Orc religion in the most recent races of Golarion.

Absolutely love the fact that legends of an Orc beating the Nightripper's kill count will experience some sort of apotheosis, demonic or otherwise.

I'm wondering what form this apotheosis would actually take. Would mythic levels be appropriate? I think if the Orc murdered that many people by then, he already would have had mythic levels just to get there. Would the Nightripper be pushed aside by Lamashtu in favor of this new, promising individual?

I'm curious because I'm part of a group that's doing an all Belkzen/Mammoth Lord realm type of campaign, and this type of individual came up as a possibility for a major baddy (not necessarily the big bad, that is Zutha) but an individual that could definitely become someone who is a danger during the campaign and then afterwards is a real threat to the party afterwards.

What sort of suggestions does everyone have for this person, statwise? As an Orc worshiper of the Nightripper, he/she should definitely exemplify the more devious, cunning nature that Orcs are known for. The worshiper should even be approachable easily, able to blend in, difficult to pick out of a crowd in order to keep count.


In some nations Gorum is venerated above or at the same level as other gods, but I was wondering if there was a place in the Inner Sea Region of Golarion that would be considered a center of worship in some way, something with a large number of religious figures in one location. They don't necessarily make edicts that the people follow or anything, but they do have a noticeable and powerful presence among the population.

I was thinking Brevoy might be a good start, and so are the River Kingdoms. Belkzen is nice but it's too Orc-centric. Lastwall's devotion is greatly overshadowed by devotion to Iomedae. Numeria and the Mammoth Lords are too scattered I think. Mendev might also be a good place, but again it might suffer from the Lastwall syndrome.

Any ideas or thoughts on the matter?


So, I've been pouring over the archetypes now and how they mesh with the Variant multiclass rules and I've gotta say the armor master and barbarian look good together. Maybe someone else can verify, but with these two you can potentially get some powerful results if built correctly.

Now, my previous armor master build focused on shield and axe combat. But I'm thinking what if he doesn't necessarily need a traditional shield? What if all he needs is a buckler so his bravery replacing ability isn't wasted?

I'd consider if possible a 2 handed weapon, in part to save on feats but also so he can take extra rage powers, again if that option is available. I think a character like this might be a good damage dealer and at the same time utterly unstoppable. The possibilities are pretty damn good, and if all things stack, you get the ability to have up to 24 damage reduction.


Ok, it's a known fact that it was the Runelords not Xin that created the Rune Giants, as well as inverted giants.

Were these discoveries something that Xin approved of, abhorred, or was incredibly jealous of?

The swords of sin, all of that stuff, seemed to enrage Xin in part because he had not done it first but also because it seemed that they were perversions of Rune Magic, perhaps misuses of it in ways he did not approve.

Anyone have any guesses on the subject, or if God would like to enter and explain that would be cool too.


Ok, so Shattered Star gave us the beginnings for an awesome post campaign with Thullos and Zutha rising.

For those who don't know who Thullos is, he's a lich Taiga Giant Necromancer who seeks to bring Zutha back.

Now that we've gotten the leveling for Ungarato, who appears to be supremely powerful, and assuming Thullos is successful in restoring Zutha, how would the scenario play out with regards to the servants of Tar-Baphon? Would the likes of Erum-Hel and his Vampire antipaladin overlord, the kellid, flock to Zutha's banner or would a war between the factions erupt?

Ungarato, being so awesomely powerful would have to make an appearance of course. His essence is locked within the sword that bears his name, so whomever picks it up will have to enter into a battle of wills with the Graveknight and when that battle is inevitably lost you'd see the Dragon-Tamer reborn anew and at full power, similarly to how Ovinrbane works in Kingmaker.

Would the undead in these regions be utterly dominated by Zutha? Would Ungarato willingly return to serve his former master or would he once again abscond with the fabled sword of sin and become a mighty warlord of the Kellid peoples in another realm or even or orcs?

If I recall, the Graveknight was not compelled to follow Zutha, but rather the Runelord bargained with him. Ungarato could simply decide he'd fulfilled his duties and rebuild his old barbarian kingdom.


So, my group is doing the variant multiclass rules, and it's a river kingdom setting. Every book is in play for the most part. It's mostly low magic that we're going for, so the GM will limit magical weapons properly etc.

I need help building a former gladiator from Tymon. He's a half-orc, and I'm going for Slayer vmc barbarian. By way of feat trees, I'm leaning towards circling mongoose and intimidate. Unchained barbarian powers with the regular barbarian rage.

Beyond that, I'm unsure. Should I invest in more rage powers? Dirty tricks? Performance feats? Maneuvers like bull rush? I'm unsure even about weapons honestly. He's definitely strength focused, but should he use a falchion/ggreatsword or something exotic like a gladiator style weapon, a falcata sticks out in my mind.

I don't even know what sort of archetype to use for Slayer.


As it is in Shattered Star, the reliquary is considered imperfect right now because it was intended to house the body and soul of Xin, not his insane ghost. As such, it's vulnerable to positive energy and the ghosts own madness induced failings. Beyond glitches and positive energy what are the other failings of the imperfect clockwork reliquary vs if it was functioning perfectly? Would Xin have needed the Sihedron to cast spells? Would it be even more powerful in other ways?

Any suggestions or ideas for this one?


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Xanderghul was essentially a 20 level wizard with 10 full ranks in Archmage. This is an incredibly powerful foe to face, and arguably one of the most powerful beings on Golarion. He's practically a demi god.

We're building a campaign that takes place after Xin's defeat. Knowledge of Thassilon is spreading throughout the Inner Sea region, and legends of the Runelords are becoming more and more believable.

What form could Xanderghul possibly take that would show his power and eminence? We're looking at an individual with the power of Tar Baphon or the Baba Yaga. Would the gods align against him in some way?

I'd think that by now, he'd reveal himself in some sort of semi divine form, possibly as the living embodiment of the Peacock spirit, an angel with multicolored wings or something.

Our group is not allied to the Pathfinders. In fact, our teams leader is an enemy of the Pathfinder Society due to an ongoing feud with several venture captains.

Indeed, one of the major villains in fact hires us to research some Thassilonian ruins. The enemy is in fact a relic of Thassilon himself, a green dragon Thassilonian ravener named Vannarthrax who seeks a font of mythic power and knowledge of the old days. In fact, one higher level enemy we face in this is Krune, high priest of lissala.

Anyways, aside from what form Xanderghul would take, at this point would his motivations even be those of earthly might anymore, or would he aspire towards the divine? Maybe seek to replace the Peacock Spirit as a point of worship?

Information on Xanderghul is lacking when compared to the other Runelords, simply because we don't know how he chose to enter stasis, terms of such, etc.

There's also not much information on Xin-Cyrusian either. I'd assume floating fortresses long since grounded, dragon graveyards, and the remnants of angelic legions. Overall an insanely high level adventure.

Is there any info at all on Xanderghul outside of Shattered Star AP and that older Thassilonian Magic revisited guide, and the brief snippet of info on the swords of sin?


Ok, my group is coming up with some new characters we build from scratch, using the rules of the variant multiclass in the Unchained book. We're just looking for some suggestions regarding complimenting characters, etc.

Classes
Vanguard Slayer - Cavalier Order of the Cockatrice variant MC

Daring Champion Cavalier Order of the Flame - Rogue Variant MC

Archeologist Bard - Magus Variant MC

Inquisitor of Calistria - Alchemist Variant MC

Overall, not bad, but some of the stuff like Magus and Bard I get don't really mesh together. Still, the Inquisitor and Archeologist are going to be more 'sociable' types while the other two are going to be more leader types.

I think the Vanguard Slayer may be the most interesting should the adventure go to 20. Swift action with a number of Tactician abilities at his command. Plus, he can pretty much ensure sneak attack goes off regularly for both him and the Daring Champion.

What do you guys think?


My group is working on a game based around a mercenary army of Gorumites. Specifically it's low magic and the classes are all martial based save for the one rogue. The group is a squad in what is essentially a regiment in the mercenary company.

I'm wondering if there's a place similar to the warfare and chaos of medieval and renaissance Italy, where armies regularly fight one another in battles of all sizes, from skirmishes on up.


I'm looking to combine the Cavalier with the Slayer.
The idea behind this class is taken a bit from the concept in a Song of Ice and Fire that the best sort of knight is a ruthless killer, not some courtly honorable fellow.

Background on the Blackguard:
Blackguards are knights of the basest sort, and every king, queen, warlord, and even petty lordling has at least one under his command. Blackguards are men and women who eschew any sort of courtly mannerisms, any notion of honor, or the illusion of a fair duel. No, Blackguards are the very epitome of the notion that the very best sort of knight is a killer. And if good knights are killers, then Blackguards are unmatched, for they eschew any sort of leadership, any sort of finesse, for simple brutality and killing prowess.

Blackguards are never good, but they need not be evil. Some are barely restrained monsters of men, so ferocious they are barely held in check by their masters. Others see their work as a means to an end, and carry out their duties regardless of their personal feelings, should they even deign to have any on the matter at hand. Yet others are simply immune to the sufferings and cruelties they inflict on their fellow man, or pure cynics who readily acknowledge the fact that power is never granted, but taken with force, and force must be used to keep it.

Anyway, I'd like him to keep the Challenge class feature and his order abilities, but everything else I'd like to lose in favor of more slayer abilities and slayer-like abilities.
Some of the things I'd like to gain for this class:

Studied Target - Not sure if I want to go up to 5. Maybe have it at 1, but progress in damage and the like as if the class were a slayer.

Sneak Attack - up to 6D6.

Slayer talents - 4, and never advanced slayer talents, only the base ones.

Other abilities, some influenced by existing classes such as Skulking Slayer, others new:

Murderous Charge - Sneak Attack becomes D8 instead of D6 on the charge. Replaces Cavalier's Charge

Bloody Footwork - Certain combat maneuvers, such as bullrush and overrun, when performed successfully, do sneak attack damage and weapon damage to the enemy in addition to normal abilities. Stacks with feats that do damage when performing such maneuvers, such as spiked destroyer and trample.

Blaggard's Blade - Can feint as a swift action before or after any movement, as long as an attack is not made before the movement is actually taken. If you have Improved Feint, can feint as a swift action when full attacking.

Killing Blow - When performing a coup de grace with a weapon with which you have the weapon focus feat, the critical multiplier increases by one step. For example, x2 becomes x3, and so on.

Butcher's Strikes - An enemy that is challenged is considered flat-footed by the Blackguard for the purpose of sneak attack if he attacks anyone other than the Blackguard. In addition, in these challenges, Sneak Attack damage is no longer considered precision damage, and can be multiplied on a critical hit.

Some of these things probably won't go through, but others are fairly unique, while still keeping some of the core of the Cavalier classes. I was inspired specifically by the Daring Champion cavalier, which combined the more interesting parts of the Swashbuckler with the Cavalier. It would mean that, against a challenged individual, a Daring Champion could do up to 40 points of damage with a piercing weapon, successful as either a strength or dex based sort. THAT really got my attention.

Plus, I always enjoyed the concept of the Cleganes, not that I like the show that much, but those characters were always great on screen and in the books.


One of the guys in our group came up with a really awesome character concept: a viking fighter that uses swashbuckler deeds with his battleaxe. Now, besides 1st level deeds, can the Viking get higher level deeds any way aside from multiclassing? I was taking a look, and while him getting rage, rage powers, come and get me, opportune parry is awesome, the idea of also getting something like precise strike is pretty badass. Outside of multiclassing is there any way to get the 3rd level swashbuckler deed?


Working on a half-orc vanguard slayer. basically a completely brutal butcher of men. I want to maximize my use of sneak attack to do damage along with maximizing damage in general with a falchion. I'd like to take advantage of stun late game so I can coup DE grace enemies.

But in general, I'm curious how I could maximize his damage in general. Slayer gets some really great intimidation based feats, but I'm wondering if that's the way to go. Deciding on vanguard because of the initiative boost, which guarantees he will go first against all but the fastest.

Anyone got suggestions on how to build this guy? Posting from my phone. When I get home I will give further info on feat choices.


Ok, so after reading Castles of the Inner Sea, my group has decided to really give Fort Ramgate (a heavily fortified town) the once over for a homebrewed campaign taking place in Molthune and Nirmathas.

Fort Ramgate is considered a state of the art location with regards to magic and military defenses. It weathers attacks almost daily from Nirmathi skirmishers and the population is still growing.

I'm thinking this should be for mid-level individuals (8-12) and that major characters such as General Hakar should be around level 13 or so, barbarian class.

Here's the thing: How do we represent the magic/technological advancements that are militarily relevant? Ballistas on the walls that magically replenish their ammo? Augmented catapults? Regenerating walls?

I need advice on this kinda badly.


I've been in love with the Sentinel Prestige Class since it first came out, but other than fighter and maybe barbarian, I've always been at a loss of how to maximize damage with this particular class. I've always taken it as exactly what this class is for, maximizing the level of punishment each round of attacking.
And I think that now, with the Bloodrager, we have a way of doing that even better than before (at least on par with the two handed fighter).

Tell me what you guys think. I won't go crazy with stats and such, but just as a general idea to be improved upon.

Arcane Bloodline.
He'll need Deific Obedience and Weapon Focus (Greatsword). Combine that with Blooded Arcane Strike, Arcane Strike, Horn of the Criosphinx, Raging Brutality (for full attacks), and Blasting Charge for charging actions (both feats use a swift action, so it's one or the other) you can do a virtual metric TON of damage when combined with Weapon Specialization (Greatsword), the Sentinel of Gorum rage bonuses, and the Sentinel Weapon benefits. Take as one of your bonus feats to be Improved Initiative, and now by the time you reach level 10 sentinel, you've got +8 Initiative, +11 base damage when raging, then add in the benefits from Power Attack, Arcane Strike and either Raging Brutality or Blasting Charge.

All you need is Half-Orc, Power Attack, improved Sunder, and Destroyer's Blessing and you're good to go. You can also take any other regain rounds of rage feat you want.

Overall, what do you guys think? He's got two Bloodline Feats to choose, 7 feats while a sentinel, and another 5 as a bloodrager. 14 feats total.

Also, Haste while raging, just thought I'd throw that in.

What do you guys think? I wonder, but I think we may have found a new favorite base class to use with Sentinel.


A lot of people have been saying that it's not a really viable class, but I think if you combine it with destined it can actually be pretty good. That, with that eldritch rage feat that gives you bloodrage for a few rounds per day can make a pretty decent strength magus. I think maybe you can even get blooded arcane strike to work this way. if you make the right build, what do you guys think? I've never done magus before so I've no idea. I know auto critical with a weapon is an awesome thing for a magus.


Has there ever been much written about the Urdefhan or their empire and cities in Doga-Delloth? What about their holdings elsewhere?

I'd imagine that their cities would be ruled by high priests and would be technologically advanced at the least, thanks to their relationship with the Horsemen, who themselves are quite advanced in that regard. I'd think their architecture and city structure would be significantly influenced by all of this, with alien, unrecognizable geometry, soul-powered technological nightmares, genocide engines, etc.


Ok the game is taking place in the river kingdoms, specifically starting in ft inevitable and taking off from there. While NNumeria and the league won't be the main plot, they will have villains and technology will be available to pc's in limited quantity.

My big question is how to handle metallurgical components and qualities when the group starts experimenting with sky metals and regular alloys, similar to the advanced crafting techniques that built Null Blades.

Some concepts we're working on are adamantine combined with living steel, living steel combined with ghost metal, etc.

I'd like some suggestions if any are available for how that would translate in a mechanics. A great sword made of inubrix and living steel might strike as 1 size category smaller, but not be broken and resolve attacks at touch.

We could use some other ideas if anyone has any.

Thanks a bunch in advance


I'm wondering if this would be a viable build. I think it would end up looking like a slayer for 11 levels and then the other would be skulking slayer-scout rogue. What do you guys think? I'd use him for charging and wailing on people with sneak attack but he'd also get some dirty tricks and feinting off as well.


I fell in love with the concept and idea of the Weapon Master fighter Archetype. Basically, someone so devoted to his weapon that he masters every aspect of it to a level of obsession. However, I thought that the class left a LOT to be desired, especially when you have other, more flavorful archetypes like Foehammer and such coming out from Paizo. So, for home games, I've decided to rework the Weapon Master archetype. I'd like to get your input on what I've got so far. Please let me know if there could be some improvements here or there.

Weapon Master
Bravery – Unchanged

Weapon Training at level 3 – Replaces Armor Training 1. Choose one weapon. The weapon master gains a +1 bonus on attack and damage rolls with that single weapon. The bonus increases by +1 for every four levels beyond third.

Reliable Strike at level 5 – Unchanged

Mirror Move at level 7 – Replaces Armor Training 2. The Weapon Master gains his weapon training bonus as an Insight Bonus to his AC when attacked with any weapon from the same Weapon Group as his chosen weapon.

Master’s Focus at level 9 – Replaces Weapon Training 2. With his chosen weapon, the Weapon Master increases his critical threat range by 1. This ability stacks with feats that increase the critical threat range, such as Improved Critical, but not with magical abilities such as Keen.

Critical Insight at level 11 – Replaces Armor Training 3. When wielding his chosen weapon, the Weapon Master gains a bonus to his critical confirmation rolls equal to one fourth his class level. This ability stacks with Critical Focus.

Deadly Critical at level 13 – Unchanged

Improved Critical Mastery at level 15 – Replaces Armor Training 4. When wielding his chosen weapon, when the Weapon Master scores a critical, he can apply the effects of two critical feats in addition to the damage dealt. If he has the Critical Mastery Feat, he can apply the effects of three critical feats.

Critical Specialist at level 17 – Unchanged

Unstoppable Strike at level 19 – Unchanged

Weapon Mastery at level 20 – Unchanged

Basically, I decided to add some more abilities to the class, because I felt that the Weapon Master gave up too much and got too little in return. He's a critical specialist more than anything, but I felt that he just didn't get enough of a push in that direction.


Ok, one of the players in our group is going to use the Stygian Slayer and is wondering about what appropriate critical related feats would be good. I'd say Impaling Critical, but that appears to be limited thanks to Weapon Specialization, which is fighter only (or a class that gets access to the fighter feats).

His original idea was a Stygian Slayer that carries around a bunch of rapiers and on getting a critical just leaves it in the guy and quickdraws another rapier, etc. Because of Impaling Critical requirements, that's out the window.

He still likes the idea of a TWF stygian slayer, possibly rapier and pick or even flail type build. However, the possibility for a THF Stygian Slayer is also pretty strong, as Falchion is a popular weapon in my crew.

What do you guys suggest for critical feat and weapon loadout? I think Stunning Critical, combined with Dastardly Finish and Sneaking Precision would make for a rather vicious combination as a rather brutal executioner.


With regards to this, would the carryover of treating fighter levels as barbarian level -3 still apply for the purpose of feats and rage powers?

I ask because it could get interesting with regards to choosing rage powers for bonus feats with a sentinel wielding a greatsword, etc. Not only would the beast totem line be available for this guy, but so would the Surprise Accuracy powers line. Could make the Viking Fighter/Sentinel of Gorum a rather destructive class if the classes stack with regards to fighter and barbarian levels.

The only reason this comes up is because Sentinel stacks with Fighter Levels with regards to feats. I'm just pushing the rules a bit to see if changes in the Fighter class would carry over as well.


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I'm working on an archetype for an Anti-Paladin of Gorum. I'd like the tenets of the anti-paladin code of Gorum to play a part in it.

The class should work to instill battle frenzy in all people, so an aura that incites violence in some way should replace at least one of the existing auras. I was taking a look at the rovagug, the Rough Rampager. The archetype basically causes enemies to die or get closer to death when wounded and begins to screw with divine healing. That does match up with Rovagug, who destroys and hates divine beings.

What sort of palpable auras of rage and frenzy could the Anti-Paladin of Gorum give off that would match up with Our Lord in Iron? I'd love some suggestions, maybe morale bonuses for allies, penalties to enemies, bonuses to initiative for allies, some sort of rage-inducing aura that forces people to become more aggressive in game terms, more likely to fight and less likely to sue for peace.

For information, here are the anti-paladin codes of Gorum:
-Peace is death. Conflict is life. I will not let anyone take
the easy way out.
-Battle defines me. Without battle I am empty. I make my
purpose with blade and brand.
-I will bathe in blood and breathe in iron. Where there is
no conflict, I will create it. Where there are skirmishes,
I will make war.
-The sword is the answer to any question.
-If there is peace ahead of me, I leave struggle in my wake.
-Poison is for the weak. Ambush is for the cowardly.
Plague is a consequence of slaughter.
-Aggression is not foolishness. If I cannot stand against a
foe, I will find another, and mark the first for later.

An Anti-Paladin of Gorum should be a tactical genius, or at least militarily intelligent, and be capable of manipulating leaders of nations to incite war. In addition, they should be masters of martial combat.

So skills should change, as should the auras. Maybe even changes to his fiendish boon might be in order.

I'd love suggestions on what should be done with this. Thanks a bunch in advance.

Edit: Crap, meant to post this in House Rules. Sorry!


I've never done dex based fighters before, always been a pretty hardcore strength guy.
However, I'm really curious about this one. Ustalavic Duelist has some great flavor to it that I love, and while the fighter archetype doesn't outright appeal to me, I've always looked for ways to make these sorts of things more interesting.
I'm also always interested in pushing the rules to their limit I guess, a way of testing what works with what doesn't, both for flavor and for maximum gamer fun.
Anyway, back to the point of this. How much does Amateur Panache and investing further in Panache styles actually improve the Ustalavic Duelist?
An afterthought is the Aldori Swordlord. What about that guy? Would this work with him? I ask because with the proper feats, the Aldori Dueling sword can be considered a one handed piercing weapon.
Overall, there are some great possibilities, and I'm just wondering if it will improve the character classes with BOTH flavor and ability.

Thanks a bunch in advance.


Ok, what I'm going for as a build is essentially the following based off a 25 point buy.
I need help further refining this guy to be the main damage dealer of the group. Other members are a Mutation Warrior/Gladiator Fighter who does a TON of intimidation and performance fighting, a Warpriest of Gorum, and a Skald. So yeah, we're going heavy with the ACG. New stuff, getting really familiar with it, so we're gonna go to 20.

I need advice on the feats, rage power selection, etc. My big question is if a critical fisher build for the Bloodrager is actually viable. Not sure it is or not. If people have played a barbarian with with those critical rage powers, please let me know. Anyway, here's what I got so far, barring the necessary critical revisions. This guy below is focused on pure damage with his greataxe, not on criticals with a falchion.

Name - Vladislav Rex, from Ustalav
Race - Half-Orc
Bloodline - Abyssal
Stats at Level 1
Str - 19
Dex - 12
Con - 16
Int - 08
Wis - 10
Cha - 12

Traits - Reactionary, Mindlessly Cruel, Attached (drawback)
Alternate Racial Traits - Shaman's Apprentice, Acute Darkvision, Chain Fighter

Feats
Level 1 - Endurance (Trait Bonus), Diehard
Level 3 - Destroyer's Blessing
Level 4 - Eschew Materials (Bonus)
Level 5 - Arcane Strike
Level 6 - Power Attack (Bonus)
Level 7 - Blasting Charge
Level 9 - Improved Sunder (Bonus), Blooded Arcane Strike
Level 11- Improved Overrun
Level 12- Improved Bull Rush (Bonus)
Level 13- Raging Brutality
Level 15- Horn of the Criosphinx, Toughness (Bonus)
Level 17- Grudge Fighter
Level 18- Cleave (Bonus)
Level 19- Charge Through

Bloodrage - As a primal bloodrager, he gets the ability to actually exchange a bloodrage power for TWO rage powers. This is AWESOME!!! The only thing that sucks is that it kicks in at level 4, because otherwise I'd get rid of demon claws right away. Anyway, here goes.

Bloodrage Abilities, Abyssal Bloodline
Level 1 - Claws
Level 4 - Demonic Bulk (a keeper because of the size/strength bonus)
Level 8 - Lesser Beast Totem, Beast Totem (got rid of demon resistances)
Level 12- Abyssal Bloodrage (keeping the strength boost. I'd be crazy not to)
Level 16- Greater Beast Totem (pounce with this guy!!!), Superstition
Level 20- Witch Hunter, Spell Sunder (I think these are better capstones than immunities, but meh.)

Other abilities:
Spells
Level 1 - Ray of Enfeeblement, Sundering Shards, Thunderstomp, True Strike, Unerring Weapon, Shield, Phantom Blood
Level 2 - Bull’s Strength, Disfiguring Touch, Ghoul Touch, Frigid Touch, Mirror Image, Touch of Idiocy, See Invisibility
Level 3 - Rage, Greater Thunderstomp, Excruciating Deformation, Haste, Ray of Exhaustion, Force Punch, Hostile Levitation
Level 4 - Stoneskin, Detonate, Telekinetic Charge, Wreath of Blades, Fire Shield, Greater False Life

Now, if I wanted to crit fish, I'd exchange those Superstition based rage powers for the Surprise Accuracy line, and then move Improved Overrun and Charge through out of there so I could get Sundering Critical and Critical Focus. I'll keep Keen on my falchion if I go crit fishing.

Right now, this guy will be a demolisher on the charge. Eventually, he'll pounce his way to victory, but for now the way I'll play him is he runs up to the biggest guy, sacrificing a spell while charging to add up the dice rolls. Eventually, he'll get Impact on his great axe so when he rages and enlarges, he it does 4D6 damage, so that will be 8D6 damage on the charge, not counting his strength bonuses. Then he'll full attack the next turn using blooded arcane strike and raging brutality and hopefully anyone who gets in his way will fall after a turn or two.


One of the guys in the game group I'm in is working on a Sorcerer with the Impossible Bloodline.
The game will take place at least a good bit in Magnimar, so marrying into the Ardoc family is a strong possibility for him, which makes our bounty hunter company a bit more prestigious as time goes on.
He's basically going to build clockworks and eventually probably a cannon golem or something similar. The GM has no problem with that as the game will certainly take us upwards to level 20 most likely. Now, he broached the subject with us about taking some other interesting feats, specifically the Eldritch Heritage line twice over: some for Arcane Bloodline, some for Serpentine Bloodline. His idea is that for Arcane he'll get a bonded warhammer (goes with the magical smithy sorcerer he's working on) and with the Serpentine Bloodline he'll get a viper familiar which he'll turn into a clockwork familiar with the Improved Familiar feat.
I'm wondering if A: this is legal. B: is it possible? and C: what are the effects of a guy having both a bonded weapon AND a familiar? I never do arcane style spellcasters so I don't really know worth a damn, and I was just wowed at this idea. He's making an insane crafter type, who might take the leadership feat as well.
He's human, will take that focused study alternate racial trait for the skill focus at 1st and 8th level, and from there 1-2 feats in Eldritch heritage for Arcane and 2 feats in Eldritch heritage for Serpentine. The bloodline bonus feats will be crafting oriented mostly, leaving some leftover feats for other stuff. How does this look to everyone? Kosher or what?
I mean, with the right spell list, a good amount of cash, and a portal to the plane of earth, he can build a friggin army for us. Which is awesome.


What deity and feats would go well with a half-orc Inquisitor bounty hunter? I'm thinking something that's specifically Lawful oriented, such as Abadar maybe or perhaps something a little less obvious like Uruskreil.

This individual is going to be a somewhat evil individual, the type that burns down a village for hiding local Robin Hood criminal types. He's rather obsessive about that sort of thing.

He runs with a Vivisectionist alchemist, a ranger, and a sorcerer with the impossible bloodline that will create clockwork soldiers to do his grunt work for him.

They'll probably end up working for Hellknights, without him actually becoming one simply because Hellknights have only loyalty to their order and the law really.

So, what deity might work out for this guy, as well as feats? I'm going a combination of melee being the focus, but he'll use his repeater crossbow to close in on them, moving in for the kill.

Specifically, I like Uruskreil because of his weapon, the falchion, and the fact that his area of concern (one of them anyway) is mercilessness. And this guy, Bailiff Malgor, is certainly as merciless as they come.

For feats, what should he get? A combination of melee and ranged, or focus on melee and intimidate?


Ok, I gotta ask about him, reading the Numeria book that just came out. First of all, LOVE IT!!! Absolutely love it. It's got so much awesomeness in it that I can't quite describe it.
But now, about Alling Third. What were his influences? That seven pieces of skymetal just absolutely rings of Xin and Thassilon, though it seems done in a different way than the Sihedron was, as a puzzle phylactery, not necessarily as a source of power the way Xin's artifact was.
Plus, there bears a certain resemblance between the two on a similar level in terms of concept and even design. Not saying at all that they went about it in similar ways. Xin was benevolent. Alling Third is not. But I gotta ask, when coming up with that art work, did the artist take a look at the clockwork reliquary and say that looks actually pretty damn good.


I was looking at Giants Revisited and saw the named Rune Giants, as well as the stats for Malziarax, a Rune Giant Fighter 4. Now, normally these types of guys manipulate the shadows that manipulate everybody else. They rarely take to the field themselves unless absolutely necessary, and really not many people want to face them head long.
Now, I'm looking at a couple of classes for this beast of an Overlord, and I keep falling onto a couple that are quite interesting, the biggest one of which is Weapon Master. The Arcane stuff is interesting, but I don't really see a Rune Giant as big an Arcane caster as some other races. Cleric could be a possibility as well, or perhaps Oracle of some sort, Ancestor maybe, though Rune Giants aren't exactly the type to put much faith in such things. So really, it's between Cleric and Fighter, specifically Weapon Master. I figure a weapon like Falchion, with an excellent critical range, would be a good choice. He would be the big bad of the campaign.


Ok, so I decided on something a bit different with this. Most people go just one class all the way through and decide that it's the best thing out there. Normally, I wouldn't disagree, but I'm wondering that if this can be considered a better way. We've already seen that an invulnerable rager tank can be absolutely insane when combined with the unbreakable fighter archetype, so I propose something similar with this barbarian/fighter. The only thing is, I'm not so sure it's ultimately a viable build, or if there's better builds out there.

One of the big things though that this class NEEDS is Scion of Humanity and Racial Heritage (Orc) so that this beast can rage longer and harder, as some of the major benefits.

Not only that, but I'm wondering if this race needs other feats as well. It might, and I'm sure there's many who would use some of these feats in combined with a barbarian/savage fighter as well for those brutal natural attacks. Anyway, here goes:

Stats: Preferred High Strength, Con, and Charisma. This is not a CAGM build. In fact, I'm going to be avoiding damage reduction altogether because he's not going to be built around it. His job is going to be getting in fast and hard and simply demolish the enemy. One of the great things about Angelkin Aasimars is that they can start with a 22 strength if need be. You won't need that, but I'll show the damage based on that strength level.

Classes: Two Handed Fighter 9/Superstitious Barbarian 11
Reasoning: You can still double your strength bonus with a Two Handed Fighter by level 9 and have two levels of weapon training, and still have enough levels of fighter to get weapon focus/greater if you want it. Not only that, but as a non-human, you'll have ten feats with 9 levels of fighter. That's important as this build is feat intensive.
I chose superstitious because it gives an initiative bonus in the surprise round and gets rid of damage reduction, which I don't care about for this build. You could also add in Hurler if you wanted, and change out some feats you find unnecessary for others.

Feats: (I did it in no particular order really, in part because fighter allows for retraining but also because some of these have level requirements)
Angelic Blood, Power Attack, Racial Heritage (Orc), Improved Sunder, Destroyer's Blessing, Skill Focus (Survival), Furious Focus (prolly won't need it actually), Raging Vitality, Raging Brutality
Level 5 Eldritch Heritage (Orc)
Level 10 Angel's Wings
Level 11 Improved Eldritch heritage (Orc)
Level 17 Greater Eldritch Heritage (Orc)

Now, that's 13 feats used, our of a possible 15 available.
Rage Powers
You'll want the following to really utilize the best assets of this class:
Beast Totem - 3 rage powers for pounce
Reckless Abandon to help mitigate the power attack penalty
Superstitious (for the saves)
Overbearing Advance (taken with a feat)
Strength Surge (taken with a feat, for sunder and overbearing advance)

Your weapons of choice will be heavy blades (greatsword or falchion) and polearms (bardiche or lucerne hammer). I have a preference for a lucerne hammer and falchion, but really anyone can use anything. I just like the look of both more than anything. They look badass. Anyway, armor preference will be a mithral/noqual breastplate. You COULD go Mithral/Noqual full plate, but that would still slow down your fly speed. Your weapon enhancements are the most important here: +4 Furious Courageous. That's the meat and potatoes. I'd suggest Vicious as well for the extra damage. It all adds up, and killing is what you're gonna want to be doing, so you might like it.

So, let's talk damage. Assuming you go THF straight 9 first and then go Barbarian, but why you'd do that is a bit hard to say. Mix it up however you like. But for this, I'll just assume you're doing it 8 then 11. Assuming a beginning strength of 22 with a greatsword. By level 20, I'll add in all the enhancement bonuses and such. Until then, I'll just focus on definite bonuses from strength and power attack.
Level 1 2D6+9+3 (strength + power attack)
Level 3 2D6+12+3 (strength + power attack)
Level 11 2D6+20+9 (strength including rage + power attack)
Level 17 2D6+26+15 (strength including rage + power attack)
Level 20 3D6+2D6+6+44+18+19+2
That last level has a ton of numbers in it so I'll break it all down for you.
3D6= Greatsword
2D6= Vicious
+6= Enhancement
+44= Strength which includes +5 level additions, +6 inherent, +6 enhancement, +6 size for Power of the Giants, +9 for rage
+18= Power Attack
+19= Constitution damage, base 16, including +6 enhancement, +4 for power of the giants, +11 for raging brutality, raging vitality, greater rage, and courageous
+2= weapon training

Damage per swing by level 20 is 94-119. With pounce, by level 20 he'll be getting 4 swings per round on the charge, so his damage will be 376-476.

Overall, that's a game over for most individuals I think. Now, one of the reasons I went with wings is so that, if he wants to, he can actually fly over a target or difficult terrain if he needs to. It's not so much situational as you'd think, because it involves getting him as quickly as he can to his preferred target. Imagine, if you will, a seven foot tall warrior wielding a greatsword screaming and crashing headlong into the enemy. Whenever he needs rage, he can simply sunder something, which he should be able to do easily enough. And if he needs to get to someone, he can overrun an enemy doing damage as he moves.

Tell me what you guys think of this build, if it's viable, too situational, etc. One of the great things is that it will do a ton of damage with or without raging brutality, so if you want, you can exchange out that and wings feats even for other stuff, perhaps throwing, etc. One of the great things about the Orc Bloodline is that those four feats add a total of 12 points of strength damage to each swing. It doesn't sound like much, but combined with the other stuff it really adds up.


What I'm going for is a Two Handed Fighter/Mounted Fury Barbarian.
Some feats that I'll definitely need: Beast Rider, Leadership, Mounted Combat, Ride-By Attack, Spirited Charge. With Leadership and Beast Rider, I essentially plan on getting a fiendish advanced Rhinoceros as a mount (a gift from Gorum for so many battles fought) and using that plus the bonuses from Two Handed Fighter and Barbarian Rage Powers (such as Beast Rider) to essentially do INSANE damage with my Impacting Earthbreaker (purely thematic weapon).

Rage Powers I'd definitely need are: Ferocious Mount and Greater Ferocious Mount as a way of passing on the rage and other related rage powers to the big guy. Definitely going Beast Totem full line.

Does anyone have any suggestions with what feats and additional rage powers I can use to flesh this bad boy out even further with regards to damage? I think Raging Brutality would be a good one.


What it says on the tin people. Working on a fighter right now who will double as the party face with a rogue. He'll mostly be the party face thanks to his blood lines (he's a half-orc cousin of Hundrux Half-Mann) and as such, has a good bit of nobility.

The archetype I was going for was Two-Handed Fighter. The guy won't be purely focused on damage though. I wanted to go THF so that he can still dish it out without having to specifically focus.

This is a non-pathfinder society game, but we're still trying to keep it PFS legal.
He's going to focus on using the falchion, because it's an awesome sword that I have a major thing for.

Specific feats I'll be getting:
Noble Scion, for flavor and to make best use of Charisma with Eldritch Heritage.

Eldritch Heritage (Orc Bloodline). It's also for flavor because he'll be what you'd call an exemplary example of orc breeding. 4 feats total.

Weapon Focus and Greater Weapon Focus. But I won't be going the Weapon Specialization route. Extra four points of damage for two feats isn't worth it for me. I'll be doing enough as a two handed fighter.

Critical Focus, Staggering Critical, Stunning Critical, to help take advantage of his wonderful falchion.

Improved Sunder, Power Attack, Sundering Strike, because he's a THF and uses the falchion.

Improved Initiative, to help with his higher than average charisma.

Cosmopolitan, Additional Traits, Leadership. With the campaign in mind, Leadership will make things a bit more interesting. Already worked out with the GM an excellent character I can take for a cohort (urban rager/Inquisitor) which will be necessary for the good will of the church of Gorum (it's in Brevoy after all).

Endurance (Bonus from traits), Diehard, Deathless Initiate. These three feats are also more for flavor than anything else really. I figure that these would be good so he'd get extra oomph out of being a fighter, but also because like I wrote earlier, he's an exemplar of good breeding.

Traits: Reactionary(Combat), Influence(Social), Fate's Favored(Faith), Irritable Diplomat(Racial), Shaman's Apprentice, Sacred Tattoo, Skilled

Languages: Common, Orc, Hallit, Dwarven, Draconic, Giant

What do you guys think? I think, with this build, I've got a half-orc who can hobnob with the nobility of any society and still split a man in two at the drop of a hat. Will this help with him being a good party face? The Rogue would help out with Sense Motive and Bluff checks, and he'd mostly work on diplomacy, and when that fails killing everything in the room.

Now, instead of Reactionary as a trait, I could choose Veteran of Battle, which would give him a modified Quick Draw for surprise rounds and only a +1 trait bonus to initiative.


I was wondering, is it possible to take the Grudge Fighter feat multiple times? It doesn't say so, so I'm guessing no, but a thought just crossed my mind about it.


Ok, few things first: was any of this ever actually explained? What happened to the people? What about Skywatch? Was anything ever gone into detail in Kingmaker with this or anywhere else? Has anyone ever really explained what caused all of this? Was it Choral or his cursed blood? The old ruins unearthed in Skywatch, most likely Cyclopes ruins infused with a bit of the ol' Abaddon? A plot by the Surtova's to try and take power?

Has there actually been anything written or said about this one way or another? If not, will there be? I love Brevoy, a lot of things about it, the Kingmaker campaign, all of that, but the mystery is friggin' killing me, and part of me also feels like the land needs to be fleshed out a bit more maybe.


Ok, so I'm wondering what the bonuses would be on this type of a character for charging and making an attack. Would they be 2.5x the strength bonus or 3x? I would THINK they'd be 3x because of rules regarding the Cavalier, the lance, and charging feats and abilities (when something tells you to double something that's already doubled, you just triple the base number).

That means that my half-orc who has a strength of 30 and is a two-handed fighter does 30 damage on the charge for his strength bonus alone?


Ok, so I was looking at the Evangelist, and I noticed that people on the boards seem to believe that you can pretty much apply that aligned class ability to Prestige Classes as well as regular classes. Is this the case? If so, then it might be possible to become fairly powerful as an Evangelist who has multiclassed. Yeah, your BAB lags a bit, but if you were taking from a 1/2 or 3/4 BAB, then it's not nearly as bad as taking a martial.

Anyway, I was wondering if this was even possible or allowable or whatever. I really have no idea, and I haven't seen an FAQ come out yet so I'm not even sure if it's been answered.

Dual blooded Sorcerer 5
Dragon Disciple 1
Evangelist 10 (Aligned Class Dragon Disciple)

So, basically I can have all the bonuses of Dragon Disciple, along with spellcasting and strength, con, armor, wings, dragon shape, etc, along with the abilities of an Evangelist. Is this correct? Seems a bit powerful or something, man. The fact that my bloodline is effectively at level 15 (dual blooded Orc Dragon, focusing on Orc) that means I have an insanely high strength and a good constitution right now, plus some spellcasting, shape shifting, and perma flying from the DD wings. AND a breath attack! Plus, the Evangelist's level 10 ability as well.
That seems like a helluva lot.

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