Alain

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Welp, after many years of playing more martial/partial casters that fight martially, I've finally decided to take the plunge and attempt building a full caster for the first time, and naturally I decided to take a whack at the wizard class.

I delved through Treatmonk's guide and the Core Rulebook to get an idea of what to build, and while I have the basic's down, I still feel like I'm not doing enough to optimize my spells, though granted at level 2 I don't exactly have alot of options. That and frankly the lists of wizard spells I can use is well...overwhelming, to say the least, and unfortunately about 3/4 of them are either poor spells to use or are too circumstantial.

Anyways, to get to the meat of the matter, are their better options for spells or is there some sort of document that essentially cuts the "less than ideal spells" and gives a list of the most popular/chosen spells?

Below is the spells I already have set up on the character.

Currently the specialty school is Conjuration, with opposing schools as Divination and Enchantment.

Cantrips: Dancing Lights, Detect Magic, Detect Poison, Ghost Sound, Light, Message, Open/Close, Read Magic

Lvl 1: Color Spray, Endure Elements, Feather Fall, Grease, Mage Armor, Protection from Evil, Silent Image, Snapdragon Fireworks

Aside from the fireworks, which is essentially thrown in as a spell to help towards social interactions, the rest are focused towards being utilitarian, either to help out of combat or assist in either providing some battlefield control or buff/debuffs.


I'm assuming its mostly because its a newer class, but their doesn't seem to be many places to find on how to build a good slayer.

Been through the d20PFSRD, Pathfinder Reference Document, and a blog called RPG BOT providing some methods and references to help build a good Slayer, but haven't found much else.

Anyone else find good places to look up such information?


I'm mostly just throwing this out here because I've read up alot of good information for what I want to make if I went with a ranger build, but due to wanting to try a more combat/skill heavy class, I kinda want to pull things off with a Slayer, specifically a sniper archetype.

Essentially I just want to make a sneaky, perceptive archer that's able to pick off targets at range while being able to assist my party with my skills outside of combat or possibly looking at teamwork feats or contributing damage at range.

Gnoll is mostly there for flavor, since I wanted to pick an uncommonly used race that would arouse suspicion or a sense of distrust from most of whatever realm he ends up in.

If it helps, I doubt this character is going to see any action beyond level 9 (since all the characters I've played in every Pathfinder campaign I've participated in has never hit the double digit level mark).

Level 1 Ability Scores right now are sitting at
Str: 14
Dex: 17
Con: 14
Int: 12
Wis: 14
Cha: 7


So I know it's a rather stupid question to ask, since I'm sure a thread is out there to cover it, but I'm playing a half-elf Warpriest (vanilla, no archetype) in a homebrew campaign. He is Lawful Good, follows the goddess Iomedae, and does so because he was adopted by a church of mostly humans, even when in this homebrew world half-elves are viewed with suspicion because elves are no longer seen in regular society and are viewed as weird bastard children that cannot be trusted unless they prove themselves to the local people.

He grows up in the church and views the paladins that guard his city as role models to look up to, though he also acknowledges once he grows up and becomes a traveling messenger for his church and goddess that he can do things that the codes of a paladin would frown upon, if not his goddess, such as making small lies in order to find the truth of some greater good (example right now that he's lying to a merchant in that he claims he is looking for a slave in an underground slave market to purchase for his church as free labor when his greater goal is to find the slave ring, find a girl that had been kidnapped earlier and rescue her before calling in a sting operation for the city guard).

I'm trying to find ways to make him differentiate himself enough from a paladin to not fall under the banner of a LG Paladin, but still uphold that he is following what is considered the goddess of Paladin's. Either that or I just need help finding a way to play Lawful Good without turning into Lawful Nice/Lawful Goody Two-Shoes.

Any suggestions or advice to help with this?


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In my current campaign there's two min-maxed players in the party, currently at level 11, both with Dexterity based combat builds, ones a swashbuckler and the other is a Weapon Adept Monk, both have focused on a combination of high dexterity, combined with a race that is a modified Strix (mainly they're small creatures now and a base speed of 50 feet, as well as gliding abilities. Combined with their use of teamwork feats, one of them is able to constantly roll crits (though damage is relatively low at 15-20 damage per attack), while the other one is a straight up high damage dealer, usually putting out 20-35 damage per attack, with AC above 25 (27 on the swashbuckler, 35 on the monk) and attack bonus of at least +21 on their first attacks

Suffice to say I decided to be mildly stupid and multiclassed, using a combination of a modified 3.5 Warblade, Arcane Duelist, and currently prestige classing as a Low Templar, with a Warg as a mount. My AC is still lower than either of the other two players, my damage is 15-20 usually per attack, and they can outmaneuver me on top of beat me on skill rolls. My spells cant hold them down usually since their saves are good enough to beat them most of the time, and at this rate the only reason I am not at a disadvantage is alot of smart roleplaying and now being a member of a Templar Order.

It's gotten to the point where the GM is trying to find ways to get me on an even playing field with them because he can easily see them abusing their builds against the party if they decided to, especially because both players are Chaotic Good and my goal is to fall to Lawful Evil before working my way back to Lawful Good, which could be cut short if the two decided I need to be killed. The other party members aren't much help because one is a monk that really just sneaks around stealing stuff and the other is a rogue thats too busy running away from everyone to be of much use.

In short/aka TL, DR; anyone have any suggestions to cut down Dex-based combat characters with good saves (roughly +8-+10 on all three) down to size either with my character or through use of roleplaying? Some suggestions the GM's given is unleash spiders on them in an ambush or use ranged attacks with poison aimed at Strength and Constitution. Anyone got better ideas than that?


I kind of have a sticky situation right now with the party I'm in right now. My GM is rather open minded and allowed custom races and 3.5 material into the game, and due to how the players set up their characters, its started some conflicts that do not seem to have any immediate solutions.

The situation right now is we have five players and a cohort. Two players are CN custom races that could best be considered small Strix's, one monk and one swashbuckler, set up for high AC and damage, who's motives are to become pirates and have fun messing with everyone, player and NPC alike. We have a half dragon, half human rogue who's also CN and literally is tagging along with the two players above in order to have fun adventuring and stay away from her fiance (a plot hook).

Opposing them are two custom characters based off of Hylians, a rogue with a monk cohort, who are built for role-playing purposes over combat, and a custom dragonborn thats an ex-paladin, now a warblade/bard multiclass, who is sort of the middleman who wants a mix of combat and roleplay. They're true neutral (leans good),lawful good, and lawful good (that now spans the good spectrum) respectively. All three have the similar reasons of traveling around adventuring for the sake of taking in new experiences.

The basic plot synopsis is that somehow all these characters got thrown onto an airship, which is a new pioneering technology across the land, and one day all divine magic is suddenly done, and its the groups job to find out why.

The conflict I'm seeing is the chaotic neutral vs good (and lawful to a degree) arguments that will inevitably ensue and will make it hard for the group to stay together. Does anyone have any advice on how I as a player or as a character could either talk to the GM or to other players/characters to try and find some way to solve this issue without the entire party turning against each other over conflicting interests?


Right now I'm in a Curse of the Crimson Throne Campaign and am running a pirate player character. Right now he's a combination of the Rogue Pirate Archetype and the Gunslinger Pistolero Archetype, but my big problem with it right now is that it's a skill-monkey first and a combatant second, which is not how I want to run the character.

So after perusing some home brew classes, I came across a Pirate class home brew and made a few modifications to it to better fit the play-style I am looking for.

Any advice on how to refine it, as well as comments to see if its OP or UP?

Pirate Home Brew Class:
Pirate (Pathfinder Homebrew Version modded from www.pathfinderdb.com)

So long as civilized creatures have shipped goods by sea, there have been certain individuals whom have risked life and limb to take those goods. Sailing across the seas of the world, taking what they can by any means necessary, these seafaring thieves are known as Pirates. Pirates usually adventure for multiple reasons, but most reasons are related to either treasure or loot. Adventuring typically involves doing things which a Pirate is used to doing, namely killing things and taking their stuff. Piracy is a profession open to all, and thus Pirates have many diverse characteristics. The most common characteristics of Pirates are ability to fight, ability to swim, at least some usefulness on a ship, greed, and little to no objection to stealing.

Role: Pirates best role is that of a skill monkey and combatant. Due to lack of access to heavier armor and good staying power, the Pirate favors opportunistic attacks, and fights that are biased in the Pirate's favor. PC pirates can function as tanks and weak skill ponies in a party. In combat, Pirates work well as tanks, meat shields, and archers or snipers.

Abilities: Pirates benefit from high Strength and Dexterity scores, which help out in combat, plus they are good for various class skills. A high Dexterity also gives a bonus to armor class since the Pirate is only proficient with light armor and shields. A high Intelligence score helps rack up skill points and is good for various class skills. A high Charisma score will help a Pirate out of certain situations. Like all warrior classes, a Pirate also benefits from a high Constitution score.

Alignment: Any. Most Pirates have little to no respect for the law, and tend to be selfish and greedy. Pirates who work in the service of a government or nation, however, are known as privateers, and can be lawful.

Pirates work well with other pirates, quickly forging comradery, especially on longer sea voyages. Healers are also a great asset to pirates and often respected. Although pirates may be comrades or buddies, that does not prevent them from stealing from, backstabbing, or betraying fellow pirates for a profit or anyone else for that matter. The only person a pirate might hesitate to steal from would be his healer.

Hit Die: d10

Class Skills:
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Engineering) (Int), Knowledge (Local) (Int), Knowledge (Nature), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier

Level Base Attack Fort Ref Will Special Abilities

1st +1 +2 +1 +0 Sea Legs +1, Amateur Gunslinger, Gun and Sword

2nd +2 +3 +2 +0 Evasion, Way of the Gun, Watch My Back

3rd +3 +3 +2 +1 Sea Legs +2, Seagoing Talent

4th +4 +4 +3 +1 Uncanny Dodge, Hearty Constitution

5th +5 +4 +3 +1 Sea Legs +3, Low Blow +1d6

6th +6/+1 +5 +4 +2 Way of the Gun, Seagoing Talent, Improved Flanking

7th +7/+2 +5 +4 +2 Sea Legs +4, Leadership

8th +8/+3 +6 +5 +2 Improved Uncanny Dodge, Iron Guts

9th +9/+4 +6 +5 +3 Sea Legs +5, Seagoing Talent

10th +10/+5 +7 +6 +3 Way of the Gun, Low Blow +2d6, Intimidating Presence

11th +11/+6/+1 +7 +6 +3 Sea Legs +6, Pirate’s Fortune 1/day, Death Dealer

12th +12/+7/+2 +8 +7 +4 Seagoing Talent

13th +13/+8/+3 +8 +7 +4 Sea Legs +7, Death Dealer

14th +14/+9/+4 +9 +8 +4 Way of the Gun

15th +15/+10/+5 +9 +8 +5 Sea Legs +8, Seagoing Talent, Low Blow +3d6

16th +16/+11/+6/+1 +10 +9 +5 Pirate’s Fortune 2/day, Death Dealer

17th +17/+12/+7/+2 +10 +9 +5 Sea Legs +9

18th +18/+13/+8/+3 +11 +10 +6 Way of the Gun, Seagoing Talent

19th +19/+14/+9/+4 +11 +10 +6 Sea Legs +10, Death Dealer

20th +20/+15/+10/+5 +12 +11 +6 Dread Pirate, Low Blow +4d6

Weapon and Armor Proficiency: Pirates are proficient with all simple and martial weapons and with light armor and the buckler. Pirates are also proficient with all types of firearms.

Sea Legs (Ex): Walking along the pitching deck of ship and climbing the rigging has given a pirate a knack for climbing, swimming, and moving across difficult surfaces. He gains a +1 competence bonus to all Climb and Swim checks as well as Acrobatics checks to move on narrow surfaces and rough terrain, including wet or slippery surfaces. At every odd-numbered level, this bonus increases by +1 to a maximum of +10 at 19th level. He also gains the Sea Legs Feat as a bonus feat.

Amateur Gunslinger (Ex): Pirates have found a niche in their ruthless bloodthirsty tactics, which rely on not only vicious melee combat, but also punishing ranged attacks. As such, pirates have developed a knack for using firearms to their maximum benefits. At 1st level, the pirate gains Amateur Gunslinger as a bonus feat and can now take Grit feats accordingly.

Gun and Sword (Ex): Most pirates prefer the vicious melee combat that their sword provides them. However, sometimes a pirate needs to dispatch a distant foe while still engaged in cutlass duels. As such, at 1st level, the pirate can fight with both a cutlass and a pistol, as if he had the Two-Weapon Fighting feat. This applies only if the pirate is wielding a cutlass or basket-hilt broadsword and pistol, and if the pirate is wearing light or no armor. The pirate cannot reload the pistol one-handed, but can utilize the pistol whip deed if he has it.

Evasion (Ex): At 2nd level and higher, a pirate can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the pirate is wearing light armor or no armor. A helpless pirate does not gain the benefit of evasion.

Way of the Gun (Ex): As pirates have used firearms more and more, they have become more and more proficient with them. At 2nd level and every 4 levels thereafter, the pirate gains a bonus Grit feat, which expands his firearm proficiency. He must still meet the prerequisites of the feat. As an alternative, the pirate may take a ranged weapon combat feat, applying its bonuses to attacks with his firearm, or obtain Gun Training if they meet or surpass the level requirements of the Gunslinger class (may obtain it once at 6th, 10th, and 18th level)
Watch My Back (Ex): A pirate is trained in fighting in closed quarters with comrades on his flanks. Whenever a pirate is fighting adjacent to an ally, he gains a dodge bonus to his AC equal to 1/4 his class level. He loses this bonus if he is denied his Dexterity bonus to AC or if he or his ally moves more than 5 ft. away.

Seagoing Talent: At 3rd level and every three levels thereafter, a pirate picks up a seagoing talent from the list below. Some talents may be taken more than once.

Acrobatic Assault (Ex): The pirate gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain.

Acrobatic Mastery (Ex): A pirate may always take 10 on Acrobatics and Climb checks and never loses his dexterity bonus to AC for Balancing, Climbing, Running or performing other precarious stunts. Prerequisite: Acrobatic Assault

Animal Friend (Ex): The pirate gains an animal companion in the form of a tiny animal such as a parrot (treat as a raven) or monkey. This animal acts as a wizard’s familiar, except that the pirate cannot use the share spells ability unless he also has levels in a spell casting class or takes the major magic talent. His effective wizard is equal to his pirate level. If he has levels in another class that grants a familiar, the levels stack.

Bleeding Attack: As the rogue talent. Prerequisite: sneak attack.

Crippling Strike (Ex): This is equivalent to the rogue talent and follows the same general rules.

Deep Breath (Ex): A pirate is able to hold his breath for a number of rounds equal to four times his Constitution score.

Defensive Roll (Ex): As the rogue talent. Prerequisite: evasion.

Fast Climb (Ex): A pirate gains a climb speed equal to his base movement speed. Prerequisite: Acrobatic Mastery.

Feat (Ex): In place of a talent, a pirate may select any feat for which he meets the prerequisites as a bonus feat.
Improved Evasion (Ex): As the rogue talent. Prerequisite: Evasion.

Major Magic (Sp): As the rogue talent. Prerequisite: Minor Magic

Minor Magic (Sp): As the rogue talent.

Natural Swimmer (Ex): A pirate gains a swim speed equal to his base land speed and can always take 10 on Swim checks.

Opportunist (Ex): As the rogue advanced talent. Prerequisite: Pirate level 9+.

Resiliency (Ex): Once per day, a pirate with this ability can gain a number of temporary hit points equal to the pirate's level. Activating this ability is an immediate action that can only be performed when he is brought below 0 hit points. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If the pirate's hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal.

Rogue Crawl (Ex): While prone, a pirate with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A pirate with this talent can take a 5-foot step while crawling.

Slow Reactions: As the rogue talent. Prerequisite: Sneak Attack.

Uncanny Dodge (Ex): Starting at 4th level, a pirate can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A pirate with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him. If a pirate already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Hearty Constitution (Ex): Traveling on a ship tests the stamina of anyone. In addition to facing seasickness, a pirate travels to exotic ports where he might be exposed to a variety of disease. Only the heartiest souls can withstand this life, so a pirate adds twice his Constitution bonus (if any) to Fortitude saves to avoid becoming nauseated or sickened or to avoid contracting any kind of disease.
Low Blow: At 5th level or higher, if a pirate successfully feints against an opponent, any attacks she makes in the same round deal an extra 1d6 damage. This damage increases by 1d6 every five levels. If a pirate can attack multiple times in the same round, the damage is applied to each attack separately. This ability counts as sneak attack for purposes of prerequisites or qualifying for feats.

Improved Flanking (Ex): An 6th level pirate who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the pirate don't gain this increased bonus.)

Leadership (Ex): At 7th level, a pirate gains Leadership as a bonus feat. In addition, if the pirate obtains a ship, it counts as owning a stronghold when determining his leadership score. He receives no penalties for moving around a lot if he travels by his own ship.

Improved Uncanny Dodge (Ex): A pirate of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Iron Guts (Ex): At 8th level, a pirate gains immunity to all effects that could cause him to become nauseated or sickened. Furthermore, he now adds three times his Constitution bonus to all Fortitude saves to avoid contracting any disease.

Intimidating Presence (Ex): At 10th level a pirate begins to develop his reputation as a merciless combatant, one whose exploits are enough to send lesser-armed ships running for safe harbor. He gains a +6 bonus to the Intimidate Skill. At this point he earns a moniker (if he chooses), such as Blackbeard or Bloody John, and is usually referred to by that moniker.

Pirate's Fortune (Su): Pirates are extremely skilled and lucky individuals. Once per day, a pirate of 11th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character may take the higher of the two results. At 18th level he may use this ability two times per day.

Death Dealer (Ex): A pirate deals death without mercy. As a bonus feat at 11th level he gains Critical Focus. The pirate's expertise manifests in the form of bonus feats at 13th, 16th, and 19th level. The Pirate can choose any Critical feat for which he meets the prerequisites.
Dread Pirate (Ex): At 20th level, a pirate has made such a name for himself that people refer to him as "the Dread Pirate (name)." He gains a +6 bonus to Intimidate checks. This stacks with Intimidating Presence. In addition, whenever he travels within pirate-controlled areas, he does not need to worry about the cost of common material goods. The citizens provide...or else. His lack of mercy is something that is so widely known, that most people who meet him soil themselves. In addition, he gains a secondary cohort who is three levels lower than his primary cohort. The primary cohort is generally referred as the first mate while the secondary cohort is the second mate.


Right now I'm currently playing the Curse of the Crimson Throne adventure and am going with a pirate concept, and would like some advice on how to most efficiently go about creating a pirate crew to fill out the sailing ship I've just bought.

I'm planning on outfitting it with cannons and modified culverins (they're gonna be mounted and given an extended range to become swivel guns) and I would like to find an efficient way to make this concept effective within the mechanics of the game. I do intend on taking the Leadership Feat at level 7 and have gotten the ok from the GM to use the feat, and am using contacts in my characters history and a horde of wererats I've diplomacized with in a dungeon to form the backbone of the crew.

Right now I'm at Rogue Pirate Level 4 and multi-classed a level into Gunslinger Pistolero, with future plans being to alternate leveling up my character between the two classes until I get five levels in Pistolero and then continue with leveling up as just a Rogue Pirate.
I don't know if posting my current PC will help much, but here's his basic stats that may be useful:
Str 13
Dex 18
Con 13
Int 13
Wis 14
Cha 14
HP 57
AC 21
Speed 40 ft
Diplomacy 10
Intimidate 9

As of now I'm currently saving up every gp I have to give to a teammate in the party who can craft wondrous items and can make me a Headband of Charisma +6, but otherwise I don't know much else to help the class get to where I want to be, which is a Leadership score of 19 or above (since I need roughly 50-60 crew members to run the ship at maximum effectiveness).

Pretty much, to make what looks to me is a long rant of me not knowing too much, can anyone give me advice on finding efficient ways to improve my Leadership Score to get the amount of crew members I need in the shortest amount of time, and how to best set up my followers to fill out the roles I need (which to make it simple I need roughly 30 siege gunners to man the cannons and culverins, 20 sailors to sail the ship, and roughly 6-8 others (including my cohort) to act as an anti-boarding party that could possibly hold off other PC's long enough for my own group of PC's to counter them.

This long rant is kind of because this is my characters response to the two GM's running groups of 5-6 people apiece that are running the campaign alongside each other (having done an insane 12-person game in the first module and now splitting it into two 6-person games in the second module) and are going to possibly have the two parties clash together and create a PCvPC fight sometime in the third module. Its a pretty daunting task I'm looking at, but I'm hoping to pull off something along the lines of the two PC parties face each other off, but because of my crew we force them into ship on ship combat where I can wreck them with cannonballs and sink them down to Davy Jones Locker and (hopefully) not outright killing them in the process. Cheesy, I know, but thats my plan.

So any advice at all?