Sorry if this has been addressed elsewhere, but I couldn't find anything searching the forums.
Does a Vesk using an unarmed strike with the Armored Storm Fighting style get to apply his racial weapon specialization to attacks made via Hammerfist?
The way I'm reading it is that the Vesk is making an unarmed attack, getting to count it as being armed (both via his fighting style and his natural weapons) and getting to use the weapon profile of the battlegloves, but it's still an unarmed strike, so wouldn't the Vesk get to apply his unique weapon specialization?
Curious if the fighting style would negate that racial bonus.
Thanks in advance for the insight!
I know it's been a while since this thread was going, but I'm considering building toward Feysworn and just want to make sure I get this right.
If I'm a Feysworn PC and I die (no one in the party has any type of raise for me), which of the following happens:
1) I treat it like normal and pay for body recovery (if applicable) and spellcasting service for a Raise/Rez and pay an extra 4PP due to being Feysworn
or
2) I'm immediately brought back to life on the first world, so I need to pay 4PP to represent working for the Eldest and making my way back.
Or
3) I'm in the First World, still need to pay for the Raise, pay 4 PP for being Feysworn, but don't have to pay for Body Recovery as I can get myself back under my own power.
Sorry it just really didn't make sense reading through this thread which of these options is the right one.
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Gonna throw some possibly unpopular ideas out.
1 - Archetypes are not meant for mechanical advantage. They're meant for flavor. It's quite possible that the Savage Warrior is simply underpowered by design.
2 - There's a balancing act that goes into any archetype. The bonus to saves might be considered strong enough that they needed to "nerf" the build elsewhere.
Honestly I build all my barbarians as "I'm going to get hit, so f@$+ it," and never worry about AC. Even at low level I expect to get hit. That's part of the thrill and trade off of playing a barbarian. If I wanted to avoid being hit, I'd play a fighter.
To that point, I'm also rarely the "first one in". I'm not kicking down doors and rushing into a room ahead of my party. That's just not smart tactical thinking in any case.
Paladin+Life Oracle with Fey Foundling makes you incredibly hard to kill and heals all your friends pretty solidly too.
I'm a huge fan of the Reincarnated Druid too, they're hilarious.
When we have people call out sick/busy/etc. I tend run as normal, with adjusting CRs down, and it's also a great time for me to make use of things like environmental effects and traps.
Puzzles, mazes, anything that helps create the atmosphere of the "normal" game while still providing challenge really assists in making sure the players don't get bored, while making sure they're not overwhelmed.
It also means you can focus on a single bad guy instead of bad guy with mooks, as the action economy isn't as much in the player's favor.
You have lots of options, and with no healing that means lots of lower level fights will seem that much more deadly as it uses up what resources they have. You'll want to make sure there are plenty of Cure Potions in the treasure you place, so that they won't feel the "well we had one encounter, better head home and rest for a week" problem. Alternatively, ensure there is plenty of healing to be had for a price. Local clerics, alchemist, etc.
Just my two cents
Yeah it's totally ok to not wear armor, especially as a barbarian, and even more so if you're at range. Just wanted to highlight possible social obstacles you'll run into at a PFS table.
Definitely not worth losing feats over, and while raging you're almost always going to be hit anyway.
Personally I think the Savage Warrior fits your theme more, but I know the lure of DR is hard to pass up (almost all of my barbarians are invulnerable ragers).
Ultimately you just need to make sure you can stay at range.
Have you considered what your back up weapon will be? Eventually someone is going to get next to you, and until you can buy the compound bow (basically first session) you'll really want to be more melee oriented anyway.
Just as a warning as well, since it IS meant for PFS, you better get prepped for "Why aren't you wearing armor," "Why are you doing X when Y would be more optimal," and "No it doesn't work that way" statements.
Be sure to have all the materials printed out and relevant FAQ. Since you're doing something "non-optimal" and a little outside of the box people will challenge it, so be prepared to politely highlight why what you're doing works the way it does.
The most likely criticism you'll face is lack of armor. Not that AC really matters to most barbarians, but completely ignoring it will get you odd looks.
Of course, each area is different, your local PFS group may differ.
For a 2nd rage power you have lots of options:
Surprise Accuracy (really to set up for Deadly Accuracy)
Any of the Raging X powers, to give you better mobility
Clear Mind (especially since you lose the bonus to will saves while raging)
Fueled by Vengeance would be neat
Or really any of the defense powers (since you're foregoing armor)
Personally, I like Scent. This way you can still find and fire at invisible enemies. You could also consider Superstition, as many consider it one of the best rage powers available.
Reckless Abandon is a great Rage Power for a ranged character. The AC penalty really won't figure into anything (as you should rarely be targeted in the first place). However, the bonus to attack is far less than the penalty for shooting into melee. You'll get more "bang for your buck" by taking Precise Shot earlier.
Otherwise pushing the 2nd level of fighter to 6 like MI suggested helps ensure you get Many Shot and Clustered shot back to back, which is probably a better long term plan than my original suggestion to take the 2nd level at 4 to speed up Deadly Aim.
Personally I would say level 2.
Especially in PFS, you have to assume that people are going to be in melee a majority of the time, and the -4 to hit will be murder. In a normal setting it may be less of an issue, but you'll feel really useless until you get Precise Shot in PFS.
That's also the reason I recommend Deadeye Bowman as a trait. People WILL get your way and provide the cover bonus to your enemies. Being able to ignore one person providing cover means you can stand behind your BDF and fire away without penalty.

You could also easily go:
17/14/16/7/10/7
Modified for Race: 17/16/14/7/10/7
Still gives you the 14 Con (which since you're not taking Berserker of the Society will help with Rage rounds and make you a little more robust). I would then recommend putting your level 4 stat point into strength to get it to 18 for more damage, but some may want it in dex to meet the pre-req for manyshot (though I'd just get a belt to cover that).
While multiclassing isn't "necessary" you're feat progression is slowed by being an elf. Non-negotiable, I know. With that in mind taking a fighter dip isn't a bad idea.
Barb 1 - Point Blank Shot
Fight 1 - Precise Shot
Barb 2 - RP: Reckless Abandon, Rapid Shot
Fight 2 - Deadly Aim
Your level 4 attack routine should look like thus if you're "all in":
mw composite bow (+4 str) - +7/+7 (1d6+11/1d6+11)
40% chance to hit on two shots, averaging 15 per shot. Average CR 6 encounter has 70 hp, so on one hit you're over 20% damage, if you consistently roll 12 or better you can hit up to 40% damage.
At level 5 you have several choices for feat, most likely something that improves your to hit (weapon focus/reckless aim/etc.) but if you feel you're on the curve you can get creative.
That's my opinion anyway, YMMV.
Honestly I have a similar build I'm using, but you need more Strength in my opinion. I did 16 str and dex and went human. That allowed me to get a +4 str. With your first chronicle sheet you can use prestige to get a +4 str composite shortbow (full use with exceptional pull).
That +4/+6 strength will help your damage output quite a bit. I prefer human to elf so I can get strength up higher. With +3 dex you're going to hit just fine. (+3 dex +1 BAB +2 Primal Hunter rage). Take Reckless Abandon as your rage power, and you never really need to worry about hitting.
I would also recommend being NG and worshipping Erastil for the trait that lets you ignore cover from one ally, which will make PFS ranged combat a lot easier on you.
Human also lets you start with Point Blank and Precise Shot. Then you take Rapid Shot/Multi-shot/Deadly Aim/Cluster Shot.
That's my recommendation at least.
Have you considered an Undead Blooded Bloodrager?
There would be good synergy between strength and charisma, eldritch heritage would work just fine, and you'd have a very strong undead theme going.
Are you building for PFS, or just in general?
Someone made a good point about mythic rules technically being viable for the original.
With all the new material that's out, we really need a new gauntlet with updated critters/rules to clear up some of the things we've all seen come up that create issues (Wish, cohorts, templates, etc).
Is there any interest in having a new challenge, or for thought experiment are people happy with the one we have?
For what it's worth, if you're focused on trying to remain true to the 2E interpretation of Dark Sun, my vote is going with Dream Scarred Press for Psionics. Giving everyone the feat that allows you to use a lvl 0 psionic power would be easy enough and fit right in with the old rules.
I tend to play primarily PFS, and my slayer is one of my favorite PCs.
It tends to play similar to a fighter, but I get the talents that let me have a bit more versatility.
Honestly, being a slayer lets me play like the light armored dual wielding rogue I wish the rogue would be. It reminds me very much of a 2E Fighter/Rogue, and those have always been one of my favorite play styles.
If you were going for a "theme" group of monsters, you could always try Carrion Crown with Dhampirs, Fetchlings, Changlings (I think they're thematic at least), and the guys from Blood of the Moon. Gives you a creepy gothic group vibe.
I know lots of folks don't particularly care for Carrion Crown, but then I've always been a big fan of fantasy horror. You will run into some Xenophobia as it happens in Ustalav, but with decent disguise scores the above races should be able to sneak about decently.
I run a Tiefling Sunder Fighter/Barbarian and it's a ton of fun. But saving up for the adamantine weapon was a giant pain! I have a great deal of fun, sometimes even knocking my way through walls.
I've been playing PFS for several months now, and I can say having a physical or electronic copy of the Core Rule Book is extremely handy. While the PRD does a lot, there are times when you just can't find what you're looking for, and having the actual book means you can reference the index.
But I was the same way when I started. I bought PDFs of the supplementary books I needed (because they were cheaper) and assumed someone else would have the Core Book if I needed it for something.
Ultimately we should try to grow the hobby and help Paizo by making sure we purchase the material necessary for us to play the Hobby we all Enjoy. If money is tight, I highly recommend picking up PDFs of the Core Book, The Advanced Players Guide, and either Advanced Race Guide/Ultimate Combat/or Ultimate Magic, depending on what classes/races you want access to.
I have never ran this scenario specifically, but I GM society fairly regularly and have had a few TPKs under my belt, and been involved in a few as well.
It's true, they suck. For everyone involved. But that's the point isn't it? I know I've walked away from a table going "There was no way our party was going to succeed at that encounter" just as often as "Wow, the dice where against us today."
EDIT: Sorry for my lack of spoiler sensitivity

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So just to clarify -
Due to the player's miscalculation, he became a grumpy gus because he thought the encounter was impossible to beat (and hence felt you were actively trying to kill them, or grossly overestimated what they could do), and you want to find a way to prevent this same thing from happening again? (Because I assume it quickly became unfun for everyone)
I guess you really have two options, more transparency, or less transparency. If you really want to keep things hidden, then yes, things like making them roll heal checks to determine how "beat up" a monster is can be fine. Of course, he's going to keep trying to figure things out, you've already spoke to him about it after all.
The other option is to be more upfront, and when he goes "That guy is doing 1d10+15 damage, that's just not fair," correct him if he's wrong. You don't need to be specific, just let him know. Even a simple, "He does a lot less than that, there are modifiers you're not aware of" can help.
I know personally I let players know if I'm rolling to confirm crits, if I've critted them, etc. We also let people make perception checks to tell if damage is going through or if it's being blocked (like by DR). The stuff I keep secret is AC, HP, Bonus to Hit, things like that.
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I would just encourage the ranger (away from the other players) to sneak out of town at night and kill the things while they're tied up. Zombies don't have free will, so if they don't command them to attack the ranger he can just walk up and put down anything they make.
Alternatively, they could be attacked by any number of creatures outside of town, or as others have stated, "wandering necromancer" them. Oh, what's this? An undead horde with no master? Awesome!
Zhayne wrote: Mortag1981 wrote: Your other option to get around this is to ready an action to attack when the caster tries to move away. That way you get to hit him before he moves, so even if he acro's away, or 5-ft steps, he still has the damage and needs to make the concentration check. He hasn't started casting the spell yet, why would he need to make a check? My bad, I had a DM who used to count any damage taken during your action, not just as you cast.
At that point you would ready a move action to follow them, but then yeah, your step up feat is pretty pointless.
I'm a huge fan of the "Dread" Psionic class from Dreamscarred Press. You do melee touch attacks that deal 1d6+class level. Get the power that let's that tick for multiple rounds, and the Terror/Feats to let you do it at range. Oh, and the feat that adds your cha to the damage.
Plus, you pick up the psionic powers to negate attacks made against you.
Also, you can affect things normally immune to fear, like Paladins.
Play the creepy little girl who just causes people to die of fright. Do the whole "Village of the Damned" thing.
BTW, are you sure it's not 4d4+4? That was an old rolling method for Dark Sun back in the day, gives you a range from 8-20. I can't see anyone who would do just straight 4d4 to see 4-16 ranges.
Your other option to get around this is to ready an action to attack when the caster tries to move away. That way you get to hit him before he moves, so even if he acro's away, or 5-ft steps, he still has the damage and needs to make the concentration check. Plus, if his acrobatic check doesn't beat your CMD, you get the AoO, so that's like 2-4-1. Of course, the counter to that is for the casters to just cast defensively, and as was already stated, that's a much safer bet for the enemy than using acrobatics in any case.
Beyond the Void I think?
It had an archetype for Alchemists too. It runs for about $5 in PDF form.
There's a Summoner Archetype from Legendary games that turns you into a very Alienist style summoner. I forget which book, but they have a lot of good material if you're looking for some gothic horror-ish stuff.
Don't have a full build, but really any goblin that uses the wacky feat where they tumble away from damage is priceless.
You could put it on any PC that hates being hit, whether that's a ranged goblin, or a rogue goblin, to let them get away from damage. Feasibly, you could use it on some kind of tanky character that had a way to force enemies to attack him too.
There are a few bodyguard feats you could probably take. I've been wanting to build a phalanx aasimar for a while myself, but haven't sat down to figure it out, lol.
Off the top of my head I'd say -
Body Guard
Combat Reflexes
Combat Patrol (At level 5)
Maybe some CMB stuff like improved trip?
Right, with a 20 point buy system, you should easily be able to pull off a 16/14/14/10/10/10 and go from there, giving you a minimum of 14 Str.
However, that's not really the point, the OP has a STR of 10, so how to boost the damage?
I'd work toward Duelist, but at low levels you're kind of stuck relying on weapon damage, with a low str you're going to have a hard time. Maybe pick up the team work feat that gives you the 1d6 extra damage? Or focus instead on combat maneuvers like trip and disarm? You won't top DPR, but you'll still be useful.

I'm going to regret throwing my 2 cents in, but from reading these four pages this is what I would do for my home game:
Racial Heritage (Kobold): COULD grant me a tail, with GM permission.
Tail Terror: Does not grant me a tail, but if I worked with my GM and wanted to have a tail via Racial Heritage, then I would qualify.
It seems to me that the crux of the argument is false. It's not Tail Terror that we need to look at, it's Racial Heritage. Racial Heritage says, "Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on."
So, if I take Racial Heritage (Kobold), I qualify for any trait or feat that says "Prequisite: Kobold". This means I would indeed qualify for Tail Terror by RAW. From a RAI standpoint, one could argue that the heritage feat would grant a tail so that a kobold heritage person would qualify for the feat. It's an important difference though, to note that it's the HERITAGE feat, not the Tail Terror feat, that would grant the tail.
If we're purely interested in a RAW discussion, the Heritage feat would merely allow one to take the feat, not necessarily use the feat, in the same way taking Racial Heritage Elf would qualify you to take the Treespeaker Archtype, but if you didn't qualify to be a druid for some other reason, it would not allow you to bypass it. The RAI view, though, makes it clear that we should allow a human to take Tail Terror and use it, but the feat doesn't grant the tail, it's the blood you've "gained" by having the heritage feat that would grow the tail.
As an aside, the whole "your tail" argument is really one of symantics, and I'm sure a linguistics professor could break down the sentence structure for us, but really, it's unnecessary.
At the end of the day, going "Yes, your kobold heritage has manifested as a tail!" is not game breaking, not against RAW, nor against RAI. On the other hand, going "Hey I know I'm a normal looking human, but I want an extra attack, so overnight I grow a tail and now I can use it with weapons, k?" is not the intent. From a RAW standpoint, you could make the argument, but ultimately it would be up to your GM whether to allow that to happen without some kind of in game rational.
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I should totally write something up and submit it lol.
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"All right Pathfinders, our old Ally, Lord Wimsey, has recently passed. He left strict instructions with the temple of Sarenrae to resurect him, but for some reason they are being denied access to the body. We need you to investigate the estate, find the body, and recover it for our allies in the temple. The Wimsey family itself is quite well connected, and we want to maintain our ties with the former lord."
A great use of the "recover body" prestige reward
;)

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While people don't where giant flashing alignment signs, I think reputation will go a long way. And in the end, being a divine spell, you can assume the Diety in question will know and react accordingly.
As for the Evil churches, you have to ask yourself the same question. Does that God want that person on the world walking around, or do they want them in the afterlife. While the High Priest may be short sighted enough to see the money and potential future favors, Asmodeus himself is probably weighing the value of that soul in the short term versus it's use to him in the afterlife.
While you can definitely assume that nobles have a "living will" type situation in place in case they pass on, I think all the points that have been brought up are valid when you look at "how has society adapted?" I feel that Raise Dead is probably still rare, and it's not rare based on the monetary cost or the frequency of high level characters, but rare based on whether the spell would even work. We tend to gloss over a lot of setting fluff, because we're normally concerned with the mechanics of a particular situation. When we want to look at how the setting is impacted though, we need to remember all the little bits of background that go into how those mechanics have been framed.
Again though, that's fluff, so if you want a world to react and behave a certain way, go for it. I know lots of GMs who ban raise dead in home games, to create that sense that death is final. On the other hand, there are plenty who go the other direction, and the world is more like playing Final Fantasy where you just need to stop off and pick up a Phoenix Down, lol. It all depends on what you want to do.

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I think there are several things that need to be considered.
First, Raise Dead is a cleric spell, so most of the time (depending on your game world of course) it requires a Diety to fuel. So even if you have casters who can technically cast it, will the cleric's god allow that individual to be raised? For example, will the CG cleric be able to raise the NE Tyrant Noble? Odds are probably not, and people are going to know that, that only those truly blessed can benefit from the magic.
Secondly, Raise Dead only works on those who want to be raised. You take the instance of the Noble's child who dies due to fever (though why they didn't have remove disease on hand is the better question), will that child want to leave the grace of the heavens to return to earth? Maybe, maybe not. Same goes for the hero who sacrifices himself to save others, s/he may feel they've done enough good and can finally get the rest and reward they're entitled to.
Lastly, remember Raise Dead doesn't work on people who've died of old age, or Undead. So if you're concerned about the wealthy avoiding violent death via magic, remember that many undead come about due to violent ends. If that noble dies and comes back as a Wight or Wraith, well then he's out of luck when it comes to Raise Dead.
Ultimately it depends on the vision you have for your game world. Just because it could work a certain way as written doesn't mean that is how it will work. So do what you think is fun, and create a world for your friends to play in.
We've been doing play by skype for several years now. Works great for us, though the games take longer than they would face to face. On the plus side, we have lots of chat logs, which makes it really easy to double check what's happened.
All in all it's a great compromise to an actual game. I still prefer to see my friends face to face, but finding time and space can be difficult, where we can all play skype just about everywhere.
White Wolf - Absolutely. I'd be down for pretty much any clan too, except Tremere, cause they're kind of a bad pyramid scheme, and that's just too much to deal with for eternity.
Twilight - I mean, poor writing aside it seems like a sweet deal, assuming the angst doesn't kill you.
Anne Rice - I'd consider it, but it seems like a raw deal for new vamps.
D&D/PF - Probably not. There are way better undead options, like Graveknight or Lich.
Ravenloft - Grand-daddy of d20 gothic horror settings, I'd be all over it. Hook me up just for the flavor if nothing else.
Sy-Fy setting - Really dependant on how Sunlight works in space, but otherwise maybe.
Warhammer - Yup. I'd rock out vampire counts all day erry day
WH 40k - Nope. Plasma Rifles would ruin my day.
Star Wars - Yup. While no real "vampires" as we normally see them, there's plenty of Dark Side races that would work, or even just a wicked life stealing Sith lord would be rockin'.
As a male who generally plays female characters, I just kind of let people know my PC is a lady, and then RP with my normal voice. There's always a bit of "suspension of disbelief" that needs to go on, and I've come to accept that I'm not the "voices" guy, so that's how I handle it.
Favorite PrC for me were:
Master of Shrouds - Seriously, I think we could use some Summon Undead Spells in Golarion anyway
Forsaker - This guy was baller, and had tons of flavor for cultures that distrusted all magic
Acolyte of the Skin - If Dragon Disciple is kosher, this should be too
Master of the Ooze - Cause c'mon, you're an ooze!

If you're asking from a mechanical standpoint, unless you have a trait or feat that says you can pass for human without making some kind of roll (I think Aasimar have something like this), then you never "look human", even if mechanically you're closer to a human than an orc.
Cosmetically speaking, even with the above listed traits, you'd still have the half-orc bone structure, and quite possibly pronounced lower canines (thought less visible than a non-arena bred hOrc, and even less than a hOrc with "toothy"). If your setting has hOrcs as having a different skin tone, than you'd have those skin tones as well.
That's really what the pass for human feat does, is it makes it easier for you to "blend in" with humans, whereas the traits are just mechanically making you closer to a human. If you really wanted to be the "orc in human's clothing" you'd want to take all of the above, feat included. In a sense, it'd be a neat concept for an Orc Blooded Half Orc Sorcerer who wasn't really aware why he "didn't quite fit in" until his bloodline emerged.
Couldn't you make the argument that the bow is only using both hands when you fire it? For example, you take your turn, fire your shots, then you have a hand free for AoO with your spiked guantlet? I thought I remembered reading somewhere that it's a free action to take your hand off a weapon, which you could do with a bow if you want, as it doesn't take two hands to actually hold the bow.
That said I wouldn't think you'd be able to Fire your shot, then drop kick a guy adjacent to you as part of your attack action.
I've been in a similar situation for a while now, and for my part PFS has been fantastic. It's let me get that consistent, punctual gaming out of my system. Granted it's not the campaign play I was used to back "in the glory days" when I was the kid playing 6 games a week (yeah I had a ton of free time in college, lol), but it's a lot better than meeting once a month with a bunch of drunk kids, half of whom don't really care if we actually play as it's more of a social interaction than a hobby.
Are you getting racial modifiers to stats or just using the stat block from the Bestiary?
There's all sorts of wacky fun you could have as a Nymph:
First Worlder Summoner - Summon more fey!
Slayer - I'll teach you to defile the beauty of the Forest!
Oracle w/ Clouded Vision Curse - Caught a good look of yourself in the mirror and have now been reflecting on the greater mysteries of the world
Dex based fighter into Shadow Dancer - Use those shadows to pop right in front of enemies forcing them into blindess (Also works with Rogue or Slayer so you can get free sneak attacks due to opponent being blind)
That's just some ideas off the top of my head. I'd look at picking up feats to increase the save DC of your blindness ability, but if you don't want it to be a big deal then just build normally.

I also think it's important to note that just because spellcasting is "available" doesn't mean that there's a spellcaster. For example, the 20 person thorp w/ lvl 1 available spellcasting may mean that there's a single potion of CLW that the town priest keeps tucked away for an emergency.
The real question here is as much "how prevalent are spellcasters" as it is "how prevalent is spellcasting."
While it's true that most commoners (based on what we've seen from ISWG and other sources) may have had some magic cast in their vacinity or on them at some point in their lives, doesn't mean that it's "common" or that they'll be ok with spells being cast constantly around them. Sure, that overturned cart crushing the driver, no one is going to argue when your caster whips out bulls strength so someone can lift it off the poor fellow, but that's not what the OP was really about was it?
In typical social situations, what's the reaction going to be? If the caster hasn't made his intention clear and gotten the person's ok, probably fear or aggression from the non-magical person being targeted.
And we can't really compare magic to phones, guns, or anything, because all of those are items that we can readily identify, which is not something that can be done with magic. Sure, you're not going to freak out if someone reaches into their pocket at work, because you know that 99% of the time, it's a phone. Take away that consistency though, and assume that 99% of the time it could be Ray of Frost, or a Malicious Prestiditation, and you'll start noticing those fast movements much more frequently.
The vast majority of primary source material we have is the published scenarios, APs, modules, and guidebooks. All of these are written with the adventuring party in mind, so magic, traps, danger, etc. are all far more prevalent than "normal" life should/would be.
For PFS purposes, I think they'll just refer you back to the scenario in question and ask the GM to make his/her judgment based upon on the NPCs are written up, without assuming some grander, world spanning meta perception of magic.
I once ran a big game (10+ players) back in 3.5. For the game end they went up against 4 BBEG and for the most part Mapleswitch is right, the action economy alone meant that what should have been a pretty tough fight was over very quickly. This will hold true really no matter what the levels involved are. In my example it was epic level PCs vs APL+3/4

I don't see the whole "civilization would collapse" concern. I mean, yes, there are way more evil creatures in the book, but that doesn't mean that they exist in a larger proportion. As someone else mentioned, the haunted ruins aren't every 30 feet, they're rare and that's what makes them an adventure location, as opposed to the ruins with nothing in them.
Take a look at Demons/Devils vs. Angels/Archons as an example. From the fluff, we know that there are a nigh infinite number of evil outsiders just waiting to destroy Golarion. You can make the assumption that there are less Angels, or the same number, and ultimately it doesn't matter because most of the time they either can't get to the Prime Plane, or they're busy with something else.
Same goes for Dragons, there aren't 100's of Great Wyrm Red flying around raining death on villages.
Kind of reminds me of 1st Ed, where there were like SEVEN Balors, and they had names. You don't need to hand wave anything to assume that the world hasn't crumpled, just remember the overall numbers and avoid looking at the bestiaries as a census report.
The sphere is an artifact isn't it? I would think it would be beyond the scope of Spell Sunder to deal with.
This may be an oversimplification, but I'm trying to understand why the fold would kill someone.
Is it because with each fold (or even rolling), the opening of the pit changes, so that when you leave you're not leaving from a flat opening anymore, creating almost a kaledioscope like effect as you're tore into different directions? Or in the case of the rolling you're exiting into a tightly rolled form yourself, which none of us would survive?
Right, so if it's not meant to be a DPR class, then the suggestions to increase its BAB are really going in the wrong direction as they push it toward being a DPR class.
If we want to offer suggestions to push it toward more utility, then I want to suggest alternate uses of Channel. Something to allow channel to buff/debuff AC, Saves, etc. I also see Holy Vindicator as a solid PrC for the WP, as it adds to the wacky "buff my own equipment" theme. I like the idea of the holy warrior that shows up to the party and all his gear lights up like he's ready to throw down some vengeance.
With that in mind, action economy seems to be the biggest area of concern for me. Not being able to quickly buff up (self or others) means that in society play you're basically always playing catch up.

Temeryn wrote:
See my issue with this is there already is this class. The regular cleric takes heavy armor proficiency and has full casting divine buffing as well as better channel positive energy. Also keep in mind it has already been stated that there will be a cleric archetype that gets blessings.
But this discussion just goes back to what I have been saying all along, which is we all agree warpriest is a little weak now, but to know what needs to be buffed we need to know what the class is supposed to be.
Is it supposed to be most similar to a cleric, inquisitor, or paladin. How good should it be at buffing the party, healing, buffing itself, and fighting.
Yeah I agree, if this is meant to be a DPR class, a buff/healing class, a self buff class, etc. we need to know so that we can start building towards it's strengths. I know it's been said over and over, but a lot of the suggestions floating around seem to hinge on what any particular player sees this class as doing. Getting rid of channel and spellcasting for greater martial ability would be fine if the class is supposed to be DPR based, but it's the exact opposite direction if it's meant to be buffing and healing the party.
| Full Name |
Gilver Nighteyez |
| Race |
Hale-elf |
| Classes/Levels |
Gunslinger/4 Alchemist/2 |
| Gender |
Male |
| Size |
M |
| Age |
24 |
|