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Rogues that specialize is social interactions often have a fairly high CHA. Calling them CHA based might be a bit much but some do have decent CHA. Ninja are basically a variant rogue and are CHA based so they could count.

Bloodragers may have a good CHA, but they do not have UMD as a class skill. Nor do they have an abundance of skill points. That means that most Bloodragers will not have a good UMD bonus. In fact most of them probably are untrained in it.

My whole point is that looking only at combat for the rogue ignores what the class is really about. You want to make sure you can contribute in a meaningful way, but trying to match the dedicated martial is a mistake.

I have seen some GM’s that would take that approach. From the warning about the sprit ranger’s spontaneous casting, it looks like you may have encountered GMs like that.

I believe there was a thread about adding spells to the spell list counting as altering spell casting. I did not bother reading the whole thread because it did not interest me that much.

I am not sure Spirt Ranger is compatible with Nirmathi Irregular. They both alter the ranger’s spells. Nirmathi Irregular grants extra spells, and spells not normally on the spell list. Spirit also grants extra spells that can be cast spontaneously.

One thing to also consider is that the character does not need to match the fighter or barbarian in combat. A rogue is never going to be able to match a dedicated martial class in combat. What they need to be able to do is to contribute to the combat in a meaningful way. As long as the rogue has a decent chance to hit and can deal enough damage without sneak attack that makes him a threat that should be sufficient to be considered a viable character. That way once sneak attack is added in the character will be fine.

What you need to do is to factor in what else the rogue is bringing to the table. When the rogue has a +36 perception, takes a -1 per 40 feet instead of -1 per 10 to spot the invisible attacker while asleep that should count for something. When the rogue can in 1 round use diplomacy to alter the attitude of an opponent so that the party does not have to fight them, that can be better than being able to deal as much damage as the fighter. If the cleric in the party is dead but had a scroll of raise dead, would you rather have a barbarian that deals massive damage, or a CHA based rogue with maxed out UMD in the party?

Martial Dominance has a prerequisite of 1 rank in intimidate. So, if you get all the ranks back you no longer qualify for the feat. Versatile Training states you retrain all the skill ranks. So, obviously using the rules for versatile training would invalidate the feat.

The other thing to consider is that other feats may require specific ranks in intimidate, if you retrain those ranks you no longer qualify for those feats.

Nothing says a ranger cannot be a knight. Other than the fact they don’t have proficiency in heavy armor there is not much a ranger does not have that a knight would. If he really needs that he could simply spend a feat to gain it. The being a knight could easily just be part of the background and the character could have easily retrained the previous class before the game begins.

Almost any archetype would fit as would a plain vanilla ranger. Spirit Ranger would give him a bit of an Oracle feel. Shapeshifter could be due to learning how to tap into his curse. Warden boosts his ability to survive and guide people in the wilderness.

Rogues don’t get there third attack till 15th level. So, before that getting two attacks at full BAB is superior to using weapons. Even at 15th level the chance actually damaging your opponent is greater with the two attacks than taking the penalty when using weapons. Spending some feats on this is not a bad idea, but I would not worry too much about the base damage. The difference between 1d6 & 1d8 is on the average 1 point of damage. Picking an alternate racial trait and a single feat is probably good enough. Martial classes don’t get a third attack until 11th level. Even at that point their chance of hitting on the third hit is not that great. So, the extra attacks from the party are only going to matter at higher level.

Rogues get UMD as a class skill and Catfolk have a racial CHA bonus. A mid to high level catfolk unchained rogue should be able to get a very high UMD roll. This gives him more options in combat besides just attacking at melee. A wand of Invisibility cost 4,500 gold which may seem a bit pricy, but at 10th level is pocket change. It also allows you to use scrolls which are fairly cheap. The idea that a wizard can do anything a rogue can do and better because of spells is forgetting the rogue may have access to a lot of those spells through items.

Rogues are not casters and have few if any level dependent class abilities. This means they don’t get screwed when multiclassing. A 7th level unchained rogue with 5 levels of fighter would allow you to pick up Weapon training with Natural weapons, Weapon Focus and Weapon Specialization for claws and Piranha Strike. The bonuses to hit from the BAB, weapon training and weapon focus cancel out the penalty for piranha strike, so you chance to hit is the same, but your damage goes up by +9. You lose 2d6 of sneak attack, but still have 4d6 sneak attack. Accomplished Sneak Attacker can boost this to 5d6, so you are only down 1d6 for 5 levels. Armor training also reduces the ACP on any armor you wear and increases the maximum DEX bonus. This also allows you to use a mithral breastplate and have the same restrictions as wearing a mithral chain shirt. You would be giving up 27 skill points and 3 rouge talents. Since the fighter levels are giving you 3 free feats plus all martial weapons and up to medium armor proficiency you can simply choose extra rogue talents if that is what you want.

So, this can easily be a very good build if you are open to multiclassing.

I would go for a Rougarou instead of a Skinwalker. Just say that all the racial abilities are the result of the curse.

Since the character is living in the wilderness, he should be able to survive in the wilderness. For that you are going to want a class that gets as class skills key wilderness survival skills. You are also probably going to want a class with a decent number of skill ranks. That is going to make going with a paladin or cavalier difficult. There are some archetypes for paladin that does add those skills. Even then paladins get so few skills that creating a character that could actually survive in the wilderness is going to be extremely hard.

Barbarians do have more wilderness skills as class skills and get more skill ranks. They still do not get Stealth or Knowledge Nature as class skills. Stealth is not absolutely necessary but would be useful. You can use a trait to make it a class skill. If you are going with a Rougarou or Skinwalker they both take a penalty to INT so you will actually have fewer skill points than normal.

Ranger seems like it would be perfect for this concept. A Ranger is the class that is best suited to survive alone in the wilderness. Not only do they have all wilderness survival skills as class skills, they have more skill points than anything but a rogue. They have a lot of wilderness-based class abilities. They get good Fort and Ref saves, that will be useful in surviving in the wilderness. Rangers get Endurance as a bonus feat at 3rd level, so you don’t even need to worry about that. They are already a full BAB class with divine spell casting, so you don’t need a prestige class to gain that. If you go with Rougarou for race they get a bonus to STR and WIS which is perfect for a Ranger.

My recommendation would be a Rougaro Ranger.

The Shadow in Umbral strike is probably a descriptor instead of the shadows school. There are in fact several other necromancy spells that also have the shadow descriptor. Touch of Blindness, Masochistic Shadow, Shadow Attack, and Umbral Infusion are all necromancy that has Shadow listed in the school.

Does the character spend all his time in wildshape? You don’t get Wildshape until 4th level and only gain 1 additional use on every even level. Until you are 8th level you cannot spend all your time in Wildshape. At 6th & 7th level you can probably spend most of your adventuring day in Wildshape. This also assumes you don’t need to change forms often. Above 10th level this it is you have enough duration and uses that spending the majority of the time in Wildshape is much easier.

The original post specified levels 1-10. Well for the first 3 levels you still need weapons and armor like any other character. Even up to 5th level you will probably need that gear unless your campaign only has a 4-hour workday. Once you hit 6th level you might be able to Wildshape for most of the working day, but still cannot stay in animal for all the time.

Even if you are high enough to spend all your time in Wildshape does not mean you have to. By the time you can spend all your time in Wildshape you have enough uses to assume your normal form fairly often. If you need to use a magic item that you cannot do in Wildshape simply change to your normal form and use it. This is what really makes Wildshape powerful. It is almost like you have two characters. One is the Wildshape and the other is a Utility character. Picking up consumables to use when not in Wildshape is actually a good investment at this point. Save your actual spells for combat and use consumables for utility.

So, basically early level you use the same magic items that other characters are. Once you get to the point Wildshape can be used all the time spend some gold on an Amulet of Might First and Wild armor and load up on consumables.

Paizo Publishing may eventually publish rules to take your game into these epic realms, but if you can’t wait and would rather not use existing open content rules for epic-level play, you can use the following brief guidelines to continue beyond 20th level. Note that these guidelines aren’t robust enough to keep the game vibrant and interesting on their own for much longer past 20th level, but they should do in a pinch for a campaign that needs, say, 22 or 23 experience levels to wrap up. Likewise, you can use these rules to create super-powerful NPCs for 20th-level characters to face.

Actually, the description makes it clear these are not official rules for higher than 20th level. They are guidelines for what A GM could do if they want to continue running a game beyond 20th level. This was never part of the core rules and was only meant as a suggestion on how to handle extremely high-level play.

Spells: A spellcaster’s caster level continues to increase by one for each level beyond 20th level. Every odd-numbered level, a spellcaster gains access to a new level of spell one above his previous maximum level, gaining one spell slot in that new level. These spell slots can be used to prepare or cast spells adjusted by metamagic feats or any known spell of lower levels. Every even-numbered level, a spellcaster gains additional spell slots equal to the highest level spell he can currently cast. He can split these new slots any way he wants among the slots he currently has access to.

Even in this section it clearly states that a spellcaster’s caster level increases by 1 for each level above 20th level.

A net is a one handed weapon which means you cannot throw multiple nets and control the trailing rope without using the hand that threw it. To do this with more than one net will require you to use two weapon fighting with all that entails, and you will be limited to two nets. You could throw multiple nets without controlling the trailing rope.

The description of the net in the core rule book specifies that you have to succeed at the opposed STR roll to control the trailing rope. If you fail the check you cannot do anything else to the target including the dirty trick. Since failure of the opposed STR roll means the entangled character can move outside the area of the rope that seems to indicate that a failure means you cannot try next round.

Also, each net that you are trying to control requires its own opposed STR roll.

From what I can see the DC of most disease and poison does not look to be that high. The minimum caster level for those spell are in the 5-7 range which gives you a decent chance of them working. A bad roll vs a potent disease or poison might occasionally fail, but a most of them will probably be fairly easy.

Curses on the other hand are more likely to be an issue.

The Paladin with the right mercies or spells can take care of a lot of those type afflictions.

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Your GM is mistaken about the rules. As a GM he is free to change anything in the game and if he wants to alter how caster level is determined that is his right. But what he is doing is going to make nerf spell caster to the point they cannot function. Caster level is the basis for a lot more than just damage and altering in this way is going to have detrimental effect on the game.

The roll to penetrate spell resistance is based on caster level. When trying to get past spell resistance you need to roll a d20 + your caster level and at least equal the spell resistance to affect the creature. Unlike an attack roll the caster level check does not succeed on a natural 20. That means if your caster level is less than the creatures spell resistance -20 you have no chance of bypassing its spell resistance. Consider a Marilith with a spell resistance of 28 and a CR of 17. A CR 17 creature should be a average challenge to a party of 17th level characters and an epic fight for a party of 14th level characters.

A 17th level Wizard can cast 9th level spell, so needs a 19 or 20 to penetrate the Marilith’s spell resistance. A sorcerer can cast 8th level spells so needs a 20. A Wizard of less than 15th level or a sorcerer of less than 16th level cannot penetrate a spell resistance of 28 even if they roll a 20. A 6th level caster like a magus or bard under these rules can never affect the Marilith. A spell caster that relies on spells for damage being completely unable to affect his target is not an epic challenge it is a slaughter.

Another thing to consider is what this does to item creation feats. To create a magic weapon your caster level has to be 3x the value of the bonus. That normally means you have to be 15th level to create a +5 weapon, under this rule the bonus maxes out at +3. Most enchantments for magic weapons have a caster level of +8 or higher. Flaming has a requirement for a 10th level caster. Under this rule you have to be a 9th level wizard to create a +1 sword, and even a 20th level wizard cannot create a +1 flaming sword. It takes a 13th level wizard to create rings and creating staves cannot be created even by a 20th level wizard.

Logically this should make magic items incredibly rare especially anything above a +3 weapon or with a special ability. This in turn means the martial classes do not have access to the equipment the game assumes. This further degrades the party’s ability to face level appropriate challenges.

I would bring up these issues with your GM, and if he still does not change decide if this is the type of campaign you want to play in.

Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only half of the real creature's levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD).

The spell specifically states it creates a duplicate of any creature. A duplicate is an exact copy of something. You don’t need to have a part of the original or to have control of the creature, but do have a creature to copy. You cannot create a simulacrum of a generic creature and give it any ability you want. You have to create a duplicate of an existing creature. You cannot copy a generic royal guardsman, but can copy Sam the royal guardsman.

One thing you are not factoring in is that Simulacrum creates a duplicate of a specific creature. So unless there is already a succubus with the creation feats already in existence you cannot create a simulacrum of one. Even if one exists the player would need to be aware of its existence.

Simulacrum cannot become more powerful, including gaining levels or abilities. It also has half the abilities of any creature it duplicates. So, the succubus will have half the HD special abilities and skill ranks of the original and will never improve.

The ring of Lifebleed looks to be the result of failing the spell craft roll on a ring of regeneration by 5 or more. If that is the case, I don’t think that the combinations listed would be valid.

Not all illusions are mind affecting effects. Spells that are patterns or phantasm are mind affecting effects, so anyone with immunity to mind affecting effects are immune to those spells. spells classified as figments, glamers or shadows are not mind affecting effects, so are not effected by immunity to mind affecting effects. In some cases an illusionary spell that is not a patter or phantasm may sate in its description it is a mind affecting effect. In that case that a creature immune to mind affecting effects is immune to it.

That means undead and constructs can be affected by figments, glamers and shawdows.

Since your bloodline arcana allows you to heal with a fire spell, you will probably want to focus on those spells. Elemental Focus and greater elemental focus would be good for that. At high level spell resistance can be a real problem, so spell penetration and greater spell penetration also are useful. Sorcerers have limited number of spells so focusing on a single element can lead to situations where your target is resistant or immune to your element. Elemental Spell allows you to change your element on spells. Taking Elemental Spell fire and not choosing any fire spells would give you the ability to have most of your blasting spells deal fire damage thereby allow you to heal with them.

Without magic probably the biggest issue is going to be healing. A paladin will really help with this as long as he has some way to boost his healing. Wands of cure light will be very important. The big issue will be condition removal and raising the dead. The paladin does get some access to these things, but usually at a latter level.

The next big issue is going to be getting rid of magic. You need at least one character that has the ability to dispel magic. The paladin does have dispel magic on his spell list but does not get it till 10th level. The paladin also will be busy providing healing, so relying on him for this is probably not a good idea. Having a character with a good UMD would be the best solution. Ideally this would be a CHA based CHA (or INT with pragmatic activator) based character with a decent amount of skill points.

I would also suggest classes that have more skills, than 2. Without magic skills can somewhat cover some of the thing's magic is used for. In this party a charismatic rogue could actually be useful. The rogue has enough skill points that maxing out UMD is not going to hurt. Rogues can also gather information and get into places others have difficulty. A slayer might work as well but does not get UMD as a class skill.

Consider going DEX based on a lot of the characters especially those that do not have stealth as a class skill. A DEX based paladin can actually be fairly effective. A DEX based paladin, swashbuckler, slayer and bloodrager would be a good mix. Have the slayer use a trait to get UMD as a class skill and have the bloodrager do the same for stealth. The paladin’s high DEX should give him at least some bonus to stealth.

The other thing to be careful about is that both have to have at least a +1 bonus before special abilities are used. On an existing magic item that is not a problem, but if you are using them on a non-magical weapon that could become a problem. They both have different durations so you might need to have both of them provide the +1 bonus or the whole thing could fall apart. If you used one of them to give the +1 bonus and the other just to add enchantments the second one would cease working if the +1 bonus ceased operating. This could also contribute to the wasted bonus AwesomeDog is warning about.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying.

The above section is copied directly from the description of the spell. It specifically states you cannot make out details of the terrain or area. Using shadow walk does not allow for precise movement. You can probably recognize so basic information to give you some clues. You would be able to tell you are traveling through hills, or forest. When you reach a community, you can figure out that there are building here but will not be able to distinguish any details of what they are. If there are multiple small communities in the area, you might end up at the wrong one.

The way I would handle it is that to use a map with a scale of miles. You can (with a successful navigation roll) choose the mile you end up in.

Shadow walk only increases your movement when in the plane of shadow. Since you cannot make out details of the terrain or areas you pass over during transit how are you engaging in combat? You move normally on the borders of the plane of shadow so any combat there would not see an increase in movement.

Wind Walk acts as gaseous form so you have the same restrictions as gaseous form. While combat is not impossible while under gaseous form it is incredibly difficult. You cannot attack, and lose supernatural abilities. You cannot cast spells that have verbal, somatic, material, or focus components unless you have the feats that allow you to ignore those components.

All these feats increase the moral bonus but are not in themselves moral bonuses. RAW they should all work together, but this is something you should check with your GM.

The way I read it is that the life surge bonus only works with a single source. Sipping Demon seems like it would be considered a single source. If that is the case you might get 6 temporary HP per strike. I could also see limiting it to 6 temporary HP on the first strike of the round and then 1 per strike after that. That is really going to be up to the GM.

A +5 Lifesurge weapon is a +7 weapon, so should be powerful.

The bonus from a shonobi shozoku is more than just visual. Part of it comes from the fact it is close fitting garment that does not make noise. It can also act to muffle the sound of other clothes worn as long as they are not too bulky. This is why it does not work with most armor or when heavy clothes are worn. It can also prevent you from accidently brushing or snagging on items.

If its bonus was strictly visual than any dark clothes should give a similar bonus. Sorry, but this does not work the way you want it to.

My mistake I thought it was a poison. It is a drug, so you have to get the character to take it. That means either through force, which is not likely or trickery. I would not count on this, and it only does 1d4, so may not even do enough to affect anything. Paladins also have access to lesser restoration which has a good chance of countering it.

Thorn body and fire shield don’t do a lot of damage, and both can be ignored by using a reach weapon. Fire shield can be countered with Resist Energy which is also on the paladin's spell list. The paladins lay on hands can probably take care of the damage from these spells as swift action.

The problem seems to be there is an imbalance in the party. The OP mentions the other players are weaker than this character. He used the phrase more soft, which I assume means weaker. That kind of imbalance between the party does cause problems.

Yea I meant scaled fist.

Paladins have good Fortitude saves and get CHA to saves. Poison is not going to be very effective vs them. The DC for the fortitude save for Muscaria is only 14. Unless the character is only 1st level with a poor CON the chance of it affecting the character extremely low. At 4th level the character should have at least a +10 fortitude save. The paladin has some serious defensive ability, it is this more than the smite evil that makes the class powerful.

A DEX based paladin is actually a very good build. I wrote up a paladin of Sarenrae and it turned out very powerful. Touch AC is usually to weak spot of a paladin and to a lesser extent REF saves. The DEX based paladin fixes those weaknesses. Getting DEX to damage keeps there offense reasonable, and improved critical makes it even better.

Spells that allow saves are going to run into the same issues as the poison.

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The only way a paladin/monk combination is going to work well is if the monk is CHA based. That means it is probably using the Serpent-Fire Adept archetype. To get a high AC is going to require a high DEX, which probably means his STR is not that high. If that is the case the character sacrificed a lot of offensive ability for his defenses.

If the character is relying on smite evil for offense, he is likely to run out of smites quickly. The way to counter that is to throw more mid-range threats at him. Instead of one powerful foe throw multiple slightly weaker foes. Paladins are extremely good at taking down the big bad boos, but often have trouble with multiple foes.

Smite evil also contributes to his defenses against the target of the smite evil. One way to counter that is to use neutral monsters instead of evil. Smite evil does not work well against elemental, constructs or non-evil foes.

This should be in the third party forum. 3.5 is not Pathfinder so is considered third party.

Dragonchess Player is right about restrictions. The idea is to cause the players to have to use their resources before a fight. The more you resources the players burn before a fight, or in less important fights the less they have when something big comes up.

This is not to say that you don’t have the opponents using defensive magic of their own. High level opponents especially those with PC classes have a lot of resources and should use them as appropriate.

Your original complaint was that your GM was making it harder to know that you should use the magic dagger instead of you battle axe. My first post pointed out that it really did not matter which weapon you used and there was only a half a point difference in the DPR for using the dagger. Your actual problem looked to be that your GM set up an encounter that could not be won by the party.

After that things wandered, but that is fairly common.

Detect Fiendish Presence is not detecting an alignment it is detecting a creature type. While most evil outsiders are in fact evil, there are exceptions. So, things that specifically mask the alignment do not block Detect Fiendish Presence, unless it also masks the creature type.

There are a few spells besides Mindblank that will work. Misdirection would show you as being of the creature type of your target. Nondetection, including the lesser version would mean the caster would need to make a caster level check.

Those are not normally cleric spells, but Nondetection is a domain spell for the trickery domain, and its subdomains. Taking the trickery domain or a subdomain is going to be the best way for a cleric of Asmodeus to counter Detect Fiendish Presence.

Hero Lab has it listed as Enlarge Person, Mass (1/day). I was using that to compare to some 4th level characters to run the numbers. I double checked the stats online and it does say Enlarge, Mass, but no such spell exists. I did not find anything to clarify it so it could be a mistake. In any case it does not really matter because the advanced greater barghest can destroy a 4th level party without it. If it can it makes it even worse because that would make the creature huge and give it a 10’ reach. That would allow it to make an AoO on up to 4 targets trying to get into melee range with it.

There is a big difference between a standard barghest and a greater barghest so identifying the greater barghest being more difficult. I kind of agree with you about the advanced template, but it is still up to the GM. If you have already presented your point of view and the GM rejected it, there is not much you can do.

I don’t have the specs of your party but from what I can see this is not a fight that you are going to win. If all you have for magic weapons at 4th level is a +1 dagger it appears you are behind in the WBL. By 4th level you should have about 6,000 gp worth of equipment. I used a fairly optimized 4th level barbarian designed specifically to fight something like this and it came up way short.

An advanced greater barghest has an INT and WIS of 22 so should be using very good tactics. It can use Blink, and Invisibility Sphere at will. It has a stealth of +12 before factoring for invisibility. That puts it to +32 to stealth. It has a perception of +18, so is probably going to spot the party and be able to activate its invisibility. That means it will have a chance to prepare and have blink running before it attacks. It is likely to get a surprise round so get in at least one attack before the party can do anything. It has a +8 Initiative so will probably go first in the regular round. It has crushing despair with a saving throw of 20. Most of the martial classes are going to fail that save, and even a cleric with an 18 WIS only has a 40% chance of making.

I could be wrong, but I don’t see how this fight can be won.

The DPR does take into account the DR 10 (magic). Without the DR the barbarians DPR with the axe becomes 3.9. The 50% miss chance of the blink is what is dropping the DPR. Even if you got rid of the blink and gave the barbarian a magic axe his DPR only goes to 7.9. Assuming the rest of the party can deal similar damage it will take the party about 6.5 rounds to defeat it. That does not take into account the Barghest is probably killing on the average 1 character per round.

I actually made a mistake on the Barghest in that it cannot use enlarge person on itself. I did not take into account it is an outsider not a humanoid. This drops its DPR to 41. Which is still high enough probably take out 1 character per round. This also does not factor in the fact the Barghest gets 5 AoO per round from Combat Reflexes.

An advanced greater barghest is a CR 8 creature. If your party is 4th level a single CR 7 creature with no other opponents is considered an epic fight. A CR 8 creature is tougher than the maximum recommended creature. It will probably take you about 12 rounds to kill the Barghest, and he will kill about 1 party member per round without a lot of difficulty.

You have a lot worse problems than the DC of the knowledge planes check. He can blink at will so all your attacks have a 50% miss chance, and its AC is pretty high. That means you probably have less than a 20% chance of hitting him. He can also cast invisibility sphere at will so he can be invisible casting spells to buff himself (and any goblins he has as followers.). That will give him a chance to bring up Mass Bull’s Strength and Mass enlarge person. That gives him 3 attacks at +18 to hit doing 2d6+11 for the bite, and 1d8+11 for each claw. Assuming an AC of 20 that puts his DPR to 48.51, compared to a barbarian with an 18 STR using a +1-dagger doing 2.4 DPR. The DPR with the battle axe is 1.9, which really is not that much different.

This whole thing seems to be making a mountain out of molehill. The difference is only 5 points in any case. Unless the character making the roll has no ranks in Knowledge Planes it probably is only going to mean they get 1 less fact. If the character making the roll does not have any ranks in knowledge Planes the DC means they do not even get a roll. Knowledge skills cannot be used unless the DC is 10 or less. The CR of an Advanced Greater Barghest is 8. So, even if it was a very common creature the DC would be 12.

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Even if it is a published AP in a published setting does not mean the GM has not altered things. It is not uncommon for a GM to make changes to either a setting or an AP. Even if the GM has made no conscious changes that does not mean the setting is the same. The setting is dependent on the GM and his perception as per rule 0.

A developer is not going to respond in a Pathfinder 1E forum. Since the publication of 2E Paizo no longer actively supports 1E. They keep the forums up, but the developers do not participate in them in any way.

This is going to be a GM’s call. How common a particular monster is, is going to depend on the campaign world. In a campaign where kobolds are almost nonexistent a kobold could be considered a rare creature. If a Barghest is a rare creature in the GM’s setting the DC of 15 is appropriate.

That being said I personally would not count things like the advanced template as a factor on how rare a creature is. The advanced template is just a bigger tougher version of the base creature. The template really does not add any actual abilities it is simply a tougher version of the base creature. Since the template increases the CR of the creature there it already boosts the DC to identify abilities. Adding something like the half dragon template on the other hand is a different story.

I would not automatically use the fact it is classified as a unique creature as the basis for how rare the creature is. Technically every member of a playable race is a unique creature.

In the end it is still up to the GM.

If you cast Black Tentacles so that the opponent is not currently in the area of effect, you will not break invisibility. You can also cast a summoning spell and have the summoned creature attack the enemy.

While Euphoric Cloud does not deal HP damage it does give the target a harmful condition. Not being able to take actions and a penalty to skill checks is harmful. So, yes this would break the spell invisibility.

One thing I would bring up is that the rule on attacking breaking invisibility is on the spell itself, not the ability invisibility. If the ability that is granting the ability to become invisibility does not reference the spell, attacking does not break invisibility. Most abilities that allow you to become invisible do reference the spell, but not all do.

The best opponents for a high-level campaign are often a character built on the same basis as the PC,’s but slightly more powerful. By that I mean a player character class built with the same point buy and
WBL of a PC. Add a few levels and or a template to boost the power. Give the character appropriate followers and you should be good. I usually give any Boss the equivalent of leadership. Also, at that level factor in things like planar binding and planar ally spells.

I used a high-level vampire oracle of shadows for a major villain in one campaign. I was working on a graveknight ordain type character with 2 levels of antipaladin and 13 levels of oracle of battle. I took the Hellbound curse and made Ruinous Revivifcation Acid, but I think it might be a little too much. Being immune to ability drain, acid, bleed, cold death effects, disease, electricity, energy drain, exhausted, fatigue, fire, mind affecting effects, nonlethal damage, paralysis, physical ability damage, poison, sleep and stunning and having extremely high saving throws means spell casters are at a severe handicap. His AC when smiting good is high enough that any good marital class is going to have trouble.

It is an inherent bonus. The published rule books have to worry about word count to keep cost down and the size of the books manageable. To do so Paizo will only put something in one place. The websites copy the text from the published rule books so inherit the same limitations.

A GM is of course free to change this, but at that point it becomes a house rule.

Soul Safe is from Mythic Hero’s Handbook by Legendary Games. That is a supplement designed for Pathfinder 1E.

After looking this over I have to agree with Archmic. This class is completely unbalanced. I would never allow this in a campaign I run, but if the GM is ok with it go for it. I am not going to bother giving any advice on this because it is something I am not interested in learning about.

This thread will probably get more useful advice in the Third –Party forum instead of the advice forum. Many people reading it here are simply going to say it is overpowered.

I would avoid divine because it is possible that an arcane caster could be able to cast spells that have this type of bonus. Besides divine is already an established game term and having another meaning for that term is going to be nearly as bad as the moral/morale confusion.

While a diametrically opposed bonuses would logically be incompatible mixing bonuses from different axis would not be. A lawful good character could have both a holy bonus and an orderly bonus. You could have 9 separate bonuses, but that seems like it is making the system more complicated instead of simplifying it.

Mythic spells are still spells, so can be affected by anything that affects a normal spell unless something in the mythic spells says otherwise. If normal modifiers did not work on mythic spells, that would weaken them considerable. If spell focus and spell penetration and their greater versions did not work mythic spells could end up weaker than normal spells. If those normal feats work on mythic spells, why should anything else be different?

A normal Dispel Magic can still dispel a mythic spell.

Instead of creating two new categories I would combine all 4 into a single category of alignment bonus. The whole reason to have categories for bonuses is to prevent stacking. As it stands now there is a question of whether a holy and profane bonus stack, adding two more similar type makes that even worse.

Why not just use his own cure extracts?

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