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The spell targets the caster of the spell and creates an aura that is centered on the caster. The saving throw is listed as will negates (harmless) and does not allow spell resistance. That means the only one who can make a save vs the spell is the caster. A harmless flag in a saving throw means that the spell usually has beneficial effects, but if the target of the spell wishes they can attempt a saving throw to resist it. In some cases, a character may be required to make a saving throw even vs a harmless spell. For Example, a barbarian using the Superstition rage power has to make a saving throw vs all spells.

This spell duplicates an Anti-paladin’s Aura of Cowardice and functions similarly. Aura of Cowardice does not allow those within its radius a save and neither does the spell.

All the spell does is remove immunity to fear. It does not create a fear effect; The caster of the spell still has to create any fear effect in the normal manner. If you are using intimidate you still have to make a successful check. If you are casting a fear spell the target of the fear spell still gets any saves the spell allows.


Lingering performance does work with Archaeologist luck and is highly recommended for the archetype.

I am not that familiar with EIR rules, but from what I understand that if you are using them getting DEX to damage should be take a lot fewer feats. If that is the case going unchained rogue for DEX to damage is even worse.

Your character is highly focused on trips and using the whip, so it is not really surprising that it is lacking in other areas. Going with a small character reduced your movement which makes getting to your target harder. How much flexibility do you have to rebuild the character?

Multiclassing in a gestalt game is just as bad if not worse than in a normal game. In a gestalt game your character gains the class features of two classes and the synergy between those abilities is usually what makes the character more powerful than normal. By multiclassing you delay gaining those abilities which puts you behind other character. At this level the inquisitor/unchained monk has flurry of bane. A 6th level character that gets 4 attacks per round (3 at full BAB) and adding 2d6 damage to each is very powerful. What does this build have that can even compare to that? Sneak attack is situational, so you cannot count on it, debilitating injury only last for a round and only if you are actually hitting. At 2nd level all fighter has given you is 2 feats and bravery.

Improving your movement will help you get to your targets. Expeditious Retreat is a 1st level bard spell and adds 30’ to your movement which would put you up to 50’. If you can increase the reach of your whip, that might also help.

Bard is a CHA based class with UMD as a class skill. Using some offensive wands in combat may also be a good option for the character.


In a gestalt game the most important thing to make sure the classes have good synergy. The gold standard is full BAB, all good saves, full caster and lots of special abilities that complement each other. What you want to avoid is classes that overlap each other. An archaeologist bard and rogue have very little synergy and overlap quite a bit.

My suggestion would be to go with slayer instead of unchained rogue and fighter. Slayers will get you full BAB and all good saves. You also get studied target and sneak attack. Slayer gets you slayer talents in addition to the rogue talents from archaeologist bard. This will require using a few feats to get DEX to damage, but you should be able to get this by around 3rd level. Like fighter it gives you proficiency in martial weapons. If you really want to stack the bonus for traps you can use a slayer talent to pick up trap finding which should stack with the archaeologist bard bonus. Personally, I think that is over kill.


If this is supposed to be brewing a tea then make it an alchemical item, not a magic item. That would allow you to use craft alchemy instead of using the magic item creation rules. In all honesty this sounds more like a character background issue than something that needs a magic item.


If the problem is the player has murderous tendencies, I suggest getting as far away from the player as you can.

If the problem is with a character, why make an item that can produce another item to fix the problem. Simply make a continuous use item that duplicates the elixir. Make it a Ring or an Amulet of Repression instead of an Elixir.


In reality almost all medium or heavy armor includes padding worn underneath. Wearing chain or plate without padding is useless, and in some cases may be worse than not wearing any armor.

In the campaigns I play in we have a house rule that wearing the padding acts as padded armor. Also depending on the armor you may also be able to wear part of the armor and gain some benefit from the armor. The most obvious example is chainmail, being able to be reduced to a chain shirt.


Using consumables for your defense only works when you can accurately predict when combat will occur. What happens when you get attacked when you did not expect it? At low level your opponents attack bonus is not that high and they rarely have multiple attacks. As your level increases that changes.

Also when you are attacked without warning you don’t get your DEX bonus so that means you are even more vulnerable. In the case of a monk they do get their WIS bonus so are a little better off, but other classes do not have that advantage.

Most of the campaigns I have been in have always had a fair amount of unexpected combat. Fights break out even in social situations, the party gets attacked when resting or otherwise not expecting it.


There are also a couple of spells that allow you to do this. Sendskin and Earsend come to mind, and I think there is another that allows you to send your eye, but I cannot remember what the spell is called.


bbangerter wrote:
Dasrak wrote:

...is basically getting the equivalent of full plate without any impediment to their Dex bonus so it's hardly unprecedented.

Full Plate: AC +9

Mage Armor: AC +4

So, not really. The correct comparison for a cost analysis is a chain shirt vs potions/wands/pearl of power.

Chain shirt cost 100gp
That's 2 potions of mage armor.
6.666 wand charges.
1/10 of a pearl of power.

The chain shirt is far more cost effective until your dex exceedds the +4 max dex. Drop another 100 to make it masterwork and your max dex goes to +5.

Masterwork does not affect the maximum dexterity bonus it reduces the ACP, and it costs an extra 150 not 100. A mithral chain shirt will bump the max Dex bonus to +6, but it costs an extra 1,000 gold.


thorin001 wrote:
Mysterious Stranger wrote:
Unless your campaign only last about 2 weeks a single wand is not going to last anywhere near the entire campaign. Even if you only adventure for 8 hours a day, that works out to 12.5 days of protection. There may be a few times where you only need protection for an hour, but often you need to have it ready whenever the character is active. Arcane casters are often in the middle or back of the party being protected by the frontline fighters, so they may be able to survive needing to put up their defenses, but a full martial likely to get killed if they do that.
If you have a wizard in the party 1000gp gets you a pearl of power 1. So you can hand the wizard your pearl so that he can recall the mage armor he just cast on himself to cast on you. This is at his full caster level.

That works much better than wands and potions. But at low levels it still leaves some unprotected time.


I would swap out the Savage Skald for a Archaeologist Bard to give the party some rogue abilities.


Unless your campaign only last about 2 weeks a single wand is not going to last anywhere near the entire campaign. Even if you only adventure for 8 hours a day, that works out to 12.5 days of protection. There may be a few times where you only need protection for an hour, but often you need to have it ready whenever the character is active. Arcane casters are often in the middle or back of the party being protected by the frontline fighters, so they may be able to survive needing to put up their defenses, but a full martial likely to get killed if they do that.


Since Cheliax is a lawful evil kingdom flipping the alignment on some encounters could be interesting. Some CG bandits could be an unusual encounter. Think of Robin hood and his merry men.


Unless you have a huge amount of wealth I would not worry about masterwork for throwing daggers. You will probably lose quite a few of them and at 302 gold per dagger that is going to get expensive.

Since you don’t have quick draw you are going to be limited in when and how many daggers you can throw. This is going to be something that gives you a bit more versatility not something you will be doing often.


The rules for tall creatures are about reach and found in the core rule book. Basically, a long creature (as opposed to a tall), has less reach than normal.


Clerics have access to planar ally spells so don’t need to use planar binding for summoning creatures that are allied to their deity. So, a good cleric can use planar ally to get the services of a good creature. The planar ally spells do not require force so are superior to the planar binding spells but are limited in what can be called.

Clerics that gain the spell from a domain or something similar can use it to call creatures that are not share or oppose the deity's alignment. So, your neutral good cleric would use planar ally on a good creature and could bind a LN, N or CN outsider.


It really comes down to what the character is going to be fighting. Since he is going to need two weapons buying a single weapon with a high enchantment bonus is probably not a good option. Silver and Cold Iron are the most common DR types. It might be worth getting one of each for use in combat. Dealing with incorporeal creatures may also be a concern.

Even if you don’t purchase an enchanted adamantine dagger picking up a non-magic one would be a good idea. Being able to cut through things is something a rogue will find useful.


Since you are using multiple daggers there is no reason they all have to be the same material or have the same enchantment. Having weapons be different gives you more defenses you can bypass. What materials you should use is going to depend on what creatures are common in the campaign. Another thing I would keep in mind is that some materials may have out of combat uses.

Adamantine has the ability to ignore hardness of less than 20. Having a dagger that can cut through most objects is a definite advantage. I would probably suggest at least one adamantine dagger. For the second dagger probably cold iron or mithral would be a good choice. Mithral counts as silver but does not take the damage penalty.

If you are going to fighting a lot of evil foes Holy might be a good enchantment. Put it on the cold iron/mithral dagger. For the other some sort of elemental damage is probably a good choice. If you can afford it also look into adding ghost touch to the holy weapon.

Also keep lots of normal daggers for this character for throwing at targets. You will not get DEX to damage when throwing but will often be able to get your sneak attack on a thrown dagger. You are a high DEX character with a decent BAB so don’t limit yourself to melee combat.


Looking it over I think using the dagger instead of a Kukuri is going to be a better choice. Kukuri is a martial weapon so a rogue is not proficient with it. You could make your first level Urban Barbarian instead of rogue, but that is going to mean you don’t start with weapon finesse and delay getting DEX to damage. Since we are using rogue talents to get feats ahead of schedule it also delays other parts of the build. In my opinion it is not worth it. Also the only difference is going to a point on the critical range, unless you take improved critical that is not going to make that much difference.

After actually stating out the build I think splitting the levels equally is going to be more optimal. To get a little more damage I took animal fury as a barbarian rage power to get an extra attack. Bite works with weapon finesse, so you still get to use DEX to hit, but not for damage. But you do get 4d4 extra damage if the target is blind.

Level 1 Knife Master: Two Weapon Fighting, Combat Expertise, Weapon finesse, sneak attack
Level 2 Knife Master: Underhanded Trick (Improved Dirty Trick)
Level 3 Knife Master: Kitsune Style, Finesse Training, sneak attack
Level 4 Knife Master: Combat Trick (Agile Maneuvers)
Level 5 Urban Barbarian: Double Slice
Level 6 Urban Barbarian : Two Fang Pounce
Level 7 Urban Barbarian: Improved Two Weapon Fighting
Level 8 Urban Barbarian : Animal Fury
Level 9 Urban Barbarians: Greater Dirty Trick
Level 10 Urban Barbarian: Savage Dirty Trick
Level 11 Knife Master: Accomplished Sneak Attack, two extra dice of sneak attack
Level 12 Knife Master: Weapon Training (Weapon focus dagger)

The build takes a few levels to develop. Starting at 6th level the character can make a charge and get two dagger attacks, one of those is a dirty trick (Chose blinded condition). The second attack will get sneak attack damage. At 10th level while the character is raging it can make a dirty trick check to blind the target and get sneak attack damage on the rest of the attacks. You still can use the normal methods of gaining sneak attack (flanking, surprise, etc.), but this gives you some option not available to other. At 11th level you will be adding 4 dice of sneak attack.


The feats I recommended should work fine on a Kukuri.

I will do a full trial build and see what I come up with.


Barbarian 1 or 2 does not give you enough rounds or rage or other benefits to make it worthwhile. My suggestion would be 4 levels of unchained rogue and the rest in urban barbarian. This gives you weapon finesse, finesse training, 2 dice of sneak attack and two rogue talents. Barbarians get 4 skill ranks per level plus INT. If you go human and take skill for the favored class bonus that is going to put you up to 7 skill points per level minimum. That should be able to get enough skill points

Going more levels in rogue is going to lower your BAB which means you do not qualify for some of the feats until higher level. It also means your chance to hit and to succeed in with the dirty trick maneuver is lower.

I also just noticed the barbarian rage power savage dirty trick. That allows you to once per round use a dirty trick in place of a melee attack and adds an additional condition based on the condition of the dirty trick. In the case of blinded the additional conditions staggered. This rage power does require you to be a 6th level barbarian so will come online late but can be devastating. It also eliminates the need for quick dirty trick.


Double slice eliminate the damage penalty for the offhand weapon. While the unchained barbarian does not take a penalty for the offhand weapon the DEX to damage still does. So, the unchained barbarian is still doing less damage without double slice. When the character gets a belt of dexterity the extra damage from that will also be affected if they do not have double slice.

The Urban barbarian will have a much higher AC than the unchained barbarian. Not only does he not take the -2 penalty to AC, but he also gains an additional +2 to AC because of the additional DEX. That will also boost his reflex saves and DEX based skills. As the character gains more levels in urban ranger that bonus continues to increase making the difference even greater.

The urban barbarian can use INT, DEX and CHA based skills while raging. Acrobatics disable device, sleight of hand, and stealth are DEX based skills. That means the urban barbarian can actually use controlled rage in non-combat situation and have a better chance of succeeding. The urban barbarian can choose which physical stat he boost, so can also boost climbing and swimming if he needs to. By taking urban barbarian the character is actually building for using rage to boost his skills.

Getting Weapon finesse and DEX to damage quickly is more important than twin fanged pounce. If the character is starting at 1st level it is better to take the first 4 levels in unchained rogue. Not only does it get weapon finesse and finesse training it is using rogue talents to pick up feats early. It is unlikely that this character is going to have a high STR so until it gets weapon finesse it has a very low chance of hitting, and until it gets DEX to damage its damage is also going to be poor.

Once you get past 4th, I would probably take most of the levels in urban barbarian. If retraining is available, you can retrain Kitsune Style to Quick Dirty trick at 7th level. If not, you could rearrange when you pick up the feats.


Urban allows him to boost his DEX which gives a bonus to hit, damage (Unchained Rogue), and AC. It also allows him to use INT, DEX and CHA based skills.

Since he will not be boosting CON he will not have to worry about the sudden death from losing the extra HP from that CON.


You will want to get at least 3 levels of rogue to get finesse training for daggers. You are also probably want to go with two weapon fighting, so you will want double slice. KitSune Style allows you to make a dirty trick in place of an attack at the end of a charge. You can use Dirty trick to impose the blinded condition to cause your opponent to lose their dexterity bonus allowing you to gain your sneak attack.

Play human for the extra feat and take your 1st 4 levels in unchained rogue. Take two weapon fighting and Combat expertise for your first level feats. At second level take the rogue talent underhanded trick (From Blood of Shadows) to pick up improved dirty trick. At third level take Kitsune style. At this point if you are not flanking or otherwise able to get your sneak attack you can use one attack to blind your opponent and get the sneak attack on the second. At 4th level use the rogue talent combat trick to pick up agile maneuvers. Now start taking levels in Urban Barbarian. At 5th level take double slice to get your full DEX to damage on the second weapon. At 7th level take improved two weapon fighting. At 9th level greater dirty trick makes it a standard action to remove the dirty trick.

The rage power two fanged pounce from the Villain Codex might be good to take.


The Core Rule book states “Each character begins play with a single favored class of his choosing”. NPC stands for Non Player Character. That would mean that RAW an NPC does get the favored class bonus for any levels in that class. If it were limited to PC the book would have specified that. A GM is of course free to make a house rule that the favored class bonus is limited to PC’s.


Forget about the name of the class and look at the abilities. Too many people pay too much attention to the name of the class or archetype. A Zen Archer Monk is basically an unarmored archer that can also fight unarmed.


If you really want to boost the knowledge skills, consider playing an elf and taking the feat breadth of experience. If you start with a 14 INT (12 before racial adjustment) and put 1 point into a knowledge skill at first level, you will have a +9 bonus. By 5th level when lore master comes online you will have at least +10 which is enough to identify a rare CR 5 creature. If you invest more in INT and knowledge skills the bonus will be even higher.


Since it seems like the campaign is not using the research rules from ultimate intrigue Critical Research focus is going to be useless. Giving up an ability for nothing is needlessly handicapping the character. So, unless the other ability of studious librarian make up for it this is a concern.
Perfect Recollection also seems to be a less useful than mass suggestion. By 19th level a standard bard can already take 20 on knowledge checks 3 times per day. How often are you going to need to take 20 on a knowledge skill at that level? A 19th level bard with a 10 INT and a single point in a knowledge skill has a +13 bonus. That means they can get always have a roll of 23 for any knowledge skill. If the character has a higher INT and puts more than a single point into his knowledge skills, they will have an even higher guaranteed roll.

Will this character have an above average INT and be putting more than a single rank into your knowledge skills, and will he be taking feats like scholar and skill focus on those skills? If he is doing so the bonus on his knowledge skills will be huge. A 19th level bard with a 14 INT and 6 points into a knowledge skill has a +20 bonus, which means he can get a 30 on the roll by using lore master to take 10, If he takes 20 that jumps up to 40. At that point he can identify a rare CR 25 creature. At 10th level with 3 points into the knowledge skill the bard will have a +13 bonus. If he takes 10, he can identify most CR 13 creatures and by taking 20 can identify a rare CR 18 creature.

The Archivist also gets Magic Lore which helps him decipher scrolls and allows him to disable magic traps. If you take a trait to get disable device as a class skill you can also take care of finding and disabling traps. Scribe scroll is actually not that useful for a bard because they have a limited number of spells known and can cast those as needed.

If it were my character I would go for the Archivist.


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I am not sure trading away the rangers spells are a good idea. Inquisitors are spontaneous casters so have limited number of spells. As a prepared divine caster a ranger know every spell on their list and have a decent number of utility and combat spells. Most of the spell casters in the party are also spontaneous casters. The Paladin is a prepared divine caster, but their list focus more on combat and healing.

The ranger list also has some very useful spells. Gravity Bow is going to significantly increase the damage of any archer. Spells like alarm, ant haul, endure elements, keep watch, nature’s path, and pass without trace are all useful 1st level ranger spells. When you get 3rd level spells instant enemy is great for getting your highest favored enemy bonus on and creature.


Point Blank Master makes switch hitting obsolete. The strategy does still work, but being able to use a bow all the time is more optimal. Ranger with the archery combat style can take it as long as they have weapon focus with their bow.


While there is some synergy between ranger and inquisitor there is also a lot of overlap. If the campaign is going to be focusing a single type of creature it should work ok.

A Zen Archer Monk/Inquisitor actually has incredible synergy. Once you get past third level WIS does just about everything. At 5th level you get Flurry of Bane (Adding Bane to each shot while using flurry with a bow). If you really want to min/max play a dwarf, for the WIS, CON and bonus to saves. Having sky high saves and both evasion and stalwart means anything that allows a save has almost no chance of affecting you. Your high touch AC will also make it difficult to be affected by magic. Since you still have the unarmed combat of a monk you don’t have to worry about switch hitting. This also allows you to threaten the squares around you while using the bow.


I partially agree with Java man, but Armor Mastery gives you more than just eliminating the max DEX bonus. It also eliminates arcane spell failure and the ACP. Plus also works on shields including tower shields. Those 3 path abilities would allow a DEX based arcane caster to use full plate and a shield while casting with no arcane spell failure and to be able to use his full DEX bonus.

There of specific armors that boosts the max DEX bonus above normal. Celestial Armor has a max DEX bonus of +8. It is fairly expensive, but a high level DEX based fighter would be good up till 36 DEX. Swift Armor Style would raise that to a DEX of 38. It is highly doubtful that any non-mythic character is going to get a DEX this high.

If you are homebrewing why not, simply house rule that armor does not have a max DEX bonus? I don’t see how anything you come up with is going to be balanced, so why even pretend it is.


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There are three armors that do not have a max DEX bonus. Haramaki has already been mentioned, Silken ceremonial armor is pretty much identical, but more expensive. Varisian dancing scarves give a +2 armor bonus buy you have to move at least 10 feet or they provide no benefit, and provide a +2 circumstance bonus to bluff checks to feint in combat.

Darkleaf martial arts training gear has a +10 max DEX bonus. That does not eliminate it, but you would need a 32 or higher DEX to be affected by it.


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If you are using the Mythic rules the champion path ability Armor Master eliminates the armor check, arcane spell failure and maximum dexterity bonus for armor. The first time you take it, it applies only to light armor. You can take the ability up to three times. The second time it applies to medium armor, and the third time to heavy armor.


Keep in mind that the game abstracts a lot of the real-world mechanics it simulates. Using real world logic on those abstractions does not work.


Diego Rossi is correct. You are not going to find the answer you are looking for because when you regain your DEX bonus depends on why you lost it. If the condition that caused you to lose your DEX bonus still persists you don’t regain your DEX bonus no matter how much time has passed. You regain your DEX bonus when the condition that caused you to lose DEX bonus ends no matter how little time has passed. This is not different than any other condition.


To pull this off you need to be at least a 4th level alchemist with at least a 14 INT. At that level it will take all your 2nd level extracts. Your BAB will be +3 and figure you have a +2 bonus from STR/DEX to hit. That gives you a +5 to your touch attack. The fortitude save will be 12 + your alchemists INT bonus which. Most lightly armored targets will probably have a touch AC of at least 14 if not higher. Anything using heavy armor will probably have a good fortitude save. Your chance of actually pulling this off is likely going to be around 30%. At higher level the alchemist's bonus to hit will be higher, but the save will not go up by much, but your opponent's saving throw will be better. So, at higher level your chance of success is even less.

In reality this is going to be very difficult to pull off. Sure, if everything goes your way you can take down a target in one round. A 4th level barbarian with a greataxe that gets a critical hit will probably take downs the target even quicker. Even without the critical it might still be able to match this.

I still stand by my point that this is not as powerful as it seems. If it works it can be a blast, but don’t count on it working.


Since the recipient is in control of the extract they control how the skin moves. Why would they have told the skin to move away from them? The spell also has a duration of 1hour/leve (D). Which means the target can end the spell as a standard action. Ending extract will not take more than a single standard action.

In order for the combination to work, the caster has to have expend 2 extracts, move within touch range of the target, succeed with a touch attack on the target, and the target has to fail a fortitude save and spell resistance if they have any. If all this succeeds it will cut the target’s HP in half and may allow another character to get an attack on the target’s body. If the target has ways of attacking as swift or free action, they can use that before dismissing the spell.

So, while the combination does do something it is not as overpowered as it might seem.


From what I see the person affected by the touch injection is the one in control of the extract. That would mean that on their next action they can simply dismiss the extract. This is going to really limit the use of this combo in an offensive manner.

Since touch injection is likely to use your action you are going to be hard pressed to do anything before the target can dismiss the extract. If you have the initiative and go first in the round the target can use his action to dismiss the extract. If you go after the target they can use their action next turn to dismiss the extract. That means the only way to actually exploit the vulnerability is to have another character that can act between the time the touch extraction takes place and the target goes. About the only time that is likely to happen is if the third character has a readied action.


If that is the case, he might want to see about using the Reptoid for his base instead of Nagaji. They have a change shape similar to the lamia matriarch.


Yes.


Going from what you are asking it looks like they want to play a lamia matriarch. They are the ones with the body of a serpent.

Since both the lamia and the lamia matriarch are large creatures hiding the tail is not going hide your race.

Assume Appearance has a duration a 1 day per level and is on the alchemist list. But finding a dead body of the appropriate race may be difficult. Claim Identity is also on the alchemist list, but also has some issues.

Lamia matriarchs are shape changers and can turn into a fixed humanoid form. But they are significantly more powerful.


Being able to easily boost a spell with a short duration to last all day is going to dramatically alter the balance of the game. I have built a couple mythic characters with enduring blessing, and it is very powerful even for a mythic game. In a normal game it could become overpowering.


I took that list from the description of the ability. A lot of the abilities on various paths specify it only works on certain things, but a lot of them work on more than you would think.

Beast's Furry can is also a Guardian call.

Just for your information the 10th tier Hierophant ability Divine Vessel is not limited to divine spells, but the 10th tier Archmage ability True Archmage is limited to arcane spells.


Beast’s Furry works on an animal companion, cohort, eidolon, familiar, or bonded mount. So, an arcane caster with a familiar could use it on the familiar or eidolon. For a summon focused arcane caster the Hierophant path also gives you access to Mighty Summons. Blessed Companion would also work on a familiar or eidolon.


I would suggest reflavoring some spells to give them a draconic or fey feel. Don’t change any game mechanics on the spell just the cosmetics. For example, Fly could cause the character to grow wings appropriate the aspect of the creature that is the source of their magic. Transmutation spells can be particularly good for this. Something like Animal Aspect could be altered to take on various draconic or fey features without changing how the spell works.


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Limiting the time that the party can rest between encounters is crucial. If the party always starts every encounter with full resources they are going to steamroll almost every encounter. The 15 minute adventuring day is the fastest way to ruin a game. The best time for those meaningless encounters is when the party tries to rest. I am not saying never let the party rest, but resting in during a dungeon crawl should be difficult.

What it really comes down to is pacing the adventure. I usually like to have a series of fairly easy encounters before anything important. Not only does it drain away resources it builds gives the players a chance to shine and show off. It can also help build a false sense of security so that when the really tough encounter starts the players are not expecting it.


I tend to ignore titles for things like class and archetypes and focus on building the character. Some of the best rogue builds have no levels in rogue.


Divine casters tend to be better at support and buff spells than arcane casters. If an arcane caster really wants enduring blessing there are ways to get it. Dual Path into either Hierophant or Trickster will allow you to pick it up. The Trickster path actually has a few decent path abilities for arcane casters. Subtle Magic is incredibly good for an illusionist or enchanter.

The path abilities of the Archmage Path tend to be more aggressive than the Hierophant. They have a couple of path abilities that allow you to add your tier to your caster level for specific types of spells. The Hierophant path does not have anything like that that I am aware of. So, I guess it is kind of a balance issue.


The feat does use the world like.

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