Jolis Raffles

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Organized Play Member. 97 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.




Quick question: is there any way (other than being a monk or investing in a multiclass/archetype dedication feat like monk or martial artist) to be able to do lethal damage with non-lethal unarmed attacks without penalty?

Just wondering if there is a rune, or an ancestry feat, or an item... anything that could save me the feat investment.

Thanks in advance!


Hi, all.

So I've been checking monk stances, and invariably they all some have the same requirement: being unarmoured.

Fair enough, since they're MONK stances. But then I've seen that there some of them (like Gorilla Stance or Stumbling Stance), exceptionally, don't have this requirement.

Is this real life? Is this intended? Has it been marked for errata, or confirmed as an oversight, or something?

I would be surprised if this was intended, considering Paizo's tendency to disallow any kind of synergies involving unarmed attacks, so I though I'd double check just in case!

Thanks in advance for your help!


Hi, all.

I've heard that during FotRP PCs have the option of getting trained in the Jalmeri Heavenseeker dedication by a champion of the Challenge of Sky and Heaven, bypassing the need for investing in the Student of Perfection dedication first (as seen in the JH dedication prerequisites).

Can anyone confirm if this is true? If so, at which level will this be possible? Anything I should know (trying to avoid spoilers) not to miss this chance during the adventure?

I'm planning my PC progression and this information would be extremely useful. Thanks in advance for your help!


Hi, all.

I've heard that during FotRP PCs have the option of getting trained in the Jalmeri Heavenseeker dedication by a champion of the Challenge of Sky and Heaven, bypassing the need for investing in the Student of Perfection dedication first (as seen in the JH dedication prerequisites).

Can anyone confirm if this is true? If so, at which level will this be possible? Anything I should know (trying to avoid spoilers) not to miss this chance during the adventure?

I'm planning my PC progression and this information would be extremely useful. Thanks in advance for your help!


I'm a bit confused regarding requirements to choose a different dedication feat after Student of Perfection and Jalmeri Heeavenseeker. JH says "You can select the dedication feat for the Jalmeri Heavenseeker archetype even if you haven't yet gained three feats from the Student or Perfection archetype". It also says "You can't select another dedication feat until you gain two other feats from the Jalmeri Heavenseeker or Student of Perfection archetypes", but Student of Perfection makes no mention of this.

Is "Student of Perfection Dedication - Jalmeri Heavenseeker Dedication - Heaven's Thunder - a different dedication feat" legal? It seems like the intent is to treat both archetypes as if they were the same (so this would be 3 feats allowing to select a different archetype dedication), but I'm not 100% sure.

In addition, JH prerequisites mentions "Student of Perfection Dedication, or you've trained with a champion of the Challenge of Sky and Heaven". Does that mean I could select this without a previous SoP dedication if I say my PC has been trained by a champion of the challenge of sky and heaven?


Thaumaturge's weapon implement intensify vulnerability effect, at level 9:
Your weapon is drawn to your enemy's vital spots, almost of its own accord. You gain a +2 status bonus to attack rolls against the target of your Exploit Vulnerability.

RAW, as long as I'm holding the weapon implement, I could benefit from the +2 status bonus to attack rolls when attacking with a different weapon/unarmed attacks, isn't that right? The weapon implement reaction description uses language that specifies you need to make the reaction attack with the weapon implement, but that's not the case here in the intensify vulnerability effect description.

Would this work RAW?


If I'm class A but have selected a dedication feat to multiclass into class B, can I then use the Natural Ambition ancestry feat to get a 1st-level feat from class B?


Mountain Stance requirement (book actually says "trigger" instead of requirement, but I guess that's an errata) states "touching the ground". Stances are supposed to end when you no longer meet their requirements. If I jump while in Mountain Stance, does the stance end? What about running? Being shoved and thrown? Is a ladder "the ground"? What about a staircase, or a roof?


I'm trying to build a monk. Normally at level 20 I would have 24 DEX (22 by starting at DEX18 and spending all possible ability boosts in DEX, +2 from anklets of alacrity). That's a +7 bonus to DEX, which limits the advantages of getting +3 bracers of armor/explorer's clothing (since both have a DEX cap of +5, they would only provide an effective bonus of +1 to AC, which might not be worth the cost).

So maybe I should use no armor items at all, but what about saving throws? I'm trying to see if I can get an item bonus to saving throws without using resilient runes/bracers of armor/mage armor (they all impose a DEX cap of +5), but can't seem to find a way. Am I missing something? Am I "forced" to get an armor item and accept the maximum DEX bonus to AC of +5? I feel this somehow limits the attractiveness of high DEX at higher levels, since improving it over 20 will do nothing for your AC.


Outflank Feat reads:

Quote:
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Paired Opportunist reads:
Quote:
Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Solo tactics reads:
Quote:
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

I have an inquisitor with Solo Tactics, Outflank and Paired Opportunists. I also have two questions:

1 - With Paired Opportunists, I only get the +4 bonus to AoO if I’m adjacent to an ally (any ally, because of Solo Tactics). But if that ally scores a critical hit, I can have an AoO even if I’m not adjacent to him. Is that correct?

2 - If I’m flanking with an ally (who doesn’t have any teamwork feats) and I crit, Outflank says this provokes an attack of opportunity from my ally. With Solo Tactics, is it ok to consider that my critical hit does indeed provoke the attack of opportunity from my ally even if he doesn’t actually make that attack? Solo Tactics says that my allies don’t receive any bonuses from the teamwork feat, but I don’t know if provoking an attack of opportunity would be considered a bonus if no attack of opportunity is actually done. I’m asking because, according to the wording of Paired Opportunists, I only need an enemy to provoke an attack of opportunity from my ally (and not my ally actually making the attack) to make an AoO myself. Long story short: If I crit while I’m flanking with an ally, would I get to make an AoO (thanks to Paired Opportunists) because my ally provokes an AoO (because of Outflank) even if my ally doesn’t actually make the AoO (because of the wording in Solo Tactics)?


Hello, everyone.

My old character has died and won't be resurrected, so I'm preparing a new one to start the campaign (CotCT) at level 6. Group needs a tank and could use some divine magic, so after giving it a lot of thought I think I'm going for a sword and board dwarf inquisitor. Before I post my planned build to gather your feedback and criticism, let me explain the character creation rules in place for our campaign:

- Only Core rulebook and APG are allowed. No exceptions.
- No multiclass allowed except to apply for a prestige class and then to follow it. No other exceptions.
- Racial favored class bonuses giving extra spells to spontaneous casters are forbidden. No exceptions.
- Some other minor restrictions, like some forbidden feats and combos, but I don't think any of those affect my build.

So I'm thinking on a dwarf inquisitor of Abadar. I know other gods (like Sarenrae) might be mechanically more optimized, but I'm set on Abadar for RP reasons. I also want to go S&B because I want to be very tanky, so that's also decided. From there on, optimization is the priority.

My current build involves using a quickdraw shield and the quickdraw feat to be able do two-handed attacks (for those sweet strength and power attack extra damage bonuses) in my turn, but still have a shield between turns (I checked and this particular combo is allowed). I'll wield a one-handed weapon, so that I can also do AoO between turns (in this case, wielding the weapon in one hand). I plan on having non-magic weapon, shield and mithral full plate. Rod of extend lesser + magic vestment x 2 (shield and armor) + magic weapon would give me the magic bonuses that I need for the whole day, every day. Bead of Karma (from string of prayer beads) can be added to further improve all these bonuses every morning when casting those spells for the day. With this + steel soul + stalward, I think the tank part is covered.

Starting attributes and progression (20 point buy): STR 16, CON 14 (12+2), DEX 14, INT 10, WIS 16 (14+2), CHA 6 (8-2). All increases into STR.

Expected feat progression is
1: Heavy armor proficiency. 3: Quickdraw. 5: Power Attack. 7: Exotic weapon proficiency (falcata) 9: Combat Reflexes. 11: Improved critical (falcata). 13: Steel Soul.

For Teamwork bonus feats I'm thinking
3: Precise Strike. 6: Outflank. 9: Lookout. 12: Paired Opportunists.

Potential domains: Protection and Travel.

Group includes a ranger who also has the outflank feat.

Any thoughts? I can't decide if I should go for Falcata or Scimitar proficiency. Also not sure if that's the beast order for feat progression. And I would like love to hear trait suggestions!

Thanks in advance for your help!


Hi, everyone!

For our new campaign, our DM wants to simplify things and will allow only material from Core and APG, no exceptions allowed.

With this in mind, I was thinking about building a Reach Oracle with the Battle Mystery. I am familiar with the Reach Cleric Guide, but since only Core and APG are allowed, I think an Orcale doesn't lose much and gains many interesting things from the Battle Mystery (like Enlarge Person, Maneuver Mastery and Skill at Arms).

The idea for my character is to use his standard actions to cast spells (mostly buffs and some control tricks) and take advantage of a huge threatened area to make AoO outside of his turn. This would be accomplished with reach weapon (bardiche) + enlarge person + feat/mystery support. The build I'm currently working on is the following:

Human Oracle (Haunted Curse, Battle Mystery).
STR 17 (15+2 racial bonus), DEX 14, CON 14, INT 10, WIS 8, CHA 14 (20 point buy).
FEATS: 1 Toughness, 1 Combat Reflexes (extra human feat), 3 Power Attack, 5 Pushing Assault, 7 Furious Focus, 9 Extra Revelation-Warsight, 11 Extra Revelation-Battlefield Clarity, 13 Extra Revelation-Combat Healer, 15 Quicken Spell.
REVELATIONS: 1 Skill at Arms, 3 Weapon Mastery (Bardiche), 7 Maneuver Mastery, 11 Ironskin, 15 Surprising Charge

I want to use enlarge person + bardiche to threaten a big enough area. With Pushing Assault (and some tactic 5-foot steps) I can keep opponents where I want them (outside their melee range and inside my threatened area), and with Trip Maneuver Mastery I can control that zone even better. High DEX + Combat Reflexes are there for providing more AoO. I'm planning on WIS 8 INT 10 because I'd rather play absent-minded, irresponsible characters than stupid ones (plus skills!).

I have never played an oracle nor a reach melee character in Pathfinder before, so maybe someone with more experience can point out some traps I might be falling in or some possibilities I might have missed. I know Core + APG only reduces options a lot, but I still think this build might be both effective and fun!

Any comments? Thanks a lot in advance for taking the time to read this!


2 people marked this as FAQ candidate.

I have some doubts about how bane enchantment interacts with a magic bow.

- If I'm using +1 arrows with a +5 longbow, only the highest enhancement bonus applies, so my attack is done with a +5 (and not a +6) enhancement bonus.

- If I'm using +1 flaming arrows with a +5 longbow, the enhancement bonus from the arrows doesn't stack, but the flaming property is applied. My attack would be done with a +5 enhancement bonus and would have the flaming property.

- If I'm using a +5 undead bane bow against an undead target, the undead bane property applies, so my attack would be done with a +7 enhancement bonus and would cause and additional 2d6 damage against the undead target.

So far so good. But what happens if I'm using +1 undead bane arrows with a +5 bow against an undead target? I know the 2d6 extra damage would apply, but what about the other effect from the bane property (the +2 extra enhancement bonus)? Does the bane property from the arrows apply independently, and therefore the enhancement bonus for the attack would be +7, just as if I were using a +5 undead bane bow?

I hope I'm making myself clear. Thanks a lot in advance for your help!


Hi, everyone.

Say I have a tiefling investigator with a 1 level dip in brawler which gets him Improved Unarmed Strike.

1. Can I take the feat two weapon fighting and use an extra attack with my unarmed strikes?

Brawler description specifies “A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.” Considering this:

2. Can I use all TWF attacks without using my hands?
3. What’s the STR modifier that I should apply in the “off-hand” TWF attack?

The build already has three natural attacks (2 claws from Tiefling and one bite from ring of rat fangs). Brawler’s flurry, a brawler class feature gained at second level, states that “a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes (…). A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks”, but that’s a level 2 feature and I would be dipping only one level. That means I plan to use the bonus Improved Unarmed Strike obtained at level 1 plus a regular two weapon fighting feat. Considering this:

4. Can I combine TWF unarmed attacks with natural attacks? (I know that it implies that all natural attacks would be made as secondary attacks at BAB-5).

The idea is to combine the three natural attacks with unarmed iteratives PLUS the extra attacks obtained from TWF, ITWF and GTWF. At level 15, with a BAB of +11/+6/+1 (and with the multiattack feat), this character would get: right foot +9/left foot +9/right claw +9/left claw +9/bite +9/right foot +4/left foot +4/ right foot -1/left foot -1. Nine attacks, with an agile amulet of mighty fists (it’s a DEX-based build) applying to all of them, and with full DEX bonus to damage with all nine thanks to brawler and the double slice feat. I haven’t made any calculations yet, but considering the bonuses from mutagen, studied combat, buffs, etc., I think it would be able to obliterate almost anyone with a single full attack.

Too good to be true? Which are the things that I’m doing wrong?


Hi, everyone.

I'm working on an archery-focused archaeologist bard build. I'd really like to have a way to get point blank master in order to be able to shoot a bow while in melee, but one of its prerequisites is weapon specialization, which I can't get because I'll never have 4 fighter levels.

Is there ANY way I can pull this off without more than a ONE LEVEL dip in another class? Any feat that lets you ignore one prerequisite? Any magic item that counts as meeting one prerequisite or having one feat? Any class feature that allows me to emulate any of those feats at level one? Any spell? Any trait or alternate racial characteristic? Anything?

The ONLY thing I can think of is getting a Nimble Shot bow, but that's AWFULLY expensive and it would also prevent me from getting other nice things (like holy) in it.

Thanks in advance for your time!


The tusked trait states "you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5." If I make a standard attack with the bite, I assume I add full STR modifier to damage as usual.

If I make a full attack, the fact that the bite attack is made at BAB-5 implies that it behaves as a secondary natural attack? It doesn't say so in the description, but what's the consensum? I'm asking because if that's the case, I could only add 1/2 STR bonus to the bite damage, and the damage bonus from Power Attack would also be halved, correct?

Thanks a lot in advance for your input!


The merciful weapon enchantment states that, on command, the weapon suppresses the merciful ability until told to resume it. If I have claw/claw/bite natural attacks and an merciful amulet of mighty fists, can I activate/deactivate the merciful ability in the amulet at any point between my attacks as a free action?

Or do I need to use swift/move/standard actions to do so?


Hi, everyone. I'm building a Tiefling with a bite natural attack (maw alternate racial trait). My intention is to use it to make Demoralize checks as free actions thanks to the Enforcer feat.

For the feat to work, the attack has to deal nonlethal damage with a melee weapon. Natural attacks are melee weapons, and if I take a -4 to hit I can deal nonlethal damage everytime I use the bite attack, am I correct?

Also, the damage type for a bite natural attack is listed as B/S/P. Since it includes bludgeoning, does this mean I can take the bludgeoner feat to make nonlethal bite attacks without the -4 to hit?

Thanks a lot in advance for your input!


Investigators can expend one use of inspiration from their pool to add 1d6 to the result of a skill check, including any on which they take 10 or 20. If the skill is a trained knowledge skill, adding the 1d6 doesn't expend a use of inspiration.

According to the Eidetic Recollection Investigator Talent, an investigator may expend one use of inspiration to take 20 on a Knowledge skill check. When this happens, is the additional 1d6 also applied, or is it substituted by the automatic 20 and therefore no inspiration dice is added to the check result? If this is the case, spending the use of inspiration could entail a lower check result, especially when things like amazing/tenacious inspiration are added to the mix.

Thanks in advace for your input!


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Hi everyone. I'm soon to start Kingmaker. The rest of my group includes a druid, a zen archer, and a phalanx soldier (with another player still undecided).

I've read that ideally one of the players should be the king, and that having a high charisma is useful in that role. Since none of the other characters seem a good fit in that regard, I thought about taking the crown myself. A charisma-based character with high diplomatic skills is what I'm going for. I would like to be the party face (with maximized diplomacy and sense motive) and the group's library (with an almost absolute chance to succeed in any important knowledge check), because I figure those would be important skills for the king's work (I have never played the campaign, so please correct me if you think I'm wrong). On combat, I would like to focus on controlling with debuffs and other spells.

All these things considered, I was thinking about building a psychic searcher oracle with the lore mystery. Lore mystery makes me a beast with knowledge skills, and psychic searcher greatly improves my social capabilities (especially now that the ACG errata has made clear that inspiration is based on charisma). I would like your advice on things that you think can be improved in order to fill these roles, and on the blank feats that I still haven't decided (possibly some metamagic?). If anyone has played the campaign and feels some things will be useless/greatly missed, I would also appreciate a spoiler-free heads up.

Human psychic searcher oracle. STR 12, CON 14, DEX 8, INT 12, WIS 10, CHA 17+2 (20 point build). Curse: Haunted. Mystery: Lore.

Feats: Noble Scion - CHA to initiative (1), Extra Revelation - Focused Trance (1, extra human feat), Steadfast Personality (3), Extra Revelation - Empathy psychic talent (5), Extra Revelation - Eidetic Recollection psychic talent (7), ? (9, 11, 13, 15, 17).

Revelations: Sidestep Secret (1), Perceptive Tracking psychic talent (4), Lore Keeper (7), Automatic Writing (11), Think on it (15).

What do you think? Many thanks in advance for your help!


Hi, everyone.

I've just discovered the existence of the magic item Tuned Bowstring, and it seems it would solve (for bow-using characters) the major issue with Archaeologist bard archetype: limited number of archaeologist's luck rounds per day. The Tuned Bowstring allows a character with the bardic performance class feature to maintain a performance in combat without expending rounds of bardic performance as long as she fires at least one arrow each round.

If I'm not mistaken, since archaeologist's luck "is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance", a character wouldn't spend rounds of archaeologist's luck as long as she fires at least one arrow in that turn, right?

Or is it too good to be true?


3 people marked this as FAQ candidate.

Hi, everyone. I have a doubt about how Swashbuckling Finesse and Agile Weapon interact.

Swashbuckling Finesse says "this ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites". Does that mean that Swashbuckling Finesse counts as Weapon Finesse when a feat has WF as a prerequisite, or that Swashbuckling Finesse counts as Weapon Finesse when anything has WF as a feat prerequisite?

I'm asking because Agile Weapon states that "a wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls". I want to know if A Swashbuckler with an Agile Light Spiked Shield (which acts as a light piercing weapon) can apply its dex bonus to damage when performing a shield bash.

I hope I'm not too confusing. Thanks a lot in advance for your help!


Quick question.

Level 1 sorcerer (has access only to level 1 spells). Magic missile is a level 1 spell. If I apply to Magic Missile the Toppling Spell metamagic feat, its spell level would be 2, so I wouldn't be able to cast it. So far so good.

But if I also have Magical Lineage: magic missile, the caster level is back to 1, so I can use it (as a full-round action) even if I don't have access to level 2 spells, is this correct?

I only ask because I remember something about needing to have access to the enhanced level of the spell, even if it's finally reduced back to its normal level through traits or feats. But I can't seem to find anything about it now, so I was wondering if I'm missing something.

In case it matters, this is for PFS play. Thank you very much in advance for your help!


Hi, everyone. I'm working on a new character and I'd like to know if you think it can be improved. It's an archer ranger, and there are three conditions it has to meet:

- Small race, preferably halfling (I know medium-sized races, specially human, would work better, but bear with me on this one)
- Trapfinding (no one else in the group has this)
- Focused on ranged attack (plenty of melee and magic power already in the party)

This is what I have so far, a small bastard with a small longbow:

Ranger (Guide,Urban Ranger)

Starting Attributes (using 20-point buy):
Str 13 (15-2), Dex 18 (16+2), Con 12, Int 10, Wis 13, Cha 10 (8+2).
Increments at levels 4, 8, 12, 16 and 20: STR, WIS, DEX, DEX, ?.

Race: Halfling ("fleet of foot" alternate racial trait)
Favoured Class: Ranger, which will go from level 1 to 20 (I'll always choose +1 hp/level).

Feats by level:
- 1: Point Blank Shot
- 2: Precise Shot (ranger archery combat style)
- 3: Rapid Shot
- 5: Deadly Aim
- 6: Improved Precise Shot (ranger archery combat style)
- 7: Combat Reflexes
- 9: Snap Shot
- 10: Manyshot (ranger archery combat style)
- 11: Improved Snap Shot
- 13: Clustered Shots
- 14: Point Blank Master (ranger archery combat style)
- 15: Shot on the Run
- 17: Weapon Focus (Longbow)
- 19: ?

Thoughts? Ideas? Comments?

Thank you very much in advance!


Hi, everyone. My character is a halfling bard and I'm thinking about getting Phantom Steed as one of my level 3 spells. My intention is to have the Phantom Steed carry me around in combat (away from melee) while keeping my full round actions to attack with my bow. My doubts are:

- I assume I don't need to do ride checks because it's a magical creation and not an actual animal, and therefore I just use free actions to direct it without the need for any checks. Am I correct?

- It has hit points and AC, but it doesn't have stats nor saving throws. What if, for example, he happens to be in the effect area of a fireball? It has no right to do a ST to halve the damage, so it just takes it all? Can it get a ST but with no modifiers? Is he inmune to effects like ability damage, fear, poison, etc...?

- According to the spells' description, it's a large "creature". Would you say it can carry two small riders around? Would each rider then occupy one square of the phantom steed's space (one in the front, the other in the back)? I don't know if there are rules about mounts carrying multiple riders...

That's all (I think!). Thanks in advance for your help!


Hi, everyone!

I'd like to know if there is any way to summon/conjure a medium-sized mount which does not freak out in combat (so it has to be combat-trained or similar).

Mount spell can be used to conjure a pony, but I assume it's not combat trained and therefore not very useful in combat situations. Phantom steed spell conjures a large horse-like creature, but my character is small.

What I want to do is to use a mount to move around in combat while staying away from melee, keeping my full-roud actions to attack with my bow. My combat-trained riding dogs keep dying, and keeping a pack of them with me at all times seems cheesy (and cruel!).

Any help would be appreciated. Thanks in advance!


Quick question: A bard performing Inspire Courage affects allies including himself. When he adds to the performance the effect of Discordant Voice, is the bard also affected or is the extra damage bonus applied to allies only?

Thank you very much in advance!


Countersong is a bardic performance that makes you do a Perform (keyboard, percussion, wind, string, or sing) skill check. If I want to use that bardic performance (and considering I don't do it by singing), should I play an instrument to be able to do the check?

If so, that would imply not being able to use a two handed weapon while I perform, right?

Thanks in advance for your help!


1 person marked this as a favorite.

Hi, everyone! Are there any bard archetypes that work well for a ranged build? Arcane Duelist seems moslty melee-oriented, since apart from Arcane Strike (which is nice) none of the other feats seem useful for an archer.

Archaeologist is great, but i want to focus in archetypes that don't lose bardic performance.

Anything I'm missing?


Hi everyone! I have finally built my character for a campaign that will start next week. It's a halfling archaeologist archer with the additional archetype "bardic weapon" (non-paizo, but my DM approved it). "Bardic weapon" archetype loses bardic knowledge and lore master in exchange for one martial weapon proficiency and feats related to that weapon at levels 5, 11 and 16. The rest of my group already covers all important knowledge skills, and there is a Lore Master who will almost never miss on really important knowledge checks, so considering how feat-intensive archery is I thought this would be a good idea. I'll be the party face, though, hence the high CHA. Meet Addinai Senjo:

Starting Attributes (using 20-point buy):
Str 11 (13-2), Dex 18 (16+2), Con 12, Int 12, Wis 8, Cha 16 (14+2).
Increments at levels 4, 8, 12, 16 and 20: STR, DEX, DEX, DEX, DEX.

Race: Halfling ("fleet of foot" alternate racial trait)
Favoured Class: Bard, which will go from level 1 to 20 (I'll probably alternate between +1 skill point/level and +1 hp/level)
Trait: Fate's Favored (only 1 trait)
Extra feat at level 1: Big Game Hunter (my DM lets us take one campaign feat from Rise of the Runelords Player's Guide for free, in exchange for the second trait)

Feats by level:
- 1: Lingering Performance, Longbow proficiency (bardic weapon)
- 3: Point Blank Shot
- 4: Precise Shot (combat trick from archaeologist's rogue talent)
- 5: Extra performances, Rapid Shot (bardic weapon)
- 7: Arcane Strike
- 8: Haven't decided yet (archaeologist's rogue talent)
- 9: Manyshot
- 11: Deadly aim, Clustered Shots (bardic weapon)
- 12: Improved evasion (archaeologist's rogue advanced talent)
- 13: Haven't decided yet
- 15: Improved Precise Shot
- 16: Weapon Focus (bardic weapon)
- 17: Haven't decided yet
- 19: Haven't decided yet

My goal is to be a good archer and use my spells as additional combat support and as out of combat utilities. My initial STR is kind of low, but with longbow + archaeologist's luck + fate's favored I think I will be ok. Am I making any mistakes? Is there a way to make my character better without altering the concept too much? Any ideas for the feats I haven't decided on yet?

Thanks a lot for taking the time to read this!


Hi everyone! I'm soon to start a campaing with 4 other players. Their characters will be: dwarf barbarian, elf ninja, human magus and human lore oracle. I think we lack mostly ranged attack and maybe some arcane support/utility.

What would you think the best 5th character would be for this party? I had initially thought about a halfling archaeologist bard (archer). But I don't know if trapfinding is that important, TBH (if the ninja invests in disable device I guess we could use dispel magic for the rare magical trap). Besides, between the Lore Oracle and the Magus we have most of the knowledge skills covered already, and I like avoiding redundancies.

Another option I fancied was human sylvan sorcerer. I love the idea of an animal companion, but it has been pointed out to me that maybe we don't need another melee character (I'm talking about the animal, of course) as it is.

What are your thoughts? Any class capable of creating a great synergy that I'm missing? We will play the Rise of the Runelords campaign, in case that helps (of course, please keep your answers free of spoilers).

Thanks a lot in advance!


Hi everyone!

I'm currently building a human sylvan sorcerer to be used in an upcoming campaign. I have been tempted to take the first level in lunar oracle, which would work well with my character concept and would allow me to use CHA as a modifier to both CA and Reflex (prophetic armor revelation). I know multiclassing is sub-optimal, specially with a caster class. Still, I think maybe this is not such a bad deal. I would gain:

· +2 CHA (I would not invest in DEX, so my initial CHA would go from 18 to 20).
· +3 CA and Reflex (initially I was planning on having DEX 15 and CHA 18, but if I multiclass I would have DEX 10 and CHA 20). Eventually the gain in CA and Reflex would be bigger, because I will invest heavily in improving my CHA anyway.
· 1st level oracle spells.
· Training in Diplomacy and Perception (two skills I plan to use intensively).
· +1 hp (8 instead of 6, but I wouldn't be able to add 1 hp because oracle would not be my favored class)
· Burning Hands in my list of spells known (blackened curse)

But, of course, I would lose:

· -2 to initiative (from DEX 15 to DEX 10).
· -4 to weapon attacks (blackened curse), although I'm not planning on using weapon attacks anyway, so this is ok.
· -1 level of sorcerer spell progression. This is what worries me the most.

Do you think it would be a terrible deal? My animal companion (from sylvan bloodline) would not be affected because I will have the boon companion feat no matter what. I like the idea (my character is from the shoanti moon clan), so if this is a little sub-optimal it's ok. But I've never played a sorcerer before and I don't want to fall in a trap that is too painful.

Thanks in advance for your help!


Very quick question. Can I build a Sorcerer which is both Wildblooded (sylvan bloodline) and a Seeker at the same time?

Both archetypes replace the 15th level Fey bloodline power, so I guess I can't. But then some guides point out that it's possible, so I thought about asking around.

Thanks a lot in advance!


Hi, quick question.

Do saddles and saddlebags for medium mounts really have the same weight as saddles for large mounts? I can't find anything saying otherwise in the equipment tables, but it doesn't make a lot of sense to me.

With the current weights, medium mounts with saddles would almost always incur in medium load penalties just by carrying a small rider with his regular equipment, which is rather inconvenient.

Thanks in advance!


Hi, everyone!

I'm soon starting a campaign (first time playing Pathfinder) in which I will play a halfling archaeologist bard focused in archery, and I would very much like him to be mounted on a riding dog. I intend to use my mount to position myself in the combat field without missing the chance to make a full attack with my bow, and since the dog is medium sized it will be able to keep up with the party in dungeons, which I find very convenient.

But I don't plan to have levels in any class with animal companion (or anything similar), so I'm worrying the dog will be extremely fragile in the medium run. On the other hand, I don't really want him to attack or anything (just keep moving around avoiding melee, ideally keeping me away from danger). Do you think my concept can work out with a regular riding dog, or will I find out he is regularly killed in the first round of the first combat of each adventure?

If so, is there a cheap/easy way to raise an animal from the dead? And to get a stronger/leveling animal via feats or the like? I should add that Magical Items will be heavily restricted in the campaign.

I'm hoping someone has an idea. Thanks a lot in advance for taking the time to read this!


Hi, everyone! First post!

We're soon to start a new Pathfinder campaign. I'm building an archaeologist, and although I fancied aasimars, I decided to make it a halfling. But now I've seen that aasimars need not to be human, but can also be halflings! So I was thinking about building an azata-blooded (musetouched) halfling aasimar, which would actually fit quite well with my character's background of travelling with a Varisian caravan.

According to the rules, all statistics stay the same with the exception of size, which changes to small. What does having a small size exactly entail? I imagine bonuses to attack/AC apply, and also carrying capacity. Skill bonuses to stealth also? And I guess a speed penalty too? I can't find it in the rules...

Besides, aasimars have an alternate racial trait called "Scion of Humanity", which lets them look human and count as a human for race-related effects. If I'm a halfling aasimar, would that same racial trait let me look like a halfling and count as one for race-related effects?

If so, is the bard favored class option an effect? I would like to get the aasimar's option for bards, but I wonder if I could with the aforementioned alternate racial trait.

I hope those are not too many questions! Thanks a lot in advance for your help!