Hey there! So at level 3 a class grants the Feat Weapon Specialisation "...for each weapon type with which this class grants you proficiency..." So for example by choosing an Operative as your character class you would be proficient with basic melee weapons, small arms and sniper rifles from the start. It's obvious you get the Weapon Specialization feats for these prof. types, because the class granted the proficiency.
 But: Now as a level 2 Operative my character has the class feature "Operative exploit". It gives me the option to select "Combat Trick", which could be used to take Longarm Proficiency. Now my class granted me access to a new weapon proficiency and at level 3 should also give me the appropriate Weapon Specialization, shouldn't it? What do you say?
 
 It could be ITWF. 
 Otherwise, you can think about it as instead of making a bigger strike with one weapon, you'll do a normal strike, just two times with two weapons. 'Cause you'll add two times your static damage, it should still be more, that one Improved Vital Strike - not in every case, though. 
 Hello there!
 I'd like to create all kinds of NPCs and introduce them via different approaches. If my players show interest in their background, personality etc. they will stay near and the players get the chance to win them as a cohort. Did some of you went for the same?
 
 Yes, I counted the range advantage to accuracy. Let's not forget, that my player has a juggler-ish kind of character in mind. So I bet he thinks about acrobatic, maybe sleight of hand and that alike.
 And to be honest, I'm the kind of GM, that thinks about Weapon Training being a Fighter thingy. I wouldn't allow similiar things counted as that, when they don't say so or have the same name - not 'cause I'm a jerk, I just think so it is intended that way and it would steal away the expertise of fighters somehow. 
 I thought "Swashbuckler Weapon Training" does not count as Weapon Training class feature. Also Gloves of Dueling are something that does not work on Swashbuckler, or? That would change some of the numbers on level 10. Probably won't have Gloves of Dueling at level 10, though. Then don't forget, that 17-20 crits seems to come often, but the precision damage won't get doubled. Still it seems they are really close - and that good, so my players has some choices. 
 Warpriest brings the spellcasting problem again. Probably nothing my player would prefer.
 The feat you ment is Far Shot.
 
 BlackJack Weasel wrote: 
 Actually, it will be easy to obtain those enchantments. He also only needs one later, 'cause of ricochet toss. I'd also say, the Agile enchantment should give DEX to damage with thrown daggers: Agile:  
Requirement: This special ability can be placed only on melee weapons usable with Weapon Finesse. Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.
 Dagger meets the requirements. It's a finessable melee weapon. In the effect text, nothing tells you about it only applies on melee damage rolls, while still telling about other restrictions. It's maybe useless for the Rogue's melee attacks, 'cause he allready gets his DEX mod there, but for a +1 he can give it to his throw attacks, too - fair deal. 
 BlackJack Weasel wrote: 
 Like I wrote, the UC Rogue is an option (so allowed ofc). The problem I see with the Rogue is, that the DEX damage only applies in meele. ------------------------------------------- I totally forgot about Deific Obedience here. That's a good reason to stick with daggers. Not sure if it fits his concept. ------------------------------------------- What do you guys think about a starknife instead of dagger? It has not the support like River Rat/Deific Obedience (except I'm missing something) but has double the range increment. 
 Hey there!
 The one who's left has a "knife"-fighting character in mind, who uses these knives in meele and as throwing weapons. He imagines this char as a kind of juggler, but the juggler archetype of the bard isn't the way he wants the character (he doesn't like spellcasting and the group also has a bard). The creation rules are the following:
 ________________________________________________________________________ I only have two concepts in mind (which both uses daggers): 1) A weapon master fighter that just focuses on the mastery of the dagger via flat-bonuses and a high amount of feats.
 2) A Unchained Rogue (Knife Master/Scout) that gets DEX to dmg for meele attacks and can sneak easier with charges/movement later.
 ________________________________________________________________________ As a GM I want to support his concept, so I'd like your advice. Especially on how to get advantages out of "switchhitting" with the same weapon. Thank you in advance! 
 
 I also think it depends on your players. I had/have groups, where players strictly dont play some classes, when they have a lower point buy or play classes, that are better with high point buy, if you give them that.
 What I tend to do the last campaigns I gm'd, is giving my players a stat array worth 24 points: 16,14,14,12,12,10 Swapping out the 10 for a 7 there makes a really good 20 point array. Most of the time, I did not want my players to dumb stats hard, so I just changed it to the upper array. It's like a 20 point buy without a dumb stat. So ask yourself, how your players behave with character building. If they have an easy time with your adventure path, it's mostly 'cause these paths are not hard in general. You can also compare 15 to 25 point buy in these ways: These 10 point will raise their defense, offense or utility. For some classes, increasing one stat gives two, sometimes even three of these raises.
 _________________________________________________________________
 Here's a specific case: Imagine there is Fighter with 15 points to spend. Let's say he takes this array: STR 16
 Now you give that character 10 more points: There are players that'd go like this: STR 18
 They now increased their offense and defense. Some might tend to raise WIS instead of DEX, but that are details. Then there are players having another thought process:
 STR 16
 This character now has the same amount of defense but mostly utility. Of course there a racial adjustments and stuff. If your whole group will take the first approach, you will notice that in some encounters. Though, it won't wreck the whole adventure path. 
 To be fair, that's what Archetypes are for. There are enough, that should fit his ideas. I mean, medium/heavy/shield profs are feats, but don't just give him bonus feats for that. Especially at level 1! In the end you may see your player picks lvl 1 Fighter, saying thanks for the three bonus feats and multiclasses in a class, that give them the profs anyway. Let him choose an archetype, that gives him something in return. If he doesn't want to, let him play in light armor. Using no heavy armor spares some money and he does not suffer armor check penalties that high and a speed reduction in the earlier levels. 
 I have something homebrew, what I GM'd myself:
 The party came in contact with Skinwalker (Scaleheart/Werecrocodile-kin). These are from a tribe in swampy terrain (near Sandpoint in my case). Their chieftain is a natural Werecrocodile and cooperated with a green and black dragon (this was actually the one from the Beginner's Box - it escaped). The dragons hide in a cave near the tribe, which is only accessable via diving (both dragons have no problems swimming/diving).
 They had a social encounter at the start with the tribemembers. After they got enough infos and made up their plan, they faked to get caught. Then a underwater encounter vs. some crocodiles followed. The underwater stuff being the hard part, not the crocos. After that, they faced the two dragons. I don't like single boss encounters, so I made two dragons. Both had a monk level with deflect arrow, if I remember correctly. Fighting in their cave, gave them some mobility with their flyspeed, but not that it caused problems for the players. The chapter ended with a Chase encounter. Had some different stuff here from saves to skillchecks and so on. For this they were only level 5, but it's easy to build for higher levels I think. 
 My approach would be a Lore Warden Fighter.
 You'll have all the knowledge skills as class skills and even some extra points to spend for them. Combat Maneuvers are also a strength of yours. Since you are a Fighter, you will have enough feats to get yourself Variant Multiclassing for Bard and Deific Obedience for Irori. Both will boost your knowledge. Getting Clever Wordplay trait for the Versatile Performance is also a nice trick. Know thy Enemy class feature enables you to do something with all your knowledge. Using a weapon as main source of damage always opens up the Bane enchantment - here Undead Bane of course! 
 wraithstrike wrote: 
 That would have been my first attempt to prevent grinding, but I wasn't really happy with that. And yes, I know my players. That's the problem. They are kinda new to PnP and they often do things they learned in exactly the kind of games, where grinding takes place.
 But your ideas were great. Helped me a lot so far and maybe I'm still too panicked without reason. 
 With "too slow" I ment the grinding part, not discovering every hex.
 When I'm talking about consequences, I mean preparation for example. Intelligent enemies once encountered will be ready for a second time, maybe with some bear traps hidden or scouts in their (adjacent) hexes. But the "damned-if-you-do, damned-if-you-don't situation" is at hand. That's what I want to prevent. Just not via railroading or too much out-of-character comments. Claxon wrote: 
 It's not that I plan on intimadating them, it's that I fear they will get intimidated. Giving hints via messages and NPCs is a great idea.
 Punishing PCs for being too slow is an intention I have. Well, I'll maybe try a combination of story-based levelups and XP gain. When they don't know, that they are getting XP, they probably won't focus on getting more by grinding. But let's talk more in detail. Imagine the following situation occurs:
 Any scenarios like this you had in your group so far? Or some general advices? 
 So I want to start a Kingmaker campaign soon. Generally I'm not a fan of giving XP, so normaly I just have player level-ups as the story goes on. In Kingmaker though, I want that open world feeling and I fear my players will metagame a bit and start "grinding" before doing quests. My first thought was to have a set level for each book. I have no problem adapting encounters. So I would just let them start at lvl 4 for example. After they finish the first book, they are level 8 for the second and so on. What are your thoughts about it? Do you have other ideas/approaches? 
 When you mean smashing undead's faces by saying "slayer", getting high STR and 2H-weapon always works. To get some extra damage here you can take Channel Smite as a feat and usual stuff like Power Attack and Furious Focus. Those builds do not need much feats, so Variant Multiclassing is possible. Flavourwise you could take Ranger here with the Favoured Enemy Class Feature at level 7 and pair this with an Undead Bane weapon enchant. If you don't mean the cleric as a class, more as a concept, then you should look into Inquisitor Class. They offer better things I'd say (when it's not about channeling undeads to death). 
 You will be good at saves, what normally a rogue isn't. Hardy Racial trait is very strong and you can pair it with Glory of Old and with Steel Soul. With your CON and WIS bonus you will be kinda great vs. spells. When you are not interested in CHA at all and have high enough point buy/rolls, then your STR/DEX/INT won't suffer. When you want your rogue to have good social stuff, you can always get a level of the inquisitor class (or cleric). There are inquisitions out there like this: Conversion Inquisition. @Edit: The dip won't hurt at all. When you decide to be one level cleric you can get a 2nd domain, too. Travel Domains nets you 10 ft. movementspeed. Casting Orisons is also a nice bonus. 
 Secret Wizard wrote: 
 That's a point, too. Though most of my GM's claimed this too powerful before even checking where it's from.werewolf435 wrote: 
 Not sure, what you want to tell me. English isn't my native language. Is there anything you did not understand about what I said? If needed I can try to rephrase it.
 Is it, that you really want to channel energy through your weapon?
 If it's the second one, you would have two alternatives: There is the Guided weapon enchant. Undoubtedly it is extremely powerful and some GM don't allow it. The other way is for Longbows only. You take the Deific Obedience Feat worshipping Erastil. At level 6 you start to pick the Evangelist Prestige Class. You loose one effective level of your Cleric stuff, your saves will be a bit worse, but you get some other stuff like more skill points/class skills and a bit AC.
 Both concept won't provide you the martial option in the early game, that for sure. But worshipping Erastil can give an animal companion, which can do the martial work. Also having a bit of STR and DEX won't be wasted with the Evangelist path, 'cause the WIS bonus is in addition. ------------------------------------------------------------ Otherwise the flurry option mentioned above is great.
 
 Mr Oger wrote: 
 Snap, didn't noticed, that Slashing Grace got an errata. Well yeah, then you wont have that option anymore. Then the best option would be Slayer I think.
  Trained Grace:  
When the fighter uses Weapon Finesse to make a melee attack with a weapon, using his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. The fighter must have Weapon Finesse in order to choose this option. Gloves of Dueling:  
These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2. Paired with the flat bonuses from (Greater) Weapon Spezialisation and a fair STR modifier you are still doing a great amount of damage. Also your to hit is probably the highest as Fighter, so even the lowest attacks can hit.
 
 Aronbar wrote: I probably should have specified, this is a TWF build. It's not meant to be a Rogue. I just dipped because it was the only way to get Dex to damage which helps with the MAD. Not the only way. When my players want a TWF-build, I ask them, what they actually imagine by saying "I want a character fighting with two weapons." Most of them think about a rogue, and the unchained rogue isn't bad.But: There are enough ways to make TWF work, even without DEX to damage. The easiest way is to just play a Slayer, get DEX to 15 for some feats and take the TWF stuff via Ranger Combat styles. Let STR be your highest stat.
 Also there is the Agile Weapon enchantment. Sawtooth Sabres, a dip into Swashbuckler and Slashing Grace also works.
 Just tell us, what you want to achieve with your character. 
 Chess Pwn wrote: 
 Never realized that you can't convert move into swift :/ Probably has been a house rule for us then.
 Aelryinth wrote: 
 I know about that rule, but had in mind, that Kirin Strike damage is insight... but well it's not - only the bonus to knowledge was. This blows my concept then I guess.------------------------------------------------------------ Any other ideas for a knowledge focused dude, where his knowledge would be an aspect for his fighting style?
 Maybe Empiricist Investigator could be an option? Possibly going into Evangelist. Not sure about his combat potential, though. 
 So I have this idea about a character with super high knowledge skills.
 My next goal for that character is, that he should be quite okay in combat.
 An obvious attempt for high knowledge skills is the Mindchemist, who can buff INT with cognaton and also apply his INT-mod one additional time to all knowledge skills.
 So I started thinking about the concept. At first, what can raise your skills more:
 Kirin Style will improve your Knowledge checks to identify monsters and stuff, while Kirin Strike will give you INT to damage for a swift action.
 Being short on feat is the real problem here. So it will get online kinda late. Any ideas to improve the knowledge checks any futher, making the char even better in combat, getting a few feats faster than normal or having some flavour advices?
 
 Hello there!
 Now, that there is Variant Multiclassing, what do you think about giving it away for free (so they don't loose the feats on Lvl 3, 7, 11, 15, 19).
 To be honest, I don't feel like the Variant Multiclass options are balanced against each other. Any experiences made with that way of a boon or Variant Multiclasses in general? Thanks for your replies! 
 I'd say, there are plently of options, when you are thinking about a spellcaster. Because you did not give any specification, I will go with something I just had in my mind combined with your statement, that you like martials in generel. The class here is Inquisitor, who picks Irori as his deity. This will get him Improved Unarmed Strike.
 You have high WIS, so you will take the Wolf Style feat chain with your goal to get at least Wolf Trip. Now, when your spirit fist succesfully fisttrips, you can make the victim land next to you. And here is the point, where you need to find ways to make a use of that:
 You will be mainly a support/battlefield control caster with a martial fluff. Still Guided and Judgement will make you a good martial in addition. 
 
 I'm aware of this FAQ.
 Confident Defense:  
At 1st level, when wearing light or no armor and not using a shield, an Enlightened paladin adds 1 point of his Charisma bonus (if any) per class level to his Dexterity bonus to his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. That's an untyped bonus, but it says, that it will be added to the DEX bonus. Nature’s Whispers:  
You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class. Here is my DEX modifier to AC, but it's just calculated via CHA. Also the FAQ specifically says "on the same roll twice". AC isn't a roll. EDIT: A level of swashbuckler would be nice. Gives a fair amount of points with high CHA and won't hurt my BAB. Otherwise the feat is a good option, too. 
 Hello! Looking at the Enlightened Paladin archetype and it getting CHA to AC, I was wondering, if we can max it out from here. What would make such a character solid, while making as many things as possible scaling with CHA? One level Oracle of Nature/Lore comes to mind, to even more CHA to AC.
 Any further ideas/advices for feats, class dips etc.? 
 Hey there!
 I added this to my campaign, but my six players are Lvl 9 by now. So I allready rebuild the Ekujae tribe. Now I'm looking for the tribe most powerful Elves or more specific, how they could be built. Let's call those Elite Encounters (EE). EEs should be very challenging for six Lvl 9 PCs and also fit the theme of a (primitive) Elven tribe. I'm interested in your ideas! Please no Occult stuff :D Greetings! 
 My approch would be starting with Human for extra skill points and the Focused Study racial trait. So you get a boost on your desired skills (Diplomacy and Knowl. Nobility - later maybe Intimidate). If I imagine she's throwing stuff at people, I'd like her strong anyhow. Maybe a dumbstat here in STR won't let her throw tables. So I would focus on STR and CHA, followed by INT and WIS depending how fast you want her to become enraged. By taking a level in Oracle with Lore Mystery, the Side Step Secret allows you to dump DEX. Initiative via CHA is also no problem with the Noble Scion of War feat.
 Wearing a Belt of mighty Hurling will also make you a good thrower and Intimidating Prowess also makes you a very good intimidater with STR and CHA high. Well, and Diplomacy is easily taken as Class Skill via trait. 
 Bunnyboy wrote: 
 Some questions: What exactly means "Must be barbarian? Every level, at least one class level, etc.?
 You mean throwing weapons or throwing improved weapons? What level she has to be? (minimum, maximum) 
 Most of the time I play "Hollow's Last Hope" to introduce players or just let them have a funny one-shot.
 The last time, was the funniest. There I let my players have Lvl 3 Chars with 1 NPC/2 Class levels and 15 Point Buy. They could do combat, but had many Ranks and Feats fitting their profession/role in their living place. It were:
 If you like to build an adventure from scratch just do something simple.
 Tell me, if you need more precise suggestions. 
 
 Thanks for the replies so far! Matthew Downie wrote: Where possible, make the item ability not an item ability. A wolf who gets two attacks of opportunity for one provocation doesn't need to be wearing a fortuitous amulet of mighty fists - it could be a rabid / blight-touched / possessed / holy / mutant wolf. Thats the point for me. Most of the time, my players won't even know that they wear items. Maybe a player starts metagaming and knows, that the 2nd AoO was from Fortuitous. I meant, that I run certain abilities from magic items, like they were the monster's.In the end, I'm making the encounter harder. Atm I just increase the CR like if they have better wealth by level, but I'm not sure, if that's fair enough. 
 At first: Yes I change the CR appropriate to the wealth the mosters have. I also don't like the look of a computer game. Items I'm talking about are passive. Like in the Lizardfolk example, they are hurling spears more effective via STR. The PCs find the spears, not the belt. In this case, my wolves have class levels and use the wealth as if they were a character with these class levels.
 By the way, what are the costs of tattoos then? 
 Hey there! How do you handle the following:
 My group is always at wealth per level and often finds consumables, that push them above wealth per level all together. For example I wanted Lizardfolk tribal Warriors to have a "Belt of Mighty Hurling"-effect, or wolves to have fortuitous on an Amulet of Mighty fists. Greetings! 
 Yes, each is designed for a special purpose. Often my PCs won't have straight combat encounters. With thas design, I give them cheap option to be good in stealth or social stuff for example. Even the Brute has some non-combat things to do.
 Sometimes player focus so much on combat, that they suck in other things, which will be important for that campaign. Giving them qualities in those things for free, is a fair compromise. Still, if you have different approaches, I'd like to hear about them :D Greetings. 
 Malag wrote: 
 Maybe I expressed myself not good enough. I meant the comparison between those 3 Heritages only. That they are (too) good is fully intended.They will have a hard time anyhow :D And yes, I forgot, that there's a -2 AC penalty for Frenzy. 
 Hey there!
 --------That's what all of them have:-------- All Enhanced Dhampirs:  
- Humanoids with dhampir subtype - Medium sized - 30 ft. base speed - Undead Resistance (+2 racial bonus on saving throws vs. disease/mind-affecting) - Carrion Sense (scent for corpses and badly wounded creatures)
 - Negative Energy Affinity (reacts to positive/negative energy as if undead)
 --------Then they chose one out of three Heritages:-------- Brute Heritage (+2 STR, +2 WIS):  
- Frenzy 1/day (+2 racial bonus to STR/CON for 1 min after taking damage) - Natural Armor (+1 natural armor bonus to AC) - Improved Natural Armor (+1 additional natural armor bonus to AC) - Skill Training (Intimidate and Sense Motive are always class skills) - Skill Bonus (+2 racial bonus on Intimidate and Sense Motive checks) - Static Bonus Feat (Intimidating Prowess) - Spell-like ability 1/day (Enlarge Person) - Stability (+4 racial bonus to CMD vs. bull rush/trip while standing) Charmer Heritage (+2 CON, +2 CHA):  
- Emissary 1/day (roll twice on Bluff/Diplomacy check, take better result) - Eternal Hope (+2 racial bonus on saving throws vs. fear/despair) - Eternal Hope 1/day (reroll after natural 1, take second result) - Lucky, lesser (+1 racial bonus on saving throws) - Resist Level Drain (no penalties from energy drain, auto-remove of neg. levels after 24 hours) - Skill Training (Bluff and Diplomacy are always class skills) - Skill Bonus (+2 racial bonus on Bluff and Diplomacy checks) - Spell-like abilities each 1/day (Charm Person, Disguise Self, Undetectable Alignment) Stalker Heritage (+2 DEX, +2 INT):  
- Cat's Luck 1/day (roll twice on Reflex saving throw, take better result) - Defensive Training, greater (+2 dodge bonus to AC) - Silent Hunter (+5 penalty reduce to Stealth while moving, -20 Stealth while running) - Skill Training (Acrobatics and Stealth are always class skills) - Skill Bonus (+2 racial bonus on Acrobatics and Stealth checks) - Spell-like abilities each 1/day (Blend, Vanish) These "races" are created with 20 Race Points. Thanks in advance and greetings!
 
 What I ment:
 And even then, Rapid shot says, "when making a full-attack with a ranged weapon", not "making a ranged attack". 
 wraithstrike wrote: 
 Thats the problem I wanted to point at. It says "throw or shoot", but it's followed by "a ranged weapon".So it's, "throw or shoot a ranged weapon". At this point, I was looking for a rule, that says, that a dagger is a ranged weapon. The part with rapid shot, that you have to make more than one ranged attack is strickly wrong, if you ask me. 
 Hey there!
 The Combat Rules are saying: "If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll." Is a Dagger a range weapon? If not, throwing into meele on that given situation won't let you suffer a -4 penalty, will it? The other question relies on daggers being ranged weapons:
 Thanks for your help!
 
 Well, which level will you start?
 The key for a blaster cleric is the theologian archetype with a domain, that grant you fireball (the best is Ash domain imo).
 Get a metamagic Rod Selective and Elemental (something other than fire). Your high Wisdom will be also good with other save or suck spells and you have the usual stuff like Blessing of Fervor, Wall of Stone etc. and also your Domain Powers a kinda good. Well placed Wall of Ash can turn the tide. Then grab a shield and good armor, and your AC also does not suck. Reflex Save will be your weakness I guess, but you can heal if needed. Organized Play Characters
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