OK. I'm pretty sure my DM would be cool with a non-deity devoted cleric, so I could probably skip Separatist. That said, we have a group of 2 melees (dwarf Fighter [axe/shield], aasimar Paladin [usually 2-handing]), 2 archers (halfling Bard, half-elf Ranger) and I'll be coming back in with my Sorcerer (Buffing>Debuffing>Control>Blasting, in that order).
My only qualm with Theologian is that I don't think the Magic domain is that good. I'm mostly taking it for the power from the Arcane subdomain. The spells aren't great, IMO, so getting to prepare them in non-domain slots is a bit of a loss. The way I'm looking at it, I might as well get a second domain out of the whole thing.
I'm coming in to a campaign to replace the group's previous spellcasters. I'm replacing an Oracle, who had a Wizard cohort. I'm coming in with a Sorcerer (Bronze Draconic) and a Cleric cohort. That should keep the Arcane/Divine balance of our group mostly intact.
The cleric is going to be responsible for support, healing, and assorted divine capabilities, while staying largely removed from combat. My sorcerer is Neutral, so I'm really liking the idea of a Cleric of Nethys, with Magic (Arcane) as one of his two domains. I don't care too much for the other domains available to Nethys (Rune, Knowledge, Protection, Destruction). This has made me look toward Separatist. The Cleric will be 11th level, meaning he will have access to the 8th level domain powers of whatever second domain is chosen.
I've ruled out some of the more popular, power domains (Travel, Trickery, Animal, Nobility, Charm) as I felt they wouldn't make sense for Nethys. This has left me largely looking at a few:
Air (fits Draconic type)
Healing (never not useful)
Liberation (possibly Freedom subdomain)
Luck (possibly Fate subdomain)
Anyone have any suggestions, domains I missed, experience playing a similar build?
I would drop the strength a bit, just to get a 12 CHA, you could probably even afford to drop some of that CON. I also wouldn't bother with Spell Resistance. You're going to find that +2 to most saves will be better than that low SR.
STR 14 (5)
Level Up increases would go to CHA and then CON, and then WIS after that, in order to cast spells of an appropriate level.
We had a fun dose of irony in the first book:
Upon learning that Nualia was consorting with Lamashtu, our paladin bit the bullet and learned Abyssal. When we found Nualia in Thistletop, the paladin demanded, in Abyssal, that she surrender. She just looked at him weird and swung at him, b/c she doesn't even know Abyssal as a Cleric of a demon lord.
Chris O'Reilly wrote:
That leaves Deadly Aim right where it was at -2/+4
I would recommend asking this in the Rise of the Runelords Forum. It's further down the main page, under Adventure Paths. I flagged this post, to see if a mod can move it for you.
That being said, not to be too spoilery, but most enemies are evil, so Paladins are always a solid pick. Rangers can be good with the appropriate favored enemies. Ask you DM for suggestions about which types to choose. Also, read over the Player Guide. Having healing available will probably be useful. So a Cleric or Oracle becomes pretty handy. There are a good quantity of knowledge checks, with particular emphasis on History, Arcana, and Local. A Wizard or Bard makes a really nice arcane choice. This is a fairly Bard-friendly campaign, as there are some NPCs who could make for fun interaction for a Bard.
I've been messing around with the Spellbinder archetype lately, and I'm kind of enjoying it. I decided to work up a spell guide for the class. I'm gonna keep working on it, but for now I've got 1st-3rd level from the CRB all rated for their viability as Spellbonds.
Feel free to give any input or advice on the boards or as a comment on the document.
Since Improved Precise Shot is so far off, consider seeing if you can purchase a few Seeking arrows. They should only cost 160gp per arrow, and can be used when you really need to score hits against covered/concealed foes. Pair that with the (utterly essential) Efficient Quiver and some select bane arrows, if they are available.
Name of PC: Volrath
Late during the stone giants' raid on Sandpoint, Gogmurt showed up in town near the glassworks. The PCs made their way over from the various locations where they had been split up (The ranger was still up by Tanner's Bridge, flying with Celestial Armor. The Bard, Fighter and Paladin came from the garrison, where they had just dispatched Longtooth. Volrath came in running via Air Walk.). As he was 25 feet above street level, he was charged by Gogmurt's Roc, Sharpbeak. The bite did 37 damage . That's when Gogmurt appeared on the street and transformed into a Dire Tiger. The dwarf fighter moved to engage him while the paladins air-walked against the Roc. When Gogmurt's turn came up, he Pounce/Airwalked onto Volrath. 4/5 hits with 7d6 each, and our intrepid Paladin was dead.
I like to think of INT as matching up with IQ tests. It's not the best way, but it works. IQ tests are based around a normal distribution with an average score of 100 and a standard deviation of 15. I would say that an INT of 14 is similar to a 130 IQ, which is smarter than roughly 97.5% of the population. This means that 16 and above intelligence implies genius level IQ, which seems reasonable.
Probably don't recommend that a brand new player create a Bard Archaeologist/ Zen Archer Monk.
The best character types for beginners are fighters, rangers (starting from 1, they eventually gain spells), wizards, and maybe vanilla monks.
Definitely don't get caught up in archetypes and other things. Try to just use the Core Rulebook for starters.
I get your argument. This is one of those low CR creatures that can become a big issue in greater numbers. That's true of more than a few enemies.
Ghouls (or Ghasts) can be a nightmare in greater quantities, as a couple bad saves can leave a whole party paralyzed.
Shadows can slaughter very high level parties en masse.
It comes down to a DM's discretion as to whether or not to include high amounts of these sorts of monsters.
The schools/sins correlations are a canonical Paizo development dating back to the first stand-alone adventure path, Rise of the Runelords. No spoilers, but the idea of each sin matching each school comes from the ancient Thassalonian Empire. They didn't consider Divination to be a distinct school, which is why you don't see it listed.
Greed is about wanting more, therefore transmuting yourself in order to have it. Pride is about wanting people to believe you are better than them, ergo illusion.
You should consider the liches to be Thassalonian Specialists, if they are wizards. A Thassalonian Specialists gets 2 arcane school slots per level, which must be used on the same spell. As a downside, they cannot ever prepare spells from specific opposition schools. These spells are treated as not even being on their list.
Furious focus only works when two handing a weapon, so that first swing is gonna be a fair bit lower. DC 30 or less isn't all that bad on his abilities, since a Great Wyrm Red Dragon has a DC 33 Breath Weapon. I think the save DCs should be Con-based, though that might make them completely terrifying. Either way, 17th level PCs should have a minimum of +11 to their bad saves (+5 class, +5 Cloak, +1 Luckstone), ability scores and other buffs not considered.
The potions are available to give him some increased AC in order to provide a reasonable challenge. That said, replacing the good hope (which doesn't add to AC) with heroism would change very little, and dropping the Shield of Faith to +3 would be more reasonable.
That being said, should I switch Fast Stealth for Finesse Rogue, and use the leopard for wild shape, since that has pounce, while merely being a medium creature?
Thanks for the input.
So this guy was in our campaign earlier as a Druid 4/ Rogue 1. He escaped the PCs and is now returning. His main tactic is to flank with his AC in order to get as many sneak attacks as possible. At this point I'm thinking he will favor Dire Tiger form. I'll be happy to hear any input. His base stats at level 5 were 8, 16, 14, 8, 16, 11. So unfortunately, he can't get a very high strength value, and I'm stuck with Brew Potion, Combat Casting, and Dodge. He has a lot of temporary buffs active, because he will be preparing for his fight with the PCs.
Gogmurt CR 11
Male Goblin Druid 9/Rogue 3
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +7
AC 31, touch 21, flat-footed 25 (+4 armor, +2 shield, +5 Dex, +1 size, +4 natural, +4 deflection, +1 dodge)
hp 102 (12d8+45)
Fort +14, Ref +15 (+1 bonus vs. traps), Will +16; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
Defensive Abilities evasion, trap sense; Immune poison
Speed 40 ft.
Melee heavy shield bash +8/+3 (1d3+3) and
masterwork cold iron dagger +13/+8 (1d3+3/19-20)
Special Attacks sneak attack +2d6
Druid Spells Prepared (CL 9th; concentration +14):
5th (2/day)—animal growth (DC 20), cure critical wounds
4th (3/day)—air walk, strong jaw (x2) (DC 19)
3rd (4/day)—greater magic fang (x4)
2nd (5/day)—bull's strength (x2), barkskin (x2), cat's grace
1st (6/day)—liberating command, touch of the sea (DC 16), longstrider (x2), produce flame, strong wings
0 (at will)—purify food and drink (DC 15), detect magic, read magic, spark (DC 15)
Str 12, Dex 20, Con 16, Int 8, Wis 20, Cha 11
Base Atk +8; CMB +10; CMD 28
Feats Brew Potion, Combat Casting, Dodge, Natural Spell, Quick Wild Shape, Shaping Focus
Skills Acrobatics +6 (+10 jump), Appraise +1, Bluff +2, Climb +6, Diplomacy +2, Disguise +2, Escape Artist +6, Fly +13, Handle Animal +10, Heal +7, Intimidate +2, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +16, Linguistics +6, Perception +7 (+8 to locate traps), Ride +14, Sense Motive +7, Stealth +29, Survival +16, Swim +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Druidic, Giant, Goblin
SQ nature bond abilities (animal companion, roc), resist nature's lure, rogue talents (fast stealth), spontaneous casting, trackless step, trapfinding +1, wild empathy, wild shape, wild shape (animal), wild shape (elemental), wild shape (plant), woodland stride
Combat Gear Potion of cat's grace, Potion of good hope, Potion of mage armor, Potion of Shield of Faith (CL 12); Other Gear Leaf armor, Masterwork Heavy wooden shield, Blowgun darts (5), Masterwork Cold Iron Dagger, Belt of mighty constitution +2, Cloak of resistance +2, Flaming Amulet of mighty fists, Headband of inspired wisdom +2, Spell component pouch
Blowgun darts - 0/5
Masterwork Cold Iron Dagger - 0/1
Potion of cat's grace - 0/1
Potion of good hope - 0/1
Potion of mage armor - 0/1
Potion of Shield of Faith (CL 12) - 0/1
Wild Shape (5/day) (Su) - 0/5
Animal Companion Link (Ex) You have a link with your Animal Companion.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Immunity to Poison You are immune to poison.
Natural Spell You can cast spells while in Wild Shape.
Potion of Shield of Faith (CL 12) Add this item to create a potion of a chosen spell.
Quick Wild Shape Wild shape quickly into a less powerful form
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (5/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body IV: Small - Huge elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape III: Small - Huge plant creature) You may use your Wild Shape ability to become a plant creature.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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I'm getting ready to run the Battle of Sandpoint next week, and wanted suggestions on how to increase the difficulty. I have a few plans that I've come up with. I want to know what I should and shouldn't use. Keep in mind that my players will be level 11 thanks to some extra sidequesting, etc, that I brought into the game earlier.
The stone giants attacking the northern gate will remain vanilla, since they don't really do much at all.
I intend to give the advanced template to all the Dire Bears at the bridge, and their handlers will be Fighter 1s, with Longspears.
Longtooth will know Shield in place of Ray of Enfeeblement, offering him a more impressive 33 AC.
I want to give Teraktinus a 3rd level of Ranger or a level of Fighter, not sure which. His two bodyguards will most likely remain vanilla stone giants.
The other 2 groups of giants will each have a barbarian 1 as a leader, replacing one of the vanilla stone giants.
Meanwhile, I plan to have a stone giant bard (drummer) and archer waiting on the eastern bank of the river between the two bridges. The bard will supply Inspire Courage to the whole raiding party, while the Archer will harry the town's defenders with volleys from his longbow with the distance enchantment (range increment of 220 ft.). This coupled with Far Shot should allow him to attack from a safe-ish distance.
The last idea I had was for an old friend to arrive in Sandpoint. My PCs captured Gogmurt (and killed Tangletooth) outside of Thistletop and then lost him when he wild shaped out of his bindings. I am considering having him return, working with the giants. He would burrow into the glassworks and start trouble on the other side of town, partway into the raid. I have him statted up as a Druid 9/ Rogue 3 with a Roc companion. Plotwise, he met up with Teraktinus in the mountains northeast of Sandpoint (where he acquired his new animal) and agreed to aid him in attacking Sandpoint. He has a particular vendetta for the "longshanks" that killed his beloved pet and then committed wholesale slaughter of his tribe. He will not leave town, regardless of the morale of the giant invaders.
What do y'all think? How did this encounter go for your game? Are there any things I should change/ leave out?
The PCs had a controller/debuffer sorcerer for a while (my character), but we switched up DMs and so the party is currently quite martial. The Oracle is 2 levels behind on full casting, but ultimately has stellar saves, and some more useful martial capability thanks to his paladin dip.
I thought Magical Lineage and Wayang Spellhunter didn't stack.
The enemies getting prebuffing will be offset by the fact that the party will probably have some buffs up, since I will have the vampire's wolves harry them shortly before the assault. (Possibly with an additional dire wolf or two.)
I'm not looking for a TPK, just something that gets them out of the mindset that they can take on anything. I think ideally, a kill or two would probably illustrate that point.
These guys dropped in on top of a fortress full of ogres, and cleared the top floor, which had multiple bosses, in one single combat, comprising all of the rooms.
Douglas Muir 406 wrote:
I realize that the PCs are a higher level, that's part of the reason for spending a good portion of the evil party's wealth on temporary buffs. Most of our PCs are operating with a buffed +24 to hit on first attacks. With buffs, most of the evil party has ACs in the low/mid 30s. The ranger and monk can shrug off a ranged attack each round, and the monk also has crane wing. The Vampire Antipaladin can reach AC 40 against his smite targets, and he'll be large, swinging a nodachi for 2d8+31 vs smite targets.
The Ranger and Antipaladin have over 110 Hp each, while the Martial Artist only has 90, but is capable of blocking attacks every round. Do these guys sound capable of hanging with PCs that are a level higher, or should I add a level to each of them?
Evoker CR 8
Female Halfling Sorcerer (Crossblooded, Wildblooded) 1/Wizard 8
CE Tiny Humanoid (halfling)
Init +5; Senses Perception +15
Aura elemental manipulation (8 rounds/day)
AC 34, touch 22, flat-footed 28 (+4 armor, +4 shield, +5 Dex, +2 size, +4 natural, +4 deflection, +1 dodge)
hp 78 (9d6+44)
Fort +6, Ref +8 (+1 bonus vs. trample attacks), Will +7; +2 vs. fear
Defensive Abilities underfoot; Resist underfoot
Speed 60 ft., flight (90 feet, good)
Space 2.5 ft.; Reach 0 ft.
Special Attacks elemental ray (4/day)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 1):
1 (4/day) Shield
0 (at will) Mage Hand, Dancing Lights, Read Magic
Wizard Spells Prepared (CL 8):
4 (3/day) Scrying (DC 19), Vampiric Touch, Reach, Ball Lightning (DC 21), Age Resistance, Lesser
3 (4/day) Haste, Fireball (DC 20), Fireball (DC 20), Lightning Bolt (DC 20), Fly
2 (4/day) Darkvision, False Life, Scorching Ray, Mirror Image, Shocking Grasp, Reach
1 (6/day) Vanish, Magic Missile, Magic Missile (x2), Reduce Person (DC 16), Mage Armor
0 (at will) Detect Magic, Prestidigitation (DC 15), Ghost Sound (DC 15), Ray of Frost
Str 4, Dex 21, Con 18, Int 20, Wis 13, Cha 13
Base Atk +4; CMB +8; CMD 19
Feats Combat Casting, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (Evocation), Reach Spell, Scribe Scroll, Spell Focus (Evocation), Spell Specialization (Fireball)
Skills Acrobatics +5 (+17 jump), Fly +22, Knowledge (arcana) +17, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +17, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +17, Knowledge (religion) +9, Linguistics +13, Perception +15, Spellcraft +17, Stealth +13; Racial Modifiers +2 Perception
Languages Abyssal, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Infernal, Sylvan, Thassilonian
SQ arcane bonds (object [amulet] [1/day]), fearless, intense spells +4, mutated bloodlines (draconic [blue dragon [electricity]], primal [air]), opposition schools (abjuration, conjuration), specialized schools (admixture), versatile evocation (8/day)
Combat Gear Potion of barkskin +4, Potion of bear's endurance, Potion of cat's grace, Potion of shield of faith +4, Scroll of Resist Energy, Communal (CL 7), Toppling metamagic rod (lesser) (3/day); Other Gear Amulet, Headband of vast intelligence +2 (Perception), Silver Mirror (Focus for Scrying), 1000 GP of Valuables
Arcane Bond (Amulet) (1/day) (Sp) - 0/1
Elemental Manipulation (8 rounds/day) (Su) - 0/8
Elemental Ray (4/day) (Sp) - 0/4
Potion of barkskin +4 - 0/1
Potion of bear's endurance - 0/1
Potion of cat's grace - 0/1
Potion of shield of faith +4 - 0/1
Toppling metamagic rod (lesser) (3/day) - 0/3
Versatile Evocation (8/day) (Su) - 0/8
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Admixture Associated School: Evocation
Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Elemental Manipulation (8 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Elemental Ray (4/day) (Sp) Ranged touch attack deals 1d6 Electricity damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless +2 racial bonus vs Fear saves.
Flight (90 feet, Good) You can fly!
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Intense Spells +4 (Su) Evocation spells deal listed extra damage.
Primal (Air) +1 damage per die for [Electricity] spells.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Scroll of Resist Energy, Communal (CL 7) Add this item to create a scroll with spells on it.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Toppling metamagic rod (lesser) (3/day) The wielder can cast up to three spells with the force descriptor per day that are affected as though the spells were augmented with the Toppling Spell feat.
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.
Martial Artist CR 8
Ranger CR 8
Vamp CR 9
You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
You may only apply a single Cruelty ability to each use of touch of corruption, chosen when used.
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Side Question: Does a Human-Bane weapon affect half-elves and half-orcs?
I'm currently DMing a Rise of the Runelords campaign and so far my party has had a pretty easy time tearing through most combats. We are almost done the third book at this point. I'm planning to ambush the party with an evil party while they travel before the fourth book.
I was curious if any DMs had much experience with throwing a rival party against your PCs. I also will gladly take opinions about how to combat them.
Half-elf Ranger 9/ Rogue 1: Mobile weapons platform. Favored enemies are giants and undead.
Half-Orc Oracle (Metal) 8/ Paladin 2: Throws around big hits with an Earth Breaker and Power Attack. Tends to like to buff before fights. Pretty mobile for a heavy armored character (40 ft.).
Dwarf Fighter 10: Axe and Board. Working his way toward TWF monstrousness. Very high AC (34+).
Aasimar Paladin 10: Has been using a falchion or greatsword for huge hits, but may start using sword and board. Has several Smites per day.
Aasimar Bard 8: Orc's cohort. Has both Good Hope and Haste, along with Inspire Courage +3. Turns the party into complete meat grinders with great action economy.
My current planned evil party: (I'm planning on running them at a level below the PCs)
Halfling Sorcerer 1/ Admixture Evoker 8: Has crossblooded dip for maximal electric damage. Also has 3 Magic Missiles prepared with a Lesser Toppling Rod. Has used up half of her 4th level spells on Scrying and Lesser Age Resistance.
Dwarf Martial Artist 9: Fast, Improved Trip. Currently using a Human-Bane AoMF. I'm considering changing that, since it will affect the Oracle, Ranger, and Paladin (Scion of Humanity) by my understanding. He also has Deflect Arrows and Crane Wing, which should allow him to shrug off the hardest hits each round (Furious focused Power Attacks, and Manyshots).
Hobgoblin Skirmisher 6/ Horizon Walker 3: Sword and board style, 40 ft. move speed (Plains terrain dominance/mastery). Favored enemy dwarves +4, humans +2. Has the skirmisher trick Surprise Shift. Has Missile Shield, which basically amounts to Deflect Arrows.
Human Vampire Antipaladin 8: Has three Smite Goods to use, most likely against the two paladins and the ranger, as they can get past his DR. Has the Fiendish Boon with his weapon (a +1 Nodachi, that he can make Keen or Unholy). He also has Charge Through and Greater Overrun, his preferred tactic being to charge past the frontline and engage the next target/flank the frontliners.
I think this party is pretty strong against my PCs. I have a few concerns about giving the PCs a pile of gear (since each evil character has 10.5K in wealth). To handle that, and to increase the challenge, I have given the evil party a lot of scrolls/potions that they will use to prebuff. These potions include relevant stat-boosters (bull's strength, etc), barkskins (+4), and shields of faith (also +4). Since they are scrying the PCs, they should be able to give themselves time for these prebuffs.
I'm not sure if these buffs are inappropriate or not. Given the fact that my PCs hit buffed numbers around +20 or greater to hit, I'm inclined to make the evil party a bit more durable.
I know this is a lot of things to discuss, but feel free to critique or offer suggestions for any of it, especially if you've ever done stuff like this against your own PCs.
5000gp in platinum weighs 1/10th as much as 5000gp in gold, because platinum is valued at 500gp/lb. Moles don't factor here. You dont exchange 10 moles of gold for 1 mole of platinum.
Currently, Nualia is a Fighter 2/Cleric 4. I'm thinking she might be nicely redone as an Inquisitor (Preacher) 6 with the Anger Inquisition. It drops her base attack bonus by 1, but adds some pretty cool things, while still leaving 2nd level spells as an option.
This will be for my friend's game, which may have 5 or 6 players, almost definitely 3rd level when they fight her.
Any thoughts, suggestions, etc.?