Azmur Kell

Peregryne's page

78 posts. Organized Play character for Woodenman.



Silver Crusade

Hi All,

I've built a Halfing Operative (Spy) who focuses his skills on the "face" skills. The main "problem" with this is that Operative's dont get Diplomacy as a class skill (which I want). Is there any other way to get it as a class skill than the Themeless theme or Skill Synergy feat (or multiclassing i suppose)?

He's currently a Ace Pilot with Skill Synergy as his level 1 feat (Diplomacy & Mysticism). Ace Pilot makes him about as good a pilot as it is possible for a Level 1 character. And without any bonus skills points (Int = 10, no skill ranks in any Int based skills,) Im thinking that the level 6 power from Ace Pilot is going to be really good for him.

My next issue is Operative Exploits....

There are 10 available at Level 2 so you need to take at least two of them before the next tier of options opens up.

What does everyone think are the best ones?

Field Treatment seems decent - it's a way to restore HP on a relatively low HP character.

Jack of All Trades seems pretty good particularly for a low Int Operative like this one that does not have extra points in Int and is not going to be putting skill ranks in Int based skills.

Alien Archive is not for this character but might combo with JoAT for presumably triple your OE bonus?

Nightvision seems good to me but im hesitant to spend an Exploit on something I can just buy with money.

Combat Trick is OK i guess but the feat options I dont find particularly impressive and this is limited to Combat Feats. Any particular combat feats people have been impressed with for an Operative / Small Arms user? Nimble Moves seems solid but then there is the Sure Footed exploit from the next tier of options which is just better.

Innoculation helps out with your low save.

Quick Disguise fits the theme.

Holographic Clone seems good but it's only 1/day until later.

Uncanny Mobility seems solid also. Preventing from provoking in a variety of situations. (But there is also Uncanny Shooter from the next tier which is better for a small arms user only like this character)

Uncanny Pilot is probably my least liked option.

Silver Crusade

Hi,

I still have not received my subscription PDF download of Starfinder Society Roleplaying Guild Scenario #1–04: Cries From the Drift PDF.

I received an email on 26th September saying "We estimate processing and fulfilling your Pathfinder and/or Starfinder Society Subscription order Wednesday, September 27, 2017" but nothing has come through yet.

I emailed customer.service@paizo.com about this on 6th October but have not heard anything back yet.

Please advise.
Thanks,
Phillip

Silver Crusade 1/5

Hi all,

I need some help to make sure Im doing this correctly....

I have an Inquisitor who just received his 6th xp ([u]but has not played at Level 3 yet[/u]).

I want to retrain him from a vanilla Inquisitor to the Ravener Hunter Archetype.

The potentially relevantc RH abilities are:
Charged by Nature (Acquired at Level 1, Replaces vanilla level 1 ability)
Holy Magic (Acquired at Level 1, alters vanilla level 1 ability)
Demon Hunter (Acquired at Level 3, replaces the teamwork feat gained at Level 3)

Retraining an Archetype
You can use the retraining rules to acquire an archetype for your class or abandon an archetype you have. To gain an archetype that replaces standard class abilities you already have, you must spend 5 days for every alternate class feature you would add, subtract, or replace by taking that archetype. At the end of the training period, you lose the standard class features and replace them with the archetype’s alternate class features (if any).

Unless stated otherwise, retraining costs gp equal to 10 × your level × the number of days required to retrain as well as 1 Prestige Point per day of retraining since time between adventures is undefined.

I guess I have the following questions...

For the purposes of retraining, is the inquisitor level 2 (because not yet played at L3) or level 3 (which means I need to pay for an extra ability)

Does holy magic count as an ability I need to pay for? (Since it alters an ability and does not add, subtract or replace)

Silver Crusade

I'm looking to create a new character for PbP Gameday starting in August. I want to make use of my fresh shiny Vanaran race boon.

Anyone have interesting ideas for class/archetypes? Being a caster of some type would be good but I think I would like to avoid Archery as a combat style as I already have both ranger and inquisitor archery based characters. Also, I would like to avoid Clerics / Warpriests for only having 2 skill points.

+Wis / +Dex is not totally uncommon (Obv. Tengu & Undine both get the same bonuses but all 3 have different penalties) so I would like to somehow make use of the Vanaran unique racial traits? (The tail or climb speed etc)

Given all that Im loosely aligned to Shaman / Spiritualist / possibly some form of Monk at this stage.

Vanara Racial Traits:
+2 Dexterity, +2 Wisdom, –2 Charisma.
Vanara: Vanaras are humanoids with the vanara subtype.
Medium: Vanaras are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Vanaras have a base speed of 30 feet and a climb speed of 20 feet.
Low-Light Vision: A vanara can see twice as far as a human in dim light.
Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.
Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.
Languages: Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan.

Alternate Racial Traits:

Acrobatic
They gain a +2 racial bonus on Acrobatics and Escape Artist checks. This racial trait replaces nimble.

Change Size (Su)
Such a creature can adjust her size at will. She gains the change shape ability and the shapeshifter subtype. Instead of changing appearance, she can use change shape to reduce her size category to Small. Her ability scores don’t change, only her size (and thus her weapon damage); normal size penalties and bonuses to AC and CMD and on attack and skill rolls apply. Changing size or returning to her true size is a fullround action. This racial trait alters the vanara’s type and replaces nimble.

Tree Stranger
These vanaras treat all Knowledge skills as class skills, but lose their climb speed racial trait.

Risky Troublemaker
These vanaras can choose to roll twice on Use Magic Device checks. If they do, they take the higher result unless either die roll is a natural 1, in which case the check automatically fails. This racial trait replaces prehensile tail.

Whitecape
Their stooping build grants them a +4 racial bonus to CMD when resisting a bull rush or trip. These vanaras usually have a thick mane of hair on the head and shoulders (called a "cape") and shorter tails. This racial trait replaces prehensile tail.

Vanara FCB's:

Alchemist: Add +1/2 to the alchemist’s bomb damage.
Arcanist: Add 1/4 to the arcanist’s effective class level when determining the effects of any two arcanist exploits that the arcanist has.
Bard: Add 1/2 to the bard’s bardic Knowledge bonus.
Brawler: Gain 1/5 of a new Fleet feat.
Cavalier: Add 1/2 to the cavalier’s level when determining the duration of the tactician ability.
Druid: Add a +1/2 bonus on wild empathy checks and a +1/2 bonus on Handle Animal skill checks.
Fighter: Add +1 to the fighter’s CMD when resisting a reposition or trip attempt.
Hunter: Add 1 minute to the number of minutes per day that the hunter can use animal focus.
Kineticist: Add 1/3 to the total number of points of burn that the kineticist can accept before she can’t choose to accept additional points of burn.
Monk: Add a +1 bonus on Acrobatics checks made to jump.
Occultist: Gain 1/6 of a new focus power.
Psychic: When casting psychic divination spells, the psychic adds 1/2 to the effective caster level of the spell, but only to determine the spell’s range and its d% chance to provide correct or meaningful information (such as with augury or divination).
Ranger: Add +1/4 dodge bonus to Armor Class against the ranger’s favored enemies.
Rogue: The rogue gains 1/6 of a new rogue talent.
Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest level the shaman can cast.
Summoner: Add 1/4 to the eidolon’s evolution pool.
Witch: Add 1/4 to the witch’s caster level when determining the effects of spells granted to her by her patron (to a maximum of +2).
Wizard: 1/6 of a bonus feat. This feat must be an item creation feat, a metamagic feat, or Spell Mastery

Silver Crusade

My next PFS character is probably going to be a Dwarven Tortured Crusader (Paladin). I really want it to be a reach based build & Im trying to work out the best way to incorporate the above. (which is Wis based Combat Reflexes but you have to use a Warhammer for those who don't know).

Im looking at 18/12/14/10/15/5 after racial mods.

Obviously a warhammer doesn't have reach. What Im looking for is the best way around this?

Is there some way I can make a Dwarven Longhammer (or other reach weapon) count as a warhammer or similar?

Would a Large Warhammer have reach?

The best I've come up with is a Bloodrager dip to get LongArm & Enlarge Person onto my spell list and then use wands. This also has the bonus of getting my movement speed up to 30 - even in heavy armour and, of course, Bloodrage both of which I admit to being partial to.

Silver Crusade

I've been reading a bit about Arcanists on these forums and opinion seems to be mixed on what they can and can't use.

Which of the following work for an Arcanist?

Pearl of Power (CRB) wrote:
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
Runestone of Power (ACG) wrote:
A runestone of power is a small chip of polished stone etched with a rune. These objects are potent aids to all spellcasters who cast spontaneously (but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell; doing so is part of the spellcasting action, and expends that runestone’s power for the day rather than one of the spellcaster’s actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of the same level as the runestone or lower.
Page of Spell Knowledge (UE) wrote:
This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell’s cleric or sorcerer/wizard spell level, unless the spell doesn’t appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.
Expanded Arcana (APG) wrote:

Prerequisites: Caster level 1st, see Special.

Benefit: Add one spell from your class’s spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class’s spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed.
Special: You can only take this feat if you possess levels in a class whose spellcasting relies on a limited list of spells known, such as the bard, oracle, and sorcerer.
You can gain Expanded Arcana multiple times.

The existence of the following shouldn't really affect whether they above do or do not work for Arcanists but I guess its another piece of the puzzle.

Spell Lattice (ACG) wrote:

A spell lattice is a block of transparent crystal, internally etched with a three-dimensional representation of a spell. This spell is chosen when the item is created (the contained spell determines the school of the lattice’s aura). When a spell lattice is wielded by a spontaneous spellcaster who has the spell contained within it on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. When an arcanist holds a spell lattice, as long as she has the contained spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells currently prepared.

A spellcaster who uses a spellbook or a formula book can copy the spell from a spell lattice as if it were a scroll. Doing so expends the spell from the spell lattice.
Expanded Preparation (ACG) wrote:

Prerequisites: Arcanist level 1st.

Benefit: You gain an extra spell prepared of the highest level you can currently cast as an arcanist when selecting this feat. This is in addition to the number of spells you can normally prepare from your spellbook. You can instead add two spells prepared, but both of these spells must be at least 1 level lower than the highest-level spell you can currently cast as an arcanist when selecting this feat. You must choose which benefit you gain when you take this feat, and the extra spells prepared do not change level when you gain access to higher-level spells.
Special: You can take this feat up to three times. Each time you do, you can choose either benefit.
Arcanist (ACG) wrote:
Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.

My reading is that Pearl of Power will not work. Arcanist's don't forget their spells so they have nothing to recall. Everything else seems like it should work on an Arcanist to me. Runestone of Power and Page of Spell Knowledge seem like it comes down to if the Arcanist is a prepared spellcaster, spontaneous spellcaster or both. Seems like both to me. They prepare their spells but cast them spontaneously.

Thanks.

Silver Crusade

Hi all,

I have been thinking of having one of my PFS characters switching to Occultist for probably 4 levels. Whether this actually happens will probably hinge on my question...

If, for my 7th level, I were to take my first Occultist level - Would I then be able to take Mind Over Gravity as my Focus Power.

Occult Adventures wrote:
Mind Over Gravity (Sp): As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess. You must be at least 7th level to select this focus power.

Emphasis mine. My reading is that it would be OK as my total character level would be 7 making it a legal choice. Although it seems like something that would be up for debate...hence this post.

Thanks!

Silver Crusade

Are there any other sources of the above that covers material outside of what is in the ARG & ISR?

Partly for general interest but mostly because I'm looking for a replacement for the Half Elfs multitalented racial trait (and only multitalented) that isn't Arcane Training. Which somewhat fits except for the glaring problem that it works for Arcane casters only and not psychic.

Silver Crusade

Ive been looking for new ideas for a new character concept. Having recently fallen in love with the Occultist, I decided to have a good look at the other classes that come with 6th level spells. And then I found Inquisitor and I liked it. I also had notions about playing something with an animal companion as that’s something else I have never played with before. Then came the crowning moment….I found Sacred Hunstmaster which melded them together with essentially just the loss of Judgment which seems like a trade to the good in my books.

But Ive got lots of questions (as this will be for PFS please answer with that in mind)….

1) The SH does not get Handle Animal as a class skill. Most (Every?) build Ive seen for SH dumps Cha (and I probably intend to as well). How do people manage to regularly meet the DC 12 check to command your wounded AC? (Im planning on taking the Blackthorn Rancher trait to make HA a class skill)

2) Domains & Inquisitions – Does anyone have any suggestions? Im strongly favoring the Inquisition that makes Bluff / Diplomacy / Intimidate key off of Wis so that im still useful in social situations but are there any other interesting suggestions? And I’ve always be a fan of the travel domain as well.

3) On that topic – What happens if the SH picks the Animal Domain? Do they get another AC at Level 4? (Presumably I could take Boon Companion to boosts it’s effective level?) Sharing all your teamworks feats with 2 AC’s seems OP. EDIT: I read an FAQ that says (in PFS) you can only have 1 combat AC/eidolon/familiar/whatever.

4) What is everyone’s view on the Eye for Talent human racial trait? I was considering it and then giving my AC +2 INT. It can then take any feat and gets twice the number of tricks – and I don’t need to teach them because AC’s start play knowing all of their tricks. Getting twice as many tricks & with access to Skirmisher Ranger tricks to boot seems….good.

5) Teamwork feats…What are the best ones for a Melee based SH & AC team (probably going to be a Tiger). So far the likely suspects seem to be Broken Wing Gambit, Escape Route, Outflank, Pack Flanking, Paired Opportunists, Precise Strike.

6) Stat Array. Yuck. The need for 13 Int for feats is painful. The array im most happy with after human racial bonus is 17/14/12/14/14/7. Anyone have any suggestions? Im not necessarily tied to Human. I would really like to get Con to 14 but I can’t get it to really work in a way that I like. I could switch Dex & Con and but the extra dex was for extra AoO’s (w/ Combat Reflexes), Armor class and to satisfy the prereq for Precise Strike.

7) Is there a way to skip the 13 Int and/or Combat Expertise prereq on the feats?

8) Ive read in various guides that Hunter (and by extension the SH) gets the best type of AC. But I don’t get why it’s better than…say… Druid who also gets a full level AC. Is it just because of access to Skirmisher Ranger tricks? Speaking of SR tricks, which ones are worth it (if any)?

9) Weapons – They are only proficient in simple weapons, additional ranged weapons and your deity’s favoured weapon. Gorum would get me the Greatsword.

10) Barding – If my AC is not proficient in armor, is there any penalty if the ACP is zero? I remember that a zero ACP would eliminate most penalties but does it eliminate them all? How do the price modifiers for special materials and different/unusual sizes interact? Which is applied first?

Build wise for feats...I've loosely decided on the following...
Ideally I want to fit Precise Strike in if its worth it. The AnC will have 3 attacks and each getting 1d6 seems solid. Finally leaving Power Attack to L9 just seems weird. But I want to set up the build fast which means leaving it till later. If I made Con 14 then I could drop Toughness and switch something else into that spot. Or just take Eye for Talent.

1: Toughness
1H: Combat Expertise
3: Paired Opportunists (TW)
3TW: Pack Flanking
5: Combat Reflexes
6TW: Outflank
7: Broken Wing Gambit (TW)
9: Power Attack
9TW:
11
12TW: Escape Route

Imp. Crit. , Precise Strike

Too many choices, not enough system mastery. Please help! Thanks.

Silver Crusade

Hey all. I was reading through my rule books during my lunch break looking for character inspiration (everyone does this right?) and I discovered the Fell Magic Gnome alternate racial (race?) trait. This gave me the idea of a gnome who looks like and acts like a bit of a know it all douche (dresses in black, clothes are alternatively too big & too small, skulls hanging off everything – a very comical look) but is surprisingly good at what he professes to be (Necromancer). Not a minion loving Necromancer – but someone based around presumably SoS / SoD necromancy spells.

Fell Magic: Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Wisdom modifier. This racial trait replaces gnome magic.

So im looking for ways to build this character. Given that Gnomes have the racial bonus to Cha I was thinking either Bones Oracle or Undead Sorcerer. Then I found the Sanguine (Undead) wild blooded blood line which exchanges the ability to affect humanoid undead with mind affecting spells to getting +1 CL on necromancy spells which fits the concept better. Any other suggestions for a caster (Oracle / Sorcerer / even other primary stat based classes)?

Unless the forums come up with something more interesting, Spell Focus (Necromancy) & Varisian Tattoo (Necromancy) will be the feats chosen at 1st & 3rd.

Are there any interesting builds / ideas for the Fell Magic SLA’s? My subject knowledge is pretty close to zero for thinking up anything interesting based on the SLA’s – they are based on Wisdom too which is somewhat unappetising. Although as I mentioned Im open to the idea of Clerics / Wizards / whatever else if they fit.

Thanks for the help.

Silver Crusade 1/5

If I start a new character from scratch and play 3 core scenarios - Before I play as level 2, can I use Level 1 Retraining to rebuild my character as a Non-Core character?

Example: I play a Paladin for 3 core scenarios but then decide I want to play in the Standard (?) campaign. Can I use L1 rebuild to make him a....lets say a Kineticist....to continue in the Standard campaign.

Assuming this is possible, What happens to the core chronicles? Do they become non core? As players can play each scenario once in Core & once is Standard - Which is still available to me for the 3 scenarios I've already completed?

Silver Crusade

6 people marked this as FAQ candidate.

The Improved Vital Strike prereq is surely supposed to be Improved 2WF right?

Or am I missing something and that actually makes sense somehow?

Silver Crusade

Hey everyone,

I'm trying work out what the best build is for a PFS [Core] melee based Dragon Disciple. Currently I'm thinking Paladin 2 / Sorcerer 3 for prereqs but Bard & Barbarian both seem equally valid options.

For Stat Arrays I originally worked up
Str 18 (incl +2 Race), Dex 12, Con 14, Int 7, Wis 10, Cha 15

but then I remembered the you need to know Draconic as a language and Paladin / Sorcerer are so hard up for skill points (to use Linguistics to learn) I reworked into a new plan...

Str 18 (incl +2 Race), Dex 10, Con 12, Int 12, Wis 9, Cha 15

In both cases the stat point at Level 4 will go to Charisma.
3 skill points per level would go into Diplomacy, Perception & Knowledge (Arcana). Possibly the FCB into skills as well (the more I play the more I want to contribute outside of combat)

Current thinking on traits is Magical Knack & Indomitable Faith.
First feat would be Power Attack.

Race - Im thinking Half Elf at this point for Multitalented & having Skill Focus in Perception (since I don't get it as a class skill until 6th level).

My concern with my build above is AC. How can I make it any good? Is the Arcane Armour training tree very useful? With Mithril & both feats you can reduce the % failure by 30%.

Silver Crusade

What does everyone recommend for a PFS melee based Battle Hosts’ 1x level 1 spell known?

As it currently stands......
L1 Half Elf Battle Host Occultist
Str 17(incl racial +2) , Dex 12, Con 14, Int 16, Wis 10, Cha 7
Traits: Clever Wordplay (Diplomacy), Indomitable Faith.
Transmutation @ L1 – So will effectively have 19 Str.
Planning on taking Abjuration @ L2
L1 Feat - Extra Mental Focus
L1 Focus Power – Sudden Speed (so im not a slowpoke in my masterwork Full Plate)

Im running around with a greatsword & earthbreaker at this stage.

I plan on taking the Elf FCB, Power Attack & Aegis @ L3 & potentially Furious Focus at L4.

Level 1 Transmutation Spell List: Alter windsAPG, ant haulAPG, breakAPG, charge object*, crafter’s curseAPG, crafter’s fortuneAPG, enlarge person, erase, expeditious retreat, feather fall, gravity bowAPG, jury-rigUC, keen sensesAPG, lead bladesAPG, liberating commandUC, longshotUC, magic weapon, mirror polishACG, negate aromaAPG, pass without trace, reduce person, refine improvised weaponACG, reinforce armamentsUC, sundering shardsACG, vocal alterationUM, youthful appearanceUM.

My frontrunners – Enlarge Person, Feather Fall, Lead Blades, Liberating Command, Expeditious Retreat

* I already have Legacy Weapon as a standard action buff so that makes Lead Blades less attractive although having two buffs available does seem useful.

*Similarly Enlarge Person is a useful buff but I can potentially do it to myself with a focus power. From a purely selfish view, I wasn’t planning on using a reach weapon or getting combat reflexes so that makes Enlarge Person less useful as well.

*I like Feather Fall & Liberating Command as they are swift/immediate actions and seem useful.

*Additional food for thought is that I could get Lead Blades / Enlarge Person / Expeditious Retreat as wands as with 1min/level durations they would still function for most, if not all, of a combat.

*Expeditious Retreat appears to stack with Sudden Speed as SS is an untyped bonus vs ER’s enhancement bonus.

*Occultists can swap a spell known for a new one at 5 / 8 / 11 etc. ie Featherfall could be swapped out for something else at 8 after I've learnt Mind over Gravity.

Anyway I guess the moral of the story is that I cant decide. What are everyone else's thoughts?

Silver Crusade

So because I’m new to Pathfinder I made some less than stellar choices in the creation of my first PFS character – a Swashbuckler.

Obviously their saves are horrible and I haven’t taken the usual steps to improve them (for example by playing a HalfOrc for Sacred Tattoo / Fates Favored or any other race with the irrepressible trait).

Im just about to hit Level 4 and my plan was to go to Level 5 to get the Improved Crit/+hit/+damage and then dip 2 levels of Paladin for Divine Grace which would net me +6/+3/+6 to my saves. Plus my HP and BAB would still be at the same progression & I would get Smite Evil – which clearly fits quite nicely on a Swashbuckler who uses Charisma as well. Unfortunately I have recently discovered that Divine Grace does not stack with Charmed Life (both untyped Cha mod bonuses to saves). To say I was upset was an understatement – I had visions of ultimate synergy but sadly it’s not to be. (Please correct me if im wrong here – I would love to be!)

So I’m trying to work out what dips would be good for boosting my saves. A 1 level dip in Paladin still seems solid. Smite Evil, +2/+0/+2 to my saves, still get the same BAB/HP progression & access to the spell list for wands & such. But there is no real point in a 2nd level in my view. So I’m trying to consider all of the other classes that have both good Fort & good Will saves to see if there is something else out there which gives me lots of goodies.

The choices seem to be Cleric, Druid & Monk from the CRB, Inquisitor from APG, Magus from UM & Warpriest & Skald from the ACG. Of these only Cleric & Warpriest seem to have any tangible benefits. Clerics get 2x domains powers & Warpriest’s get blessings. The best domains seem to be Good, Liberation, Luck, Nobility & Travel while the best blessings seem to be Good, Liberation, Luck, Nobility, Protection, Travel & War. Due to another minor hiccup in character design, my wisdom is too low to allow me to even cast level 0 spells but presumably I still get access to the spell lists for use with wands etc?

On a side note: Do the bonuses that say you touch an ally let you affect yourself instead? Are you an ally to yourself?

Anyway what does everyone think about dipping for improved saves? I was thinking 2 levels – 1 in each class for +4/+0/+4 to my saves. All of the above assumes base classes – archetypes were not considered – mainly because Im not familiar with them. Not that Im against archetypes. If there is an archetype out there which improves a classes value to me then Im all for it.

Silver Crusade

Im playing an Arcanist in PFS whom has just finished his 3rd scenario. So I'm trying to put 3 scenarios experience together and rebuilding him before playing him as level 2.

He is a Human School Savant (Admixture/Evocation).
Stats 7/14/14/20/10/7.
Traits: Reactionary, Pragmatic Activator
Feats: Spell Focus (Evocation), Varisian Tattoo (Evocation)

Specifically I would like advice on feat choices (for the future, im happy with my current ones), traits (not particularly in love with them currently), equipment (ive essentially got 1500 gp to spend and no idea what to spend it on) & what schools of magic I should use as my opposition schools (currently settled on Necromancy plus 1 other - thinking Divination / Illusion / Enchantment with more of a lean towards Divination).

Is it worth spending money on a light Darkleaf armour for the +2 armor?
Ive spent 2 PP on a Wand of Infernal Healing and figure spending the other PP on wands is a good idea but I've no idea what spells. Seems like the best options are niche spells that you don't really want to prepare for the day or spells you use a lot of (although Arcanist spell setup sort of covers that already).

Probably the Arcanist equivalent of Pearls of Power? (I think they are runestones from memory although I cant purchase until I have 9 fame)

Silver Crusade

Hi All,

My first PFS character has just made Level 3 and so he gets a new feat. I've having some problems deciding on which one

Str 10, Dex 18, Con 12, Int 14, Wis 8, Cha 14.

Elf. Took Fencing Grace at level 1. I would switch Str & Wis if I could. (Don't have Ult Campaign for the retraining and haven't read it to know if it would be worthwhile).

Major items I currently have are Masterwork Rapier, Masterwork Buckler, Mithril Chainshirt, Shining Wayfinder & Cloak of Protection (+1).

Some options I've considered:
Iron Will: Because my Will save sucks and its the most important save.
Combat Reflexes: Lets me parry a lot instead of AoO's (Speaking of AoO's - They have almost never happened to anyone in any of my parties in any of my 12 or so PFS scenarios). But since I only regain panache with a crit I was going to wait until level 5 to get combat reflexes because that's when Improved Critical kicks in.
Quick Draw: Works well with level 3 deed to draw a weapon with Init check so I can always parry even during a surprise round.
Combat Expertise: Requirement for Improved Disarm & Improved Trip which is one way I was considering to take my character (thematically). The problem with that is then I also need to take Agile Manuevers. It seems like to many feats.

Any other suggestions for now and future feat choices (especially level 4 - I was thinking Weapon Specialization)??

Any equipment recommendations? I was thinking an elemental burst enchantment since I will be crit'ing a lot.

And finally what to spend PP on? Ive got 10 available (only spent 2) and it seems a bit of a waste to just have them sitting there....

Thanks all