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Hey'all, sorry if I am asking something that is obvious or common knowledge, but I can't seem to find any sources for this. I was working on some builds for fun using PFS as a baseline standard, but I forgot what the average wealth was per level?

I remember that the average PFS Wealth/Level was slightly higher than the Rulebook suggestions (I think 1000gp for 2, 3000 gp for 3, 6000 for 4, ect), but I don't remember the average numbers for each level.

Because these "Fun Builds" are using PFS as a standardized model, I was hoping someone might be able to provide an average PFS Wealth per Level? Or, if not, perhaps the Average Wealth Reward per Adventure so I could calculate using that?

Also, this is specifically for PF1e Society Play... While I don't have any groups that I currently play with after it's abandonment in my area, I still like using PFS Rules and Guidelines when creating characters.


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Hey'all, sorry if I am asking something that is obvious or common knowledge, but I can't seem to find any sources for this. I was working on some builds for fun using PFS as a baseline standard, but I forgot what the average wealth was per level?

I remember that the average PFS Wealth/Level was slightly higher than the Rulebook suggestions (I think 1000gp for 2, 3000 gp for 3, 6000 for 4, ect), but I don't remember the average numbers for each level.

Because these "Fun Builds" are using PFS as a standardized model, I was hoping someone might be able to provide an average PFS Wealth per Level? Or, if not, perhaps the Average Wealth Reward per Adventure so I could calculate using that?

Also, this is specifically for PF1e Society Play... While I don't have any groups that I currently play with after it's abandonment in my area, I still like using PFS Rules and Guidelines when creating characters.


So... which one to pick? All of them fight to the death. Each have their own pros and cons.

Orc Atavism:
Pros: No Feat
Cons: Replaces everything but Darkvision; -2 to Int, Wis, or Cha; Bonus restricted to +2 Str; Staggered

Ferocious Resolve:
Pros: Only 1 feat; Only requires Half-Orc Ferocity Trait
Cons: Staggered; can't replace Half-Orc Ferocity Trait

Deathless Initiate
Pros: No traits or restrictions; Can Replace Half Orc Ferocity; Not Staggard; eventually takes no damage to act (Deathless Master); Extra Damage while at Deaths Door
Cons: Requires 2 feats to come online, 4 for maximum benefit

---

Deathless Initiate can also take a level dip into Unbreakable Fighter, reducing the number of required Feats required to take.

What do you all think?


Hey Y'all, I have been extremely busy at work (working at a warehouse during Black Friday and Cyber Monday). Still, I've recently had something gnawing at the back of my mind during my times off—specifically Animal Companions and the HD+1 clause that the Pathfinder Society implemented.

For those that don't know this clause, they are specifically preventing the ability to have an HD18+ Animal Companion at Level 12 through shenanigans. At least in Pathfinder Society play, the limit to an Animal Companion's Hit Dice is Character Level +1. So instead of having a Druid Level 20 at level 12, you're restricted to Druid Level 16 (HD 13) for your Animal Companion.

This ruling was created because of a pre-nerfed Assamar/Elf racial favorite class bonus for Oracle which gave +1/2 Level for a Mystery's Level (now +1/6ths level), but has since been reiterated for the Sacred Huntsman Animal Domain Inquisitor.

This led me to ponder and brainstorm what potential Class/Archetype combinations as well as Feat/Racial options would lead to the Maximum (Druid Level 16/HD 13) Animal Companion in PFS Play. So far, I've been able to come up with the following:

1 - Fighter 1 + Ranger X (or similarly scaling Animal Companion Class) + Animal Ally
2 - Oracle with the Nature's Bonded Mount Revelation or Lunar's Primal Companion + Animal Ally
3 - Sacred Huntsmaster with the [url="https://www.aonprd.com/DomainDisplay.aspx?ItemName=Animal"]Animal Domain[URL].

Fighter/Ranger doesn't get an animal companion until Level 4 (Fighter 1/Ranger 3) because of Animal Ally. After that, they get 2 Druid Levels per Character Level, just barely hitting the HD+1 mark by level 12, at the end of Society Gameplay. Meanwhile, Oracle can use restraining Shinanigans to have an animal companion theoretically at Level 1 and start gaining double character levels starting 5 and above. Animal Domain Sacred Huntsmasters don't need any additional Shinanigans to get twice their character level as their druid level past level 4.

Currently, these are the only ones that I've been able to find, and I feel like I'm overlooking a lot of potential Animal Companion Munchkin options for this specific ruling.

Do you guys know of any combinations that would provide a CL+1 HD Animal Companion by level 12?


So... just wanted to see if there was any clarification regarding having (different) natural attacks using the same limb? I.e.: Gore and Bite both using the head, Claw/Pincer/Slam all using arms, and Tail Slap/Sting both using tail (Got that last one from an Eidolon threat that never got a complete answer yet).

How exactly are natural attacks of different types ruled when using the same limb? The closest FAQ I could find references the hypothetical of having x2 Bite Attacks rather than a Bite Attack and a Gore attack or a Claw and Slam attack.


So, I was recently reminded of a DnD Streamer and one of their characters that was a "multiclassed into every class" build (Abserd). The character concept had me thinking something similar for PFS, and my ADHD mind decided to build a character to reflect myself - too unfocused to dedicate more than a single level to any class they happen to take.

I'm guessing that most of the Spellcasting Classes are going to be out of the option, since your Caster Level will always be low and you're stuck at Spellcasting Level 1. Albeit there are a few ways to increase your caster level of all your Spellcasting Classes up to CL3 (Half-Elf and a Trait? I forgot the exact combination).

In that same stretch, I'm assuming Familiar Builds aren't going to be that good either - since Familiar Builds require mostly Spellcasting classes. Would be awesome to be proven wrong.

With that being said, my brain is being split between Dex-Abserd and Str-Abserd. On one hand, we have a Fate's Favored Half-Orc (Shifter > Id Bloodrager > Barbarian > ???), on the other hand we have another Fate's Favored but Halfling (Un.Rogue > Bard > Slayer > ???).

I haven't actually gone too in-depths into these builds yet. I was in the middle of fleshing out the strength build, but my power went out and lost everything.

Has anyone had any experience or advice regarding a "Oops, All Multiclass" build?


Was going down a pretty deep rabbit hole for this one (heh, pun) but think I've finally settled down on how to get this going. Originally started out looking at Id Rager and asking myself "how can I get Slam Attacks", and was looking hard at Oozemorph until I realized that Alternate Natural Attacks were not only an option - but legal in PFS.

However, there is one string of text that has me on the fence if this works or not. "These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature."

My question is, if I were to use the Alternate Natural Attacks to gain Slam attacks instead of Claw attacks, would they benefit from the Id Ragers Phantasm Powers? (i.e.: Hatred dealing one size increase).

Relevant Text:
A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.


I apologize if this question has been asked before or if I am asking an obvious question, but I hadn't found any direct answers. It seemed like the only things I found were assumptions that AoO could could be taken during your ongoing turn and an Advice thread asking HOW a Wolf could get Greater Trip (Dirty Fighting).

Dirty Fighting Special Text:

Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

Anyway, this is all speculative for my Wolf Companion (Nature Oracle so he has 6 Int). I've given them the Dirty Fighting Feat and also the Improved Trip, Improved Grapple, Greater Trip, Ki Throw. and Binding Throw Feats.

My two questions are: Are there any rules that support the use of AoO during your own turn?

And assuming that AoO can be taken on your turn, is this correct?

Bite Succeeds > Trip Succeeds > AoO from Trip > Ki Throw Movement > Binding Throw Grapple?

(EDIT) Apparently Pathbuilder has a bug that Dirty Fighting doesn't qualify for Improved Unarmed Strike for Ki Throw and other feats, despite having an Improved Combat Maneuver feat in its prerequisites.

Also, for clarification this is a Druid Level 16/HD 13 pet fo a Level 12 character min-maxing their animal companion.


I apologize if this is something my brain made up on it's own, but I've absolutely convinced myself that this playtest existed in ye'olden days.

Does anyone remember any of the Playtest that had something along the lines of the telling the GM "We are testing the death and dying mechanics and plan to push it to the limit. Don't tell your players that we are trying to kill them to make testing more realistic. Your players WILL die."

The session was basically just multiple waves of combat of increasingly ludicrous difficulty, only to have a "and every dies" at the end if they somehow do survive?

Can anyone confirm what this Playtest Session name was?

(Edit) I never played it officially, hence why I can't just find it on my Organized Play or Library, but I remember discussing it with my former PFS Group before situations caused me to leave the group.


Was going through some of my older builds, and wanted to revisit an Animal Companion build I had a while back. The idea was using Animal Ally and Bonded Mount Revelation to stack druid levels in PFP (Originally used a Nature Domain Cleric with a 1 level dip into Nature Oracle for Cha to Saves).

The Character was an Emerald Spire character (unfortunately we never got to finish because the group I played with entirely lost interest in anything 1e as soon as 2e was released...). The basic idea was that we needed a support caster and a front line tank/defender. Instead of the assumed Oradin, I made a Cleric focused on Channel Energy with the Animal and Plant domain, with 90% of my build focused towards the Bear and the other 10% focused on healing/buffing.

Revisiting the idea, I want to make the companion THE focus of the build, so changing it to Wolf and stacking Oracle levels with Bonded Mount and Animal Ally (playing Halfling with Caretaker).

Theoretically speaking, what is the earliest level via retraining that I could take both while having an Animal Companion for the longest time possible in the players career?

(Edit) This is for PFS so I know about the "HD Cap = Player Level +1" homebrew rule but I don't know the nitty gritty of retraining.

Also, any advice for keeping the Bear instead of Wolf with character level stacking that doesn't involve Sacred Hunter + Animal Domain?


Sorry for asking a potentially dumb question, but I was wondering if there had been any translations created yet for the Spirit Totem Skald build from PF1e?

Used to love this build with the Magical Warrior Archetype, giving the whole team a +1 enchantment to one of their weapons AND giving them little spirits to surround them to gain extra attacks for melee characters and giving 20% miss chance to ranged and non-adjacent melee attacks for ranged characters.

Honestly, just the idea of a wisp-fiddler has peaked my interest but I don't think I've seen anything in Pathfinder 2e to help replicate that.

I apologize again for asking a potentially dumb question, just having a tough time translating some of my favorite characters from 1e into 2e.


(Edit = TL:DR - Would Pharasma reward a Skeleton worshiper with Resurrection as a reward for completing a great task and willingly surrendering his undeath after completing his purpose?)

So... This is going to sound weird, but I've recently had dreams involving one of my character concepts that has left me with several questions. Specifically regarding the lore of Pharasma and unwilling undead in the Pathfinder setting. While I understand that Pharasma detests undead using their condition to prolong their life, and has what is best described as disgusted pity towards undead for existing if they're unwilling, would that prevent her from rewarding action done by an individual undead that aided in bringing back the balance of life and death?

Long story short, my dreams are almost never about myself and are always story-like in nature. As if someone were reading me a book or watching a TV show, rather than what normal dreams are like. This dream was focused on a Skeleton "Paladin" (Summoner Archetype Paladin that summons his soul to fight with him). He lost almost all his memories from his mortal life with hazy recollections.

Ultimately, he hates his undead affliction and is disgusted by himself. But something in the back of his mind is preventing him from 'just ending it'. Ultimately he worships Pharasma, but he knows there is something he has to do before judgement. At the end of his journey, he learns that he was tasked with fighting an undead lich that wished to curse the world with undeath to prevent any souls from passing on in a perpetual state of stagnation. The party was eventually able to defeat the BBEG and call upon the goddess of death for judgement.

During the last moments of the dream, there was a conversation between the goddess and the skeleton paladin. She admitted that, while she was disgusted by his affliction it didn't change that he fulfilled his duties in her name and praised him for his convictions. She then conjured a well of positive energy and instructed him to walk into it. She told him "Now that your task binding you to your undeath has been completed, you have no reason to continue living as you are now."

He paused for a moment to say his goodbyes to his companions before walking into the well of positive energy. He didn't feel pain, didn't feel destruction, he only felt warmth wash over him as his undeath ended.

But instead of dying, his soul and body were merged back together and flesh regenerated. The light from the positive energy faded away and he stood, fully revived and no longer undead. He questioned the goddess way and for what purpose, and she admitted that this was his reward for completing his duties and willingness to surrender his undeath without resistance. "What is the lifetime of a mortal but a blink of an eye for a god? Live your second chance at life to it's fullest, for there will not be a third." She warned him before leaving.

My question is: Is this something Pharasma would actually do for an Undead who prevented a scourge of undeath from occurring across the world and willingly surrendering his undeath at the end of the journey?


I was recently talking with someone about Pathfinder Society and they were curious when I mentioned that some Adventure Paths were Society Sanctioned. I know specifically that Emerald Spire (PF1e) is Society Sanctioned, because I played an Animal/Plant Domain Cleric that was both the parties support and strength based character.

Anyway, they were asking more about information regarding this. While I'm pretty sure Kingmaker, Wrath of the Righteous, and Whispering Tyrant were all Society Sanctioned, I'm not 100% sure and I am not certain how they were ran even if they were.

Could you guys confirm which APs are Society Sanctioned for PF1e and PF2e and how they are run differently from normal society games?


So... not sure how I missed this while reading the Book Of The Dead rulebook, but I recently saw the "Old Friend" familiar option and (besides having a mini emotional breakdown after reading it) had a few questions I wanted to ask...

As someone who had built an 'Old Friend' in Pathfinder 1st Edition using Figment Familiar, this made me want to build a character focused around this idea. However... I'm not quiet sure how familiars function or what makes them work in 2e, so I wanted to ask a few things:

1) What does it mean "Required Number of Abilities" for specific familiars? From what I'm reading, it sounds like it costs a number of Familiar Abilities? So I'd be down 4 Familiar Options in order to take the Old Friend Specific Familiar? (It has 4 listed next to it).

2) What can incorporeal creatures do to benefit the party? I understand it'll pretty much be a non-combat pet thing outside a few spell casting gimmicks, but I'd hate to invest an extreme amount of resources (~3 Class Feats and <assuming above> 4 Familiar Abilities) for something that is just the equivalence of flavor.

3) What other benefits would Familiars have to the party if I were to choose a Familiar focused character?


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So... I've been looking at the Book of the Dead Rulebook for PF2e and had a few ideas pop into my head, one of the ideas that flashed into my mind happened while reading the Summoner class with an anime in the background.

My first major fluff question; would it be possible for a Skeleton PC and an Undead Ghost originate from the same corpse? The idea that's been scratching the back of my head was a fully armored Plate Mail Summoner + Champion Archetype that uses the As in Life, So in Death feat. His Eidolon being an Undead Eidolon and a ghost of himself.

The second question; I understand that this might come with a lot of self loathing, but is it possible for an undead to worship Pharasma? I like the idea of an undead not knowing how they died, only having glimpses of their past life, and seeking Pharasma for answers of why they returned? I know it feels weird, but it seems like an idea to mull over.

Third question; what non-evil deity other than Pharasma would work with an undead? Any ideas how that would work in play? I am curious actually.

Final Question; Is it possible to be a Duskwalker Skeleton? I understand "Neither your body nor your spirit can ever become undead", but I'm just curious if/how the heritage would work with this ancestry.

Hopefully my questions and ideas aren't too obvious. xD


I accidentally purchased a Experienced Adventurer (Level 2 Start; 12 XP, 12 Fame, 12 Reputation, and 30 gp) on an already existing character and didn't notice the mistake until I noticed that the character slot it was purchased on already had pre-existing experience on it...

Is there a way to fix that online? I just finished a game with the new character that it was meant for and noticed the mistake when I was trying to get the numbers for my DM, and like I said, noticed the Boon was on the wrong slot...

Also; it looks like this boon doesn't appear in the Summary page of my Organized Play, which is probably why I didn't notice the mistake for so long...


So... I had this idea a while ago, but never fleshed it out because of PFS Legality [RIP Seducer Witch], but Wrath of the Righteous introducing Stigmatized Witch made me curious about revisiting it. Basically, in the WotR game, the Stigmatized Witch is a Charisma Caster that replaces their Patron (and Spells) with an Oracle Curse instead. [This would be fun to Homebrew. Next time I talk to someone about a Non-Society game, I'll ask them about it instead of potentially creeping them out with the Seducer, lol].

Anyway, I'm rambling. The biggest draw for this build is that both classes are Charisma Casters and only require 3 levels to reach Spell Level 2. These are the Feyspeaker Druid and Seducer Witch [not using Stigmatized because that isn't official material sadly...].

Three levels of Seducer Witch does the following for us:
* Patron: We only get one Spell from the Patron (At level 2), and fitting to the theme the Plant Patron gets Entangled as a 1st level spell. If you'd prefer picking something else, Seducer is limited to Deception (ventriloquism), Enchantment (Unnatural Lust), Thorns (Thorn Javalin), or Trickery (Animate Rope). Thorn is tempting, but we're trying to make ourselves Less MAD - not more.
* Otherworldly Allure: Replace INT with CHA as your main Spellcasting modifier. Ignore the rest of the Archetype. This is literally the only reason I've tried to convince DMs to allow me to play this Archetype - and why some of the cringe DMs are upset when I don't play into the rest of the Archetype.
* Witch's Familiar: Oh cool, a pet! That acts as your spellbook... Don't let it die.. (not part of the Archetype, but thought it was important).
* Fey Charm: Gives Charm Hex and increases its save DC by +1. Ignore the rest of it. Nope, just ignore it. I SAID IGNORE IT!

If You Must Know...:
If you must know, +2 if they're attracted to you physically, +3 if you got physical recently. I TOLD YOU TO IGNORE IT!
.

Anyway, here is what the Feyspeaker Druid gets:
* Fey Magic: Replaces WIS with CHA as main Spellcasting Score. Unfortunately, you won't see the enchantment or illusion spell from the sorcerer/wizard spell list for a while. You also lose Spontaneous Casting for Summon Nature's Ally and Wild Shape delays until Level 6 (aka Never).
* Fey Speech: Oh cool! You get Sylvan for free! Now you just need Aklo and you're triple trouble (Druid, Sylvan, Aklo for all your faerie needs). Also gives Bluff, Diplomacy, Disguise, and Sense Motive as class skills. ALSO gets 6 + her Intelligence modifier, instead of 4 + her Intelligence modifier Skill Points. However, your BAB is reduced to Sorcerer Level (more reason you don't want the Thorn Patron).
* Wild Mischief: Wild Empathy but with Deception instead of Diplomacy. Weirdly enough, it replaces Medium Armor prof. and not Wild Empathy, so you have both technically.

What do you guys think? Think this would be a good baseline for the Mystic Theurge class in a non-Society game? (Other than the fact that the oversexualized Seducer Witch Archetype is usually an instant ban by respectable DMs and an insane magnate for Creep DMs.)

What options do you guys think would be valid options for the class choice-wise? Obviously Druid's Domain > Companion due to levels, but what Domain would you pick and why? Any specific races that pop out? [I was thinking Leshy for lore fluff]. What spells from the Witch/Druid list would synergize well together? I'm curious what you guys think about a weird take on the base for Mystic Theurge.

If you'd like, we could also talk about Wrath of the Righteous's exclusive archetype too (Stigmatized Witch), but not sure if the WotR Game is a topic for PF1.


Hey All; I was wondering if there was any way to convert the Mauler Familiar from PF1 into PF2 with current resources (specifically for Society play). Recently had a little bit of emotional turmoil and thought making a pet-themed character might help a little with that. I understand that "Pet" builds usually use Animal Companions, but the Mauler Familiar has always held a special place in my heart from Pathfinder 1e.

Are there any options (other than going Animal Companion instead of Familiar) to have a combat-focused familiar (for other than just delivering touch spells)?


So... I've been wanting to make/adapt my Linguistics focused character into PF2e. After researching a bit, I found an interesting build. Albeit it isn't the same character as my PF1e Linguistics, here is what I've got so far:

Ancestry: Nomadic Halfling
Background: Thassilonian Delver
Ancestry Feat 1: Halfling Lore
Class: Investigator
First Archetype: Linguilist

-=++=-

So the idea with the choice of Ancestory is because of Nomatic Halfling and their level 5 feat Cultural Adaptability. This gives a total of 5 Languages and 4 additional Languages per Multilingual feat (plus 1 at Master and Legendary ranks of the Social skill). I can trade Thassilonian Delver for Translator, bur the extra language seems like it might lead to some cool dialog.

As per the class, Investigator or Rogue are really the only two options due to the sheer number of Skill feats the two of them give. I think Investigator slightly rules over Rogue, but that Dex to Damage is impressive... Also Rogue can pretty much put their +2 into any state lue Constitution. I am having trouble deciding on the Method to use for this character? All of them work, but which would you guys say is the best one to use for a Linguistic character?

As for stats, I'm currently at:
8 STR / 12 CON / 14 DEX / 12 WIS / 16 INT / 16 CHA

(Debating on taking the optional flaw into Con and Wis to gain +2 Int, but I don't want to degrade my health any more than I already have).

So anyway - at Level 5 I'd have 6 Multilingual feats, giving me access to all 32 Languages so far (31 if not counting Thessalonian). At level 7, I'd be able to retrain one of the feats to something else because of the extra languages from the Society skill rank increase.

Any advice on where to take this character from there?


So... it's been a couple years and we still haven't had any additional resource updates regarding the Pathfinder Player Companion: Chronicle of Legends book legality. Is there going to be any legality update for people who play Pathfinder 1st Edition?

It's bad enough that it has no support or presence outside of Online Games, the least you could do is actually make the final book legal for use. At the very least.

Seriously, it's like buying DLC for a game but the DLC never gets released for use to the public, and you can only use the DLC on Home Custom Servers that can access it for free despite having purchased it.


Really want to play a Juggler build. I'd like to play an Arcane Trickster > Bard Dedication Juggler, but decided against that because it wouldn't be until level 8 until I can pick my second dedication.

But anyway, going Thief Rogue and I understand Throwing Dagger/Juggling Clubs are going to be my go-to throwing weapons, but what is the general action economy like? I presume level 4 is going to be Juggle = 2 Items > Attack Twice?


Just curious, debating on making a character right now but I was wondering if the Juggler Dedication will become legal in PFS? Or if not, was there a reason given? I really like the idea for adopting this for one of my PF1 characters when transferring them to PF2 for Society Games.

The Pierrot must juggle! XD


Level 1: Oracle
- Curse: Deaf
- Trait 1: Blind Zeal
Level 2: Mute Musician

=-=-=-=-=

My question is... how to make this functional? Lol


The Alchemical Reagents introduced in Plane-Hopper's Handbook all have the same wording in their description, "When you use a [item's name] as a material component or focus for a spell". This leaves me to ask... Does that mean the player gets to chose whether they use it as a Material Component or a Focus? If so, why don't they just 100% of the time use it as a Focus instead?

For clarity, when using a reagent for spell casting the item is either used as a Material Cost or as a Focus. If the item is a Material Components, than it is consumed to cast the spell. However, if the item is a Focus, it does not get consumed. The only downside is that you can't use Foci and Material Components on the same spell...

So my question is - if these can be used both as a Material Component or a Focus, why would anyone use it as anything BUT a Focus?

For example; The user spends 350gp to purchase the Fire Fragment, which not only increases the Caster Level by +1 for Damage, but also treats it as a Flaring Metamagic Spell without increasing the Spell's Level.

Using the Fire Fragment as a Focus means you can use it indefinitely.

Using the Fire Fragment as a Material Cost means you can only use it for 1 spell.

I'm writing an Alchemical Guide, so I want to make sure my RAW/RAI is accurate


According to the Fateful Channel Feat, the prerequisites require the user to be a worshiper of Pharasma. However, according to Magdh's domains as an eldest, is there any way to get this feat mechanically for a Luck themed worshiper of Magdh?

I simply love the idea of being a Luck themed Shaman, who loves gambling and taking chances as a test of faith by "Luck". Unfortunately, it appears the Serendipity Shaman is also not viable in Pathfinder society.

But regardless, is there any way for a worshiper of Magdh to gain Fateful Channel without changing his faith?


Arcane Bloodline Familiar: Spell Catalyst (Su) - Spells you cast that target your familiar are treated as having a caster level 2 levels higher than your actual caster level.

So... Hypothetically speaking - if Mr. Crispy (the Familiar) moves into the enemies square, and is subsequently hit by my fireball, what happens?

A) The Spell is AoE and isn't "Targeting" so nothing happens.
B) The Caster Level is increased only against Mr. Crispy and the other targets in the AoE are affected normally.
C) The Caster Level is increased for all targets of Fireball if Mr. Crispy is in the AoE when it is cast.

Obviously, this Strategy is only going to be used on Fire Resistant familiars or Figmented Archetype familiars - to prevent Mr. Cripsy from a preemptive death due to his master exploiting him for "target" practice. But does this work at all?


So... Lets say for an arguments sake that some Deity had both the Skalykind (Saurian) (Level -2) and Animal (Level - 4) Domains. If a PC gets both of these and gets Eldrich Heritage for the Arcane Bloodline (Level - 2), how would this work in Pathfinder Society?

I swore that I had seen an FAQs about this, and it had said that the PC would have to select one of their companions at the beginning of the session and leave the others "at the stables" (Effectively rendering them unusable).

Unfortunately, I'm unable to locate this FAQ and am completely lost.

-----

Additionally, how would this rule effect a Druid casting Spontanious Summon Natural Companion while they already have an Animal Companion on the field?


So... I've been fiddling around with a character build concept involving the Spiked Chain, and noticed something that I wanted to make sure was correct. For clarification, this build is using the Master of Many Styles Monk with two levels dip into Unarmed Fighter.

Both the Unarmed Fighter and the Master of Many Styles Monk can select a style feat without meeting the prerequisites. The Kyton Style feat normally requires Exotic Weapon Proficiency (Spiked Chain) in order to obtain, but a MoMS Monk or Unarmed Fighter can select this feat without the prerequisites.

The Unarmed Fighter is proficient with all Monk Weapons.

The Kyton Style feat says "When using this style, you treat spiked chains as if they had the monk special weapon feature."

Does this mean that an Unarmed Fighter is proficient with Spiked Chains while using the Kyton Style feat? How does this function for other feat prerequisites that use the Spiked Chain?


So... I've been looking at the Swashbuckler for a little while now. Specifically, the Aldori Dueling Sword wielding Rostland Bravo archetype. However, I have found a feat that has perplexed me and how it functions with the Archetype and build as a hole. Falling Water Gambit says "When attacking a creature denied its Dexterity bonus to AC because of your successful feint, you increase the threat range of your Aldori dueling sword by 1 (typically to 18–20/×2)".

How exactly does this stack with Improved Critical? I can see 3 possible outcomes regarding this feat and how it "Stacks":

1) The increased threat range occurs before the multiplier. Aldori Dueling Sword becomes a 18-20/x2 Crit that turns into a 15-20/x2 Crit with Imp. Crit.

2) The increased threat range occurs after the multiplier. This means the 17-20/x2 crit range after applying both feats.

3) Neither additions nor multipliers stack (ala: Keen/Improved Critical) - effectively turning this into a worthless feat that requires a 4 feat tax?

Also, if possible, could someone link the Keen/Improved Critical FAQ link? I can't find it, and was hoping that the wording of the FAQ might help clarify this situation. If Falling Waves Gambit does end up being an overpriced Improved Crit, I know I'll be saving $9.99 before the game I'm joining. lol


So... Unfortunately Demolition count are listed on the Profession list. Because of this, I don't want to take any tanks in these skills due to Pathfinder Society legality, and having some trouble picking a Profession for my character.

The character is a rough guy who grew up on the wrong side of the street, solving his problems by beating people up instead of talking with them. He was later recruited by the Pathfinder Society and he is often called in to "break stuff" for them when they need it. He's got a bad habit of nicknaming people after the weapons they are using (having called an Archer "Arrow", a Shaman "Staff", a Witch "Claw", and a Bloodrager "Hammer" during his first adventure). He is also short, and has a small temper towards anyone who makes mentions his height. He is an anarchist at heart, and I'm currently torn between Grand Lodge or Liberties Edge at the moment due to his reckless behavior.

So... on the list of professions given on the Skill, what profession would be best for a "Demolitionist" style character?


Currently working on a "Tank"ing character(s) for an upcoming Emerald Spire Super-Dungeon group, and was wondering if you guys might be able to give me some advice regarding this concept. I am still working on the kinks, but the general idea is going into Melee (possible Dip into Fighter for Proficiency's) and using Compel Hostility to help control the enemies aggro between be and my Eidolon.

Instead of only one Fighter who runs around with AoE tripping things, it'll be two slightly lower level Fighters running around with AoE tripping things. While looking at the concept, two really big archetypes caught my attention; the Twinned Summoner and the Storm Caller Summoner.

The Twinned Summoner seems like the obvious choice for this. It gains shared Teamwork Feats at level 4, giving feat options like Coordinated Makeovers and Tandem Trip, along with other teamwork options. Also, the Twinned Eidolon can pick up extra bonus feats by spending Evolution points, since it'll be using a weapon rather than Natural Attacks.

The Storm Caller is less obvious, and while it doesn't have the Teamwork Feats and shenanigans that the Twinned Summoner can pull off, it has Call Lightning which scales at 1d6 1st level and every 2 levels thereafter, and can "Ark" the lightning between him and his Eidolon as a Standard Action to strike everyone between them.

Any advice? Twinned Summoner or Storm Caller seem better for the "Tank"ing roll with the Summoner? Or should I just go with a more straight-forward "Tank"ing roll? If so, what other options would there be regarding this?


The title of the thread asks the question. Basically, can the Spell "Full Pouch" duplicate the items that are created/combined with the item "Hybridization Funnel".

For example - After taking the 10 minutes required to mix an Alchemist's Fire with Acid Flask would deal 1d6 Fire Damage and 1d6 Acid Damage, with 1 Fire and 1 Acid splash Damage.

This combined item - the Alchemist's Fire Acid Flask - could it then be duplicated by the effects of Full Pouch?


So... Recently started the career of a full support build Life Oracle (Spirit Guide Archetype). The build is as followed:

Spoiler:
Oracle (Spirit Guide) Level 1
- Feat (Level 1): Fey Foundling
- Feat (Human 1): Selective Channel
- Feature: Revelation - Channel Energy (1d6) 6/Day
- Feature: Cursed - Pranked

Oracle (Spirit Guide) Level 2
- (Filler Level?)

Oracle (Spirit Guide) Level 3
- Feat (Level 3): Extra Revelation
- Feature: Revelation - Channel Energy (2d6) 6/Day
- Feature: Revelation - Lifelink (3 Links)
- Feature: Spirit Hex - Lifelink (3 Links)

Currently still at level 1, and the first big purchase for this character is going to be the Channel Positive headband. At level 7, my Channels per day are going to increase by double (Will have a +2 Charisma Ioun stone by then, so it'll be 14/day both full powered channels).

I'm thinking of taking a single level into Bard and taking Divine Expression (With Shelyn as the deity of choice), allowing me to have a scaling pool of Bardic Performace. While this doesn't increase the boost it gives, it does increase the number per day I have and helps decrease action economy when I level too (Move action at level 7). Was probably going to go Mute Musician because I'm not to big a fan of being "Mr. Mc-Talk-to-everyone". And it gives me Eschew Materials and allows me to cast spells using an Instrument for both verbal and somatic components for spells.

Beyond that, with 14 Channel / Day at level 7/8 (depending on Multiclass), what else is there to do with Channel Energy? I'm going to be taking Quick Channel for when it is needed. I was looking at Purifying Channel (Up to 1 target deselected by Channel takes Fire damage equal to the healing result and is dazzled. Will save halves damage and prevents Dazzled) - is that feat worth taking for a Support focusing on Channel Energy?

Are there any other spells/advice that I should be concerned with while supporting with the Oracle? I already have all the Heal skills memorized and what I can/can't do with it, unfortunately my Wisdom is low - meaning I can't make the most of Heal until higher level.

Any advice is welcome (Except for "Do something else!").


So... I was reading up on the Oracle class while looking at different Support healer options for Pathfinder (not Pure healer as I'd like something to do during combat. Was thinking Divine Expression 1 Bard/X Oracle). Anyway, I was looking at the Spirit Guide archetype and noticed it was Errata'ed.

Spirit Guide Oracle - Bonded Spirit (Su):
Spirit Guide Oracle - Bonded Spirit (Su) wrote:
A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects.

Does that mean a Spirit Guide Oracle who goes Life+Life has their second Channel pool determined off of Wisdom instead of Charisma? (i.e.: 2+CHA+WIS/Day Channel Energy instead of [1+CHA]*2/Day Channel Energy).

Currently debating on Pei Zin Practitioner or Spirit Guide for one of my new builds, and this might sway my opinion.


TL:DR Is the Ripsaw Glaive from GoG considered a Glaive even while spinning? And if so - why bother reprinting the weapon to be worse?

Recently, there has been a small disagreement within our Pathfinder Society group regarding this weapon's rulings. The player in question has earned a place of infamy from my perspective after convincing the GM to make their Giant Spider encounter a "Wolf-Spider" than arguing and winning Favorite Enemy bonus against the encounter because it was a "Wolf" (ignoring the fact that the Giant Spider was a Vermin and not a Beast). However, this happened several months ago - and the player is now trying to finagle the rules into his favor within the group again. I already know nothing I say will be taken seriously due to the GMs existing friendships with this player, but I wanted to ask for an official ruling just to satisfy myself regarding this case because it's driving me crazy.

Back to the question at hand: These characters are for Official PFS games that are tracked and recorded for the society. However, I was told "expect GM Variance" by the group when they ruled this case. I wanted to clarify some information officially - if only to save my own sanity.

I understand that player's can choose to use different print versions of weapons/feats/equipment/ect... from different source books unless otherwise specified in the Pathfinder Society rules. For example: Players can choose to take Divine Fighting Technique from either the WMH or DA, but can only pick the PFSG Grenadier Archetype due to rules. However, based on the ruling of this weapon, I don't think that is the point of this argument.

Ripsaw Blade (GoG):
While the blade is spinning, it deals +2 damage; otherwise, treat this weapon as a glaive.

Ripsaw Blade (AV2):
While the blade is spinning, you gain a +2 bonus on damage rolls with the weapon. When the blade is not spinning, treat this weapon as a glaive.

So... This player is arguing that the GoG Print of Ripsaw Glaive's "otherwise" is used in the context of 'In addition to' instead of literally meaning OTHERWISE in the weapon description (Dictionary Term: in circumstances different from those present or considered; or else.). The only argument they could give in response was "Well, if it isn't counted as a Glaive, what does it count as?" - and they promptly ignored my "It counts as a giant spinning blade of death that isn't a glaive".

So... In order to save my sanity from continuing to dwell on this pointless ruling: What exactly is the official ruling for this?! I don't even care if I'm wrong at this point - JUST SO I STOP THINKING ABOUT THIS. Just ANYTHING official would be nice.

Like I said: This doesn't really matter because either way the player will be running around with this on his official Pathfinder Society character and using this weapon however he wants to. I am posting this for my own sanity, as I won't be able to ignore this until I receive something official.


So... As most of my recent posts have been pointing towards this, I have been in the process of making a Fey-themed Magus character for PFS. I am currently eyeing the Shillelagh Druid spell, along with other Druid themes that would serve as a flavorful crunch to the character along with some minor mechanic benefits that would help me play towards the trickery fey theme.

So far: I've decided that this character will be a Staff Magus/Eldrich Scion that exchanges the 1st Bloodline Power for a Bloodline Familiar. At level 3, I'll be taking Improved Familiar for the Fey template on my Familiar - and upgrading it to Sprite at level 5 and Liminal Sprite at level 7.

Other than that, and the base summary of his Story (Fey Touched), I don't have much planned out on him...

Regarding the Shillelagh spell: There are several options I currently have, each with their own Pros and Cons:

1/2 Levels Dips into Druid with the Feyspeaker Archetype:
Pros:
+ Replaces WIS with CHA as Primary Casting Stat
+ 6 plus INT Skill Points instead of 4 plus INT
+ Druidic and Sylvan as a Bonus Language for Free

Cons:
- 1/2 Levels removed from Magus
- Sorcerer Base Attack Bonus (2 levels max)

1/2 Levels Dip into Druid with the Green Scourge Archetype:
Pros:
+ Shillelagh Spontaneous Casting

Cons:
- 1/2 Levels removed from Magus
- WIS Primary Casting Stat

1/2 Levels Dip into Hunter with the Forester Archetype:
Pros:
+ Permanent Animal Focus Bonus (Change as Swift-Action)
+ Bonus Combat Feat (At level 2)

Cons:
- 1/2 Levels removed from Magus
- WIS Primary Casting Stat

2/3 Levels Dip into Wood Oracle:
Pros:
+ Wood Armor Bonus (+4 Armor for 2-3 Hours)
+ Pai Zin Practitioner Archetype is a good source for self-healing.

Cons:
- 2/3 Levels removed from Magus

4 Levels Dip into Spirit Guide Oracle with Wood Shaman Spirit:
Pros:
+ Free to choose Nature/Lore/Lunar/Ect... Revelations instead of Wood.
+ "Fixes" Dexterity by placing the majority into Charisma focus.

Cons:
- 4 Levels removed from Magus
- No Access to Shillelagh until Level 5 (At the Earliest)

Nature-Bonded Magus Archetype:
Pros:
+ Gains a Druid Spell with each new Spell level.

Cons:
- Does not stack with Eldrich Scion.
- Removes key features of the Magus.

Item: Wisdom of Jatembe (Nine Warriors Edition):
Pros:
+ Can use Druid Spells in the book.

Cons:
- Requires 45 Fame to purchase.
- 38,415 gp cost

Item: Ring of Sacred Mistletoe:
Pros:
+ Cast Shillelagh once per day.

Cons:
- Only can be used once per day.

Personally, I am a fan of the Feyspeaker Druid Archetype dip - which gives me 2-3 uses of the Shillelagh Spell. I also like the Forester Hunter Archetype dip option due to the Animal Aspects which become permanently available for me and can be switched around as a Swift action and Spontaneous Casting. Unfortunately, Hunter is a WIS based caster which means I need at least 11 points in order to make use of Shillelagh.

The Point Buy builds are as followed: (+2 Any, either Human or Half-Elf)
Cha/Wis Casting Classes:
14(16) STR; 12 DEX; 14 CON; 10 INT; 11 WIS; 15 CHA

Cha Focused Casting Class:
14(16) STR; 12 DEX; 14 CON; 10 INT; 8 WIS; 16 CHA

What do you guys think? Any advice or opinions on a Fey-based Magus that walks around with a Quarterstaff and a Fey companion?


So... In case you guys don't already know... Liminal Sprite are an Improved Familiar option that have a "Celtic" style curse on them. Because of this, they cannot sleep in areas that are indoors or outdoors and are cursed to remain awake due to this inability to sleep. Luckily for them, this "Curse" is a common trope in Celtic folklore and there have already been various examples and points that would make an appropriate sleeping space for the Liminal Sprite.

The Liminal Curse:
An ancestral curse hangs over liminal sprites that prevents them from sleeping either inside a building or outside in the open. Fortunately for these sprites, a loophole exists that allows them to find rest within the external features of a building. As a result, liminal sprites make their homes under eaves, porches, and staircases

As they've already pointed out in the curse details, some loopholes are the overhangs of houses, underneath the porches, and beneath staircases. Other examples that are shown in Folklore include inside an opened window (folklore about a boy blessed by a Fairy for allowing it to sleep in the windows), or beneath a bridge (folklore about a man who cannot be killed indoors or outdoors, and part of the solution was killing him beneath a man-made bridge).

So... If I were to get a lovely Liminal Sprite for myself, what other loopholes might there be that I could use to keep my poor dear from tuckering out due to the curse? Especially if there are no human settlements nearby? I wouldn't want the poor dear to be fatigued/exhausted due to it's inability to sleep...


So... minor question here - it has become blatantly apparent that I will not be able to craft several higher tier (and arguably incredibly useful) Alchemy Items without the use of Master Alchemist. I can currently take 10 with 35 to Craft (Alchemy) when creating items, but that only gets me 50% of the way to creating one of these items. The items listen can be argued to be "worth it" at 2/3rds the cost, but I'd really like to save some extra coins by spending the feat to take Master Alchemist.

Unfortunately, the Master Alchemist has an (outdated?) PFS Rules text that says it can only be taken by Alchemists or Poisoner Rogues.

Was this an oversight for the Investigator class? If not, can someone explain the reasons behind this voice against the Investigator class?

Just want to make sure, because some items just aren't worth it even at 2/3rds cost, and Master Alchemist would fix a lot of my budgeting issues.


Okay... So I've been having some internal struggle recently on how I should build a new character and what the build should be like. Unfortunately, my Elemental Monk has recently become deceased die to unfortunate die rolls. That being said, I've chosen to move away from the Diplomatic and Knowledge themed character.

The frequent members of the PFS Group that I joined have started to become more bloodthirsty during each encounter and are being reflected in the groups progress. I have grown tired 'trying' to play the voice of reason only to be belittled and teased as they run headlong into a fight which could have been peacefully avoided. Which is why I'm making a Dumped-INT Dumped-CHA Barbarian! (I was going to play the Aberrant/Dragon Crossblood Bloodrager - but then I learned that Tumor Familiars were erretaed to disclude Protector as a valid Archetype)

The first choice is Orc Atavism. Because the group regularly has light sources, and because I'm a Natural Weapons fighter, I will also trade Darkvision and Weapon Familiarity for Skilled and Pariah respectively. This will give me 2 Skill Points / level instead of only 1, and will give me +2 against Fear and Emotion effects with the cost of being less socially aware. Because this gives me Ferocity, I'll be able to take Furious Action (no longer Staggered) at level 1 [or more likely Level 3] so I can full round attack even while negative.

The second choice is more geared towards Diehard and Deathless Initiate. Shaman’s Apprentice gives me Endurance and Sacred Scars gives me +1 (or +2 with Fates Favored) bonuses to Saving Throws. I haven't thought too much about this build, but its full round action seems to come on later than the Ferocity, but gives more bonuses.

Either way, any tips or tricks for a giant hulking berserker rager who just isn't going to go down until he is dead?

(Edit)
I was going to use Bloodrager before this, but now I am curious if it would still work despite Tumor Familiars no longer being valid Protectors. Do you guys think a Half-Orc Orc Atavism would be viable as a Dragon Diciple Natural Attack Blood Rager?

Honestly, any advice regarding a Orc Atavism (or Deathless Initiate) build would be greatly accepted. Anything that would help me enjoy the final days of PFS 1e.


So... I have a few questions to pose regarding Weapon Modifications and their potential uses in the game. The first question; What are the rules for purchasing Weapon Mods on Double Weapons? I.e.: Can I purchase Duel-Balanced on a Double Weapon, or do I have to purchase it separately on both sides of the weapon?

Second; do Double Weapons count as qualifying for Duel-Balanced Weaponry? I.e: purchasing a Monk Spade and adding Duel-Balanced, would it function with the double weapon and reduce the penalty of its attacks?

Lastly; Are Unchained Monks considered to be proficient with Monk Weapons that have received a Weapon Modification? I.e.: if a Monk were to purchase the Monk Spade and apply Duel-Balanced to it, would they then be required to take the Modified Weapon Proficiency or Weapon Adept?

---
Are these assumptions correct?
(1) I'm unable to find any written RAW rules for this, so I presume that Double Weapons are either unable to have a Weapon Modification, or applying a Weapon Modification does not have additional costs for Double Weapons.

(2) Duel-Balanced specifically calls out "When wielding two weapons with the dual-balanced modification". Because Double Weapons are a single weapon, they do not qualify for this Weapon Modification bonus, am I correct?

(3) "A character proficient with a specific weapon is not automatically proficient with a modified weapon of that type." - Does this include the Monk's Weapon Proficiency with All Weapons that have the Monk Weapon type?
---

I'm under an assumption that this doesn't work, but I wouldn't mind being pleasantly surprised. lol


So... I have been wondering about this since the Elemental Monk archetype was released. Currently, the Elemental Monk is able to switch between the Genie Style Stances using the "rules for style feats are on page 78 of that book". Because this Archetype uses the same rules as Style Feats, can I use Combat Style Master to then switch between the Genie Styles as a Free Action?

Honestly, this is going to really define the build for me. I am having trouble with feats (Duel Talent Human). I really want to grab Dragon Ferocity, but because Elemental Fist replaces Stunning Fist, that kind of slaps me in the face.

(Off Topic: Why does Elemental Monk forfeit BOTH Stunning Fist and 1st level Bonus Feats for Elemental Fist? Just seems a little scued, especially because it doesn't scale like the MoFWs monk, who only trades Stunning Fist and does the same exact thing).


So... With the rules regarding Magical weapons being changed from Pathfinder 1st edition into what it is now for the Playtest, a +1 Magical Enchantment bonus to a weapon is much stronger than it was in the previous edition.

Magical Striker is a feat for Spellcasting classes like the Wizard and Sorcerer which turns your weapon into a +1 Magical Weapon (or increases its Magical strength by +1 if its already magic). This basically means that it doubles a weapons strength (or increases it by another dice if the weapon is already magical). The downside is that most good spells are 2 actions to cast, meaning that you'll only get 1 attack per round unless you find some way to work around this limitation.

Solution: Magic Missile with 1 action. This allows the player to cast a spell and instantly deal 1d4+1 Damage (plus another 1d4+1 damage per empowerment if you so choose), while maintaining two other actions that they can do anything else with. Now, with only two actions, we will have to make the most of our move action if we need to take one. Hence going Elf with the Fleet racial ability and then taking the Fleet core feat as well, buffing our speed to an obnoxious 40 ft. per movement. You'll be the fastest archer in the group.

Unfortunately, because you are forced into a Spellcasting class to use this Feat (unless you want to wait until level 8 and have even more limited activations for this ability), your HP will be lower than most classes. Because of this, I believe the most effective weapon to use would be either the Longbow or Shortbow. Composite Longbow and Composite Shortbows allow you to add 1/2 Strength to your damage rolls, but that also requires at least 14 Strength to give 1 point of damage, taking away from one of the other two core stats.

As stated above, this build will most likely play as an Elf with the Racial and Core movement speed feets for a total movement of 40 ft. per movement action. This means that you'll have +2 Dex/+2 Int/-2 Con.

Possible Stat Combinations:
1st) 12 Strength, 16 Dexterity, 10 Constitution, 18 Intelligence, 12 Wisdom, 10 Charisma
2nd) 14 Strength, 16 Dexterity, 10 Constitution, 16 Intelligence, 12 Wisdom, 10 Charisma
3rd) 14 Strength, 16 Dexterity, 8 Constitution, 18 Intelligence, 12 Wisdom, 10 Charisma

Personally, I believe either the 2nd or 3rd might be the most optimal, but you'll have to be careful with low HP, as both the racial and class health is reletively low.

So, all together, with a full attack action (not "wasting" an action with Movement or Drawing the weapon), the full damage output is: (Auto Hit/1d4+1)/(Attack/2d8)/(Attack-5/2d8). Seems fairly reasonable to work with. Any advice or suggestions you might have regarding this pseudo magus Wizard multiclass Fighter?


So... Serious question mechanically - Does a player character have to be female in order to take Grey Maiden options such as the Sisters-to-arms or the feat Sisterhood Style? None of the rules say that being Female is required (only one such feat specifically calls out being Female and Level 1), while the only other Prestige Class that does has a PFS Note saying "A Sanguine Angel does not have to be female."

Just wondering - how does one become a Sister-In-Arms despite not being female anyway? Do they have a mentor or trainer who trained them how to be a Cavalier through noble acts towards their companions, or maidens since aged who are attempting to raise others of the younger generation into their indoctrinates?


So, question about the Spontaneous Casting class feature from the Druid and the Cleric... If I were to multiclass into another class, would I then be able to use spells from that class as fodder for my class?

For example: Level 1 Druid/Level 5 Wizard, would I be able to sacrifice a 3rd level Wizard Spell to activate the Druid's Spontaneous Casting class feature?


So... I have been working on my Concordance of the Elements character, and plan on making them either a Melee focused Druid or Magus - both themes heavily inspired off of Celtic/Gaelic Lore. I've been spending a lot of time trying to make the Melee focused Druid work, and have only played him three times thus far.

Background Information:
The first time was... Less than stellar. I had taken Weapon Proficiency (Lance) with Eidolon Mount. That was my first encounter with: "You're too large to charge!" It didn't help that I was rushed with my character, so my Elemental Allies were unfinished.

It wasn't until the second game (when I scrapped the Mounted Combat concept) when I had more than a basic idea of what the character was going to be like. This time, I had taken Weapon Proficiency (Madu) with Two Weapon Fighting, using a Masterwork Spear (+4/1d6+3) and a Madu Shield (+3/1d6+4).

It... Didn't go to well... Unfortunately, Nixie (the Water Eidolon) had Improved Unarmed Combat instead of Dirty Fighting, Sidhe the Wind Eidolon was also not helpful due to having been taken control of due to being a Wind Elemental. Uru the Earth Elemental was my next best thing - because I wasn't going to summon Eldur my Fire Eidolon in the middle of the ocean. Both of them were weakened due to the elemental disturbance.

It wasn't until the third time I used Ulrik when I felt that I was actually doing something. I picked up a Quarterstaff and used Shillelagh as my primary offensive spell. Used the spell in the beginning of combat and ran around slapping people in the face with (+5/2d6+6) 2handed or (+3/2d6+5|+3/2d6+3) two-weapon fighting. I gave my Water Elemental the Dirty Fighting feat, and it was SOOOOooo much better to grab with a +9 while flanking. The Earth Elemental was good because it helped us climb down a cliff with its climb speed. Wind and Fire still haven't have too much limelight yet, but they're progressing slowly.

I was thinking of continuing this character... Until I found the Nature-Bound Magus and found out that it stacks with the Staff Magus. My question: Is it work trading Magus Arcana for Druid Spells while you progress? (Starting with One level 0 and 1, and then getting a new one each time you get new level spells).

Current Builds:
Druid Build:

Ulrik Talandi, the Spirit Caller:
Archetype: Elemental Ally
Stats: (Str: 16) (Dex: 16) (Con: 12) (Int: 8) (Wis:14) (Cha: 10)
Human: Bonus Feat, Skilled
Feats: Two-Weapon Fighting, Weapon Focus (Quaterstaff)
Traits: Scholar of Balance (Faction), Monk Weapon Skill (Quarterstaff)
Attacks:
* Quarterstaff 2H (+5/1d4+6)
* Quaterstaff TWF (+3/1d4+5)(+3/1d4+3)
* Shillelagh 2H (+5/2d6+6)
* Shillelagh TWF (+3/2d6+5)(+3/2d6+3)


Nixie, the Spirit of Water:
Eidolon: Elemental (Water)
Base Form: Aberrant
Feats: Dirty Fighting
Immunity: Sleep, Paralyze, Cold

Uru, the Spirit of Earth:
Eidolon: Elemental (Earth)
Base Form: Serpentine - Small
Feats: Skill Focus (Stealth)
Immunity: Sleep, Paralyze, Acid

Sidhe, the Spirit of Wind:
Eidolon: Elemental (Wind)
Base Form: Quadruped
Feats: Toughness
Immunity: Sleep, Paralyze, Electricity

Eldur, the Spirit of Fire:
Eidolon: Elemental (Fire)
Base Form: Biped
Feats: Weapon Focus (Slam)
Immunity: Sleep, Paralyze, Fire
+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+
Magus Build:
Cedric Talandi, Friend of Fey:
Archetype: Nature-Bonded / Staff Magus
Stats: (Str: 16) (Dex: 16) (Con: 12) (Int: 14) (Wis:8) (Cha: 10)
Human: Bonus Feat, Heart of the Fey
Feats: Combat Casting, Weapon Focus (Quarterstaff)
Traits: Arcane Temper (Magic), Monk Weapon Skill (Quarterstaff)
Attacks:
* Quarterstaff (+5/1d4+5)
* Shillelagh (+5/2d6+5)


Spriggen, the Flower Sprite:
Familiar: Flowering Lattice
Archetypes: Figment, Sage
Special Abilities: Bountiful Fruits, Pollen

+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+
That is the crunch of it all. Ulfrik is more rough and gruff with his Elementals not having much development (I suck with IRL RP), but Cedric seems like he would be fun with his little Spriggen (Being a Figment, I already have ideas of what I can do).

What do you all think?


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Please Evaluate and Critique Honestly

So... I've been working on this character for a while now. To be honest, I am not someone who normally makes the brawler or fighter character in our group - in favor of something more skill focused in our campaigns (while still contributing to combat the best I can). This will be my first attempt at a martial character who focuses on strength and fighting over dexterity and skillcraft. PEACH to your hearts content.

TL:DR - Blind Monk that uses a Monk Spade with Meditation Feats

Basic Description:
The basic idea (and soul for this character concept) is a Blind Monk whom specializes on the Monk Spade, dancing around the opponent and slapping the enemy with the weapon. The reason I chose to go Fighter over Monk for my first 2 levels are two fold: Master of Many Styles forfeits Flurry of Blows and Monk does NOT get proficiency with the Monk Spade (Whaaaaa?!). Anyway, I'm planning on spending my first 2 Prestige Point on an Alchemist Silver/Cold Iron Monk Spade - which pretty much means that DR is never an issue for my attack.

Level 1 is going to be "skipped" by playing a different build before switching to this one. I'll be running a similar build to see if I like the style, but lets be honest... Being Blind without Greater Blind Fight or Blinded Mastery is just biting your own foot at that point... Level 2 will be tedious, but getting Greater Blind Fight with Scent 10 will help me pinpoint my targets once my non-CN allies point me in the right direction.

Level 3 is going to be both my first major power spike for the character and my most disappointing level by far. Firstly - my Blindness has been upgraded to Blindsight 30ft. Secondly - Flurry of Blows with my Monk Spade. Unfortunately, I am unable to take Power Attack due to the reliance on my General Feats earned thus far. Also, I'm trading my Stunning Fist for Perfect Strike (Which for SOME REASON does not work with the Monk Spade.... WHAAAAAA?!). Oh, I also get the Meditation Master feat as a Monk Bonus Feat because... I can!

Nothing much to say about Level 4 other than the +1 to Strength which increases my damage by 2 (2-handed weapon) and a Meditation Feat. Debating on Body Control, Mindful Meditation, or Sensory Mastery. Each of them give me something unique, though I am leaning on Sensory Mastery for a 40 ft. Scent ability. I also get Weapon Focus for a +1 to attack at this level, which is nice.

At level 5 we finally get POWER ATTACK! Our base attack is only +4 due to the monk's 3/4ths BAB, but we get +6 Damage for our -2 Attack due to Monk Spade counting as a 2-handed weapon (so long as we don't attack with both ends). So we are making 2 attacks at -4 in order to gain a +6 to both attacks, 12 damage if both hits. Unsure if this will work, but with the other bonuses to attack we're getting, I think it should work okay.

We finally get our first mutation at level 6, Eyes Shown Shut, which effectively gives our character a radar of 60 ft., meaning no one is going to hide from him. Also the first level we don't get a feat.

Level 7 we are grabbing Combat Meditation because feat tax. Level 8, this turns into Slow-Time which gives us Haste Once/Day after we use our Full Round Action for Combat Meditation. Also getting another +1 to Strength.

Unfortunately, I'm stuck at level 8 and unable to brainstorm past... I mean, Scarred Body is good for the Monk, and I'm almost always going to be Flurry of Blows using my Monk Spade for multiple attacks with my 2-handed Monk Weapon. Any advice on how to proceed from Level 8 to Level 12?

Important Weapons and Items:
Monk Spade - Cold Iron and Alchemist Silver. (2 Prestige Points). Cold Iron applied to the P/S weapon while Alchemist Silver is applied to be B/S end. Going to be enchanting the Alchemist Silver to avoid the double cost for enchanting Cold Iron but thinking of adding the +1 Magic for damage and attack bonus later on. First purchase pretty much.

Tunic, Snakeskin - +1 Armor and +2 Dex basically mean that I'm getting +2 to my AC with the added bonus of having extra Dexterity for other things. +2 Poison Resistance, but I don't think that is as important.

Monk's Robes: - I'm... never going to be able to buy this... But if I am able to, this will be AWESOME!

Ring of Protection: - One of my AC Items which I need to buy as a Monk not to go squish.

Bracers of Armor - One of my AC Items which I need to buy as a Monk not to go squish. Also has the added benefit of allowing me to use Armor Mods without wearing Armor.

Headband of Inspired Wisdom: - I really don't need INT or CHA for this character. He is going to smash face. That's about it.

Cloak of Resistance: - If you don't know why, then you're not an adventurer.

Belt of Physical Might: - Already have an Enhancement mod to my Dex, so I only need Physical Might to buff up Strength and Constitution, in that order.

Other than that, any advice is wonderful for this too.

Classes:
* Fighter - Unarmed Fighter
* Monk - Scarred Monk + Weapon Adept

Attributes, Feats, and Traits:

Str: 15 (+2 Human), (+1 Level 4), (+1 Level 8), (+1 Level 12)
Dex: 14
Con: 12
Int: 10
Wis: 16
Cha: 7

Trait 1: Blind Zeal
Trait 2: Monk Weapon Skill (Monk Spade)

Level 1: Blind Fight (Trait Bonus Feat)
Level 1: Improved Unarmed Fighting (Unarmed Fighter Bonus Feat)
Level 1: Blinded Blade Style (Unarmed Fighter Bonus Feat)
Level 1: Improved Blind-Fight (Human Bonus Feat)
Level 1: Blinded Competence
Level 2: Greater Blind-Fight (Fighter Bonus Feat)
Level 3: Blinded Master
Level 3: Meditation Master (Monk Bonus Feat)
Level 4: Sensory Mastery (Monk Bonus Feat)
Level 4: Weapon Focus - Monk Spade (Weapon Adept Bonus Feat)
Level 5: Power Attack
Level 7: Combat Meditation
Level 8: Slow Time
Level 8: Weapon Specialization - Monk Spade (Weapon Adept Bonus Feat)


So... Clerics get something called Healing Hands, which would be GREAT to combine with Heal, especially the two action version giving 1d8+Wis to all allies within the 30 foot radius (not counting the damage). Unfortunately, 2-Action Heal requires Somatic and Verbal Spellcasting Actions already, meaning it would have 2 Verbal Components to the spell. Does that mean one cannot combine Healing Hands with Channel Energy? Does this mean no 3 action channel energy to buff the entire party with Heroic Recovery?

Also, is there any way to Selective Channel a 2-action version of this ability?


So... I understand that the Spells are "listed" from page 199 to 202, but they have no description. When viewing the spells, they are completely out of relevant order, and trying to find and compare all of the Cantropes (Especially for a wizard-ish newb like me who is only taking the multiclass feat), I am completely overwhelmed at trying to find this information without getting distracted by the 100 other spells between the listed Cantropes.

Is there any way this can be organized by spell level rather than just alphabetical?