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   I always figured David Gemmell's Iron code of Druss the Legend covered an non lawful but good alignemt nicely it was 
 David Gemmell wrote: Never violate a woman, nor harm a child. Do not lie, cheat or steal. These things are for lesser men. Protect the weak against the evil strong. And never allow thoughts of gain to lead you into the pursuit of evil. 
  
 
   My play style is much the same as Tacticslion but even if i am playing a selfish character the basic concept of. "If the guy at the front survives longer due to me upgrading his gear then i get hit less and therfore crafting for him benifits me." this is normally reason enough for working at cost to enchant other party member's gear. If someone else is playing a crafter that still to charge for his services then next time a big fight breaks stay i'm more than happy to behind him and say protection well that costs (insert however much he charged me here).  
 
   A thread i was reading suggested that an amulet of mighty fists bane against a common foe would be useful and that got me thinking at 4k a pop surely several of these are a good idea. There are 13 categories to bane although humanoid is split into so many it probably isn't worth it and outsider is in most situations going to be covered by the evil subtype so lets call it 12 at 4k each we are talking 48k to get +2 to hit and +2d6+2 damage vs almost every opponent in the game with the slightly amusing image of Benny from the mummy and his religious amulets (there is no rule saying you cannot wear all of them only 1 can funtion at a time).  
 
   As a paladin the best level 1 feat in my opinion has to be Fey Foundling the adbility to add 2 to each dice of healing you get makes both the clerics channels and your lay on hands far stronger. I'd probably take it in place of the tower shield prof as it can only be gained at level 1 and the -2 to hit of the tower shield won't feel so nasty at level 3.  
 
   Derwalt wrote: 
 I hadn't thought of it that way i was only looking at the dice but you are correct this makes me happy. :)  
 
   In an attempt to be helpful :) i've been messing about with alternative tanking ideas this is one i came up with.
 Dirty Angel:  Angel Blooded Aasimar Dirty Fighter 10 22 Str 10 points +2 race +1 lvl 4,8 +2 belt
 Scion of Humanity Alternate Feature 
 HP 100 (10d10 +30 con +10 favored)
 1 Racial Heritage Orc, Power Attack
 +2 Full Plate 		05650 
 The basic idea is a Dirty fighter of level 9 can use dirty tricks as normal attacks and therfore AoOs, so you set up a combat patrol and blind anything that tries to get past you for 1d4 rounds + 1/5 you beat their CMD by. Stand still also stops them cold so the rest of the party should be able to deal with them. This would possibly be a lot stronger as a dex build but from what i gather reading the thread your dm may ot see a dex build fighter as a real tank.  
 
   I'd suggest an evanagelist cleric with the animal domain not only do you get a full power caster you also get a 4th party member which with the boon companion feat is at full druid progression and bard's inspire courage trick with only a slight cost to channeling which can be fixed to a certain extent with an amulet of positive channeling (i think thats what it is called)  
 
   I have not got time to flesh this out atm but the idea was stuck in my head and festering so i thought i'd stick it in your heads instead and cringe at what is made from it. Spoiler:  Samsaran Kensai Magus 13 20 point build Str 16 (+1 lvl 4, 8)
 Race Mystic Past Life (add lvl 1 Mage armor, lvl 2 Haste, lvl 3 Dimention Door, Stone Skin, and lvl 5 Greater Teleport from the summoner list) 
 The concept is use Spell Combat to cast Greater Bladed Dash and attack everyone in a 30ft line then swift action Dimensional Dervish (with haste and other buffs active of course) to full attack and retreat back behind the party tank. Hopefully crippleing many of them with staggering critical. 
 I'm fairly certain at higher levels this is still possible without the Samsaran Gorganzola clinging to it but i wanted to overdo it as much as possible.  
 
   I've been playing around with the idea of a Paladin of Ragathiel that due to failing to save his family from evil tends to lose it in combat. I first of all considered Sacred Servant with the rage domain or anger inquisition but neither of these seemed right and barbarian was not an option do to the non lawful problem so this is what i came up with. Rageadin:  Dual Talented Human Wild Stalker 5 Oath of Vengance Paladin 5 Str 	19 +2race(+1 lvl 4,8,)
 Fort	13
 Progression 
 So at Level 10 a Raging attack goes like this working under the assumption that i can add bonuses to the spirit totem attacks (contested issue i know but the only barbarian i've seen in a game was allowed it,)
 Smiting w Lead Blades +19/+11 for 2d8 +23 and +14 1d4+17 Obviously this is without gear other than his nodatchi :)
  
 
   How about Scarred Witch Doctor 5 Urban Barbarian 1 Eldrich Knight? You can cast while raging and if you boost con your rage actually empowers your spells. With raging vitality thats a hefty +6 to your casting stat with a possible additional +6 if you can get away with Eldrich Heritage Pit Touched. (need a good cha and a GM who allows wild blooded bloodlines for that though).  
 
   Giving a (or even a few) level(s) of bard to a cr 7 creature shouldn't cause you many problems against a 12th level party. Useing the Monster Advancement rules 5 levels of bard (i assume succubus would count as a skill monster role) would bring herr to cr12 and boost her Cha by 1 to 28 Giving her the ability to cast undetectable alignment and a few other interesting tricks. (DC 20 level 1 spells for instance :))  
 
   Due to an unfortunate case of fast zombie troll i find myself in need of a new character for Serpent Skull and decided to try my hand a Kensai. I have 2 slightly different builds in mind with very different motivations but i'll focus on the one most likely to be allowed. (The other starts with a dawnflower dervish dip and involves a gap year gone badly wrong.) N'tumbi:  Human Kensai 5 Ac 24 (+4 Armor, +5 Dex, +4 Int, +1 Nat,) to 19, ff 15 Str	1	11			11
 Pool 8 Lvl 1 Weapon Finess, Weapon Focus, Exotic Weapon Wakizashi, Extra Arcane Pool
 +1 Agile Wakizashi		04335gp (+10 or +8/+8 1d6+6 (can add keen + 1d6 elemental))
 I'm looking for insight and suggestions mostly on finding a more appropirate "native" weapon is doesn't have to be totally optimal but it does need to be finessable. Any other interesting ideas and thoughts are welcome although please don't push strength magus i know they are technically better i just fancy a dex build as my last character was a strength inquisitor.  
 
   Going for the cheese i'd look at Nagaji Oracle of Lore 1 (sidestep secret)Ranger(guide) 2 (twf) Ninja 2 then Red Mantis assassin. 20pts Str 18 (10 & +2)
 Lvl1 Oracle and Alertness Feat (Ac 19 scale+cha+nat +4 to hit and dmg from str
 As to the new threat thing the way it seems to work as long as you started in round 2 all the other threats are already there.  
 
   Hmm mind if i throw my hat into the ring with a fighter build based on an obscure weapon? :) Spoiler:  ======================================================================== 
 1st Level Human Fighter ================================================== Init +4; Perception +2 Hp: 12 (1d10+2 +1 con +1 favoured) AC: 17, touch 12, flat 15 (+5 armor, +2 dex) Fort +3, Ref +2, Will +2 ================================================== Speed 30 ft. Melee: Boarding Gaff +4 (1d6+4)or +4 Armor Spike (1d6+3) Full Attack: Boarding Gaff +2/+2 (1d6+3/1d6+1) Ranged: Sling +3 (1d3+2, rocks) ================================================== Str 16, Dex 15, Con 12, Int 13, Wis 12, Cha 7 BAB +1, CMB +4, CMD 16 Traits - +2 Initiative, +1 Will save Feats - Exotic Weapon Boarding Gaff Combat Reflexes Two Weapon Fighting. Skills - 4 Equipment - Weapons, Scale Mail w Armor Spikes 67 gp worth of goods The basic idea is too at low levels AoO trip opponents then hit them twice before stepping back cheesey i know but it is an experiment.  
 
   I agree with Set. Although as an easy alternative i would suggest you make a simple template you can add to creatures to make your life easy when stating things up. Perhaps like Simple Template: Aberrant (CR +1 or +2):  Creatures with the aberrant template have been infected by an alien parasite causing the creature to mutate horribly. An aberrant creature's CR increases by +1 or +2 if the base creature has 5 or more HD. A aberrant creature's quick and rebuild rules are the same. Rebuild Rules: Type changes to Aberrantion gaining the following 
  
 
   Having just finished a fun packed first session of Serpent's Skull and contemplating the idea of party roles i had the idea of reward traits. These would be traits like the campaign traits used to further the plot and/or fill role gaps based on character actions but judged by the GM. Such as a character unexpectedly thrust in a leadership role could earn a trait based on that concept ect. Obviously they would only be awarded occasionally but seem to me a better reward for out of the box thinking or good roleplaying than a few more xp or another minor trinket. I'd like to "hear" other peoples suggestions and thoughts on this idea.  
 
   Odd question has anyone considered using charisma to also influence luck? Everyone knows the gods bless those with great beauty and charm so why not bring it into the game? I would suggest the possibility of a system of luck points using Charisma as the generating stat (perhaps 1+Cha mod per level). These could be used as action points or fate points (if fate points wfrp style i would let each character start with cha mod fate points and add 1 per level. This idea needs more work but its 04:45 here and i need sleep more :) | 
 
	
 
     
    