Seriously, all you need is some actual roleplaying here. Have one of the party members get hired in the castle as a toilet cleaner. Throw a baby shower party and invite the Erinyes. Use some smart disguise eg. have the dwarf walk around in a barrel. Create a distraction by summoning a host of solars to keep the defenders busy. Sure, you'll need a high level spell scroll, but in 1978 we'd just ask Gary and he would have a sagely Wizard sell us one in exchange for some blackjack and hookers down the road. Seriously, why has everything to be "balanced" and all about numbers and rules these days? Challenge Rating? A real roleplayer doesn't need them. The book says greater teleport works? Well today it doesn't because the stars ain't right! Simple!
It's them video games being wrong for your brain, Sir!
Well all you need is a level headed GM who tells the player that this character is bull and he can't have that because duh, the GM is always right! Whatever strange combination of silly rules she or he has come up with, well that's going down the drain. Seriously, that's how Gary did it 1978, that's how we're doing it and no newfangled 90s anime and computers kids will ruin that on my watch.
I'm actually shocked that nobody has mention this ELEMENTARY SOLUTION to EVERY PROBLEM before. Sheesh!
The LG alignment is the core of Paladin class! This is tradition! This is how Gary did things! This is how you underscore the fact that LG is the "goodest" alignment! That's how us, true roleplayers prefer! Of course, all those gamist anime robots with lazors fanboys of Monte Cook think otherwise...
i agree with anguish fully (and i have most of the books already released) a changed golarion would be useless to me and i would NEVER buy ANY of the books for a changed golarion, i made the mistake of getting fourth edition forgotten realms, it was such a turn off for me within weeks i sold off ALL my 3rd edition forgotten realms to fund my switch to golarion (and pathfinder) for me 4th ed FR was soooo bad i couldn't even stand to read them anymore without getting mad about how bad it was (the super crappy map was the first straw, no explanation bout half the pantheon just missing with no explanation whatsoever was the last straw.
btw i CANT wait for wrath of the righteous, keep up the good work and steady as she goes, turtle wins the race, yada yada yada.
I just love how people go harangueing about the 4E Forgotten Realms, when I said about five times that I too would hate to see something like that happen to Golarion. Evolution, not revolution.
Now imagine what happens if Paizo announces an advance in the timeline. You'd have hundreds of people going "OMG THIS IS FR 4E" and before you would be able to explain each of them that it's not, subscriptions would be cancelled, vitriolic posts would be written, and half the Internet would be informed that Paizo is WotC all over again.
Of course, this is the way the game is meant to be experienced. Not played, mind you, that's for those video game brats that seem to populate the planet lately. *sips tea*
"True spirit of a classic dungeon crawl?" but but but I thought this is a deep, storytelling experience where we get to act out our inner fears and hopes vis a vis a changing landscape of vivid emotions *faints*
All this optimizing wrought, nonsense I say! My newest character shall dart across the bushes with a golden spoon while reciting Shakespeare and acting out 56 pages of backstory I wrote! Dashing, dazzling roleplaying is where the game is at, not some crude math!
Is it some kind of a new trend to have your first post on the forum as a flamebait for a running war where everyone has said everything already and the only thing achieved is that we have a third "Monks suck/No they don't/yes they do/no they don't/your mother wore combat boots/yeah, and my goat says <Insert Paizo Designer Name> is a bad lover" thread?
It's all in the story and character background! Those "rules" some speak of are merely guidelines, adjusted as seems fit to tell a compelling tale of passion and heroism.
Race
Fort +9, Reflex +11, Will +9 (+2 vs illusion, +1 vs traps) | CMD 22 / 17FF | Init +6 | Perc +20* | SM +14* | Speed 30' | Spells 1st 4/4, 2nd 2/2 | Blessings 5/5, Fervor 4/4 |
Male human (Varisian) unchained rogue (sylvan trickster) 3/warpriest (cult leader) of Pharasma 4
NG Medium humanoid (human)
Init +5; Senses Perception +20 (+22 vs devils)
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +5 Dex)
hp 52 (7d8+14)
Fort +9, Ref +11, Will +9; +1 vs. traps, +2 racial bonus vs. illusions
Defensive Abilities danger sense +1, evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine dagger +13 (1d6+6/19-20) or
. . cold iron dagger +12 (1d6+5/19-20) or
. . silver dagger +12 (1d6+4/19-20) or
. . sap +10 (1d6+1 nonlethal)
Ranged +1 adamantine dagger +13 (1d6+2/19-20) or
. . cold iron dagger +12 (1d6+1/19-20) or
. . silver dagger +12 (1d6+0/19-20)
. . sling +10 (1d4+1)
Special Attacks blessings 5/day (Healing: powerful healer, Water: ice strike), fervor 4/day (1d6), sacred weapon (1d6, +1, 4 rounds/day), sneak attack +3d6
Warpriest Spell-Like Abilities (CL 4th; concentration +6)
. . At will—enthrall (uses 2 fervor) (DC 14)
Warpriest (Cult Leader) Spells Prepared (CL 6th; concentration +8)
. . 2nd—delay poison, obscuring mist
. . 1st—divine favor (2), liberating command, obscuring mist
. . 0 (at will)—detect magic, mending, guidance, stabilize
--------------------
Statistics
--------------------
Str 12, Dex 21, Con 14, Int 14, Wis 14, Cha 7
Base Atk +5; CMB +6; CMD 22
Feats Deific Obedience, Magical Trick (obscuring mist), Point-Blank Shot, Precise Shot, Quick Draw, Two-weapon Fighting, Weapon Finesse
Traits fate's favored, magical knack
Skills Acrobatics +11, Appraise +6, Bluff +2, Climb +7, Diplomacy +2, Disable Device +21, Disguise +4, Escape Artist +21, Heal +8, Intimidate +2, Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (religion) +8, Linguistics +6, Perception +20 (+22 vs devils), Sense Motive +14 (+16 vs devils), Sleight of Hand +17 (+19 to steal items without being noticed), Spellcraft +6, Stealth +19 (+19 to hide), Swim +5, Use Magic Device +10
Languages Ancient Osiriani, Common, Infernal, Necril, Sylvan, Tien, Varisian
SQ fey trick (murksight), imposter-wary, wild empathy +1
Equipment:
Combat Gear cold iron sling bullets (20), oil of unwelcome halo (2), pearl of power (1st level), scroll of gust of wind (5), scroll of lesser restoration (5), wand of bless, wand of comprehend languages, wand of cure light wounds, wand of cure light wounds, wand of protection from evil , alchemical grease (4), alchemist's fire (2), antiplague, antitoxin (2), clear ear (2), healer's kit, meditation tea, stillgut, twitch tonic; Other Gear +1 studded leather, +1 adamantine dagger, +1 adamantine dagger, cold iron dagger, cold iron dagger, cold iron dagger, cold iron dagger, sap, sap, silver dagger, silver dagger, sling, belt of incredible dexterity +2, cloak of resistance +2, eyes of the eagle, handy haversack, headband of vast intelligence +2, ioun torch, lucky button, ring of protection +1, traveler's any-tool, bandolier, bedroll, belled catsuit, blanket, blotter, canteen, chalk, chewing stick, climber's kit, comb, courtier's outfit, earplugs, fishhook (2), grappling hook, hairbrush, inkpen, jewelry, knife for cutting quills into pens, masterwork thieves' tools, mess kit, mirror, nail file, parchment (5), pen nibs, pigment for making ink, piton, ruler, small, scissors, scroll case, silk rope (50 ft.), smoked goggles, soap, speed sheath, speed sheath, sponge, tooth powder, twine (50'), vial, wooden holy symbol of Pharasma (2).
--------------------
Special Abilities
--------------------
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Imposter-Wary +2 racial bonus vs. illusions plus 1 free rank in Sense Motive per level
Magical Trick (Obscuring Mist) You may perform magical tricks with the chosen spell.
Murksight (Su) See through natural fog, mist, murky water, and rain without penalty and ignore concealment from these effects.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Botting Instructions:
When the party are exploring a dangerous area, Radu likes to sneakily scout ahead to try and spot threats before the threats spot the party. He will use detect magic while exploring to locate sources of magic, although he won't do this if he thinks it will potentially give away his location.
If he gets time to prepare before a combat he will use his wand of protection form evil on himself if he expects to be fighting something evil (he will put the wand back in its speed sheaf afterwards) and will use his wand of bless to bless the party. He will also cast Divine Favor on himself.
If he doesn't get time to prepare before a combat he will use Fervor to cast Divine Favor on himself as a swift action and attack in the first round of combat. He has the Fate's Favored feat so gets +2 rather than +1 from Divine Favor.
When combat begins. Radu always likes to start combat from stealth if he can, he will also try and position himself so he has a clear shot at an enemy (preferably one not engaged in melee as he doesn't have precise shot yet). Typically he will open combat by throwing a pair of his cold iron daggers at a suitable target if he thinks he can get a sneak attack with them (he has Quick Draw, Two-Weapon Fighting and Point-Blank Shot which will help with this). He will then either continue throwing cold iron daggers or move in with his adamantine daggers (or cold iron or silver needed vs DR) to try and generate sneak attacks by flanking opponents. If his daggers are not a suitable weapon for an opponent he also has a sling and 2 saps which he can use instead.