

Captain Morgan wrote: The word "Acute" isn't a keyword category. Senses are either vague, precise, or imprecise. None of these feats upgrade scent above imprecise, which means you've largely sunk a bunch of feats into redundant things covered by your background. Generally you can assume nothing stacks unless the effect specifically says so. Your low-light being upgraded to dark vision specifically says so, and scent does not. So open and shut case.
Instinctive Strike works fine-- letting you ignore flat checks to target hidden or concealed for strikes. Supernatural Senses does so little once you have Instinctive Strike I'm surprised one isn't a prerequisite for the other. It just lets you lower the flat checks when you target enemies for anything other than strikes. Athletics action like grapple being the easiest example. You could also argue only the flavor text mentions smelling the enemy so it applies even if you can't RAW, but that feels like a stretch by RAI.
Nocturnal Senses gives you a longer range on your scent, which is pretty niche since it only applies while raging. (Ie it won't warn you if someone is sneaking up outside of combat.) The Acute Sense feat does nothing for you.
I would ditch every class feat but instinctive strike if I were you. One of the cool things about scent is some GMs will let you sniff enemies within 15 feet of a door. They might even let you try and identify the creature with a Recall Knowledge check with a hard or very hard adjustment. Sadly you don't get that with the raging sense feats only applying in combat. It is much better to get scent which is always on through a background, or better yet a heritage or ancestry feat. Feral Child costing you an ability boost is expensive. Some build concepts might not be able to spare stuff from the ancestry side but there are very few ancestry abilities worth giving up multiple class feats for.
Thanks for your advice. I see what you mean about redundancy... It seems I would save a bunch of feats by sticking with Instinctive Strike and the imprecise scent I get from the Feral Child background. Thanks again for analyzing my situation.
Dr. Frank Funkelstein wrote: All but Nocturnal Senses reference the Acute Scent ability by name, and for that one i guess it is an error and should also be "Acute Scent" instead of only Scent.
You should qualify for all of them.
Thanks, thats what I suspected but wanted other's opinions before I commit to anything.

I'm building a 9th level Orc Barbarian for an upcoming campaign and I took the Feral Child Background which grants Imprecise Scent 30ft... I also took the following Barbarian Class Feats:
- ACUTE SCENT: No Prerequisites: When your anger is heightened, your sense of smell improves. While you’re raging, you gain imprecise scent with a range of
30 feet.
- SUPERNATURAL SENSES: Prerequisites Acute Scent or scent:
Your scent is preternaturally sharp, and you can always rely
on your sense of smell to help guide you when your vision
is compromised. When you target a concealed or hidden
opponent while you are raging, you reduce the DC of the flat
check to 3 for a concealed target or to 9 for a hidden one.
- NOCTURNAL SENSES: Prerequisites low-light vision or scent
Your senses gain even greater clarity. While raging, if you have
low-light vision you gain darkvision, and if you have scent the
range of your imprecise scent increases to 60 feet.
- INSTINCTIVE STRIKE: Prerequisites Acute Scent or scent
You trust your instincts and your sense of smell, using all your
senses to pinpoint your opponent’s location. When you make
a melee Strike against an opponent you’re detecting using
scent, ignore any flat check required due to the target being
concealed or hidden.
My question here is Am I even qualified for these feats (beyond the first) which require Acute Scent or Scent when I only have Imprecise Scent?

Sysryke wrote: Does seem like your GM needs to settle a bit, and get more comfortable with the rules, but I don't think it's unfair to up challenges to meet the PCs where they're at. I'd say if he's that worried about wiping out the other players, then group tactics and individual builds need to be examined.
The fighters SHOULD be the hardest characters to take down in combat, but that means that you two should be actively defending the other characters, using positioning and terrain to limit access to your casters as much as possible.
That said, clerics, druids, witches, and alchemists can all be absurdly badass. Those characters should be able to contribute to their own defenses in many ways, and their players should be doing their parts to contribute to good tactical play.
If there's a huge disparity in system mastery between you and the other players, see if your GM would be open to you helping your stablemates tweak their characters a bit (assuming your other players are open to that sort of help).
1) Yeah, I dont think it unfair, Im just worried how the others will feel.
2) Yes, we try to shield our fellow players but the tend to spread out a bit making it difficult sometimes, lol.
3) Well some of our players arent really maximizing their potential (not that theres anything wrong with that).
4) Ive been waiting for a near TPK to suggest exactly that.

Name Violation wrote: Soapbox wrote: Sysryke wrote: I'm dying to know Soapbox, did your GM finally concede the point? He DID! Just last night. Now my modifier for Overrun is +16 at 4th level (even more if I rage or use my mutagen)!
He was dubious about me using the internet and this chat forum as a source of knowledge, but couldn't deny the evidence from the core rulebook you all provided me!
He also warned me that now he will have to increase the challenge ratings of future battles because otherwise I will literally be bowling over his monsters.
In this party there is me, Barbarian/Fighter, then a straight up Fighter, a cleric, a druid, an alchemist, and a witch.
He said he will be forced to kill off the other players just to challenge me and the Fighter in an average combat.
But I plan to calm him down by how I play... Using my special attacks sparingly.
Lets hope that works! point out to the DM that a lot of the bonuses to AC also add to cmd. dodge, deflection, ect
Miscellaneous Modifiers
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature’s AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD. Thats right, thanks for bringing that up. I already mentioned to him that creatures with multiple sets of legs get bonuses for that (+2 per set), and creature bigger than Large I cant even try to Overrun.
thorin001 wrote: Sounds like you need a better GM. Knocking the bad guys down reliably is hardly game breaking. He's just very old and set in his ways.
Melkiador wrote: Quote: When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. The enemies are only bowled over if they try to stop you.
But if you do succeed by 5 or more, you are just knocking them prone. It’s hardly combat ending. I don’t know why your GM thinks this has somehow broken his game. Well, I have the Improved Overrun feat as well, so the enemies cannot choose to avoid me and I do not provoke an attack of opportunity from them.
Sysryke wrote: I'm dying to know Soapbox, did your GM finally concede the point? He DID! Just last night. Now my modifier for Overrun is +16 at 4th level (even more if I rage or use my mutagen)!
He was dubious about me using the internet and this chat forum as a source of knowledge, but couldn't deny the evidence from the core rulebook you all provided me!
He also warned me that now he will have to increase the challenge ratings of future battles because otherwise I will literally be bowling over his monsters.
In this party there is me, Barbarian/Fighter, then a straight up Fighter, a cleric, a druid, an alchemist, and a witch.
He said he will be forced to kill off the other players just to challenge me and the Fighter in an average combat.
But I plan to calm him down by how I play... Using my special attacks sparingly.
Lets hope that works!
Thank you all for your comments and the extra information!
NorrKnekten wrote: There is no such thing as Taking 20 in this edition and even if we were to use the first edition Taking20 it assumes you can repeat the check until you make it which you cannot in this scenario.
Furthermore the lockout happens on a failure with you(or your innovation) taking damage on a critical failure.
It is however true that you can treat it as similar to Lay on Hands for extra healing whenever you have 10 minutes to spare.
Oh, I didn't even catch that Taking 20 doesn't even exist in 2E! Thanks for the explanation. I'm thinking it will be an ability I'll only use outside combat unless some one is very desperate.
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I think I found my answer: you can't Take 20 on a Flat check because it represents chance, not skill or technique.
So "Searing Restoration" kinda is an unlimited font of healing, even in combat, but only so long as your luck holds out.
Outside of combat, you can use it at will so long as you are willing to deal with the consequences of any failures you get on the Flat checks.
Is that about right?
I'm building my first "Inventor" character (at 3rd level) and I have selected the "Searing Restoration" ability which seems very powerful to me. I understand that it carries the "unstable" trait which forces a flat check every time I use the power in combat (and brings a temporary lockout on a crit failure).
Is there anything preventing me from using the power out of combat and Taking 20 on the flat check each time? Am I maybe misunderstanding how that works?
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Melkiador wrote: Note that the "same source" is a bit vague. Generally, it's assumed to mean that multiple castings of the exact same spell or effect can't benefit you more than once. But there is an FAQ that made it a little more vague:
"...made it a little more vague" ROFL
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Sysryke wrote: Well either source should work. For what it's worth I still have a physical copy of the original CRB. The quote you're looking for in in Chapter 9 "Magic", "Special Spell Effects" section, "Bonus Types", page 208, first continued paragraph of the second column, last sentence. Oh, thank you so much for pointing out the exact location. I know that my GM has a hard copy of the CRB because I've seen it. This should settle the argument. Thanks again.
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Name Violation wrote: link to it on d20pfsrd
Bonus
Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies.
The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source.
"Bonuses without a type always stack, unless they are from the same source." THATS the ticket! I hope he'll accept d20pfrsd. Thank you for hunting this down!
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Java Man wrote: From the magic chapter of the CRB under spell effects:
"Bonus Types: Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works (see Combining Magical Effects). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they are from the same source."
Edit: frustratingly I cannot find this rule on Nethys, I had to go to the legacy PRD to pull it, if your GM is working of Nethys as a primary source that could be the cause of this issue.
This is probably the issue (using Nethys). Thank you for researching it!
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I should add that the phrase I am looking to find is that "untyped bonuses stack".
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A few weeks ago, I wrote on here asking to confirm that the bonuses from Improved Overrun and Bulette Charge Style stack. I was assured that I am remembering correctly and that they do, in fact, stack. Thanks to all that replied!
However, my GM doesn't believe me! Its NOT that he is merely ruling against me, which I could accept (Rule Zero and all that)... No, the problem is that he disagrees with the notion, which I find so hard to accept. But I figured, hey, if I can show him the rule in the CRB, he will believe me, and may change his mind.
SO, I went to look up the general rule in the CRB on ArchivesofNethys and I found no such ruling! I searched for "stack" "stacking" "untyped"... Am I just looking past it? Is it maybe never explicitly stated? Any advice will be appreciated.
zza ni wrote: just wondering, did you also take levels in the siegebreaker class? that thing get very nasty with overrun and bull rush with just 2 level dip. No, I wasnt aware of it but now I will look it up! My build so far is Fighter 3(Mutation Warrior)/Barbarian 1(Armored Hulk)

I grok do u wrote: To add on to Belafon's last post:
Overrun has the weaknesses against larger creatures, flying creatures, and creatures with more than two legs. Creatures also have the option to avoid it and just let you run through. No CMD check, no worry about being knocked prone; nor does it require a great deal of intelligence to get out of the way.
Also make sure any penalties are being added correctly, -2 for extra legs, -2 for each additional creature you overrun, etc.
Wolf has base CMD of 14, so 18 against overrun for first wolf, 20 against next, and so on. Plus you have to be at that by 5 to knock prone, so 23+ for first, 25+ for second, etc.
Oh, yes, I considered these weaknesses when building the character and I'm at peace with them. I don't want to be the only player getting a chance to do cool stuff, so weaknesses are a good thing in that light. My character is weak in several ways. For example, Will and Reflex are poor.
Also, Improved Overrun states "Targets of your overrun attempt may not chose to avoid you."
In the one attack I used Overrun for, I targeted 2 wolves and defeated their CMD's very easily. This may be because I was Raging so my STR mod alone was +7 and my Overrun CMB was +16
Belafon wrote: Advice:
That's a long-winded way of saying "make sure you have a plan to diversify your character."
SUPER good advice. Thank you. I was considering some of this even after my first time using my feats based on the GM's reaction.
I'm thinking of changing directions a bit (after I get Bulette Rampage and Combat Reflexes) to go into a Improved Sunder direction, but I havent looked into it yet.
Im open to suggestions.
Dasrak wrote: Belafon wrote: Bear in mind that the overrun attempt takes a standard action, so if you knock your enemy prone you don't have a standard left to attack with. The Charge Through feat is a good way to alleviate this problem I hadnt considered Charge Through before but this is an obvious addition now that you've brought it to my attention. Thanks!
Mysterious Stranger wrote: One thing to keep in mind is that bulette charge style requires you to spend a swift action to enter the stance and you cannot use a style feat before combat.
Rule 0 is not so much that the GM is always right, but that the GM can alter any part of the game he wants to. Your GM can simply house rule that in his campaigns they do not stack, or he could simply not allow the feat.
Yes, I made a point of taking the Swift action and I even played it up, describing how my character goes down in to a sprint runner's stance and pretends to blow a little whistle. lol
Yes, Im a little concerned that he will rule that they dont stack, but I think he is going to let me at least keep the feats.

Azothath wrote: Belafon wrote: They do stack. It's a total of +6 from the two feats.
(Bulette Charge Style is a little awkwardly worded. You only get the +4 bonus if you are wearing heavy armor. You can get that bonus regardless of your class. If you are wearing light or medium armor AND have the armor training class feature you get a lower bonus. But all are in addition to the bonus from Improved Overrun.
...
yep
as stated your GM usually has game balance reasons in mind. It is good to look at the other PCs and encounters. If you are thrashing them in 3-7 rounds then there isn't currently a play issue.
If your GM wants to slow things down for a bit, lowering XP and gold (75%-50%) does that pretty effectively. Yeah, I think he was just weirded out that I knocked down 3/4 of his wolf pack in one charge (I have Bulette Leap feat as well). So he was only concerned with game balance. I think once I talk to him again about it, with the points made in this thread, he will feel more comfortable... I hope.
TxSam88 wrote: RAW - yes, the bonus from these will stack.
However, remember rule #0, The GM is always right.
FACTS. This is why I didnt make a big deal when he stopped me from using it, but I waited until after the session to talk to him about it. If he persists in his ruling, I will ask to be allowed to swap out for different feats.
Belafon wrote: If your GM still thinks your numbers are high, you can ask him to compare to a trip specialist.
A trip just needs to beat your opponent's CMD to knock him prone. Overrun has to beat the CMD by 5 to knock the opponent prone. Even if you have +6 from both Improved Overrun and Bulette Style, someone with only Improved Trip still has a better chance to knock his opponent prone.
** spoiler omitted **
I will take what you said in the spoiler as future advice. Lol!
Belafon wrote: If your GM still thinks your numbers are high, you can ask him to compare to a trip specialist.
A trip just needs to beat your opponent's CMD to knock him prone. Overrun has to beat the CMD by 5 to knock the opponent prone. Even if you have +6 from both Improved Overrun and Bulette Style, someone with only Improved Trip still has a better chance to knock his opponent prone.
** spoiler omitted **
GREAT point! I will mention this to him. He is very reasonable.
Belafon wrote: They do stack. It's a total of +6 from the two feats.
(Bulette Charge Style is a little awkwardly worded. You only get the +4 bonus if you are wearing heavy armor. You can get that bonus regardless of your class. If you are wearing light or medium armor AND have the armor training class feature you get a lower bonus. But all are in addition to the bonus from Improved Overrun.)
Bonus question: No. It can be done "during your move or as part of a charge." Charge has to be a straight line but move does not. Bear in mind that the overrun attempt takes a standard action, so if you knock your enemy prone you don't have a standard left to attack with.
Ok, Thanks and thanks for answering the bonus question. And yes, I know that I cant attack in the same round that I Overrun (except for attack of opportunity).

I've built an overrun specialist for the home game I'm playing in and the first time I used it, my GM was like "whoa, whoa, whoa, hold on!" He really didn't like the ease with which I was bowling over enemies!
So he examined my character sheet closely now, and the only thing he noticed was that he doesn't think that the bonus for Improved Overrun should stack with the bonus from Bulette Charge Style.
Improved Overrun says:
You are skilled at running down your foes.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.
Bulette Charge Style says:
You use the weight of your armor to enhance the momentum of your charge.
Prerequisites: Str 13, Improved Overrun, Power Attack, proficiency with heavy armor.
Benefit: While using this style, you gain a +4 bonus on combat maneuver checks to overrun an opponent. Any magic ability or material that reduces your armor check penalty also reduces the bonus you gain for this style.
Special: A character with the armor training class feature can use Bulette Charge Style while wearing any type of armor with which she is proficient. Medium armor grants a +3 bonus, and light armor grants a +2 bonus.
Do these bonuses stack? I seem to recall that UNTYPED bonuses stack but I may be wrong.
Bonus question: Does an Overrun attempt have to be in a straight line?

Perses13 wrote: Soapbox wrote: The reason I am building a 6th level character: I used to play some years ago and then the pandemic decimated our lodge.
During this time, I took a job that was 90% travel.
In the course of one of many moves, I lost all my PFS documentation...everything!
So now I have a new job and have settled in a specific area.
I went to the local PFS lodge and started playing at level one.
While I was playing, I bemoaned the loss of my old characters to the VC of the lodge.
Well, he told me that if I pull up my old data on the Paizo website under Organized Play, and I can demonstrate that I had been issued those chronicles I lost, and that I had adequate Fame for the level of the character, then I can rebuild my character(s) and continue playing them from where I left off! Isnt that nice?
So my highest level 2E character was a 6th level Barbarian. I am trying to rebuild him fairly, hence the questions in my OP. It sounds like you want the Remaster rebuild guide's gold table. This is for characters taking advantage of the one free rebuild they gave out for the Remaster. As long as your character played a reported game before November 15, 2023 and haven't rebuilt already, you'll just have the gold from the relevant line of the table. Oh, Wow! Thats exactly what I need! Thank you so much.
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The reason I am building a 6th level character: I used to play some years ago and then the pandemic decimated our lodge.
During this time, I took a job that was 90% travel.
In the course of one of many moves, I lost all my PFS documentation...everything!
So now I have a new job and have settled in a specific area.
I went to the local PFS lodge and started playing at level one.
While I was playing, I bemoaned the loss of my old characters to the VC of the lodge.
Well, he told me that if I pull up my old data on the Paizo website under Organized Play, and I can demonstrate that I had been issued those chronicles I lost, and that I had adequate Fame for the level of the character, then I can rebuild my character(s) and continue playing them from where I left off! Isnt that nice?
So my highest level 2E character was a 6th level Barbarian. I am trying to rebuild him fairly, hence the questions in my OP.
Does anyone know if there is a PFS-specific wealth-by-level chart somewhere? I tried searching for it but the closest I could find was on Archives of Nethys, but that one is not PFS specific and I seem to recall that wealth in PFS was a bit behind the curve on average.
Also, I'm building a 6th level PFS Barbarian and I need to know what is an appropriate load out at that level... Can I choose magic items of my level or lower all willy nilly, or is there some rails I need to follow that would limit my choices?
Also, I believe Gnomes are much shorter than Halflings. I think Halflings come up to about waist-high on a typical Human while Gnomes only come up about knee-high, right?
Finoan wrote: Soapbox wrote: Oh! That would be better. What resource book is the gakgung in? Also, is it PFS legal? Gakgung. It is in Treasure Vault, and is marked as PFS Standard and common rarity. And has the Monk trait, so it works with Monastic Archer stance. Thank you so much for this advice! I had no idea any Monk bows existed yet. I will definitely switch to it. Thanks again.
Red Griffyn wrote: Yes, but you shouldn't use the short bow. Use the gakgung. Its a 1d6/propulsive/d8 deadly/monk bow with 100ft range. The flurry of blows only works for half the first range increment, so you trade a 1D10 for 1D8 deadly and get 20ft extra range on your flurry of blows with the bow. Oh! That would be better. What resource book is the gakgung in? Also, is it PFS legal?
The Raven Black wrote: Yes.
"Any time an ability is specifically restricted to a longbow, such as Erastil's favored weapon, it also applies to composite longbows unless otherwise stated."
From the description of Composite Longbow.
Same for Composite Shortbow.
Thank you very much!
I've started playing a Monk using Monastic Archer Stance using a composite shortbow. Monastic Archer Stance feat imparts proficiency with shortbows and longbows. However, it recently occurred to me that proficiency with shortbow and longbow does not necessarily mean I have proficiency with composite bows. So my question is, does proficiency in bows mean I'm also proficient with composite bows?
Tarlane wrote: Small note on that- Firing through a creature's square(ally or enemy) gives anything behind it lesser cover(so a +1 circumstance to AC). But that can be avoided by lining up your shots without something in between. Noted. Thank you. I built a ranged character as my first 2E character but dont know anything much about the rules.
HammerJack wrote: There is no such penalty in 2ae, so you don't need anything to avoid it. Excellent! No feat-tax!
"Precise Shot" is no longer a feat in 2E so far as I can tell, so how does a ranged combatant avoid the penalty for firing into melee (-4, I believe)? Or is it that this penalty is no longer a thing as well?
HammerJack wrote: Soapbox wrote: Castilliano wrote:
I am a bit disappointed one can't punch while wielding a bow. :/
I guess you could still kick :)
Thanks for answering my question. Here's another:
When I Flurry as part of a full attack, is my multiple attack penalty
0, 0, 5, 10
or
0, 5, 10, 15? In Monastic Archer Stance, you specifically can't kick, or punch with the hand that isn't holding the bow, for that matter. That's the restriction the stance brings that doesn't apply to any bow wielder who isn't using that stance.
As for the MAP
0, -5, -10, -10.
MAP maxes out and is the same for the 3rd attack and all subsequent attacks. Oh, wow, that IS a big bummer! I guess one would have to dismiss the stance in order to punch or kick. Does dismissing the stance take an action?
Thanks for answering about the MAP
Squark wrote: There is no full attack. You could use flurry of blows and then make two more strikes, but that' doesn't have a special name. Flurry of Blows interacts with the multiple attqck penalty normally, so the second strike will be at a greater penalty unless you'd already made two attacks before in the turn. Ah! Im new to 2E, still learning the nuances. Thanks
Castilliano wrote:
I am a bit disappointed one can't punch while wielding a bow. :/
I guess you could still kick :)
Thanks for answering my question. Here's another:
When I Flurry as part of a full attack, is my multiple attack penalty
0, 0, 5, 10
or
0, 5, 10, 15?
Monastic Archer Stance says, "While in this stance, the only Strikes
you can make are those using longbows, shortbows, or bows
with the monk trait. You can use Flurry of Blows with these
bows. You can use your other monk feats or monk abilities
that normally require unarmed attacks with these bows when
attacking within half the first range increment (normally 50
feet for a longbow and 30 feet for a shortbow), so long as the
feat or ability doesn’t require a single, specific Strike."
Does this mean that I can Flurry of Blows by shooting arrows, or does it mean that I use the bow itself as a melee weapon to do melee attacks?
Im thinking its the former rather than the latter since it mentions range increments.
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Wow, so many great responses! Thank you all for talking me out of this! I didn't realize that witch was so vulnerable. And you guys caught that I had messed up and gone 18 STR when thats not (normally) possible.
I still kinda want to do it anyway BUT I wont because I dont want to be a drag on the party.
Thank you all for your thoughtful input!
I'm STILL waiting (its been over 2 months) for our first 2E campaign to start, and so I got bored and started building back-up characters. One idea I had, and really like, is that of a Witch that uses an Orc Necksplitter wading into melee combat (after casting Mystic Armor of course).
So I made the character, and in my head it works well but I'm worried that its wishful thinking. I gave her 18 STR and 16 INT and her other scores are unremarkable.
Does this seem like a bad idea? I'm thinking she could take Fighter dedication too which might help.
Perpdepog wrote: Nope, you should still be fine to cast spells. That's a mechanic from PF1E, inherited from D&D 3.5, which hasn't crossed over into PF2E. Dunno if it's in 5E or not, but either way you're fine.
Heck, you could still cast spells with a negative charisma if you wanted to. As a champion you may not even notice much difference, at least if you're using LoH exclusively to heal, or Shields of the Spirit, or domains that don't care about save DCs.
EXCELLENT!
I'm creating a Champion with the Deity's Domain feat. However, he will only have a 10 Charisma. Can a Champion with +0 attribute modifier still cast spells? I understand that his Spell DC's will be super low but is there any reason that this won't work at all?

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Dr. Frank Funkelstein wrote: Soapbox wrote: Thats... a great idea! Ruffian that acts like a barbarian. But then I should take Barbarian dedication, right? I would suggest that you make more of a distinction between what character you want to play and what you would like mechanically.
You can be an angry person and have that represented by any number of classes.
Or wielding a big stick and have that supported by a variety of classes.
A barbarian with rogue archetype will be a sturdy frontline damage dealer with some extras, while a Rogue is a bit more fragile (less hp), but offers more skills - and is probably better off without barbarian archetype.
Also depends on your game, if you play with free archetype its a lot easier, of course. I see what you mean. Since I started this thread I've looked deeper into the character build and I feel like I probably don't want any Barbarian dedication feats on this character... The Rogue feats are just too good. I think now that I can accomplish what I intended just by going full Rogue Ruffian that's focused on Intimidation.
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Castilliano wrote: Note that if you score a critical w/ a pick, the weapon die increases too high to allow your Sneak Attack. A Deadly weapon might be preferable to a Fatal one. A pick's higher critical could make up for it, but it's something to note.
This is exactly the kind of info I came here for. Thank you so much, I wouldn't have known otherwise.
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