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For a Core Only game, I've decided to roll with a Dwarf Eldritch Knight. I've learned that I'm also my group's only melee component, as the rest of the party is a ranged ranger, a sorcerer, and a max CHA bard. We're starting at level 1.

A quick rundown on the decisions I've made:

Stats:
STATS:
15 STR (16 with Transmutation)
14 DEX
16 CON
15 INT (to be bumped at level 4)
10 WIS
6 CHA

FEATS:
Toughness (Level 1) - as the only melee component, having more HP feels critical to me.
Scribe Scroll (Bonus) - Wizard extra.

ARCANE SCHOOL:
Transmutation. I want the physical enhancements.
OPPOSITION SCHOOLS:
Evocation, Illusion. I'm a dwarf. I don't sneak. And my damage will come from cracking skulls, not throwing fireballs.

ARCANE BOND:
Bonded Item - Warhammer. I wanted to start with a Masterwork weapon right away to get +1 attack bonus. I can always change my Arcane Bond to a magical ring later.

Now, a few notes:

1) Given that we 100% lack a melee character besides me, I may be able to convince the GM to let me start my first level off as a Fighter instead of a Wizard. This would give me better starting HP, but I'd have to get rid of whatever armor I start with once I hit level 2 and start casting spells.

2) If I start Fighter, I won't feel obligated to take Toughness as a bonus feat. That's always nice to not have to take. I can get Weapon Focus (Dwarven Waraxe) instead, or Power Attack, or both.

3) As the game will be Core Only, I'm assuming that any non-Core item will be unavailable to me. Therefore, I can't hope for Celestial Full Plate or the like. I can, however, hope for Mithral, so with Mithral and Arcane Armor Training a lot of things become possible.

4) I may be able to ask to adjust my stats.

5) DWARF IS NON-NEGOTIABLE. I am a dwarf and you can't stop me from dwarfing.

So, with all of the above notes: what can I do to make an effective Dwarf Eldritch Knight?


I've always liked the roleplay value of the Hexblade from 3.5, even if I thought the actual mechanics were pretty bad. I'd like to recreate one in Pathfinder.

What would be the closest thing to a hexblade from 3.5 style-wise? Here are the requirements for this sort of character, in order of greatest importance to least:

1) Debuffs, especially curses / hexes (like a Witch). This character should feel like the debuff-centric fifth man of the group while still being a melee warrior.

2) Martial character. Has to be able to endure and perform well in melee combat.

3) Spellcasting, either divine or arcane. (If Divine, I'd like to have access to the Luck domain, or perhaps the Fate or Curse subdomains.)

Bonus points: the character should be themed around luck and misfortune if at all possible. Even more bonus points for a character that is fully functional in its role by level 3, and extra still if you don't need to play a specific race to make this work.


So, here's something that's come up in another thread that makes me scratch my head a little:

Let's say you're in a position to Full Attack someone. You have Giant Fist Gauntlets, which let you free action Bull Rush people. You have Greater Bull Rush, which lets your allies get AoOs off on people you Bull Rush. Combat Reflexes would let them get multiple AoOs.

Let's say you get a full attack off on someone with unarmed strikes. Do you get to trigger multiple Bull Rushes AND a full attack on this opponent, or does the first attack Bull Rush the opponent away from the original position and send the opponent flying?

Also, if you have Pummeling Charge, does that change anything?


So I'm thinking about creating a dungeon that lasts for levels 1-12 or so, but one thing I've always hated in Pathfinder is when you find a weapon that simply doesn't match your weapon choices, and when you find magic weapons that are just another +whatever. And the thing is, I want this dungeon to be a trapped in the dungeon, no shops ever sort of dungeon. That's right: the players will get few if any opportunities to spend their gold.

With that in mind, I've got three options:

A) Use the Elephant in the Room feat tax system, which I am considering.

B) Make magical weapons that can suit a variety of characters.

C) Why not both?

With B and C in mind, I'm making this thread. Here's my first idea:

I was thinking of having a few transforming weapons in the dungeon, weapons that can change their shape. These would have a certain number of similar forms. For instance, a magical sword that can transform from a shortsword into a longsword, greatsword, bastard sword, or estoc is a pretty cool idea to me (all straight-edged swords). Then again, I could also have a magical axe that simply counts as a battleaxe, dwarven waraxe, or greataxe depending on how you wield it (instead of having it transform). Yet a third direction would be to make, say, a spear that deals damage as a spear, but can be wielded as a longspear or shortspear and thrown as a returning weapon.

I also like the idea of a magical weapon that has a magical effect that can manifest in a few different ways. Say, for instance, you have a magical longsword. This longsword is a +2 weapon that shines with a strange light (shines light like a torch). It has <X> number of Magic Points on it, and you can spend these to cast one of several light-themed spells: Searing Light, Daylight, and Faerie Fire. Alternatively, you can spend a Magic Point and a swift action to make the sword trigger a DC 16 Reflex Save from a monster when you hit them or be blinded for 1 round.

Yet another example might be a painted skull staff that acts as a magic staff as well as a Bouncing Metamagic Rod that laughs when its powers are activated. It provides the caster with an array of abilities as you'd figure a staff should, but also gives them a little-used Metamagic as a bonus - a Metamagic you just about never see at a table otherwise.

I think you get the idea of what I'm getting at. I still plan on there being ordinary magic weapons, but I also want some truly unique ones that offer their wielders a sort of toolbox, or offer them choices they might not consider if they weren't dropped in their laps. Any thoughts?


Hi, I've been tinkering with some bull rush / overrun shenanigans using Siegebreaker and Bulette Style and I wound up encountering a few problems. Frankly, this thread could probably fall under either the purview of Advice or Rules Questions, but here goes:

1. Firstly, I'm pretty sure that even though the same action is dealing damage when you combine Siegebreaker's Breaker Rush and the Bulette Rampage feat these count as separate sources of damage, and so DR applies twice (once to Breaker Rush, and once to Bulette Rampage). Is this correct?

2. What are the best means for overcoming damage reduction with anything that relies on Bulette Rampage and Breaker Rush as primary sources of damage, or similar abilities that stack damage onto Bull Rush / Overrun? The only thing that immediately comes to mind is Paladin, which automatically overcomes the DR of evil creatures with Smite Evil but has no effect on non-evil creatures.

(Note: the crux of the issue is that combat maneuvers are NOT weapon attacks, so most things that overcome DR don't work in this case.)

3. In the event of using multiple Bull Rushes in the same round - say with the Knockback rage power and Quick Bull Rush - can you effectively bull rush + overrun the same target twice in the same round? And how far can you travel with Bull Rush when you use it twice? Can you even move twice with Bull Rush at all?

Thanks in advance for any help provided!