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Hey all! Been quite a while. Anyways, I had a concept I'm interested in playing some time and saw the talented monk and rogue by rogue genius. This made me curious if it'd work well for my idea.

Basically, I'm looking for something that can fill the role of Marvel's Bullseye really well. I.e. throwing improvised weapons to do very good damage, along with the capacity for trick shots and hand to hand combat.

Does anyone know if these would be able to do the trick? I'm perfectly open to buying one, but I'd like to know before hand.


Xenocrat wrote:
Third Mind wrote:
Temperans wrote:

I was writing a long review on the two but accidentally erased it. I will give you the short version.

Poleiheira Adherent is a walking library that excels at exploration and fast preparation of spells.

Exploiter Wizard is a mini Arcanist capable of getting the spell it needs for a given combat and gets useful abilities. Things like move action teleport, regaining familiar, a great form of mage armor, or one of the best (if not the best) counterspell in the game.

Good to know. Thanks for the input. It does seem the exploiter would be more powerful in the long run, but I almost feel the adherent wouldn't be very far behind because of getting twice as many spells at every new level. Still, the access to quick study, dimensional slide, a familiar and such can't be ignored.
Learning extra spells at level up is a very weak ability and one of the worst racial favored class bonuses available. It just isn't supposed to be that hard to find spells via captured spellbooks, scrolls, and purchased shared spells to fill out your spellbook. You shouldn't need to rely on spells gained at level up.

Normally I'd agree, but in the context of Kingmaker, at least based on past experiences years ago, it doesn't give many opportunities for found spellbook and scrolls. Add to that, that there are no other players using a wizard like class in my game, and leveling may be my primary way of obtaining new spells.

That said, your point is taken and does help lean me even more towards exploiter, if I go wizard. Thanks for your input.


Temperans wrote:

I was writing a long review on the two but accidentally erased it. I will give you the short version.

Poleiheira Adherent is a walking library that excels at exploration and fast preparation of spells.

Exploiter Wizard is a mini Arcanist capable of getting the spell it needs for a given combat and gets useful abilities. Things like move action teleport, regaining familiar, a great form of mage armor, or one of the best (if not the best) counterspell in the game.

Good to know. Thanks for the input. It does seem the exploiter would be more powerful in the long run, but I almost feel the adherent wouldn't be very far behind because of getting twice as many spells at every new level. Still, the access to quick study, dimensional slide, a familiar and such can't be ignored.


It's been a long time since I've had a chance to delve into pathfinder play, but I've got a new kingmaker campaign coming up and I'm interested in playing a dedicated caster.

I am (or maybe was) between the Occultist Arcanist, the Witch, but now I'm also checking into my old standby, the wizard.

Looking through the nifty new archetypes, I check out the Poleiheira Adherent and... feel quite impressed. That said, I'm not sure if it matches the Exploiter Wizard with the quick study exploit or not. It does have the nifty ability of normal arcane bonds, allowing a single spontaneous spell from the book per day. Does that match up to quick study?

So, I'm looking for more experienced opinions on which one would choose and why, between the two.


A lot of useful info. Thanks, everyone!


As the title suggests, I'm looking to see how one would make a solid lv.8 crit fisher on a 20 point buy nowadays. I've read other threads on this, but couldn't find anothing relatively recent.

So, how would one fish for crits these days?


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I'm a very firm believer that race and class choice don't make a character interesting or disinteresting. Rather, it's the personality and the manifestation of that personality in the game that makes them exciting to me. I'll grant that the potential social challenges that could come up in some campaigns by playing rarer races could offer good points for back story, their accent and speech patterns, and flavor to hinge upon, but that doesn't guarantee excitement in my personal opinion.

I could build a boring personality onto a Drow Noble, Tiefling or Tengu and be just as bored if I had built it onto a Human, Elf or Dwarf.

As for all powerful gods and magic? Well, I think every single race pales in comparison to said all powerful gods, not just humans. After all, a Grippli and a Wayang will get disintegrated by a god just as easily as a human or gnome. Since humans can use magic, and use it fairly efficiently, I can't think of that as a point against them.

What I'm seeing you say, however, is that the core races aren't unique culturally and physically in your games, and that is understandable. But they've been very exciting when I've played them, so I can't personally relate.


It did take a while haha. But it was just as much for my benefit as everyone else's. In the early sessions when I just started playing the class, I had personally felt it easy to bind a spirit that ended up only being used for one instance of that session. So, I decided to study up and develope a system that has thus far worked for me. Hopefully it can be helpful to others too. :)

Also, GM Rednal, I'd love to see your style explanation whenever you finish it. The more perspective on a subject the better.


82. Player reads a note passed to him by a mysterious person. Fails will save. Is forced to read aloud, "Oh f-".


Psyren wrote:
Third Mind wrote:


Haven't done a poor binding yet. But that's because I avoid it, and make sure I can hit the rolls consistently. Green Glomairah might eventually destroy the streak though.
There's a feat in the book that keeps you from falling under their influence unless you fail the check by 5 or more. Speaking personally though, getting Influenced is half the fun, and it makes my GM like the system more too.

That's right. I forgot about that feat. Not sure I'm going to bother picking it up though.

Also, that's fair. I might be more open to the influences with another character, but this character's personality wouldn't allow it if he has the ability to avoid it haha.

Eric Hinkle wrote wrote:
Thanks, Third Mind!

No problem! :)


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Eric Hinkle wrote:
I have an odd question, are there any particular spirits a pactmaker can bind that would work well with Anajira the Prideless King? I have the book myself, but I never seem to find a good combination with him.

Anijara felt like the "get in your face" type when reading him, so I'd probably either go with a spirit like Tyrant Cromwell to further enhance the "get in your face" ability or improve ways to get in the opponents face with spirits like Loh'Moi, Al'Kra or even Marat (in that order). Another good combo could be Anijara and Vandrae. Vandrae would help in dealing with casters potentially and is quite a good, well rounded spirit. Though her personality influence may not mesh well with Anijara's.


Jon Goranson wrote:

Thanks for the replies!

I do have Tome of Magic but never got to play that or the other variants.

How did it work for research and the binding parts? Is that daily? Or only when you want to change? How were poor bindings handled?

I guess I'm also asking if this was more role playing style and done at the table? Or if it was behind the scenes with the DM?

Again, thanks!

At first, I RP'd the binding of spirits quite a bit and while I still do it on occasion, I try not to let it clog up my GMs narrative too much or hog the "spotlight" from the other players for something they'll likely only marginally care about; so nowadays I'll say which spirits I intend to try and make a pact with, roll for my binding checks and go from there. Again, on occasion, if I come up with interesting flavor for the pact, or the ritual itself for the pact requires something that may be odd (which can often be the case), I'll RP it out a little bit at least.

As for researching spirits, that has been very mechanical for me, with almost no RP there. Save for the GM tantalizing me with gnostic tomes (think books that teach you a spirit) once in the campaign that I happily RP'd along with, this has been a behind the scenes, do quick rolls to see how it goes sort of deal as long as my character had proper down time, for me personally. That's just my GM and me though. He's running a custom campaign and the particular setting may not be quite conducive to the general flavor of researching spirits.

Haven't done a poor binding yet. But that's because I avoid it, and make sure I can hit the rolls consistently. Green Glomairah might eventually destroy the streak though.


Jon Goranson wrote:
Can someone give me an idea of how this plays? I have it and have read it but don't quite grok how it will play. I guess I'm looking for specific examples in play of what a pact binder did. What role did they play in the party and how did they stack up against the other standard character classes?

As the others have said, the class is very flexible. You will need to generally know what you'll be facing to get its maximum usefulness, but if you select spirits with (largely) generally useful effects, that shouldn't be an issue.

An example of something my character often does. My favorite spirit combination as a lv. 8 pact maker currently, is Loh'Moi, the Mad Geometer and Fey Baraddu, the Beast in the Woods. This allows me to shapeshift into various animals lasting as long as have a pact with Fey Baraddu, teleport, squeeze into places two categories smaller than I normally could, fire a magic missile-esque laser (that I can use while shapeshifted) and if I want to give up some extra teleportation utility for a vestigial bond, I can also have a weaker eidolon like those that summoner's use.

All of that is from 2, lv. 4 spirits. Add in the fact I can use a back up spirit for 8 min. a day due to a feat/secret, have fairly high knowledge checks due to revelation of brilliance and with some pact augmentations I can make a reasonable (not the best) front liner, and it's a class I've enjoyed quite a bit.


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I'd have to agree with those pointing at the paladin. To me, it's not the entire reason there may be a stigma, but it could be the biggest chunk.

My reasoning is that the paladins code largely spells out what LG is to the paladin and that people, having seen the association of that code with a strictly LG class would assume that that is how the makers define LG in less uncertain terms. Seeing that and perhaps not wanting to be so restricted in possible future choices, a player might decide that NG, CG, or any of the neutrals will work just as well.

I'm not the biggest fan of the alignment system personally. Thus, I tend to usually jot N into the box and play each scenario as I feel fitting to the character (unless the character is always and forever a single alignment. Like CE). Honestly, while the character I play right now has N on his sheet, he's likely more NG or CG.


I'd suggest a bard. Back up healing if needed, supports whole group, plenty of skills to fall back on, spellso for support and can make passable archers.


Zangy wrote:
Got my GM to sign off on letting me play a pactmaker for Wrath of the Righteous. However, one issue that I think may come up is that gaining new spirits will be very tedious, as we won't have too much downtime. I haven't finished reading everything yet, but is there a way to expedite learning new spirits, or is it a blanket length of time?

Aside from the official ways already mentioned, one homebrew my GM allowed was automatically gaining a couple spirits upon leveling (of course only ones you're capable of using at your level). Sort of like a wizard. Where they gain a couple spells free, and can add more spells to their spellbook, this homebrew allowed me the same with spirits. It's been quite balanced I feel, since you'd still have a limit on the number of spirits you can have bound at a given time. That said, this is just a homebrew solution. So, your GM might be disinclined to use it.


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Hello, everyone. As one of the many who had been a part of Radiance House's Kickstarter for their book, the Grimoire of Lost Souls, I was privy to the material via pdf format for so that we could give our thoughts and suggestions. I've played a Pact Maker in a campaign (and still am currently, when we get to play at least) and have found the need to sort of filter spirits in a specific manner, to feel more effective.

As you likely read in the title, that filter is deciding whether the spirit is Generally Useful or Situationally Useful. I was bored and had some time on my hands, so I made a guide to the spirits using this concept and figured I'd share it here with any who care, now that the book has officially been released to the public.

You can find the guide HERE.

I will note, I don't consider myself a pro player by any means, and obviously, I didn't get to try a lot of the spirits in a campaign/session setting. That said, it's worked pretty well for me in the games I've played and I hope it helps whoever bothers to read it.

I'd love to read some opinions on the spirits, and I'm sure there'll be some disagreement on what I placed abilities at.

Anyways. Have fun!


A lot of great suggestions here. Thank you, everyone! I'm going to see about building out a 4 unchained rogue / 1 Synth Summoner / 3 Fey Sorcerer using kitsune sometime this week and see how that turns out.

I will, of course, have to make sure my DM will allow the Charlatan archetype for the unchained rogue as they technically don't have trap sense to replace, they have danger sense. That said, they're apparently pretty much the same thing, so I don't expect him to mind.


Go fey bloodline I'd assume. Seems reasonable, as sorcerer would give more uses of sow thought. Might not be quite as good as humans or other races for bluff, but still solid.


Hello, everyone. I have this concept for a character I'm interested in keeping as a back up for a character I'm currently playing. Level 8, 20 point buy. The concept is that of a rabble rouser, master manipulator, silver-tongued deceiver, an unknown instigator of many a kingdom's civil wars.

To do this, I was thinking high charisma, with diplomacy and bluff as a base. Magic will be needed, likely making heavy use of Sow Thoughts, even going so far as to make that a sort of signature spell for him/her. More in the sense that they use it often and efficiently than mechanically. This one isn't really focused on battle, but should be capable of it, as this is Pathfinder and it will happen at some point. They should be unassuming, yet often gain the trust of others fairly quickly.

Currently between Bard, Mesmerist or Sorcerer. That said, I'm not sure which might be best, and which archetypes may improve the chances of making this a thing.

P.s. Might be interested in going 3 into charlatan rogue to gain early access to rumormonger.

So, how about it? Any suggestions on making such a character?


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As a player, I personally wouldn't find Wands and Scrolls all that exciting, interesting or fun. I tend to look for unique things.


If any class and archetype is an option, I'd suggest the Master summoner archetype summoner. When you summon, simply flavor the creature summoned as clockwork in nature. Now, they aren't, so they'll be able to be affected by mental magics, but it'd be a versatile option. That coupled with your eidolon that you could build into something that you could ride could work out for you. Note that master summoner is generally an archetype you'll want to talk with your Gm about, and personallye make sure you can handle efficiently.

Other than that, there is the craft construct feat. You'd want a magic class of some kind, a lot of money and the neccesary skills to back up the crafting easily.


97. Don't steal from a fellow party member. Especially the cranky ones.

98. If your DM is "that guy" (or gal), and you're offered a wish, stick to the spells basic suggestions or even don't wish at all.


Wow. A lot of fun looking builds. Very cool everyone!


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Just curious really. I've never really delved into multi-classing much to be honest, and for the most part, the way paizo's built their system, it seems to reward you for solo classing. That said, I ran into the Songbird of Doom build a while back, and fiddled around with my own version of it. I even tested it out in a scenario a friend cooked up. Lots of fun.

So, I'm here hoping I could further my knowledge on builds that dip every which way to make something fun and effective. Something outside the standard single class and hopefully past 2 multi-class builds. Perhaps expand my horizons, and inspire my own builds in the future.

So how about it? Anyone with an absurdley multi-classed, dip heavy build that's both effective and fun?


If you didn't want to be stuck with the star knife, you could take 4 levels of fighter for martial versatility, allowing you to use charisma with any weapon in the light blade group. Not sure if worth it. You would get solid HP, a fair amount of feats and BAB from it though, too.


1. Wizard - I'm the sort that likes to plan ahead, make contingencies for things in game and enjoy versatility. So, naturally my top favorite is a wizard.

2. Occultist - If I go melee, I feel compelled to have some bit of magic in my class. This class has lots of different and useful abilities, a little bit of spell casting and fairly strong martial ability. Not to mention different fun ways to flavor the character.

3. Alchemist - Another versatile class, they also have bombs, can mutate and so offer more of my favorite thing. Versatility and flavor.

Edit - If including third party, I'd easily have the Pactmaker from Radiance House on the list. Very strong versatility potential, and also flavorful. For the most part it's been a blast to play.


Just wanted to say Luthorne that you are amazing! I admire your attention to detail and determination. Good job.


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8. Clearly oozes are actually just delicious low calorie deserts animated by magically talented chefs to serve themselves to any around.

9. Clearly succubus are just extremely attractive tieflings that have gotten so much attention, they try to take it where they can get it.

10. Clearly when a zombie mumbles its need for braaaaaains, they are just in search of intellectually stimulating conversation.

11. Clearly wraiths were just aficionados of Gothic culture, which translated to the after life with them and they're no more dangerous than your standard home variety wayward soul.


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5. Clearly Rust Monsters hold antiquities in such high regard that they simply wish to help add a rustic patina on each adventurer's armor and weapons.

6. Clearly vampires only drink a person's blood because they believe in the process of leeching to help cure the sick.


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In the spirit of past threads meant to ignite creativity and focus it towards specific subject matter, and for funzies, I've started this thread. The subject of choice is ways in which monsters often considered evil and terrifying are clearly just misunderstood creatures given a bad rap.

In terms of use for this information it could be utilized by most any extremely optimistic and caring PC or NPC, or as information given by tomes.

I'll begin.

1. Clearly shadows are just extremely lonely and want to play tag in hopes they'll make new friends. (And they often succeed at doing just that).

2. Clearly shambling mounds are just curious and don't understand their own strength, picking up newcomers just to get a better look at who or what they are.

3. Clearly vargouilles are just hopeless romantics who get ahead of themselves, kissing those they find attractive.


3. See who can get the barmaiden (or bartender) to let them walk them home forst.

4. Whoever can take the most punches to the face wins!

5. (The classic) Whoever can handle the most alcohol wins.

6. A game of Man, Woman or Changeling with an objective 3rd party selecting the targets.

7. See who can pickpocket the most from another patron.


Among you I dwell, something fell,
My life entwined with death,
Controlling the damned, by will and spell,
And all without a breath.

First line indicates it's amongst them.
Second line that their life is entwined with something dead. In this case a phylactery.
Third indicates controlling the dead.
Fourth indicates that they too might not be breathing.


Rednal wrote:
It doesn't do that for me. I'm using Adobe Acrobat Reader. Maybe... don't click Fit to Window?

I have, but unfortunately it doesn't seem to stop it. I am using Adobe Acrobat Reader DC, but it appears to be only a problem I have haha. It's an odd one too. If I click the "All the Spirits" group bookmark folder, it's 93.2% but if I hit the table: spirits, it's the 59.3%. Anyways, don't want to make a fuss or derail anything here. I'll try an older version of acrobat and see if that does the trick.


Quick question to others. This is more about the pdf itself, than the contents thereof. The pdf starts at a default zoom of 59.3% for me and whenever I zoom in and click on anything in the bookmarks tab, it returns to the 59.3% zoom. Is there anyway to stop this? I click fit to window, but it still zooms out to 59.3% when I click a bookmark.


Ok. So. While I agree with pretty much everyone here, that having a breakdown rp moment is highly unlikely to do anything (they did say they're fine with you dying after all), you seem sort of dead set on this course of action, so I'll oblige and give my thoughts.

For you, I'd wait for a moment where they betray either you or another npc again. This is when your character could "break". Having been offered as sacrifice so coldly before, your character is starting to realize just how screwed up these people are. When this moment of betrayal occurs, its clicks. Moving from "it's possible they're all evil jerks" to, "they ARE all evil jerks".

You could stop suddenly in realization, staring at them, in extreme disappointment, disbelief and, yes. Hate. This isn't going to be a sad cry, mind you. This should be a frustrated, angry tears. The sadness only stemming from your character realizing that they've stuck together with these moral degenerates for so long without doing much about it. Tears begin to well at your eyes, and they'll probably turn around and insult you for stopping, asking what you're doing. That's when you snap. Something like:

My character stands there, staring at them in disbelief of their negligence and cruelty, "What?!" she shouts, "You want to know what's going on? I'll tell you! I've just realized that you're the enemy. The lot of you. You're only a few shades worse than what I try to stop every mission from reaching innocent people. You abuse me, you tried to kill me, and I..." she pauses quivering, hatred, sorrow and frustration dripping from her words and expressions as tears roll down her face, "I just let you do it. I let you use me."

After a moment of self reflection, she shakes her head, apparently in realization and understanding, "I thought you meant well. That while you may be selfish, that there was something of worth in each of you, driving you to help others. But I can see that I was wrong. There is nothing of worth in any of you and I've wasted my time, my life, helping you. Supporting you. Once this mission is done, I will leave you. What happens to you from this point on," she says, stoicism hardening her features, a few less tears streaming from her face, "It doesn't matter. I don't care."

Just something off the top of my head. I do implore you to have this character leave them if they don't show any sympathy or understanding. Like. Immediately. In the dead of night. Or preferably when a monster has them busy.

Anyways, I still agree with the others here, it'll probably not go well, and likely you'll just get laughed at and maybe even attacked or killed when convenient. Doesn't seem like a group to play a cooperative game with. Which is what pathfinder is (or at least should be) largely about. Good luck either way.


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LuniasM wrote:
A Mite Excessive wrote:
Make a Grippli Mesmerist.
I, uh... what? Where did that come from?

Possibly a reference to Hypno-toad.


Just wanted to say, I am happy for the return of the table linking to the spirits. Nice.


It can be a tough task, because if you bring it up, players will likely think it to be of some importance. Perhaps even a new mission. Here are my thoughts though.

1. Make the rumors subtle and vague. You want to avoid having townsfolk talking about a sick looking person randomly biting another person. You could however, maybe mention how smelly the person who's necromancing seems to be (since they're toying with decaying remains).

2. Make other unrelated and occasionally false fumors. Try peppering them in with the real undead rumors.

3. Require a perceptioncheck to even overhear some of the rumors. Sure a shopkeeper might bring it up if asked, but townsfolk may just be whispering gossips to one another about the matter.

4. Make the rumor teller seem unreliable. At least enough for players to question whether it's worth bothering with.

5. Make the subject of the rumor seem kind, amiable, and most importantly... useful to the PCs. They could even complain about the mean townsfolk spreading lies. Make sure to make the subject one heck of a bluffer though.

Just some ideas. Hope they can help.


In the midst of building a witch and seeing the Fortune, Misfortune and Evil Eye hexes, a question arose. Which would be better to focus on? Buffing or debuffing?

I can see the benefits of each, and I suppose to an extent they end up with largely the same end result. Where you don't have to make saves to buff yourself or allies, the enemy would get saves against debuffs. So that sort of makes me think buffs are slightly better. That said, some of the debuffs are likely able to cripple opponents quicker if they fail their saves.

I'm curious as to everyone else's thoughts on this. Which do you prefer between buffing and debuffing, and why? I realize they're likely neck and neck, and that it may simply depend on the buff or debuff in question, but if you had to choose between the two, which would you choose?


The power of 9th lv. casters. Some believe them to be over powered, and they may very well be, but for me, I love tearing reality asunder then jamming the leftover pieces back as I see fit.

This next one is focused on the gaming group I tend to play with (since they're friends). Role playing. Where I love getting into character, finding out secrets in the world and interacting with various npcs, a good chunk of my group are more there for combat. Which isn't wrong, and is understandable, but I do feel like I'm hogging time and spotlight, boring them even, when I have my character actually talking with various npcs.

Oh! I also enjoy having my characters speak during battle. They may not hate speaking though, I guess. Maybe just forget that it's ok to do.


avr wrote:

Tiny and smaller creatures use their dex rather than strength for CMB which I think you haven't accounted for.

A belt of str+4 is 16K. Your tattooed belt of str+4, dex+2 is also 16K which can't be right; but on the other hand you don't seem to have included +2 dex in the stats so maybe you removed that and didn't update the equipment notes.

You are correct. Apparently I had forgotten to alter the notes on the magic item.

Also, thanks everyone who pointed out that the CMB (and possibly the CMD) was off. I indeed had missed the tiny or smaller clause.

As for the stats, I believe it was his form of balancing, and a sort of cost for playing something that's not a normally available race. I'm alright with it, he told me I get to keep the magical abilities, which he could have clipped away.

I'll check out the vexing dodger. Perhaps it will be the next come next level, unless rogues can get Ranger combat styles like slayers, then I may switch it in if I like it.

Thanks everyone!

Edit: Although, Uncanny Dodge does seem like it's almost desperately needed here. Too bad my DM banned the trait that basically is Uncanny Dodge. Defensive Strategist, I think it was. Rogue might be even more of an option to look into then.


Skylancer4 wrote:
Unfortunately that is a perception based on movies and the like where it is helpful to explain or create drama/tension. Trying to squeeze a 9" tall humanoid with wings through a three quarter to half inch gap isn't going to work well. They just aren't designed for it. Hell even something like a rat probably couldn't do it and would have to chew through the corner of the door to make make a large enough gap for it to manage.

I'll probably try occasionally anyways. Only one way to find out after all.

Skylancer4 wrote:
That all being said, the greater hat of disguise mentioned above will probably need to be a "must have" item. And the 2 Str will be a killer. .75 light/1.62 medium loads. Even with equipment being lighter for smaller size, you will barely be able to carry anything besides clothes. And medium encumbrance means a maximum Dex mod of +3, -3 to skill checks and reduced speed.

I built up a lot of the character last night, and ended up using a large chunk of his monies towards a tattooed belt of giant strength +4 (his cohort is going to have inscribe magical tattoo, and it will further the background flavor for him and her. Or just give a fun little story). So, now his STR is 6. Still not fantastic, but back to where he was before and fitting for a creature such as him.

Here's what I have for my character thus far. Note: My DM does allow crafted magic items if the character had legitimate access to them and the gold to pay for it. He had access to the magic items through his cohort, or having her purchase a thing he'd like for him at a shop at normal price.

Prinselleron:

Prinselleron “Prince” of Tavriel, Young Male Atomie, LN
Mouser Swashbuckler 1 / Unarmed Fighter 1 / Master of Many Styles Monk 2 / Slayer 4

Attributes:
STR: 6 (Tattoo belt of giant strength +4)
DEX: 22
CON: 10
INT: 11
WIS:14
CHA: 18

Traits:
Disable Device Trait (Need to Find one)
Reactionary
Will Save Trait (Need to Find one)

Drawback:
Magical Klutz

Skills:
3Stealth: 8 ranks + 3 Class bonus + 6 DEX +16 Size = +34
Perception: 8 + 3 Class Bonus + 2 WIS = +12
Sense Motive: 7 + 3 Class Bonus + 2 WIS + 2 Snake Fang = +14
Bluff: 8 + 3 Class Bonus + 4 CHA = +15
Diplomacy: 3 + 3 Class Bonus + 4 CHA = +10
Disable Device: 8 + 3 Class Bonus + 6 DEX + 1 Trait Bonus +2 Masterwork Item = +20
Sleight of Hand: 1 + 3 Class Bonus + 6 DEX = +11
Knowledge (Nature): 1 + 3 Class Bonus = +4
Knowledge (Arcane): 1 + 3 Class bonus = +4
Knowledge (Planes): 1 + 3 Class Bonus = +4
Fly: Size Bonus 8 + DEX 6 = +14

Feats:
1st lv. Weapon Finesse (Swashbuckler Bonus)
1st lv. Piranha Strike
2nd lv. Monkey Style (Unarmed Fighter Bonus)
3rd lv. Snake Style
3rd lv. Risky Striker (If Allowed; Slayer Talent through Rogue talent)
4th lv. Monkey Shine (MOMS Monk)
5th lv. Combat Reflexes
5th lv. Snake Fang (MOMS Monk)
7th lv. Leadership
8th lv. Ranger Combat Style (Aspect of the Beast: Claws)(Slayer Bonus)

Items: *800gp left
Agile Amulet of Mighty Fists +1 (Magic Tattoo) = 16,000gp
Belt of Giant Strength +4 & Dexterity +2 (Magic Tattoo) = 16,000gp
Masterwork Sized Thieves Tools = 100gp

Stats:
Initiative:+8
HP: 66
AC: 26, 26 touch, 10 FF [30, 30 touch, 10 FF from attacker if in same square, attacker also gets -4 attack and CMB towards those in their square.] [-2 if using Risky Striker]
Fort: +9
Refl: +15
Will: +7
CMB: -4
CMD: +6
To-Hit: +13 / +7 (+17 / +11 if in same square) [-2 if using Piranha Strike]
Damage: 1 (Natural Attack) +14 (6 DEX + 4 Piranha Strike + 4 Risky Striker) (+9 when using secondary natural attacks), +1d6 Sneak Attack when applicable.

Abilities:
Constant Speak With Animals
At will: Dancing Lights, Reduce Person (DC 15)
3/ Day: Invisibility (Self Only)
1/ Day: Shrink Item
Evasion
Panache
Deeds
Derring-do
Dodging Panache
Studied Target
Track
Sneak Attack +1d6

A lot of this is inspired by the "Songbird of Doom" build, but not quite the same. I didn't take paladin, because of my group and I still may change it further. DM may not allow Risky Striker, which is understandable and fine. I've been contemplating figuring out a way to fit Skill: Focus Stealth and Hellcat Stealth in here... cause fun.

CMB and CMD are understandably attrocious, so I'll have to look into ways of fixing that up. Couldn't find anything about having to resize tools to my character, so I assumed it was the same price in that regard. His Will is lower than I'd like it to be, but no real room for improved iron will and this is what I get for using martial classes with weak will saves.

Still in early build stages, so I may have some mistakes.


Skylancer4 wrote:
MageHunter wrote:
Skylancer4 wrote:

Beware of well made doors (seriously). You will be unable to provide enough force to open just about any sort of door with a 2 strength, let alone work it's handle/bar/latch/etc at that size.

A room without a window or chimney and a well made door might as well be a prison cell for you.

Could you actually just fit under[/b] the door?

A barn door, sure. Not a well made door. You know those that aren't drafty or easily bypassed, that you would find in any half decent inn, merchant house, or secure location. Not every door has 2+ inch gaps or is made out of ill fitting warped wooden planks.

Diminutive is still rat sized, and Atomie stand a foot tall and thus are much BIGGER than a rat. Even at "fine" for a "young" one you are looking at least 6-9 inches tall, you aren't as small as you may think (ignoring the fact you might not even be smaller as fey don't necessarily breed and age like most mortal creatures and are "created" 'as is' because the GM already OK'd the idea).

OT a little bit, but I kinda laughed when I looked up the strength score

Strength Attribute description: 2 wrote:
Needs help to stand, can be knocked over by strong breezes

I figured I wouldn't be standing when trying to get under a door, I would think a crawling fine creature might be able to get under a lot of standard doors (maybe not all, but a decent amount).

That said, point made. I will be focusing on getting things to pump the STR attribute immediately.


Skylancer4 wrote:

Beware of well made doors (seriously). You will be unable to provide enough force to open just about any sort of door with a 2 strength, let alone work it's handle/bar/latch/etc at that size.

A room without a window or chimney and a well made door might as well be a prison cell for you.

A definite possibility. As Mage Hunter suggested, I may be able to just squeeze under most doors. I am looking for other solutions as well. One of the reasons I wanted Leadership for was a normal sized cohort that will help with such things. Also considering inscribed magical tattoos, or sized magical items to help in areas needed.


Alright, so my DM is very much the flexible, relaxed type. That being the case, I figured I'd ask him about an idea I had for a back up character, and he allowed it under one specific caveat.

He, has allowed me to make an Atomie with the Young Template, as long as I use the stats that it comes with after adjusting for the template (and of course after leveling). This character would be lv. 8, and this DM allows Leadership, so I will be taking that, both for RP and mechanical reasons.

Looking into the old "Songbird of Doom" thread has definitely given me a lot of fun ideas, as I'm looking for something other than a magic user.

This characters stats will be:
STR: 2
DEX: 21
CON:9
INT: 11
WIS: 14
CHA: 18

This isn't including the 2 points from leveling. Which I'm thinking of putting 1 in CON and another in DEX or INT to get that extra skill point.

Any suggestions on how to make this survivable, yet a beast in combat? I'm aiming for a tiny terror to face in combat. Preferably melee.

Also, anything I should know about playing a fine sized character rules wise? Things to keep in mind?


So, I actually had a question involving Circe's Runes now that it's been brought up, and maybe this was answered already and I simply missed it.

Under the Boon it says those linked can "bypass" a rune of Circe without setting it off. But under the Rune of Circe ability, it simply allows you to cast them as spell-like abilities and says nothing of turning them into actual runes of any kind.

Are they cast as normal spells (through spell-like ability)? Or are they spell-like runes one simply leaves about? And if the latter, how does that work with things like the major from the Door rune, the major from the Dowser Rune and such? Essentially, what does the boon mean by, "Setting it off" or "Bypassing" them?

Also, another side question since I don't have bestiary 1, how many skeletons are in a troupe of skeleton? I can't seem to find it online.


My method for building characters differs from time to time. For example, in a modern based game, I had the idea to play an occultist, using a chainsaw as their weapon. From there, I flavored them, and found a really fun character that will be a blast to both play and RP as a back up character.

The character I'm playing now, I made largely stable and solid in terms of game play mechanics, however I gave him skills I'd normally never take (perform and craft skills) solely because of the flavor for the character. I've literally never tried to use these flavor chosen skills to ever make money, even though that's the only mechanical benefit he'd normally get from them.

So I guess I go 50-50. Start out with mechanics and then inject as much flavor as I can into the character.


Page 16, under Ectoplasmic Resonance it says "and effects do not
cause damage do not have a reduced chance to effect an incorporeal
opponent." Not sure what's trying to be said here. Pretty sure just a grammar error.


Luthorne wrote:
One thing I do kind of want to complain about a little is the seal of living darkness binder secret, or more accurately, how many neat binder secrets use it as a prerequisite that I want on non-Intimidate builds. Horrid skean, shade step, shroud of shadows, tendrils of darkness...but if I'm not investing into Intimidate, it feels like a tax for something I probably won't be using to get to the fun stuff...then again, that might just be me, since I usually prefer Diplomacy and Bluff, saving Intimidate for debuff builds. I dunno, if it's a balance thing, I'll accept it, it's just something that's bothered me when making some binders/pactmakers in the past.

I can agree here, however it does definitely seem as if it were used as a balancing option. I really like those abilities you've listed, but I've never built a character around intimidation. Just not for me. But, since it seems to be a balance thing, it is what it is.

That said, I'm definitely happy that Ghost Touch was officially added to the Occult Weapon list. Granted, you still have to select it when binding the spirit you're switching out its bond for, which makes it far less versatile, but, having some way to deal with incorporeal, even if they don't often come up, is very nice to have anyways. Because screw Wraiths, Shadows and Ghosts. They can be mean.