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This is a TL'DR thread, and I apologize. I'm attempting to get all the details out of what I'm requesting.
Ok, so this is not a "hate on the DM" or any sort of arms race type thread. This is a difficult situation thread that is making the game difficult and not fun to play. Instead of simply quitting the game, I instead of have chosen to try one more strategy to keep myself in the game and having fun.
As a bored game that was meant to be between three people, we started a Gestalt game. Our GM is experienced and just wants us to have fun, even adding in extra boons that normal characters shouldn't get, giving us all 18's and allow Flaws for extra feats and even gives us traits. That's awesome, right? Right.
Well everyone who didn't show up that day decided they wanted in, so he let them in. However, they didn't just decide to join the game, they also exploited Pathfinder's poorly written rules on Drow Nobles, and my DM's general apathy.
They also decided to go ahead and take it further and added the advanced creature's template. I explained for a while they were wrong, but couldn't back it up fully. Finally I did research, proved it wrong with a ton of sources, and the DM still refused to make them change it.
Ok...so now I'm stuck with my puny Magus who got rules lawyered into the point he's useless. I'm being out performed in every aspect by creatures of the same "level" with ridiculous stats and bonuses and always being near death. Not only that, the party goes around proclaiming my character as a human slave and will almost kill my character just to prove they can.
They assure me it's part of the game, blah blah blah. The DM simply states the game isn't for me if I can't play in that type of setting and enjoy the game.
Oh, the kicker is that the DM states this isn't Golarian so the drow aren't hunted or hated.
So now the question:
I want to bring in a new character that is more up to par to these ones, but not in the same trick. I don't want to be a Drow noble, but instead I want to use semi-legal or misread rule tricks to create an overtly powerful character.
This isn't to be a dick or prove I'm better. It's simply because this is a power-gaming encouraged game, and I currently am not doing so. I've used the argument the developers have stated the Drow Noble should have a sort of LA, but they don't care. So if that's the case, I'd like to play on their rules. I'm just not devious or rulesbreaking enough to do that.
SHORT VERSION:
DM is allowing Drow Nobles without level adjust, my legitimately made character in a non-golarion custom Gestalt setting is basically getting beaten to the point of no-longer being fun.
Using similiar tactics as playing a race that shouldn't be played but can be arguably used due to poor wording...I want a character that will be on par with them or better. If someone knows one...
This is for fun, so if you want to lecture me, please just don't post. I'm curious to see what people come up with.
Estimated level should be around 4 with Gestalt (best of two classes) build.

Ok, so I had a character in a 28pt buy game that ended up dying horribly. (Apparently at level 3, 17 level 2 fighter/rogues can still kill you. note to self: Don't play a 7 int character who thinks he's bigger than he is, the extra points aren't worth it)
Anyways. So our party of Undine Inquisitor, Gnome Summoner, and human rogue need a melee fighter. So my current build looks like this:
Two-handed Fighter:
Feats:
Human-EWP-Ripsaw Glaive
Start-Step-up
Fighter-Combat Reflexes
Fighter-Following Step
3rd-Stand Still
Weapon: Ripsaw Glaive
Archetype: Two handed fighter
Replace bravery with Shattering Strike
Replace Armor Training 1 with Overhand Chop
Feats needed:
Dodge, Mobility, Combat Patrol, Step-up and attack, spring attack, whirlwind attack
Now, I don't really want suggestions on new weapons or feats, I think this looks about good, (but maybe build order for feats would be good). I want to have a pole-arm fighter that utilizes the 2 handed archetype, can be mobile, do good damage and always keep the upper hand as far as range goes. When it comes to melee, my goal is to keep the squishier characters safe, the monsters where I want them, and to keep up.
So now the big question comes...where do I put the points? We can drop stats below 10 to get what we want, but I don't know what to put the points into. Obviously I want my highest stat to be strength, my dex has to be high to utilize combat reflexes, and certainly con will be important. Neglecting INT probably won't be a good idea in this case, but maybe cha could be a dump stat. Opinions?

Well, it's obvious that as an adventure path there shouldn't be alot to mess up, but I messed up. We're at the end of Kingmaker 2 and I could use some help fixing some things...thanks
Mistake 1:
5-6 players (one keeps not showing up, as does another, so I end up with 4-5 usually)
The number of players is difficult to manage encounters, but that should be balanced by using the 6 player mode, and the xp split will be less...however...
Mistake 2:
I was using the fast XP track instead of the medium and that sort of put the PCs at level 7 for 4, and level 6 for the ones that only get half xp for missing part of sessions. So we've got 4 level 7s and 2 level 6's. They're way higher than they should be, and their quite powerful. Is there a way to convert them to medium build, or should I be cutting xp off of monsters? I need to slow their rate down as they're walking through everything already.
Problem 3:
This is a problem, not a mistake. They unknowingly built power houses against plants/trolls/ and other such fire weak creatures. They're capable of fireballs (alot of them) breathing fire, etc. So they rolled through the trolls like they were nothing (and I grouped them to fight apart from each other, but at the same time, which should have devestated them) So is there a way to stop them from doing such without outright killing them?
Problem 4:
They're bored of exploring. They don't want to do the hexes or kingdom build much anymore. So I'm worried about KM 3, so I've decided to switch over to a custom made expedition to Numeria. My problem is summing up any plot relevant things that will happen in KM 3 (NPC rulers will explore, build city, etc. but if there is something I missed that's important to part 4/5 I should include it.Parts 4,5, and 6 would be right up their alley.
So that's all the ones I can think of, and I appreciate any help on fixing these things. Also, my characters have high stats. (I used my old 3.5 method of 4d6, 2 sets, re-roll 1's, drop the lowest)
Party Set-up:
Four Regulars:
Half-Dragon Paladin (Immune to fire, high strength, 30 AC, high con and HP. fought the Lizard King one on one and won easily) (ECL 6)
Cleric of Serenae (Healer) (ecl 7)
Gnome Sorcerer, Space Born (ecl 7) Tons of fireballs, searing rays, and the like. High Charisma, and surprisingly the 2nd most HP of the group.
Cleric of Gorum (War guy?) (Ecl 7) High attack, high damage, great at sundering, rages, low ac.
2 sometimes...
Human elemental barbarian (ECL 7) high attack, high damage, high ac, high initiative...(ok this guy just plain cheats half the time, never rolls below 10 unless someone's watching him...I'm probably going to just kill him off)
Ursurine (bear-folk, weak race) ECL 6, Oracle, Great-axe wielder, decent AC and high damage.
So...if you guys can think of some good tweaks, that'd be awesome. And while Varnhold Vanishing looks very fun, my characters really want to go to Numeria and see some cool/different stuff, without the hex exploring and kingdom building.
I know it's alot to read, but thanks for your help!

A friend of mine is running a game for the first time in a while. He has a habit of running "difficult" games that are usually focused around one character as the "noble". I already know who he is choosing to be the center focus, and because of that I decided to make a character that would be able to lie, steal, cheat, and do lots of other stuff and manage to always get himself out of trouble.
Now the character is designed to be a "Work in progress" we're starting at level 1, and depending on how the noble acts, will depend on how he turns out. Using the Sandman build, I have him able to go Assassin or Harrower. So either murderous little jaded halfling, or happy go lucky fortune teller.
Ok, so on to the crunch. The campaign is level 1, all pathinder official material allowed, 28 pt buy.
Now I chose the following feats: childlike, go unnoticed, pass for human.
he has an alter ego type thing going to prevent trouble, and to make sure he's one step ahead of the noble. In combat, he hides and gets the hell out of there. Not all of the listed performances he'll get to with either build, but it's an idea of how he'll be built.
Build path:
Master of Deception (Bardic knowledge) or streetwise (w/o
rogue)
Gladhanding (countersong)
Expanded Repertoire or Sneakspell (Versatile Performance)
Wand Mastery (jack of all trades)
Quick Change or sneak attack (Lore Master)
Bardic Performance:
Stealspell (Inspire Courage)
Harmless Performer (Inspire competence)
Slumber Song (Suggestion)
Dramatic Subtext (Inspire greatness)
Greater Stealspell (Inspire heroics)
Mass Slumber Song (Mass suggestion)
Traits:
Successul Shirker: You gain a +1 trait bonus on Stealth checks
and a +3 trait bonus on Bluff and Diplomacy checks to avoid
punishment by lawful authority.
Vagabond Child (urban): You grew up among the outcasts
and outlaws of your society, learning to forage and survive
in an urban environment. Select one of the following
skills: Disable Device*, Escape Artist, or Sleight of Hand.
You gain a +1 trait bonus on that skill, and it is always a
Level 1 Feat: Child-like
Level 3 feat: Go unnoticed
Level 5 feat: Pass for human
Path:
Bard-> Harrower (level 6)
Bard-> shadowdancer -> Assassin
My only concern is that with Stealspell (since we'll need a one up against enemy spell casters, is that the save won't get high enough to matter unless I go straight bard, but the idea is not to support with bardic performance since I'll be stealth based.) The traits make him more effective in talking his way out of trouble. Keep in mind, he's more of a thorn in the side, not mouth of the party until they earn it sort of character.
Any suggestions?

Welcome to the Fable of Reality! Here you'll be exploring a brave new world within a world, layers of layers of other worlds thrown together. This should prove to be interesting. Character guidelines:
Lvl. 5 with base xp.
Base starting gold+500gp to represent sign-on bonus for being willing to explore the anomaly.
All classes allowed including play-test characters and Psionics.
Feel free to work together to build a cohesive party. Backstories can include each other or not, but the Lord would have chosen people who seem to be able to work together.
Now, the following are new traits designed to be tested in this setting. So you can select 'em ;)
New traits are available for play! The following traits unlock new options for character creation and development and are suited for characters entering the Fable of Reality and are subject to DM approval. Traits with the * marker take up 2 trait slots and can be purchased with the Extra Traits feat.
Bag of Chance (General)
You lose all of your starting gold and instead roll a d6 and gain the result listed on the table below. This replaces all starting gold, and can be less than what a character of your level should have.
1. Base Gold -3,000
2. Base Gold-2,000
3. Base Gold
4. Base Gold +1,000
5. Base Gold +2,000
6. Base Gold +3,000
If you roll a 6, you may choose to roll your dice a second time. If you do and manage to roll a 6 the second time, you gain a total of 6,000gp extra. If you roll a 1 on the second dice, you treat your final result as 3 and start with base gold.
Reality Sensitive (General)
You are especially sensitive to thin spots in reality, and have learned to not only spot them, but to gain a general understanding of them as well. You gain a +2 bonus on perception checks to spot thin spaces and gain the benefit of a “detect” spell to determine what is on the other side. The result is generally how the opposite plane is aligned, and whether or not the environment is deadly. The answer will be short, such as “no danger”, “some danger”, “instant death”.
Reality Walker (General)
You’ve gone through various holes in reality all your life, probably never noticing or understanding what they were. These brief, non-significant jaunts through space-time have left you slightly touched by their power. You gain +2 on all saves to resist effects generated by these anomalies, and may increase the DC of any spells, spell-like or supernatural abilities you possess by 1 when in the presence of these fluxuations.
Godhand (General)*
The power of the multi-verse was imbued into you as an infant, as a result you’ve always felt an odd strength in your own hands. You deal an extra 2 points of damage with every attack you land, in addition when fighting in a plane that is not your native, increase this damage to 4. While on a different plane, you do not need to eat or drink and require only 4 hours of sleep each night. Spellcasters must rest according to their class description.
Mutant Strain (General)*
Your very genetics have been altered by some cosmic event, adapting your form in ways no scholars have ever predicted. As a result, you gain the use of any 0 level spell as a spell-like ability usable at will. This trait is with GM discretion, and the save DC (if any) is equal to CL+Cha+10. The caster level is always equal to ½ character level.
 
Adrenaline Rush (General)
Adrenaline flows through your veins faster than it does in most creatures, as a result you can temporarily decrease your Con score by 2 points to gain a +2 bonus on attack and damage rolls for a number of rounds equal to your modified con modifier. This ability functions once per day, and any effect that restores your con score ends the duration of this effect.
Engineer (General)
To believe in the power of science is to be a believer in the physical world and not rely on the powers of magic. You gain +1 trait bonus to a craft skill of your choice, and gain Knowledge (Engineering) as a class skill.
Not so bad… (General)
Once per day, when rolling on the fumble chart to determine the effects of a fumble, you may increase or decrease your roll by up to 2.
Make it worse…(Combat)
Once per day, when an opponent rolls on the fumble chart to determine the effects of a fumble, you may increase or decrease their roll by up to 2.
Ruin the style (Combat)
Once per day, when an opponent would regain lost Grit points, you may use this trait to deny them any grit points they’d regain this round.
Son of a b@%$$ (Social)
When making an intimidate check, you always re-roll dice result of 1’s.
Gifted Tongue (Social)
When making diplomacy or bluff checks, you always re-roll dice result of 1’s.
Star Performance (Social)
Once per day when making an interaction check that worsens a targets attitude towards you, you may instead have their attitude remain the same without any penalty.
Outside the Box (General)
Whenever you come up with an especially clever idea or plan (up to the GM and possibly the rest of your party) you gain a +4 bonus to any associated checks that do not require attack rolls. For attack rolls, see the Cinematic Flair trait.
Cinematic Flair (Combat)
Whenever you describe an attack in a meaningful, cinematic, or stylish way through roleplaying and not the use of feats; you gain a circumstance bonus on the attack. The bonus depends on just how much the description added to the game and is determined by the GM and possibly the rest of the party. The minimum bonus is +1, while the maximum bonus is +4. The more this trait is used, the less often you gain the benefit of it. (Basically, this means that if you’re awesome all the time, then you don’t impress the others as much, thus reducing the awesomeness of this trait. If you’re trying too hard, it gets just as boring as just saying “I attack it with my sword!”.)
 
Drawbacks:
Drawbacks are taken at character creation and have an impact on the game in a generally negative way for your character. The benefit of taking these drawbacks is that you gain access to a free feat. The GM may reject any drawback, and may also deem it necessary to read further into the drawback than what is listed here. Any time a drawback is not roleplayed into the game, the feat may be withdrawn. If the drawback is overcome, well that’s different. If through the course of the game, your character overcomes his fear of spiders, he may retain the feat with DM approval. You must meet all requirements for any feat you pick.
Addict
You are addicted to something that is harmful to you in some way. Addictions get in the way of accomplishing goals, and can be difficult to get past. When dealing with difficult issues or exposed to the target of your addiction, you must make a will save determined by the DM to resist the addiction. The will save is designed on a percentage of failure rather than a flat out DC to keep this trait effective throughout the game. You and the DM must work together to determine what constitutes a viable addiction. Grants: Any feat that improves saves or skill checks.
Hatred
You hate something so much, that just the presence of it makes you angry. Your hatred can be towards a certain race, profession, type of personality, creature, as long as it is something that is common. A hatred towards any Gnomes who happen to have purple skin, red eyes, and green hair for example is not a viable hatred. You must work with the DM to determine the source of your hatred, and the result makes you generally hostile towards that source. Grants: Any combat or meta-magic feat.
Delusions
You believe something that simply isn’t true, or at least not true enough. Your delusions may place you at the top of the food chain when you’re really closer to the bottom. You may also be so convinced the world is flat it can put you at hefty disadvantages both on the field and when you’re being ridiculed by people who know better. A delusion will often times help you make the wrong decision, and must be specified between you and the DM. Grants: Any non-combat related feat
Fear
Fear strikes even the greatest of warriors in some way or another. A fear must be more than “fear of dying” or something that is completely uncommon. Viable fears are: Heights, Spiders, Drows, Women, Water, etc. and must be approved by the DM. When in the presence of your fear, you are shaken and if exposed drastically to your fear (say afraid of heights and are clinging for dear life off of the grand canyon) you may be subject to additional penalties. Grants: Any combat or meta-magic feat.
Scarred
Sometimes scarring is emotional, most times it isn’t. You bear a physical scar that is generally very noticeable. The result usually makes most people nervous around you, or can overall hurt you chances with the ladies. A scar may help your chances with intimidation though, and may also make you recognizable to passerbyers. Grants: Any feat that improves skills other than diplomacy, or any feat that improves the chances of your character surviving. (Ex: Endurance, Die Hard, Toughness)
 
Betrayed
When a group of adventurers joins up, they hold each other’s life’s in their hands. If the group’s healer decides not to heal, it could mean life and death. You’ve been the victim of such a case, and as a result have difficulties bonding with others of your party. This means you can almost never gain the benefit of a team-work feat, and that you’re generally paranoid of others. Grants: Any feat that raises perception, sense motive, or will saves; as well as feats that grant additional attacks of opportunity or improve reflex saves.
Haunted
The memories of the past make it difficult for you to forget all the things you have seen in your life. This causes you to sometimes be distracted as you stay deep within your thoughts, or see the faces of those you’ve known in others. While this can affect initiative and perception, it also makes you tougher on the enemies you face, perhaps blaming them for what has been done to you. Grants: Any feat in the Power Attack, Two-Weapon Fighting, or Spring Attack trees.
Heretic
Divine worshippers have a tendency to judge, and you have been judged before. Branded a heretic or against a certain religion, those who possess divine power tend to go harshly on you. In addition to your alignment, those who detect alignment on you also can determine whether or not you follow their deity. While most will leave you alone, some take great offense to this. Grants: Any feat that improves resistance to spells (mainly save improvements), any feat that grants bonuses to Knowledge religion or Spell-craft, and any combat feat that is geared against spell-casters.
Debted
You owe a large amount of gold to someone much more powerful than you. They’ve been relatively “nice” so far, but have grown impatient. This is no longer a matter of gold, but if you should be able to pay them off your debt (2x your starting gold from interest) you can overcome this drawback. Otherwise, it doesn’t matter what plane you’re on, you’ll be followed by someone nasty. This can also affect social interactions with certain individuals. Grants: Any feat.
If you have any other drawbacks you’d like to suggest, talk to your DM, he may allow for expanded options.
Now if you have any questions, feel free to ask. Just be aware I won't pay much attention until about monday when I'm not so stressed. :D

This is a PFRP PBP game that will be starting up shortly.
The premise: This was a campaign design I've been working on for quite some time, and the idea was going to be used in the module I was going to submit for RPG Superstar, since that didn't work out I'd at least love to run it here and get some opinions. The game starts at 5th level, which should give everyone a chance to have some decent equipment, levels, and survivability.
Story:
Odd things have been happening in Golarian, entire tribes of people have started to vanish, magical creatures have lost power entirely or grown far more powerful than they should ever grow to be. Magic is behaving in an odd and unpredictable way. It wasn't a large concern until the sky itself seemed to rip open and the moon was blocked by an unknown object. Like a roaring citadel within the clouds, a fortress had made itself known. In the night of its arrival, lightning tore apart the ground and razed fields, this was no peaceful arrival. As soon as it came, it was gone and there was a realization that the stability within the planes was fluctuating, and a change was occurring.
When traveling to the Lord's fields, a squire noticed a spot in the air that seemed not right. What he could see was not the grain, but a clear desert. Unable to comprehend what he was seeing, he soon gathered scholars and mages to look upon the window. A wealthy noble claimed the land, and claimed the exploration of the spot. While crops withered and died, or grew inexplicably, and whispers from other worlds filled the head of the slaves...something had to be done.
Recruitment posters were sent to every nearby town, offering fame, glory, and untold wealth to those brave enough to explore the shift in the planes. Planal scholars could only vaguely describe what they were seeing...
What I need:
This game will be for 6 players, and is not first come first serve. Deadline for entry will be Monday the 14th. I do not want to see completed characters, or anything like that. What I'd like to see is background stories, character concepts (possible build paths) and interesting characters. I allow and encourage all playtest classes, APG, and Core. I do not accept anything third party OTHER than Dreamscarred Press's Psionics Unleashed.
What to expect:
There will be alot of exploration, trap-finding, combat, social intrigue, and magical explosions. Gunslingers will feel at home as they discover the giant mechanical fortress that shows itself from time to time, and an odd variety of characters will make appearances as the PC's explore this strange realm of the First world, Golarian, and other nearby planes.
If interested, feel free to drop me a character concept :D
Probably the wrong place for this, but where do you get the info for playtesting? Is it for certain people or what? Id love ti start playtesting some of this stuff.
I just read a thread discussing the validity of some objects and mark moreland said to email sean or him. I dont see the email addresses. Where are they?
I have not said anything because i dont wish to deal with the feedback of the community but id love to show the judges somrething.
So where are these emails?

Alright, so my PC's have just learned about the possibility of taking over the stolen lands as rulers. They have not yet surpassed level 1, but have begun to think big. While they understand they've got a long road ahead of them, they've already begun plotting against Brevoy and the sword lords. While they're going to run through the Kingmaker scenarios as heroes and leaders, doing as they're instructed, they have the plan to surmount a rebellion and take over as many kingdoms as possible.
Now, while the kingdom building rules and the way that the armies are described and kingdom vs. kingdom conflicts go, this should seem rather possible. Especially with powerful enough PCs. So my question is this: Where can I find detailed information on the nearby kingdoms, characters, and such. I have a long time to prepare this, but I need some information. And is it even possible for them to attempt this gigantic feat? By the time they finish all of the adventure paths, they should have ALOT of territory under their control. They will do everything they can to subvert the barbarians, etc... so anyways. Input?
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