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So lets say I have character. This character is Alchemist 7 / Living Monolith 3. The alchemist has the discovery "Preserve Internal Organs" and the living monolith feature "Fortified Flesh".

Are these two different in how they function or do they function the same and thus no stacking? I am just slightly confused on the wording and am leaning towards "they function the same and thus no stacking".

Fortified Flesh wrote:
At 3rd level, the flesh of a living monolith takes on the hardness of stone. A living monolith gains DR 1/— and 10% immunity to critical hits and sneak attacks (as if wearing fortification armor).
Preserve Organs wrote:

Benefit: The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Special: This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.


thorin001 wrote:

You missed Buff the Party.

Getting Haste off before the party scatters can be pretty important.

Indeed I did. Thank you for mentioning it.


To quote from the book "Back to Darwin: The Scientic Case for Deistic Evolution":

In order to have the best chance for survival, then, an organism must be "careful" not to become too successful with its particular mode of specialization. It must strike just the right balance between specialization and over-specialization, or be faced with the prospect of self-imposed extinction. Thus, at a certain point, it must back off from the tendency to specialize in its environment.

Natural Selection chapter. Pg 119

TL;DR / Translation = Its fine to specialize your character as say the "face" of the party but don't over-specialize as you run a higher risk of getting your character killed off.

I apply this same logic to having a high initiative score. It is not a bad thing to specialize in a way to have a 6 or 10 for initiative, but the higher you go and more you devote your resources into initiative is when you begin to neglect other vital parts of your character.

EDIT: Here is also a good example of specialization Vs over-specialization.

Spoiler:
Fighter A we will name "Over-specialization" and Paladin B we will name "Specialization".

Both A and B have not mutliclassed.
Both A and B are 7th level.
Both A and B have a high charisma score of 18.
Both A and B have Dazzling Display and Disheartening Display.

When "Over-specialization" is approached by an undead, his charisma of 18 and both of his display feats are rendered useless in the encounter. "Over-specialization" must rely on just his strength or dexterity to defeat the undead.

When "Specialization" is approached by an undead, only his two display feats are rendered useless in the encounter. Unlike his counterpart, "Specialization" can also use Lay on Hands and/or Smite Evil to defeat the undead in addition to using just his dexterity/strength to brute force the undead.


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I said it once, I will say it again. Unless your going to:

A) Knock-out / Kill the BBEG in one round before anyone, even the BBEG or allies, gets to do anything.
B) Run away.
C) Disable the enemy(s) before they get to do anything. (IE: Mass Hold Person or just Hold Person.)
D) Going to kill all enemies in the encounter before they get to do anything. (IE: Maximized+Empowered+Intensified Fireball)
E) Early positioning of your character to get a bigger benefit. (IE: Rogue)

You really don't have a good reason to have a high initiative besides the reasoning of " because you can".

The only types that really need a high initiative are:
A) Casters.
B) Certain martial classes (IE: Rogue, ninja, gunslinger, etc, etc).
C) Min-maxed-for-damage builds that are not casters.
D) Cowards.

Spoiler:
Ezren, Iconic Wizard (Wizard level 1)
Dexterity 14 (+2 to initiative)

[u]Math[/u]
+2 initiative

If you wanted to mix-max your initiative at 1st level, take the above example and change/add the following:

Dexterity 20 from 14 (+5 from +2 initiative)
Improved Initiative feat (+4 initiative)
Reactionary trait (+2 initiative)
Familiar (Greensting Scorpion +4 initiative, instead of Owl)

So 4+5+4+2 = 15 initiative

Then lets take it one step forward:
Ezren isn't a human hes an Ifrit with the Wildfire Heart racial trait (+4 initiative)

Ezren the Ifrit Wizard now has an initiative of +19.

The reason for the spoiler above is also to ask a question and I feel this is fairly important question when regarding 1st level:

"You win the initiative, what do you do 1st level wizard?"


Sage Familiars get +2 skill points per level.
Knowledge skills are considered class skills for a Sage Familiar.
A Sage Familiar can do knowledge checks untrained.
A Sage Familiar gets 1/2 its level as a bonus on knowledge-related skill checks.
A Sage Familiar gets 5 + its level as Intelligence. (So a 3rd level wizard would have a familiar whose INT was 9 instead of 7.)


You can also protect a familiar with the Synergist archetype for witches. Which functions like tattoo sorcerer or a tumor alchemist.


Gisher wrote:
Wanderer Ammon wrote:

Bats are my favorite familiars for scouting. In a home game, I have a 5th level shaman (spirit = lore) whose Bat (School Familiar, Conjuration) has:

* Improved Evasion
* Blindsense 20 feet
* 40ft fly speed (Good)
* AC 19 (+2 Dex, +3 natural, +4 Size)
* Low-light Vision
* Telepathic Link to its master while within 1 mile of master.
* Dimension Door*** 2/day (as SLA) to master's side.
* Cannot be tracked by scent (Deodorizing Agent**)
* +37 Stealth
(+12 size modifier, +8 racial modifier*, +2 Dex, +4 spirit animal bonus, +8 skill modifier, +3 feat bonus of Skill Focus = Stealth)

* = Evolved Familiar Feat, 1pt evolution = Skilled (Stealth)
** = "Coating a creature in a vial of this milky, odorless substance takes 1 minute and renders it scentless for 1d3 hours. Creatures that rely on scent for locating creatures do not gain the benefit of this ability against a creature affected by a dose of deodorizing agent. (Cost = 30 gold)"
*** = Range of Dimension Door = 600 feet.

How does a Shaman's familiar qualify as a School Familiar when a Shaman doesn't have the Arcane School class ability?

House rule by my GM. If it wasn't a house rule I would have gone Shaman 4/Wizard 1.


Spoiler:
Class: Shaman
Level: 5
Archetype: N/A
(dual-talent, +2 INT and +2 CHA, Human)

Stat Array
STR 8 / DEX 12 / CON 10 / INT 16 / WIS 16 / CHA 16

Feats
1st Level: Evolved Familiar
3rd Level: Extra Hex -> Witch's Hex -> Slumber hex
5th Level: Telepathic Link

Hexs
2nd level hex: Evil Eye
3rd level hex: Slumber
4th level hex: Arcane Enlightenment

Bat stealth (+37) modifier.
Hide check while flying 1/2 speed: 39 to 57
Hide check while flying full speed: 39 to 52

To min-max my Bat to be a spy-machine, I only sacrificed my 1st and 5th level feat and my constant-spirit had to be Lore. The rest of the character I had full control over.

Also yes you only need really +8 on Initiative as caster if its a must-have for you. The higher you go the more you over-specialize in Initiative and the greater likelyhood you are weaker as a result as a caster as a good portion of your resources are poured into Initiative.

Green Scoprion = +4 Initiative
Alertness feat(from Scorpion while within arm's reach) = +2 Initiative
Dexterity 14 or Reactionary Trait = +2 Initiative
Total: +8

Shaman is also one of the more hilarious classes when it comes to familiars.

Squirrel Tank:
Squirrel Tank
AC: 22 (10 + 5 Dex + 4 Size + 3 Natural)
Flat-Footed: 17 (10 + 4 Size + 3 Natural)
Touch: 15

Full Defense: AC (26), FF (17), Touch (19)

HP: 6 (Master has D8 Hit die (8) + FORT 20 (+5) = 13)
Hit Die: 1 (Aka Level 1 Shaman)

Saves
FORT -1/ REF +5/ WILL +1

Special Quality: Improved Evasion

Stat Array
STR 2 / DEX 21* / CON 9 / INT 6 / WIS 12 / CHA 8

* = Eye for Talent (+2 to selected ability score), human trait.

Spirit of: Battle (+2 Natural Armor. If it already has natural armor, increase it by 2.)

Could be funny for a Shaman 2/Witch 10 (Beast-Bonded) build as you become the Squirrel Tank.

@ Secret Wizard: If you haven't flipped through the pages of Familiar Folio and Animal Archive... you should.


Bats are my favorite familiars for scouting. In a home game, I have a 5th level shaman (spirit = lore) whose Bat (School Familiar, Conjuration) has:

* Improved Evasion
* Blindsense 20 feet
* 40ft fly speed (Good)
* AC 19 (+2 Dex, +3 natural, +4 Size)
* Low-light Vision
* Telepathic Link to its master while within 1 mile of master.
* Dimension Door*** 2/day (as SLA) to master's side.
* Cannot be tracked by scent (Deodorizing Agent**)
* +37 Stealth
(+12 size modifier, +8 racial modifier*, +2 Dex, +4 spirit animal bonus, +8 skill modifier, +3 feat bonus of Skill Focus = Stealth)

* = Evolved Familiar Feat, 1pt evolution = Skilled (Stealth)
** = "Coating a creature in a vial of this milky, odorless substance takes 1 minute and renders it scentless for 1d3 hours. Creatures that rely on scent for locating creatures do not gain the benefit of this ability against a creature affected by a dose of deodorizing agent. (Cost = 30 gold)"
*** = Range of Dimension Door = 600 feet.


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The only time I had a character with a high initiative was my Elven Arcanist with Dimensional Slide and Vanish + Expeditious Retreat as spells. He was an Arcane Burglar who was a coward when it came to combat.

GM: "Alright you win the initiative, what do you do?"
ME: "I cast Expeditious Retreat and quicken a Vanish.
GM: "Anything else?"
ME: "I RUN AWAY!"

Which is honestly my point with high initiative scores. Unless your going to be:

* five-finger death-punching some dude for an absurd amount of nonlethal damage with your Monk (Martial Artist) + Ninja (Scout) build...
* Running away like a dog with its tail between its legs...
* Casting a spell that stops combat (mass hold person anyone?)...
* Kill all enemies before they get a chance...

There is no point in having a high initiative score besides the fact that you can.


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https://www.youtube.com/watch?v=eHdYpLQwiYU

^
I remember playing this song as an opener to the adventure for my friends when I ran the "City of Golden Death" for them.

As for treasure, I agree. The lack of treasure is slightly annoying. I added (+1) golden weapons and armor and shields, masterwork quality, for them and only this gold could be taken out of the city. My players liked it.

Like the fighter walked away from the city at the end with
* Masterwork +1 golden fullplate armor.
* Masterwork +1 golden long sword.
* Masterwork +1 golden shield, heavy.

In addition to the normal treasures and money.

The player in question already had the same equipment (Full plate, longsword, heavy shield) that were all +1, I gave him and the other players vanity weapons/armor/shields. If they weren't happy, I let them sell the golden equipment.

I considered myself a GM who never "pulls their punches" when it comes to status effects/crits/damage but is also nice to my players for the rewards they get.


They took our guns!


If your just starting PFS, the best thing to do is start with something simple and workable while also being something you can stick to.


My question would be more directed towards:
"How did the goblin became a paladin to begin with?"

and less

"Why is a LG paladin worshipping a CE goddess?"

Not that it isn't possible for a Goblin Paladin to exist as Succubus Paladins are a thing after all.

I played in a seafaring campaign as a LG Undine Paladin of Bokrug (CN) and as a Paladin I upheld my deities "areas of concern" which were Revenge, Water and Destruction. My primary weapon was a Ranseur as it was my deities weapon. my secondary weapons were a Net and Trident.

For those not familiar, Bokrug is from the pantheon of "Great Old Ones", a pantheon that Cthulhu is home as well to in Golarion.'

EDIT: http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodIsNotNice


Sammy T wrote:
Wanderer Ammon wrote:
Presenting the "Health Tank" barbarian.
How does he TWF with such high +hit bonuses if he doesn't have TWF?

1d6/1d6 is just the damage stats of a quarterstaff, indicating either end of a quraterstaff can be used for the same damage. It just simply comes down to 1d6+6 when two-handing a quarterstaff if your just using it as a stick to hit someone on the head with when two-handing it. I personally went for the Quarterstaff over a Club because although the Club is a 1d6 like the Quarterstaff, it is only a one-handed weapon as opposed to a two-handed weapon. If the character had 5 extra gold, they could upgrade to a Greatclub which is a two-handed weapon that does 1d10.


I like what DocShock brought up.

I remember a friend of mine, around June of last year, was bummed out in PFS he couldn't play as a vanara aka monkeyfolk. So I told him, just play as a tiefling, use the rakasha-spawn variant heritage (bestial/animal heritage) and take the prehensile tail from the alternate racial traits. Then just refluff the flavor of the race and you got yourself a vanara. He even asked me how would he get a climb speed. So I told him put your skill points in climb and just go Monk and take the Terracotta Monk archetype so by fifth level he could climb at full speed; even Spider Climb as the spell.


Renegadeshepherd wrote:
Level 1 is the level that has the most to do with luck than anything. One crit roll can ko all but the hardiest of characters and one bad save can ruin the adventure. I usually bring my A game character at level 1 because it's irritating when one roll screws you over. It's one reason why a dual cursed oracle is so good for a level 1.

Yep,your A-Game is important and also your fellow players working as an organized team is also important. One of the biggest reasons an adventure can fail is that not everyone is working as a team.


Zen as Rage is not hard to refluff. In fact it was already done as a 3rd party Archetype.

Let me just post the flavor/fluff for the Serene Barbarian archetype.

When most barbarians rage, they draw upon nature’s ferocity, relying on the instincts of a mother bear protecting her cubs or a hungry lion on the hunt. Nature, however, is not always so blunt. Like snakes waiting patiently, then striking suddenly, some barbarians lose themselves to a state of absolute calm.

Barbarians have tons of Paizo-related archetypes and rage powers that allow them to do other stuff while raging. Climbing, swimming, stealthing, intimidating, etc. Take for example the Primal Hunter barbarian archetype. It alters the rage of a barbarian so the barbarian can stealth while raging but does not gain a bonus on Will Rolls.


Presenting the "Health Tank" barbarian.

Spoiler:
Human Barbarian, Level 1

STR 16 / DEX 14 / CON 18 / INT 8 / WIS 8 / CHA 9

AC: 18 (10 + 6 armor + 2 dex) or 16 (10 + 6 armor + 2 dex - 2 while raging)
HP: 26 (28 if raging)

Fortitude save: +7 (+9 if raging)
Reflex save: +2
Will save: -1 (+1 if raging)
Initiative: +2
Stabilize: +9 (Factor in the "Hard to Kill" trait as well for added survivability)

Favored class bonus: +1 HP

Attacks
Quarterstaff: +4(/+7 while raging) to attack, 1d6/1d6 +6(/+9 while raging), x2 on crit

Skills: Survival (+3/+8), Climb (+3/+8), Swim (+3/+8)
(Survival gets an additional +5 on specific activities as specified in the Survivalist trait. Climb and Swim have alternating bonuses depending if your character is wearing armor at that moment.)

Equipment: Chainmail (150 gold), Quarterstaff (0 gold)

Alternate human racial, "Heart of the Wilderness":
(Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.)

Feats
Toughness (+3 hit points)
Tribal Scars (+6 hit points. Bear Belt: +1 on fortitude saves, +2 on intimidate checks)

Traits
Survivalist (You gain a +5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.)

Hard to Kill (When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.)

Tips
#1) If your going to be on a mission that involves treking to a location after several days and your asked by your GM why you don't have rations, explain that you have a good survival roll to forage for food and get water. If your GM permits it, you can also ask to take 10 or take 20 on your survival. Doing so automatically gets you a 18 or a 28 when looking for food/water.

#2) If your party is generous enough, ask for 5 gold pieces so you can buy yourself a greatclub as it does more damage than your quarterstaff.

#3) Always be in the front of the party and always be the first to open every door. Why every door? Well if its a booby-trapped door, you will take a hit, but it is very rare and almost nigh-impossible to die at low levels.

Example: I was with a party in the sewer and we had no rogue, I was in the front, a trap triggers and hits me and rolls max damage, dealing 19 damage to me and me only. Such an amount would have most characters spiraling to the floor and now in negative hit points as they would be dying, however I was still up with 7 HP left and all I had to ask was the cleric heal me up with their wand of cure light.

#4) You have a higher survival rate when dying compared to other players. When you factor in you have a +9 to stabilize and a -9 penalty equal to half your negative hit point total, 18, you only need to get a flat 10 or better on the roll to survive as you have no penalty or bonus. For a normal wizard for instance, with a CON score of 12 and a hit point total of 7, they have a -5 penalty to stabilize and need to get effectively a 15 or better on their d20 roll.

Also you need to factor in even if your dying and unconscious and the healer cant' get to you, you only die if you reach your constituon score with negative hit points. Which is in fact 18. You can survive a few turns longer than other players with a lesser Constitution score while you are dying and trying to stabilize. Plus like we talked earlier, you have a better chance of stabilizing than most other players.

#5) Your rage will get you the following: +3 damage and +2 to hit (+7 to hit total and 1d6/1d6+9,x2 damage total). +2 hit points (28 from 26), -2 AC (16 from 18), an effective +1 on your will save (+1 from -1).


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To quote Mark Rosewater from the cardgame MTG: "The flavor is flexible, the mechanics are not."

I personally support refluffing. Sometimes I love the mechanics of a class or archetype yet the fluff behind it isn't my cup of tea. So what do I do? Refluff it while not altering the crunch/mechanics a single bit.

If a person is against refluffing, then they must simply hate the summoner class. The summoner class is practically the definition of a refluffer's perfect dream. Going for an osirion themed summoner character but don't want tentacles to be, tentacles? Refluff it into sand or even a mummy's bandages so it goes better with your character concept.