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- Buy a small hand crank drill. Pierce a hole in a dungeon door. Cast Cloudkill and block the door (arcane lock, wall of stone/iron, BSF hold the door etc ...). Wait for them dying.
- Stinking cloud (nauseated = 1 move action per round max) + web (need a simple action to get out) = stucked.
- Magic Jar. (not a trick, but so overpowered).
- Cloud spells + ghost mask or lenses of fog cutting is a very fun combo. If you have craft wonderous, craft some for everyone in your team.
- Arcane lock wand can enable you to lock down a "dungeon". Go on recon with your improved familiar/arcane eye/one way window, and lock each room with any kind of opposition with an arcane lock wand. It's a great investment, and limits greatly the possibility of backup for any nasties you need to fight.


Like people said, the group is quite squishy ... but as you have a conjuration wizard, it might actually not be that much of a problem if he plays "God Wizard" mode.
If you play an archer (or variant), and have the wizard take craft wonderous, you can quickly get a ghost mask or lense of fog cutting. If he uses a cloud/fog spell from the begining of the fight, you would be able to pick targets with little to no retaliation, the swashbuckler taking care of whatever manages to evade/overcome the crowd control of the wizard.
If the group doesnt play that way (let the wizard control the flow of the fight, and deal with the ennemies accordingly) then you'll need some kind of frontline character.

If archer, i'd go with an Arsenal Chaplain Warpriest. Very straightforward, excellent damage, good utility with cleric spells, and actually quite some survivability (and you can take point blank master at 5 to actually hold the line and shoot in melee).

If frontliner, i'd go with one of those three builds :
1) Half orc "War Druid". Max out strength, then WIS/CON. Take a Warcat or big cat companion. With the bard, you, your pet, and potentially summoned animals (especially with an archetype like lion shaman) will tear down any opposition, with more than decent staying power (high ac with self buffs, decent HP and saves, and some healing). And you're still a level 9 caster. Stat wise go for something like 18 STR 14 WIS 14 CON rest whatever. Take the alternate racial trait sacred tatoos for +1 luck bonus to saves, and fate favoured trait.
Background wise, it could be a half shoanti half orc. He/she was raised by the tribe's shaman (druid), barely accepted by the tribe, but was supposed to take the succession of the shaman when he'd die. When it did happen, the tribe kicked him out. He still has some ties with his former tribe, both good and not so good. Has been serving as a caravan escort for traders going to cheliax by land.

2) Half orc barbarian inulnerable rager. Even more straightforward, but effective and fun to play imho. Max STR/CON/DEX in that order and whatever else is left. Take a Falchion. Same as for the druid : sacred tatoos and fate favoured trait (for +2 to all saves), and then superstitious rage power, and human alternate trait bonus for even more save bonus. You'll have saves that are actually better than a pally, good DR, best HP, and crazy damage.
I'd go for some similar shoanti/orc origin, but perhaps as a barbarian, was expelled young from his tribe, caught by a slave trader, sold in the arenas of korvosa.

3) Tiefling (Pit Born) Oath of vengeance paladin. Max STR>CHA>CON>DEX.
Start with Fey Foundling. Take alternate racial from tiefling for basically 1D6+4 per 2 level lay on hands on self. Very high saves, can get more than decent AC, crazy damage as a paladin, and you're a demon.
As a background, you need to choose your path a paladin, and as it's quite important, it'll be up to you to decide. According to the group, you have actually lots of options. For such a character, i'd take Ragathiel. With cheliax involved in Korvosa, you can exlain easyly why a tiefling is around ...

All three builds are effective and fun, and should be nice to play in COTCT


As other pointed out, i'd ask the GM for something decent ... this is b$&#$~#*.
If he doesnt listen, you have then two options (that are actually not exclusives).
1) Go suicidal. (the Transmuter elf wizard is fun, you'll have 3 HP, if you take 8 damage you're dead dead dead)
2) Go for an overly optimised build. Something that summons and casts is great. (have a few options on that). You don't need good stats for this.

If you really want to play with such stat array, stay as far as possible of anything martial/melee ... A caster won't be as bad with these stats.


Hi all,
I have this idea of a Dimensional Savant build, but i'm not sure how it interracts with the different Teamwork feats.
I'll describe the setup first, and then get to each question, step by step.
So, as a setup, we assume the character has the required number of feats, and the available attacks of opportunities (it would probably be the limit to the build).
We'll also assume the character hits, crits and confirms for the sake of looking at how to deal with the different teamwork feats.
So the character has the 4 dimensional feats (Dim Agility, Dim assault, Dim dervish and dim savant), and then has the following teamwork feats :

- Outflank

Spoiler:
Prerequisite: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

- Paired opportunist
Spoiler:
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

- Seize the moment
Spoiler:
Prerequisite: Combat Reflexes, Improved Critical.

Benefit: When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent.

Still, for the sake of analysing the mechanics, we assume the character has enought movement for his "dimensional jumps" between each attacks, and will have 5 attacks.

The dimensional savant will start the fight adjacent to his ennemy.

So here are the questions :
1) As he starts adjacent to his ennemy, he'll dimension door to the other side of his target to do his first attack. Is he considered flanking his opponent on his first attack ?

2) He crits on his first attack. As he is his own ally, he provokes an attack of opportunity with Outflank. Does he gets an attack of opportunity from Seize the moment too ? (so basically 2 attacks of opportunity.)

3) What happens if he crits on his attack of opportunity ? Does it provoke another attack of opportunity (from outflank and/or seize the moment) ?

4) For his second attack, he moves to an adjacent square. He's now flanking AND adjacent. He crits. So he gets an attack of opportunity (from outflank and/or seize the moment). Should he get another one from Paired opportunist ? (or 2 additional if he makes one from outflank and one from seize the moment, should he get 2 additional from Paired opportunist ?

5) He has a fortuitous weapon (enables a second attack of opportunity at -5). If he can trigger paired opportunist, does he triggers it once for his first attack, and a second for his second attack of opportunity (at -5).

6) That's maybe the first question i should have asked : using dimensional savant do you actually qualify to count as your own ally for the purposes of teamwork feats ? To use this attack of opportunity loop/exploit would you need some kind of ability similar to the Inquisitor ?

Those are rethorical questions, and whatever should be the rulling on those combo, remember this requires all your feats, and probably some twisted build to pull out.
I love the concept of dimensional savant, i just want to see how it really works, and how much you can get out of it. Without using/exploiting those teamwork feats, it's basically a glorified pounce, with "semi-auto flanking", but costing a minimum of 4 feats and the usage of a hard to come by ressource (either Ki or spell slot)

On a subsidiary note, if we imagine an item provinding dimensional door at will (or X times a day) would it be usable with dimensional dervish ?

Thanks for your enlightenment :)


Douglas Muir 406 wrote:

I don't agree that you need to run PF scenarios first; if you're a reasonably experienced gamer, you can jump in. The first AP ramps you up pretty gently. It is very sandboxy, and that's a thing. If you have players who like proceeding on rails, that could be an issue.

Doug M.

Other APs are easy to get in, both for GM and players, but i think Kingmaker is different for the reasons i mentioned above.

You can clearly run Anniversary edition Rise of the Runelords "by the book" and have lots of fun.
If you do so with Kingmaker, it's going to be very tedious, and will feel very shallow. Building upon Kingmaker is doable, but i think it's difficult for a GM new to Pathfinder.


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I like this thread, and i'd like to add a few thoughts.
Pathfinder paladins are less moronic than in D&D in my opinion, and the different codes of paladins are very interesting.
For exemple, a Shelynite Paladin, is the less "lawfull" paladin, and the most peacefull. He'll try very hard to prevent conflicts and fights, and would never give the first hit.
An Abadar Paladin on the other hand, is the least "good" paladin, and the most "Lawfull". A Paladin of Abadar WILL protect slave traders and owners, and "bandits" that try to free slaves will be fought.
Iomedae Paladins are the most "noble" in the sense that they are born leaders. They protect their own and their rulers. They always fight honorably, and won't let people around them act dishonorably.
Sarenare paladins are the most "fundamentalists" of the paladins. They fight evil, and if said evil fight unfairly, they'll fight unfairly too. They'll try to convince people to follow their path, and those that don't want to will be shown steel.
Erastil Paladins are the most "conservative". Respect the elder, the community etc ... when you read Kingmaker's description of Erastil, they are often backwards xenophobic mysoginistic conservatives. They are good and kind to their community, and even to strangers ... provided they don't try to change the order of things.
Paladins of Torag are the most militaristic. They will not allow the surrender of their ennemies.

I've taken extremes, i know, but the paladin codes doesnt deal with good or evil.
A paladin is Lawfull, because his aderence to his code and divinity is absolute.
A paladin is good, because he is selfless, and believes his actions are benefiting the people.
A lawfull evil knight could follow the same code, but would be for exemple cruel, and would try to get personal gain from his position. But the difference between that LE knight and his LG paladin "double" could be very subtle.

Now to come back to your "use case", i see no reason why a paladin could not fight back and neck to safeguard his lawfull evil king.
Mind you, not all paladins.
I think the Shelynite would be the one with the most difficulty. He would probably do his best not to take sides, but ultimately would probably join the rebellion.
The Sarenrae paladin would join the rebellion on day 1. No question asked, and would play dirty and comit a few attrocities for the greater good ^^
The Iomedaen paladins would be probably split 50/50. I think it would fall down on their personal loyalty between rebellion leaders and the rightfull king. They'd go probably all rebellious should a legal matter be brought up to prove the king should not rule anymore.
The Abadar paladins would probably all follow the rightfull king, and would definately fight off the rebellion with zeal.
Erastil Paladins would follow the king, unless said king starts changing the law and attacking their communities core values.
Torag Paladins fate would depend completly on the circumstances. If their cult has an official position in the kingdom, they'd be 100% behind the king. If the king is supposed to follow Torag, but choosed to go with Asmodeus, they'd switch to rebellion. If Torag has no special involvement in the kingdom, they'd follow the military organisation they are in.

As the paladin code is in addition to the alignment requirements for the class, i've always considered it's more important than alignment duties.
My way of GMing (so i'm stating an opinion) is that i trust players to play their characters. They have to choose an alignment, for game mechanism, but i ask them to stay in character first and foremost. I don't want a NG character to butcher innocent, rob merchants that have done nothing wrong etc ... If a LG character who serves a noble betrays because their is very good story reasons, then i don't see why there should be alignment change.
The whole principle of alignement, and even more paladin code, is to create roleplaying opportunities. Having your character in a tight spot, where he has only bad alternative (obeying and murder inocent or betray your lord) is great roleplaying opportunities. A GM should reward players who play well (a lawfull character would be rewarded by his lord for his loyalty etc ...) especially lawfull characters, because the player has deliberately choosen to have constraints.
Anyhow, this is a very good (even if old) subject, and a good opportunity to think about consequences of alignment, code etc ...


chunky04 wrote:
None of my players will have played before, so I think in terms of rules just the Core book will probably be enough for now, can always introduce more down the track.

Actually, i would recommend using the full SRD content in terms of class and race, as contrary to SR or earthdawn, you're more or less stuck with your choices from level 1. (level based games are very different than skill base like in Shadowrun).

Also, as the PCs will start going up in levels, you'll see starting level 5, that casters start to be very powerfull (Shadowrun caster vs others is not even close to Pathfinder). Having access to certain feats, archetypes, options etc ... makes some concepts and classes more viable in the long run.

Also, don't make the mistake to think that by limiting magic items and gold, you'll reduce the caster/non caster gap. It'll be the complete opposite. While i hated the whole "magic item shop" idea in Pathfinder, i've came to see it as a necessity ...

Last, while in SR or Earthdawn, no PC should be able to tackle with stuff like a Great Dragon or Vergigorm, in Pathfinder, if it has stats, it'll be killed.

So to come back to the book, my advice is : whatever non third party on the srd, limit to core and uncomon races with 15 or less points, and you should be fine.
Maybe avoid occult and vigilante as they both have specific additional ruleset, while other non core class usually are just expansion of already existing mechanics.


I have a few years of Pathfinder, and like you have GMed and played Shadowrun and Earthdawn.
For the books to buy, you need the core rule book, for sure, and the actual Adventure Path. For the rest, it depends on your cash at hand, as it can quickly ruin you to buy all PF books.
With the SRDs, you can have access to quite a lot of content.

As you're new to PF, i'll first give you my opinion and advice, especially in comparison with SR/ED etc ...
Rule wise, PF is more complex, but more fluid than let's say SR. (SR is complicated, that is unnecessarely complex lots of times).
On the other hands, rules are quite deconnected from the fluff (contrary to early shadowrun games) so that's important to note.

Adventure Paths in general are very good. Compared to Shadowrun adventures, they are much longer, and much more "ready to play". As a former Shadowrun GM, i appreciate i need much less effort to run a PF game than i do to prepare a Shadowrun game.

BUT, for Kingmaker, you'll have actually lots of work to do, to flesh out the campaign, because it's much more open ended than other Adventure Paths, and while you can play within the "books boundaries", it'll feel like players are behind "invisible walls" at times ...
Also, while i LOVE the kingdom building campaign idea, really, it's something i've been looking for those last 20 years of roleplaying, i don't like it in the campaign (and my players didnt too)
Exploration is great at first, but then, you have so many "hexes to explore" that after some point, everyone is fed up with your description and improvisation, that you just roll and move to next hex, and roll and move etc ...
The whole kingdom building part is very tedious and needs so much book keeping that you don't have a lot of time to roleplay.

And then there is the AP story. I won't spoil, but lets say that the big bad evil ennemy in the end, appears in the last book (out of 6th), and even if the GM has some context in the previous books, you really don't see it's implications before the end of the story.

Also, note that Pathfinder is a game where story resolution is very often handled by a fight. In Shadowrun, usually, when you fight, it usually means you've been caught and have messed up something. In SR, "game balance" (i hate that term, but i can't find any other) is not very important. For exemple, a Great Dragon is a Great Dragon, you don't need stats for it. When you're getting shot at by a Baneshee, you're toast. In pathfinder, except for a few encounters, you're supposed to be able to overcome them each time. The adventure paths are actually very good at that, and if at first some fights are unchallenging, the more you progress, the more players need to think carefully when engaging ennemies. Improvising a fight is then much more difficult than in SR (because a ganger can prove to be dangerous in the right circumstances at high level, but not a goblin in pathfinder).

This leads to my advice : run and/or play a few games of Pathfinder before going with Kingmaker, because in my humble opinion, it's the adventure path that needs the most rework and additional work from the GM, which you won't be able to do if you're new to PF.

I know i might feel very assertive, i'd be happy to discuss this more with you if you're not convinced. I've played and GMed rpgs since the early 90's, that was ADD and Shadowrun, and Shadowrun is my favourite gameworld (but i hate the system, way too tedious) and i don't have time to invest in preparation like i used to.
Pathfinder is a great game, but very different.
It's easier to run, because the system is much more streamlined, and the adventure paths are more fleshed out, but from experience, when you start deviating from the books, it can be difficult to handle, and i did lots of campaign shattering mistakes in Pathfinder while improvising, because i didnt knew the game well enought.

Anyhow, have fun with Pathfinder, and i'm pretty sure the community can provide lots and lots of advices to run a good Kingmaker campaign should you head for it :)


As this is a mythic campaign, then most classical archer builds won't be suitable.
The Arsenal(molthuni) war chaplain is one of the best solution for archery ... but with mythic involved, your swift action will be in competition between using fervour and a mythic power, so i don't think it's such a great idea.
If your GM would agree you take the equivalent of coupled arcana (an archmage mythic power enabling you to combine with one action a mythic and a non mythic special ability) then it could be a great option (if not the best). Note that you should aim for Guided hand mythic feat, this would enable you to attack and damage with WIS.

If you're running Wrath of the Righteous, then a Demon Hunter Ranger would be awesome imho ...

If not, you can't go bad with a fighter (if you're able to use the advanced armour and weapon training). Go Vanilla fighter, or if you're not unfraid to be hated by your GM, and want an absolutely overkill char at level 20, go with mobile fighter : you can make full attack as a standard action, and as you can have 2 when you're mythic, it means double full attack. (I would not advise it, as you'd be weak before level 20).

While i love the Zen Archer, i think that you'd screw yourself with mythic, as most great mythic stuff wont work for a zen archer (mainly the two additional attacks you can get with mythic rapid shot and manyshot)

Finaly, Inquisitor could be good, but like with warpriest, action economy would suck.

Note that most mythic abilities are designed to work with core classes, with a few working with base class abilities.
Mythic is anyhow stupidly broken (or brokenly stupid), be carefull when you build your character, and you should really talk with your gm, and other players. In classical pathfinder, two characters aiming to do the same thing but optimised or not can have a power gap of maybe X2 or X3. With mythic, i'm pretty sure that can become X10 if there is no GM intervention.

For defense, my advice is to boost your saves as much as possible (and you have armed bravery that helps a lot for that if you play fighter) but for the rest, mythic is so blatantly favouring offense over defense, you should try to have the highest initiative possible, and kill anyone that can threaten you before they get to you. As you should be easyly dishing out 500 to 1000 damage per round, you should be fine with weak defenses :)


As a wizard, taking a feat to get be able to use a melee weapon would be crazy ...
While some people have given some original advices, i still think the best thing to do with it is to sell it ...
You'll get 9K+ out of it, and you can then craft a broom of flying with that money, and still have 500 gold remaining.
You can hit people with a broom you know ? about as good as you'd do with a +3 club ... if you don't have semi-permanent flight like the broom would give you, you can't imagine how life will be better with it. You're basically immuned to melee, travel hazards, climbing checks, and well you can now play quidditch


If i may ask, why do you say you need to fill the "rogue role" ?
I joined a game where i was told to "fill the rogue role" not so long ago.
I never liked rogues in pathfinder, and hate them even more after playing one.
Fortunately, the rogue died, and played a wizard instead (teleportation school, worldseeker archetype).
The wizard is better than the rogue to fill in the "rogue role" (whatever that means). His invisible flying familiar is better at scouting than the rogue, and if you add divination spells, there is no match.
Not having trapfinding isnt an issue ... mount spell is 100% trap disarming by just having the summoned poney walk in front of the group and take the hits (plus it has loads of other uses). The wizard will have allmost the same number of skill points than the rogue, so will be as much a skill monkey as a rogue.
In combat, a rogue has no staying power, and you can't depend on it's damage. (Low AC, Hit points, hit bonus, static damage etc ...).
Really, i don't get what a rogue can bring to the group.

Your team has a conjuration wizard, so he could fill that spot easyly, and you could play a character that brings more to the group (i'd go with either a second archer or a barbarian if you don't want a caster, or a combat druid to bring in damage, staying power and lots of utility with 9th level spellcasting)

If you really really want to play a rogue, i'd look at the feats that enable you to stealth all the time (hellcat stealth, dampen presence) and utility rogue talents, and focus on scouting, and ranged combat (rogue melee is really that terrible)

If you want melee and trapfinding, you should try investigator. You'll be a better skillmonkey than a rogue (especially an empiricist) you can still dish damage like a rogue (need more preparation and tactics to pull it out) but will bring some nice utility with your alchemy.

Consider going level 1 rogue, then wizard 3, take "Accomplished sneak attacker" and go arcane trickster. You'll be 90% rogue/90% wizard, that's much much better than 100% rogue :) (but not even sure those 90% rogue are a match for the missing 10% wizard)

Sorry, because i know i hate when i ask for help to build a character and people start answering "do something else" but rogues (even unchained ones) are really one of the worst classes in the game, they feel good thematically, but are worst than lots of classes in what they are supposed to do best, and with less versatility than their "competitors".


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Have you thought about Arsenal Chaplain Warpriest ?
I've played one lately, and it's pretty good.
Stat wise, i'd go with something like :
STR 14
DEX 18
CON 10
WIS 14
CHA 6
Get half orc, for sacred tatoos
As a half orc, you can take the human favored class bonus, and you'll have allmost as much feats as a fighter, with weapon training, and quickened spellcasting.
You need fate's favoured as a trait, and i'd take reactionary as second one.
Feats, you have weapon focus for free, then take point blank shot as level 1 feat, you can take two additional feats, so get precise shot and rapid shot.
Level 3 feat should be deadly aim and have a bonus (your call)
Level 5 also should be free grab
Level 6 take manyshot and weapon spec as your two bonus feats.

It's quite awesome, and you can easyly cast "Divine favour" all day long if you can get your hands on a few pearls of power.
Only thing you miss compared to a fighter is max BAB, but with divine favour you more than make up for it, you get better saves, and lots of utility with spells.
Damage should be better than for a fighter as you also have weapon training.


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As someone mentioned, fort saves is a big weakness in your group, i'll add reflex saves probably.
Two spells will hurt badly : web and stinking cloud, especially if you want to capture the team.

Having a consular imp as familiar would be awesome as it would mean perfect recon. Add maybe a one way window so that your ennemy party can basically know exactly what your players are doing and where they are standing.

Idealy, stinking cloud should be cast in an area where the players can't get out, sooner or later they'll fail their save.

Do your synthesist sleep morphed into his eidolon ?
If not, then attack when he sleeps. He'll be a piece of cake to deal with.
Else, he should be the first target with a teleportation anchor (it's a ranged touch attack with no save).

Tactics is very difficult to give, because actually, we don't know the exact details of your party abilities.

But strategically, your ennemies should try to get surprise, start the fight invisible, and if they can have both a neckless of adaptation and lense cutting fog, they should start the fight with a good old stinking cloud : they negate sight and they force a save each round.
To access the PC lair, they can teleport, stone shape to create openings where there are none etc ...
If they can get the adequate preparation, have perfect recon, then your party won't stand a chance, whatever opposition, like when a party of players do the same (i play a shroedinger wizard, with fast study, an invis flying tiny familiar, a one way window and cristal ball, and basically know what i'm against, choose the terrain, and when we fight).

So stinking cloud on all, hitting the sythesist with a dimensional anchor, the cleric could be sent in a pit (can he fly ? else i doubt he can climb out the pit, and get a good reflex save) the monk is actually easy to handle, if the pcs are in a locked place, and the ennemies are all invis/within a stinking cloud. A persistant hold person could be enought to deal with him. A good suggestion spell could turn him against his party.

One thing also you could do, is the night before the attack, have one player who likes partying meet a new lady ... who happens to be a succubi. DC 23 dominate sucks badly. If he's really into partying, then he can even score and bring back home 3 nice ladies (because a foursome is even better than a threesome) and now he has to save 3 times vs DC 23. Dominate lasting a few days, you could even do it with secret rolls, and have the attacks a few days after his encounter, you'd secretly roll his save, and during the fight, tell him his switching sides.

Actually, the more i type the better that idea sounds :)

In order not to frustrate too much the player, and have proof of your fairness, you could do this :
- At the beggining of the session, ask the player you know you're going to target with those nice girls, roll X d20s (the number of succubus he'll face) and writing the results in front of him. If he asks why, just say you'll say later.
- Have the session etc ... and when he has a good time, just roleplay the scene, and have him/her go home and go to sleep. The PC is under domination now, and no player is aware of it.
- Don't have him do anything against his nature, so not to give him another roll, but basically, it could just be "at 2 am tomorow, you'll meet me by the fountain, and you'll leave your lair's door opened".
So when the s&#+ hits the fan, and the fight starts, that PC is not with the rest of the group, and will have to face the remaining ennemies, starting dominated and being alone (good luck). He could be coerced to follow the succubi up to the bad guys lair in their prison ^^, but do it after the rest of the group is taken care of.
If things go bad for the vilains when facing the PCs, they could tell them stop fighting and surrender or we kill "billy bob" we have him captured etc ... could be a good RP :) (drop your weapons surrender or you won't ever find him nor his body.)
Ain't that fun ?


I can't answer on your concept, but i have maybe a suggestion for you to improve your character.
You could (should ?) use a scmitar or rapier, to have a crit range of 16-20 (you say you have a 17-20 crit range but it's a 18-20 actually). Sure you loose the D10 damage, but crit will enable you to gain more panache.
Also, it frees up one feat.
I'd drop also iron will : you have good saves, and immunities.
I'd definately take fey foundling (+2 hp per die when you get healed) it's a great feat for a paladin, and would fit the changeling theme.
Also, i'd get pirhana strike, to help you damage wise.
I'm a big fan of the virtuous bravo, but i believe with your current build you're lacking damage a bit.
Ah, also, i'd take a buckler to improve your AC (you can wield a buckler and precise strike)
I havent counted, but your gear seems way below wealth by level no ?


magnuskn wrote:
Going up to level 17 or 18 should be enough. The last two levels are a pain, because suddenly the authors and GM's are dealing with continual use of level nine spells.

As a GM, i'd be less challenged by what they can do in combat, than what they can do outside of combat with level 9 spells.

At the top levels, PCs should be movers and shakers in whatever region they are involved in.

I havent run Hell's vengeance, but when i read that after the campaign, the players can become "paracount" ... with their power level they can create their own kingdom !

If you take rise of the runelords, the party wizard now has access to blood money (and has a wand with it ...) so basically, he has now unlimited wealth, access to all spells, and well, he can create a new thassilonian empire, because no one is going to be able to oppose him.

Managing players this high level is allmost impossible, at least it's beyond my skills as a GM.


Remember, i said this is all stereotypes :)
Each religion will have variation according to the way of the land.
For Erastil, not ALL will be mysogynistic. But i would say, it's not that uncommon, at least in some parts of the world, and playing a mysogynistic paladin would be appropriate (and please, bear with me, i'm not saying being mysogynistic IS appropriate, i'm talking roleplay here).
For Abadar, my exemple might have been extreme, but i always have trouble picturing a paladin of Abadar ...

Paladins in Golarion are not all about being nice and saving the orphan and the widow ... but they are far from being fascists cold blooded murderers.
According to the religion, the laws of the nation, i think you can have very different paladins.
A peace and love paladin would be fine.
A torquemada like paladin would be fine too (again, i'm talking roleplay wise)
What is good and evil is so subjective, they will depend on the religion and the society you live in. This is why I believe (and bear with me, it's an opinion) that you should rely more on the individual paladin code than on generalities on alignment.

Playing a paladin is demanding and challenging. But can be really fun.
The main idea of Paladin is being uncompromising with your ideals, faith and code.
Play a paladin of Shelyn, and you will HAVE to try to redeem that demon. You have to try it, whatever the costs to you.
Play a paladin of Ioemdae, you'll have to be honorable at all times, and you won't let your companions lie and commit acts of lesser evil, even if it costs you.

But ultimately, playing a paladin, you have to take some time with your GM to discuss about your morality and code. That's the most important. You shouldn't care if your fellow players don't understant, disaproove etc ... Only you and your GM should be the judge of that.


Grey Warden sum it up better than i did :)


For option A, i don't really get it, if you want a mount, buy a horse :)
You're sacrifying a lot to do a urban druid, and you're sacrifying even more to get a horse. Also, eldrich heritage is not a viable way of getting an Animal companion. You'd need to take the Sylvan heritage, but it's a wildblooded archetype heritage, so shouldnt be available. Instead, you should take Animal ally feat, that has Nature soul as a prerequesite.

For option B, i get it even less. First, not a lot of cold damage spells to use rime spells (and with your wisdom, you won't get good DC). Second, the unarmed attack route, i get what you want to do, but basically, you're going to use spells slots to do : round 1 you cast a spell, round 2 you hit and will put a few conditions on my target.
Your character wont do damage, will have weak AC and weak saves, and will have to go in melee to do his tricks ... i don't see the point. Also, at that level, you'd be better off naking natural spell and wildshaping in an animal to do that trick (except no enforcer).

For option C, i don't understand what you mean by heritage shadow.

All in all, i don't really get your target. It's like each of your choices go one way then take a step in the opposite direction.

To be honest, i don't get at all the point of urban druid, but that's on Paizo.(giving up an animal companion, -4 to wildshape, spontaneous casting of animal ally for a few skills and a non "nature" domain is more than meh to me)


Erastil is the ultra conservative god. They are bigots, telling women to stay at home and have kids etc ...
I always hated alignment, and it's so subjective actually.
As a GM, appart for clerics and paladins, i never cared for alignment, asking players to define their character's motives, goals and morality.
For clerics and paladins, i'd ask them to stick to their religious morals, and forget about alignement.
A paladin of Abadar for exemple, would still be a paladin if he killed hungry peasants trying to steal the food from a merchant. He could also protect a slave trader, if slavery is alowed in his province.

A paladin of Raghatiel, i would see him like a "Judge Dread" type of guy.

Iomedae would be more of a "knight of the round table". (and for that matter, i guess an outside of marriage affair would be forbidden to a iomedae paladin)

A paladin of Sarenrae, i'd see it as a holy warrior from the desert, helping out the people, but going crazy to root out evil

A paladin of Shelyn would be the peace and love paladin, using force only when absolutely necessary.

Those are stereotypes of course :)

Also, note Golarion is way different than forgotten realms. It's not a world in black and white. Rememeber, clerics of Asmodeus are welcome (but probably feared) almost everywhere. Paladins could be member of the Hellknights, an order that is not that good to say the least.

Contrary to D&D, a paladin CAN associate with evil to reach his goals.

Here is the Paladin code of Iomedae :

Spoiler:
Paladin Code
The paladins of Iomedae are just and strong, crusaders who live for the joy of righteous battle. Their mission is to right wrongs and eliminate evil at its root. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than merely the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include the following affirmations.
I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
I am the first into battle, and the last to leave it.
I will not be taken prisoner by my free will. I will not surrender those under my command.
I will never abandon a companion, though I will honor sacrifice freely given.
I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.
I will suffer death before dishonor.
I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection.


Solo build, i think you should go with cleric.
You're a full caster, but with more than decent melee option.
If you're going with 25 points, i'd create an aasimar cleric, with 14 str/dex/con 16 wis/cha and 10 int.
It's not the most optimised build, but you can basically start with 20 ac (chain mail + shield + dex) and enought attack to 2 shot most ennemies.
Cleric will enable you to have access to a huge panel of spells, and be not bad in combat, starting level 1.

If you want something more combat heavy, you can go with a tiefling (demonspawn) paladin (vengeance) with fey foundling as first feat.
You can get a pretty decent AC quite fast, have big damage, and insane self healing. (basically you get 1D6+4 lay on hands per 2 level) Also big charisma so you should be ok in terms of "face"

If you want something more hybrid, but with better fighting power than the cleric, you can go for a half orc combat druid. Max Strength, decent wis and con, take a big cat pet, and you'll tag team pounce every baddy in town. At first level, just use a spear and have your pet help you.
At level 4 you can start wildshaping. At level 7, when you have access to large animals and your pet evolved, you get double dose 5 attacks per rounds, with possibility to buff etc ...

Lastly, my personal favourite, with a wizard (either foresight or teleport). First levels would be a bit difficult, but as soon as you hit level 3 you'll start to be dangerous. At 5 you'll come online. At 9 you're god :)


The thing is, it says it works like lesser create demi plane, and you can use lesser create demi plane to reach your own demi plane.

Regarding the familiar, i love the Pooka, would have been my first choice, but it's a fey, not an outsider ...

Quote:
At 5th level, she gains Improved Familiar as a bonus feat and must choose an outsider familiar that matches her alignment exactly; she can choose an outsider in this way even if it normally requires a 7th-level spellcaster as its master.

I have to take an outsider, it's clear in the description. I thought Feys where outsiders, but they're not in fact :(

Now when i read Improved familiar, it seems that with a true Neutral, you can actually choose any familiar, regardless of alignment :
Quote:
When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

Doesnt that mean i could get for exemple ... a consular imp ? (probably the best improved familiar there is)

That starts to be tricky, because having an imp serve me, might enrage some of the group members (notably a priest of Caiden Caylian)


I'm going to play a worldseeker in my current campaign. Level 6 teleport wizard.
My first question is in regards to the improved familiar. I'm not set on my character's alignment, but probably will be true neutral so i can take the discovery "beyond alignment" mainly for the roleplay aspect of it.
Anyhow, what would be the best improved familiar ? i'd like it to be able to fly and go invis so i can use it as a scout. Maybe have UMD as a secondary to use wands (but the WBL in this campaign is VERY low ...).
Any advice ?
My second question is in regards to planar ally : normaly, you recieve help for your deity's servants ... but my char is not a cleric/pally, and i'm not even sure he has a specific deity ... how to deal with that and planar ally ?
Lastly, the level 15 ability to get a Planar Redoubt, the description is to say the least "short"

Quote:
Planar Redoubt (Sp): At 15th level, a worldseeker creates a planar redoubt, a personal demiplane to which she can retreat to rest and plan. This functions like lesser create demiplane, except the demiplane is up to a single 50-foot cube in size and is permanent.

So, with this ability, does it cost me something to use it ? how can i reach my redoubt ? how many times per day i can use it ?

I love the idea, but doesnt seem to be that well fleshed out.
Thanks for any advice :)


I really like the Lunar Oracle idea ... could go with Aasimar Angelkin, and grab celestial companion feat :)
By the way, is it the PC who has to take the feat, or the animal companion ?
The warsighted is good, but loosing the revelations is mean :(
Spell selection, is going to be more difficult ... and i'll have to find something to enable "ignore difficult terrain" not to be limited too much for pounce on both the PC and the animal companion.

Now as they get access to beast shape IV, i could go with a large magical beast form ... but i'm droping out of my character concept : i want something "bestial" and looking at large magical beasts, it would probably be an androsphinx to get 3 attacks +2 rake, pounce and grab ...

Would there be other large magical creatures that could be suitable ?

Regarding gear selection, you recomand headband +6 (36K) and cloak of resistance +5 (25K)
That would not leave me with much for the rest ...
I was thinking about taking an amulet of mighty fists with ghost touch and heartseeking ... would you have better ideas than that ?

Thanks for your answer by the way :)


Hi all :)
I'm looking for some advices to create a level 14 character (to join the end of curse of the crimson throne game).
My concept today is a melee character wildshaping into a warcat wearing heavy armor with spikes.
As secondary objectives, i'd like to have a warcat animal companion (or big cat) also with a heavy armor.
I'm initially thinking about making a half orc druid worshiping Gorum. The favored class bonus is great, and goes very well with the warcat theme :)
As the character would be level 14, it enables quite a lot of options and gear, and as i drafted the character, i'm wondering what kind of build i could go for :
- Druid, or "Lion Druid". The advantage would be having access to full casting, and the capacity to shift to other creatures, and also some nice summon ally. Also, the druid spell list have very very good long duration buffs that would benefit the build : featherstep, barkskin, greater magic fang, airwalk etc ...
- Warpriest feral champion could be an option. But i'd loose full casting, an animal companion and the great druid buffs. Sure, the cleric spell list is far from being useless, but lacks those long duration buffs the druid have (namely greater magic fang)
- Shifter class seems very very bad compared to a plain druid. i mean you get D10 hp and full bab, a few small bonuses but loose full casting.
- the feral hunter archetype could be an option, but in the end, you loose your pet, have lower spell casting, just for a few bonuses ... i dont see it as worth it.

The feats i was aiming for where basicaly :
Power attack, Natural spell, mutated shape, planar shape, energized shape, heavy armor. Would leave one more maybe for improved initiative (do i need initiative with such a character ?) What other feats would you go for ?

Also, i'm usually not really hot for multi-classing, but i'd consider it for such a build ...
So can you guys help me out with some ideas ? what class/archetype would you choose ? What feat selection ? what gear would you take ? What spells to absolutetly use ?

Thanks for any advice :)


Kaboogy wrote:

You can only use UA damage with UAS. If you attack with your claws, regardless of whether or not you have FCT, you use the claws. As for rake, if you flurry you get no additional from anything. That means TWF, extra natural attacks and rake.

The main appeal in going druid-monk is either being able to flurry with one big natural attack (like the behemoth hippo bite), or upping your UA damage by being larger.
Oh, and another thing. Manly-man teapot missed one attack option. You can make your standard set of UA attack (base and iteratives, no flurry) and make every natural attack you have, but as secondary attacks.

Ok, so now, if i do natural attacks as secondary attacks, with dragon ferocity and horn of the criosphynx, would it do 2.5 times STR damage on a charge if i have FCT on claws ?


Thanks for the quick reply :)
I would be using Wildshape 3 or better.
I don't get why i would not get rake and grab when using flurry of blows.
If i select weapon focus "claws" don't it apply to rake attacks (they're claws special attack) ? So, with FCT, it means i can use rake with flurry ? And in that case wouldnt FCT claws be better than bite ?
For damage dice, nothing is stating that i can use the monk damage dice with FCT ...
I'm playing a gestalt game (2 players only) where i'd like to play a druid(Lion Shaman)/Monk(unchained).
Seems like this doesnt work as good as i thought it would :'(


I'm not sure how to handle the combination of elements mentioned in this title.
Lets take an unchained level 6 monk.
It has 3 attacks with flurry (+6/+6/+1) and can get a fourth with 1 ki at +6 for 1D8 each.
Now, it shapechanges to a dire tiger.
A dire tiger normally has 3 attacks (2 claws 2D4 1 bite 2D6) + grab rake and pounce.
Without factoring any feats or ability, i believe the monk would get those attacks ?
Could he spend 1 ki to get one more attack ?
Now, the monk takes feral combat training (claws).
What happens then ?
Does he get his normal flurry of attacks (+6/+6/+1) with 2D6 (1D8 gets augmented to 2D6 due to large size) ? Does he gets rake attacks if he pounces or grabs ? (does he even get grab ?)
Or does he get another combination of attacks ? I'm lost here.

Also, if the said monk has dragon ferocity and horn of the criosphynx feats, how would they apply ? (without feral combat training and with it)
Help would be appreciated :)


I'm going to create a level 8 character replacement, for th Curse of the Crimson Throne AP, and i'm thinking about making an undead master character.
I'm currently thinking about going for an aasimar Cleric 1/Wizard 1/Mystic theurge 6.
I'm looking first for a deity. Obviously should be an evil or neutral deity ... Was thinking about Nethys to take the arcane subschool to improve my animate undead spells CL, and i like the idea of Nethys being neutral, and not caring about what you do about your magical power :)
What other domains would be good ? any other advices regarding deities ? (i'd rather skip Zon Kuthon and Urgathoa for story issues ... please dont spoil as we havent finished book 3 )

Now, the most complicated issue i'm facing is how to hide my undeads ?
I was thinking about having bags of holding ...

Money to raise my army isnt an issue : i'll take blood money, and have lesser retoration to cure str damage, so unlimited funds to raise my army :)

Also, would you recommand command undead feat for such a char ? seems like a waste of time to use it, and better use command undead spell (level 2 wiz)

I'll have a low wealth, and will be able to get only a few items ... what would you recommand as must haves for such a build ?

Any must have feats, except undead master for such a build ?

Thanks for any help :)


One of my player is considering going the shield master route, and we're having a disagreement on the penalties that should be applied when dual wielding his sword and his heavy shield.
With two weapon fighting alone, he should get -4/-4 as both arent light weapons.
With shield master, should that be dropped to -4/0 or 0/0 ?
Thanks for any answer :)


darkwarriorkarg wrote:
Ummm... OK, whatever floats the boat of you and your group. But perhaps you'd like to gather their input first, then make the characters for them?

Most of my players would play anything as long as it's flavourfull :)

The reason i go for premade is that some players will go for monk/cave druid builds changing into oozes to kick some demon butts while other would play a halfling bard on a culinary quest to make a meal that could even please the might Deskari ...
In order to satisfy everyone, i give them premade, so that i'm sure that the group will have a good synergy and access to a wide array of power and possibilities. Also, the AP offers nice background options with the campaign traits, having each one a different trait would be better.
Actually, my main concern is to know if marshal and tricksters wouldnt feel useless compared to the other mythic pathes. I'm not very experienced with PF, i'm biased towards bards and rogues, coming from ADD2 ... i'm afraid they would be sidekicks compared to other classes ...


Hi all, my first post on these boards.
I'm looking for some advices to build premade chars for my group of 6 players.
My group is mostly composed of RPG vets (not necessarely PF) and are used to premade chars ... and i believe it's much better for this campaign, as it'll enable me to have a groupe with one of each mythic path.
For now, this is what i've thinked about :
- Hierophant : Aasimar Cleric of Sarenrae
- Archmage : Elven Wizard Conjurer (i was even thinking about making it a LN Infernal Binder)
- Champion : Tiefling (pit born) Barbarian
- Guardian : Human Paladin of Iomedae
- Marshal : ???
- Trickster : ???

My objective is to have each character have his role, both from an RP and gameplay point of view. I don't like the new classes (Oracle, Gunslinger, Summoner and all), and in general not fond of multiclassing and hybrids ...
For the Marshal, I was thinking about having a Bard, either a Halfling being the "lucky charm" of the group, or a human, probably a Kellid human, willing to restore his people to their former glory.
Clearly, i don't see a halfling as a potential Marshal from an RP point of view ... as for a Kellid Bard (probably Savage skald) would it be interesting from a gameplay point of view ?

For the last spot, the Trickster, i'm completely lost ...
I found Rogues quite underwhelming ... Ninjas marginaly better ... but still, i've gone through the campaign, and don't see a lot of opportunities for such a char to shine ...
Having potentialy 6 players, it would be a shame to miss the opportunity to use all 6 campaign backgrounds, as well as all 6 mythic paths, but will it be fun for the players ?
The Marshal and the Trickster are the less straightforward approach to combat, so i'm not sure how they behave and how much interesting they can be for my players.
Any idea would help :)