Ratfolk Caravan Guard

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I'm building a psychic. Will a wand of Remove Fear allow me to deal with those pesky Intimidate effects? I can't find a FAQ on whether they count as fear effects, although I ran into a few threads with inconclusive debates in them.


So my level 3 Alchemist has an INT of 16. This makes his bomb damage on a direct hit 2d6+3. He also has point-blank shot (+1 to hit/damage within 30') and the Tiefling FCB of +1/2 bomb damage per level (+1 at 3rd level). But he also has a strength of 12. Does he add the +1 from Strength to damage from a direct hit, as with other thrown weapons? That would give him 2d6+6 damage (8 splash damage, REF save for half). Is this correct?


So my GM had me roll for stats and the rolls came out above average, but with no outstanding stat: 13, 12, 14, 14, 14, 13 arranged as I wish. I'd like to be an alchemist focusing on bombs (and using the party's CLW wand -- we have no real healer), so where might I go with this? I've never played an alchemist before, but they sure look like a SAD class. I could be an Elf or Ratfolk or Tiefling (although I have a Good character in mind), since INT is king and DEX is prince for this class.

Is there any race that gives +4 INT or will I have to settle for 16 with racial bonuses? I just want to contribute my fair share to the party. Is there any other way of boosting my INT at low levels that I'm forgetting? And would a Grenadier be the ideal archetype?


So I'm running Curse of the Crimson Throne for three PCs. If I really have to I can have an NPC tag along, strictly limited to a support role. But I'd rather see the three PCs take on the AP. So what's needed for a three-PC party? It seems like a martial is needed and arcane magic is needed. But what of the third character? Maybe a Paladin or other character with a bit of healing? Or is a full-fledged healer needed? Can a Rogue-like character be dispensed with? Is there some synergy that would help the party overcome encounters built for four PCs? They'll have slightly better stats than a 15-point buy (choice of 4d6 or 20-point buy if you don't like your rolls), so that should enable some MADness if needed.


These are the house rules I intend to use in my next campaign. I thought it might be nice to stress-test them here before finalizing them.

1. We follow the rules as intended, but the best single indicator of intent is what is written. So errata and the books come first, and when those are unclear we can turn to FAQs and developer posts. I’ll try to adjudicate quickly at the table and then write down anything that needs further investigation. In all cases, once we find the correct ruling, it takes precedence over what we’ve been doing so far.

2. We don’t play with Mythic Adventures or much of Pathfinder Unchained (see below), but all other Paizo materials are fair game, with the following exceptions:
a. The spells Simulacrum and Blood Money don’t exist.
b. The feats Leadership, Arithmancy, and Sacred Geometry don’t exist.

3. Pathfinder Unchained. This book is only used for some of its classes.
a. Rogues should (but are not required to) use the Unchained rules.
b. Summoners must use the Unchained rules.
c. Monks may use the Unchained rules.
d. All other classes must use the standard rules.

4. Optional systems.
a. We use traits (see the Advanced Player's Guide and Ultimate Campaign). You may select two, provided that your character meets the prerequisites for each. If you also take a drawback, then you may select three.
b. We don’t use hero points.

5. Character generation.
a. Roll 4d6 six times and arrange as you please. If you don’t like the result, then feel free to build a character using the point buy rules. You have a 20-point buy.
b. Characters should have a brief background. Rolling one out of Ultimate Campaign or simply choosing one using the included charts is acceptable.
c. Full-BAB classes can select one of the following bonus feats for free at first level, provided that they meet the prerequisites:
i. Dodge
ii. Combat Expertise (you may select this feat even if you do not meet the prerequisites)
iii. Improved Unarmed Strike
iv. Weapon Finesse
v. Point Blank Shot
vi. Weapon Focus
d. Any character which can cast one or more spells of first level or higher automatically gains Improved Counterspell as a bonus feat.

6. Leveling Up: When you roll hit points for your new level, you may keep rerolling any natural ones until you get a result higher than one.

7. Combat: Successful Combat Maneuvers do not provoke attacks of opportunity. Failed Combat Maneuvers do provoke attacks of opportunity, unless the character has the relevant feat to prevent such attacks.


The APG provides a list for the four Western elements, but as far as I can tell, UM and subsequent volumes with spells didn't update the lists. Does this mean:
1. I should regard everything post-APG as neither opposed nor available as a bonus school spell;
2. I should regard only those spells with an element specifically listed in their schools as opposed/bonus spells; or
3. I should do # 2 and also add in spells that essentially duplicate bonus/opposed school spells (i.e. all electricity spells as Air and all acid spells as Earth) to the elementalist school lists; or
4. Consult some table other than the one in the APG?


I made an Oracle with the Blackened curse from Blood of Angels. As the curse advances, I get fire spells, including Burning Hands at level 1. Is this still an arcane spell given that I'm a divine spellcaster and it says to add it to my list of spells known? I was planning on wearing armor to make up for my low Dex, but need to know if the Arcane spell failure chance applies when I cast Burning Hands.