To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.
so yes, they can all do that. other spellcasters, such as divine caster, don't even need to rest at all for spells. Bards need to rest like wizards but only take 15 minutes to warm up and have spells ready.
Hrm. Puzzles are harder if the players are waiting for enemies to come to them, instead of going to explore somewhere.
Find a demon in disguise - chase scene if they are escaping
the demons are doing their own ritual somewhere, need to solve puzzles to get in
Your post is a lot so people aren't engaged probably. I'll answer some:
1. Rogues shouldn't really switch hit, because you have a hard time doing sneak attack at ranged. I would play a slayer and mix strength/dex, taking rapid shot as part of ranger combat style to ignore pre-requisites.
a) looking at your build, don't take major magic when you could get invisibility other ways or just play a ninja. If you want to go arcane rogue route, take one level of rogue, prestigious sneak attacker feat, and arcane trickster. Scout is otherwise pretty good.
2. A defense fighter is tougher than any summoned monster, and can have stand still to protect the party.
3. Sword and board fighter is fine by taking shield bash tree and twf.
the Torag inquisitor is solid, also consider warpriest for a similar feel.
By the way, wizards basically have the same slots as sorcerers.
As a cleric, can I be a melee beast at high levels and still have time to cast spells?
Sure! A few situations:buffs
out of combat utility and condition removal
exploiting vulnerabilities (flame strike vs cold, destruction on a weak save)
effects at range if something prevents you from getting to the target
the cloak of profane resistance is actually *really* good - how often is one going to run into changelings or hags? If it's profane, it stacks with a resistance bonus too! So that's probably no or minor cost change.
For the helm, that's a *big* drawback. Probably easily equal to the benefit. Certainly I don't think I've ever played a PC who'd put it on intentionally, knowing what it did.
I take it around 2nd level spells? The trick is more: boost your caster level, do the crossblooded sorcerer thing with +2 damage per die, pick an element that isn't commonly resisted, and target more than one person. Situations vary so there's no one best. Unless you have good dex at level 4 scorching ray will be disappointing when you randomly take -8 to hit.
While if you have undetectable alignment, it's no use detecting as good, but here's one way:
There are a very few class abilities, such as the master spy's, that allow one to fool divination magic, however you might be looking for misdirection: http://www.d20pfsrd.com/magic/all-spells/m/misdirection/
Should cover all your needs. (That and disguise + bluff of course.)
@Parrym, Yes, not sure why I bothered to put it in a spoiler except perhaps to channel some Kitsune impishness.
"ah, no not much. The wicked rarely rest, so neither do I." Imhakaru softens a relatively grim statement with a wink.
So in the link there's no recruitment thread - what's the next step? At level 4 I have an undine flowing monk / cleric of Wadjet pacifist / disabler - via flowing monk and feats does various things like trip, grapple, sicken, and make flat footed but never does lethal damage except to undead and the like.
I don't see anything glaring, but isn't it usually advantageous to get a somewhat bigger ship instead of buff one to the nines?
Seems like a destroyer frame (not that it has to literally be a destroyer, just the name of the frame) would fit much better.
Quite a bit more HP, and doesn't cost any extra BP because you spent 16 on converting turrets from light to heavy anyway...
OK :) The other concept knocking around in my head was some kind of warrior of
I've wanted to play a Champion of Corellon for a while, but with 3.5 mostly dead (at least in my parts) I thought I'd basically only play a vaguely similar thing in pathfinder. Plus the feat requirements for what you get were really hard in 3.5. Should not require any adjustments to pathfinder at all.
Champion of Corellon:
To qualify to become a Champion of Corellon Larethian, a character must fulfill all the following criteria:
Race: Elf or half-elf
Skill Points at Each Level: 2 + Int modifier.
Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.
Corellon's Blessing (Su): Upon entering this class, you gain the ability to heal wounds by touch, much like a paladin's lay on hands ability. Each day you can heal a total number of hit points of damage equal to your champion level x your Charisma modifier (minimum 1). For example, a 6th-level champion of Corellon with a Charisma score of 14 can heal 12 points of damage per day. You can choose to divide the healing among multiple recipients, and you don't have to do it all at once. Using this ability is a standard action.
You can use any or all of this healing power to deal damage to undead creatures. Using Corellon's blessing in this way requires a successful melee touch attack and doesn't provoke attacks of opportunity. You decide how much of your daily allotment of healing to use as damage after successfully touching your undead foe.
If you have levels in paladin, you add your levels of champion of Corellon and paladin together and determine your ability to heal accordingly (although if you have a Charisma score of lower than 12, your paladin levels do not contribute to your ability to heal).
Bonus Feat: At 1st level and every three levels thereafter, you gain a bonus feat. This must be a feat noted as a bonus fighter feat, and the feat must have Combat Expertise, Dodge, or Mounted Combat as a prerequisite.
Elegant Strike (Ex): Upon reaching 2nd level, you become able to place your attacks where they deal greater damage. You apply your Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus you may have) with any of the following weapons: longsword, rapier, elven thinblade, elven lightblade, elven court sword, or scimitar. Targets immune to sneak attacks or extra damage from critical hits are immune to your elegant strike.
Superior Defense (Ex): At 3rd level, you learn special techniques for making the best use of an elf's natural agility even while wearing restrictive armor. The maximum Dexterity bonus for any medium or heavy armor you wear (including mithral versions) is increased by 1. For example, full plate armor normally has a maximum Dexterity bonus of +1, but the superior defense ability increases this to +2.
At 6th level, you improve the maximum Dexterity bonus of medium or heavy armor by 2 and at 9th level by 3.
Unimpeded Movement (Ex): At 5th level, you no longer reduce your movement when wearing medium or heavy armor. (You still reduce your movement if carrying a medium or heavy load, however.)
If you know the Spring Attack feat, your unimpeded movement ability allows you to use Spring Attack even while wearing heavy armor.
Corellon's Wrath (Su): At 8th level, you gain the ability to briefly channel the divine power of Corellon Larethian, enveloping one melee weapon you wield in a veil of incandescent light as a free action. You gain a +2 sacred bonus on attack rolls and deal an extra 2d6 points of damage with each melee attack you make with the affected weapon for 1 round. While Corellon's wrath is in effect, the weapon is considered magic and good-aligned for the purpose of overcoming damage reduction. You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum once per day).
Ex-Champions Of Corellon
Champion Of Corellon Larethian Hit Die: d10
4d6 ⇒ (1, 2, 2, 2) = 7 = 6
Even if the prestige class isn't approved (or I decide I don't like it by 7th level) I could still play a similar concept.
str 16 (16)
dex 15 (13+2)
con 12 (14-2)
int 15 (13+2)
wis 10 (13)
cha 17 (17)
Definitely gestalt with paladin. The other half I'm not settles on, but magus seems very thematic. Also interested in:
This character would be a hero's hero, a knight's knight, a..you get the idea. Or at least, that's what he thinks he can and should be. Non-judgemental, maybe as paladins go depending on your impressions of paladins, he's convinced others are amazing and he's really just somehow faking it and people are believing him. It remains to be seen whether he really grows into his power, and what a real clash with trying times does to him.
So far, it sounds like the party doesn't start completely with the goal of retaking Myth Drannor. As such, he feels compelled at first just to try and expand the safety of elvendom, and perhaps recover an interesting artifact from the area, before it's lost to time. A rare scroll, a writing, maybe (in his dreams) a relic of a lost age.
I see that Dorian Grey has already submitted a paladin though, Ser Armithia-Seendren, would it be better to submit a non-paladin? Mines pretty different, but...
Armor and weapons are a little different than wondrous items like cloaks amulets, etc.
Armor and magic items yes, can have a maximum literal direct enhancement bonus of +5, and they can have a maximum if +10 equivalent.
To hide with a cloak, you want a cloak of elven kind, not a shadow cloak. To combine that with a cloak of resistance, say, you'd have to ask your DM if it's for sale or you can special order it, or craft it yourself, or get a party member to do it. To figure out it's cost, you'd take 1.5 times the cheaper enchantment + the full cost of the more expensive one.
Its not quite the same, because people do their point buy differently. Sometimes if I want some randomness I roll dice but then adjust it to match point buy.
Agile maneuvers can be a handy feat for a dex character, even if you don't go on to take the improved feats. But you'll probably be better served by something else.
There are rules for re-rolling if your stats are across the board too low. Wait, strike that that seems to be only in 3.5 and not included as part of the pathfinder. Point buy is the more common approach for that reason though. The old 3.5 rule was usually if all of your modifiers summed to 0 you could/should reroll.
A few rare classes do get, for example, dex to damage at level so if you can get your hands on mage armor you can play with a 5 strength. I've also played casters like that.
I think a reasonable interpretation is you can climb in conjunction with anything else that says you move, especially say daredevil and trick attack for the operative.
The double speed thing I think is mostly a weird interaction, where climbing was quite slow and you could take a -5 penalty to climb fast. It gets really weird when you have a climb speed say about your land speed, and then you double *that*. Unintended interaction AFAICT.