You can also play a ninja and just use vanish trick when you need, or get vanish through rogue talents (but also requires a ki point)
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.
Yep, or 3 feats if you are human! Lots of classes grant bonus feats as part of their features at various levels. Monks get like 3 at level 1!
Yes, danger sense is an upgrade to trap sense.
If you look here for example:
and scroll down, you can see the benefits you get at 5, 10, and 15 ranks in stealth.
This is an old, old question actually:
even back to 3.5: http://www.enworld.org/forum/showthread.php?29218-What-exactly-is-a-quot-de ath-effect-quot
A death attack doesn't have to actually send you straight to dead - taking enough damage to die from slay living still counts as having died from a death attack.
In most cases, a death attack allows the victim a Fortitude save to avoid the effect, but if the save fails, the creature takes a large amount of damage, which might cause it to die instantly.
Raise dead doesn't work on someone killed by a death attack or effect.
It may be frustrating, but it's not too late to multiclass!
Unchained has very few changes - you don't have to take all of them to allow the class!
If your DM won't at least let you go unchained rogue, consider taking the http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo-rogue-a rchetypes/eldritch-scoundrel-rogue/ archetype, though you'll have to get your DM to let you retrain slightly.
Dagger master rogue can increase damage with daggers.
But if you're using a core rogue, with daggers, no archetypes, and a 16 dex I'm sorry to say the way the system is written you will almost never do relevant damage compared to any warrior type class.
Haha well it certainly would if you start a level one game with 8 racial HD XD
One issue with gunslingers - the GM sometimes has to be rigorous about enforcing misfires, clear actions, and weapon costs especially level 5+. Furthermore, even targeting touch, eating a -8 from cover/precise shot on top of, say, deadly aim and range increments should present a problem. Intelligent enemies can also not get too close, or get the gun slinger first. Being in melee, sunder, disarm, all screw a gunslinger.
Oh yeah I've got a bunch
oh wait for this party ok
Errr, nothing specific to the classes really - you have 3 kinds of clerics so you've got all the usuals covered.
improved invisibility on the rogue.
there's a hellscape cleric spell that ups fear saves. Of course just shakening people in the first place lowers saves.
Shatter defenses also works for the rogue combo.
sacred summons in general but also for rogue flanks.
It looks like 5 combatants and the wizard, so anything that works for mostly everyone is great:
are you talking about feats in the future? Or are they still building characters? or?
You could be a half elf evangelist with breadth of experience, fast learner, improvisation, improved improvisation and (deific obedience) evangelist and have even better bonuses all without even bothering to put ranks in there. The catfolk bonus only improves bardic knowledge from 1/2 level to full level, essentially, while costing 1 hp/level. So by level 10, only +5, not that great. For comparison, the above build of irori has a plus
or instead of being a bard at all, channel the trickster as a medium:
It depends hugely on the party's make up, general optimization level, tactics, etc. Probably not cause a TPK at that level, because they should have a bunch of ways to bug out if it goes poorly - teleport, dim door, breath of life, invisibility, fly away, run away (if monk) etc.
That said, if you throw this at them: http://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic- green/green-dragon-very-old
It's unlikely to go well for them.
Additionally, running a high level pathfinder combat is often relatively difficult. Fights can drag on, there are tons of rules and spells, and all this is compounded by a large party. So without knowing anything more, I'd stick to around CR 14-15 first, or if you do go for a higher CR, stick with something relatively simple to run, and that doesn't have a lot of ways to chase them if they decide to call it.
I like to start by crafting a story from the mechanics in cases like this, where you have a build you want. How did they get to the material plane? How did they learn a chelish fighting style? What is their relationship to fey? If they started as a fighter, how were they inducted as a holy warrior? Etc.
To answer your original question, yes I see level and experience and age as related. I prefer adeific reason or something to level quickly, or an ap stretched to decades.
There's nothing to be restored, unless you count magical preservation. In some places, there's a layer of industrial filth in the sediment, huge isotope signature, etc. But nothing fantasy Golarion-ites would even understand.
Now, a 30 million year old magical civilization could easily have time bubbles, magically sealed vaults and fortresses, etc.
No, there aren't really that I know of, partly because feats are very powerful. Here's a mostly 3.5 list:
Alertness (Ioun Stone (Dark Blue Rhomboid), 10k, DMG)
Aquatic Shot: Pearl Trident (Stormwrack)
Blind-Fight (Corsair's Eyepatch, 3k, MIC) "grants you the benefit of the Blind-Fight feat for 1 min." Usable 3/day, Swift (also grants See Invisibility).
Cleave: Rankbreaker Glaive (Arms and Equipment Guide)
Combat Reflexes (Serpent Armour, 12k, MIC)
Empowered Turning (Greater Holy Symbol, )
Extra Music (Songblade, 6,400gp, CV) Only when wielded and only 1 extra bardic music/day
Extra Slot (Pearl of Power, Lvl*Lvl*1,000, DMG)
Extra Slot (Momento Magicka, Lvl*Lvl*1,500, MIC)
Extra Spell (Runestaffs (various), Varies, MIC) Generally only x/day
Extra Slot/Spell (Wands and Staffs, Varies, Everywhere) Normally 50 charges, not permanent
Extra Stunning (Monk's Belt, 13k, DMG) Only 1 extra stunning attack/day
Extra Turning (Nightstick, 7,500, LM)
Extra Turning (Reliquary Holy Symbol, 1000, MIC) Number of extra turn attempts given varies
Extra Turning: Sword of the Glorious Pearl (Stormwrack)
Far Shot (Helm of the Hunter (Array of the Manticore), 9k, MIC) "grants you... the benefits of the Far Shot feat"
Far Shot (Horizon Goggles, 8k, CM)
Great Fortitude (Belt of Endurance, 10k, A&E)
Improved Initiative (Bracers of the Blinding Strike, 102k, MoF)
Improved Initiative (Dragonfly Medallion, 29760 GP, A&EG p. 131)
Improved Disarm: Quarterstaff of Battle. Disarm "...as if you have the Improved Disarm feat" (Magic of Faerun)
Improved Trip: Staff of Mighty Sweeping (Magic of Faerun)
Improved Unarmed Strike (Bracers of Striking, 1,310gp, MoF) Upgradable as a double weapon
Improved Unarmed Strike (Ring of Might, 4000 GP, MoF p. 146)
Improved Unarmed Strike and Improved Natural Attack (Unarmed Strike (Fanged Ring, 10k, Dragon Magic 101) The INA only works if you're a monk or already have a natural attack (see post 26)
Improved Sunder (Sundering weapon enhancement, +1, MIC)
Improved Sunder (Dragonfang Gauntlets, 8,610gp, MIC) 3 attacks/day
Metamagic Spell Trigger (Metamagic Wandgrip, 6k, CM)
Mobility (Mobility armor enhancement, +1, MIC)
Mounted Combat/Ride by Attack (Battle Bridal, 9k, MIC) Only when mounted
Precise Shot (Precise ranged weapon property, +1, MIC)
Precise Shot: Rod of Magical Precision, 12,000gp. Complete Mage pg 128.
Quickdraw (Eager weapon enhancement, +1, MIC)
Quickdraw Crystal: 300g, Magic Item Compendium.
Ride by Attack (Riding Boots, 12k, MIC) Only when mounted
Run (Panther Mask (Gharyn's Monastic Array), 2,700, MIC) "provides you the benefits of the Run feat"
(Sudden) Metamagic feats (Metamagic rods, varies, DMG and MIC) 3/day, doesn't change spell level
Spell Penetration (Third Eye Penetrate, 8k, MIC)
Sudden Extend (Aquamarine of Spell Extending, 3,700gp, PGtF)
Track and Scent (Headband of Pursuit, 15k, Secrets of Sarlona)
Track (Mask of the Tiger (Garb of the Hunting Cat), 4k, MIC) "grants you the benefits of the Track feat"
2WF/Improved 2WF (Gloves of the Balanced Hand, 8k, MIC)
Weapon Prof: Bows (Bracers of Archery Lesser or Greater, 5/ or 25k, DMG)
Up the Walls: Nimblestep (Lost Empires of Faerun).
Whirlwind Attack (Whirling weapon enhancement, +1, MIC)