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calagnar's page
Organized Play Member. 1,864 posts (1,873 including aliases). 2 reviews. No lists. No wishlists. 17 Organized Play characters.
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Human Cleric you look like your planning on going combat cleric route. With that you only really need a Wis of 14. You can use a Wis item to cover the higher level spells. As for channeling unless you plan to focus on it. Something you can do to great effect. But not something you should do if your going to focus on combat. Not because of ability scores but due to limited number of feats.
Survivability: Going madness domain gives you a touch attack that inflicts a heavy penalty to hit. So your AC is not as important as you first though. Another good option is Darkness. Just make sure to get darkvision, or fog cutter lenses. Both give a domain ability that can mitigate damage.
Mobility: I don't recommend going with heavy armor. What I do recommend is going with mithral medium armor. This will give you battle field mobility. This in my experience is far more important. You want to be the first one to act with the most damaging attack possible. With that in mind I recommend going with the Divine Strategist Archtype. By far one of my favorite, but I play a lot of dwarfs and dump Cha to a 5.
Damage: I recommend you going with the Destruction domain. Then all you need is a few feats. Power Attack, Improved Over Run, Charage Though and any combat feat that help damage.
Healing: Reach Metamagic feat will go along way to healing in combat with out having to move from your current location. As you can sacrifice any spell to cast cure. Just note that when you do this the casting time changes to a full round action. So it takes both the move and standard action to cast.
If you do go Divine Strategist I would recommend the Darkness domain as you only get one. An it is the most versatile, with the best spells list.

It's not that I don't think much of it. It's more getting it to work during play. Over all you would be much better off not splitting your class if you go Sensei. Playing a none subclass monk would help you in this case. As Sensei dose lose much of the combat ability's of the monk class.
Monk (sansei)/Ninja
Just reread the Ninja class and how it interacts with Ki. It dose not work as I though. So it will works better. So you would need the tactical awareness to do sneak attacks to inflict any significant damage. That also means you lose the ability to fight in a straight up battle. So you lose the unassuming badass quality you asked for. If you went with Monk with out a archtype or with one of the follow Martial Artist, Monk of the Mantis, Qinggong Monk all help your over all combat ability. The problem is Advice is a great ability and dose give you bonus to hit and damage but you lose flurry of blows.
Monk (Monk of the Mantis)/Ninja would be my top recommendation.
You will run in to trouble trying to run styles and Advice. As some one that has played quite a few bards. I never got style feats because of action economy dose not realy favor it over starting performance. It's one of the things it looks nice on paper but dose not really work in practice.
Advice (Ex): A sensei’s advice is identical to bardic performance (using oratory)
Starting a bardic performance is a standard action, but it can be maintained each round as a free action.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Style Feat.
As a swift action, you can enter the stance employed by the fighting style a style feat embodies.
Linorm Has a big problem. <After a creature makes a melee attack against you, you can choose to add your Wisdom bonus to the damage from your unarmed strikes against that creature, rather than your Strength bonus.> You need them to attack you for it to be effective. That means it will not go off very often as until it dose your not a threat.
Mantis Style is much better and worth the feat investment. With that however there are many things out right immune to stunning fist. So it really depends on what game your playing in. I just ran a game where stunning fist would have been next to useless as most of the monsters where undead. I let the players know this in advance.

You my be better served by not multiclassing. Sneak attack damage is nice however if your focused on Ki powers. This will be much harder to pull off. At most I would do a three level dip in to unchained rogue to regain evasion. Even then it's expensive to increases the level you need for the effects of your advice, and Ki abilities.
This is just a suggestion. If you really want a character that looks harmless but can hold there own in a fight. You my wish to look at this is a different why. Based on what I understand your looking for.
Human (small for human)
Dex>Wis>Int>Con>Cha>Str
Monk one level dip to get Bonus feat and Wis mod to AC.
Unchained Rogue three level dip evasion, Sneak attack damage and Dex to damage.
Slayer as your primary class. Gives you full BAB, extra sneak attack dice and a bonus to hit and damage.
Magus(Kensai) as your primary class. Gives you some spell casting, Int mod to AC, and Int mod to initiative.
Inquisitor as your primary class. Gives you Wis mod to initiative, divine spell casting, Domain powers and judgment.
Cavalier/Samurai as your primary class. Gives you full BAB, challenge, and cavalier Tactician / Samurai Weapon Expertise.
Human (small for human)
Wis>Dex>Con>Int>Str>Cha
Monk two level dip. Wis mod to AC, and evasion.
Cleric (Divine Strategist) Cleric level as a initiative bonus, and divine casting.
Inquisitor as your primary class. Gives you Wis mod to initiative, divine spell casting, Domain powers and judgment.

That is a bit harder to pull of. Then you may think. As it's much more about how you play the character. And much less about how you build the character. The character I'm currently playing is not the best combat character. However he can hold his own in a fight with out to much support.
Ideally you would mix a full BAB class with a 3/4 BAB class to gain sneak attack. For example Samurai/Ninja.
My best recommendation if your going for high Str build is Slayer/Ninja.
My best recommendation if your going for a high Dex build is Monk/Unchained Rogue.
Best over all idea is to dip one level in monk. Then go in to Unchained Rogue for at most 5 levels before picking up a full BAB class.
Something else to think on. There are many support feats that can really change how effective you are as a support character.
Conduit Feats as a hole can add some really nice ability's to any character with the skill ranks to pull them off.
There are also multiple feats that affect the heal skill so you can make your self in to a effective after combat healer. For example Incredible Healer: Use the result of a heal check to determine how much you heal treating deadly wounds. With you needing Wis and it being a wis skill you can get a high skill total. I have a level 5 character with this feat that heals for 27HP by taking 10.
I have not posted full builds in a long time. They tend to be counter productive to you making a character.
I have a few questions.
Are you set on playing a particular class?
Do you want Ki powers, or is this just something you think is cool?
What race where you planning on?
How are you generating ability scores?
There are good ways to get to where you want to be. However it's more about over all what your looking for.
Example: The game I'm currently playing in. The character is more of a traditional ninja. And much less of a move type ninja. So it's more about what your looking for.
I would just play Ranger or Slayer if your not familir with advanced character building. Slayer will give you a little bit over all higher damage. Range will give you access to cure wands and buff spells. So its more of what do you want the character to do. I will recommend you go for a Str build over Dex. With taking just enough Dex to get double slice. This will allow the character to be more effective right at the start. Preventing having a level or two until you become effective. Other then that specifics depend on what your using to make characters.
You could use Fencing Grace or Rogue level as it's a light weapon.
Light pick
Statistics
Cost 4 gp Weight 3 lbs.
Damage 1d3 (small), 1d4 (medium); Critical x4; Range —; Type P; Special —
Category Light; Proficiency Martial
Weapon Groups Axes
Description
This weapon, adapted from the pickaxe tool, has a head with a slightly curved, armorpiercing spike and a hammerlike counterweight.
If you have a built in flanking buddy. I recommend going Slayer for the extra sneak attack dice and full BAB.

No experience needed. I just started a new campaign for pathfinder 1ed. There is one seat open due to one of the players dropping out due to work. A bit about me I started GM/DM depending on the game in 90. I have run many types of games over the years Dungeons & Dragons 2, 3, 3.5, Pathfinder, Star Wars D6, D20, Legend of the Five Rings, you get the idea. The last game I ran just wrapped up just after the first of the year after 3 years. The players ended up at level 21 before we finished. This game will be close to 2 years and wrap up around level 15 to 16. With that I’m very much a character creation stickler. I do not allow characters that do not fit the setting being played in a game I run. I have learned over time this really solves so many more problems then it creates. As each player is then running a character tied in some why to the game that is being run. This game is Arabian Knights themed. Pleas keep that in mind if when your thinking of a character concept.
Current game
Legacy of Fire “Howl of the Carrion King,”
In the exotic nation of Katapesh, a land of fortune and wonders, heroes are those with the courage to command their destinies. Such wisdom leads a daring band to the abandoned village of Kelmarane with the hopes of reestablishing the once prosperous community. But buzzards still feast upon the secluded settlement’s corpse: a savage tribe of gnolls and their bestial allies hold the town in the name of a merciless master known only as the Carrion King. Can the PCs retake the village from its feral conquerors, or is Kelmarane but the first bastion of civilization to fall before the hordes of the mysterious warlord?
If you are interested in playing.
We play every other week on Sunday at Brickhouse games in Garland. Start time is 12noon. Next game day is 4Aug19, then 18Aug19.
Pleas message me if you are interested in joining. I will provide character creation and other information.
Your giving the players extra protections that are not part of the tramlpe ability. If your running a home game your fine. If your running PFSP you need to run it as written. The only protection they get as writen is the reflex save if they don't take the AoO. Normally the save is so high it's not worth it to try the save. As a player your better off taking the AoO and spreading out to keep them from trampling every one each round. The only good way to fight trample but that's on the player end knowing how to survive different encounters.
If you want to make a combat character and fill in what the group needs. Playing a cleric, or oracle using a reach weapon. Cleric is easy to do if you want something nonstandard. Shelyn bladed brush builds are extremely good at filling this role. Diping two levels in monk martial artist gives you Wis mod to AC, evasion, and two bonus feat’s. The other option of going oracle mystery war. If a little straight forward.
Example Cleric of Shelyn 20 point buy.
Human
Str 8
Dex 14 +2 Human = 16 (All level points here)
Con 12
Int 10
Wis 16
Cha 14
Leveling: Cleric for the first 3 levels then monk for 2 levels. Then cleric for all other levels.
Feat’s:
H: Weapon Finesses
1: Extra Channel
3: Weapon Focus: Glaive
Monk 1: Dodge
5: Bladed Brush (Glaive becomes a finesses weapon for you. And you can short haft it as a move action.)
Monk 2: Combat Reflexes
7: Phalanx Formation (Ally dose not provide soft cover)
9: Slashing Grace
20 Point buy
Elf
Str 8 Dex 18 Con 10 Int 14 Wis 14 Cha 10
(All level bonus points in Dex.)
Monk (Martial Artist) 1 (Wis to AC, Dodge Bonus feat)
Unchained Rogue 3 (Dex to damage, and evaion)
Magus (Kensai focus weapon Rapier) Int to AC one point per level.
Level 10 Items
Belt of Incredible Dexterity +4
Headband of Mental Prowess (Int/Wis) +2
Potion of Mage Armor (or gain with a Magus Arcana)
Rapier +2 Menacing
Pearls of Power 1 to recast shield, and shocking grasp.

My suggestions will take your character in a different direction than you original intended to go. You my wish to check with your DM about the changes I recommend. This is more due to the type of character you want to make and what type of character you made.
Aasimar
Ancestry Garuda
Typical Alignment CG
Ability Modifiers +2 Dex, +2 Wis
Alternate Skill Modifiers Acrobatics, Fly
Alternate Spell-Like Ability Plumekith gain see invisibility as a spell-like ability.
15 point buy.
Str 10 Dex 16+2=18 Con 12 Int 10 Wis 14+2=16 Cha 8
Cleric (Divine Strategist) Yes you don’t get channeling but over all who cares. 90% of all healing is done with a wand of cure light wounds. You only get one domain with this. I recommend you go with Glory Subdomain Heroism.
Monk 2 (Martial Artist) (No alignment requirement for monk. This is to get you Wis mod to AC and pick up evasion along with two bonus feat’s.)
Traits: Reactionary (You get a +2 Trait bonus to initiative.)
Levels / Feat’s
Cleirc 1 level 1: Weapon Finesses
Monk 1 level 2: Dodge
Cleric 2 level 3: Dervish Dance (Combat) Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls.
Monk 2 level 4: Combat Reflexes
Cleric 3 level 5: Improved Initiative
At level 3 your character would look something like this.
Initiative +7
AC 18 Touch AC 18 Flat Footed AC 13 (Shield of Faith will add 2 to this, Potion of Mage Armor will add 4)
Scimitar to hit +5 Damage 1D6+4 crit 18-20/X2
Gnome (Race Trait: Pyromaniac)
Sorcerer Bloodline Draconic (Any that deal fire damage.)
Trait: Unseen but Not Undone
Feat's
1: Spell Focus Evocation
3: Greater Spell Focus Evocation
5: Elemental Spell (Metamagic) (Fire)
7: Intensified Spell (Metamagic)
9: Spell Penetration
11: Greater Spell Penetration
13: Widen Spell (Metamagic)
I double checked Arcane Enligntenment. This is ok but you have to devide your ability scores. To ensure you have enough Cha to make it worth the investment. Somthing most other casters do not need to do. It is also very specific type of Shaman not a genral statement.
In the end Wizard/Witch > Shaman is still the out come.
Shaman are one of the worst casters out there. There spell selection prevents them from being a good full caster. There special ability's don't really help as they don't help you as a caster.

If your new to full casting classes. Starting one at level 7 will be extremly hard. As at this point you will need to know what saves to target. Most monsters at this level have saves high enough to over come most spells unless you are targeting there low save. This is something you could have learned by playing up to level 7 and above.
My suggestion is to say away from any caster where your limited on what spells you have available. This is not because there not good. This is because you don't have enough experience with what spells you need. If you do go with that type of class. Make sure you have a spell at each level that targets one of the three saves. Do not make a character that only targets one save.
Best classes for new casters: Wizard, and Witch. With the strongest schools being Wizard (Transmutation, Conjuration) Witch (Necromancy, Conjuration)
Some points for a new caster.
1: Spell DC are every thing! Starting with max casting stat is not important at low level play. At this level it will make a huge difference.
2: SR is a thing you will need to get past. Spell Penetration and Greater Spell Penetration will not be wasted feat's.
3: Metamagic feat's some are much better then others. Persistent Spell is the only one I make sure to take. See my first point.
4: Have a good idea on what save you want to target vs. what your fighting. This is going to be critical as you advance in level past 12. Almost no monster past this point has to roll above a 2 on there good save to make it.

JuliusCromwell wrote: I Don't have a Game coming up But I Want to Create this character for Future uses
Most the games I play in Don't get pass level 12
and most start between level 3 & 5
so I like Advice on a Tengu Slayer Who Dual wields Katana (this is more of a Flavorful build)
But I would still like to be Decent at combat
I'd like Advice on Feats from level 1-12
and on Stats. I am unsure on this
I'm currently playing a build close to this. Dwarf with two dwarven axes. The feat's you need are few how you get them is the important part. You will want a Dex of 15 so you can get Double Slice at some point. You should use Slayer Talents to get Ranger Combat Styles to bypass the Dex requirement on the higher levels of two weapon fighting. Just go in to this with the understanding it's not going to do as well as some other options that use light weapons. You could do the same thing using wakizashi and be much better off as they are light weapons. The thing to focus on with this kind of build is more like building a combat rogue and less like building most other combat characters. You will need to focus on getting a higher to hit bonus to cover the penalty for fighting with two one handed weapons. You can do this a few ways.
Feat's Should look something like this.
1: Two Weapon Fighting
2 Slayer Talent: Ranger Combat Style: Double Slice
3: ?
4 Slayer Talent: ?
5: ? (Outflank if you can get the other players to take it. This will go a long way to getting your to hit up.)
6 Slayer Talent: Ranger Combat Style: Improved Two Weapon Fighting
How to get a higher to hit bonus on the cheap side.
1: Flanking is your friend. At low level play this is the only way I was able to hit thing with out needing to roll really well.
2: Menacing weapon enchantment gives you a extra +2 to hit for flanking.
3: Studied Target is a bit of a set up at low level play but after you get to level 3. It is much easier to use as you just need to deal sneak attack damage. For it to take place. Then at level 7 you can use it as a swift action.

ekibus wrote: In the beginning I'll probably be the closest thing to the tank in the party (2 rangers so at 4 I will have help) This is for a mod in PFS so a settled group for a few adventures. The Rangers are going to be more durable then you are starting out. They have the ability to use medium armor, and they have !d10 HD. So no you are not going to be the tank with your current out look. There is a good chance that the Rangers have a higher to hit and better AC then you do starting out as well.
If your building for AC/Tank type character. You are very far off the mark in what you need for starting ability scores. Building for AC on a magus requires a Dex base due to them not getting access to better armor at low levels.
Here are a few things to think about.
1: Pearls of Power 1 are the best thing ever for you. Followed closely by Pearls of Power 2.
2: Hexes do not help you at all. You are a damage dealer spending time doing something other then damage. By the time you get in the fight it will be over.
3: Make sure you have a Range weapon. I recommend a bow of some kind. There will be times when you have no choice but to engage the enemy at range. You can use spells if you have them. They however are a very limited. Ammunition is cheap.
4: This is the most important one of all. Never multiclass unless you know exactly what your doing and why. Never do it because you think there is a cool ability. In order for a multiclass to work what your getting out of it can not scale with the class your dipping in. Most important of all plan it out methodically. The rate of failure for multiclass characters is high. Very few turn out better then a single class.
I did this build for another game but it will work in PFSP.
Dex>Int>Con>Wis>Cha>Str
Magus Kensai -- (Int Mod to AC as a dodge bonuse, Lower spell casting)
Rogue Unchained 3 (Evasion, Dex to damage with no restrictions)
Monk Sensei 1: Advice: bardic performance Inspire Courage
Monk Sensei 2: Insightful Strike: Use Wis in place of Str, or Dex for to hit with melee attacks.
Cleric Divine Strategist 1: Master Tactician: +1/2 your level to Initiative. Replaces channel energy.
Domain: you only get one.
Advance as a Cleric Divine Strategist forward. Using touch spells in melee combat as your go to. I recommend using them when you use Stunning Fist. Both go off and they need two saves.
Because if you do the following. The small cat is over all better then the large cat.
1: Keep it small at level 4 gaining +2 Dex, Con
2: Give it Amulet of Mighty Fists (Agile) 4,000gp.
3: Bracers of Armor
Level 4 Hunter
Feat's: Weapon Finesses, Toughness.
Hunter with Favored Animal Focus Tiger
Starting Dex 21 animal HD +1 hunter level 3 +1 advancement +2 Animal Focus +4 = 29
To Hit +9 Damage bite 1D4+1(Trip) claws(2) 1D2+1
AC 23 (Edit: I forgot to add small size) HP 22 (Avg.)
Level 8 After you get the amulet, and bracers of Armor +2
Feat's: Weapon Finesses, Toughness, Dodge, Mobility
Hunter with Favored Animal Focus Tiger, and Bear
Dex 29 hunter level +1 Animal Focus +2 = 32
To Hit 16 Damage bite 1D4+11(Trip) claws(2) 1D2+11
AC 30 (Edit: I forgot to add small size) HP 59 (Avg.)
Granted this is just a quick summery of ability's. It's not a complete brake down of total effectiveness.

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The traits are based on race. They are not available to Tiefling.
The feat Favored Animal Focus can be taken multiple times one times one for each focus. I don't know when you get your second focus as a Inquisitor.
There are pros and con to reach weapons when mounted. Not the least of witch is when you charge. With a reach weapon only you attack. Because most animal companions do not have reach. The big cat dose not have the reach trait so it only threatens 5ft.
The thing to think about more then what feat's you are taking. What feat's is the animal companion taking. They will start out very strong and quickly taper off with out carful planning. I have found most animal companions are hurt more buy what feat's they have. By level 10 you will need a clear plan on how to increase there to hit bonus, and survivability if you expect them to stay combat effective.
Some good choices that my not be flashy but work.
Toughness, Weapon Focus, Armor Proficiency Light and Medium, Power Attack, Combat Reflexes.
Few tricks to know.
Head band of Int +2 gives them a Int of 4 granting them 6 tricks, and one skill with max skill ranks. If you plan on doing this so they can take any feat. Plan out what skill you will be putting on the head band so you don't over lap.
Creating barding is expensive. You should get any barding you plan on using before level 7. Then all you need to do is add the Fitting to it for a flat 2,000gp. That is much cheaper then if you make it for a large mount. Medium Mithral Breastplate Barding is 8,600gp, Large Mithral Breastplate Barding is 17,200gp.
I can recomend the following.
Race: Human: Trait: Eye for Talent
Race: Half Orc: Trait: Shaman Enhancement
Feat's
Huntmaster (Human only)
Benefit: small cat is treated as one level higher.
Favored Animal Focus
Benefits: Choose one animal focus. When you apply that animal focus to your animal companion, the benefits increase by one step.
I just finished one of the toughest AP's Age of Worms. Made the players use effectly a 15 point buy. They griped at first but after a few games never complaned again about it for the next 3years 2months of the game. So yes it can be done with lower point buy characters.. More to the point by the end they did not notice they where low point buy. They just enjoyed playing there characters.
We just started Rise of the Rune Lords using 15 point buy. With 6 players you would think they would be all high tire classes at the table. Nope.
Me: Dwarf Slayer Two Weapon Fighting
Dwarf Barbarian Dwarven Axe and Shield.
Human Oracle/Brawler bladed scarf unarmed strike.
Half Orc Monk unarmed strike
Gnome Sorcerer
Human Swashbucker
As for the best character to play. It is any you want to play. Just know you have to chose to be bad at something. To make your self better at the job you pick.
Mithral is a rare, silvery metal that is lighter than steel but just as hard. When worked like steel, it can be used to create amazing armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor.
At no time dose it change the type of armor it is. Summoners can cast in light armor with out fail. Breastplate is medium armor. You suffer the 15% spell fail.

As GM and player that primary uses 15 point buy. In almost every home game for the past 6 years. My players complained a lot the first time I did this. After the first time and they got to playing it was never an issue again. I can say it does one thing more than any other. It forces the players to function as a group. With a 15point buy there is much more likely chance there is a flaw in the character. This helps role play more then a character with 0 flaws.
After that my top recommendations for a low point buy game. Any really, I have made many 15 point buy characters that are effective. The goal is not to make unkillable superpowered character. The goal is to make one that can be effective at there job.
The 15 point buy things to understand.
1: This is the one time where you don’t have much wiggle room. You need a balanced or larger then normal party. The group will need someone to cover each of the following. Divine Caster, Arcane Caster, 2 Front line combat characters, and Trapfinding (Depending on the game you are playing).
2: Every party should have a bard. If there is no bard play one. 15 point buy really lends to bards being better for the group then any other. As the bard can enhance the groups combat character to as effective as if they made the characters with a higher ability scores.
3: Any character with animal companion, eidolon, or mount class feature. As stated before point buy dose not affect them at all. Even in higher point buy game class that offer an ally are stronger then ones that do not.
I recommend Bard fore a few reason. The group is very healing heavy. However it lacks any full BAB classes. Gaining the bonus from inspire courage will help the party as a hole preform better in combat. With two things any bard can disable traps 1: Trait Vagabond Child 2: spell Aram Zey's Focus. You can now disable any type of trap with limited investment. It also gives the party a character that can gather information, and a second character for knowledge skills. You can build them to be effective combat characters in melee or range depending on your preference. I tend to not use archetypes as they force a bard in to one role, vs there ability to do multiple jobs good.

Having used and run many games with animal companions. Here is how I run animal companions in my game.
1: They are NPC that the PC control most of the time. Think of them as a sort of cohort. At any time you feel the animal would act different then what the player dose you can change it and still be with in the rules. As long as it's not doing a trick it knows and the handle animal check is made.
2: Animal companions can only do what they are trained to do. The DC is 10 if they are not injured or 12 if they are injured. The DC to get them to do a trick they don't know is 25, or 27. Read and understand what the tricks are. This will solve most of your problems.
3: Animals that are trained to attack. Don't ever go around they target they are commanded to attack. They do not flank any more as they have been trained to suppress there normal actions in order to act as they are trained to. They will attack the opponent they are sent after with no regards for AoO. They also can't be commanded to flank with out some one in place to flank with. They do not posses the reasoning need to do so.
4: Animal companions can't benefit from language dependent effects. There are more of them then most people think. As a general rule unless it's a spell most class ability's will not affect the animal companions.
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As an experienced GM. I can say with confidence. Do the following.
1: Be willing to tell your players no.
If it dose not fit your story don't let the players bring it to your table.
2: Pick all the races that fit the area your game will be in. Don't allow any exceptionaly powerful races.
This will solve a lot of your problems challenging your players at low level.
3: If your not familiar with any Class. Out right ban it, or read the class before you let any one play it.
This will solve problems late game when you find out all the sudden they have been running the character wrong for 6 levels. I have encountered this more then I wish to admit in PFSP. A lot of GM just don't know what different classes can and can't do.
4: You will never be able to memorize all the rules. Ask the two experienced GM to help you when you need it.
5: As long as every one is haven fun. Your doing it right.

I highly recommend you look in to the Slayer class. For what you want it will be much easier to play. And it has the advantage of not having to use sneak attack as it's main damage. This is not to say the rogue class is bad, or you can't make a good rogue. This is based on that rogue need a experienced tactician behind them to work to there max capacity.
My suggestion is you make a switch hitting Slayer along side the ranger. That why you are complementing each other in combat and not in each others way. So you start out as range and end up in melee. This is much easier to pull off then it looks at first. You only need quick draw. Then to pick if your going to put most of your feet's in archery or melee combat. You may find that with two archers. Melee combat portion is very short. As you have done most of your damage at range.
Very short brake down on Slayer.
6 skill ranks a level
Full Base Attack Bonus
sneak attack damage
Slayer talents: You can pick up trapfinding, along with Ranger combat styles.

Oracle (Battle mystery)
This is a very strong option for making a melee divine caster.
Cleric (Possibly Mendevian Priest)
Stay away from that archetype there are much better options out there.
Evangelist : is hands down the best archetype for support character. With a strong placing for a melee character as well.
Divine Strategist : is a very good option as well. Not as good at support as the Evangelist but has a very unique benefit to it.
I recommend going with Dwarf. Then for cleric. Torag offers the Protection Defense Sub-domain. One of the best cleric domains. As it frees up your cloak slot for a lesser cloak of displacement. Stacking your defensive ability's why using a two handed weapon. Now if your going Oracle of battle you take Skill at Arms (Ex): granting you access to all the Dwarf weapons as proficient because they are martial weapons for you. In particular Giant-sticker, dwarven Damage 2d6 Critical x3 Type P or S; Special brace, reach one of the highest damage pole arms.
Out side of that I have built a Dwarf Bard. They can be much more effective then you may think.

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suggestions. For you to think about.
1: Going Dex base and picking up three levels of Unchained Rogue for dex to damage on wakizashi.
2: Have a bow as your “primary weapon”. You start most or all combat with a bow and switch to the sword when the enemy closes with you. You don’t need to spend feats on it. Just use it until they close with you. Reducing the need for you to close with them. Increasing the number of attacks, you get on them. The only feat you need to pull this off is quick draw and you can get it at level 1. One of the most effective ways to survive with a low AC getting started.
(At one time I made a Samurai with a Con 8. Did it to see how long he could live and effective he could be. Using this method he made it to level 5. He did not die I just stopped going to PFSP. I built him as a two weapon fighting AC build.)
3: A new architype you my wish to look at. Warrior Poet (Samurai Archetype) from heroes from the fringe. High lights gain a bonus to Armor Class equal to her Charisma bonus. The warrior poet gains Weapon Finesse as a bonus feat and can apply its benefits to katanas as if they were light weapons. There is more but you do give up a lot of things for it. Over all a very nice archetype for what you want to do.
Witch with the healing patron. Gives you a arcane caster with the ability to use most of the remove X spells, and healing. You can cover a lot more with hexes in combat. So you don't need to use spells all the time. Given you a very versatile platform for a small group.

Just a half way worked out suggestion.
Tiefling
Magus (Kensai) 7/ Unchained Monk 7
Str 10
Dex 18
Con 14
Int 16
Wis 14
Cha 8
Feats:
Kensai Weapon: Temple Sword
1: Weapon Finesses
Kensai Bonus: Weapon Focus: Temple Sword
Monk Bonus 1: Dodge
Monk Bonus 2: Combat Reflexes
3: Slashing Grace
5: Intensified Spell (Metamagic)
Kensai Bonus 5: Improved Initiative
Monk Bonus 6: Improved Trip
7: Weapon Specialization: Temple Sword
AC: Base 10 + Dex Mod 4 + Int Mod 3 + Wis Mod 2 + Dodge 1 + Monk 1 = 21
Touch AC: 21 Flat Footed AC: 13 (invest heavy in perception)
This is before any items.
+2 Dex belt 4k, +2 Int, and Wis 10k, and Bracers of Armor +2 4K. total 18K. New AC total 26 Touch 24 Flat Footed 16
Casting shield will put you up to a 30 for known combat. Pearls of power 1 are cheap way to make sure you have enough castings.
Initiative: Dex Mod 4 + Int Mod 3 + feat 4 = 11
with items: 13
With listed gear, and flurry. Over all not great damage. However dose not include spell strike surge damage from magus.
Temple Sword +2 To Hit +15/15/10 Damage 1D8+9
My suggestion for you is two fold.
1: Don't count on any spell you cast that allows for save. To be effective past level 7. You are not a full caster and have not focused on your casting stat.
2: I recommend you have a long look at the bard class. After you realize part 1. Not saying the class is better over all. It fits you concept better then magus.
The hardest part will be the lack of class skills. I recommend you think on a two level dip in to rogue. To get two things first the class skills, second Evasion.
Human
Magus (Kensai)
Str 10
Dex 18
Con 12
Int 16
Wis 10
Cha 8
Skill Ranks Per Level: Class 2 + Human 1 + Favored Class 1 + Int Mod 3 = 7
Human: Fast Learner
Kensai: Weapon Focus: Scimitar
1: Weapon Finesses
3: Slashing Grace
5: Intensified Spell (Metamagic)
5 Magus Bonus: Improved Initiative
7: Weapon Specialization: Scimitar
9: Toughness
11: Improved Critical: Scimitar
11 Magus Bonus: Greater Weapon Focus: Scimitar
Bard and Skald work the same.
Buff > Combat
I don't recommend getting two animal compaions as it puts your effective level to low after you get past level 8. Unless your GM is going to work with you on something special.
This is my Cavalier Huntmaster from PFSP. He is not the best cavalier but he is fun to play, and can do his job well.
Dwarf
(Favored Class bonus + 1/2 damage to challenge)
Ability Score
Str>Con>Dex=Int=Wis>Cha
Cavalier Huntmaster
Order of the Tome
Divine Casting
Tactician: Precise Strike Teamwork
Greater Tactician: Outflank Teamwork
Feat's:
Toughness
Power Attack
Combat Reflexes
Improved Over Run
Charge Through
Greater Over Run
Animal Companion: Dog
From core only the two best options are Improved Initiative, and Toughness.
I have many a skill monkey for PFSP. This build spends way to much effort on skill. To the point you have given up all combat options. Unless your making a Int base caster. Their is no reason to have a 20 Int. Linguistics skill comes up in like 1 out of 30 scenarios. That is a very generous number. With just max ranks most of my character have no problems. By the time you can communicate with any one you spent 2 feats on something a wizard can do with a low level spell.
Aid another action is kind of a waste. If you can aid you should be able to hit. Unless their are other things going on. Like your playing up and the AC of the boss is so high your having problems hitting. That dose not come up very often.
I recommend you go with something like.
Wayang
Investigator, or Pick any class that gets 6 or more skill ranks per level.
Str 10
Dex 18
Con 14
Int 16
Wis 10
Cha 8
1: Weapon Finess
3: Weapon Focus
5: Slashing Grace, or Fencing Grace
If your going to make a party face character. I strongly recommend you play a bard instead of a rogue. The is even more true if you don't want combat to be your focus. This is just a suggestion however.
As for weapons their are tons of weapons you can hide on your body. Are you looking for weapons your proficient in? Are you willing to spend a proficiency on a weapon?
A few weapons that you can hide easy and rogues are proficient. Daggers, Brass knuckles, Hanbo, Spring Blade,
A few weapons that you can hide easy that your not proficient in. Blade boot, Jutte, Kerambit, Switchblade knife, War razor.
Merellin wrote: I realy like dwarves and I got this idea for a Dwarf who made a "sacred" vow to travel out into the world and hunt down a legendary lost recepie for dwarven ale. It dissapeared many generations ago, And every so often a dwarf sets out to find it, But non has ever arrived. Now he has made a vow, To his god, Or to his family, Or both, To find the recepie and bring it back so the ale can once more be brewed! But.. I dont know what class to make him.. All I know is, He shouldent be a cleric (As my current character is a cleric) He is not a fighting dwarf but a crafter of brews. He is driven to find this brew of legend.
A few good options. All of them can focus on crafting.
Alchemist
Wizard (Arcane Bomber)
Gunslinger
Investigator

Prometeus wrote: There are some weak points for this party like i feel we need someone more tanky and reliable on the front, battlefield control, accuracy to hit and traps. This narrows down what your looking for. I'll recommend something that might not look all that good at first.
Human(+2 Wis), Half-elf(+2 Wis), Dwarf, or Tengu.
20 points before you apply race.
Str8 Dex14 Con12 Int14 Wis16 Cha10
Monk (Sensei) 2 (Now your Wis mod affects AC, To Hit, Stunning Fist DC, Spell DC, and Will save.)
Cleric (Divine Strategist) 18 (You trade channel for a +1/2 your cleric level to initiative. and act in the surprise round.)
Focus on touch spells. Read up on how they work. Cast them before combat. Then run in stunning fist first, if it hits it also releases the touch spell.
(Level 9+)
Round 1: Stunning Fist (Fort Save) fail stunned for one round, Bestow Curse (Will Save) fail only 50% change to take any action each round, Forceful Strike (Fort Save) fail 9D4 force damage and bull rush CMB+ caster level.
I have this build for PFSP. The character is up to a 20 standing AC, 34AC fully buffed. Shield of Faith, Shield(Domain Spell), Barkskin(Domain Spell), Mage Armor(Potion, or Wand), For added offense you could take Divine Favor. Then you only need a few 1 level pearls of power to do multiple fights per day. At the level your talking about their not that expensive.
Domain Protection Defense Subdomain. You still have a lot of options.
Associated Deities: Abadar, Alseta, Andoletta, Arqueros, Dalenydra, Grundinnar, Jaidz, Korada, Lorris, Nethys, Olheon, Ondisso, Rowdrosh, Shelyn, Soralyon, Torag, Trudd, Winlas, Wylgart
For this group Skald is pore choice. Both of your front line characters need to cast spells, and/or use class ability's.
PRD wrote:
Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Bard will still work due to the way inspire courage works. I will recommend you have a talk with the inquisitor, and wizard. To find out what skill gapes you might be able to fill.
I can recommend looking at making a reach, or range combat character. Due to there being two front line characters now.
I can recommend that if you do make a melee character. A very high AC, or a ton of HP. To live throw some of the combat.
Bard
You have skills for being a spy/rogue.
If you want full trap you need two things. 1 trait vagabond child for disable device as a class skill. 2 level 2 bard spell Aram Zey's Focus to get trapfinding.
As a human with Int 12, and favored class bonus you have 9 ranks per level. Along with versatile performance to cover more. As a human you could go with Int 14, and fast learner feat. This gets you both the hit point and skill point per level for favored class. Along with a total of 10 skill ranks per level.
You have Cha for ability's and casting.
You have good combat ability for fighting.
I have found bards to make the best spy type characters. They have the skill and Cha so NPC believe what they are told. Along with enough skill points to pull off the rogue like aspects.
It will depend more on what kind of game your running. You can use any of the AP as written. Just takes a bit of work for both sides when you start. Given them access to a wand of cure light wounds. At the start with will take care of most of the problems.
I recommend for the players classes that have ally's. Like Druid, Hunter, Cavalier, Summoner, and others. That will greatly increases their ability to survive combat.
Some of the best options for two players.
Wilderness setting.
Hunter, and Hunter
Urban setting.
Summoner, and Cleric (With animal companion)
You only ever getting one AoO for event that triggers it.
1: Is correct.
2; Incorrect. In two your pet gets an AoO from Outflank. Then you get a AoO form Paired Opportunists.
The sneak attacker critical hits. Outflank provides the AoO for the other flanker. Paired Opportunists provides the AoO for the other that threaten the target. So you and the animal companion would get one AoO each.

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Samurai Jack knowingly, or unknowingly based his combat style based off the book of the five rings. They show him using a katana, but having studded multiple weapons. The martial artist on the art crew studded kung fu. So why you see him in a kimono, and katana he fighting style if heavily influenced by kung fu. With all this in mind I recommend a few things.
Samurai(Order of the Ronin) You will need a lots 0f skill ranks. If you wish to do samurai jack. His skills out of combat are varied. It will be hard to do with a base of 4 ranks.
Samurai Jacks known skills include but not limited to. He is not a master in all. However he knows all the following.
Acrobatics, Climb, Craft: carpentry, Craft: calligraphy, Diplomacy, Intimidate, Knowledge: Arcane, Knowledge History, Linguistics, Perception, Ride, Sense Motive, Survival, Swim.
Monk Two level dip to gain Wis mod to AC, and Evasion. As to not need armor and be able to fight with your body as the weapon. In addition to using a verity of weapons.
I recommend you build Dex, and Wis as your main focus. As you will need AC with out armor on. Along with most of the skills used by samurai jack are covered by the two attributes. You can go with wakizashi over katana to make it finesse. Then go with slashing grace for dex to damage. Them yes katana is what jack used however in the game system. Str based fighting with using no armor is how you die fast. I will also recommend you look in to reading the Book of the Five Rings, and Hagakure. This will help you understand samurai. Jack follows the Bushido because it's the code he lives by.

Java Joe wrote: So first Inspire Courage is added +3 to every attack to hit and adding +3 to every damage roll for ALL players within 30 feet. +3 adds about 10% chance for every attack to hit. That alone is pretty pwerful. BUT< it also adds +3 damage to every hit (unnamed type that can't be countered). Taking my one character that gets 7 attacks a round with two weapons, and hi hits 6 out of 7 times (thanks to +3 to hit, he has a +18 I think to hit with all his feats, a +2 two-handed sword, etc.). So for one full-atack round he gets an additional 18 dmg on average just tacked on. Consider that his weapons are already +1d6 fire for his weapon and that adds up fast.
NOW, add discordant voice. This grants ALL PCs within 30 feet +1d6 sonic damage to every hit.
First inspire courage is a competence bonus to hit, and damage, moral bonus to save vs. fear.
Second silence dose not work as long as they can see the bard. Inspire courage has a verbal or visual component to it. The bard can use one or both at any time.
Third discordant voice modify inspire courage. As long as they can get inspire courage discordant voice works. You could rule other wise it's your game. As written silence dose not stop it.
Problems
1: You have a large party. Unless your running a adventure that is known for being hard. You party size is going to kill most of the encounters with no problem because the size alone brakes the CR system. You need to increase the number of bad guys by 25%, increase the CR of a solo bad buy by 2. To challenge a party of this size.
2: Bard is such a force multiplier. I recommend you do the change for the large party before bumping the CR past where they are now. However if they are still destroying every thing bump all the CR by 1. You are now getting towards the edge of TPK. Due to none physical combat ability's however.
Note your bard is not playing to their full effectiveness. If they are only giving inspire courage. If you bard starts learning new tricks with their spell list. The +1 CR might not be enough. You might end up needing to bump the CR, and number of monsters. So high that you would think the CR system is broken because their defeating monsters far above the CR they should.
My high level bard every combat.
Round 1: Good Hope(Moral), Inspire Courage(competence): +5 To hit, damage(+1D6 sonic) +2 to all saves, skill, and ability checks.
Round 2: I'll use haste if I needed. However I normal join combat by then.
PDR wrote:
Speed: When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste; Price +3 bonus.
This is a good base for the cost. So it will be very expensive. A +1 weapon with speed is 32,000gold. So if you get all the effects of haste and on a wonders item slot your looking at the 64,000 gold. Slot less item adds 50% to the cost. That's just a rough judgment call. It's ultimately up to your DM if it can even be made. It should not be a cheap item your looking at a item for characters level 15+.
Sorry was busy all day yester day. Just noticed where your trying to make a range hunter. The small cat feats stay the same.
Human Hunter
HB: Eye for Talent
1: Huntmaster
2B: Precise Shot
3: Point Blank Shot
3B: Friendly Fire Maneuvers
5: Improved Spell Sharing
6B: Lookout
7: Deadly Aim
9: Rapid Shot
9B:Intercept Charge
Human Bonus Feat, 2 level hunter bonus feat etc.
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