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Owner - October Country Comics, LLC.

Hello fellow Pathfinders,

I'm planning out the remainder of my PFS Dwarf's progression and i'm trying to find some advice on where to go from here on out.

Currently 5th level and will become 6th potentially after tonight. He's a 3rd level Lore Warden Fighter/2nd Level Urban Ranger. So far i'm working with the Dwarven Longhammer because....well, it's a freakin' Dwarven Longhammer.

Class Progression
1st- Fighter 1 (Lore Warden) Feat= Steel Soul/ BF= Combat Reflexes
2. 2nd- Fighter 2 (Lore Warden) BF= Combat Expertise/ BF= Improved Trip
3rd- Ranger 1 (Urban Ranger) Feat= Iron Will
4th- Ranger 2 (Urban Ranger) Combat Style BF= Two-Handed Fighting- Power Attack
5th- Fighter 3 (Lore Warden) Feat= Fury's Fall

After this i'm thinking
6th- Fighter 4 (Lore Warden) BF= Greater Trip
7th- Ranger 3 (Urban Ranger) Feat= Felling Smash, BF= Endurance
8th- Fighter 5 (Lore Warden)
9th- Fighter 6 (Lore Warden) Feat= Weapon Focus( Dwarven Longhammer) BF=

What i'm wondering is beyond 7th character level and getting that 3rd level of Urban Ranger is there a different Class i could look into finishing my progression in or is just sticking with Lore Warden Fighter the best avenue? What Feats should i be looking for to round out this guy going forward? Items and what not advice as well.

Keep in mind this is PFS and i still need to meet some bench marks i' feel i'm lagging behind like in the AC department. Thus i'll need to start putting my gold towards a Belt slot item, an Amulet of Nat Armor and Ring of Protection,besides upgrading my current Armor and Weapon.

Thank you all in advance for the help and yes i know that tripping will only become harder from this point forward but it's still fun when i actually get to deploy it.

Owner - October Country Comics, LLC.

Recently i filled out a survey for one of my PFS characters and earned a Boon.

Q1. Does any one have the link to said survey seeing as it is refillable for multiple charcaters?

Q2. Does the Boon "Forgotten Lead" allow you to replay a PFS Sanctioned Module whithin the defined tiers as well as the normal scenarios? It specifically calls out tiered scenarios but it make no mention of modules.

Thanks.

Owner - October Country Comics, LLC.

Quick question on how these interact.

1. I'm playing a Tengu and i've traded out my Sword Trained racial trait for the alternate racial Trait Claws. This gives me two Claw attacks at 1d3 damage and i'm treated as having improved unarmed strike to qualify for other feats.

2. Now i start my career as a vanilla Brawler which grants me improved unarmed strike as a bonus feat and a damage of 1d6 as a medium creature with my unarmed strikes.

Q. Does this now change the damage of my claw and beak attacks? Does it only effect my claw attacks? Does it not effect any of those attacks?

Thanks.

Owner - October Country Comics, LLC.

I'm currently reworking my Tengu for PFS. I've yet to play him at level two so i'm looking at a bit of a rebuild. I was playing him as a Swordmaster/ Scout Unchained Rogue who was looking to try and exploit the Charge and Tiger stance down the road. All in all this seems like a fun combo but a tad bit one dimensional.

So what i'm seeking is perhaps a little advice/motivation/push in the direction of a better class for this guy. I'd like to take advantage of the Dex/Wis combo but not remain one sided. I'd like to go Archery but i'm trying to figure out which class best fits. It really boils down to 3 choices at this point for me.
1. Ranger (More feats, spells, full BAB, good archetypes to trade out my pet)
2. Inquisitor (Spells, Judgements and other goodies)
3. Monk (Zen Archer)(Great at Arching but what else?)

I was looking at the Sacred Huntmaster or straight Hunter Class but i'm not sure i'm "skilled" enough to deal with a pet so i've kinda put them on the back burner. Although the notion of a pouncing Tiger with my Birdman raining arrows from the second rank does seem kinda cool.

So any advice would be really helpful. I'm not an avid PF/PFS player these days and i'm very much out of the loop when comes to any type of "OP" when it comes to Pathfinder. Also i'm not a big fan of dump stats and like to be generally useful while not being generally useless if that makes sense, being that this is PFS.

Owner - October Country Comics, LLC.

From the following classes which would be the best to hand out status conditions to the enemies AND to counter the conditions handed out by those enemies?
Cleric
Oracle
Sorcerer
Witch
Wizard

This would be for PFS so being as well rounded as possible would be helpful but i primarily would like a support class that can remove effects and hand out my fair share in order to mess with the enemies well laid out plans.

I plan on beginning my research prior to making my next character so any help/advice would be much appreciated.
Thanks in advance.

Owner - October Country Comics, LLC.

I've wanted to play a Halfling for the longest time and i'm thinking that Archery would be one of the better combat roles to take up, though i'd still like to be viable in melee should that become needed. What i'd also like to do is be a Mounted Archer.

I'm personally trying to steer clear of the Druid and the Cavalier, as we have one already so i'd like a slightly different take.

I like the idea of the Divine Hunter Pally but it takes some time to get the mount and the skills side are very lacking. I also have one Pally in play although a very different type. Maybe something along the lines of the Beast Master Ranger? Hunter is another class i'm intrigued by.

This certainly is not going to be optimized but i also don't want to suck. What might be the best few options?

Owner - October Country Comics, LLC.

Hello fellow Pathfinders,

I have come to the realization that while i have been playing PFS for a few years now, albeit sporadically over the last year or so, i really don't know much of the history of the Society and it's most notable members.

What i'm asking this forum for is an advised reading list as to be more well informed about the Pathfinders as a whole.

Who are they? Why'd they get started? How'd we get to where we are?

I've also run across this whole "Lamplighter" type movement. It seems to have been around a while and has no official bearing on the game itself it does fit into this personal idea and belief system i've been tooling around with while looking into my next PFS character creation. But alas this is a divergence from my initial reason for posting this thread. So getting back on topic, any sort of help folks can offer me in my research of the Society as a whole would be greatly appreciated.

Thanx.

Owner - October Country Comics, LLC.

So i'm looking to make a Halfling Archaeologist Bard for PFS but i'm not entirely keen on losing Inspire Courage.

I'm looking into the idea of Dipping a level of Evangelist Cleric to get this back but it seems very limited. Outside of bumping Charisma is there other ways to increase my rounds of performance, not that having oodles are greatly important due to the short work days of PFS but i'd like to have few to help my buddies get through some important encounters.

I'm probably going Archery route although Helpful Whip-ping could be pretty fun.

So far this is just a fact finding mission and other than Halfling and potentially Bard nothing is set in stone.

Thanks folks.

Owner - October Country Comics, LLC.

As the title says. I'm making a Wayang Magus and i'm kinda stumped on where to go and what to do with him.

I want him to be a shadowy and stealthy sort. Capable in melee for when i want to get my stab on but still useful in other ways, like adding some form of battlefield/melee control.

I'm torn between Kensai and Hexcrafter but leaning towards Hexcrafter. I don't plan to do any hair tricks though. Kensai would be better with the stats matching up and i could MC into Swashy for the Fencing/Slashing grace but i'm up in the air on this.

Any feedback would be helpful and appreciated. The only thing i won't change is the race. Kinda digging on these creepy little buggers.

Owner - October Country Comics, LLC.

Hello folks,
I'm looking to make a new PFS character and would like to focus entirely on Battlefield Control and Party Buffs. I'd like to try and stay with CORE classes as much as possible. I have other option available but i like the Core classes and races. I know this may be better served in the PFS forum but i come here to you sagely experts of character buildery.

Q- Which class works best for this? I'm thinking Wizard but i'm open to other thoughts?

I'm not overly concerned with contributing damage myself, i'd like to make the party better murderhobos if i can. I'd also like to stay away from SUMMONING. I just don't like adding critters to fights and monster book keeping. Adding buffs and conjuring terrain features is the most paperwork i want to do, but i want to be the BEST at those things. Having all the other useful PFS bits would be nice as well. Skills and what not.

I really look forward to reading and responding to any and all advice. Mind you i've drifted very far from any "New" Pathfinder stuff as i've just not been keeping up to date.

Owner - October Country Comics, LLC.

No folks this is not a character who specializes in tripping Dwarves, Sorry.

I'm just trying to get a decent FEAT progression lay out for my PFS Dwarf.
He is a Lorewarden Fighter/Urban Ranger. Not changing this. I want to do reach tripping/ w AoOs and i'm trying to put the build together while still keeping him kinda sorta Pathfinderish and not straight up murder hoboey. Here's what i have so far. I think i'd like to try to squeeze in Bludgeoner. Maybe earlier if possible but any help/advice would be useful.

Tordek Steinhammer(Lorewarden/Urban Ranger)
stats= 16/14/15/13/15/5, i will be boosting my WIS and CON.

Lv. 1= Lorewarden Fighter(1)
Feats= Combat Reflexes(BF), Steel Soul(1)

Lv. 2= Urban Ranger(1)

Lv. 3= Urban Ranger(2)
Feats= Power Attack(CS), Weapon Focus or Blugeoner(2)

Lv. 4= Urban Ranger(3)

Lv. 5= Lorewarden Fighter(2)
Feats= Combat Expertise(BF), Improved Trip(3)

Lv. 6= Lorewarden Fighter(3)

Lv. 7= Lorewarden Fighter(4)
Feats= Felling Smash(BF), Greater Trip(4)

Lv. 8= Lorewarden Fighter(5)

Lv. 9= Lorewarden Fighter(6)
Feats= ?????(BF),Weapon Specialization(5)

Owner - October Country Comics, LLC.

Hello all,

I'm looking to start up an Axe and Shield warrior for PFS and i'm having some difficulty settling on a few things.

#1. Race?
I don't want to play another human so i'm going back and forth between Half-Orc and Dwarf. Leaning heavily towards Dwarf because, well, i like them.

#2. Class?
I already have a Pally and Bard/Magus so i was looking for something Martial but not so much Arcane or Divine. I'm looking at either Ranger or Slayer. I'd like to try one of the new ACG classes but i'm leaning towards Ranger.

#3. Feats and Traits?
This one i'm pretty much drawing blanks on as far as good combos. I'd really like to go with fighting with an Axe in my main hand and Shield Bashing in the other?

So what i've got as a picture in my head is an typical armored Dwarf with Axe and Shield. Pretty tough frontliner with some actual out of combat usefulness.

Advice wanted or am i just really over thinking this.?
No human if at all possible and no Double Shield fighting.

Owner - October Country Comics, LLC.

I am assuming that when i spend one of my Arcane pool to enhance my weapon granting it a +1 it is not counted as being magic for purposes of bypassing DR/ and whatnot, correct?

Owner - October Country Comics, LLC.

I'm looking for some advice on my Feat progression for my Dawnflower Dervish Bard(1)/Kensai Magus(2).

I've just reached 3rd level and i'm sorta blanking on a feat to take. Also on further feats throughout his career. This guy will of course be like so many other Dervish Magus who focus on Shocking Grasp. So any thoughts?

Human(PFS 20 pt.)
(10/16/14/16/8/12-stat array)
H- Toughness
1- Extra Arcane Pool
3- Thinking, Extra Performance (8 rds goes to 14), Improved Init. or Combat Casting.
Arcana- Arcane Accuracy(4th level)
5- Extra Arcana (Wand Wielder or Arcane Cloak for stealthy PFS stuff)
5- ?
7- Intensify Spell
Arcana- (7th level)
9- Weapon Specialization(Scimitar)
11-?
11-?

Could post build if needed.

Owner - October Country Comics, LLC.

Does a domains granted spell bypass the rules for wand use/on list?

I'm a Cleric of Nethys with the Defense Domain. This gives me as a domain spell Shield(Normally a Wizard spell). Can i use a Wand of Shield without a UMD check or will i still need to?

Owner - October Country Comics, LLC.

Hello folks. I'd like to start by saying thank you to everyone who has helped me in the past and continue to help me now, while bearing with my multitude of questions.

My question is everyones thoughts on the Melee Oracle. This is for Pathfinder society so my tables are sometimes unsettled but i mostly play with the same select group of folks. This will be a character rebuild whom i've yet to play at 2nd level.

What i was playing was a Toppling Evocation(admixture) Wizard. Being that i'm already playing a Wizard in RotRL i wanted to try something different. My current PFS PC's are a 2H Paladin of Iomedae(Andoran) and Bard who will MC into Swashbuckler(Taldor) and this PC.

Keepers
1. Human(i'm really fond of this race).
2. Melee Combat (Ranged on the side for versatility).
3. Tankish (i like to be well defended and be able to do work on the frontlines).
4. Not be so Paladinish ( so i don't know if but am open to Warpriest or Crusader Cleric.
5. Garundi and Osirion Faction so sort of Egyptian feeling.

Wants
1. Would like to make the Melee Oracle work.
2. Well number one is pretty much it.

My top three choices are Metal, Battle and Lore.
I'm going to work up a rough build for commentary.

Rough Build:

Nizam al'Latif
Male Human (Garundi) Oracle 2
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 19 (2d8+6)
Fort +3, Ref +3, Will +3
Weakness oracle's curses (lame)
--------------------
Offense
--------------------
Speed 15 ft.
Melee unarmed strike +4 (1d3+3 nonlethal)
Ranged sling +3 (1d4+3)
Oracle Spells Known (CL 2nd; concentration +4):
1st (5/day)—bless, cure light wounds, divine favor, lead blades
0 (at will)—create water, detect magic, enhanced diplomacy, purify food and drink (DC 12), read magic
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14
Base Atk +1; CMB +4; CMD 16
Feats Extra Revelation
Traits fate's favored, tomb raider
Skills Bluff +7, Diplomacy +7, Knowledge (planes) +6, Knowledge (religion) +6, Perception +5, Sense Motive +3, Spellcraft +5
Languages Common, Osiriani, Osiriani, Ancient
SQ mysteries (mystery [metal]), revelations (dance of the blades, skill at arms)
Combat Gear cold iron sling bullets (50), oil of magic weapon (4), wand of cure light wounds; Other Gear masterwork breastplate, sling, cloak of resistance +1, sleeves of many garments, traveler's any-tool, wayfinder, adventurer's sash, backpack, masterwork, bedroll, belt pouch, flint and steel, grooming kit, gold holy symbol (Nethys), ink, black, inkpen, mess kit, parchment (4), scroll case, sealing wax, signet ring, spell component pouch (2), torch (3), trail rations (3), waterproof bag, waterskin, weapon cord, wrist sheath, spring loaded, wrist sheath, spring loaded, 1,440 gp, 2 sp, 8 cp
--------------------
TRACKED RESOURCES
--------------------
Cold Iron sling bullets - 0/50
Light (At will) - 0/0
Oil of magic weapon - 0/4
Torch - 0/3
Trail rations - 0/3
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Dance of the Blades (Ex) +10 Speed while wielding a metal weapon.
Fate's Favored Increase luck bonuses by 1.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Sleeves of many garments Transform current clothes into any non-magical new form.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Weapon cord Attached weapon can be recovered as a swift action.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Owner - October Country Comics, LLC.

Hi all,

I started a thread a little while ago for a Dervish Cleric and decided i wanted to try something completely different. This is my take on a Dawnflower Dervish Bard/Bladebound Kensai Magus. This is something completely new for me but i think it's time i start to branch out and explore new race/class combos. I don't get everything about how the Magus class works but i'll never learn until i try.

I'm looking for a highly mobile "melee-striker" sort with an arcane flare. I envision this guy being a lot like Nightcrawler from the X-Men, or maybe Azazel only not evil, with teleporting(if possible), no or little armor and Dervish Dancing to deal death with a flair.

This is the first time i've built a Magus and Walter's Guide along with the Kensai Magus guide are bookmarked for reading. Please point out anything i should be doing to make this guy better. Bear in mind this is for PFS so i don't need to be uber opped but also not suck. I want to contribute to the overall success of the group. He will be a mainly frontline melee combatant with leanings towards "tankyness". Thoughts on items and feats will be greatly appreciated. I'd like to be able to get a layout of progression from 1-11 so i know where i'm going with this guy.

Nizam the Free:

Nizam al"latif
Male Tiefling Bard (Dawnflower Dervish) 1/Magus (Bladebound, Kensai) 1
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 18 (2d8+5)
Fort +5, Ref +6, Will +3
Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork cold iron scimitar +5 (1d6+3/18-20) and
. . unarmed strike +0 (1d3 nonlethal)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate, inspire courage +1), battle dance: inspire courage
Tiefling Spell-Like Abilities (CL 2nd; concentration +3)
. . 1/day—darkness
Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +2):
1st (2/day)—saving finale (DC 12), vanish
0 (at will)—detect magic, ghost sound (DC 11), lullaby (DC 11), read magic
Magus (Bladebound, Kensai) Spells Prepared (CL 1st; concentration +4):
1st—magic missile
0 (at will)—prestidigitation (DC 13), ray of frost
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 14, Int 17, Wis 7, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Armor of the Pit, Dervish Dance, Weapon Focus (scimitar)
Traits maestro of the society, magical lineage
Skills Acrobatics +4 (+0 jump), Bluff +7, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +8, Perception +3, Perform (dance) +5, Spellcraft +7, Stealth +6, Use Magic Device +5; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Infernal, Kelish, Necril, Osiriani, Osiriani, Ancient
SQ arcane pool, battle dance, chosen weapon, prehensile tail, spell combat
Combat Gear potion of ant haul, potion of ant haul, potion of ant haul, potion of cat's grace (2), potion of mage armor (4), wand of cure light wounds, wand of shield (50 charges), air crystal (2); Other Gear masterwork cold iron scimitar, cloak of resistance +1, sleeves of many garments, traveler's any-tool, adventurer's sash, backpack, masterwork, bedroll, belt pouch, cooking kit, flint and steel, grooming kit, gold holy symbol (Sarenrae), ink, black, inkpen, mess kit, parchment (4), scroll case, scroll case, signet ring, spell component pouch, spellbook, trail rations (3), waterproof bag, waterskin, wrist sheath, spring loaded, 37 gp, 4 sp
--------------------
TRACKED RESOURCES
--------------------
Arcane Pool (+1) (4/day) (Su) - 0/4
Bardic Performance (standard action) (8 rounds/day) - 0/8
Battle Dance (move action) - 0/0
Darkness (1/day) - 0/1
Potion of ant haul - 0/1
Potion of ant haul - 0/1
Potion of ant haul - 0/1
Potion of cat's grace - 0/2
Potion of mage armor - 0/4
Trail rations - 0/3
Wand of cure light wounds - 0/50
Wand of shield (50 charges) - 0/50
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but thes
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Maestro of the Society +3 rounds of Bardic Performance a day.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Potion of ant haul Add this item to create a potion of a chosen spell.
Potion of ant haul Add this item to create a potion of a chosen spell.
Potion of ant haul Add this item to create a potion of a chosen spell.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Sleeves of many garments Transform current clothes into any non-magical new form.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Wand of shield (50 charges) Add this item to create a wand of a chosen spell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Thanks in advance for all the help.

Owner - October Country Comics, LLC.

I hope to be able to get this guy up to 3rd level quickly so i can play prt 3 of the Destiny of the Sands trilogy soon but i just wanted some feed back on the build. Either from those that have played or built something similar or just general thoughts. I know he seems a tad unfocused but being he'll be played in PFS with an unknown table, sometimes, i wanted to be able to contribute to at least a few areas. As he goes forward i'll try to focus some more to mostly Melee combat with some out of combat face type skills and knowledges.

Nizam al'Latif:

Nizam al'Latif
Male Human (Keleshite) Bard (Dawnflower Dervish) 1/Cleric (Crusader) of Sarenrae 1
NG Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 19 (2d8+6)
Fort +4, Ref +6, Will +7; +2 trait bonus vs. charm and compulson
--------------------
Offense
--------------------
Speed 20 ft.
Melee cold iron dagger +1 (1d4+1/19-20) and
. . cold iron morningstar +1 (1d8+1) and
. . masterwork scimitar +5 (1d6+3/18-20) and
. . unarmed strike +1 (1d3+1 nonlethal)
Ranged sling +3 (1d4+1)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate, inspire courage +1), battle dance: inspire courage, channel positive energy 4/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—touch of glory
Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +2):
1st (2/day)—expeditious retreat, saving finale (DC 12)
0 (at will)—dancing lights, detect magic, ghost sound (DC 11), read magic
Cleric (Crusader) Spells Prepared (CL 1st; concentration +3):
1st—bless, shield of faith [D]
0 (at will)—create water, purify food and drink (DC 12)
[D] Domain spell; Domains Glory, Heroism
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 13, Wis 14, Cha 13
Base Atk +0; CMB +1; CMD 14
Feats Additional Traits, Dervish Dance, Toughness, Weapon Focus (scimitar)
Traits armor expert, birthmark, maestro of the society, pride of the diamond empire (keleshite)
Skills Acrobatics +4 (+0 jump), Diplomacy +5, Knowledge (arcana) +5, Knowledge (local) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +6, Perform (dance) +5, Sense Motive +6, Spellcraft +5, Stealth +4
Languages Common, Kelish, Osiriani, Osiriani, Ancient
SQ aura, battle dance, domains (heroism)
Combat Gear cold iron sling bullets (50), oil of magic weapon (3), wand of cure light wounds, wand of shield of faith (50 charges); Other Gear masterwork chain shirt, cold iron dagger, cold iron morningstar, masterwork scimitar, sling, cloak of resistance +1, sleeves of many garments, traveler's any-tool, adventurer's sash, backpack, masterwork, bedroll, belt pouch, flint and steel, grooming kit, gold holy symbol (Sarenrae), ink, black, inkpen, journal, mess kit, scroll case, scroll case, signet ring, skeleton key, spell component pouch, trail rations (4), waterproof bag, waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 577 gp, 1 sp
--------------------
TRACKED RESOURCES
--------------------
Bardic Performance (standard action) (8 rounds/day) - 0/8
Battle Dance (move action) - 0/0
Cleric Channel Positive Energy 1d6 (4/day) (DC 13) (Su) - 0/4
Cold Iron dagger - 0/1
Cold Iron sling bullets - 0/50
Oil of magic weapon - 0/3
Touch of Glory (5/day) (Sp) - 0/5
Trail rations - 0/4
Wand of cure light wounds - 0/50
Wand of shield of faith (50 charges) - 0/50
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but thes
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Birthmark +2 save vs. charm & compulsion
Cleric (Crusader) Domain (Heroism) Associated Domain: Glory
Cleric Channel Positive Energy 1d6 (4/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Maestro of the Society +3 rounds of Bardic Performance a day.
Pride of the Diamond Empire (Keleshite) You are not affected by lesser effects when you save vs. Fear effects.
Skeleton key Use a +10 Disable Device for one try to open a lock.
Sleeves of many garments Transform current clothes into any non-magical new form.
Touch of Glory (5/day) (Sp) Grant +1 to a CHA-based skill or ability check.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Wand of shield of faith (50 charges) Add this item to create a wand of a chosen spell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Hopefully my next few purchases will be a Handy Haversack to deal with encumerance issues, a mithril breastplate and maybe a weapon upgrade.

Would using a buckler in my off hand count as a wielded shield for the sack of interaction with Dervish Dance/Battle Dance?

Thanks for any thoughts, critiques and advice.

Owner - October Country Comics, LLC.

As a player of this Adventure path i'm beginning to find Rise of the Runelords quite frustrating when it comes to treasure and Wealth by level.

Our group is starting the second book soon and only one of our players has a +1 weapon and armor and only 2 have cloaks of resistance +1 we have acquired other items and treasure that can be sold for half value but not nearly enough to purchase items such as magic arms and armor. I could give a full list of stuff we have if needed but...

Has anyone else run into this problem, be ye DM's or players?
How have you dealt with it?

We have a group of 4 on the fast track using the epic point buy and are a tad above level for the first module (2 brand new pathfinder players and 1 who isn't as involved and then me). Three of us are 4th with two of those right near 5th and one player is already 5th. Our DM is doing almost everything strictly as it's written in the module and RAW as far as city size and what not when it comes to buying and selling goods. Using random tables for determining what is available to be purchased. It's all becoming a bit frustrating. I'm not asking for the world but when you are fighting DR creatures and Demons and what not and only one person has Magic it becomes much tougher.

Owner - October Country Comics, LLC.

Q.1: How do i get more spells into my spellbook during down time?
Q.2: If i buy Scrolls of ??? can i then copy those spells into my spellbook, be they from a chronicle sheet or otherwise?
Q.3: I know i should know where this information is but where will i find the rules for learning/scribing new spells and the cost of those spells.

And just a side note, DAMN, i sat at a table with another spellcaster (higher level Witch) and forgot to ask for some spell exchange. :Faceslap:

Owner - October Country Comics, LLC.

I'm putting the finishing touches on my Conjuration Wizard and realized i'm a large bit confused about the feat Sacred Summons.

I'm looking to go into the Magambyan Arcanist PrC and getting more summons out as a standard is nice i'm just confused about the interactions. Being that the Arcanist gives me an aura of good this means i can summon good creatures as a standard action regardless of my actual character alignment, correct?

Owner - October Country Comics, LLC.

Is it RAW that Dimensional Agility works with the Shift power from the Teleportation sub school? The description of the power say it functions AS IF you are using Dimension door (but not that you ARE) so...

Rules Text:

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

bold portion mine

or is this ETV sort of situation that i need to discuss with my DM?

Owner - October Country Comics, LLC.

1 person marked this as a favorite.

I've returned once again for a PEACH of my newest character. I don't know why i can't settle on one build and leave it alone but here goes my latest attempts. This guy is for my friends Rise of the Runelords campaign, and NO i won't be taking the Teleportation sub-school. My last PC was a Teleporter.

Build #1:

Jeremiah Quink
Male Human (Varisian) Wizard 4
N Medium humanoid (human)
Init +10; Senses Perception +10
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 30 (4d6+12)
Fort +3, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +3 (1d6+1) and
. . dagger +3 (1d4+1/19-20) and
. . unarmed strike +3 (1d3+1)
Wizard Spells Prepared (CL 4th; concentration +9):
2nd—create pit (DC 18), glitterdust (DC 18), mirror image, summon monster ii [S]
1st—color spray (DC 16), grease (DC 17), protection from evil, snowball (DC 17), summon monster i [S], vanish
0 (at will)—detect magic, mending, message, read magic
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 21, Wis 10, Cha 7
Base Atk +2; CMB +3; CMD 15
Feats Acadamae Graduate, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Traits seeker, trap finder
Skills Disable Device +12, Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +12, Knowledge (religion) +9, Linguistics +12, Perception +10, Sense Motive +2, Spellcraft +12
Languages Abyssal, Azlanti, Celestial, Common, Daemonic, Giant, Goblin, Infernal, Shoanti, Thassilonian, Varisian
SQ acid dart, arcane bonds (arcane bond [familiar]), opposition schools (enchantment, necromancy), specialized schools (conjuration), summoner's charm
Combat Gear Scroll of Enlarge Person, Enlarge Person, Enlarge Person, Enlarge Person, Scroll of Mage Armor (CL 4), Mage Armor (CL 4), Mage Armor (CL 4), Mage Armor (CL 4), Scroll of Mount (CL 2), Mount (CL 2), wand of magic missile, sunrod (3); Other Gear club, dagger, ioun torch, ring of sustenance, traveler's any-tool, adventurer's sash, backpack, masterwork, bedroll, chalk (3), charcoal stick, flint and steel, grappling bolt, grooming kit, ink, black, inkpen, mess kit, parchment (10), scroll box, signet ring, spell component pouch (2), spellbook, thieves' tools, masterwork, tindertwig (5), travelling spellbook, waterproof bag, waterproof bag, wrist sheath, spring loaded, wrist sheath, spring loaded, 7 GP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Acid Dart (8/day) (Sp) - 0/8
Club - 0/1
Dagger - 0/1
Sunrod - 0/3
Tindertwig - 0/5
Wand of magic missile - 0/50
--------------------
Special Abilities
--------------------
Acid Dart (8/day) (Sp) 30' Ranged touch attack deals 1d6+2 Acid damage.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Scroll of Enlarge Person, Enlarge Person, Enlarge Person, Enlarge Person Add this item to create a scroll with spells on it.
Scroll of Mage Armor (CL 4), Mage Armor (CL 4), Mage Armor (CL 4), Mage Armor (CL 4) Add this item to create a scroll with spells on it.
Scroll of Mount (CL 2), Mount (CL 2) Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.


This is pretty standard fare for a Conjuration Wizard who will work heavily with Summons and battlefield control and minor in buffs/debuffs. My traits are taken in order to fill the Party scout/trapfinder role since we lack one. I was a tad worried about my FORT save and the Academae Graduate interaction which led me to create the build below.
Build #2:

Jeremiah Quink #2
Male Human (Varisian) Ranger (Freebooter, Trapper) 1/Wizard 3
N Medium humanoid (human)
Init +10; Senses Perception +9
Aura freebooter's bane (1 ft.)
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 30 (1d10+3d6+10)
Fort +5, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +3 (1d6+1) and
. . dagger +3 (1d4+1/19-20) and
. . unarmed strike +3 (1d3+1)
Wizard Spells Prepared (CL 4th; concentration +9):
2nd—create pit (DC 18), glitterdust (DC 18), summon monster ii [S]
1st—color spray (DC 16), grease (DC 17), protection from evil, summon monster i [S], vanish
0 (at will)—detect magic, mending, message, read magic
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 21, Wis 10, Cha 7
Base Atk +2; CMB +3; CMD 15
Feats Acadamae Graduate, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Traits magical knack, scholar of the ancients
Skills Climb +5, Disable Device +12, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +12, Knowledge (religion) +9, Linguistics +12, Perception +9 (+10 to locate traps), Sense Motive +2, Spellcraft +12, Stealth +7, Survival +4 (+5 to track), Swim +5
Languages Abyssal, Azlanti, Celestial, Common, Daemonic, Elven, Giant, Goblin, Infernal, Shoanti, Thassilonian, Varisian
SQ acid dart, arcane bonds (arcane bond [familiar]), opposition schools (enchantment, necromancy), specialized schools (conjuration), summoner's charm, track, trapfinding +1, wild empathy -1
Combat Gear Scroll of Enlarge Person, Enlarge Person, Enlarge Person, Enlarge Person, Scroll of Mage Armor (CL 4), Mage Armor (CL 4), Mage Armor (CL 4), Mage Armor (CL 4), Scroll of Mount (CL 2), Mount (CL 2), wand of magic missile, sunrod (3); Other Gear club, dagger, ioun torch, ring of sustenance, traveler's any-tool, adventurer's sash, backpack, masterwork, bedroll, chalk (3), charcoal stick, flint and steel, grappling bolt, grooming kit, ink, black, inkpen, mess kit, parchment (10), scroll box, signet ring, spell component pouch (2), spellbook, thieves' tools, masterwork, tindertwig (5), travelling spellbook, waterproof bag, waterproof bag, wrist sheath, spring loaded, wrist sheath, spring loaded, 7 GP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Acid Dart (8/day) (Sp) - 0/8
Club - 0/1
Dagger - 0/1
Sunrod - 0/3
Tindertwig - 0/5
Wand of magic missile - 0/50
--------------------
Special Abilities
--------------------
Acid Dart (8/day) (Sp) 30' Ranged touch attack deals 1d6+1 Acid damage.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Freebooter's Bane +1 (Ex) +1 to hit & damage vs. chosen target.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Scroll of Enlarge Person, Enlarge Person, Enlarge Person, Enlarge Person Add this item to create a scroll with spells on it.
Scroll of Mage Armor (CL 4), Mage Armor (CL 4), Mage Armor (CL 4), Mage Armor (CL 4) Add this item to create a scroll with spells on it.
Scroll of Mount (CL 2), Mount (CL 2) Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Build number two is my Conjuration Wizard with a single level dip into Trapper/Freebooter Ranger. I do this to accomplish a few things.
1. It gives me a boost to Fort(helps with Academae Graduate) and Reflex saves.
2. A nice boost to HP's and skills.
3. Most importantly i get Perception/Disable Device and Stealth so i can fill in as party scout/Trapfinder.
Unfortunately it slows my spell progression but it does free up my Traits, one of which gets spent on keeping my caster level up.

What i most need help with is settling on one of the two builds and then any advice on going forward with said build.
Item advice.
Feat advice.
Spell advice.

Owner - October Country Comics, LLC.

I just bought a Wand of Magic Missile caster level 3 with 50 charges.
Q#1. This gives me two missiles at 1d4+1 each correct?

Q#2. When spending a charge is it 1 per missile or 1 for both?

Q#3. This wand functions exactly as the spell so i can still split the missiles if needed?

Thanks.

Owner - October Country Comics, LLC.

Since the rules forum lacks a "Ask a simple Question" type thread i'll ask in a new one.

Q #1 When learning my new spells per level, as a specialist do i need to have a certain amount of spells dedicated to my chosen school?
Lets say i'm a 3rd level Wizard(Evoker) and i'm selecting 2 2nd level spells. Do i need to have at least one from the Evocation school or can i select any spells?

Q #2 When preparing spells for the day do i have to prepare a 2nd level spell in a 2nd level slot or can it be an unmodified 1st level spell? This works for any level. Can i prep a lower level unmodified spell in a higher slot? Same question for the Bonus school spell?
As a 3rd level Wizard with a 21 Intelligence i get 4(0 Level)/4+1(1st Level)/2+1(2nd Level). Can i prep Magic Missile in my School slot for 2nd level?

Owner - October Country Comics, LLC.

Hey folks. I have PFS coming up this Friday and i've been on a try something new kick. I have a few characters that each have one scenario under their belts, i should have done a rebuild first off so i would have the 2 xp but alas i did not, so i'm looking to rebuild one into a Dwarf Cleric or Warpriest. I know rebuilds are sorta cheesy but whatever, i've earned the GP/Chronicle so i want to actually use it on something i'll enjoy.

Reasoning?
We don't have any actual clerics in play at my store.
We don't have any Dwarfs in play at my store and i like the race.
I want to play something martial oriented but not just a Fighter or Barbarian or another Ranger and i already have a level 5 Pally in play.

I'm unsure of the build but something very "Dwarfy" would be cool. Maybe reach but probably a BIG HONKIN HAMMARGH of some sort.

So with that said what are folks thoughts on Warpriest vs. Cleric?

Owner - October Country Comics, LLC.

As i was stumbling along looking for advice for my next RotRL character i came across some threads about a Fighter/Wizard/EK/AA. I decided to try to fit this to what i was looking to get for my PC. A stealthy scout type with trapfinding and spellcasting.

Probably stole, and botched, almost all of this but here's what i have so far.

Ranger/Wizzy:

Jeremiah Quink
Male Human (Varisian) Ranger (Trapper) 2/Wizard 2
CG Medium humanoid (human)
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 26 (2d10+2d6+4)
Fort +4, Ref +8, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee kukri +5 (1d4+3/18-20/×2) and
. . scimitar +5 (1d6+3/18-20/×2) and
. . unarmed strike +5 (1d3+3/×2)
Ranged darkwood composite longbow +8/+8 (1d8+4/×3)
Special Attacks favored enemy (giants +2)
Wizard Spells Prepared (CL 4th; concentration +7):
1st (3/day)—vanish, expeditious retreat, gravity bow, gravity bow
0 (at will)—detect magic, mending, read magic, prestidigitation (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 12, Int 16, Wis 12, Cha 7
Base Atk +3; CMB +5; CMD 20
Feats Arcane Strike, Point-Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll
Traits giant slayer, magical knack
Skills Acrobatics +7, Climb +6, Disable Device +12, Knowledge (arcana) +10 (+12 vs. giants), Knowledge (dungeoneering) +7 (+9 vs. giants), Knowledge (nature) +7 (+9 vs. giants), Knowledge (planes) +7 (+9 vs. giants), Knowledge (religion) +7 (+9 vs. giants), Linguistics +10, Perception +8 (+9 to locate traps, +10 vs. giants), Spellcraft +10, Stealth +12, Survival +5 (+9 in urban and undergournd settings, +7 vs. giants, +6 to track), Swim +6; Racial Modifiers +2 Stealth
Languages Abyssal, Azlanti, Common, Daemonic, Elven, Giant, Infernal, Shoanti, Varisian
SQ arcane bonds (object [darkwood composite longbow [str +2]] [1/da), combat styles (archery), heart of the slums, opposition schools (evocation, necromancy), physical enhancement, specialized schools (transmutation), telekinetic fist, track, trapfinding +1, wild empathy
Combat Gear Scroll of Mage Armor, Scroll of Mage Armor, Scroll of Mage Armor, Wand of cure light wounds, Sunrod (3), Weapon blanch (adamantine) (2), Weapon blanch (silver) (5); Other Gear Cold Iron Arrow, durable (50), Cold Iron Blunt arrows (50), Darkwood Composite longbow (Str +2), Kukri, Scimitar, Efficient quiver (102 @ 16 lbs), Handy haversack (11 @ 24 lbs), Ioun torch, Adventurer's sash (9 @ 10 lbs), Bedroll, Flint and steel, Grappling arrow, Grappling arrow, Grooming kit, Ink, black, Inkpen, Journal, Mess kit, Scroll box (3 @ 0 lbs), Silk rope, Spell component pouch (2), Spellbook, Spellbook, compact, Thieves' tools, Tindertwig (4), Trail rations (3), Waterproof bag (11 @ 5 lbs), Waterskin, Wrist sheath, spring loaded (1 @ 0 lbs), 241 GP, 6 SP
--------------------
TRACKED RESOURCES
--------------------
Arcane Bond (Darkwood Composite longbow [Str +2]) (1/day) (Sp) - 0/1
Cold Iron Arrow, durable - 0/50
Cold Iron Blunt arrows - 0/50
Sunrod - 0/3
Telekinetic Fist (6/day) (Sp) - 0/6
Tindertwig - 0/4
Trail rations - 0/3
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Arcane Bond (Darkwood Composite longbow [Str +2]) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs Favored Enemy (Giants).
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scroll of Mage Armor Add this item to create a scroll with spells on it.
Scroll of Mage Armor Add this item to create a scroll with spells on it.
Scroll of Mage Armor Add this item to create a scroll with spells on it.
Telekinetic Fist (6/day) (Sp) 30' ranged touch attack, 1d4+1
Track +1 Add the listed bonus to survival checks made to track.
Transmutation Transmuters use magic to change the world around them.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


As far as progression from here i'm undetermined. I definitely want more spell casting with perhaps some diversity to help the rest of the group. I also need to work out my FEATS. Crafting would be great (Arms/Armor), Weapon Focus: Long Bow and some more of the Archery essentials.
Any advice would be super helpful.

After this i think i'll go back to trying to build a almost full Wizard with a 1-2 level dip of Rogue.

Owner - October Country Comics, LLC.

Hello experts of advice.

Why i'm here:

I come to you, once again probably...i can't really remember anymore, for advice on a character build. Recently my Elf Teleportation Wizard perished, due to my own personal tactical issues, with a little or very little help depending on whose perspective the story comes from.

So now i need a new PC. I was really enjoying being a full-caster (Wizard) so i'd like to do that again. Our party isn't very well built but there is not much i can do about this. It consists of a Dwarf Cleric with no real focus on anything, a Human Greatsword/Ranseur Lore-Warden Fighter equally unfocused outside PA/Cleave/Greater Cleave and finally an Aasimar Paladin/Lore-acle of Iomedae(not much wrong with this build). But i digress.


Particulars:

4th level.
6000gp to spend on all equipment.
HUMAN for backstory reasons, not the DM's but my own. Outside the one Aasimar PC he wants to stick with the Core races only. The Dm prefers we use only stuff that we own that can be referenced either PDFs or Book. I won't list everything but take it case by case.

Things i'd like:

1. A party scout and trapfinder. Now i know it has been said that there isn't a lot of traps in this Adventure and it could be handled through other means i just decided i would like trapfinding(special ability). Thankfully my DM gave me the go ahead to use the Trapfinder Trait that will be in Mummy Mask/People of the Sands. I'll be getting this as a book and for Hero Labs.

2. Human.

3. Skills/Knowledges.I'm leaning towards Seeker Sorc w/Sage Bloodline. This saves me a Trait which i can use for Knowledge: Whatever i'm lacking. We have a few covered.

4. Spell suggestions.This always gets me. I want them all. Always and at all times. I like the idea of Spont Casting i just want what i need when i need it. Oh, i do want to actually contribute damage once in a while and not just wield the Party beat stick.

5. Gear thoughts.


Okay, this is getting long so i'll go and see what happens.

Owner - October Country Comics, LLC.

Hey all,
My 4th level Elf Teleportation(Conjuration)Specialist Wizard just bit the big one in a show down with Nuallia. We seemed to bypass some of Thistle top and stumbled into a boss fight. Bad tactical choices were made all around and my Wizzy was the victim.

I'm really saddened as i was getting into my character and felt i was just starting to learn to be an effective spell caster, having never played a caster before. Spells just were never my thing. So with that in mind i am looking for some advice/feedback on what to do next. I'd like to stay within the realm of arcane caster but don't know if i should go back to wizard.

What i'd like.
Human.
Trapfinding/disable device. (Not a must but a nice addition).
Arcane Caster.
KNOWLEDGES AND LANGUAGES. (Scholar of the Ancients Trait).
Control/Buffing/Debuffing and the occasional "I blow stuff up".

Options.
1. Seeker Sorcerer with the Sage Bloodline.
2. Seeker Sorcerer ?Bloodline? (1)/Archer Bard.
3. A not conjuration (or Sin Magic) Wizard.
4. Seeker Sage Sorcerer/Wizard.
5. Rogue(1)/Wizard.

Party Consists of
Dwarf Cleric (unfocused build).
Human Lorewarden Fighter (very confused PC and Player).
Assimar Paldadin(3)/Oracle of Lore(1). Pretty decent build and played okay.

Thoughts and suggestions.
I'm starting at 4th level with 6000gp to spend and a 25 pt stat buy.

Owner - October Country Comics, LLC.

Hello all,
My 4th level Wizard just died in my friends Rise of the Runelords campaign and i need to make a new one. I was really getting into playing an arcane spellcaster for the first time and would like to continue doing so. Now i'm actually quite terrible with building spell casters of any type so i come to you all for some help.

Generation specifics.
I can use whatever material i own/have access to.(A lot)
Epic point buy (25pts.)
Starting at 4th level.
Starting Wealth of 6000gp.
Can't be a Thassilonian (Specialist)Wizard.
Campaign Trait and one other.

What i'd like to do is be as the title suggests. A WIZARD who dips rogue(NOT ARCANE TRICKSTER) for some skills, trap finding and the bonus of evasion. Sneak attack is a an added extra but i feel like i'm getting caught up with trying to focus on something for not too much pay-off.

I like the idea of a tripping(toppling) mage and i like the Metamagic Rimespell. Dazing Spell would be nice down the road. I see this guy as an Arcane Explorer/Dungeon delver/Tomb Raider sort. I want to do control mixed with a smidge of blasting because every once and awhile i want to actually put out my own personal damage.

If folks want to help me rebuild/retool this guy please feel free. I welcome all help and advice.
Feats?
Spells?
Familiar specifics? (I really like the Greensting Scorpion)
I don't want to do a conjuration/summoner sort since that was my last character (ELF Teleportation specialist).
I do want control spells though.

Thanks in advance. Current build below.

Spoiler:

Nizam al'Latif
Male Human (Garundi) Rogue 2/Wizard 2
N Medium humanoid (human)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 30 (2d8+2d6+10)
Fort +3, Ref +6, Will +6
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +2 (1d6/×2) and
. . cold iron dagger +2 (1d4/19-20/×2) and
. . unarmed strike +2 (1d3/×2)
Ranged hand crossbow +4 (1d4/19-20/×2)
Special Attacks sneak attack +1d6
Wizard Spells Prepared (CL 4th; concentration +9):
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 14, Int 20, Wis 14, Cha 7
Base Atk +2; CMB +2; CMD 14
Feats Additional Traits, Point-Blank Shot, Precise Shot, Scribe Scroll, Spell Focus (evocation)
Traits magical knack, outlander - lore seeker, reactionary, wayang spell hunter
Skills Acrobatics +7, Appraise +9, Climb +4, Disable Device +12, Fly +7, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +12, Perception +9 (+10 to locate traps), Sense Motive +7, Sleight of Hand +6 (+10 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Spellcraft +12, Stealth +7, Swim +4
Languages Abyssal, Celestial, Common, Daemonic, Dwarven, Elven, Goblin, Infernal, Osiriani, Thassilonian, Varisian
SQ arcane bonds (arcane familiar, scorpion, greensting), intense spells, opposition schools (abjuration, enchantment), rogue talents (combat trick), specialized schools (admixture), trapfinding +1, versatile evocation
Combat Gear Wand of magic missile, Sunrod (3); Other Gear Silken ceremonial armor, Club, Cold Iron Dagger, Crossbow bolts (20), Hand crossbow, Cloak of resistance +1, Handy haversack (11 @ 18 lbs), Adventurer's sash (6 @ 6 lbs), Bedroll, Belt pouch (empty), Blanket, Flint and steel, Grooming kit, Hat, Ink, black, Inkpen, Journal, Mess kit, Parchment (20), Pocketed scarf, Scroll box (empty), Scroll case (empty), Spell component pouch (2), Spellbook, compact, Thieves' tools, masterwork, Tindertwig (3), Trail rations (4), Waterproof bag (26 @ 1 lbs), Waterskin, Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (empty), 375 GP, 2 SP
--------------------
TRACKED RESOURCES
--------------------
Club - 0/1
Cold Iron Dagger - 0/1
Crossbow bolts - 0/20
Sunrod - 0/3
Tindertwig - 0/3
Trail rations - 0/4
Versatile Evocation (8/day) (Su) - 0/8
Wand of magic missile - 0/50
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Admixture Associated School: Evocation
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Outlander - Lore Seeker +1 Knowledge (Arcana), it is a class skill. Three selected spells gain +1 CL and DC.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wayang Spell Hunter (Scorching Ray) Reduce spell level increase from metamagic for chosen spell by 1.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Owner - October Country Comics, LLC.

If i wanted to be a human from Brevoy, born and raised, which ethnicity should i take? Which book can i find said info in so i may purchase it for use?

Owner - October Country Comics, LLC.

I've been going round and round about what i'd like to play for my next PFS PC and i think i'd like to try out the Gunslinger. I've played pretty much all of the standard "D&D-ish" PC's but have NEVER played something that shoots with a gun.

Anyone have any general advice/tips for the GS?
Anything specific as far what is or is not allowed in PFS when it comes to the GS?

I'm just starting my reading and research so tips and what not will be really helpful.
Thanks.

Owner - October Country Comics, LLC.

I'm looking to build a Wizard for PATHFINDER SOCIETY and would like to make him a useful controller type but have at least one trick to make him stand-out, at least at our local shop.

I want to do the Toppling Magic Missile thing at first level for my fun schtick but not hamper myself by being one dimensional. I'm trying to avoid pouring too much of my resources into MM and i need help figuring out what is too much.

Quick question- Does the Evoker's Force Missile, which is described as Magic Missile, work with the Toppling Spell and is it enhanced through the other resources(Magical Lineage and Precocious Spellcaster) i've spent on MM?
Build so far but aside from the MM trick he is totally not locked in.

Johnny Woo the Spell Slinger:

Johnny Woo "The Spellslinger"
Male Human (Taldan) Wizard 1
CN Medium humanoid (human)
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d6+3)
Fort +2, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +0 (1d6) and
. . dagger +0 (1d4/19-20) and
. . unarmed strike +0 (1d3)
Wizard Spells Prepared (CL 1st; concentration +5):
1st (2/day)—color spray (DC 15), magic missile, burning hands (DC 16)
0 (at will)—ray of frost, detect magic, read magic
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 14, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Cosmopolitan, Spell Focus (evocation), Toppling Spell
Traits magical lineage, precocious spellcaster
Skills Diplomacy +7, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (planes) +8, Linguistics +8, Perception +7, Sense Motive +3, Spellcraft +8
Languages Common, Draconic, Dwarven, Elven, Kelish, Osiriani, Thassilonian, Varisian
SQ arcane bonds (orel, thrush), force missile, intense spells, opposition schools (necromancy, transmutation), specialized schools (evocation)
Combat Gear Potion of cure light wounds, Scroll of Mage Armor (x2); Other Gear Club, Dagger, Adventurer's sash (5 @ 3.94 lbs), Backpack (9 @ 17 lbs), Bedroll, Belt pouch (1 @ 0.44 lbs), Flint and steel, Grooming kit, Mess kit, Scroll case (1 @ 0 lbs), Spell component pouch, Torch (2), Trail rations (3), Waterproof bag (1 @ 2 lbs), Waterproof bag (empty), Waterskin, 13 GP, 1 SP, 8 CP
--------------------
TRACKED RESOURCES
--------------------
Club - 0/1
Dagger - 0/1
Force Missile (7/day) (Sp) - 0/7
Potion of cure light wounds - 0/1
Torch - 0/2
Trail rations - 0/3
--------------------
Special Abilities
--------------------
+3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (7/day) (Sp) Magic Missile hits for 1d4+1
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Precocious Spellcaster (Ray of Frost, Magic Missile) Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.
Scroll of Mage Armor (x2) Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Toppling Spell Spell with the force descriptor knocks targets prone.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Things i'd like= Keep the race either Human or Elf and be an Full Arcane caster.

Owner - October Country Comics, LLC.

As the title says, this is my second attempt at building a melee bard that is not an Arcane Duelist. While i like the title of "Arcane Duelist" which is the main concept of this character i did not want to give up some of the main bard goodies.

So any advice and thoughts on where to go from here would be great. Anything i missed, or better options would be great. I want to play a Human just cause thats how he looks in my mind and this is for Pathfinder Society so i wanted to be useful in a few different ways, in and out of combatwise. Ya know, be a good team player.

Spoiler:

Alain the Dandy Duelist(77252-6)
Male Human (Taldan) Bard 1
CN Medium Humanoid (human)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +3 (1d4+3/19-20/x2) and
. . Longsword +3 (1d8+3/19-20/x2) and
. . Unarmed strike +3 (1d3+3/x2)
Ranged Sling +2 (1d4+3/x2)
Special Attacks bardic performance (standard action) (6 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 12), bardic performance: inspire courage +1
Bard Spells Known (CL 1):
1 (2/day) Saving Finale (DC 13), Timely Inspiration (DC 13)
0 (at will) Detect Magic, Mage Hand, Ghost Sound (DC 12), Prestidigitation (DC 12)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 12, Wis 8, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats Arcane Strike, Lingering Performance
Traits Focused Mind, Reactionary
Skills Acrobatics +4, Climb +1, Diplomacy +6, Escape Artist +0, Fly +0, Knowledge (arcana) +2, Knowledge (history) +2, Knowledge (local) +6, Linguistics +5, Perception +3, Perform (dance) +6, Perform (oratory) +6, Ride +0, Stealth +0, Swim +1, Use Magic Device +6
Languages Common, Hallit, Skald
SQ bardic knowledge
Combat Gear Potion of cure light wounds, Acid, Alchemist's fire; Other Gear Studded leather armor, Buckler, Dagger, Longsword, Sling, Sling bullets (10), Backpack (8 @ 14 lbs), Bandolier (2 @ 2 lbs), Bedroll, Belt pouch (1 @ 0.5 lbs), Flint and steel, Spell component pouch, Torch (2), Trail rations (3), Waterskin, 10 GP, 7 SP, 8 CP
--------------------
TRACKED RESOURCES
--------------------
Acid - 0/1
Alchemist's fire - 0/1
Bardic Performance (standard action) (6 rounds/day) - 0/6
Dagger - 0/1
Potion of cure light wounds - 0/1
Sling bullets - 0/10
Torch - 0/2
Trail rations - 0/3
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (6 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 12) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Focused Mind +2 to Concentration checks
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.

Owner - October Country Comics, LLC.

Hey all,
I'm currently in the process of making a few back-up characters for Pathfinder Society, just in case. First on the list was a Half-Elf Bard(next will be a Shoanti Thunder and Fang Ranger followed by Dwarf Cleric and Lore Warden Fighter of some type).

Just wondering how i did for my first attempt? I'm looking to be pretty versatile do some finessable work in melee while buff/debuffing. Act as the party face and just be all around helpful. Faction is up in the air but it fit with the name and i have yet to see any at the tables at my store.

Advice/commentary greatly appreciated.

Build:

Nizam Al'Latif
Male Half-Elf Bard 1
CN Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +2 (1d4+1/19-20/x2) and
. . Rapier +2 (1d6+1/18-20/x2) and
. . Unarmed strike +2 (1d3+1/x2)
Ranged Sling +3 (1d4+1/x2)
Special Attacks bardic performance (standard action) (6 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 12), bardic performance: inspire courage +1
Bard Spells Known (CL 1):
1 (2/day) Forced Quiet (DC 13), Sleep (DC 13)
0 (at will) Daze (DC 12), Open/Close (DC 12), Detect Magic, Read Magic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 12, Wis 8, Cha 15
Base Atk +0; CMB +1; CMD 14
Feats Skill Focus (Diplomacy), Weapon Finesse
Traits Magical Knack (Bard), Reactionary
Skills Acrobatics +4 (+0 jump), Bluff +6, Climb -2, Diplomacy +9, Escape Artist +0, Fly +0, Knowledge (arcana) +2, Knowledge (history) +2, Knowledge (local) +6, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +5, Perform (oratory) +6, Ride +0, Spellcraft +5, Stealth +0, Swim -2, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Elven, Kelish
SQ bardic knowledge, elf blood
Combat Gear Sunrod (2); Other Gear Chain shirt, Buckler, Dagger, Rapier, Sling, Sling bullets (20), Backpack (16 @ 30 lbs), Bandolier (empty), Bedroll, Belt pouch (3 @ 0.86 lbs), Flint and steel, Grooming kit, Mess kit, Rope, Sack (empty), Torch (3), Trail rations (7), Waterskin, Weapon cord, 9 GP, 2 SP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Bardic Performance (standard action) (6 rounds/day) - 0/6
Dagger - 0/1
Sling bullets - 0/20
Sunrod - 0/2
Torch - 0/3
Trail rations - 0/7
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (6 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 12) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Bard) +2 CL for a specific class, to a max of your HD.
Weapon cord Attached weapon can be recovered as a swift action.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Owner - October Country Comics, LLC.

My Paladin just reached 3rd level and i now have a little gold to spend, 2595gp to be exact, and i'm looking for some thoughts/advice on what i should be purchasing.
Weapon?
Armor?
Magic item?
Scrolls?
This is my character for perusal.

Spoiler:

Marcus Brightblade
Male Human (Taldan) Paladin 3
LG Medium Humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 28 (3d10+6)
Fort +7, Ref +4, Will +4
Immune disease, fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee Gauntlet (from Armor) +6 (1d3+3/x2) and
. . Masterwork Greatsword +7 (2d6+4/19-20/x2) and
. . Silver Morningstar +6 (1d8+3/x2) and
. . Unarmed strike +6 (1d3+3/x2)
Ranged Darkwood Composite longbow (Str +3) +5 (1d8+3/x3)
Special Attacks smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 14, Int 10, Wis 8, Cha 15
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Cosmopolitan (Perception, Knowledge [local]), Power Attack -1/+2
Traits Dangerously Curious, Reactionary
Skills Acrobatics -4 (-8 jump), Climb -2, Diplomacy +7, Escape Artist -4, Fly -4, Knowledge (local) +4, Knowledge (religion) +5, Perception +5, Ride -4, Sense Motive +4, Stealth -4, Swim -2, Use Magic Device +8
Languages Common, Goblin, Infernal
SQ aura of courage, aura of good, lay on hands (1d6) (3/day), mercies (mercy [fatigued])
Combat Gear Wand of cure light wounds, Wand of magic missile, Alchemist's fire (2), Antiplague (2), Antitoxin (2), Holy water (2), Sunrod (2), Vermin repellent (4), Weapon blanch (adamantine), Weapon blanch (ghost salt), Weapon blanch (silver) (5); Other Gear Masterwork Full plate, Blunt arrows (20), Cold Iron Arrow, iron-tipped distance (50), Darkwood Composite longbow (Str +3), Masterwork Greatsword, Silver Morningstar, Backpack, masterwork (18 @ 25 lbs), Bandolier (19 @ 7.5 lbs), Bedroll, Belt pouch (1 @ 0.5 lbs), Belt pouch (1 @ 52.1 lbs), Courtier's outfit, Flint and steel, Grappling arrow, Holy text (Iomedae), Mess kit, Mug/tankard, Sack (empty), Silk rope, Tabard, Tabard, Tindertwig (3), Trail rations (7), Waterskin, Whetstone, Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (empty), 2594 GP, 5 SP, 6 CP
--------------------
TRACKED RESOURCES
--------------------
Alchemist's fire - 0/2
Antiplague - 0/2
Antitoxin - 0/2
Blunt arrows - 0/20
Cold Iron Arrow, iron-tipped distance - 0/50
Holy water - 0/2
Lay on Hands (1d6) (3/day) (Su) - 0/3
Light (At will) - 0/0
Smite Evil (1/day) (Su) - 0/1
Sunrod - 0/2
Tindertwig - 0/3
Trail rations - 0/7
Vermin repellent - 0/4
Wand of cure light wounds - 10/50
Wand of magic missile - 5/50
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6) (3/day) (Su) You can heal 1d6 damage, 3/day
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +3 to damage, +2 deflection bonus to AC when used.
Wayfinder, holy symbol (empty) (Wayfinder, Holy Symbol) This wayfinder has been carved or molded to resemble your deity’s holy or unholy symbol and may serve as an icon of both the Pathfinder Society and your chosen faith. You can use a holy symbol wayfinder as a divine focus.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Items i could purchase of note from chronicle sheets are as follows...
Bracers of Armor +1(1000gp)
Cloak of Resistance +1(1000gp)
Scabbard of Vigor(1,800gp)
Handy Haversack(2,000gp)
Amulet of Natural armor +1(2,000gp).

Thoughts and suggestions?

Owner - October Country Comics, LLC.

Hi all. I have few quick questions and any advice as to what i may be missing. Now i know this isn't an OP build and was kind of trying to go for something more well rounded. I envision this guy being or becoming the ideal Grand Lodge Pathfinder and a character i'd like to play for a long time.

Jacobus Blackwell:

Jacobus Blackwell
Male Human (Varisian) Ranger (Urban Ranger) 2
CG Medium Humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 18 (2d10+2)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Greatsword +6 (2d6+4/19-20/x2) and
. . Unarmed strike +5 (1d3+3/x2)
Ranged Darkwood Composite longbow (Str +3) +5 (1d8+3/x3)
Special Attacks favored enemy (humans +2)
Ranger (Urban Ranger) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 12, Wis 14, Cha 8

Thinking i'll raise one of STR or CON @4 and the other @8.

Base Atk +2; CMB +5; CMD 17
Feats Cosmopolitan (Diplomacy, Linguistics), Quick Draw, Rapid Shot
Traits Scholar of Ruins (Knowledge [dungeoneering]), Tracker of the Society
Skills Acrobatics -1 (-5 jump), Bluff -1 (+1 vs. humans), Climb +5, Diplomacy +3, Disable Device +5, Escape Artist -1, Fly -1, Heal +6, Knowledge (dungeoneering) +6 (+8 vs. humans, +8 to navigate underground), Knowledge (geography) +6 (+8 vs. humans), Knowledge (local) +6 (+8 vs. humans), Linguistics +6, Perception +7 (+9 vs. humans), Profession (Cartographer) +6, Ride -1, Sense Motive +2 (+4 vs. humans), Stealth -1, Survival +7 (+9 while in your favored terrains, +9 to avoid becoming lost when using a Mapmaker's Kit as you travel, +9 vs. humans, +8 to track, +9 to avoid becoming lost when using this), Swim +5
Languages Common, Kelish, Osiriani, Polyglot, Thassilonian, Varisian
SQ combat styles (archery), track, wild empathy
Combat Gear Wand of cure light wounds, Alchemist's fire, Antiplague, Antitoxin, Sunrod (2), Vermin repellent (5), Weapon blanch (silver) (5); Other Gear Masterwork Breastplate, Blunt arrows (20), Cold Iron Arrows (50), Darkwood Composite longbow (Str +3), Masterwork Greatsword, Backpack, masterwork (22 @ 31.5 lbs), Bandolier (13 @ 3.5 lbs), Bedroll, Belt pouch (3 @ 7.7 lbs), Compass, Flint and steel, Grappling arrow, Mapmaker's kit, Mess kit, Sack (empty), Scroll box (empty), Silk rope, Thieves' tools, masterwork, Tindertwig (3), Torch (2), Trail rations (7), Waterskin, Weapon cord, Wrist sheath, spring loaded (1 @ 0 lbs), 348 GP, 4 SP, 8 CP
--------------------
TRACKED RESOURCES
--------------------
Alchemist's fire - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Blunt arrows - 0/20
Cold Iron Arrows - 0/50
Sunrod - 0/2
Tindertwig - 0/3
Torch - 0/2
Trail rations - 0/7
Vermin repellent - 0/5
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +1 Add the listed bonus to survival checks made to track.
Tracker of the Society +2 bonus on Survival while traveling through any of your favored terrains.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Jacobus- Born to a Varisian Father from rural Varisia and a Garundi Female. His parents met in Magnimar while furthering their education. Upon their graduations in the fields of Languages and Ancient Thassilonian lore Jacobus' parents moved to Absalom to start their new lives. Jacobus' father, a scholar of Ancient Thassilon and rare artifacts went to work for a prestigious Absalom Museum while his mother went on to teach ancient languages at an Absalom college.

Jacobus gained his thirst for knowledge and learning from his parents but has decided to take a more hands on approach to his learning. Jacobus grew up on the tales of the Pathfinder's, digesting any chronicle he could come across or tale told by or about them. All Jacobus ever wanted to do and be was a great Pathfinder, if not the greatest of all.

Now is the time. After years of study and training both in and out of the field honing skills that may prove useful to the Society Jacobus has set foot on his path to greatness. Upon completion of the tests and trials Jacobus has Joined the Grand Lodge and will set out into a whole new world of exploration and discovery.


Forgive the corny backstory.
Question #1.
I would like to get the Knowledge Nature and perhaps Handel Animal so i'm thinking Lore Warden @ 3rd level. Any feat recommendations? I could grab Power attack as a fighter BF and something else as my level 3 feat. Iron Will?

Question #2.
Is there a better choice for my Favored Enemy and if so what should i prioritize 1st/2nd/3rd?

Question #3.
I need another language from linguistics and while it is total meta gaming any recommended for the Mists of Mwangi adventure?

Question #4.
Is there any other advice that folks could offer for me to get the most out of being a Grand Lodger?

I started this over in the advice thread but maybe i'll get some feedback here. Thanks for any and all help/commentary.

Owner - October Country Comics, LLC.

Hi all. I come once again with a few quick questions and any advice as to what i may be missing. Now i know this isn't an OP build and was kind of trying to go for something more well rounded. As the title states, i envision this guy being or becoming the ideal Grand Lodge Pathfinder.

Jacobus Blackwell:

Jacobus Blackwell
Male Human (Varisian) Ranger (Urban Ranger) 2
CG Medium Humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 18 (2d10+2)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Greatsword +6 (2d6+4/19-20/x2) and
. . Unarmed strike +5 (1d3+3/x2)
Ranged Darkwood Composite longbow (Str +3) +5 (1d8+3/x3)
Special Attacks favored enemy (humans +2)
Ranger (Urban Ranger) Spells Prepared (CL 0):
--------------------
Statistics
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Str 17, Dex 14, Con 13, Int 12, Wis 14, Cha 8

Going to Raise Strength @4 and Constitution @8 or vice versa. Undecided fro my final bump.

Base Atk +2; CMB +5; CMD 17
Feats Cosmopolitan (Diplomacy, Linguistics), Quick Draw, Rapid Shot

I plan to grab Power Attack @ 3rd and Boon Companion @ 5th.

Traits Scholar of Ruins (Knowledge [dungeoneering]), Tracker of the Society
Skills Acrobatics -1 (-5 jump), Bluff -1 (+1 vs. humans), Climb +5, Diplomacy +3, Disable Device +5, Escape Artist -1, Fly -1, Heal +6, Knowledge (dungeoneering) +6 (+8 vs. humans, +8 to navigate underground), Knowledge (geography) +6 (+8 vs. humans), Knowledge (local) +6 (+8 vs. humans), Linguistics +6, Perception +7 (+9 vs. humans), Profession (Cartographer) +6, Ride -1, Sense Motive +2 (+4 vs. humans), Stealth -1, Survival +7 (+9 while in your favored terrains, +9 to avoid becoming lost when using a Mapmaker's Kit as you travel, +9 vs. humans, +8 to track, +9 to avoid becoming lost when using this), Swim +5
Languages Common, Kelish, Osiriani, Polyglot, Sahaugin, Thassilonian, Varisian
SQ combat styles (archery), track, wild empathy
Combat Gear Wand of cure light wounds, Alchemist's fire, Antiplague, Antitoxin, Sunrod (2), Vermin repellent (5), Weapon blanch (silver) (5); Other Gear Masterwork Breastplate, Blunt arrows (20), Cold Iron Arrows (50), Darkwood Composite longbow (Str +3), Masterwork Greatsword, Backpack, masterwork (22 @ 31.5 lbs), Bandolier (13 @ 3.5 lbs), Bedroll, Belt pouch (3 @ 7.7 lbs), Compass, Flint and steel, Grappling arrow, Mapmaker's kit, Mess kit, Sack (empty), Scroll box (empty), Silk rope, Thieves' tools, masterwork, Tindertwig (3), Torch (2), Trail rations (7), Waterskin, Weapon cord, Wrist sheath, spring loaded (1 @ 0 lbs), 348 GP, 4 SP, 8 CP
--------------------
TRACKED RESOURCES
--------------------
Alchemist's fire - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Blunt arrows - 0/20
Cold Iron Arrows - 0/50
Sunrod - 0/2
Tindertwig - 0/3
Torch - 0/2
Trail rations - 0/7
Vermin repellent - 0/5
Wand of cure light wounds - 0/50
--------------------
Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +1 Add the listed bonus to survival checks made to track.
Tracker of the Society +2 bonus on Survival while traveling through any of your favored terrains.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Jacobus- Born to a Varisian Father from rural Varisia and a Garundi Female. His parents had met in Magnimar while furthering their education. Upon their graduations in the fields of Languages and Ancient Thassilonian lore Jacobus' parents moved to Absalom to start their new lives. Jacobus' father, a scholar of Ancient Thassilon and rare artifacts went to work for a prestigious Absalom Museum while his mother went on to teach ancient languages at an Absalom college.

Jacobus gained his thirst for knowledge and learning from his parents but enjoys and has decided to take a more hands on approach to learning. Jacobus grew up on the tales of the Pathfinder's, digesting any chronicle he could come across or tale told by or about them. All Jacobus ever wanted to do and be was a great Pathfinder, if not the greatest of all.

Now is the time. After years of study and training both in and out of the field honing skills that may prove useful to the Society has Jacobus set foot on his path to greatness. Upon completion of the tests and trials Jacobus has Joined the Grand Lodge and will set out into a whole new world of exploration and discovery.


Forgive the corny backstory.

Question #1.
I would like to get the Knowledge Nature skill and was thinking @ 3rd level taking a dip. Better choice- Lore Warden Fighter or Barbarian? If Lore Warden, what BF should i grab to fit the switch hitter build? If Barb, any specific archetype or just go straight? (I don't really see Barb fitting thematically but i could make it work i guess).

Question #2.
Is there a better choice for my Favored Enemy and if so what should i prioritize 1st/2nd/3rd?

Question #3.
This thread/question might be better in the General PFS forum but is their any other advice that folks could offer for me to get the most out of being a Grand Lodger?

Thanks for any and all help/commentary.

Owner - October Country Comics, LLC.

I'm looking to build a Dwarf Ranger for PFS play. I'll be starting at 2nd level (Re-Build).

What i would like some advice on would be how to best go about getting Disable Device and Knowledge: Local while still keeping the main Ranger class intact?

I envision this as a Switch-hitter type build who sort of bridged the gap between some of the "missing" roles. I'm not to worried about losing some of the higher tier Ranger goodies and was thinking about MCing into cleric for some quick 1st level goodies(extra speed and some healing/orisons).

I almost always table with a Bard and Sorcerer among some randoms.
Thanks to all for the advice.

Owner - October Country Comics, LLC.

What gods can a Paladin worship? Can i be a Paladin of Cayden Cailean even if i'm LG and Cayden is CN?
I'm assuming that all gods have some form of "Paladin" and that they are not restricted by the one step alignment rule that Clerics are.

Owner - October Country Comics, LLC.

I'm not really sure what i'm looking for here. I was looking to build a Barbarian of some type for tonights PFS game but decided to go with a Shoanti Thunder and fang build.

I'm thinking to go up to 6 levels of Ranger for Shield Mastery and then either Viking fighter or Barbarian from 6 till i'm finished with this guy.
My thoughts are to shoot from ranged and then 2-hand the Earthbreaker and power attack until i get all the T&F feats in place.

Feats
H- Weapon focus (Earthbreaker)
1. Power attack
2. Two-Weapon Fighting(Sword and Shield combat style)
3. Weapon Focus (Klar)
5. Thunder and Fang
6. Shield Mastery (Sword and Shield combat style)

I know this guy will be functional but should i make some better choices to have him be more functional?

Spoiler:

Drogun the Hammer
Male Human (Shoanti) Ranger (Freebooter) 2
CN Medium Humanoid (human)
Init +2; Senses Perception +7
Aura freebooter's bane +1
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 20 (2d10+4)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Earth breaker +6 (2d6+7/x3) and
. . Masterwork Klar +5 (1d6+5/x2) and
. . Unarmed strike +4 (1d3+5/x2)
Ranged Darkwood Composite longbow (Str +3) +5 (1d8+3/x3)
Special Attacks favored enemy (humans +2)
Ranger (Freebooter) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 13, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Power Attack -1/+2, Two-weapon Fighting, Weapon Focus (Earth breaker)
Traits Armor Expert, World Traveler (Knowledge [local])
Skills Acrobatics -1 (-5 jump), Bluff -1 (+1 vs. humans), Climb +6, Craft (stonemasonry) +6, Escape Artist -1, Fly -1, Knowledge (geography) +4 (+6 vs. humans), Knowledge (local) +6 (+8 vs. humans), Knowledge (nature) +5 (+7 vs. humans), Perception +7 (+9 vs. humans), Ride -1, Sense Motive +2 (+4 vs. humans), Stealth +4, Survival +7 (+9 vs. humans, +8 to track), Swim +4
Languages Common, Shoanti
SQ combat styles (weapon and shield), track, wild empathy
Combat Gear Wand of cure light wounds, Sunrod (4), Weapon blanch (silver) (5); Other Gear Masterwork Agile breastplate, Cold Iron Arrows (50), Darkwood Composite longbow (Str +3), Masterwork Earth breaker, Masterwork Klar, Artisan's tools, masterwork (Craft [stonemasonry]), Backpack, masterwork (28 @ 41.5 lbs), Bedroll, Belt pouch (6 @ 0.86 lbs), Flint and steel, Grappling arrow, Grappling arrow, Grappling arrow, Mess kit, Pot, Rope, Tindertwig (4), Torch (5), Trail rations (10), Waterskin, Wrist sheath, spring loaded (1 @ 0 lbs), 38 GP, 5 SP
--------------------
TRACKED RESOURCES
--------------------
Cold Iron Arrows - 0/50
Sunrod - 0/4
Tindertwig - 0/4
Torch - 0/5
Trail rations - 0/10
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Freebooter's Bane +1 (Ex) +1 to hit & damage versus chosen target.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Thoughts/advice and commentary greatly appreciated.

Owner - October Country Comics, LLC.

Hey all,
I'm looking to play a Dwarf Barbarian for tonight's Pathfinder society. This is a total rebuild so i will be playing at 2nd level.

So what i'm looking for from the forum is alot of help building this guy. What i want is a Big Damage dealer who can take tons of hits for the group and shrug off status effects and still be fun and useful outside combat. Almost all of the PFS groups i've played with have had next to no melee PC's. I will be the frontline and need to lay waste to mine enemies.

I started tooling around with a human barb but i have been playing a Human Paladin(my back-up if i can't get this guy done today) and i find Dwarves to be really cool so wanted to break from my usual norm.

PFS Legal Build. I hate to be a build it for me type but i really don't know how/where to start. Thanks to all.

Owner - October Country Comics, LLC.

Hey all,
This is my latest PFS build and i'm looking for some feed back. This guy just seems super cut and paste bland. I was looking initially to go the S&B route, i really like the visual of a Knight in Shining Armor with a sword and shield, but that seems to be pretty feat intensive and to me for an unknown payoff.

Spoiler:

Sir Marcus Brightblade
Male Human (Chelaxian) Paladin (Oath of Vengeance) 1
LG Medium Humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +3; +1 vs. evil outsider's spells and effects
--------------------
Offense
--------------------
Speed 20 ft.
Melee Gauntlet (from Armor) +4 (1d3+3/x2) and
. . Masterwork Nodachi +5 (1d10+4/18-20/x2) and
. . Silver Light mace +4 (1d6+3/x2) and
. . Unarmed strike +4 (1d3+3/x2)
Ranged Light crossbow +2 (1d8/19-20/x2)
Special Attacks smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Oath of Vengeance) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 14, Int 7, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 15
Feats Cleave, Power Attack -1/+2
Traits Defender of the Society, Purity of Faith
Skills Acrobatics -3 (-7 jump), Climb -1, Diplomacy +7, Escape Artist -3, Fly -3, Perception +1, Ride -3, Sense Motive +4, Stealth -3, Swim -1
Languages Common
SQ aura of good
Other Gear Masterwork Field plate, Crossbow bolts (20), Light crossbow, Masterwork Nodachi, Silver Light mace, Backpack, masterwork (empty), Bedroll, Belt pouch (2 @ 7.1 lbs), Flint and steel, Grappling bolt, Iomedae, Iomedae, Mess kit, Pot, Rope, Soap, Tabard, Torch (10), Trail rations (5), Waterskin, 355 GP
--------------------
TRACKED RESOURCES
--------------------
Crossbow bolts - 0/20
Smite Evil (1/day) (Su) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Purity of Faith Your soul is clean, and you are deeply committed to fulfilling your duties to the church. You take +1 trait bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

I'm looking for some advice in all areas. Gear, Stats, Feats, Traits and what have you. What i would like to accomplish is a Tough/Durable "Tankish" frontliner who can take a hit and bring down his foes. More often than not it seems i'll most likely be the only melee combatant at the table, for now.

OR maybe this guy is just fine the way he is and i'm, as usual, overthinking things.