insaneogeddon's page
Organized Play Member. 1,299 posts. No reviews. No lists. No wishlists.
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Human caster with and the advanced players: Racial Heritage (Tengu) and the Tengu feat: long nose form
Long-Nose Form
You can shift into the form of a human with an unusually long nose.
Prerequisites: Character level 3rd, tengu.
Benefit: Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as alter self with a caster level equal to your level. While in this form you gain the scent ability and a +2 bonus to your Strength score. Because your long nose in this form clearly indicates you are not fully human, you do not gain the normal bonus to Disguise checks for using a polymorph effect (however, you could possibly explain the nose as an unfortunate curse or deformity, or hide it with an item such as a plague doctor's mask).
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Or you could just soak your fists in the average alchemists urine ..
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My spell sundering 'shatter spell' dwarf only feat dwarf brawler used to collect old potion bottles - break them up and dip his wrapped fists in the broken glass kick-boxer stylez !
https://www.youtube.com/watch?v=4cWZjKCEkXA
It was the residual magic that did it !!! and over years and soaking his fists in the blood of innately magical critters some of it stuck ..

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Snowballs that stagger, entangle, knock prone, and damage are cramping my game!
Snowball: You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.
Magical Linage trait: snowball
Rime Spell (Metamagic)
Creatures damaged by your spells with the cold descriptor become entangled.
Spirits-
Waves:
Beckoning Chill (Su): When a creature takes cold damage while under this effect, it is entangled for 1 round. If the creature takes cold damage while already entangled by beckoning chill, the duration of the entangled condition increases by 1 round.
Crashing Waves (Su): The force of a waves shaman's water spells can bring even the mightiest of foes to the ground. When the shaman casts a spell with the water descriptor, she does so at 1 caster level higher. If that spell deals damage, the target must succeed at a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at 2 caster levels higher. At 16th level, her ability to knock creatures prone extends to any spell that deals damage.
Wind:
Vortex Spells (Su): Whenever the shaman confirms a critical hit against an opponent with a spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.
Lore:
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare.
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Doors open without an action? What is this star wars??

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Its all about the modules and module support (good downloads, maps, notes, etc). That made paizo and could make dnd.
Paizo is loosing themselves in following the board active yet minority players in catering with power creep and complexity (read: ever growing sub-optimal choices).
Yet no matter the complexity having good pre-gen modules will keep even those who want less BS - as designing a (good) adventure is more hassle than keeping up with bloat.
Further imbalance makes games - look at rifts the most plageristic game designed by borderline illiterate litigious egomaniac cretins and probable psychopaths. It was its SOLE grace and was almost enough.
Imbalance is what bored players like to carry on about, but at the end of the day, whether they realise it or not they actually like character imbalance.
Some people get enjoyment from rorting and finding loop holes, some people like playing powerful classes and nothing else, some like weaker classes that can be a challenge to play to really test their game mastery and wit, and some people play a class just because they want to, regardless of game benefits.
The 3.0/3.5 rule set offered this and let anyone play the character they enjoy.
It also offered a myriad of rules and class abilities, that allowed players to accumulate rules knowledge from many sources to put together class combinations and rules tricks that tormented DMs, which is also something that brings players enjoyment, and equally, enjoyment to dms in nazi sticking (well some of the time anyway) and watching players lament!
I think some of the 4e nuts and bolts stuff was good. They just totally stuffed up the class abilities side of things (which is what really made classes unique). Imbalance makes pathfinder breath, modules started its heart.
Mature players get over the above games and system support for bullying and for them modules could start dnd.
Exp. with the influence of by art like planescape or other that captures the simple and enhances the imagining summing up their angle..
Further if paizo slips again by focusing on new stuff that invalidates old and estranges their audience like advanced classes at the cost of keeping up with errata -it will open a window for dnd to get a foot hold. Makes any 2nd ed plans tricky (borderline idiotic) - THEIR best bet is to produce a crazy good pathfinder art book with all new iconics and scenes from their best modules, some new AMAZING modules etc and tighten up for a year or two and get super interactive with the community and errata till dnd is forgotten.
I should charge lol
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Shocker Lizard farming - matrix style, some enchantment spells and academical goo and INFINITE POWER !!
Till the awakened lizard neo comes and sets his people free !!
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Drow cavern sniper (can qualify as human with racial heritage or half-elf with drow blooded.
Amazing fighter archetype looses nothing good and gets a better version of weapon training.
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A murder of murder hobos.
Nothing like a symbiotic party of PCs to scare ANY other monster,god etc.
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I had a duelist he used crane wing, free hand fighter and a pick (he also used as a jaunty walking cane) and was out damaging the barbarian and had insane AC. Would prob. swap crane wing for turtle style now.
He was monk 2, fighter 4
2 levels of maneuver master monk are golden if you want to use combat maneuvers while still dealing major damage.
http://www.borispalatnik.com/WalkingStickSwordCanes_PAN.jpg
http://www.borispalatnik.com/WalkingStickSwordCanes_COUGAR.jpg
http://www.antiquewalkingcane.com/wp-content/uploads/2010/03/dragon_5.png
http://www.gentlemansemporium.com/store/media/003571/003571_01.jpg
DM even ruled pick gets +2 to trip attempts in a remarkable show of logic after some free food ;) it was very unique, he created a new school of dueling and a trend among young nobles - when dueling with a pick everyone's afraid of you as its just a matter of luck!
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Imbicatus wrote: Frenir wrote: I'm just saying if I am seeing a caster doing that kind of burning hands damage at my table, 5 archers with long bows suddenly target the player. You you could audit the character at creation and say no instead of a targeted "rock's fall everybody dies". One is upfront and acceptable. The other is being a passive-aggressive jerk.
This was for PFS anyway, so you are locked to the scenario. A world without cause and effect is a world without adventure.
Players are educated beyond grade 5 they shouldn't need to be told if you attract attention you become the center of attention. To expect otherwise is being a delusional jerk that wants monsters to pick on other players illogically and unfairly.
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darkleaf studded, with mitheral studs for props !
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Litany of Righteousness does very little for an inquisitor:
1.They lack the good sub-type or a good aura (class ability) so no x2 damage.
2. In paizo damage doubling does not apply to extra die from bane anyway.
the dazzle effect is about all he should get.
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Would have to get eldritch heritage - fey (sylvan) to have a pet pig or cow that eats people for you.
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Kyoko Hitomu wrote: Hello all,
I've got two somewhat different concepts for an arcane melee character but I don't know how to build them or optimize to not be underpowered.
** spoiler omitted **
** spoiler omitted **
Anyone that is good at building these types of character I'd greatly appreciate the assistance and feedback. I'm wondering how do-able either of these are and how powerful or underpowered they'd turn out to be.
I recommend:
1 Gunslinger - martial weapons + gun unlike zappy mcfrosty magus clones, fort and reflex good saves, 4 skill points, grit, access to grit feats, gun tank archetype gives you 25% fortification when you need it with your celestial light but medium armour!
1 Witch - free hex, will good save, better familiar choices, broader spell list with healing, patron that gives the best cleric buffs (Strength: 2nd—divine favor, 4th—bull's strength, 6th—greater magic weapon, 8th—divine power, 10th—righteous might, 12th—bull's strength (mass), 14th—giant form I, 16th—giant form II, 18th—shapechange)
So now your winged casting warrior can cleric buff, heal, arcane cast, hex, melee and shoot at range (touch attacks so can focus feats on melee but deadly aim is worth it and is a stand alone ranged feat).
10 Eldrich Knight
8 Exemplar
Misfortune hex is great because not mind effecting and helps in melee, to avoid attacks of opportunity,win opposed skill checks, win ability (grapple) checks and helps you with getting spells to stick.
Witches have- see invisible, death ward, freedom of movement, heal, heroism, greater heroism, false life, transformation etc to buff
Identify, detect secret doors, augury, blindness, clairvoyance, remove blindness, remove disease, remove curse, tongues, secure shelter, enervation, confusion, reincarnate, baleful polymorph, feeblemind, magic jar, suffocation, teleport, find the path,fleh to stone,legend lore, scry, foresight, mind blank, discern location, power words,horrid wilting, destruction,trap the soul, maze, resurrection, arcane sight, prying eyes, stormbolts and all summons etc to cast.
Watch maguses cry as they realize their all simpletons and plagiarists reliant on others for everything in the face of your full casting divinity !

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Pupsocket wrote: Lingering Performance won't let you stack shadow puppets.
For true haxxx, play an aasimar bard with Racial Heritage and boost your effective bard level for shadow puppets.
Please elaborate?
As for the original poster lingering performance is semi useless as only 1 performance active at a time.
Semi? the reason only semi useless is there is no reason in round 2 you cannot use it again (after the original summoned creatures have attacked) to summon again and get another summoned creatures full attack. With lingering this becomes cheaper to do (no need to use double bard uses every round after the 1st).
You might get more mileage out of:
Ability Focus
One of this creature's special attacks is particularly difficult to resist.
Prereq
uisite: Special attack.
Benefit: Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special attack.
Later empower spell like ability might be worth it - unfortunately/fortunately now sp abilities scale with level so you would have to use it at a reduced level to empower it but for some summons it might be worth it (like lantern archons).
Playing a bard now some things I learnt:
1st.
'Cord of shards' rocks at 1st (swap it at 5th) : 2d6 to an area makes casters jealous till 3rd and is great for swarms.
'Detect secret doors' earns you money every module and can avoid missing vital must have in module items.
'Alarm' is useful in some campaigns just to know if people are following you or sneaking up behind you.
2nd.
'Heroism' is THE greatest spell
'Blistering Invecive' seems weak but if you are good at intimidate (questionable for a small character) there is NO level where you won't occasionally need a 30ft burst damage effect for minor annoying yet game changing things from swarms/webs/fungus/fogs etc etc)
If you melee 'allegro' = 2 attacks at 4th, if you have high crit melee companions 'gallant inspiration' will turn their failed confirm roll frowns upside-down (and make sure they stay near you 'protectively').
3rd.
'Thundering Drums' + 3000 for a lesser rod of intensify = 7d8 damage at 7th up to 10d8 at 10th and being sonic and a fort save makes even draconic blaster sorcerers cry (ignore elemental resistances AND evasion..mmmm).
'Terrible Remorse' = auto stagger (and maybe damage/waste action if fail save).. it renders impotent any multiple attack creature .
'Jesters Jaunt' = Life saving for a low concentration check and good to give a (non-pounce brigade) meat shield a fast ball special into combat for a full attack.
4th.
'Freedom of Movement','Echolocation','Primal Scream' make you a demigod
5th.
'Deafening Song Bolt' makes you a true damage dealer.
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Anyone thought of or using a chocolate printer to make 3D chocolate miniatures?
I am sick of PCs kill stealling and fighting endlessly like its no issue and figure if they had to eat the miniature of what they kill I might hear things at the gaming table like:
'no its your kill' or
'I am buggered I cannot kill another thing'
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Make phalactery out of something NOBODY has touched, feed it to a bunny rabbit, cast imprisonment on the bunny rabbit.
= No discern location, no one will use wish or miracle to find some random missing bunny never mind find the spot and cast freedom there.
PS make it a spot easy to destroy after you cast imprisonment - the side of a volcanic mountain, a small island you can disintegrate etc and so even if some gm bs means they find the place they cannot even cast freedom.
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Look at book of exalted deeds vow of poverty. It will just end up skewing and destroying the campaign in favor of certain classes.
2nd ed had some settings that were historical/low magic. They don't work unless you disallow casters, remove spell abilities from monsters, add in areas in the world that can cure for free (fonts/springs/standing stones of restore/heal/remove disease pilgrims go to and heroic adventurers get priority etc etc).
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In that case it follows that with mystic past life you can be a druid and add things like teleport as a cleric spell.
Because "they are just wizard spells that happen to also be on the cleric spell list."
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T’uen-rin
They were penultimate
http://www.lomion.de/cmm/tuenrin.php
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Battle oracles are made for whirlwind attacks. Between enlarge person, righteous might and later the plain scary oracle only 'divine vessel' spell and the 'surprising charge' revelation you become a walking fireball and eventual walking freezing sphere.
Man I love divine vessel - between that, skill points and not having to radiate alignment clerics are dead to me!
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Daenar wrote: Wondering what class/archetype/ feats/spells/ abilities work best to efficiently kill a smart Great Wyrm Red. Paladin oath against wyrms? Admixture blaster converting fire spells to cold? Ranger with favored enemy? What is THE BEST dragonslayer...p.s. race matters, looking to go elf. Anyone with a holy axiomatic dragon bane bow !
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Naruto Uzumaki wrote: I wanna build a muderhobo admixture wizard and need some advice on build, feats and stuff! level 9 all paizo stuff allowed.
We got a paladin pc who keeps killing our necromancer undeads, im gonna join him up and murder the pally so advice to counter his abilities would be nice!
The necro is a level 6 cleric/3 rogue and will lakely deal with the pally on melee while i murder him on distance. gotta kill him quick because necro is CE and will die in 2 rounds or so, pally extremely optimised and strongest of our party. the CN fighter and LN druid will likely stay out of the fight.
My last pc was a LE sorcerer focused on save spells, that pally totally wrecked him after he bought a cloak of resistance so its best to avoid his saves! Also im gonna go with CN alignment to counter him, ill prolly will end CE but thats after killing the guy.
Thanks for the advices!
Undead are evil. He has no choice but to kill them. Try roleplaying !!

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If you go back to Gary Gygaxs own 'Gord the Rogue' books it was sky blue in color but maybe thats an ?oearth? greyhawk thing..
http://en.wikipedia.org/wiki/Gord_the_Rogue
but thats considered to be poetic licence as
In drow supplements it was black with a green/purple hue. As drow have some serious pull I suppose it stuck.. now plain boring black!
In the faerun "Volo's guide to all things magical" they spent the most effort defining it and there its "Adamant: This is the pure metal form of the hard, jet-black ferromagnetic ore known as adamantite, from which the famous alloy adamantine is made. Adamantine is black, but has a clear green sheen in candlelight-a sheen that sharpens to purple-white under the light given off by most magical radiances and by will-o'-wisps.
Pre-that however they had made some efforts to define it:
Adamantine:
In dragon #36 its "a blue cube dotted with a myriad of bright little specks that looked like imprisoned stars"
There is also an alloy called adamanite in dragon #17, that's "55% black, 25% dark blue, 20% dark green"

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kyrt-ryder wrote: Magda Luckbender wrote: The greatest swordsman in Earth history, Musashi Miyamoto, made heavy use of wooden swords. He argued that, in some circumstances, wooden swords were superior to metal ones. Do you have a quote to back up the bold statement? I'd really like to see it. One strike can still kill.
Swords DO bend, blunt and shatter on each other,armour and bone unlike hard wood. As do axes/cleavers/top end knives with better metal than they ever had back then - ask any butcher/abattoir worker and they use theirs slowly on totally un-moving targets of known anatomy.
Impact weapons target bones, edged weapons (p/s in dnd terms) target flesh - flesh wounds don't necessarily immobilize or kill instantly exp. with adrenalin and drugs, impact weapons almost always immobilize (a busted arm/leg is busted - even zombies need a intact leg bone to chase) never mind concussion and shock.
Armour doesn't stop a bludgeon just diffuses it a bit.
There is a reason knights used maces and picks more than any other weapon against each other and always had them as back up weapons even vs unarmed/unarmored peasants they barreled past and slashed. Swords are symbolic and showy but are not the lazer blades or even the modern super steels we have today.
Said swordsman above musashi was apparently beaten while using a sword by a guy using a jo (short wooden staff) though that's only written down in the records of the school that staff user went on to create..
People are stupid/trend/culture/peer pressure oriented. look around whats popular is rarely better. Just because swords were romanticized about heaps by those who write as opposed to those actually busy fighting doesn't mean they were superior to impact weapons or spears. Swords never dominated battlefields they saw as much use as knives do in modern war - everyone has one to play with but they weren't the real tool. Yeah daddy might bring his special issue flash knife/sword back from the war (not the 50 cal/mega mace or spear) and soft sonny boy might obsess over it and write some nonsense about it but still its only real action was cleaning nails!
Never mind many sword wielders were from a ruling class that liked playing at fighting and tried not to kill each other. Archaeologists (with relevant experts) have done extensive tests on Grecian arms and armour and roman for 100+ years at some of the older universities. Spears and bludgeons were the only 2 weapons they had that could reliably penetrate/circumvent and slay a person wearing period armour. Javelins (thrown with a shuffle step) also surprisingly had more force than any sword blow.
So 'realistically' (lol) if your ever in a zombie apocalypse use a spear - its silent, reusable (even arrows/bolts bend/break/ruin), keeps them at bay and keeps your distance from splatter (pulling even bolts out of things is mucky wet work). A forward step (lunge) with a 2H spear generates more force than ANY other ancient weapon.
Works as a walking staff, prod/poker/tent and door opener to boot !

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daddystabz wrote: Today what are the top 3 best/most effective classes in Pathfinder? Also, does anyone know where I can find great builds for these classes?
Thanks in advance!
If mean power + versatility + get out of jail cards + staying power = witch with healing patron !
More staying power than fighter (hexes are infinite exp. with 'accursed hex') and can cast restoration and disease).
Full casting + early access compared to sorc/oracle.
Hexes to infinitely boost summoned monsters (buy a ring of invisibility).
Skills.
All terrain - air bubble (1st) or easy sea witch archetype, fly, remove blindness and curses, freedom of movement, divination, teleport, find the path, reincarnate (for soft allies), planeshift etc etc etc
Can create secure shelter at night so npc experts with minimum stat buy cannot put their 2H digging pick or farming scythe through your head at night !
All others are dependent or hoping they don't meet certain threats or at most not too many threats and at convenient times!
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None - but they really have to stop giving fighter only feats to non-fighters!!! That act epitomizes design immaturity bordering on idiocy: its what a tween would do.. its unique/cool/specific to a class SO i will make a 'different' class have these impossible cherry picks I want - OMG thats SOOOO creative, cool and unique crying lol
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The standard:
Human Qigong Martial Artist Mantis Style Monk
B Mantis Style, 1 Weapon Focus, B1 Dodge, B2 Deflect Arrows, 3 Ability Focus (stunning), 5 Specialization ..
Oread Qigong Tetori
Bonus: 1.Improved Grapple, 2 Stunning Pin, 6 Greater Grapple, 10 Pinning Knockout, 14 Choke Hold, 18 Neckbreaker.
1. Snapping Turtle Style, 3. Snapping Turtle Clutch, 5. Snapping Tutle Shell, 7. Weapon Focus, 9. Rapid Grappler, 11. Pinning Rend
B. Barkskin (7th), Whirlwind attack (11th), Abundant step (15th), ? (20th)
Zen Archer Monk (they build themselves)
A crit fishing Mater of Many Styles/Sacred Mountain/Hungry Ghost with a temple sword for infinite ki and healing with a high AC. Maybe some dragon, overrun and panther style (nothing like booting people 10ft when they attack you for moving past)
Is there any other monk build easily played 1 to 20th that pulls its weight?
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Samurai don't get the bonuses to hit fighters/barbarians/rangers get and as such -2 hit for +1 damage is sub-optimal at best. It will bite!
Inspired and cool back story. If its a dex build you could use the tanto your master committed seppuku with as your wakasashi.

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Social/fun/freedom can't go wrong!
Wanderer (Monk)
Some monks wander the world in humility to learn and to share wisdom and philosophy from their teachers with those they meet, often aiding those who are in need. A wanderer has the following class features.
Class Skills: The wanderer adds Diplomacy, Knowledge (geography), Knowledge (local), Linguistics, and Survival to his list of class skills.
Far Traveler (Ex): At 1st level, the wanderer gains either one additional language known or proficiency in one exotic or martial weapon. At 4th level and every four levels thereafter, the wanderer may gain an additional language known or may retrain her weapon proficiency from this ability to a different exotic or martial weapon. This ability replaces the bonus feat gained at 1st level.
Long Walk (Ex): At 3rd level, the wanderer gains Endurance as a bonus feat, and the feat bonus doubles when he makes Constitution checks because of a forced march. In addition, a wanderer gains a +2 bonus on saving throws against spells and effects that cause exhaustion and fatigue. This ability replaces still mind.
Light Step (Su): At 5th level, a wanderer leaves no trail and cannot be tracked, though he can leave a trail if desired. By spending 1 point from his ki pool, he can use ant haul, feather step, longstrider, pass without trace, or tireless pursuit as a spell-like ability (with a caster level equal to his monk level). This ability replaces slow fall.
Inscrutable (Su): At 5th level, the wanderer gains a supernatural air of mystery. The DC to gain information or insight into the wanderer with Diplomacy, Knowledge skills, or Sense Motive increases by 5. In addition, by spending 1 point from his ki pool, the wanderer gains nondetection for 24 hours with a caster level equal to his monk level. This ability replaces high jump.
Wanderer's Wisdom (Ex): At 7th level, the wanderer can dispense excellent advice in the form of philosophical proverbs and parables. As a swift action, the wanderer can inspire courage or inspire competence as a bard of his monk level by spending 2 points from his ki pool. This affects one creature within 30 feet and lasts a number of rounds equal to the wanderer's Wisdom modifier (minimum 1 round). This ability is language-dependent. This ability replaces wholeness of body.
Disappear Unnoticed (Ex): At 12th level, the wanderer may use Stealth to hide even while being directly observed or when no cover or concealment is available, as long as he is adjacent to at least one creature of his size or larger, by spending 1 point from his ki pool. This effect lasts until the beginning of the wanderer's next turn and may be continued in consecutive rounds by spending 1 ki point each round. This ability replaces abundant step.
Free Step (Su): At 13th level, the wanderer gains continuous freedom of movement as a continuous spell-like ability. This ability replaces diamond soul.

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A comparison of racial class bonuses -
I have ignored 3rd party sources.
This is intended as a tool in the toolbox it’s also for DMs who like some depth to cause and effect in their game worlds. You can really fluff out a world with the information indicated. Much can be inferred from favored archetypes from what professions races have long traditions (and thus development off), which callings they encourage/honor/respect), how communal they are, the value they place on stories and entertainment, knightly traditions, mounts and beasts of burden, traditional religious figures, oracular cult leaders or naturists, how much they favor martial, barbaric or cerebral pursuits etc and lastly specific racial archetypes indicate a standing of tradition, respect and its counter: expectation within racial groups.
I have not color coded entries poor to excellent as I neither want to encourage predictable builds nor think it possible to predict creative build outcomes in a cogent fashion from favored class bonuses from this starting point. Simple concordances are readily apparent but for a deeper look at build strength one needs consider racial stats, archetypes, traits, feats, build choices and the final combined outcome. It’s not red to blue and I want to avoid this becoming a forum through which to infect your creativity with opinion.
I have done some coding:
Underline = has a racial class of said type.
It should be noted that Half-Elves can choose from the Human and Elf lists and Half-Orcs can choose from the Human and Orc lists!
At the bottom is a list of races that get (sp) abilities and their equivocal level for those who wish to qualify for prestige classes.
The class guides all have race suggestions should they be sought. There is a detailed race guide some were as well.
For those with RPG limits that enhance the play experience/world coherence but limit racial choices I have grouped the following alphabetically as the rulebook by core, featured, uncommon:
I have underlined Races that have a racial specific archetype.
All information sourced from: http://paizo.com/pathfinderRPG/prd/
--
Dwarf Alchemist: Add +1/4 to the alchemist's natural armor bonus when using his mutagen.
Elf Alchemist: Add one extract formula from the alchemist's list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
Gnome Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Half-Elf Alchemist: Add +1 foot to the range increment of the alchemist's thrown splash weapons (including the alchemist's bombs). This option has no effect unless the alchemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
Half-Orc Alchemist: Add +1/2 to the alchemist's bomb damage.
Halfling Alchemist: Add one extract formula from the alchemist's list to the alchemist's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Human Alchemist: Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Dhampir Alchemist: Add +10 minutes to the duration of the alchemist's mutagens.
Drow Alchemist: Add +10 minutes to the duration of the alchemist's mutagens.
Goblin Alchemist: The alchemist gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1. This fire resistance does not stack with fire resistance gained from other sources.
Hobgoblin Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Ifrit Alchemist: Add +1/2 to the alchemist's bomb damage.
Kobold Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Orc Alchemist: Add +10 minutes to the duration of the alchemist's mutagens.
Ratfolk Alchemist: The alchemist gains +1/6 of a new discovery.
Tiefling Alchemist: Add +1/2 to the alchemist's bomb damage.
Grippli Alchemist: Add +1/4 to the number of toxic skin uses per day.
Nagaji Alchemist: Add +1 on Craft (alchemy) checks to craft poison and +1/3 on the DCs of poisons the alchemist creates.
Svifneblin Alchemist: Add one extract formula from the alchemist's list to the alchemist's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Vanara Alchemist: Add +1/2 to the alchemist's bomb damage.
--
Drow Antipaladin: The antipaladin adds +1/4 to the number of cruelties he can inflict.
--
Dwarf Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Elf Barbarian: Add +1 to the barbarian's base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian's fast movement feature and applies under the same conditions as that feature.
Gnome Barbarian: Add a +1/2 bonus to the barbarian's trap sense.
Half-Elf Barbarian: Add +1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense.
Half-Orc Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Halfling Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the surprise accuracy rage power.
Human Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power.
Goblin Barbarian: Add +1/2 on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.
Orc Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Ratfolk Barbarian: When raging, add +1/4 to the barbarian's swarming trait's flanking bonus on attack rolls.
Tengu Barbarian: Add +1/3 to the bonus from the superstitious rage power.
Strix Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
--
Dwarf Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
Elf Bard: Add +1 to the bard's CMD when resisting a disarm or sunder attempt.
Gnome Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Half-Elf Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Half-Orc Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Halfling Bard: Add +1/2 on Bluff checks to pass secret messages, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as an elven, half-elven, or human child.
Human Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Aasimar Bard: Choose one bardic performance; treat the bard as +1/2 level higher when determining the effects of that performance.
Catfolk Bard: Add +1/2 to the bard's bardic knowledge bonus.
Goblin Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Ifrit Bard: Add +1/6 to the number of people the bard can affect with the fascinate bardic performance.
Kobold Bard: Treat the bard's level as +1/2 level higher for the purpose of determining the effect of the fascinate bardic performance.
Oread Bard: Add +5 feet to the range of one of the bard's bardic performances (max +30 feet to any one performance).
Undine Bard: Add a +1 bonus on Perform checks to use the countersong bardic performance against creatures with the aquatic or water subtypes.
Kitsune Bard: Add a +1/2 bonus on Bluff checks to lie and a +1/2 bonus on Diplomacy checks to gather information.
Vishkanya Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Wayang Bard: Add one spell known from the wizard's illusion school spell list. This spell must be at least one level below the highest spell level the bard can cast. The spell is treated as being one level higher, unless it is also on the bard spell list.
--
Dwarf Cavalier: Add +1/2 to the cavalier's bonus to damage against targets of his challenge.
Elf Cavalier: Add +1 hit point to the cavalier's mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Gnome Cavalier: Add +1 to the cavalier's mounted base speed. In combat this has no effect unless the cavalier has selected this reward five times (or another increment of five). If the cavalier ever replaces his mount, the new mount gains this bonus to its speed.
Half-Elf Cavalier: Add +1 foot to the cavalier's mount's base speed. This option has no effect unless the cavalier has selected it 5 times (or another increment of 5); a speed of 54 feet is effectively a speed of 50 feet, for example. If the cavalier ever replaces his mount, the new companion gains this base speed bonus.
Half-Orc Cavalier: Add +1 hit point to the cavalier's mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Halfling Cavalier: Add +1/2 to the cavalier's effective class level for the purposes of determining the damage he deals when making an attack of opportunity against a challenged foe.
Human Cavalier: Add +1/4 to the cavalier's banner bonus.
Aasimar Cavalier: Add +1/4 to the cavalier's bonus on damage against targets of his challenge.
Catfolk Cavalier: Add +1/4 to the cavalier's banner bonus.
Goblin Cavalier: Add +1 hit points to the cavalier's mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Hobgoblin Cavalier: Add a +1/2 bonus on Intimidate checks and Ride checks.
Kobold Cavalier: Add 5 feet (up to 15 feet maximum) to the cavalier's mount's speed when it uses the charge or withdraw action.
Orc Cavalier: Add +1 to the cavalier's CMB when making bull rush or overrun combat maneuvers against a challenged target.
--
Dwarf Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Elf Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Gnome Cleric: Add +1/2 to the cleric's channeled energy total when healing creatures of the animal, fey, and plant types.
Half-Elf Cleric: Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
Half-Orc Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Halfling Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Human Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Aasimar Cleric: Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders.
Dhampir Cleric: Add +1 to the caster level of any channeling feat used to affect undead.
Drow Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Hobgoblin Cleric: Add +1/2 to negative energy spell damage, including inflict spells.
Ifrit Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire and creatures with the fire subtype.
Kobold Cleric: Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).
Oread Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Earth and creatures with the earth subtype.
Sylph Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Air and creatures with the air subtype.
Tiefling Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Undine Cleric: Add a +1 bonus on caster level checks to overcome the spell resistance of creatures with the aquatic or water subtype.
Duergar Cleric: Add a +1/2 bonus on checks made to craft magic items.
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Dwarf Druid: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power.
Elf Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
Gnome Druid: The druid gains energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by +1 (maximum 10 for any one type).
Half-Elf Druid: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. For druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces her animal companion, the new companion gains these bonus skill ranks.
Half-Orc Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
Halfling Druid: Add a +1/4 luck bonus on the saving throws of the druid's animal companion.
Human Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
Catfolk Druid: Add +1 hit points to the druid's animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
Goblin Druid: Add +1 hit points to the druid's animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
Kobold Druid: Add +1/2 to the druid's wild empathy bonus.
Orc Druid: Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.
Oread Druid: Add a +1/2 bonus on Knowledge (nature) checks relating to plants and burrowing animals.
Ratfolk Druid: Add a +1 bonus on wild empathy checks made to influence animals and magical beasts that live underground.
Sylph Druid: Add a +1/2 bonus on Knowledge (nature) checks relating to weather and flying animals.
Tiefling Druid: Add a +1 bonus on wild empathy checks made to improve the attitude of fiendish animals.
Undine Druid: Add a +1 bonus on wild empathy checks to influence animals and magical beasts with the aquatic subtype.
Grippli Druid: Add a +1/2 bonus on concentration checks. This bonus doubles in a forest or swamp terrain.
Kitsune Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
Merfolk Druid: Add +1 hit point to the druid's animal companion. If the merfolk ever replaces her animal companion, the new animal companion gains these bonus hit points.
Nagaji Druid: (no favored class bonus, but has a prestige class).
Vanara Druid: Add a +1/2 bonus on wild empathy checks and a +1/2 bonus on Handle Animal skill checks.
--
Dwarf Fighter: Add +1 to the fighter's CMD when resisting a bull rush or trip.
Elf Fighter: Add +1 to the fighter's CMD when resisting a disarm or sunder attempt.
Gnome Fighter: Add +1 to the fighter's CMD when resisting a dirty trick or steal attempt.
Half-Elf Fighter: Add +1 to the fighter's CMD when resisting a disarm or overrun combat maneuver.
Half-Orc Fighter: Add a +2 bonus on rolls to stabilize when dying.
Halfling Fighter: Add +1 to the fighter's CMD when resisting a trip or grapple attempt.
Human Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Dhampir Fighter: Add a +2 bonus on rolls to stabilize when dying.
Drow Fighter: Choose the disarm or reposition combat maneuver. Add +1/3 to the fighter's CMB when attempting this maneuver (maximum bonus of +4).
Hobgoblin Fighter: Add a +1/2 circumstance bonus on critical hit confirmation rolls with a weapon of the fighter's choice (maximum bonus +4). This bonus does not stack with Critical Focus.
Kobold Fighter: Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.
Orc Fighter: Add +2 to the fighter's Constitution score for the purpose of determining when he dies from negative hit points.
Oread Fighter: Add +1 to the fighter's CMD when resisting a bull rush or drag attempt.
Ratfolk Fighter: Add +1 to the fighter's CMD when resisting a bull rush or grapple attempt.
Tengu Fighter: Add +1 to the fighter's CMD when resisting a grapple or trip attempt.
Duergar Fighter: Add +1 to the fighter's CMD when resisting a bull rush or trip attempt.
Gillmen Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Nagaji Fighter: Add +1 to the fighter's CMD when resisting a grapple or trip attempt.
Strix Fighter: Add +1/4 to the attack roll bonus from the strix's hatred racial trait.
Vanara Fighter: Add +1 to the fighter's CMD when resisting a reposition or trip attempt.
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Dwarf Gunslinger: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.
Elf Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Gnome Gunslinger: The gunslinger reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes).
Half-Elf Gunslinger: Add +1/4 to the number of grit points in the gunslinger's grit pool.
Half-Orc Gunslinger: Add a +1/3 bonus on attack rolls when using the pistol whip deed.
Halfling Gunslinger: Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +2) or +1/4 to the AC bonus gained when using the gunslinger's dodge deed.
Human Gunslinger: Add +1/4 point to the gunslinger's grit points.
Goblin Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Hobgoblin Gunslinger: Add +1/4 to the gunslinger's grit points.
Ifrit Gunslinger: Add +1/2 to the bonus on initiative checks the gunslinger makes while using her gunslinger initiative deed.
Kobold Gunslinger: Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +4).
Ratfolk Gunslinger: Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point.
Grippli Gunslinger: Add a +1/4 bonus on attack rolls when making a utility shot or a dead shot.
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Dwarf Inquisitor: Add +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment.
Elf Inquisitor: Add one spell known from the inquisitor's spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.
Gnome Inquisitor: Add a +1 bonus on concentration checks when casting inquisitor spells.
Half-Elf Inquisitor: Add +1/4 to the number of times per day the inquisitor can change her most recent teamwork feat.
Half-Orc Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
Halfling Inquisitor: Add +1/4 to the number of times per day that an inquisitor can change her most recent teamwork feat.
Human Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Aasimar Inquisitor: Add +1/2 on Intimidate, Knowledge, and Sense Motive checks made against outsiders.
Dhampir Inquisitor: Add a +1/2 bonus on Intimidate checks to demoralize humanoids.
Hobgoblin Inquisitor: Add a +1 bonus on concentration checks made to cast inquisitor spells.
Ifrit Inquisitor: Add a +1/2 bonus on Intimidate checks made against creatures with the fire subtype and a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire.
Sylph Inquisitor: Add a +1/2 bonus on Stealth checks while motionless and on opposed Perception checks.
Tiefling Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
Duergar Inquisitor: Add +1/6 to the number of times per day the inquisitor can use the judgment class feature.
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Dwarf Magus: Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
Elf Magus: The magus gains 1/6 of a new magus arcana.
Gnome Magus: Add one of the following weapon special abilities to the list of weapon special abilities the magus may add to his weapon using his arcane pool: defending, ghost touch, merciful, mighty cleaving, vicious; allying, conductive, corrosive, corrosive burst, menacing. Once an ability has been selected with this reward, it cannot be changed.
Half-Elf Magus: Add +1/4 to the magus's arcane pool.
Half-Orc Magus: Add +1/2 point of fire damage to spells that deal fire damage cast by the magus.
Halfling Magus: The magus gains 1/6 of a new magus arcana.
Human Magus: Add +1/4 point to the magus' arcane pool.
Kobold Magus: Add a +1/2 bonus on concentration checks made to cast defensively.
Tiefling Magus: Add +1/4 point to the magus's arcane pool.
Suli Magus: Add +1/4 point to the magus's arcane pool.
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Dwarf Monk: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk's unarmed strike (minimum of 0).
Elf Monk: Add +1 to the monk's base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature.
Gnome Monk: Add +1 to the monk's Acrobatics check bonus gained by spending a point from his ki pool. A monk must be at least 5th level to select this benefit.
Half-Elf Monk: Add +1/2 on Escape Artist checks and on Acrobatics checks to cross narrow surfaces.yy
Half-Orc Monk: Add +1 to the monk's CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
Halfling Monk: Add +1 to the monk's CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
Human Monk: Add +1/4 point to the monk's ki pool.
Catfolk Monk: (no favored class bonus, but has a prestige class).
Hobgoblin Monk: Add a +1/4 bonus on combat maneuver checks made to grapple or trip.
Kobold Monk: Add +1/3 to the monk's AC bonus class ability.
Oread Monk: Add +1/3 on critical hit confirmation rolls made with unarmed strikes (maximum bonus of +5). This bonus does not stack with Critical Focus.
Ratfolk Monk: Add +1 feet to the speed the monk can move while making a Stealth check without taking a penalty. This has no effect unless the monk has selected this reward five times (or another increment of five). This does not allow the monk to use Stealth while running or charging.
Tengu Monk: Add +1/4 point to the monk's ki pool.
Undine Monk: Add +1 to the monk's CMD when resisting a grapple and +1/3 to the number of stunning attacks he can attempt per day.
Nagaji Monk: Add +1/4 point to the monk's ki pool.
Samsaran Monk: Add a +1/2 bonus on the monk's saving throws to resist death attacks.
Strix Monk: Add +1/4 point to the monk's ki pool.
Suli Monk: Add +1/2 point of damage to elemental assault.
Vanara Monk: Add a +1 bonus on Acrobatics checks made to jump.
--
Dwarf Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Elf Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
Gnome Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
Half-Elf Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Half-Orc Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Halfling Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
Human Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Aasimar Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
Catfolk Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Fetchling Oracle: Treat the oracle's level as +1/3 higher for the purposes of determining which of its racial spell-like abilities it can use.
Goblin Oracle: Add +1 on concentration checks made when casting spells with the fire descriptor.
Ifrit Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
Kobold Oracle: Add +1/4 to the armor or natural armor bonus granted by oracle spells she casts on herself.
Sylph Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
Tengu Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
Changeling Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
Kitsune Oracle: Reduce the penalty for not being proficient for one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
Samsaran Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Svifneblin Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Wayang Oracle: Add one spell known from the wizard's illusion school spell list. This spell must be at least one level below the highest spell level the oracle can cast. That spell is treated as one level higher unless it is also on the oracle spell list.
--
Dwarf Paladin: Add a +1 bonus on concentration checks when casting paladin spells.
Elf Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
Gnome Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
Half-Elf Paladin: Add +1 foot to the size of all the paladin's aura class features. This option has no effect unless the paladin has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.
Half-Orc Paladin: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
Halfling Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
Human Paladin: Add +1 to the paladin's energy resistance to one kind of energy (maximum +10).
Aasimar Paladin: Add +1/6 to the morale bonus on saving throws provided by the paladin's auras.
Oread Paladin: Add +1/4 to the bonus the paladin grants her allies with her aura of courage and aura of resolve special abilities.
Tiefling Paladin: Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
--
Dwarf Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
Elf Ranger: Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Gnome Ranger: Add DR 1/magic to the ranger's animal companion. Each additional time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
Half-Elf Ranger: Add +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.
Half-Orc Ranger: Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Halfling Ranger: Add a +1/4 dodge bonus to Armor Class against the ranger's favored enemies.
Human Ranger: Add +1 hit point or +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Catfolk Ranger: Choose a weapon from the following list: claws, kukri, longbow, longsword, short spear, or shortbow. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Fetchling Ranger: Add a +1/2 bonus on Perception and Survival checks made on the Plane of Shadow.
Goblin Ranger: Gain a +1/2 bonus on damage dealt to dogs (and doglike creatures) and horses (and horselike creatures).
Hobgoblin Ranger: Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).
Kobold Ranger: Add +1/4 to the number of opponents the ranger may select when using hunter's bond to grant a bonus to allies. All selected creatures must be of the same type.
Orc Ranger: Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Oread Ranger: Add +1/4 to the natural armor bonus of the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.
Ratfolk Ranger: Add +1 to an animal companion's CMD when adjacent to the ranger. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.
Grippli Ranger: Add a +1 racial bonus on Swim skill checks. When this bonus reaches +8, the ranger gains a swim speed of 15 feet (this does not grant the ranger another +8 racial bonus on Swim checks).
Merfolk Ranger: Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Strix Ranger: Add +1/2 round to the duration of the bonus granted to the companions of the ranger using his hunter's bond ability.
Suli Ranger: Add +1 to acid resistance, cold resistance, electricity resistance, or fire resistance.
Svifneblin Ranger: Add DR 1/magic to the ranger's animal companion. Each additional time the ranger selects this benefit, the DR/magic increases +1/2 (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
Vanara Ranger: Add +1/4 dodge bonus to Armor Class against the ranger's favored enemies.
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Dwarf Rogue: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
Elf Rogue: Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
Gnome Rogue: The rogue gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
Half-Elf Rogue: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.
Half-Orc Rogue: Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus.
Halfling Rogue: Choose a weapon from the following list: sling, dagger, or any weapon with "halfling" in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
Human Rogue: The rogue gains +1/6 of a new rogue talent.
Catfolk Rogue: Add a +1/2 bonus on Bluff checks to feint and Sleight of Hands checks to pickpocket.
Dhampir Rogue: Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.
Drow Rogue: Add a +1/2 bonus on Bluff checks to feint and pass secret messages.
Fetchling Rogue: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
Goblin Rogue: Add a +1 bonus on the rogue's sneak attack damage rolls during the surprise round or before the target has acted in combat.
Hobgoblin Rogue: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
Ifrit Rogue: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Intimidate checks to demoralize enemies.
Kobold Rogue: Add +1/2 to the rogue's trap sense bonus to AC.
Ratfolk Rogue: Add a +1/2 bonus on Escape Artist checks.
Sylph Rogue: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.
Tengu Rogue: Choose a weapon from those listed under the tengu's swordtrained ability. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
Tiefling Rogue: Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
Changeling Rogue: The rogue gains 1/6 of a new rogue talent.
Gillmen Rogue: The rogue gains 1/6 of a new rogue talent.
Grippli Rogue: Add a +1/2 bonus on Perception checks while in a forest or swamp.
Kitsune Rogue: The rogue gains 1/6 of a new rogue talent.
Samsaran Rogue: The rogue gains 1/6 of a new rogue talent.
Vanara Rogue: The rogue gains 1/6 of a new rogue talent.
Vishkanya Rogue: Add +1 to the rogue's CMD when resisting a grapple or reposition attempt.
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Dwarf Sorcerer: Add +1/2 to acid and earth spell or spell-like ability damage.
Elf Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Gnome Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Half-Elf Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Half-Orc Sorcerer: Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
Halfling Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Human Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Aasimar Sorcerer: Add +1/4 to the sorcerer's caster level when casting spells with the good descriptor.
Catfolk Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds + 1/2 to the number of uses per day of that bloodline power.
Dhampir Sorcerer: Add +1/2 point of negative energy damage to spells that deal negative energy damage.
Drow Sorcerer: Add one spell known from the sorcerer spell list. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level the sorcerer can cast.
Fetchling Sorcerer: Add +1/2 to either cold or electricity resistance (maximum resistance 10 for either type).
Goblin Sorcerer: Add +1 spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast, and must have the fire descriptor.
Ifrit Sorcerer: Choose a bloodline power from the elemental (fire) bloodline or the efreeti bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power.
Kobold Sorcerer: Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.
Sylph Sorcerer: Choose a bloodline power from the djinni or elemental (air) bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power.
Tengu Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Tiefling Sorcerer: Add +1/2 to the number of times per day a sorcerer can use the corrupting touch infernal bloodline power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline power. The sorcerer must possess the applicable power to select these bonuses.
Undine Sorcerer: Add a +1 bonus on caster level checks to cast spells underwater.
Gillmen Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Kitsune Sorcerer: Add +1/4 to the DC of enchantment spells.
Merfolk Sorcerer: Add +1/2 to the sorcerer's caster level when determining the range of any spells with the water descriptor.
Vishkanya Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Wayang Sorcerer: Add +1/2 point of damage to any illusion spells of the shadow subschool cast by the sorcerer.
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Dwarf Summoner: Add a +1/4 natural armor bonus to the AC of the summoner's eidolon.
Elf Summoner: The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
Gnome Summoner: Add +1 hit point to the summoner's eidolon.
Half-Elf Summoner: Add +1/4 to the eidolon's evolution pool.
Half-Orc Summoner: Add +1 hit point to the summoner's eidolon.
Halfling Summoner: Add +1 skill rank to the summoner's eidolon.
Human Summoner: Add +1 hit point or +1 skill rank to the summoner's eidolon.
Aasimar Summoner: Add DR 1/evil to the summoner's eidolon. Each additional time the summoner selects this benefit, the DR/evil increases by +1/2 (maximum DR 10/evil).
Fetchling Summoner: The summoner's eidolon gains resistance 1 against either cold or electricity. Each time the summoner selects this reward, he increases his eidolon's resistance to one of those energy types by 1 (maximum 10 for any one energy type).
Goblin Summoner: Add +1/4 evolution point to the eidolon's evolution pool. These bonus evolution points must be spent on evolutions that deal fire damage or protect the eidolon from fire (for example, resistance, energy attacks, immunity, breath weapon, and so on).
Kobold Summoner: Add +1/4 to the summoner's shield ally bonus (maximum +2).
Oread Summoner: Add a +1/4 natural armor bonus to the AC of the summoner's eidolon.
Ratfolk Summoner: Add a +1 bonus on saving throws against poison made by the summoner's eidolon.
Tiefling Summoner: Add +1 hit point or +1 skill rank to the summoner's eidolon.
Undine Summoner: If the summoner's eidolon has an aquatic base form , add +5 feet to the range of the summoner's life link ability.
Nagaji Summoner: Add +1 hit point to the summoner's eidolon.
Wayang Summoner: Add +1 skill rank to the summoner's eidolon.
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Dwarf Witch: Add +1/4 natural armor bonus to the AC of the witch's familiar.
Elf Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Gnome Witch: The witch gains 1/6 of a new witch hex.
Half-Elf Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Half-Orc Witch: Add +1 skill rank to the witch's familiar. If the half-orc ever replaces her familiar, the new familiar gains these bonus skill ranks.
Halfling Witch: Add +1/4 to the witch's caster level when determining the effects of the spells granted to her by her patron.
Human Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Goblin Witch: Add +1 spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Kobold Witch: Add +5 feet to the distance at which her familiar grants the Alertness feat (maximum +20 feet).
Orc Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Ratfolk Witch: Add +5 feet to the range of one hex with a range other than "touch."
Sylph Witch: Add a +1/2 bonus on Stealth checks and Perception checks made by the witch's familiar. If the sylph ever replaces her familiar, the new familiar gains these bonus skill ranks.
Tengu Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Tiefling Witch: The witch's familiar gains resistance 1 against cold, electricity, or fire. Each time the witch selects this reward, increase the familiar's resistance to one of these energy types by 1 (maximum 5 for any one type). If the witch ever replaces her familiar, the new familiar has these resistances.
Changeling Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
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Dwarf Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
Elf Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Gnome Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Half-Elf Wizard: When casting wizard enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration.
Half-Orc Wizard: Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.
Halfling Wizard: Add +1/2 to the wizard's effective class level for the purposes of determining his familiar's natural armor adjustment, Intelligence, and special abilities.
Human Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
Dhampir Wizard: Add +1/4 to the wizard's caster level when casting spells of the necromancy school.
Drow Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Fetchling Wizard: Add one spell from the wizard spell list to wizard's spellbook. The spell must be at or below the highest level he can cast and be of the illusion (shadow) subschool or have the darkness descriptor.
Sylph Wizard: Select one arcane school power from the air or wood elemental schools that the wizard can currently use. The wizard treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power.
Tiefling Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Undine Wizard: Add one spell from the cleric, druid, or wizard spell list with the water descriptor to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast. This spell is treated as one level higher unless it also appears on the wizard spell list.
Gillmen Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast.
Samsaran Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
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If there is a spell you REALLY like and intend on investing some traits and feat s in then you can always get round the above with:
Preferred Spell (APG)
You find it very easy to cast one particular spell.
Prerequisites: Spellcraft 5 ranks, Heighten Spell.
Benefit: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.
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Posts that are irrelevant to your game (like 'i have a build called pun pun that does quadbillion damage at level 5') serve no other purpose than to prove the power of the syth. Weak to normal builds NEVER illicit such defensive responses, never mind ones that use theoretical mass damage as some ?argument? to try and obfuscate powerful,playable and survivable builds.
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You need to be dressed by your mum. Trust me underpants CAN be broken...and its NOT a good look !!

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Keolin Portara wrote: I have a GM boon for an undine character for PFS. What class/archetype do you think would fit this race best flavorwise?
Undine make fun though left field sorcerers:
Cross blooded (your undine wis bonus and wis focus easily makes up for the -2 will saves)
Celestial(Empyreal) blood = wis instead of chr caster +
Aquatic blood + undine = +2 caster level water spells
get the Undine Hydraulic maneuvers feat at 1st.
Take the gifted adept or magical linage trait for the hydraulic push spell.
Now for a 1st level spell (and your racial sp ability) you can bull rush, disarm, dirty trick (blind or dazzle, or trip at +2 level at range. Fun at all levels - its rare for a 1st level spell to be as great at 1st as 20th and this is one that is. Also means at high level have a use for those 1st slots and something good to quicken.
Having dual selection makes for constant nice bonus spells, feats and bloodline abilities that singularly these bloodlines lack. Some healing doesn't ever hurt.
Carry some hankies for the warriors who dedicated their life and feats to being good at one of disarm/trip/dirty trick/bull rush!
Even works for agood RP back story the MONADIC DEVA is an aquatic celesial:
http://paizo.com/pathfinderRPG/prd/additionalMonsters/angel.html#_angel,-mo nadic-deva
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Expletive wrote: Can they? Is it a rare vestigial ability like it is in humans? If it isn't possible through conscious effort, what about reflexive? If you were to jump out and shout 'Boo' at an elf would their ears move in surprise? If it is possible with conscious effort, could an Elven bard use Perform (Percussion) with chimes/bells/etc. attached to their ears? Not for any benefit or game effect to get extra actions.
But pretty sure they can move their ears anywhere .. with the help of a dwarven war axe of course !
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Kobold Cleaver wrote: I will say that Nathanael has remained fairly civil throughout this argument, despite being repeatedly patronized or insulted. As absurd as I personally find his opinions, that's, just, like, y'know, my opinion, man. The inclusion of an insult isn't going to make your argument any more compelling. He has reiterated his opinion over and over without proof.
He has not answered concerns or countered obvious examples of their power.
Poor form
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Buri wrote: It is a standard action. I don't see how you could sting and go invisible on the same turn. Really? your invisible.. just stand where the creature you want to sting is likely to go - get your attack of opportunity and then as your actual action turn invisible and repeat!

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Farael the Fallen wrote: This is a fun game that I have seen before, so I want to try it myself. This is Round One. I will write out 10 Hooks. I will leave the voting up to you guys for one week. One vote per hook. Whichever hook with the most votes wins and then I will create Round Two with another vote on different aspects of the world. No cheating, not even from me. It could create something interesting or not, lets see where it goes:
1. It is a fantastic world created from a dream by an unknown god, where dreams, fantasies, and nightmares come true.
2. It is an apocalyptic world in the distant future of a broken planet, where magic has replaced technology and the races struggle to survive in a chaotic environment.
3. It is a desert world under the bright light of two suns, where the hostile environment has breed harsh magic, gods, creatures, and treasures.
4. It is a chaotic world governed by mad gods, wild magic, fierce creatures, and lost treasures.
5. It is an elemental world where fire, water, earth, wind, and void take shape and the races are caught in the middle of their ancient struggle.
6. It is a lost world where magic and miracles have run wild and the gods have long abandoned their people, who are seeking a Savior to save them.
7. It is a fantasy, medieval style world with magical creatures, races, gods, miracles, and mysterious dungeons.
8. It is a world in a constant war, since the dawn of time, and factions fight each other to the death until the Apocalypse.
9. It is a world where everyone can cast a spell, except for those called the "Spelless", but there is a dark power that is eating magic.
10. It is a savage world where characters use magic and ancient technology to find lost kingdoms, treasures, artifacts, and knowledge.
Combine the best bits of all - that work for an identifiable concept supported with imagery from comic/book/movie/gaming.
A post-apocalyptic dying desert world. Under the bright light of a broken sun, where magic has replaced technology and the the hostile environment produces harsh creatures, people and the races struggle to survive in the chaotic magically charged environment. Yet ancient treasures and monstrosities are sometimes found (modern gun rules). The world seems lost as faith and gods seem a thing of mere legend noted on ancient manuscript, ironic as magic runs wild touching all even as elemental schools dominate the control of schooled magic.
Yet there are legends of 'chosen ones' the saviours who will bring faith (and so 'reawaken' divine magic) back and usher in the return of a balanced/green world.
There is also a prophesy that should balance return, magic will dim and fail as life energy is returned to the solar vessel. So even the divine magic that will be needed to usher in this transformation will fade into mere faith.
Some refuse to give up THEIR power and awakening power, even if it means the world dies.
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They go to the mythic characters god (through a bunch of mythic angels/deamons).
Its a pyramid scheme! Mythics think their important but their WAY below gods and there are hundreds of mythic planar creatures above them.

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Talos the Talon! wrote: So I am gearing up to run Mummy's Mask, and have a player considering playing an invulnerable rager. What do you people think? Is it too powerful?
On a note, I am also running what is likely to be a 5 man team, so I am anticipating having to up the encounters at times.
No one will ever say anything is to powerful in answer to a question here. All will assume some situational position/build and circumstance where casters are better and buy into the whole nonsense of tiers and other assorted masquerades and shenanigans.
From the above however you can already gather
1. Barbarians are at their most basic a very good martial class.
2. Invulnerable rager is the cream of the barbarian crop.
Assuming the player has chosen this build because their a good mechanical builder, or more likely their are plagiarists that cherry pick from guides without thought for the game, role playing, creativity, character or concepts like freedom of will - it really comes down to the other players. If they are not building to equal standards sooner or later they will be marginalized and the barbarian will be bored.
Its more about having a balanced functional party where all get equal time and contribution (and so your responses and npc power increasing will effect all equally).
Only you who sees all the characters/knows them/their skill level can judge that.

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doc the grey wrote: The subject line really says it all but to reiterate, is there any real life language that comes to mind when you think of the halfling language in terms of sound and tone? It's one of those languages that is basically a core language but I almost never see referenced or built onto and I'm looking for some ideas. CANNON: The influence of the Welsh language, which Tolkein had learnt, is summarised in his essay English and Welsh: "If I may once more refer to my work. The Lord of the Rings, in evidence: the names of persons and places in this story were mainly composed on patterns deliberately modelled on those of Welsh (closely similar but not identical). This clement in the tale has given perhaps more pleasure to more readers than anything else in it".
It has also been suggested that The Shire and its surroundings were based on the countryside around Stonyhurst College in Lancashire where Tolkien frequently stayed during the 1940s.
http://www.youtube.com/watch?v=2WbbZMnc48E
http://www.youtube.com/watch?v=YPYkYfi_IiM
What a shame,My googlefu failed I couldn't find a midgit from lancashire speaking welsh.. my faith in the internet is in crisis !!!
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Lack of cause and effect, lack of niche classes and roles ruins games time and time again.
We all have the urge to play good necromancers,neutral paladins, lawful barbarians and chaotic monks..we all want the candy of some class or other without the penalties. If we are really deluded we might think its a original or unique idea exclusive to our genius. Its really just a predictable want for candy without consequence.
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And they should have changed fighters so they can shoot magic missiles and fireballs!
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Racial Heritage (dwarf) so can take their cavalier favored class option for +50% damage challenges, Weapon Focus, Specialization, Power Attack, Furious Focus, Pushing Assault (so swap one attack for one attack), Iron Will, perhaps Toughness, vital strike and the human feats Defiant Luck, Heroic Will.
Perhaps steel soul if your DM recons you don't need the base trait to enhance it.. +4 saves is pretty okay!

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Easiest... either have to say '....' is dead or have it cast it on yourself (Target one creature or object) so works when you die!
MAGIC MOUTH
School illusion (glamer); Level bard 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a small bit of honeycomb and jade dust worth 10 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
Duration permanent until discharged
Saving Throw Will negates (object); Spell Resistance yes (object)
This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be 25 or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Magic mouth can also be placed upon a tree, rock, or any other object or creature.
The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb.
The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.
Magic mouth can be made permanent with a permanency spell.
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Gods have followers - some are clerics, most are low level, some are high level.
Gods have allies,lovers and friends who are powerful.
Gods have allies, lovers and friends who are gods.
Gods have family who are gods or demi-gods.
Gods have divine emissaries.
Gods have hundreds of thousands of angelic (or other supremely powerful outsider) followers.
Gods have enemies who are gods and might just think its THEIR destiny to kill/imprison/marry/enslave that god and will take issue at upstart mortals trying.
So basically the PCs will be discern located and thousands of buffed 20th level semi-retired pcs, solars (love those arrows of slaying), demi gods, gods, divine emissaries will gate in and mob them day and night without respite till their beyond dead.

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Samuri Sword Saint - 2h power attack + arcane strike + specialization + challenge (level or level x 1.5 if dwarf) + str x 1.5 + 4d6 iajutsu strike + shaken effect + potential order bonus
(The combo of 'sneak attack', specialization, and challenge.. is hard to beat.)
Or if you can hack being a selfless mercy granting law abiding paladin,ANY single class pally build above with warrior of the holy light archetype and some extra lay on hands feats and from ultimate magic ....
Radiant Charge
When you charge, you do so with the power of faith.
Prerequisite: Lay on hands class feature.
Benefit: When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal to 1d6 per use of lay on hands expended + your Charisma bonus. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.
Or
My beloved : Kebbett the Jackal : Suli Ranger (Shape Shifter (form of the jackal) + Freebooter) 6, Living Monolith 1 worshipper of Curchanus and follower of the old order)
http://dnd.educatedgamer.net/wiki/religion-1/churchanus
1. Exotic W. B/S, 2B W.Foc, 3. P.Attack, 3B. Endurance, 5. Iron Will, 6B Vital Strike, 7. Furious Focus
Enlarged = 20 str x 1.5, + 2H power attack, + d6 swarm eating elemental energy, + 2 freebooter at will bane move action thingy, with a large bastard sword enlarged and with lead blades cast and vital striking is a mere 8d8 base damage.
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