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Organized Play Member. 218 posts (221 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.




I'm rolling up a 5th level Paladin of Erastil. I want to be a switch hitter instead of focusing on either archery or melee.

Str: 16
Dex: 14
Con: 12 +1 lvl 4
Int: 10 +2 Human
Wis: 12
Cha: 16

I'm not sure where to go with the feats. I figure I only really need power attack to be tough in melee. Coupled with a 2 handed weapon I should be able to deal good in damage. I'm just not sure which archery feats I need and can do without. We're using core rulebook only.


I came into the current game around book 3. I didn't know what the current group had gone through up to this point and I had no idea who The Retriever was or what he had done to the rest of the group when the DM gave me my mission to find him. I took some creative liberty and decide to make The Retriever my brother.

My character is a LN dwarf fighter. He's a follower of Abadar. The DM didn't give me details on what I was supposed to do with Retriever once I found him so I made my mission to bring my brother home. He's wanted for petty bribery.Nothing worth death.

So, I'm in the group. This group is rather homicidal. I bring up my quarry and immediately I'm told they will kill him on sight and anyone associated with him. There's no negotiating anything and I've resigned myself to the fact that taking Retriever alive isn't happening. What I would like is to bring the body back for proper burial but I'm afraid these people aren't just going to kill him but mutilate the corpse and refuse anything be done with the body that's not feeding it to the crows.

My character will not stand for this. Having been made aware Retriever is a murderer I can handle death as the penalty. I cannot allow these people to desecrate his body and deny my family proper funeral rights.

How should I approach this? I'm worried if I fight I will kill one of them.


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Hello all, I have a Gnome Cleric (Desna)/Diviner/Mystic Theurge that I am working on and I'm struggling to come up with good feats. I know this isn't an ideal race/class combination but I've never played a Gnome and this seems like fun.

We're playing with only the core rulebook. Stats I rolled are:

Gnome Cleric 3/Diviner 3/ Mystic Theurge 2

Strength: 12 (14 -2)
Dexterity: 16
Constitution: 12 (10 +2)
Intelligence: 18 (17 +1)
Wisdom: 17(16 +1)
Charisma: 10 (8 +2)

Domains: Travel, Luck

I don't want to take item creation feats because I don't want to slow up the game with too much crafting. Brew potion is the only one I'm considering since they don't take too long to make. I was also thinking about taking the Arcane Armor feats.


I'm curious if anyone out there fills their BoH with mundane, situational items, and what exactly they put in there. Im thinking of things that don't fit in your Handy Haversack due to size or your HH being full, like a portable ram.

I'm curious because I'm creating a character with both a Handy Haversack and a BoH who is a bit of a collector as well as obsessed with having the right tool for the job. I want to see if the community puts anything in their bag that I haven't thought of or would just be cool and fun to have out in the field.

So, what do you have in your Bag of Holding?


Hello all, I am joining a new group in a couple weeks but I'm not sure what to bring to the table. Party composition is:

Half-orc Ranger (switch hitter from what I've been told)
Elf wizard (I'm not sure the focus. I'm told he finds himself in a lot of trouble)
Half-elf cleric
Halfling rogue (This player is optimized for stealth and I'm not sure he does much fighting)

This is the Ranger and the Wizard's first ever campaign and I've played with the cleric and rogue before. My main concern is not wanting to step on the new guys' toes and absorb their role. Paladin is out of the question as the group gets that "chaotic neutral means I can do anything" mindset at times.

It's Core rulebook only and we're playing Carrion Crown. I start at level 8 and I equip myself according to the standard WBL guidelines. The stats I rolled are:

17
13
15
10
14
9

I've been thinking a dwarven axe and board fighter to give some more muscle and allow the ranger more archery opportunities. I've also thought about doing one of reach weapon tripping builds I see on the board but I'm not sure how available magic polearms will be. I also thought about a Druid to cover another spell list and focus on battlefield control. Thoughts?


The stats I rolled are: 12,9,13,15,17,17

We're using just the core rulebook with some tweaks to the racial stat adjustments, which are:

Dwarf: +2 Wisdom, +2 Constitution, -1 Charisma
Elf: +2 Intelligence, +1 Dexterity, -1 Consitution
Gnome: +2 Charisma, +2 Constitution, +1 Intelligence, -1 Strength
Half-Elf: +1 Intelligence, +1 Wisdom
Half-Orc: +1 Strength, +1 Constitution, -2 Charisma
Halfling: +2 Dexterity, +2 Dexterity, +1 Constitution, -2 Strength
Human: +2 to any stat.

We have a group that has 5-6 players at a given session and I can count on the major roles being filled, so I have some flexibility on my class choice. I'm mostly just looking for some interesting class and race combos and would like to have a solid number of skills.


Since you rarely play with the same characters every scenario, what is the must have equipment? I'm not asking about weapons or armor necessarily but rather about mundane equipment or minor magic items that are useful if you're group is lacking in a certain area.


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Our group has a home base that is situated in a no man's land of sorts. Orc and goblin raids are a pretty common thing.

One my characters has retired to the town and is Captain of the Guard. There is not a whole lot of manpower available for defense so I'm trying to come up with some creative and relatively cheap ways to aid in defense from raids. The first thing I thought of was a company of war oxen. Slap some barding on them and they would be formidable opponents. We will have a wall around the town.

There is a mine underneath the town that will provide a steady source of income so we should be able to afford anything not completely depending on magic.


I have an idea for a switch hitter for PFS but I'm not exactly sure how to make it work. Instead of going the usual bow/two-handed weapon route I would like to mix two-weapon fighting with throwing weapons.

I was thinking hand axes would be a good weapon to focus on since they can be thrown and are not destroyed after being thrown. Weapon focus, specialization, and training should all apply to both the melee and ranged unless I'm mistaken. I think I could use weapon finesse with them as well since they are light.

Stat wise I'm thinking:

Str: 14
Dex: 16 +2
Con: 14
Int: 12
Wis: 12
Cha: 7

With this character I'm just not sure what the necessary ranged feats would be to make it effective. I would like to open battle by throwing 2 axes and then drawing 2 more to close in with melee. I think there's a feat that allows you to trip with a thrown axe.

Any advice on feats and/or archetypes would be helpful.


Hello, I'm looking to join a virtual table top campaign or group that runs society scenarios. It looks like the recruitment section here is for play by posts and that's not really what I'm looking for.


I'm just wondering where the best places to find online PFS events would be? I'm a member of a google group but there aren't a lot of events that are posted.


I used this spell to keep about 20 orcs out of a battle and I just want to make sure the effects of the spell were correct.

Entangle wrote:

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

My understanding is that if an orc makes their save they're able to mover normally, but since the area is considered difficult terrain they are still limited to half speed. So 30' movement becomes 15'.

If an orc fails their save they gain the entangle condition, which limits them to half speed. Since the area of the spell is difficult terrain, does an entangled orc's speed go from 30' to 5'? Or is an orc that has failed their save immobile until they break free?

The way we handled it was that the orcs that failed their save were able to take 5' steps and those that made their save were limited to half speed.


I was going to do a summoner for PFS but since it will be my first time playing online I thought it would be a bad idea with all the bookkeeping it would require. I've decided on an Inquisitor instead. I don't want to be a face, I was thinking more of a melee brute. Stats I'm thinking of going with:

Str: 16 +2
Dex: 14
Con: 13
Int: 11
Wis: 13
Cha:8

I was going to put 4th level point in constitution, 8th in wisdom, and 12th in intelligence since I'm not sure what to do with it.

What I really need help with is picking feats and spells. I'm going to be a half-orc with the Travel domain and I'm pretty dead set on wielding a great axe.

What are the must have spells and feats? I thought a power attack and cornugon smash combo might be fun, despite my -1 from charisma.


I'm going to be creating a character for PFS and I'm wanting to do a melee build that summons creatures on the first round of combat and then fights alongside his summons. I'm thinking something like the Necromancer from Diablo 2, except using mostly weapons. I know a Druid would be a good class but I want more of a warrior feel rather than shapeshifting.

Any suggestions on how to go about it? I'd also like to know the possible ways to summon as a standard action, aside from the Summoner's ability.


I'm looking to play more Pathfinder and with a lack of face to face games in the area I'm thinking about trying to play online. I've seen references to play by posting and other ways to play online.

What I'd like to know is how these games are handled. Are play by posts played like a message board, where people post their moves when they can? Does everyone get online at the same time to post?

What are other ways are there that people play online? I'm completely new to playing this online so I have no idea how it works.


I have a druid in our game that has been loaned a set of dragonhide full plate. At the moment my DM has ruled that I don't need the heavy armor proficiency feat because the text says druids can wear it without penalty.

I expect this ruling to change so I'm wondering if it is possible to have the suit altered to a medium type of armor. I was thinking about having it altered into a breastplate and then any extra material turned into a buckler or light shield.

If I can't alter it I probably won't wear it because it's really heavy and with a 14 strength I would only be 9 pounds away from carrying a medium load.


Some background on the issue: Our DM has a rule that if you retire a character during a campaign you have to start back at level 1, regardless of the previous character's level. If your character dies then your next character starts 1 level below the deceased character and with nothing but basic equipment, if that.

I retired a character when the party was 3rd level because the group was fighter heavy and I wanted to experience a different class. I brought in my monk at level 1 and was mostly useless and should've died at level 2 if not for a ridiculously broken magic item that basically makes it impossible for someone to die.

I made it to level 3 while everyone else was 4 before our last session when I died in the boss fight and died in a way that prevented resurrection from the item. Everyone made it to level 5 while my character, for some reason, was granted XP enough to make it to 4. Except I still have to bring in a 2nd level because "you don't get rewarded for death".

So now I'm forced to bring a 2nd level Druid into a game with 5th level PCs and I'm not sure if it will be any fun. The role play and the story is great, but we have frequent combats and running away, hiding, and not doing anything doesn't sound like fun. Neither does being restricted to spells that don't allow saving throws because my DCs will suck.

So is this even worth sticking it out? It's a family game so leaving the table is extremely hard for me, but I'm so sick of crappy rules like this and having my opinions on the game ignored.


I was wondering if someone could explain to me why druids are not allowed to wear metal armor. I was reading the SRD and didn't really give a reason why, it just said they can't and listed the consequences.

It confuses me because a druid can use metal weapons and take the Metal domain instead of the Earth domain. If they have an aversion to metal armor, how can they justify using a metal Scimitar or have a special connection to metal?

Would it unbalance the game if this were ignored?


Hello all. I'm bringing a 2nd level druid into a 5th level party so I need to maximize the use of my spells. We only have access to spells from the Core rulebook. I'm reading Treantmonk's guide and he has a couple spells rated pretty high that I'm not sure how to use effectively.

First up is the Entangle spell. This affects my allies as well as my foes, when is an appropriate time to use this spell? If my druid makes his save, can he ignore the difficult terrain of this spell with his Woodland Stride ability?

Treantmonk has fog spells like Fog Cloud and Obscuring Mist rated pretty high but, like Entangle, it hinders my allies as well so I'm not sure what to do with these other than cast them and then summon creatures that don't rely on sight to fight.

What are the most useful things to summon with Summon Nature's Ally?

What are your favorite Druid spells to use? Which ones do you guys think are the most helpful?


Hello all. I'm rolling up a backup character for our campaign. He is an Elven wizard. I would like him to be a decent archer as well as spellcaster because I'd like to be able to help out in situations where magic is either unavailable or discouraged. In our game world arcane magic is frowned upon by most people and wizards are treated with fear and suspicion. My wizard has taken up archery as a way to help hide his powers.

My guys stats are

Str: 12
Dex: 16 (18)
Con: 15 (13)
Int: 18 (20)
Wis: 14
Cha:13

I don't have much experience with wizards so I'm not sure how less effective I would be taking non-magic feats. I also can't decide between the Divination, Illusion, or Transmutation schools. My opposition schools will be Enchantment and Necromancy.

I'd like some feat suggestions as well as advice on which school would work best. The only feats I'm avoiding for sure are item creation feats, Eschew Materials, and Arcane Strike. We are only allowed to use the Core Rulebook and I'd like to know which archery feats also work with blast spells, if any.


Hello all. I'm curious what clever ways people have used to get around monster senses like Tremorsense and Blindsight. In our campaign we have come into contact with the Desmodu who apparently use some kind of sonar to sense people and I'm trying to think of some ways to mess with that.

What strategies have you used in the past to trick or get around your foes with incredible senses?


My group does not use attacks of opportunity and we've run into a problem with the various feat trees that have feats related to AoOs. I talked to the DM and instead of scrapping a feat like Mobility we're going to change the effects of the feats to something else.

I'd like some suggestions on good tweaks to Mobility, the Greater versions of some combat maneuvers, and other AoO feats that are apart of feat chains.

My idea for a change to Mobility was giving the character a +2 bonus to AC for a round when moving 10 feet or more, as long as the character is not charging.

I thought Greater Trip could allow the player to roll damage as part of their trip attempt.

I'll take any and all ideas.


Hello all. My monk just got to 3rd level and I don't know which feat to select.We only use the core book and my feats so far are:

Improved Initiative, Improved Grapple, and Toughness.

My DM, for some reason, has ruled that unarmed attacks go after touch Armor Class and we don't use the standard or full attack actions. So my Monk is able to flurry against touch AC.

I was thinking about going for Power Attack but my monk already has an 18 strength and I don't really want to exploit my advantage any more than I already can. I was thinking weapon focus (unarmed) but touch is so easy to hit I don't think it's necessary. I thought about going for manuevers but it's hard to get them to work the way I want because of the DM's tendency to control the results.

Are there any feats that might just be fun to play around with? My monk is the scholarly type, especially fascinated with language. He also has a weird dance he likes to do, his patented Karate Dance. Any fun feats that might play on this?


Hello all. I am rolling up a Wild Mystic druid for a one shot this upcoming weekend. I've never played one so I'm looking for a good build that focuses on spellcasting. The level we'll be playing at is 7th and we're only using the Core Book. The numbers I rolled for stats are:

13
14
12
15
18
16

I was also planning on foregoing an animal companion for the cleric domain for extra spellcasting power.


I have a family game where my DM is trying to change some things to be more like earlier versions of D&D. It's started with some spells and house rules from the past. I would like to know how unbalancing some of these changes are and what ideas I might put forth to pre empt other changes that might come up.

My DM has taken spellcasting away from the Ranger but given him nothing to compensate. I've directed him to the Skirmisher archetype but mention of books outside the CRB brings a look of disdain. Is this an issue?

My DM allows Wizards to know every spell on the list, like a cleric, but still has to prepare as normal. Sorcerors aren't allowed.

My DM changed Hold Person to allow only 1 save or be held the entire duration. This seems much too powerful for a 2nd level spell, not to mention the mass version. I'm thinking of asking the spell to be bumped up in level.

Bard spellcasting has been taken away as well. Are these even worth playing without spells?

There are more weird rules like a simple regenration ring making you immortal, as long as it's put on a finger withi an hour of death. Invisibilty rings being constant effect and only blinking into view during an attack. Are there any other old stuff that might crop up I should be on the lookout for? My DM seems to really like all the insta-death stuff from the old games.


I have a Dwarf Ranger 5/Fighter 4 that just reached 9th level and I'm having trouble planning out his feats for this level and the next few. I plan on taking Fighter levels the rest of the way. He pretty much just uses his hammer Whelm in combat, my DM has ruled I can make full attacks while throwing this weapon. The rest of the group is melee heavy. His build so far is:

Ranger 5/Fighter 4

Str 21
Dex 16
Con 19
Int 12
Wis 14
Cha 15

Feats: Point Blank Shot, Deadly Aim, Toughness, Vital Strike, Weapon Focus (warhammer), Big Game Hunter, and Dodge.

I was thinking weapon specialization and a feat from UC that allowed you to throw at adjacent enemies without provoking, I can't remember what it was called. I was also thinking about improved and greater vital strike for when I'm limited to one attack. I was also thinking about Additional Traits because I was shafted during character creation when it came to traits. Steel Soul looked like a better get than Iron Will due to a +2 against all spells. Thoughts?


I'm playing a Dwarven cleric that likes to summon these spiritual combatants. My question is can these be attacked by any means other than the spells listed in the spell description?

If they can't be attacked, would an enemy that is confused make the attempt anyway if his roll came up as attack nearest?

Does Augment Summoning work with these spells at all?


I'm wondering if a griffon wearing Mithral Chainmail barding can still fly. Barding rules say that a flying creature can't fly with medium or heavy armor but the rules for mithral say that mithral medium armor counts as light for purposes of movement.

Also, I was wondering if Griffons have any preferences towards tasks they're asked to do. Would they be upset at mostly being used as a pack animal?

Thanks.


I'm not one to pour over the magic item lists and I'm not used to magic being handed out. The army that's contracted our party gives us just about whatever minor magic item we might need like Blast Disks.

My question is what are some useful minor items for a cleric and ranger or items that would be generally useful. All Pathfinder and 3.5 material is allowed.


A player left our group. As he was the only rogue, it's fallen on me to bring in a character that can handle traps. I've taken this opportunity to try an Arcane Trickster. He'll start at level 7. What I need is feat advice and which Wizard schools would be a good choice. I'd also like ideas on how to minimize the impact of lost caster levels.

The character's stats are:

Elf Wizard 3/ Rogue 3/ Arcane Trickster 1

Str: 13
Dex: 19
Con: 12
Int: 20
Wis: 14
Cha: 14

I'm not too worried about damage potential. I'm looking for this character to be more of a scout and support caster.


So it looks like our weekly group lost a member. I need a character build that will fit into the following party.

Wizard 7 focusing on battlefield control
Barbarian 7
Cleric 7
Ranger 5/Fighter 2

The character will be 7th level and has to be able to handle traps, magical or mundane. I rolled 14, 18, 14, 13, 14, 17 for stats. Any of the Pathfinder books are available.


Hello again all. I'm curious how people handle intelligent items and their interaction with a character. I'm in two games right now, and in my weekly game I have dwarf warrior with the hammer Whelm. In my family game my brother had a cursed sword with an obsessive hatred toward orcs. In my family game the DM didn't have the sword conversate with the player, but Will saves were thrown around orcs to have the character taken over by the sword's blood lust. In my weekly game Whelm hasn't done anything.

I guess my question is, do you let the DM handle that aspect of the game or are players given a bit of freedom with their intelligent item? I want to play up my character's bond with Whelm, but all my DM says is "it wants to kill giants". There has to be more to it, right? Am I stepping out of line giving Whelm a personality?


In my weekly campaign we came across a clan of ogres. Exploring the house led to a scene from a horror film with skin couches, lamps, etc. These Ogres were a pretty sick bunch. Now, my dwarves are considering killing every single ogre we come across, no quarter. They are Lawful Neutral, would this affect their alignment?


I'm looking to create a character fashioned after The Hulk. I figure a level of Alchemist for Enlarge Person and Mutagens along with a level of Barbarian for rage are required. He'll be 10th level but I'm not sure where to go from here.


I come to the community today for some character builds for a one shot I plan on running. My group's gaming experience is nearly all 1st and Second edition D&D. Our DM is really into the "Core 4" philosophy, and my goal with this and other one shots is to show that the game can still be a blast with fun prestige and multiclass builds, and this philosophy stilll upheld. My DM doesn't allow multiclassing, prestige classing, or even having ranks in skills that "belong" to another class. No device disabling fighters or wand wielding rogues here. I'd like to open his mind.

The posted builds should be 10th level and use 25 point buy. All builds must be multiclassed with at least one other class. No companions unless necessary for the class, such as a Cavalier's mount. No Summoners.

Feel free to post random builds you think would just be plain fun. In particular I would like to see a Shadow Dancer and Arcane Trickster build.


So I'm not sure what to do with my Dwarven warrior. He has the hammer Whelm as a legacy weapon and it's main purpose is to be thrown.

He is a Ranger 3/Fighter 1, and we just leveled up to 5th. I plan on him ending up a Ranger 5/Fighter 15. His feats right now are:

1st: Weapon Focus (warhammer)
2nd: Point Blank Shot
3rd: Toughness and Deadly Aim
5th: ???
7th: ???

We are playing the campaign Against the Giants so I will probably take the Big Game Hunter feat. 3.5 books are allowed but I don't have any to reference, so I'm not sure what could be useful from those. My combat tactics have been to move as close as possible for a throw while also drawing attention, than taking 5 foot steps and throwing on my turn.


I'm finishing up my Master Summoner for PFS and I'd like some thoughts on the build and what items would be useful for him.

Elf Master Summoner

Str: 12
Dex: 17 (15 +2 racial)
Con: 12 (14 -2 racial)
Int: 13 (11 +2 racial)
Wis: 10
Cha: 14

Traits: Reactionary, Warrior of Old

Feats:
1st: Improved Initiative
3rd: Precise Shot
5th: Superior Summons
7th: Point Blank Shot
9th: Rapid Shot
11th:

Spells:
0th: Detect Magic, Read Magic, Mending, Acid Orb
1st: Enlarge Person, Mage Armor

The Eidolon will be built towards using wands and running away from combat.I'm not too worried about adding strength to my bow attacks. I like a 12 strength so I can carry a few situational items like alchemist's fire. What would be some good items to go with this? Feats?


I searched the forums and I could only find a couple threads that didn't have much in them. What are some decent builds for a Master Summoner and his eidolon? Would building the summoner as an archer and having the eidolon use wands work well?


Hello all, I am looking for observations and suggestions for my first Pathfinder Society character, Mr. Druid. I'm looking at being a melee fighter who spends the first round or two buffing and summoning then charging in. I have him pretty much fleshed out.

His specs are:
Human Druid 1

Strength: 16
Dexterity: 12
Constitution: 14
Intelligence: 12
Wisdom: 14
Charisma: 7

Traits: Reactionary, World Traveler

Feats:
1)Spell Focus (conjuration)
2) Augment Summoning

His weapons and armor are: Scythe, Scimitar, sickle, Hide Armor.

I'm not sure where to put the attribute bonus. Probably Strength. Thoughts on my build and which Animal Companion to select are appreciated. His story is that he traveled with his parents before getting seperated and lost. He became a Druid through his trials surviving the wilderness. I don't know much about Golarion so locations are fair game to determine a companion and homeland.


I'm looking for thoughts and suggestions on my Dwarf build for the campaign Against the Giants. He is starting out with the warhammer Whelm as a legacy weapon. His stats right now are:

Dwarf Skirmisher 1

Strength: 17
Dexterity: 16
Constitution: 17 (19 racial)
Intelligence: 12
Wisdom: 12 (14 racial)
Charisma: 17 (15 racial)

I put a 17 in charisma because he is a dwarf noble that will be looking to establish alliances with other kingdoms to help with the giants. I was thinking of going skirmisher the first 5 levels, taking orc and giant as favored enemies with the +4 going to Favored Enemy: Giant. I'm not sure which Hunter's Tricks to pick. Then I was thinking 12 levels of fighter, stopping at 12th for greater weapon specialization, and finishing with 2 more levels of Skirmisher for another Trick and Woodland Stride.

Feat selection would look like:
Skirmisher 1st: Weapon Focus (Warhammer)
Skirmisher Weapon Style: Point-Blank Shot (when thrown)
Skirmisher 3rd: Power Attack
Skirmisher 5th: Iron Will
Fighter 1st: Toughness
Fighter 2nd:
Fighter 3rd:
Fighter 4th: Weapon Specialization (Warhammer)
Fighter 5th:
Fighter 6th:
Fighter 7th:
Fighter 8th: Greater Weapon Focus (Warhammer)
Fighter 9th:
Fighter 10th:
Fighter 11th:
Fighter 12th: Greater Weapon Specialization (Warhammer)

I'm not sure what to do with all these other feat slots. What would be good against Giants? I thought the Vital Strike tree might be good to maximize damage on the hammer throw I would be opening combat with. Any help would be appreciated.


I'm having trouble building my support cleric. The options are overwhelming. I rolled 17, 17, 15, 15, 12, 12 for stats. The other classes in the group are:

Human Draconic Sorceror, planning on Dragon Disciple
Dwarf fighter
Rogue (can't remember race)
Half-elf ranger archetype (can't remember which) looking to multiclass into rogue.
Dwarf Skirmisher

I will be the main source of buffs and healing for the group. Any thoughts on domains, race, and feats are appreciated.


I know that there are many DMs that don't allow the use of the leadership feat. I'm curious how these DMs handle the Nobility domain's 8th level ability that grants Leadership as a bonus feat. Do they just let their players pick a different feat?


I'm looking for a martial Cleric build for my next character. The domains will be Travel and Protection. I haven't decided on a race, and ability scores will go Wisdom, Charisma, and Strength in order of importance. We can assume a high enough strength for Power Attack.

We can only use the Pathfinder Core book (no APG). There is no multiclassing and my DM doesn't use Pathfinder's critical hit system. The party already has a cleric, so I'm more concerned with using my spells to buff myself and I'm debating whether to channel negative energy. My goal is to have a melee cleric capable of hitting often and not taking hits. I'm less concerned with damage output and more concerned with making sure I hit as often as possible.