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9

Yes, you can. But that doesn't mean you should. I'm not aware of any mechanic in Pathfinder by which a shifter can change classes when they change form, and I'd be very surprised if there was one - it defeats the purpose of a class-based system. However, you're the GM. Your primary responsibility is to make a game that's fun for everyone. You can ...


9

Half-elves have the other racial trait multitalented which reads Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. The d20PFSRD says this about favored classes: Each character begins play with a single favored class of his choosing—typically, this ...


8

Mundane Villainy Is More Interesting than Magical Villainy If the villain uses magic to create problems, then magic is what'll be used to solve those problems. However, if the mundane is used to create problems, magic and the mundane can be used to solve those problems. Further, the players don't feel as though you're cheating if the villain's just ...


7

The primary goal for planning out a 3.x character is to ensure that you receive level-appropriate powers at each level. This is complicated by the fact that it’s extremely unclear what is appropriate at each level; the different classes get wildly different levels of power at various levels (especially high levels). Worse, the system uses stringent ...


7

Not according to the rules as written. Characters starting with Experience Points is an optional rule, called Advanced Characters. This rule states that: For more experienced characters, the Storyteller might choose to award Experience Points that may be spent before play begins. Therefore, while a starting character normally would only apply the ...


7

Your question revolves around the mechanical quality of various options, and I will therefore give an optimizer’s perspective to the issues. I will use words like “should” or even “must” without qualification, so I am stating up front that this entire answer is qualified as applying if you want to optimize your character. ...


6

Many Role-playing Games Reward Specialization The ability to do one thing well is better than the ability to do many things poorly. A character who can do a little bit of everything is only successful in one-on-one play, and he is only successful because there aren't other characters. In group play, characters generally assume... well... roles. Those ...


6

Going single-classed Thug or Sneak Attack Fighter (or both) is not a good option. This has relatively little to do with the variants, but more to do with the fact that there's very rarely a reason to take more than 2 Fighter levels to begin with. The variants just fail to remove the shortcomings of the class. Now, to analyze the variants themselves. The ...


6

The AD&D Dungeon Master's Guide (1979) contains information on acquiring spells on pages 38-40. It's... complicated, but, in short, clerics and druids get any low-level spells they want, and initial magic-user and illusionist spells are acquired randomly. Clerics & Druids Clerics and druids cast any spells they want of up to 2nd-level spells, but ...


6

So long as you borrow from 3.5, you're set. You're looking for the Chameleon PrC from Races of Destiny. First, it's fairly easy for a higher-level wizard to impersonate a fighter, all they need to do is cast mages' transformation on themselves. But, in order to do this from a lower level, things become quite interesting. The Chameleon, at sufficiently high ...


4

This winds up getting away from the idea of the hulking thug rogue/barbarian; the solitary barbarian level is used to grant mobility and agility rather than strength and endurance. That said, this is a very vicious combat build with lots of dirty tricks, very capable of pouncing on opponents unawares and tearing into them in an unholy frenzy. The Assassin ...


4

No Once you enter Berserker Fury your Defender Aura disappears and you cannot reactivate it (minor action) until you are no longer in Berserker Fury. BERSERKER FURY When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter ...


4

Based on the accepted answer of that Q, that XP is regular XP that you may spend whenever you wish (though your ST may require you to spend it at character creation, obviously.) Witness the use of "may" instead of "may only/must/should/can only/etc": For more experienced characters, the Storyteller might choose to award Experience Points that may be ...


3

It's a Storyteller call. The "Advanced Characters" optional rule is what gives you the additional starting XP. Although the rules-as-written place the "add XP" step in a weird limbo between character creation and "before play begins"--which would imply "no"--an ST willing to let you start with extra experience points probably has an opinion as to whether ...


2

There are three ways to plan a character's growth to remain viable. Pick a class that doesn't require much planning. Clerics with a high wisdom and Selective Channeling can basically throw darts at their remaining feats and stay valuable throughout their careers. Same thing with wizards who have solid spell penetration and a high intelligence, as long as ...


2

Option 1: Using Knowledge Devotion to Compensate for Medium BAB You could play a medium base attack bonus class and compensate for your BAB with the Knowledge Devotion feat (Complete Champion, p. 60), which would allow you to gain an insight bonus to attack and damage rolls by making a knowledge check. In most games, this would be unreliable unless you put ...


2

The intent of the advanced characters option is to allow players to have characters that have some measure of experience under their belts before the chronicle starts. Although it's possible to save some of the XP for later -- 10 being a popular limit -- it's considered something of a breach of etiquette in practice. The goal is to produce more developed ...


2

First level Clerics and Druids can pick any spells from their respective list. Probably done to balance the fact their selection have few offensive spells and the class involves following a religion. On Page 39 there is a chart that you can use to determine the initial spells of a starting Magic user. The page explains there procedure the end result being ...



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