Seven laws of the Paladin

One thing that I see over and over with paladins is that they are always as being lawful stupid. I think that is because people think about them the wrong way. They tend to be stupid because they don’t have any particular laws or rules that they follow. Everyone knows that they follow a god and get must do good stuff but no one really thinks about what are the actual rules that they follow.

I always took paladins as being holy warriors that upheld their god’s teaching and laws not every law that they come across. They would have to be lawyers to know every law of every land and that is not their function. If they arrived into Chellix would they suddenly be okay with slavery, demon worship and selling your soul for a good bargain… after all it’s legal, it’s the law. I honestly think when they say lawful I take it to mean that paladins follow the laws they where taught in their church. And as paladins they are the shining example of their church not of the government the church lies in. So It is quite possible that a Paladin would break unjust laws.

A paladin isn’t an universal cop who magically absorbs the law of the land then tries to uphold it. They uphold their beliefs against all comers and all obstacles.

To represent this set of laws I tend to have players choose seven laws that their paladin must follow. These seven laws form a pillar that the paladin adheres to at all times. These laws are used to interpret how they will deal with all other laws that they encounter.

This makes the rules the paladin must follow much clearer. The GM can setup his own seven laws for the deities in their game. If you haven’t then let the player choose them. It will quickly give you a set to work with and might give you some ideas of how to play with those laws in an adventure.

If they break three of the laws they will be punished. It can be the same law three times or three different laws.

Start with some basic rules to making the seven laws. The seven laws must be actionable. Every law must be something that the character must do. Each of the laws should be something the character does or how they deal with others. So one law could be that you show thanks every morning for your powers to your deity. Another example could be that you must extend hospitality to anyone you break bread with. There are many more that could end up  These are things the character must do and try not to break.

This could lead to interesting encounters that aren’t just fighting. Did you just let a cloaked figure break bread at your camp for the night… oh he’s the big bad guy coming to take a look. Well now you are stuck having a chat with him for the night. Unless he breaks the tenets of hospitality by attacking you can’t attack or let him be attacked.

Just because the paladin is lawful good doesn’t mean they all follow the same seven laws. A war god may have the laws:

  1. Thou shalt not suffer the evil to live.
  2. The act of one is a sign of the many. Treat the many as the one.
  3. Purify yourself with fire every day (A paladin may choose to brand his faith over his body. Or walk on hot coals every morning.)
  4. Maintain your weapons and your body. Daily the paladin must take care of his arms and practice.
  5. Alway take care when choosing your companions for that act of one is the same as if you did it and must be punished. You will share in that punishment
  6. Always stand by your companions as if they are your brothers. You will share in their highs and their lows.
  7. Fight in all cases for surrender is the gateway to eternal wrath. You will never backdown nor allow weakness in any form. You are one with your companions and your companions are one with you. You won’t allow them weakness for it is a sign of your weakness.

As you can see it gives distinct laws that the paladin will follow and how they will treat the people around them and how they see the world. The following are the laws of a god of family:

  1. Thou shalt protect thy family, thy community and thy companions for everyone is your family. Treat everyone as your brother and your sister.
  2. Improve the lives of all you encounter and support your family in all cases.
  3. Don’t suffer or allow others to suffer the failings of your family. If there is a wrong it is up to you to guide them to the light.
  4. Forgive those that repent their sins. Everyone falls sooner or later it is up to you to pick them up when they fall.
  5. Seek to bring all into the fold of the family.
  6. Hospitality to all that share a table with you. protect those that seek your help.
  7. Give thanks to the goddess and your family every night.

As you can see paladins from both faiths would react differently to people they approach. And have completely different ways that they would handle enemies and deal with groups.

Try it out. It might give you some really fun interactions and add a lot to the game. The seven laws give great limits and allows each faith to have very distinct paladins. And how a paladin redeems himself when he fails will depend on what faith he is part of.

In the next article on paladins i’ll give examples for the gods of Golarion.

Feat Bonus Breakdown

Building a character can be a long process and as the number of feats and traits grows it becomes even harder to figure out which to take to get the features you want. This thread will go into the benefits of all of the feats. Requirements and perquisites are not listed. The books that each of the powers comes from is listed after the feat and it’s bonuses.

APG = Advanced Player Guide

ARG = Advanced Race Guide

GOG = Goblins of Glorantha

ISWG = Inner Sea World Guide

OOG = Orc of Glorantha

UC = Ultimate Campaign

UCbt = Ultimate Combat

UM = Ultimate Magic



Areas of Improvement and the feats that improve them.

  • STR

    • Amplified Rage (+4 Str) (OOG)

  • DEX

  • CON

    • Amplified Rage (+4 Con) (OOG)

  • INT

  • WIS

  • CHA

  • Will

    • Andoren Falconry (+2 is Birds of prey animal companion)

    • Angelic Blood (+2 if evil spell)(ARG)

    • Angelis Flesh(Golden)(+2 vs light)(ARG)

    • Angelic Flesh (Brazen)(+2 vs fire)(ARG)

    • Angelic Flesh (Brazen)(+2 vs paralysis, petri,poison)(ARG)

  • Reflex

    • Angelic Blood (+2 if evil spell)(ARG)

    • Angelic Flesh (Brazen)(+2 vs fire)(ARG)

    • Angelis Flesh(Golden)(+2 vs light)(ARG)

  • Fortitude

    • Angelic Blood (+2 if evil spell)(ARG)

    • Angelic Flesh (Brazen)(+2 vs fire)(ARG)

    • Angelis Flesh(Golden)(+2 vs light)(ARG)

  • Attack

    • Andoren Falconry (+1 is Birds of prey animal companion)(ISWG)

    • Angelic Flesh (Silver)(Unarmed counts as Silver)(ARG)

    • Angelic Flesh (Steel)(Unarmed counts as Cold Iron)(ARG)

    • Arcane Strike (+1, treat as magic. 1 round)

    • Arcane Vendetta (+2 vs confirmed arcane spell user )

    • Awesome Blow (on CM foe takes slam+Str dmg,  flies 10’ and lands prone)

  • Spell Resistance

    • Angelic Flesh (Brazen)(DR 5 fire)(ARG)

  • Spell Resistance Overcome

    • Allied Spellcaster (+2 lvl check vs)

  • HP

    • Arisen (alive till under Con+4. 1/day +lvl in HPs, lasts 10 min)(UC)

    • Attuned to the wild(double healing in chosen terrain)

  • AC

    • Aldori Dueling Mastery (+2 if One Aldori sword) (ISWG)

    • Aldori Dueling Mastery (+1 if Two Aldori sword) (ISWG)

    • Andoren Falconry (+1 is Birds of prey animal companion)

    • Angelic Flesh (Steel) (+1)

    • Arcane Shield (+ is = to spell level expended)(APG)

    • Armor of the pit(+2)

  • Move

    • Difficult Terrain

      • Acrobatic Steps (15ft/rnd)

  • Init

    • Aldori Dueling Mastery (+2 if Aldori sword) (ISWG)

    • Aspect of the beast(wild Instincts) +2 (APG)

  • Combat Maneuver Bonus

    • Agile Maneuvers (+Dex to CMB)

    • Ankle Biter (Get a bite in if target of CM) (GOG)

  • Combat Maneuver Defense

  • Special Attack DC

    • Ability Focus (+2)

  • Critical Hit with spell

    • Accursed Critical (Bestow Curse or major Curse(UM)

  • Spell Resistance

    • Accursed (5+lvl)(UC)

  • Skills (10th rank)

    • Acrobatics

      • Acrobatic (+2(+4))

    • Animal Handling

      • Andoren Falconry (+2 w/Birds of prey)

      • Animal Affinity (+2(+4))

    • Climb

      • Athletic (+2(+4))

    • Diplomacy

      • Antagonize (Cause hostility, DC 10+HD+Wis)(UM)

    • Fly

      • Acrobatic (+2(+4))

    • Intimidate

      • Antagonize (Cause hostility, DC 10+HD+Wis)(UM)

    • Perception

      • Alertness(+2(+4))

    • Ride

      • Animal Affinity (+2(+4))

    • Sense Motive

      • Alertness(+2(+4))

    • Spellcraft

      • Arcane Builder (+4 when crafting) (UM)

    • Stealth

      • Angelic Flesh(All) (-2)

    • Survival

      • Altitude Affinity (+2 (if over 5000ft))

      • Aspect of the beast(wild Instincts) +2 (APG)

    • Swim

      • Athletic (+2(+4))

  • Traits

    • Additional Traits (+2 traits)

    • Luck

      • Adaptive Fortune (+1 use)(+2 bonus)

    • Jinx

      • Arcane Jinxer (spend spell. penalty to save  = spell level)

      • Area Jinx (10’ radius each, +10’ increase each additional purchase of this feat)

    • Agile Tongue (10’ prehensile tongue) (ARG)

    • Wings

      • Angel Wings (wings, 30’ move) (ARG)

    • Bleeding

      • Angelic Blood (1pt damage to evil in 5’ radius)(ARG)

    • Stabilize

      • Angelic Blood (+2 to stabilize)(ARG)

    • Swim

      • Aquatic Ancestry (+10’ swim, Amphibius )(ARG)

    • Natural Weapons(small)

      • Aspect of the Beast (Claws 1d4(1d3))

    • Senses

      • Aspect of the Beast(Nightvision or upgrade to Darkvision +30)

    • Jump

      • Aspect of the Beast (leap as if 10’)

  • Class Features

    • Hexes

      • Accursed Hex (Hex again if 1st fails)

    • Poison

      • Unarmed

        • Adder Strike (apply poison 2 limbs)(UCbt)

    • Revelations

      • Abundant Revelations (+1/day) (UM)

    • Smite Evil

      • Adapt Champion (+½ bonus to CMB)(UCbt)

    • Channel

      • Adapt Channel (x2/day lvl=divine level -3) (OOG)

      • Alignment Channel (Harm or heal of alignment)

    • Traps

      • Advanced Ranger Trap (DC +1)(UM)

    • Grit

      • Amateur Gunslinger (Gain Grit. lvl 1 deed)

    • Rage

      • Amplified Rage ( +4 Str, +4 Con) (OOG)

    • Spells

      • Prepared Spell

        • Arcane Blast(Convert to ray)

      • illusions

        • Angelic Flesh (+1 caster level)(ARG)

      • Gain Spells

        • Arcane Talent (0 lvl spell, 3/day)

      • Summoned

        • Augmented Summoning (+4 Str & +4 Con )

  • Weapon

    • Sling

      • Ammo Drop (load as swift/move)

      • Arc Slinger (+2 vs penalty)

    • Sling Staff

      • Arc Slinger (+2 vs penalty)

  • Armor

    • Arcane Spell Failure

      • Arcane Armor Mastery (-20% does not stack with Arcane Armor training)

      • Arcane Armor Training (-10%)

    • Armor Proficiency (light) (can use light armor)

    • Armor Proficiency (Medium) (can use medium armor)

    • Armor Proficiency (Heavy)(Can use heavy armor)

  • Crafting

    • Arcane Builder (+25% less time to finish(pick 1 type of magic item))

Intimidation Type Builds for Pathfinder

I decided to look at which combinations of powers make a decent 4th level character focused on an intimidation type build. The idea is to send your foes running before you. There are a surprising number of traits, feats and class combos that give really good results. I am going to give you the best class with the most focus down to the ones with the least focus.

I am using 4th level because that is a good beginning point without to much added magic item wise and low enough number of feats that you can figure out the combos pretty quick.

The attributes to keep in mind for an intimidation type build are Charisma for basic intimidation. Strength if you use dazzling display and your level if you pick a class that gets bonuses from your level.

This page will be updated over time as more material is released and new intimidation builds are created.


Some races give natural bonuses to Intimidation. The Half Orc seems like a great choice. It gives a +2 to intimidation and the +2 to a stat if placed in strength or charisma will bring that bonus up to 3.

The Nagaji is the next best. They get +2 to strength and charisma plus an alternate trait that gives +1 so they to can get a +3 but it means you need to give him dazzling display to take advantage of it.

Suli is another option that gives Charisma and strength bonuses but they don’t have any traits that give bonuses to intimidation.

My recommendation is the Half-Orc because he is so versatile with the Nagaji right behind him if you know you are going for Dazzling Display.


There are three that give bonuses: Bully and Fiend Blood (Intimidate) Either or both are good considerations. Brigand is a third trait if your GM allows traits from the kingmaker adventure path, not only do you intimidate but you get a horse and and 100gp worth of goods. Fiend Blood is a new trait from Ultimate Campaign, definitely a great book. It adds many new traits and feats focused around story but they still can give you a +1 or 2 where you need it  with the right builds.


There are few feats that take advantage of Intimidation. Dazzling display and antagonize.

Sample Builds

Here are a few sample builds. The number next to their name is their highest Intimidation.

Emma – intimidation =15

Suli Oracle 4

N Medium Outsider (native)

Init +0; Senses darkvision 60 ft., low-light vision; Perception +2


AC 10, touch 10, flat-footed 10

hp 23 (4d8)

Fort +1, Ref +1, Will +4

Resist acid 5, cold 5, electricity 5, fire 5

Weakness oracle’s curses (haunted)


Speed 30 ft.

Melee Unarmed strike +6 (1d3+3/x2)

Oracle Spells Known (CL 4):

2 (4/day) False Life, Cure Moderate Wounds, Animate Dead, Lesser

1 (7/day) Bane (DC 15), Cause Fear (DC 15), Doom (DC 15), Detect Undead, Cure Light Wounds

0 (at will) Resistance, Stabilize, Mage Hand, Purify Food and Drink (DC 14), Read Magic, Ghost Sound (DC 14), Guidance, Light


Str 16, Dex 10, Con 10, Int 8, Wis 10, Cha 19

Base Atk +3; CMB +6; CMD 16

Feats Antagonize, Intimidating Prowess

Traits Bully, Fiend Blood (Intimidate)

Skills Bluff +8, Craft (tattoo) +2, Diplomacy +6, Intimidate +15, Knowledge (religion) +3, Perception +2, Profession (fortune-teller) +5, Sense Motive +7, Spellcraft +4; Racial Modifiers +2 Diplomacy, +2 Sense Motive

Languages Auran, Common

SQ elemental assault (1d6, 4 rounds) (1/day), mysteries (bones), revelations (armor of bones +4 [4 hours/day], raise the dead [4 hd] [1/day])

Other Gear 150 GP

Special Abilities

Antagonize Use Diplomacy or Intimidate to goad creatures

Armor of Bones +4 (4 hours/day) (Ex) +4 AC.

Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.

Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.

Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.

Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Elemental Assault (1d6, 4 rounds) (1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.

Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10′ away.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Raise the Dead (4 HD) (1/day) (Su) Summon a 4 HD Skeleton, or Zombie to serve you.




Furrio – Intimidation = 19

Half-Orc Inquisitor 4

CG Medium Humanoid (human, orc)

Init +2; Senses darkvision 60 ft.; Perception +8


AC 11, touch 11, flat-footed 10 (+1 Dex)

hp 27 (4d8+4); judgement of sacred healing 2

Fort +5, Ref +2, Will +5

Defensive Abilities judgment of sacred protection +1, orc ferocity (1/day); DR judgment of sacred resiliency 1: magic; Resist judgment of sacred purity +1, judgment of sacred resistance 4 (fire)


Speed 30 ft.

Melee Unarmed strike +6 (1d3+3/x2)

Special Attacks judgment of sacred destruction +2, judgment of sacred justice +1, judgment of sacred piercing +2, judgment of sacred smiting (magic), touch of chaos (4/day)

Spell-Like Abilities

At will—Detect Alignment (At will)

4/day—Touch of Chaos (4/day)

Inquisitor Spells Known (CL 4):

2 (1/day) Blistering Invective, Instrument of Agony

1 (4/day) Litany of Weakness, Lock Gaze (DC 12), Recharge Innate Magic, Wrath

0 (at will) Stabilize, Daze (DC 11), Read Magic, Guidance, Light, Brand (DC 11)


Str 16, Dex 12, Con 12, Int 10, Wis 12, Cha 14

Base Atk +3; CMB +6; CMD 17

Feats Antagonize, Intimidating Prowess, Swap Places

Traits Bully, Fiend Blood (Intimidate)

Skills Bluff +6, Climb +7, Diplomacy +6, Heal +5, Intimidate +19, Perception +8, Ride +5, Sense Motive +10, Spellcraft +6, Stealth +6, Survival +5 (+7 to track), Swim +7; Racial Modifiers +2 Intimidate, monster lore

Languages Common, Orc

SQ domains (chaos), judgment (2/day), solo tactics, teamwork feat (change 1/day), track

Other Gear 150 GP

Special Abilities

Antagonize Use Diplomacy or Intimidate to goad creatures

Darkvision (60 feet) You can see in the dark (black and white vision only).

Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.

Inquisitor Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.

Judgment (2/day) (Su) Variable bonuses increase as the combat continues.

Judgment of Sacred Destruction +2 (Su) Weapon Damage bonus.

Judgment of Sacred Healing 2 (Su) Fast Healing

Judgment of Sacred Justice +1 (Su) Attack bonus

Judgment of Sacred Piercing +2 (Su) Concentration and vs. SR bonus

Judgment of Sacred Protection +1 (Su) AC bonus

Judgment of Sacred Purity +1 (Su) Save bonus

Judgment of Sacred Resiliency 1: Magic (Su) DR/magic

Judgment of Sacred Resistance 4 (Fire) (Su) Energy Resistances

Judgment of Sacred Smiting (Magic) (Su) DR bypass

Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.

Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.

Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.

Swap Places You can trade places with an ally with this feat during your movement.

Teamwork Feat (change 1/day) Swap your most recent Teamwork feat for another

Touch of Chaos (4/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.

Track +2 Add the listed bonus to survival checks made to track.





Sir Gorland – intimidation = 11

Suli Cavalier (Beast Rider) 4

NG Medium Outsider (native)

Init +1; Senses darkvision 60 ft., low-light vision; Perception +0


AC 11, touch 11, flat-footed 10 (+1 Dex)

hp 36 (4d10+8)

Fort +6, Ref +2, Will +1

Resist cockatrice’s skills, fire 5


Speed 30 ft.

Melee Dagger +7 (1d4+3/19-20/x2) and

Longsword +7 (1d8+3/19-20/x2) and

Unarmed strike +7 (1d3+3/x2)

Special Attacks braggart, cavalier’s charge, cockatrice’s challenge +4 (2/day)


Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 16

Base Atk +4; CMB +7; CMD 18

Feats Antagonize, Dazzling Display (Braggart), Outflank, Power Attack -2/+4

Traits Bully, Fiend Blood (Intimidate)

Skills Appraise +3, Diplomacy +11, Handle Animal +8, Intimidate +11, Ride +8, Sense Motive +7; Racial Modifiers +2 Diplomacy, +2 Sense Motive, +0 ride while riding your bonded mount.

Languages Auran, Common

SQ animal companion link, elemental assault (1d6 fire, 4 rounds) (1/day), energy strike (fire), orders (order of the cockatrice), tactician (outflank) 5 rds (1/day)

Other Gear Dagger, Longsword, 133 GP

Special Abilities

+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.

Animal Companion Link (Ex) You have a link with your Animal Companion.

Antagonize Use Diplomacy or Intimidate to goad creatures

Braggart (Ex) Demoralize as a standard action, +2 to hit demoralized targets.

Cavalier’s Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.

Cockatrice’s Challenge +4 (2/day) (Ex) +4 to damage target, -2 AC vs. others when used, +2 damage when you are the only one threatening the target.

Cockatrice’s Skills +3 (Ex) +3 to DC vs. demoralization.

Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Dazzling Display (Braggart) Your skill with your favored weapon can frighten enemies.


Prerequisite: Weapon Focus, proficiency with the selected weapon.


Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of p

Elemental Assault (1d6 fire, 4 rounds) (1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.

Energy Strike (fire) (Su) Throw your flames as a ranged touch attack:  1d6 fire, range incr. 10 feet.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Tactician (Outflank) 5 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30′.






N Medium Animal

Init +8; Senses low-light vision, scent; Perception +6


AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)

hp 26 (+8)

Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +3

Defensive Abilities evasion


Speed 40 ft.

Melee Bite (Lion) +5 (1d6+2/x2) and

Claw x2 (Lion) +5 x2 (1d4+2/x2) and

Rake x2 (Lion) +5 x2 (1d4+2/x2) and

Unarmed strike +5 (1d3+2/x2)


Str 14, Dex 18, Con 14, Int 2, Wis 15, Cha 10

Base Atk +3; CMB +5; CMD 19 (23 vs. Trip)

Feats Endurance, Improved Initiative, Intimidating Prowess

Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Seek [Trick]

Skills Acrobatics +8 (+12 jump), Climb +6, Intimidate +2, Perception +6, Stealth +8 (+12 in Undergrowth), Swim +2 (+6 to resist nonlethal damage from exhaustion)


SQ +4 stealth in undergrowth, combat riding [trick], fetch [trick], seek [trick]

Other Gear You have no money!

Special Abilities

+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.

Combat Riding [Trick] The animal has been trained to bear a rider into combat.

Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.

Evasion (Ex) No damage on successful reflex save.

Fetch [Trick] The animal will get a specific object.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.




Vigo – 18

Nagaji Barbarian (Scarred Rager) 4

CG Medium Humanoid (reptilian)

Init +1; Senses low-light vision; Perception +7


AC 10, touch 9, flat-footed 9 (+1 Dex, +1 natural)

hp 41 (4d12+8)

Fort +6, Ref +2, Will +3; +2 bonus vs. mind-affecting effects and poison


Speed 30 ft.

Melee Greataxe +9 (1d12+7/x3) and

Unarmed strike +9 (1d3+5/x2)

Special Attacks rage (10 rounds/day), rage powers (auspicious mark [1/rage], intimidating glare)

Spell-Like Abilities

—Hypnotic Gaze (DC 14)


Str 20, Dex 13, Con 15, Int 10, Wis 10, Cha 16

Base Atk +4; CMB +9; CMD 18

Feats Antagonize, Intimidating Prowess

Traits Bully, Fiend Blood (Intimidate)

Skills Acrobatics +7, Climb +11, Handle Animal +7, Intimidate +16, Perception +7, Ride +6, Survival +4, Swim +10

Languages Common, Draconic

SQ resistant, scarification (1), terrifying visage +2, tolerance

Other Gear Greataxe, 130 GP

Special Abilities

Antagonize Use Diplomacy or Intimidate to goad creatures

Auspicious Mark (1/rage) (Su) Gain +1d6 bonus on one d20 roll, once per rage.

Hypnotic Gaze (DC 14) (Sp) Hypnotism on a single target using gaze, effect lasts a single round.

Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Resistant (Ex) +2 racial saving throw bonus against mind-affecting effects and poison.

Scarification (1) (Ex) Ignore specified amount of bleed damage each round.

Terrifying Visage +2 (Ex) Add to intimidate vs civilized/diplomacy vs tribal humanoids. +1 to fear DCs.

Tolerance (Ex) If gain certain negative conditions, new save next rd. ½ duration if not saveable.


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at

Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.





To Come Rogue(Thug)

High Fantasy or hard Fantasy and what is the difference.

There are many kinds of fantasy games, movies and books and getting into conversations about why some work and some don’t got me to thinking about how we express the kinds of science fiction we like. In science fiction you have two kinds. Hard and space opera. hard sci fi is grounded in reality. 2001 A Space Opera is an example of Hard sci fi it tries to take reality into account. Star Wars is space opera, it throws physics out the window to have laser swords and the force. This is not a bad thing. Both are perfectly fine. But you don’t want to mix them up. in an universe where everyone is in cumbersome space suits and taking days to just reach the moon you don’t want to have characters whipping out light sabers. The same goes with fantasy sub-genres. And i think there definitely are fantasy sub-genres.

In a fantasy world in which you have talking tea cups the black death wouldn’t suddenly make an appearance. Conversely you wouldn’t have a European city, in the middle of the worse plague suddenly find a dancing troupe of chinaware dancing down the street.

I tend to break fantasy down into two sub-genres. Hard fantasy and High fantasy. Hard fantasy is grounded in reality. High fantasy is grounded in spectacle. But all fantasy is based on the Fantastic it’s just in how it’s presented that divides it into the various sub-genres.

gladiator_145_4da95a905e73d632e900092a_1303089142Hard Fantasy I see as being grittier and tending to stick to reality as much as possible. Once dead characters tend to stay dead. It will still have dragons and Fairies but they will be defined and limited by what reality will allow. So dragons must have wings big enough to carry them. The fire they breath is some chemical that is mixed and combusts on contact with air in their mouth. Fairies may not fly but have the ability to warp your perception of them for a limited time. Magic usually has heavy limitations, heavy costs or is very limited. The Hard Fantasy world have very hard rules about what can and can’t happen.

Gogame-of-thrones-title201od examples of Hard Fantasy are Dragonslayer, Lady Hawk, Excalibur, Game of thrones, with Gladiator also falling into this sub-genre although it has no magic






No one will aim for my stomach, why do you ask?

High Fantasy tends to give reality a tip of the hat as it goes galloping past. It is all about the spectacle and the majesty of the fantastic. Magic can be found in shops and/or magical beings abound without much thought given to their presence. Even if everyone in a high fantasy world doesn’t use magic they all understand it and might even desire it. You still have characters die but they may come back. Armor and even weapons may even take on unrealistic proportions. monsters may also be unrealistic with dragons having subby wings or no wings at all and still fly.

Who needs wings

Who needs wings 




Some examples include: Neverending story, Chronicles of Narnia, Lord of the Rings, Robin Hood, Wizard of Oz, Alice in wonderland, Willow, JRpgs, World of Warcraft, with 300 and Spartacus also falling into this sub-genre because although they have no magic it is all about spectacle and superheroic characters.

Which leads us to Roleplaying games. Pathfinder and other D&D derived games cover the gamut. At low levels it is very hard fantasy and tend toward high fantasy at higher levels.

Characters at lower levels, usually before level 4, live in a very hard fantasy environment. They easily die and many do. Attributes are within normal ranges. Actions require thought and the consequence of a wrong decision is that characters could die. Spells are also quite rare and even limited when they are used.

It is not until higher levels that the game tends to take on a high fantasy level of magic and character power. It is also at highest levels that the characters reach the extreme edge of high fantasy where the game tends to break down. When any action can be taken without consequence, where wands and other items are so common as to give every character an arsenal equal to any kingdom in the world, where the character lives in a palace made of golden stolen from half the world (only because the player got bored and stopped there) that things really slow down.

Without a sense of urgency or threat there is no real sense of adventure. All the excitement dies. I’m sure all of us are aware of this issue and the best way to avoid it is to find a sweet spot in which to run your games where you are happy with the power of the characters and run the games leading up to that point. Personally that is around 4-5th level where weapons don’t instantly kill characters but will given time. characters tend to get their feats, attribute increases and new spells at these levels. it is also where experience slows down. (players reach their peak and will require a huge amount of XP to break through to the next level) But then again I love hard fantasy. if you are partial to high fantasy then maybe level 8-9 level is more your style. magic is powerful. battles can take a while without becoming over long and stale.

Pick the kind of game you and your player like and tailor it to fit. It will make the adventures and enemies that get everyone excited.



The Arena Allowed races

So you want to make a truly unique challenger in the arena. To figure out what you can play lets start with the basics. The basic CR rating for the battles is CR10. a 11th level creature without HD is a CD10 creature (class levels equal CR -1). So any CR10 creature can be used without modification.

You can also use monster templates on lower CR creatures to bring them up to CR10.

Another option is to use a creature with HD then add class levels to bring them to CR10.

Finally if you feel really adventurous you can use a combination of HD creature, template and class levels to get to CR10.

Below is a list of creatures and attribute bonuses they get for level advancement to CR10.



Pathfinder RAI: Can Alchemist take item craft feats

An alchemist CAN take item creation feats, in any event. When an item calls for a spell prerequisite, the alchemist simply substitutes his extract of the same name. This does mean that, other than potions, there’s a lot of specific items an alchemist won’t qualify for, so it might be a good idea to max out your Spellcraft skill for all the requirements you’ll be missing… at#4

The Arena

Brackets and matches

This shows the match-ups. No byes are being used since every bracket is filled.



Across the planes and myriad world the obelisks rose. 60 feet of smoky glass topped with a living gold herald, indestructible and shining brightly a beacon for all to see. The Heralds announce the competition.  A call for the greatest warriors to fight in a game of the gods. To prove themselves true champions ready to take on anything and anyone. The winner to be given mythic power. The time of the competition draws near and the heralds are opening portals to The Arena. The challenge begins.

The play by post topic is here

The God Boi , a chaotic trickster god of games and fate has setup this challenge. His Clerics prize puzzles and surprises and love twists of fate. The heralds of the games have the shapes of many kinds of humanoids. This god is a new one and his influence has not spread much. There is said to be clerics, oracles and even a druid of this god but their powers don’t work the way you would expect. None of the characters can be a follower of him since until this day he has been only a rumor and the few clerics unwilling to take on followers.



Every challenger enters the arena through their gateway into a branch. Each pair of branches converge on a battlefield. Each pair of battlefields has a branch that converge onto another battlefield continuing until the final two challengers fight for the ultimate prize.

The battlefields will vary in nature from simple open spaces to more complex multi leveled areas. To enter the tunnels to the next tier of battlefields a barrier must be removed.

Since everyone is traveling in they will have a little time to prep but will have to deal with dwindling resources as they go from battle to battle.

Every battlefield challenges a different aspect. From speed to perception to dealing with secondary win conditions (get the key to escape the battlefield, thereby winning by escaping)

The entire competition takes place over a few hours

WINNING Whom ever is rendered incapable of continuing combat looses. You can win by killing your opponent, turning them into a tree, blowing them up or encasing them in rock with no way of escape, tossing them off a cliff or otherwise incapacitating or any other way of rendering your opponent incapable of mounting an attack. A competitor can also throw in the towel at any point if they don’t want to continue battle. If for any reason a competitor leaves the match then it is counted as throwing in the towel.

MATCHES As long as two opponents spend even one round in the ring before someone surrenders it counts as a match. If an opponent never shows then the match is counted as a Bye, meaning they are passed on to the next round and count the match as an automatic win.

THE PRIZE The final Victor will be graced by the gods of the game and made Mythic (A chance to play with Mythic rules)

ENVIRONMENTS The environments will change. Expect anything from 60 feet to more in anything from ruins to jungles to sand. and may include weather or situations already in progress when you arrive. Again make sure all skills are filled in. the environment can be as much as a threat as your opponent and can be used by a crafty opponent in some cases. The god of the game is a trickster and anything is possible. The god of the game is also impatient wants to see battle. if you take to long the Heralds may enter the game to push things along. You don’t want to fight a herald…


Build using the following rules:

CORE RULES Core Rules, Advanced Players Guide, Ultimate Combat, Ultimate Magic, Ultimate Equipment, Advanced Race Guide (only Core, Featured and Uncommon races.)

CHARACTERS: This is about making the best character you can. So you can make a 11th level character using any mix of classes as long as it totals 11 levels.

RACES Only Core, Featured and Uncommon races from ARG

ATTRIBUTES 25 points using normal progression chart

7 –4 (You get back points)
8 –2 (You get back points)
9 –1 (You get back points)
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17

HIT POINTS Use Pathfinder Society Rules for hitpoints (If your class isn’t listed just find your hit dice)

For reference d20 20 12
Barbarian/Dragon disciple/Stalwart defender d12 12 7
Cavalier/Fighter/Gun Slinger/
Paladin/Samurai/Arcane archer/
Duelist/Eldritch knight/Battle herald/
Holy vindicator/Master chymist/
Rage prophet/
d10 10 6
Pathfinder chronicler/Shadowdancer/
Master spy/Nature warden
d8 8 5
Arcane Trickster/Loremaster/Mystic theurg
d6 6 4
 For reference d4 4 3
For reference d3 3 2
  • Add CON bonuses and any other HP bonuses from other sources such as Toughness.

** 1st level hit points are only for first level of the first class. You dont get them at first level of every class you multiclass in.

SKILLS Make sure all are filled out

TRAITS You can choose any of the Alternate Racial Traits, Everyone has 2 Traits.

FAVORED CLASS You can choose any appropriate options from the books listed.


FEATS: All are allowed from the books posted except those banned.

BANNED FEATS: Leadership.


ALCHEMISTS An alchemist CAN take item creation feats, in any event. When an item calls for a spell prerequisite, the alchemist simply substitutes his extract of the same name. This does mean that, other than potions, there’s a lot of specific items an alchemist won’t qualify for, so it might be a good idea to max out your Spellcraft skill for all the requirements you’ll be missing…

MONEY You have 82,000gp to equip your challenger

GEAR You can buy all gear and magic items listed in the books. No intelligent items.

As for guns and ultimate equipment. You can pick anything in any of the listed books except smart items and Golems.

FAMILIAR/COMPANION GEAR If you are equipping your imp, Pseudo dragon, hamster familiar please make sure they can actually carry the load.

ARMOR Only full armor. Piecemeal armor optional rule is not used.

MUNDANE GEAR Stock up on everything you need. Anything not listed on your sheet is assumed not to be there. so if you want ropes or flint and steel or any of dozen of other things don’t leave them off.

WONDS, SCROLLS, RODS, POTIONS Purchase spell levels and caster levels as instructed in the book. If you can afford it you can buy it.

CRAFTING ITEMS It counts as the item’s Cost, not the Price. The base DC to create a magic item is 5 + the caster level for the item. For every spell requirement (or any other requirement for that matter) that you don’t meet during item creation, you simply add +5 to the crafting DC. When using the skill needed to build these items you can “take 10” if your skill +10 passes DC needed to craft the item you can craft the item and use it in the competition.

SPELLS You are allowed to pick any spell allowed to you by your class and level. Save or die, save or loose type spells are all allowed

HERO POINTS All challengers enter The Arena with 3 Hero points.

AGE the challenger must be Adult aged. You cannot advance your age beyond Adulthood.



TURNS Every player will take their actions by turn. Initiative will be rolled once either player tries to interact with the other. Until then order does not matter, long as both had a turn.

The GM will post a turn update post in PbP play showing spells/potions in effect if any and how long they will last.

Players may act publicly or send PMs of their action (but must post in main thread that they took an private action.)

DESCRIPTIONS Any descriptions or information posted could be very important. Although you may not be able to look at a wall and instantly know its DC if elephants are unable to smash through it then you have a clue how strong they are.

The Herald will pass on win conditions for each of the maps.

Always check anything you want to be sure of which leads to the following,

SKILL USE If you don’t use them then you wont receive the information. If you don’t use read magic or knowledge to study something then you are going on a guess. Unless you act to learn something there won’t be rolls to notice it. It is presumed that you are focused on surviving the challenge and not on what the terrain is actually made of.

TERRAIN The fortress is made of what looks like marble walls and granite floors. Inlayed lattice covers floors and walls.


Charge vs readied action The ready is just before the attack on the charge, or on the square entered. The point is the character can move away. The charging character has charged in a straight line and therefore cannot follow or attack. RAW.



Control Water If water created rises above  3 feet and has space to flow. it begins to flow equal to swift water using the rules for Flowing Water and has a chance of dragging anything in it along. The DC to swim against the current is equal to spell DC that created it. If the water is flowing down hill or stairs it’s speed increases 30 feet for every 30 feet traveled from the source, add +5 to DC and use rules for swept away.

At 30 ft A ROUND anything floating in them moves downstream at a speed of 30 feet per round. If a character is in moving water, move her downstream the indicated distance at the end of her turn. A character trying to maintain her position can spend some or all of her turn swimming upstream.

SWEPT AWAY: At 60+ ft A ROUND characters swept away must make a DC +5  Swim checks every round to avoid going under. If a character gets a check result of 5 or more over the minimum necessary, she arrests her motion by catching a rock, tree limb, or bottom snag—she is no longer being carried along by the flow of the water. Escaping the rapids by reaching the bank requires three DC +5 Swim checks in a row. Characters arrested by a rock, limb, or snag can’t escape under their own power unless they strike out into the water and attempt to swim their way clear.

Going under/Drowning

Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.

When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.

Unconscious characters must begin making Constitution checks immediately upon being submerged (or upon becoming unconscious if the character was conscious when submerged). Once she fails one of these checks, she immediately drops to –1 (or loses 1 additional hit point, if her total is below –1). On the following round, she drowns.

It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.

ELEMENTAL EFFECTS WITH WATER The elemental effects on water are ignored. This means electrical spells will not hit everyone in the water. Nor will ice spells freeze water. Spells have their stated effects and do not effect the environment unless explicitly stated in the spell itself.


Deadliest Warrior Pathfinder Edition

So who is the deadliest warrior? find out by playing a one on one game using these rules to create the ultimate battle.

This is a beta version of the rules and will change as I get feedback on how well it works. Basic rules are best for estimates of characters used in pathfinder Society play.

0.02 added options for 4th, 9th, 16th level.
0.03 forum votes
0.04 changed starting wealth from NPC chart to PC chart from GM guide
0.05 levels changed to 4 and 11.
0.06 Added HP chart
0.10 arena list, tweaks to levels


BATTLE 3 battles. Best 2 out of three wins the title of Deadliest Warrior. Reset after every battle. (contestants in tiered battles are assumed to be healed by the game masters and given a day to recharge)

STARTING All contests start immediately. There is no prep time before entering the arena. Once in they may use any buffs or attacks they have.

WINNING Whom ever is rendered incapable of continuing combat looses. You can win by killing your opponent, turning them into a tree, blowing them up or encasing them in rock with no way of escape, tossing them off a cliff or otherwise incapacitating or any other way of rendering your opponent incapable of mounting an attack.

ARENA All battles are fought in one of the arenas (list is growing) (Size is still to be determined)

Open Arena: Straight up 120 x60 oval surrounded by water. very simple fight to the death arena. all about speed and range here. Hope you have a mount.

Old forests Bottom: 120×120 terrain full of trees brush and other obstacles. Gloomy but lost of obstacles and other soft cover make it easy to move around and hide at same time.

Old Forest Top: 120×120 ewok like village, bridges, vines 2 levels from platforms to branches. fall is 200 feet…20d6 will probably mean you died… if not little furry gremlins beat you to death no their not ewoks there…um… Kowes yeah thats it… a fall is a loss.

The Under Dark 120×120. This is dark. there are patches of crystals that shed some light but you’ll need to bring your own equipment to handle the light or have dark vision. Lots of cover and various heights of rocks. some climbing but stealth and perception win the day here.

Boarding party: 120×70 (the ship is actually that size) Two sailing ships hull to hull. fire, smoke and lots of sails and ropes to deal with. 3 levels. main deck, lower deck and masts and rigging. just to simplify things. This requires lots of acrobatics, climbing, stealth rich environment.

Grave yard: small amounts of cover from tomb stones a few crypts to get higher and a few trees but this environment favors the necromancer and druid classes not to mention lots of cover for melee classes to close in on those necromancers and druids.

hilly field: 120×120 rolling fields with open area and little line of sight still allows the cavalier to charge home. Everyone else will have to stay on their toes. Some rough patches that can make the horse lame if the rider fails their riding check. Bonus to charge at bottom of hill and penalty to charge if going up hill. litle cover

Street Fight: A 120×120 maze of city streets. Day time with pedestrians that must not be killed in battle none inside houses. all houses 1 story so lots of roofs to climb on to and garden walls to leap. speed and agility and perception will help.

Streets at Night: 120×120 maze of streets at night. No pedestrians. many lights but lots of places to hide from direct view. favors the close in combat classes

The Hierophant. This is a 120×120 “t” shaped Ruined temple. many columns but long avenues for people to charge along. some raised areas but mostly level with obstacles.

The Hexagon: This arena is stone and surrounded by high walls where you are watched by your fans. various raised areas and brush break up the sight lines. giving a little to everyone without favoring anyone. Good luck the crowd is watching

Your warrior

Build using the following rules:

CORE RULES Core Rules, Advanced Players Guide, Ultimate Combat, Ultimate Magic.

CLASS Any class from the rule books shown above.

LEVEL 4 or 11. Pick one class and make it the Deadliest Warrior.

RACES Any races listed in the books listed above.

ATTRIBUTES 20 points using normal progression chart

7 –4 (You get back points)
8 –2 (You get back points)
9 –1 (You get back points)
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17

HIT POINTS Use Pathfinder Society Rules for hitpoints

Class hit dice 1st lvl hd hp gain per level*
Not used d20 20 12
Barbarian d12 12 7
Cavalier/Fighter/Gun Slinger/
d10 10 6
d8 8 5
Bard/Rogue/Witch d6 6 4
Sorcerer/Wizard d4 4 3
Not used d3 3 2
  • Add CON bonuses and any other HP bonuses from other sources such as Toughness.

MONEY You have 82,000gp to equip your Warrior

GEAR You can buy all gear, weapons and armor listed in the books. Magic items will not be allowed but you can get master work. Alchemist and others that get magic items as part of the class are still allowed to have them but may not purchase new items.

COMBAT To remove randomness from determining the winner all dice rolls except for d20s use average amounts, Bonuses are added as normal. Tactics and maneuvers will be critical in battle. Use this table to determine Hit points, damage, and any other random number. Since combat has criticals use a d20 for combat.

d2 1
d3 2
d4 3
d6 4
d8 5
d12 6





This is for quick test battles. I am using this to gauge how well it all works.

LEVEL 4. Pick one class and make it the Deadliest Warrior.

MONEY You have 6000gp to equip your Warrior



RACE Any race listed in the Core, Featured or Uncommon chapters of the Advanced Race Guide. You cannot build a race for a battle.

Pathfinder class builds

After reading through the forums at you’ll reach a point when you’ll really want to know what all those builds are that they are talking about. Luckily someone asked just this question and created a thread of all the articles out there on building the best Pathfinder characters. I am reposting the list here so that should the thread disappear we’ll still have the list to reference.

Here is the Original article.

Guides in Alphabetical Order by Class Name

























Guides in Alphabetical Order by Core Prestige Class Name

Arcane Archer

Arcane Trickster


  • //TODO: Need content

Battle Herald

Champion of Irori

Dragon Disciple


Eldritch Knight


  • //TODO: Need content

Mystic Theurge

  • //TODO: Need content

Pathfinder Chronicler

Psychic Warrior



Stalwart Defender



Other Useful Guides for Spell casters


Other Useful Guides in Alphabetical Order

3rd Party

This guide is also mirrored at:

Many of the guides above and more:

Other Useful Guides

Tips & Tricks
Action Economy: Time Savers (Blog)
Ashiel’s Guide to Adventure: Preparation, Tricks, and Strategies (Core, APG, UM, UC) [Discussion] The Forge of Combat: Thoughts on Victory and How the Group Achieves it [Discussion]

Good And Cheap Equipment Part 1 and Part 2 and Cheap Ioun Stones and Cheap Wands (Blog)
Improving Your Class with Items [Discussion] The Handy Haversack Pack (3185 Gold and 5 pounds, this sack has everything the adventurer might need)
The Viking Irishman’s Guide to Weaponry (Core, APG, UC) [Discussion]

Summoned Monsters and Animal Companions
Animal Companion Comparison (Blog)
Spells Your Summoned Monsters Can Cast (Short)
Summon Good Monster: A Closer Look (Thread)
Why Work When Others Can do it For You (Monster Summoning)

General Character Building
Dipping for Fun and Profit (Thread)
Getting X to Y: How to make a Attribute do other things (Core, APG, ARG, UC, UM) [Discussion] Possible Archetype Combos

Tips and Traits: A guide to Pathfinder Traits (Core, APG, UM, UC) [Discussion]

Specific Class Abilities
Abraham Spalding’s Guide to the Holy Vindicator (or more specifically channeling) (Core, APG, UM, UC) [Discussion] Being a Most Concise and Helpful Guide to the Noble Arts of Wild Shaping and Polymorphing (Core) [Discussion] Guide To Spells (Core, APG, UM, UC) [Discussion] Polymorphamory – The Love of Changing Form: A Guide to Shapeshifting [Discussion] Shadow Conjuration Handbook (Discussion)
Abusing Animals: A Guide to Sharing Spells with Animal Companions for Non-Druids [Discussion] Word of Power Handbook (Thread)

GM Guides
Brewer’s GM Guide to Campaign Design [Discussion] GM’s Guide to Creating Challenging Encounters [Discussion]

 A Guide to Trip Builds in Pathfinder
So you want to play Pathfinder RPG: A Comprehensive Guide for Dungeon Masters and Players [Discussion] Brewer’s Guide to Undeath (Building an Undead Army) [Discussion] How to Use Leadership [Discussion] Raving Dork’s Crazy Character Emporium (An Amazing List of Creative and Interesting Builds)
Casting Spells from other Lists (Thread) [Discussion] Guide to the Builds (Discussion)

Great thanks to Harmon’s Guide to the Class Guides on the Paizo messageboards, Hallack’s Pathfinder Handbook and Handy Links Index on Minmax Boards, Novawurmson’s Optimization Guides Compendium on Giant in the Playground, and all the rest.