Here's a guide to playing a sorcerer that might come in handy. It might be a bit advanced for a complete noob, so just ask if you have questions.
Basic character-building advice: Charisma should be you highest stat, then Constitution and Dexterity, then Intelligence (for Spellcraft and the skill points, mainly) and/or Wisdom (for will saves & perception rolls). Strength is a good choice for a dump stat.
Pick spells you can expect to use all the time. Save the 'it might be handy' spells for the Wizards.
Play a human - each level, they can get an extra spell known instead of a skill point or hitpoint, which is kind of a big deal.
Grimnir Gunnarslag wrote:
As usual, The Onion is way ahead of the lamestream media in capturing the zeitgeist of this country.
(Oh, ignore the article about the last non-telepath. Good thing this is just a funny satire magazine for non-telepathic people, which is all of them. Yes.)
Grey Lensman wrote:
That's a tough one - "Nothing is foolproof, because fools are so ingenious." Just how poor are we talking in regard to the options?
After all, you can always make a fighter with 8s in Str/Con/Dex. :-P
Oh, look at this:
Of course, to the True Believers, this was just a smoke screen to cover Obama's VILE PERSECUTION OF FREEDOM-LOVIN-
In fact, one of those groups even had their tax-exempt status changed, whereas none of the Tea Party groups were required to change anything.
Well, what's next on the Outrage Of The Day menu?
The press is having a field day calling these things white house scandals.
Can you blame the poor dears? They've been starved for years, now. Bush could be counted on for at least one new scandalous incidence of utter corruption or incompetence a week, Obama's barely had any worth mentioning by non-Republicans. (Since Republicans consider everything Obama does from 'existing' on up to be a scandal.)
It gets better - now we have a Benghazi Scandal scandal. Seems the GOP was altering emails to make them sound worse....
Tiny Coffee Golem wrote:
And if mines had a tendency to become infested with horrible monsters.
Now... _synthetic_ diamonds as spell components. Discuss. :D
Peter Stewart wrote:
I don't agree. It's a simple statement of fact. At level 1, the wizard's casting Color Spray, and the fighter is hitting things with a sword. At level 20, the wizard is casting Prismatic Sphere, summoning demons, teleporting across the world and controlling minds, and the fighter is... hitting things with a sword really well.
There's definitely a quantifiable disparity here.
Have you considered -- and I don't mean this at all in a snarky way -- something like the Hero system? If want a rich, deep set of highly customizable mechanics that can model just about anything well, you might find Hero ideal.
Or Mutants and Masterminds, which is d20 based. (And it even has a sourcebook for doing fantasy characters.)
Hmm Undead create undead under their command - Specters and Shadows come to mind.
In the middle of a big city?
Probably a VERY BAD IDEA unless you want the game to end with either the Shadowpocalypse or with a high-level caster nuking the city to prevent the Shadowpocalypse.
Ninjas! (Warning: TVTropes link)
I think most of the classes stay pretty much the same as in the 3.5 tier list, except maybe Paladins (who got enough nice stuff to move up a tier).
(Check out that link - JaronK does a good job of explaining HOW the tier classifications are supposed to work. It's not ALL about power.)
As for the new PF clases, my estimations:
Alchemist: Tier 3? About the same as the Bard, I'm estimating.
Andrew R wrote:
Also define WMD, iraq was known to have access to so many chemical/biological weapons it is not funny.
So where'd they all get to once the invasion was over and Bush really wanted a scalp to show his tribesmen?
Donald Rumsfeld wrote:
Seems like all that stuff vanished into thin air as soon as the American tanks started rolling in. Funny, that.
Celestial Pegasus wrote:
There's no shame in letting heroic fantasy characters consistently be heroes instead of falling prone to embarrassing gaffes roughly 5% of the time they do anything. Just let them be competent and keep Fumbles out of the game.
No kidding. The only fictional hero I can think of who screws up as often as a Fumbling PC is Inspector Jacques Clouseau, and he's... not exactly a heroic fantasy character.
Over on the GitP forums, Philistine has come up with some TOTALLY REALISTIC fumble rules!
They're even playtested at the table! :D
Also, no discussion of fumble rules is complete without mentioning the tale of Sameo, the one truly epic critical failure story.
Fumble rules are great!
A wise person over on the Giant in the Playground forum had this to say:
I'm Arbane the Terrible, and I approve this message.
My thought: Does the GM enforce the 'fumble on a 1, no matter what' rule on NPCs, too? If not, insist on it. Fair's fair, after all.
Then play a witch with the misfortune and cackle hexes. Forcefeed his NPCs 'FUN!' and 'REALISM!' until he chokes. :D
Don't be too attached to your plotlines - they won't survive the PCs. Players will gank the 'invincible' villain on Round One. They'll ignore obvious clues and spend an entire session chasing down red herrings. They'll adopt insignificant NPCs and ignore anyone important. They'll run away from harmless things and boldly walk into obvious death, and then complain you're a killer GM.
But hopefully, it will be fun.
My biggest gripe with the ability is the fact that some monsters have some totally garbage SLA, IE Moss troll and turning into a tree. Now your barbarian hits him harder because of the Witch Hunter ability. I don't want to remove it, but maybe I'll need to house rule it, or just secretly remove damage he does when he's meta gaming because he tries to google a monster.
That hardly seems fair. Do you also stop a holy weapon from doing more damage to an evil opponent if the wielder didn't use Detect Evil first?
Morgan Champion wrote:
How about the witch class?
I'm playing a witch. They can be a lot of fun, but they're prepared casters, so expect a fair bit of bookkeeping at high level.
Their main power is their hexes - some minutes-per-day powers like flying or having prehensile hair, some whacky stuff like breathing water, showing people their future, or being able to animate a hut to follow them around, and most importantly, some powers that are mostly debuffs or save-or-lose powers that they can use once-per-day-per target. The only way you'll ever have to worry about not being able to use combat hexes is if you somehow find yourself fighting the same opponent multiple times in one day. AND they ignore Spell Resistance, which is nice at high levels.
Their big weaknesses are:
Rogar Stonebow wrote:
Where in the rules does it say you need to know an attack is coming to get a save against it?
You reach out and subtly twist the necromantic energy that empowers the undead, turning it upon its own existence. Every round at the start of their turn, the target must make a Will save, or take 2d6 damage and be sickened for 1 turn. On a successful save, they take no damage, are sickened for one round, and the spell ends.
I am getting so sick of Undead being immune to all my witch's good spells, so I thought up this one. (This is the second version - the first one was overpowered.) The -4 on saves is there for the same reason Feeblemind has it - this is specifically intended to hose vampires, since our party is fighting them every other adventure. :-P
It's single-target, very narrow in scope, and gets a LOT of saves.
Too strong? Too weak? Too low-level? Just a generally bad idea? What other classes should be able to get it, if any?
Maybe she summoned an Ice Devil?
Some non-ice creatures would probably be a good idea. The Remorhaz was already mentioned... what else would be good? Her 'familiar' saber-toothed tiger, maybe?
Do you also herd your PCs towards any hidden treasure they may have missed? You did 'hard work' putting it there, after all...
Please read the following translation in the voice of the Soldier from TF2.
"How DARE you attempt to use 'intelligence' or 'strategy' to skip my painstakingly-crafted fights, mister! Now, get BACK on those rails and GRIND until I SAY you are ready for a boss fight!"
Oracles break their own legs or gouge their own eyes to enter their class. They get a little better over time though.
No, the gods do it to them.
Apparently, Oracles are selected from people who owed the gods money, or something.
From the description of the Dhampir:
All dhampirs have elongated incisors.
Incisors are the flat, wedge-like teeth at the front of the mouth. The Canine teeth are the ones that most depictions of vampires (except in Nosferatu) have as fangs.
So, all dhampires are buck-toothed. This amuses me mightily.
Bill Dunn wrote:
It's also worth remembering that in AD&D days, Identify was a fairly high-level spell, and rarely used. Identifying magic items was like trial-and-error bomb disposal.
So, you don't think their mind being changed such that they offer free aid and assistance to a potentially former enemy undercuts their free will?
Oh, it totally does. Which is why GOOD spellcasters should only deal with enemies via less morally problematic methods, like burning them to death or stabbing them with swords repeatedly.
Hexes are (SU) powers, so this wouldn't work.
Does the BBEG know he's got a sleepmongering witch coming after him? I'm sure there's some tricks he could pull if he has time to prepare. (Silly idea I had - scatter small caltrops all over the room, so if he keels over, he'll get stabbed and wake up - suboptimal for a meleer, but it's a start...)
I've never used the Scar hex, personally - being able to toss Ward or Fortune on allies from long-distance sounds fun, but the Tattoed Turtle Trick always seemed way too cheesy to me. My witch has survived to level 13 so far, so I must be doing something right...
Finally, a possible use for the Charm Hex! Bluff isn't on the witch's class skill list, but a few points in it certainly couldn't hurt. (Especially in Way of the Wicked, which seems to involve a LOT of lying to people.)
At higher levels, Create Meatshield - sorry, Summon Monster I-IX are quite useful. (At first level, not so much.)
For self-preservation, the assorted fog spells might be useful - with a witch's pathetic AC, miss chance is your friend.
Some hexes to consider aside from the usual fortune/misfortune/etc:
Disguise: From what I remember, WotW involves a LOT of 'social engineering' - free Disguise Selfs could come in very handy.
Cook People: You're already evil, might as well embrace the cliche. And it gives you a good way to discreetly dispose of all the corpses you'll be creating. You do need the Cauldron hex first, though.
Random instant death is a lot easier to tolerate when the game is a plot-free skirmish wargame where making a new character involved rolling 3d6 6 times, buying some iron spikes, and thinking up a new name.
When it's two years into a three-year campaign with each character having a dozen sub-plots? Maybe not so much.
Tom S 820 wrote:
I know the correct response to players actually achieving anything is to BURN IT TO THE GROUND so they can get back in the dungeon, but wouldn't just telling Crafter Guy "pick another feat" be less likely to make them quit in disgust?
Snerk. That's her husband - former Presidential candidate Dennis Kucinich.