|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
First of all you don't need channel energy. Clerics functioned fine without it in 3.5 and Pathfinder hasn't changed things so dramatically that scaling AoE healing is mandatory for a party to function.
As for nobody wanting to play a dedicated support character/healer, that's a common problem. The other suggestions (adding a healbot NPC or simply being generous with healing consumables) are all good ones.
In the designer's words, demoralize is the martial equivalent to tying up a caster for psychic characters. Getting free still and silent on all your spellcasting has to come with some downsides.
If a wizard is grappled by a barbarian he's most likely screwed.
If a psychic is flexed at by a barbarian he's most likely screwed.
I'm potentially interested. I'm leaning towards a blood conduit bloodrager. I'm amused by the idea of nailing some smug angel with the most electrifying suplex. =P
Can you tell me about the tone of the campaign and your take on evil for this campaign? Way of the Wicked games very drastically on the evilness scale.
Woo! Party time!
I'm curious about the story elements of the bound soul as well. My submission will be a half-orc gentle giant (probably younger brother of Ixos's character) with a nurturing spirit and aims to restore his dying shattered world. His bound soul is a violent dwarven war cleric trying to mentor/corrupt his host toward crushing his enemies and seeing them driven before him.
You're never going to compete with an optimized melee character but you'll do plenty to be viable in melee. Leveling up he played a lot alongside an optimized ranger and he did 30-40% of his damage in melee.
Currently, at level 14, he's playing alongside a non-optimized cavalier and different melee ranger and he does closer to 90-100% of their damage in melee.
I'd estimate I spend 3/4 of my time spellcasting in combat even when it's not fully optimal (such as fighting things with fire resistance or spell resistance). I really only go into melee when we're faced with enemies that are fully immune to magic, immune to fire, or have evasion.
Yeah, Marduk has skilled. With it he gets a mighty 2 skill points per level. =P
Barbarian is nice for early levels because of rage. With extra rage and the trait you're looking at 14-15 rounds of rage per day. That should be plenty to get you through most adventuring days assuming you're at least somewhat smart with it.
For saves, rage helps. It gives +2 to fort and will. Being a half-orc with sacred tattoos and fate's favored is another +2 to all saves.
* I invested almost no cash into melee stuff except maintaining a strength belt. I bought a masterwork weapon at level 2 and didn't get a new weapon until 13 (I bought a adamantine falchion for Reborn Forge). Once you get greater magic weapon you can rely on that to buff your weapon(s) and barkskin via ring of spell knowledge replaces an amulet of natural armor. Otherwise my cash was spent on defensive items and caster stuff, metamagic rods mostly.
* You don't need a super high charisma to make this build viable or fun. I started with a 12 and bought charisma headband upgrades as necessary. My save DCs are low but most of the time enemies that take half damage are still badly hurt by my spells. The only problem is enemies with evasion but that just means it's time to lay the smack down in melee. =P
A friend in my local PFS group built a similar character but without the melee backup option and a sky high charisma instead. Enemies failed his saves a lot more often but when he was faced with fire-immune enemies he was left sitting on his thumbs.
* Sometimes it's best to be a buff bot. Eventually you're going to fight flying fire-immune demons that want to maintain distance or something that's immune to magic and has silly high AC. In that case, there's no shame in standing next to the fighter while he gets his backup bow out and spamming touch of rage on him. With the robe, the morale bonus you give out is nuts and even dabbling archers can lay down the hurt.
I started with a barbarian dip for the big level 1 HD and the early combat boost.
Beast form II is actually for the utility. I didn't like the flavor of a mighty orc-blooded sorcerer flying around with the fly spell but shapeshifting into a powerful beast felt like a better fit. Beast form II lets you get a fly speed, swim speed, climb speed, etc as needed. Occasionally I've fought as a grizzly bear but more often than not when I need to mix it up in melee I just hit things with my falchion.
Intensify is for burning hands, burning arc, and later fireball. Burning arc is actually his bread and butter combat spell.
Power of Giants makes you a combat beast. With the robe of eldritch heritage you can get it as soon as level 11.
Here's his level up progression. The spells might not be 100% accurate but it should give you a good idea of how things went.
Out of combat he doesn't contribute much. He only get 2 skill points per level and the sorcerer skill list isn't terribly exciting. I intentionally didn't take any spells that are super useful for troubleshooting (see my bit above about flavor) but I could have spared a few slots for things like fly and dimension door.
Unfortunately I can't offer much targeted advice either on difficulty for the AP. When I played through it we had a bleeding edge optimized magus and archer ranger so most encounters were over by turn two if not turn one. I honestly don't know what most of the monsters in the AP were even capable of.
It depends on how you want to build him. I made Marduk extra beefy because I wanted him to hold his own when his magic wasn't an option. If you want your magic to be front and center you should pick up elemental focus, greater elemental focus, spell penetration, and greater spell penetration. Around 7th level you'll want intensify and by 11th you should consider quicken.
There's a number of things at play here.
#1 How many characters are in your party? Paizo APs are built for four-man parties. If you're playing with more than that there's going to be more buffs going around, more resources to spare, etc.
#2 What method are you using for stat generation? If you're rolling, stop. If you're using point buy, drop it to 15. Paizo APs are built assuming 15 point buy characters.
#3 How optimized are your characters? How optimized are their tactics? Paizo APs are built assuming a moderate level of optimization. If your players are building character at peak or near peak effectiveness, they're going to crush most encounters. You need to either work with them to tone their character down, do the work to buff/rework most of the encounters, or accept that they're going to breeze through the AP.
I believe dervish dance, technically, still works for the dex-stacking magus but I wouldn't be surprised if that one got addressed in the near future too.
The easiest and most likely option to stay available is to invest in agile weapons or try to live without dex to damage. Magus damage with just spell combat is already pretty damn good.
First off, I suggest you check and double check his mechanics. Grappling, like eidolons, is one of those things players tend to get wrong in their favor. Post his build here if you're curious or unsure.
A) Freedom of movement makes him burn ki.
B) Incorporeal stuff.
C) Any sort of face-beater that can one-round him with a full attack before he pulls off the pin.
D) A bigger/better grappler.
E) High level magic (maze, anti life shell, etc).
That said, assuming his build is legit and your encounters are varied, grappling is actually really bad mechanically. Let him have his fun when it's a valid option.
Pathfinder is full of powerful options/combinations of options that easily break a rigid scenario system like PFS. Spirited charge is one, generally being a magus is another one. I don't think this particular case is a big deal but if you feel like the player in question is being a 'fun sponge' as another poster put it, simply don't play with him. Congratulate him on beating the game and then take your ball and go home.
Don't invite him to game days at your house.
Don't invite him to game days at the local game store.
If he shows up to a public game day, don't sit at his table.
You can't ban unwanted rules content but you can vote with your feet.
Most of the Paizo APs are littered with plot cohesion issues and logic flaws. It's the inevitable result of the 15-18 level spread of content that's split up across multiple authors. Even the flagship AP Rise of the Runelords has very poor consistent narrative if it's run strictly by the books.
I haven't actually played it but the biggest complaints that I've heard from the folks that I know that are playing and/or DMing it is that the metaplot isn't very interesting or engaging. Most of the other Paizo AP's have some greater theme that's compelling enough to keep players interested. Giantslayer was touted as an 'old school' AP. It sounds like like, in this case, old school may come off as bland.
I've only watched a handful of Supergirl episodes but I caught this week's because it was the Flash crossover.
It was... disappointing. Barry was basically made of idiotball this time.
Why would he possibly think that throwing lighting at a villain that's described as 'living lightning' would do anything?