|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Looking at the different options for the wizards and cavaliers and other classes, in a DL world are the PRCs even necessary?
I really like the Knight prestige classes from Knightly Order of Ansalon, but I wouldnt necessarily take them on every single Knight character I played. I would probably take Sword Knight (clerist) on a clerical focused Knight, and theres a good chance I would take the Rose Knight on top of the Cavalier class, but I most likely wouldnt with a Paladin.
The way I see it is that the PrC isnt needed to achieve the heights in the organizations, but its another option for those who are members of said groups to utilize if they so desire.
Basically a Fighter 20 could be Lord of the Crown as easily as a Fighter 10/Crown Knight 10, as long as he has roleplayed it properly.
Cap: Shield Champion Brawler, maybe a couple levels in Paladin.
Iron Man: Aegis
Hulk: Hulk has two separate character sheets, one as Bruce Banner, an Alchemist, and one as the Hulk, a Wild Rager Barbarian. He only has access to his current set of abilities in a given form, the others are locked out to him.
For the Stalker I'd rather them have a good base Reflex and either get rid of the Wis to Ref ability, or swap it out for something else.
For the Warlord it's probably less needed overall, but I liked it for uniformity and symmetry between the classes.
If you decided to implement it, it would work out like this:
Warder: Fort and Will, Int to Ref
Way to roleplay your character, you've got the quintessential annoying Kender nailed!
Whenever we do gestalt we play it similar AD&D multiclassing, in that you take two classes at level 1 and those are locked in for the rest of that characters career, no multiclassing, no PrCs. This isn't as big of a deal in Pathfinder as it was in 3.5 but it still makes things simpler and neater.
Im running a normal campaign in Rise of the Runelords right now, but I'll be doing a gestalt campaign when I get around to running Rappan Athuk. One of my buddies is already itching to play a Soulknife/Stalker.
I actually don't mind Fox keeping ahold of the X-License, that universe is large enough that it can support multiple movies and characters interwoven into a seamless whole.
I want the F4 IP back at Marvel not so much for the F4 themselves, but for Doom, Galactus, Silver Surfer, and all the rest that goes along with it. Doom and Galactus will make for excellent MCU villains for future Avengers movies.
Then we have 3 studios going full steam:
Warner Bros: All of DC
That sounds about perfect to me.
Now we just need the grim-dark Fantastic Four reboot to bomb, so Marvel can buy back that property (or at least Doctor Doom and the cosmic elements).
This is the great hope. And it is entirely possible.
Sadly, what Marvel will never get back is X-Men, Fox will keep that to themselves until kingdom come.
It is an expenditure of resources, but I like and prefer the Dex focused build, due to all the other synergies Dex has with the class and style.
I assume you mean non-Paizo instead of non-core, seeing as the Slayer isn't "core" (as in core rulebook only). Nevertheless if you guys are vehemently anti-3rd party he can still do this with Slashing Grace (from the same book the Slayer class is found in) and proficiency in sawtooth sabers. Basically something like this:
1: Weapon Finesse, EWP: Sawtooth Saber
This achieves the exact same thing I posted above, it just takes longer and requires more feats. Level 5 is when this grows into fruition and will be solid for the rest of the campaign. (I'm assuming that he took trapfinding as his level 2 slayer talent based on what you said in the OP)
Looks like you pretty much got it all. Tome of Horrors should be in the GM category (it is a bestiary, a giant one), Akashic Mysteries should be in the class options category (it's basically the same type of book that Ultimate Psionics and Path of War are, being the Pathfinder version of the Incarnum subsystem), and you left Rappan Athuk and Slumbering Tsar of the adventures list. Other than that, looks bueno.
I'm somewhat surprised that no one else mentioned it since you said you were looking for more tech options (unless I missed it), but Age of Electrotech might be just what you are looking for. It is by the company that did the Pathfinder update to Pact Magic.
Other than that I can only echo what everyone else has said.
For player options: Ultimate Psionics, Path of War, Deep Magic are all great.
Wholeheartedly agrees with thejeff.
It is absolutely fine for people to enjoy the game who don't look at everything from a mechanical standpoint and eek out every ounce of optimization out of an RPG that they can. Rhedyn, I challenge you to go over to Dragonsfoot and view their mentality regarding making characters and playing RPGs.
It's completely ok if someone wants to take Spirit Totem instead of Beast Totem on their barbarian because there ancestor was a powerful shaman of the tribe and they have a latent connection to the spirit world, or for someone to take a bird companion instead of a wolf because part of their rangers character concept is to be the best at falconry in all the kingdom. There is nothing wrong with this playstyle.
Agreed that the middle of Serpents Skull is kinda lackluster. I really think you should give the hardback Rise of the Runelords a try, it is solid throughout, and I'm of the opinion that it is the best intro to Pathfinder. And while someone called it "classic", it is classic in fantasy tropes, not in being a "dungeon delving meat grinder" with no roleplaying.
You seek playing in a world where the PCs actions have lasting change. I get that, and Pathfinder can provide that experience, but you aren't likely to find it in the pre written adventure paths, because by their nature they have to be played by a wide audience. That's not to say there aren't some exceptions to that, Shattered Star for example is assumed to take place after Rise of the Runelords and Curse of the Crimson Throne, but for the most parts, the APs provide blank slates to adventure in.
Personally I share your desire to play in a game like that, and we use Pathfinder to do so. I even created a thread a while back to discuss that playstyle and see how commonplace it is. But the best way to get that is going to be to write your own adventures where you can personalize and interconnect everything. I love playing in new campaigns today where I can see the lasting effects that my group/character had on the world in a campaign from 5-10 years ago. The world you choose to use doesn't really matter, could be Golarion, or Faerun, or Oerth, or your own homebrew, just make it your own. But unfortunately, the APs played straight out of the book won't provide you with what you are looking for.
As for not fighting the big bads and not being provided non combat options, that's just flat out not true. I suggest you go by your friendly local gaming store/Barnes and Noble/Books a Million, and grab a copy of the Runelords hardcover anniversary edition and read a decent bit of it, you will see there is ample opportunity for roleplay and NPC interaction, and multiple ways to handle many situations.
Super interested. Anything pre-4E is fine with me, from 1357 DR at the start of the 1E Old Grey Box to the end of the 3E era in 1375, I'm good with anytime in there. I do sincerely hope the atrocity known as the Spellplauge will never occur in your version of FR. ;)
My rough initial character idea is a NG Moon Elf Wizard who grew up on Evermeet but has spent his last 5 years living in Waterdeep desiring to study various forms of magic, including hopefully from Khelben Blackstaff Arunsun himself. He is friendly with Dandelus Ruell of the Old Xoblob Shop and is a frequent customer there. He even occasionally visits the Hidden Blade, tavern of Elaith "the Serpent" Craulnober, to hear of the current clack of back home in Evermeet.