that is my advice
do not do an adventure path at first
or at the least, preface your AP choice with a scenario or module that can help you get rolling without having to dive into something so large
read that scenario front and back, get a feel for it, plan it out
then, use that experience to decide what you can handle next and what you need to work on
What is there to address
If they can work well as a group and are good players then things will be just fine
of course, I have no idea who the rogue thinks they are going to be flanking off of when in combat, hopefully they are maximizing alternative ways of generating sneak attacks
but, if you are feeling that it is necessary to break their notion that melee-oriented characters have to be big, armored and dumb, show them archetypes like the Lore Warden or Tactician Fighter, the Urban Barbarian, Order of the Tome Cavalier, etc.
hey paizo people
I hope you enjoy the movie, that is pretty rad
also I made Ross Byers a hair doll that sort of looks like Chris Pine, if Chris Pine were made out of hair
it was going to be for James Jacobs but he started bringing up a Swashbuckler class so we are no longer on speaking terms
also do not worry, I will try to refrain from posting anything terrible until after 3:30
My wife and I host our home games. We provide awesome food and drinks. We like to host. Our game group contribute to the festivities, but we do not require them to do so. I GM, my wife plays. In our other home game, we both play and a good friend of ours is the GM. We like it.
We wouldn't have it any other way.
(NOTE: Stats other than offense breakdown are under the effects of Controlled Greater Rage)
Male Human (Ulfen) Barbarian (Invulnerable Rager, Urban Barbarian) 12
NG Medium Humanoid (human)
Init +10; Senses Perception +16
AC 31, touch 29, flat-footed 23 (+9 armor, +8 Dex, +2 natural, +2 deflection)
hp 113 (12d12+24)
Fort +11, Ref +13, Will +6; +9 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 12/lethal, 6/—; Resist cold 3, extreme endurance (cold)
Speed 30 ft.
Melee +1 Greataxe +19/+14/+9 (1d12+7/x3)
Ranged +3 Adaptive Seeking Composite longbow
+26/+21/+16 (1D8+7/x3) - Controlled Rage +6 Dex
+21 (2D8+32) +21/+16/+11 (1D8+16/x3) - Controlled Rage, Rapid Shot, Manyshot, Point Blank Shot, Deadly Aim
Special Attacks rage (25 rounds/day), rage powers (disruptive, ghost rager, quick reflexes, reckless abandon [+/-4], superstition +9, witch hunter [+4])
Str 16, Dex 26, Con 14, Int 10, Wis 12, Cha 10
Base Atk +12; CMB +13; CMD 35
Feats Deadly Aim -4/+8, Disruptive, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Snap Shot, Weapon Focus (Longbow)
Traits Reactionary, Uskwood Hunter (Nidal)
Skills Acrobatics +17, Climb +9, Craft (bows) -2, Diplomacy +8, Escape Artist +6, Fly +6, Intimidate +8, Knowledge (local) +7, Knowledge (nobility) +7, Linguistics +5, Perception +16, Ride +11, Stealth +18, Swim +9
Languages Common, Dwarven, Elven, Skald
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control +6, seeking
Combat Gear Potion of bull's strength, Alchemist's fire, Barbarian chew, Caltrops, Smelling salts; Other Gear Celestial armor, +1 Greataxe, +3 Adaptive, Seeking Composite longbow (Str +0), Arrows (60), Blunt arrows (40), Amulet of natural armor +2, Belt of incredible dexterity +2, Bracers of archery, greater, Cloak of resistance +1, Efficient quiver (61 @ 9.5 lbs), Handy haversack (57 @ 35 lbs), Ring of protection +2, Blanket, Chalk, Crowbar, Flint and steel, Grappling arrow, Grappling hook, Mug/tankard, Silk rope, Trail rations (5), Waterskin, 132 GP, 9 SP, 8 CP
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +6 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (12/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (6/-) You have Damage Reduction against all attacks.
Damage Resistance, Cold (3) You have the specified Damage Resistance against Cold attacks.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Disruptive Gain the Disruptive feat while raging.
Disruptive +4 DC to cast defensively for those you threaten.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Ghost Rager (Su) While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Reflexes (Ex) While raging, you may make one additional attack of opportunity per round.
Rage (25 rounds/day) (Ex) +0 Str, +0 Con, +3 to Will saves, -2 to AC when enraged.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Seeking Ignores miss chances, but must be aimed at the correct square.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Superstition +9 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Uskwood Hunter (Nidal) +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Witch Hunter (+4) (Ex) Bonus to damage spellcasters while raging.
Bonded Witch (Half-Elf)
etc. etc. etc.
virtually every class has a way around this issue
personally I am not a fan of such a rule but hey to each their own
- a crit fisher twf-kukri user with butterfly sting along with a x4 two-handed weapon martial, both with outflank as a teamwork feat
- two martials with reach weapons, utilizing paired opportunists and pack attack
- a viking fighter and barbarian both with amplified rage
- paired rogues with feint partner, improved feint partner and paired opportunists
- mixing broken wing gambit and paired opportunists
but apart from teamwork feats, think about class and archetype synergies:
A Void Wizard and a Witch
A Quadruped Synthesist Summoner with the ride evolution and a Mounted Fury Barbarian
A Savage Skald Bard and a Barbarian
An Archer Fighter and Urban Barbarian Archer
A Metal Oracle and a Wood Oracle
A Summoner with a buffing bard
Names for each one:
the twin sisters
- Artamus & Sumatra (Read them back and forth)
- Death & Taxes
I've seen "Siege Archer" builds that get around the lack of clarity by keeping a mount, animal companion or pack animal near them that is carrying a quiver of Large-sized arrows.
They get Gravity Bow and Enlarge Person going, then launch Large-sized arrows that they pull from the quiver located on their animal adjacent to them.
Lemmy that is the dang point I have been trying to impress upon threads like this for quite awhile
all I am imploring you guys to do when talking in-depth about the classes is to at the very least quantify your statements in a rough level range
many of the problems that you guys bring to the forefront are simply going to be either marginal or non-existant below level 6 or so
there is a strong grouping of the player base that will certainly play more often at or below those levels, than they will above them
that is it, writer
we will duel at dawn
actually we will not because once we roll them up they will be laughed at and theorycrafted into the ground in this thread until we both run away sobbing
I mean like a drink-a-beer-in-the-shower-while-crying kind of sobbing
and thank you jessica price for removing the post that when taken out of context from all the others made me look like a total creeper
now people can forever wonder what was said as this gleaming gem of a thread stands the test of time
ashiel are you in like a wormhole or is this just the day where you reference things from long ago like old posts or zubaz pants
the point is that with a fighter, you can conjure up feat-intensive builds and feat progressions faster than any other class
when you are building at level 10, 15 or 20 with eleventy hojillion gold and 16.239% of a wand this might not matter, but it does to a lot of players who have their first 9 PFS sessions under their belt and get to try a feat progression set they've never seen before in a build they might not otherwise be able to execute in any reasonable length of time
yes maybe you get to a certain point and you realize hey, I can do this thing I am doing better with x then with the y I currently have
this is good thing and signals growth as a player
but that is meaningless if the player is scared out of learning for themselves by the innundation of repetitive generalizations that have mostly been garnered from going way down the theorycrafting rabbit hole, either min/max-wise or character-level-wise
I'm sure this is some kind of metaphor for how some people can see naughty things in something innocent
Parachiropractor Zarta Dralneen, helping Golarion work out their kinks, one pathfinder at a time
(okay sometimes two or three pathfinders at a time)