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For Rogue, I would give them a "Luck Pool" of 1, +1 at levels 5, 10, 15, and 20. A number of times per day equal to his Charisma modifier (minimum 1), he can rearrange the points of his Luck Pool as follows:
+1 Luck Bonus to AC and CMD
The Luck Bonuses stack with themselves and last 24 hours or until they are re-arranged.
For monks, Full BAB and 1d10 HD.
For fighters, add talents instead of Bravery, with abilities similar to the Strong (and maybe Fast and Tough) Hero class talents from d20 Modern.
My PCs will soon be level 5 in a Planescapy/Firefly-ish campaign, and they'll soon be in an Aztecky area with dinosaurs. What would be some really fun encounters with dinosaurs? I plan on one being a T-Rex vs. Triceratops classic, with the PCs being caught in the action for some reason (maybe environmental mudslide like Goonies or Romancing the Stone?).
A dwarf inquisitor, a half-orc monk, a tiefling two-weapon rogue, an elf archer rogue, and a human gunslinger.
I'm not above re-building the feats and stuff, either. Thinking about a Spring-Attacking T-Rex.
Kirth Gersen wrote:
I ran a supers campaign set it in my current hometown, and the PCs got their superpowers from eating Jamaican Beef Patties and Corn Balls (deep fried balls of frozen creamed corn) while driving by Love Canal during a lightning storm. :-P
My concern is an arcane trickster getting off a swift ray of frost while invisible and sneak attacking for an additional 2d6+. Is that overpowered? Or just about right for the cost of 2 feats?
I also kind of want it to be used at will. I think it would be fun being a cleric that spams swift guidances every round.
You can use low level magic with ease.
Prerequisite: Quicken Spell, Spellcraft 3 ranks.
Benefit: Select one 0-level spell you can cast. You can cast the selected spell as a swift action. This does not increase the level of the spell slot used to cast the cantrip or orison.
Special: You may select this feat multiple times. Each time you do, you must select a different 0-level spell. Even though the name of the feat is Quicken Cantrip, divine casters may select this feat and apply it to orisons.
So, does this seem too powerful? Spells I imagine might be problematic are acid splash, daze, disrupt undead, guidance, jolt, ray of frost, touch of fatigue. Possibly flare, message, open/close, resistance, spark, virtue.
Yeah, definitely going Ranger because of the low stats--and ability toa ignore bonus feat requirements.
My paladin in optomized for healing and taking hits--especially now that he has that Mystic Healer feat you told me about. Decent at hitting stuff (melee and ranged), and really good at resisting stuff. Str 14, Dex 14 (13+1@4th), Con 12, Int 10, Wis 10, Cha 16 (14+2 racial).
I'm kind of personally not reading up on the psionic stuff so it remains cool and mysterious to me. :-)
Milo will switch hit and use Reaver when necessary, obviously. It's just he's got that really cool Crossbow-using mini. :-D And he's survived so long since he's usually in the back....
If 3rd party feats are allowed, I'd suggest Mystic Healer. It's scaling healing improvement, and since it adds dice of hit points healed, it stacks with Fey Foundling. At 13th level, it would add 4d6+8 hit points to your swift action 6d6+12 Lay on Hands ability to heal yourself, for a total of 10d6+20. Or 4d6 to your 7d6 channel energies to heal your allies.
You can also use a reach weapon (glaive or something fancier) to get more AoOs, and use spiked gauntlets or spiked armor to deal with adjacent opponents. I'm going to try combining Power Attack, Pushing Assault [APG], Combat Reflexes, and Stand Still on my 4th level PCs this Monday (CR 2 hobgoblin fighter 3 NPCs). The PCs will leave threatened square, then be pushed back 5 feet by Pushing Assault AoO, and then the NPCs will 5 foot step back, requiring PCs to move 10 feet to melee, provoking more AoO.
Mystic Healer is my new favorite feat. +1d4 at level 1, +1d6 at level 4, +2d6 at level 7, +3d6 at level 10, and +4d6 at level 13.
Sure, it's 3rd party, but it is amazing. It scales with level, but not as fast as damaging spells and effects.
I'm adding a Ranger level to a 10 pt henchman (Warrior 2/Ranger 1) for our 15 pt 5th level party, so I'm real interested in what archetypes are worth it. It's for a Golarion campaign made up of old school 1st and 2nd Edition-style modules.
I'm waffling between vanilla Ranger and Urban Ranger. It's for an unoptimized heavy crossbow user.
And he could use CLW wands in an emergency. My paladin has 2 (his primary role is healer, secondary tank, htertiary Diplomacy). The oracle is a bit of a relunctant healer (he would rather murderous command and sound burst and use weird revelations and is a bit of a scoundrel), and I'm not sure if the psion can use CLW wands.
The fighter has Survival and has actually used Knowledge engineering!!!!! A LOT! :-O
PS--I LOVE murderous command!!!!!
Although the oracle needs to imitate Serpentor more.
THIS I COMMAND!!!!!!
Yeah, he's a henchman, so we don't want to min/max him. Also, it's not a very min/max party. Well, not an optimized party. The fighter and oracle in particular have some weaknesses, Low Wis fighter, Low Con oracle. :-( Their son made them for them (he's the new wizard). It might (semi-?)intentional parental abuse. ;-)
The PCs are 15 point, the Henchmen are 10 point, I think. So 12 Dex is pretty good for the henchman. We've been playing up his Xbow, especially since it really speeds up play when he full-round reloads every other turn. But that will change when he gets Rapid Reload at 3rd.
My 5th level gritty 15 point build party (paladin, dark tapestries oracle/rogue(ninja?)/wannabe shadowdancer, Aldori dueling fighter, nomad psion, utility diviner) has a henchman, Milo the Ruffian, Warrior 2. His main schtick is using a heavy crossbow. He gets half XP, so is now on the cusp of 3rd, and has now qualified to get PC levels. He has Toughness and Iron Will, and his stats are 14, 12, 10, 10, 12, 8, I think.
Should we go Ranger or Fighter for him? I'm leaning towards Ranger.
We started out with an inquisitor (eaten by owlbear, replaced by paladin), dueling fighter, and oracle, with 3 henchmen warriors (2 died spectacularly!). Milo the Ruffian has been a survivor.
A reach two-hander ranger with Power Attack, Pushing Assault, Combat Reflexes, Stand Still, Lunge, and Furious Focus. Would do battlefield control.
Is the paladin a half-elf with Skill Focus Intimidate, the Bully trait, dual-wielding warhammer and shield, and using the Bludgeoner and Enforcer feats too?
Nope. I forget title and author, but it was about an evil genius kid, who "pretended" to be nerdy as his "disguise," but really did run a global evil league of evil. I think he had evil blimps too.
Well, obviously make sure you are using only approved materials.
Also, invite the GM to survey your character sheet and make sure everything is on the up and up. Also, point out any concerns you may have about any class feature/feat/skill/spell synergies you've come up with.
For example, I have a 5th level paladin with the Mystical Healing feat from a 3rd party source, plus Extra Lay on Hands and Fey Foundling. So I can heal myself for 3d6+6 points of damage as a swift action AND channel energy as a standard action of 4d6 (+8 to myself). And I'm working on getting Quick Channeling at 7th, so I can heal another 5d6+10 + 5d6+10 + 4d6+8 by the in a single round. Kind of over-un-killing, but you get the point.
But I check with GM, and he's running a brutal 15 point 2nd Editiony campaign, so healing is REALLY useful for everyone involved. The player's characters are healed, and the GM can grind us through 6 or 7 encounters per day.
I think the ranger is the best intro class. It slowly introduces lots of concepts, one level at a time (monster types, bonus feats, terrain, spellcasting, wand usage, animal companions) and it has lots of class skills--and skills newbies tend to use a lot: Perception, Stealth, Survival, Climb, Intimidate, Swim, etc. Also good BAB and 2 good saves mean he will most likely hit and survive perils.
I would also suggest introducing a variety of opponent types: kobolds, rats, and vermin, for example, would introduce tricksy humanoid fights(or Diplomacy/Intimidate), dumb beasty fights, and relentless bug fights. He might get some alchemist fires from the kobolds, and then use them against a swarm. Stuff like that.
Also try to introduce CMB/CMD, F/R/W saves, etc.
My first thought is a crusader archetyped cleric of a madness, pain, or sadist deity. When the pain of the events you detailed came upon him the nemesis snapped and now he likes pain or transformed him into what he is now. DC Comics the Joker is a decent comparison of the idea. A cleric has advantage of being able to fight anyway you want him to. Waves of undead, summoned creatures, martial prowess, save or sucks to torture PC, etc etc all in one class.
Extended Heightened murderous command!!!!!!
Nope! I read about a nerdy boy who was actually a supervillain.
My 15 pt human sword & board paladin 5 has 14, 14, 12, 10, 10, 16; Maxed Diplomacy, Fey Foundling, Power Attack, Extra Lay on Hands, and Mystical Healing. I'm planning on maxing out Heal and Knowledge religion to get (Ex) or (-) healing with Heal skill + Mystical Healing (+1d6 at my level) and to eventually get Quick Channel. I've already dabbled in a bunch of skills, so it may take a while to get good at Heal and Knowledge religion.
I plan on Selective Channel at 7th and Quick Channel at 9th.
But back on track, Life Oracle has some useful class skills (Survival), and the ability to select non-healing spells means you can be a versatile caster. I'm a huge fan of murderous command, since it steals the action economy of one opponent and (hopefully) reduces the hit points of another opponent.
Just finished A Fire Upon the Deep by Vernon Vinge. A lot was very good, especially the quasi-hivemind packs of Tines, but a lot of it was kind of vague, like WHY there are different regions of technology/speed/thought? And what kind of evil the big evil was doing? And what some alien species looked like, exactly.
Just started ReaMde by Neal Stephenson. So far, it reminds me of the beginning of The Girl with the Dragon Tattoo. In a good way.
At high levels, there are Save or Die spells, Save or Suck spells, and martial combatants often cause enough damage per hit to force Massive Damage Saves (granted, these only have a 5% chance of working (since most opponents can make a DC 15 Fort save on a natural 2), but martials can pretty much bring on the hurt all day long, and twice as long on those magical 48 hour days... ;-)
But healing can be fun, too! :-D
I was playing an inquisitor in a party with an oracle, fighter, and psion, with some warrior henchmen. 15 point buy, gritty, 2nd Editiony feel. The oracle (dark tapestry) and my inqusitor did the healing, but at level 1 or 2, I only had 2 or 3 CLWs per day, and we were doing 5 or 6 encounters a day. At 3rd level, we one-rounded an owlbear, got overconfident, and when we encountered two owlbears, and I became owlbear chow.
So I made a vanilla paladin, but specialized in healing (Fey Foundling and Exta Lay on Hands, 16 Cha), and now the party is doing great! The oracle can use his spells for non-healing (I'm LOVING murderous command) and I can still tank but not out-shine the fighter. I'm even great at breaching, since I have good saves and a bunch of immunities and resistances. We just hit level 5, and now I have Mystical Healing http://www.d20pfsrd.com/feats/3rd-party-feats/rite-publishing/general-feats ---3rd-party---rite-publishing/mystical-healer, so now I'm REALLY good at healing.
I guess it depends on the GM's style. In most campaigns I've played in, if there wasn't healing during combat, there would only be the one combat, followed by rolling up new PCs. :-P
Granted, some encounters are push-overs, but they've mostly led to over-confident PCs that suffer big time in later encounters.
To be honest, damage is caused at a faster rate that healing, but I've never been in a party that thought it had too much healing.
And anyways, you should play what you think is fun. It's a game, after all. :-D
My paladin is the party healer, and it works out pretty well. I can be the face (which I know you don't want to do), but I can also tank and, since paladins have a lot immunities and resistances, I can also be the breach/guinnea pig. If you don't want to be the face, you can just Charismatic and quiet. ;-)
Clerics are a lot of fun, too. Very versatile. You can specialize in healing, but also do a lot of other things. A LOT of other things. We have an oracle (consider Life mystery if you want to channel a lot!), and he has this amazing 1st level spell called murderous command. If his target fails its Will save, it attacks another target for 1 round. It's flippin' sweet!
There is a 3rd party feat on the SRD called Mystic Healing that gives you a scaling bonus whenever you magically heal: channeling, casting, wands, etc. etc. My paladin has it.
Fey Foundling is really useful if allowed, too.
That favored class bonus mentioned up-thread that improved Channel Energy sounds super awesome!!!
I play a paladin that is our primary healer, and he's doing an excellent job. (my party is my paladin (had an inquisitor that died from insufficient healing), a dark tapestry oracle/rogue/wannabe shadowdancer, a dueling fighter, a utility diviner wizard (no evoke or necro), and a psion.) Definitely coordinate with the player that is picking between fighter or paladin. Paladins get a lot immunities and healing, and they're pretty good in melee and ranged combat too. Combine their general toughness and swift-action healing, and they're pretty boss.
While Treantmonk is right about Cha for casting, if you're going Life Oracle, that super high Charisma is going to be helpful in getting extra heals. Being able to fully heal up the party during or after each encounter is really going to be helpful with survivablity.