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Kargstaad

nate lange's page

RPG Superstar 2012 Top 32. RPG Superstar 2013 Star Voter, 2015 Star Voter. 2,016 posts (3,691 including aliases). No reviews. No lists. No wishlists. 12 aliases.


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RPG Superstar 2012 Top 32

Alchemists can be good switch hitters... Bombs target touch AC so you don't need a ton of Dex to hit, and fighting with a 2hander doesn't cost a ton of feats (pretty much just power attack) and benefits well from mutagen.

Depending on what exactly you're trying to get out of alchemist there are some archetypes that might work for you too... The Mutation Warrior fighter has great combat ability plus mutagen and a couple discoveries; the steel hound investigator gets extracts and firearms, and would be even better at skills.

RPG Superstar 2012 Top 32

Foehammer gives up weapon training and armor training but keeps all its bonus feats.

RPG Superstar 2012 Top 32

Adopted only lets you pick traits from the 'race' category (as opposed to combat, faith, magic, etc); it does not let you pick racial traits from different races' descriptions (that's a very common misunderstanding, and its unfortunate that the terms are so similar).

Also, have them check out the warpriest it's literally designed to be a cleric/fighter hybrid (and it official Paizo material, from Advanced Class Guide). There are also ways to build effective melee clerics and oracles; bards (or witches with pragmatic activator) can be useful in combat and provide some healing- with UMD they can also handle status removal; even paladins can be effective healers with the right build (and focusing on ending combat faster and doing most healing out of combat).

RPG Superstar 2012 Top 32

Adopted only lets you take traits labeled 'race' (as opposed to combat, faith, magic, etc)- it doesn't give access to racial traits that you find in race descriptions. It is a common source of confusion for people that the two are so similarly named...

edit: Regarding Thunder and Fang... I love the idea of a dwarven magus using an Earthbreaker 1-handed (and it would work really well when you did 2-hand it, on a charge or whatever) but mechanically that's a lot of feats to invest for a class that already has a lot of feats it wants and not a ton of bonus feats...

Also, is there a reason you want to go duergar? The SLA are interesting but you'll be able to just cast them as regular spells if you want to and light sensitivity can be a pain... plus a standard dwarf would get that tasty weapon familiarity...

RPG Superstar 2012 Top 32

kestral wrote:
stuff

Based on the 'no hybrids cause GM not familiar' bit I assumed flamboyant arcana and arcane deeds were a no-go...

RPG Superstar 2012 Top 32

There aren't too many options that have diplomacy, knowledge, and combat... Bard is the best fit but probably not as strong in combat as you're hoping for...and there's the issue of being MAD to do all those things (need all physical stats for combat plus Int for skill points/knowledges, Wis for will, and Cha for diplomacy).

A lore warden fighter might be an option... Strong combat, extra skill points and all knowledges as class skills, and you can either just put a couple points in Cha and take a trait to make diplomacy a class skill (+1), or take student of philosophy so you can use Int for diplomacy.

If you put a little in Cha the variant multiclassing for bard could be a really nice addition to a lore warden chassis here too...

RPG Superstar 2012 Top 32

Yeah, what Kestral said.

Plus, in rounds where you can't full attack (or don't want to exhaust the resources to do so) you have the option to two-hand your weapon for extra damage :)

RPG Superstar 2012 Top 32

Yeah- I like eldritch Knights but they're tough to make work well, and especially now that you can't qualify with spell-like abilities. Magus becomes an even better option when you want to make a guy who wears armor... for a wiz/sor/witch it takes extra feats and troublesome action economy to do that, magus does it out of the box...

You can build magus/EK but generally speaking you'd be better off staying magus...

RPG Superstar 2012 Top 32

I really love that alchemist archetype that lets them use guns effectively- of all the classes you could give guns to that is by far the one that makes the most sense, and the flavor is just so good.

huh? they what? why on earth wouldn't you...

RPG Superstar 2012 Top 32

The biggest problem with the gunslinger VMC (IMO) is that up until 15th level, you've given up 3 feats for... 3 feats. Literally all you get for 3,7, and 11 are one feat each- if you're building the characters at high level I'm sure it's a fine thing to add, but if you're starting at low level all you're really accomplishing is forcing yourself to wait for the feats you need to make your build work... A half-elf with ancestral arms (or human with full BAB class) can start with EWP[firearms] and gunsmith, and add amateur gunslinger at 3rd- with the VMC you have to wait til eleventh level for that...

RPG Superstar 2012 Top 32

2 people marked this as a favorite.

people have mentioned them separately but i really like stacking lore warden and martial master... you get a fighter whose not only more clever than normal but has the flexibility to fight in different ways depending on which tactics seem most advantageous at the moment.

RPG Superstar 2012 Top 32

i found most of the VMC options pretty underwhelming... barbarian was probably the biggest exception (and the fact that its first probably made the others seem even weaker). any Str based melee with the feats to spare gains a ton from gaining rage (in particular- a mutation warrior fighter with the VMC barbarian would be fairly outrageous).

other than that, it seems like most of the options are mostly just for flavor, and some would be really difficult to integrate well...
- i reallly like the idea of an eldritch guardian fighter with VMC magus (lots of flavor, a reason for Int on your fighter, and some cool options for backstory) but the spellstrike power is totally wasted.
- the bard VMC is cool but is best suited for someone focused on knowledges and Cha... so its nice for a Lore Oracle, or some arcanists, and anyone else is stretching their point buy to use it.
- alchemist has some potential... the bombs are a pretty potent ability but coming on line at 7th they'll mostly benefit non-casters (who really could have used them earlier), plus it really seems like they should have gotten a discovery or two.
- cleric could be cool for some builds but they really gain a very small amount of stuff... just one domain and channel- most of what makes it seem decent is that you actually eventually get those things at close to you character level so they'll actually matter (as opposed to the oracle who gets a bunch of abilities but all at level -6 so most of them are garbage)

i have some ideas that i think would make the system better (more than one VMC for many classes with tighter focus in many, VMC archetypes, better means of interacting with some existing feats)... if I ever have any free time maybe I'll actually write them up and post them somewhere...

RPG Superstar 2012 Top 32

hmm... i've never heard that objection before... bardic performance seems like one of the more realistic Su abilities to me... think about how many great movies have a scene (or scenes) where someone gives a rousing speech right before battle... William Wallace rallying the fleeing men in Braveheart, Theoden right before the rohirrim charge across Pelinor fields, even Captain America on the intercom before taking the Triskelion... those are (IMO) all examples of bardic performance (probably all inspire courage, though I suppose you could argue inspire greatness). Plus music obviously has some effect on people when it comes to get 'psyched up'- just consider how ubiquitous it is among athletes preparing for a game/bout/whatever (you always see them listening to something to get pumped up- sometimes they even play certain songs through the PA system to stir the home team).

Didn't mean to rant. All that is just to say that in the real world people are regularly inspired by music and/or speech and that, to me, is what that element of the bard is all about (plus they have so much other stuff going on that that's only a small part of what they can be).

RPG Superstar 2012 Top 32

i really don't do much with PFS at all (or much CORE only for that matter), but i'm always surprised that there don't seem to be many bards... they're a great support class, which seems important when you never know who/what else you'll be playing with! They can be a skill monkey, they make everyone (including themselves) better at combat, they have decent casting abilities (including healing), and are natural UMD candidates...

I'd guess more people don't make them because you don't get as much glory as the barbarian who's one-shotting baddies left and right or the caster who drops 3 or 4 chumps with a single big burning hands, but they're a solid class that has (or, at least, could have) something to contribute in every situation.

RPG Superstar 2012 Top 32

+1 for inquisitor

Great Wis synergy, judgements and bane are awesome for your damage output, spells for buffing and out of combat support, and some cool options from domains/inquisitions. Plus you have full bab, d10 hp, all good saves, and 6+ skill points.

RPG Superstar 2012 Top 32

That's an interesting reading... Would you argue, then, that you can't pick the void domain because it's 1st level power is also not 'on use'?

RPG Superstar 2012 Top 32

I feel like an all fighter party might be even tougher... Obviously combat would be more straightforward/easier, but with precious little skill support and a much harder time getting good UMD everything besides combat is going to be a struggle...

RPG Superstar 2012 Top 32

Mine's fairly similar... I'd probably go with something like:

- kitsune ninja. face skills/disguise and UMD, realistic likeness.
- tiefling counterfeit mage, VMC magus. Pragmatic Activator/UMD, no benefit from spellstrike but some good arcana options for a largely Int focused character.
- half-Orc scout/thug, VMC barbarian. Str based falchion wielder, dump Int and Cha, Str>Con>Dex>Wis, rage.
- human sniper. Ranged combat expert (human cause you need the extra feat).
- musetouched carnivalist, VMC bard. Inspire courage comes on line around when you really start to feel that medium BAB and will help everyone out (and another really solid UMD)

RPG Superstar 2012 Top 32

No help, huh?

:(

RPG Superstar 2012 Top 32

Inquisitions can be selected in place of a domain by any class that gains a domain (as per this FAQ).

Can they be selected with the Believer's Boon feat?

Technically it's not a class feature so RAW the Ultimate Magic/FAQ text doesn't apply, but it kind of seems like one of those 'looks/sounds like a duck' type scenarios we keep hearing about... off the top of my head none of the inquisitions seem unbalancing to allow (given the restrictions built into the feat), but I could see something like conversion getting a lot of use (especially among dwarven diplomats).

RPG Superstar 2012 Top 32

a human fighter [mutation warrior] with heart of the wilderness racial:
start with the aforementioned tribal scars, plus toughness, and you can still take power attack... that's 19+Con mod hp at first level (with extra survivability if knocked out); spend 10 points (and racial +2) for 18 Str and with your mutagen at first level you attack at +6 for 2d6+12 with your greatsword or 1d10+12 at reach with a glaive (even without mutagen you'd still attack at +4 for 2d6+9, or +5 for 2d6+6 if power attack seems like overkill).

RPG Superstar 2012 Top 32

I really like that sacred fists can get such easy access to crusader's flurry... I've had trouble building a character on that chassis that I'm really excited about though...

For the stat array you're looking at, I would definitely suggest wearing armor. Also pummeling/dragon will probably do a fair bit more damage. When you flurry you can't use 1.5 Str... so you're gaining an extra attack but doing less damage with each one... dragon style will let you really benefit from your Str and the crit mechanic for pummeling strike means your overall dpr increase from crits is probably higher this way then with the falchion.

It seems to me like if you want to really pull off flurrying with an unusual weapon as a sacred fist your best bet might be a dex build... that's tricky too because all the weapons you'd want you no longer would gain proficiency in... a Tengu worshipper of Cayden Cailean with fencer's grace, or one who worships Serenrae with dervish dance, might be worth looking at... this is all off topic for your question, though. sorry

RPG Superstar 2012 Top 32

I like the bad ass pacifist trope too, but I prefer the version that is perfectly capable of dishing out damage but chooses not to...

I also agree with the concerns about team dynamics... A diplomacy monster only really works if the whole team is on board (or in a solo campaign). if you do have a chance to play one, a dip in synthesist summoner will let you pick up the skilled evolution for +8 diplomacy

If you do decide to go with the first type- the caster build is a pretty good option (use non-damaging control spells most of the time but have a nuke or two ready for when there's no other option), or optimize a melee build but use maneuvers or non-lethal attacks as much as possible.

RPG Superstar 2012 Top 32

Iron will and familiar bond (from familiar folio) will also get you a familiar without list caster level (and not at -2, iirc)

RPG Superstar 2012 Top 32

The most effective magus I've ever played (or maybe even seen) was a strength based 2handed weapon user... i kind of cheated though...

he was a tetsubo wielding kensai. Made use of spellstrike, but not spellcombat, focused on 1 big hit each round (which helps with accuracy at higher levels since you're not worried about hitting with iterative attacks). the thing that made it insane (and the reason i said i kind of cheated) was that my friend I was playing with made a fighter who dual-wielded two kukris and had the butterfly sting feat- he would crit pretty often (almost 1/round by 9th when he picked up improved crit) and pass the crit to me for (big hit x4)+(spell damage x2)! this combo could easily be pulled off alone with the leadership feat, though not in PFS... the fighter actually had a really solid damage output on his own too though if you can find an interested friend... (you just have to figure out how to get dex to damage with kukris... or ask and I'll show you)

RPG Superstar 2012 Top 32

Are you opposed to playing dwarves?
A dwarven slayer can build for strength and still get 2 weapon fighting with the combat style talents... Dwarves with martial weapon proficiency are automatically proficient with the dorn dergar which is a reach weapon that can be used one handed with a feat (it's called Dorn Dergar Master, or 'chain flail master' on d20pfsrd). So, then you can pretty easily, and pretty effectively, fight with a dorn dergar at reach with your main hand and shield bash (adjacent) with your off hand.

RPG Superstar 2012 Top 32

Petty Alchemy wrote:
Kalindlara wrote:
I won't lie - I came here partially just to complain about how we need a cavalier archetype that just replaces the mount, and nothing else. :/
The Cavalier has some features that rely on having a mount, does it not? I'd want them traded out as well.

isn't that pretty much exactly what the Daring Champion does? they lose mount, expert trainer (which makes them better at training/handling their mount), and the mounted charge abilities...

Also, @OP why not daring champion? It does what you're looking for and is a highly functional archetype...

RPG Superstar 2012 Top 32

I'd use a scarred witch doctor, and dip blood rager instead... Several bloodlines grant claws and mad magic lets you cast while raging... More importantly your save DCs for hexes are now Con based, so they go up when you rage!

RPG Superstar 2012 Top 32

Sorry, it's demonslayer, not hunter...

It's on d20pfdrd... I think it's from inner sea combat (where it might have a different name).

RPG Superstar 2012 Top 32

here's one option:

Evangelist Cleric- go for a reach build to add some damage through AoOs and have your turns free for spells/channel/performance. full caster, great buffer, heals/status removal, some melee, probably some face skills.

Ranger- take divine tracker (its great for the theme, and a solid archetype), stack that with Trapper if you're really worried about traps or Demon Hunter if not; build as a switch hitter (enjoy evangelists buffs). melee and ranged, great skills (including scouting), either trap finding or some spell support.

Paladin- take oath of vengeance, use an angelkin (they make awesome pallies), dip bloodrager[celestial]; use a simple 2hander build (enjoy evangelists buffs). solid melee, face skills, some healing/status removal.

Inquisitor- take the sacred slayer archetype (losing judgements hurts, but studied combat has no limit on uses/day, and evangelist buffs will help) and conversion inquisition, take the slayer's trapfinding talent. great skills (face, scouting, traps), decent combat, back up caster.

The last slot is tricky... a warpriest would be cool/interesting, and would get a lot of mileage from the evangelist buffs, but then you only have one full caster (and no arcane)... A celestial sorcerer (possibly with the seeker archetype to spare the ranger from taking trapper) would be a strong option (and an emberkin aasimar would be good for that, they already got most of what you trae away at 3rd level).

RPG Superstar 2012 Top 32

i'm not up on any 3pp stuff, but i have fooled around with a fighter [lore warden/martial master]/student of war who was fun, and functional enough that he was never dead weight and am currently playing an investigator [empiricist] with the student of philosophy trait who's combat ability is lagging some, but is an awesome skill monkey with all 20 of his skills based on his killer Int.

Since you're allowed 3.5 stuff though, you might want to look at the Warblade (from Tome of Battle)- It's an Int based melee right out of the box (well, Int heavy at least... you'll still want some Str and/or Dex for combat too).

RPG Superstar 2012 Top 32

One of the most successful campaigns I've ever run (in terms of the enjoyment and satisfaction of the players and myself) was designed sort of like a TV show... every session was a self-contained adventure with the threat/conflict/resolution you'd expect in an adventure of any size (think the 22 minute version of the heroes journey*), but there were also recurring characters (NPCs that were allies or enemies, and occasionally really hard to tell which) and threads that wound through multiple sessions (like a seed that gets planted in one session, and may even seem like background noise, that comes to fruition several sessions later). For us that was a great way to get that sense of accomplishment each week but also to feel like it was part of something bigger and more substantial.

It's also worth noting that for that specific campaign we switched from our normal mostly-european-fantasy style game to a very oriental feeling game. That change of style was refreshing too (though I think it was the format that really made the difference).

*the heroes journey and other inspirations:
I'm a huge proponent of GMs (and writers, players, people in general) learning about the heroes journey. Joseph Campbell is the most famous/successful teacher on it and you can easily find a lot of information on what he terms "the monomyth". Basically there is a specific structure that underlies the journey of all heroes, and using it formulate adventures/campaigns makes your work easier but also helps ensure the journey you take the players on will resonate with them and provide some sense of triumph.

There are also some other literary/mythopoeic influences that I think can be very helpful... the ring structure, or chiastic structure, can make for a compelling (and easier to design) adventure/campaign; and literary alchemy can (in its ideal application) provide the ultimate gaming experience- real katharsis through a players identification with their character's desolation and consolation.

RPG Superstar 2012 Top 32

i like the VMC entry for a blade adept, for the reasons already mentioned. if you want to do a scarred witch doctor/EK, IMHO, you're better off taking a level of bloodrager... 1 level is all you need to pick up the mad magic feat, then you can use bloodrage to up your hp and DCs during combat- that's probably worth losing an extra caster level for (and it frees up half your feats again). You're still really nerfing your hexes (which is sort of the biggest draw of a witch, i think) but if you want to do a SWD/EK i think this is a better option...

RPG Superstar 2012 Top 32

I really like this trope too. I know things like sword canes are a possibility, but to my mind you really want, maybe even need, to go with an unarmed combat style and no armor (or close to it).

Monk is the most obvious option for that- and with good reason, they can pull it off.

A slightly less obvious option (that might actually be even better, depending on the type of role you want to fill) is the Sacred Fist (warpriest archetype). They still don't rely on any weapons or armor, but with the right spell selection and/or blessings can be better support than a monk (and can still use those things, plus fervor, to self buff for their own combat effectiveness).

Brawlers are great for unarmed combat- they do monk unarmed damage and have full BAB, and martial flexibility as awesome for making sure they always prepared in a variety different situations. The big draw back here is that AC is still armor dependent :(

One last option I'll mention- kensai magus... This is kind of the opposite of the brawler... They'll rely on a sword cane or some such to attack, but they're not really armor dependent at all. And even when you're unarmed you can still be useful in combat situations by casting.

RPG Superstar 2012 Top 32

Be careful, the antipaladin doesn't get to use ToC as a swift action like a paladin can...

Using 3.x opens up lots of interesting options... The book of swords classes are really good, and warblade especially is a great option.
Warblade//incarnate is nice because the incarnum powers are mostly constant and the warblade abilities are very easy to replenish, they have good stat synergy too.
Warblade//arcanist [blade adept] has to worry a little more about resource management, but they get a blackblade which is really handy when there are no stores (plus they're full casters)
Warblade//magus [bladebound, kensai] still has resource management issues but they have great stat synergy and keep the black blade.

RPG Superstar 2012 Top 32

I'm impatient, so here's another build I like that doesn't require those questions to be answered... The dragonknight:

Paladin//sorcerer 1-5
Dragon disciple//abjurant champion 6-8
DD//paladin 9
DD//AC 10
DD//paladin 11-13
DD//AC 14
DD//paladin 15
Paladin//sorcerer 16-20

Full BAB, full caster progression, full bloodline abilities, all abjurant champion abilities, all dragon disciple abilities, and 15 levels worth of paladin abilities.

RPG Superstar 2012 Top 32

Gunslinger/ inquisitor is a great combo... If you can easily get ammo or gunpowder... without access to that its going to be tough going.

While I wait for answers to my questions, here's another simple build...
Sorc//oracle 1-4
Mystic theurge//paladin 5-14
Loremaster//paladin 15-20 (here's some cheese- use the +1 to any caster class to keep leveling your MT progression)
End up with 2 full caster progressions, plus paladin survivability (and a +19 BAB)

RPG Superstar 2012 Top 32

Unfortunately, combat expertise requires 13 Int... and is a requirement for most of the other feats mentioned...

If you want to pursue any of those, look into the brawler- they can ignore Int requirements for feats (iirc)

RPG Superstar 2012 Top 32

Important question- are you allowed to enter prestige classes using SLAs? Also, are you using fractional bonuses for BAB, or if either class gains a bonus that level you gain it?

RPG Superstar 2012 Top 32

I like slayer for all the reasons you mentioned... Plus, IMO, studied target is great arena ability- size up your opponent and then lay into him! Being so weak mentally is a real vulnerability but sometimes it can be fun to have a glaring weakness. Just make sure that a) you're ready to be saddled with that weakness for the whole campaign, and b) that the rest of the party is ok with you playing Forrest Gump.

RPG Superstar 2012 Top 32

Resource management is gonna be important. If you want a reasonable build, slayer/witch is really solid- hexes are virtually an unlimited resources, and studied target can be used as often as you can afford the action, they get full BAB/d10 HD/all good saves/6+ skill points, combat feats and/or other talents, and they're full spellcasters when you really need a spell!

If you want cheesy builds I'll post some later :)

RPG Superstar 2012 Top 32

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It will definitely make your/the GMs life easier to keep everyone on equal footing.

If you want to try something different that opens up more options maybe consider letting everyone take a free variant multi-class from the new unchained book... If you don't charge them any feats for it, it would be like "gestalt-lite" with less opportunity for abuse but still tons of options for unusual/different builds... Players who want to seem 'normal' could choose a second class that's close related to their actual class, and the ones who really like the idea of gestalt could get a little crazier... If you want to take it one step farther you could pick a level to give everyone a free bonus feat for great fortitude, lightning reflexes, or iron will but require it go towards a save that's good for their multiclass...

RPG Superstar 2012 Top 32

I'm assuming that besides matching the look, you want to be effective... Guns are great for hitting (touch attacks FTW), but need help dealing damage. There are a number of ways to do that:

  • gunslinger- already built to up damage, the biggest issue is fitting the flavor... You could take craft[alchemy] and use smoke bombs to ambush people (maybe poison too with pitted bullets), or you could take dangerously curious and augment your gunslinging with scrolls/wands
  • inquisitor- this seems like a really strong option. judgements and bane will boost damage, as will buffs like divine favor. The black powder inquisition grants needed proficiency, and you already want Wis, so amateur gunslinger is a great fit. And you have magic to assist with flavor
  • slayer[stygian slayer]- boost your damage with studied target and sneak attack. There's a talent for proficiency. Flavor seems right (especially the invis and gaseous form abilities), and you get good skills for it. You can even take the assassinate advanced talent.
  • magus[myrmidarch]- this one takes a little while to really come on line, but with ranged spellstrike you can apply ranged touch attack spells with your gun (which is great flavor, and keeps them targeting touch AC). Add weapon training and the option of weapon spec, plus arcane pool to augment his gun, and damage should be really solid
  • alchemist- this combo is all about the explosive missile discovery- add bomb damage to your ranged touch attack! You also get mutagens/extracts/discoveries to add to flavor
  • warpriest[sacred fist]- I know, that sounds crazy... Here's the thing, the right domains could add flavor and/or damage, and your a 6 level caster. Plus, flurry of blows... A sacred fist automatically meets the requirements for crusader's flurry! There is no published god that has pistol has a favored weapon, but you could pretty easily follow a philosophy that did (and there is one who favors musket, so the precedent is there). Using fervor to buff plus making a bunch of attacks with a pistol flurry would be frightening. It will be expensive though- to flurry you need the rapid reload feat and to be using alchemical cartridges (which can add up)

There are others I'm sure but those are the best options I can think of off the top of my head.

RPG Superstar 2012 Top 32

The Two Weapon Warrior archetype is completely unnecessary for this... in fact, I think it might be a mistake... You don't need 'improved balance' at all because shield master makes it so you take no penalties for wielding a weapon in the other hand (it doesn't matter that both are one handed), and you lose armor training! That might not sound like a huge deal, but bear in mind that you need a lot of Dex for the later 2wf feats... if you want to maximize his AC, armor training will be awesome (at 11th level it would let you wear mithril full plate with upto +6 Dex and no penalty to movement).

In fact... Dex is really important for a build like this... Why not run with that... This might be a little bit cheesy, but a 1 level swashbuckler dip might really open up this build... Take weapon versatility with large shield so you can count it as a 1 handed slashing weapon, then take Slashing Grace with it- now you can use your Dex for damage instead of Str, and SG plus swashbuckler's finesse means you get to use Dex for attack rolls too! Weapon finesse makes you take your shield's ACP as a penalty to attack rolls, but shield master doesn't say that you take no 2wf penalties, it says you take no penalties to attack rolls with your shield while wielding another weapon... so, technically, you get to ignore the finesse penalty too!

RPG Superstar 2012 Top 32

The deed could obviously be better written, but it does already draw some corelation between magus level and swashbuckler level... This seems like a case were RAI is so clear it trumps a really unfortunate RAW (and I think that's basically what SKR was saying in the linked post).

RPG Superstar 2012 Top 32

It should also be pointed out that the cleric could be a tank... They can cast in heavy armor and potentially have a lot of hp... With just 16 con (easily achievable for a dwarf), toughness, and favored class going to hp you'd get 10 hp per level after 1st (if you use pfs progression). With that much hp and some full plate he'd be able to eat quite a few attacks.

The magus can do pretty well too... If you're making at least some use of stealth/spells for scouting, he can cast blur and mirror image before combat and have pretty good defenses in melee that way.

There are other, nastier tricks they could use too... If everyone choose a type of tiefling for their character and invested the feats for see in darkness your sorcerer could open every combat with deeper darkness and they'll pretty much always be fighting blind opponents (while the PCs can see fine).

RPG Superstar 2012 Top 32

My bad... I read 'core' and thought hardcovers... wasn't thinking CRB only. In that case, ranger.

RPG Superstar 2012 Top 32

I think that your best course of action depends on a lot of considerations (like point buy, what level you'll likely play to, and whether you'll go mythic or anything like that), but generally slayer is a great option... You can focus of strength and not worry much about Dex but still be able to get a ton of attacks (by choosing the ranger 2wf style), and studied target will offset 2wf penalties.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

I don't think outlawing any combos should be necessary... If there's a particular mechanic you don't like (like attacking touch AC with a gunslinger), then just outlaw the class/feat/whatever entirely and be done with it. I ran something just like this a while back- you could gestalt on the slow xp track or play a standard character on the fast track. Casters mostly went single class- the earlier access to new spell levels was just too important to them, and extra HD largely made up for not having the extra toughness of gestalt. The melees were kind of split, with some going for the extra BAB/HD and others going for the extra benefits of a second class- their power levels were pretty similar generally speaking. We also started with around 15,000xp (4th or 6th), which probably helped- at 1st level there would be a pretty obvious gap.

RPG Superstar 2012 Top 32

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I like melee clerics, and especially ones that follow Gorum, but it sounds like your party needs another melee combatant like the hobbit needs a fourth movie...

You're only second level, honestly I'd suggest asking your GM if you could rebuild to something that better suits the party. If he says yes, rebuild as an evangelist cleric- the performance ability will get a lot of mileage in a party like yours. And you could focus on battlefield control with your spells. You would have to raise your wisdom (and maybe charisma a little bit too) to do that well though.

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