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Need your opinion for (almost) no magic campaign character


Advice


First, i want to say hello as this is my first post here!
My name is Wolfgang and i am new to Pathfinder, so i would like to hear your opinions on my character!
But first, the background. My friend wants to launch an epic pathfinder campaign in his own world. In his world there will be no magic in the beginning. Magic will show up later in the campaign, but will still be rare. We will start at level 2 and go up to level 20 in time. Just to give you an impression on how low on magic this will be: he said that each character will have about one or two magical items when we get to level 20. I still hope that it wont be so bad, but you never know.

So, as i love melee characters and in our last campaign i played a caster i decided to play a barbarian.

With racial modifiers my attributes look like this:
STR 19, DEX 13, CON 14, INT 13, WIS 10, CHA 5

I will play as an invulnerable rager, with one level of an unbreakable.

lvl 1: Power Attack, Improved Initiative
lvl 2: Reckless Abandon
lvl 3: Combat Expertise (this will be essential for my character idea)
lvl 4: Renewed Vigor (because healing will be so rare)
lvl 5: Endurance, Diehard, Stalwart (this is the unbreakable level)
lvl 6: -
lvl 7: Raging Vitality, Superstition (just in case :D )
lvl 8: -
lvl 9: Improved Critical (Greatsword), Unexpected Strike
lvl 10: -
lvl 11: Improved Stalwart, Flesh Wound
lvl 12: -
lvl 13: Combat Reflexes, Come and get me!
lvl 14: -
lvl 15: Additional Rage Power, Clear Mind, Improved DR
lvl 16: -
lvl 17: Additional Rage Power, Improved DR, Improved DR
lvl 18: -
lvl 19: Additional Rage Power, Fearless Rage, Witch Hunter

So, basically i want to get as much DR as i can, as my armor will be very low and everybody will hit me anyways. What do you think of this? Do you think this will be viable? Thank you in advance.

Silver Crusade

Maybe use a falchion for the improved critical? Then you could crit more frequently.


Other than wear a full helmet everywhere you go (you ugly ugly b*****d!), make sure to carry different damage types of weapons, as that will probably be one of the major types of defense most creatures will be able to have (dr slashing, dr piercing, etc). Even though your CHA mod will suck, it will probably be good to invest skill points in handle animal, since magical travel will be non-existent, and being thrown from a scared horse (or t-rex) even on a natural 20 roll would suck.


Since you won't have access to cloak of resistance, pro from evil, etc... I would also recommend the feats that bump your saves.

I would invest heavily in alchemical equipment if available.

Get adamantine armor as soon as possible.

Are magic opponents also rare? A monster with DR 20 /+1 can be real tuff if you don't have any magic.

Also, you are pretty vulnerable to a hold person spell.

Some of the choices depend on what other changes he is making to the rules. A maneuver monk might do better (not sure). A paladin with a bonded weapon will effctively give you a magic weapon. A ranger's anumal companion is even more dangerous than usual.

If magic is being slowly increasing, would you be able to multiclass into it later? Even just a few levels of wizard or cleric can be tremendously powerful if almost no one else has it. Think of haste when no once can dispel or counter it. Detect thoughts if the bad guys don't even know it is something they need to guard against. Summon monster II small fire elemental. Etc...


If magic doesn't really exist focusing on bumping saves mostly to do with magic seems a bit silly. Also, his DR, and the adamantine armor DR don't stack, so I think it would be a waste of money in this case.

Lastly, and a bit off topic, dr x/+1 doesn't exist anymore, it is just dr /magic :) but the point still stands... a character that gets a natural weapon that acts as a magical weapon has a major advantage in this case (monk, some sorcerers, paladin abilities, etc).


Thanks for the quick answers!

@ Karkon: I thought about the falchion first, but i took the greatsword, because it fits good with my background story (which is about 20 pages xD)

@ Stubs mcKenzie: I know the CHA sucks, but he told us the racial modificators after we distributed points (in my case +4 STR and -3 CHA).
But my char will also wear a helm, but just for style :)

@ Kydeem de'Morcaine: i dont know too much yet, but we will almost only fight humans. i think magical beasts will enter the game around level 12 or so. Multiclassing will be allowed, but as i understood it he wants to make magic homebrew completely. I dont know how he wants to do that, but i trust he will do a good job. i will update you as soon as i know something.


Stubs McKenzie wrote:
If magic doesn't really exist focusing on bumping saves mostly to do with magic seems a bit silly....

We often seem to be rolling saves even without spells: poison, disease, trap, explosion, staying conscious, etc... Plus I think the magic and spells may be a problem later. But I could be wrong.

Stubs McKenzie wrote:
...Also, his DR, and the adamantine armor DR don't stack, so I think it would be a waste of money in this case...

Didn't explain clearly. I meant instead of the improved DR the improved save feats and the adamantine armor. But your right it probably would not work out as well.

Stubs McKenzie wrote:
...Lastly, and a bit off topic, dr x/+1 doesn't exist anymore, it is just dr /magic :) but the point still stands...

I forgot one of my GM's has houseruled that back into effect.

Lantern Lodge

Your Will save is going to be very low, and that can be very bad.
Last thing you wan to happen is some wizard/enchanter NPC taking control of your Barbarian and go chopping off your allies's heads.

If you can, redirect some points into Wisdom. Or save a feat slot for Iron Will. Just try to pump up your Will save abit more.


1. Take the Invulnerable Rager archetype, with guarded life, increased damage reduction, and renewed vigor.

2. Don’t dump WIS.

3. Take Iron Will, and any Traits that boost saves.


He is taking superstitious, which I believe bumps his save way way up (when raging?)... I haven't made a barbarian in pathfinder, can't remember for sure.


No, but Clear Mind does allow a re-roll on a failed Will save. Nice, but if you only succeed on a nat 20, perhaps not nice enough.


Superstition (Ex)
Benefit: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

From d20pfsrd.com take this one... it says it is core :)


It is, but he said Superstitious which is a archetype “Superstitious
Many barbarians distrust magic. While most just shy away from magic, others focus their rage on users of such foul arts. These barbarians are naturally distrusting, and develop keen senses to protect them from harm. A superstitious barbarian has the following class features.
Sixth Sense (Ex): At 3rd level, the superstitious barbarian gains a +1 bonus on initiative and a +1 insight bonus to AC during surprise rounds. This bonus increases by +1 for every three levels after 3rd. This ability replaces trap sense.
Keen Senses (Ex): At 7th level, the superstitious barbarian gains low-light vision (triple normal vision range in dim light if she already has low-light vision). At 10th level, she gains darkvision 60 feet (or adds 60 feet to the range of any darkvision already possessed). At 13th level, she gains scent. At 16th level, she gains blindsense 30 feet. At 19th level, she gains blindsight 30 feet. This ability replaces damage reduction.
Rage Powers: The following rage powers complement the superstitious archetype: clear mind*, disruptive, roused anger*, spellbreaker, superstition*, and witch hunter.


Yar, I saw, which is why I went looking for the one I originally assumed it was, posted it, and said "Take this one" instead of 'See I told you it works that way! Nah nah na boo boo!' :P


my friends and i played a low magic campaign for a while in 3.5. it was all kinds of fun.

someone with ranks in healing will be invaluable. we used some optional rules for damage, like armor turning portions of incoming damage to subdual, and reserve points (essentially a second pool of HP that could be used to refill your main pool resonably quickly after an hour or so)

my character really shone, shield and medium armor meant he was not hit alot, and when he was it was largely subdual damage. we did have a barb for a little while - it didnt end well, haha.

Andoran

Whenever I see a low to no Magic thread I immeadiately think, You're gonna need an Alchemist.
Alchemists are perfect for low to no magic games, as its abilities can all be explained as Science. And with the Chirgeon Archtype, they now represent the best healers in a magicless world.

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