What class(or build) do you find the most enjoyable in Society Play?


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Grand Lodge 2/5 RPG Superstar 2012 Top 32

RainyDayNinja wrote:
On the other hand, with skills like Disable Device or Diplomacy, a generalist won't help much beside someone who specializes in those skills, because there's just no room for two people to try. For skills like that, it's all or nothing.

I can think of at least one scenario where having a second Diplomancer can make all the difference.

Spoiler:
The Hellknight's Feast

Interestingly, that's the only scenario I can think of where someone had a higher Diplomacy than my cleric.

Grand Lodge 4/5

I have a fondness for the Ranger class. 2 of my 9 characters are rangers, and another is a druid who thinks she's a ranger, haha. Versatile in combat, good skill list, cure spells on their list, and has those things many characters don't (Survival, for instance). My 2cp.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

I also prefer versatile characters, i.e. ones that can do several different things well. Whether that qualifies them as a Generalist would depend on your definition of Generalist. I might be more inclined to call them multi-talented, i.e. they are good at several things rather than being great at one.

I also favor characters that have...well...character. I usually have some kind of character concept in mind when I first create the character but sometimes they don't really work out very well. Case-in-point: I had a Wayang Ninja named Junn Lo whom I envisioned as a classic silent and deadly killer from the shadows. Problem is, 'silent' just doesn't translate very well into PFS as character presentation in PFS is more akin to radio than it is to television unless you like to cosplay your characters a lot. So I finally got the idea to drop the typical ninja concept, put a hat on his head, call him "Mister Lo" and treat him like Charlie Chan as portrayed by James Hong (Lo Pan in "Big Trouble in Little China"). I haven't had a chance to try this out yet, but the idea has gotten me interested in playing the character again.

I also like playing characters that have at least some ability to deal meaningful damage when necessary. I have had too many bad organized play experiences where battles drug on forever and multiple deaths resulted from the fact that everyone sitting down at the table was playing some kind of controller or buffer and no one could actually do much damage to the bad guys. That's why, for example, if I were to play a Life Oracle, I would probably go with the Blackened Curse as that gives you some descent damage spells.

Finally, I like to play characters that I haven't played before. I have been playing D&D for a very long time so 'new' is good for me. That's why my first three major characters in PFS were an Alchemist, a Gunslinger and a Magus.

Grand Lodge 4/5 **

I like my EKs...PFS is easy enough where they are viable...mostly...

Scarab Sages 4/5

I tend to move from character to character and enjoy playing one for a few sessions, then switching to another. Overall, I think I've enjoyed my ninja, Mariko, the most, since she has a very focused build/backstory, but can still serve several roles. I like having lots of skill points to play with, and while the ninja isn't an optimal combat class, she can still deal a lot of damage. She's best in combat when paired with another melee character, but thanks to focusing on bluff, feint, and AC, she can frontline when needed. She brings decent Diplomacy (better Bluff), some useful knowledge skills, and trap disabling ability (though not magical traps). Forgotten Trick has helped with her versatility as well. She was definitely the right character choice for the Blakros Matrimony, and I'm hoping to have a similarly good time at the Hellknight's Feast. The end of the Lantern Lodge also provided a lot of material for the character.

I also like spontaneous casters, as memorizing spells has always seemed a little awkward to me. While it took me a while to figure out my Sorcerer (and first PFS character), Ferious Thune "The Constant," I like where he's ended up. He's got access to an incredibly versatile set of spells, thanks to a Mnemonic Vestment, a Ring of Spell Storing, Metamagic Feats, and many, many scrolls. He's got an ok Diplomacy and Intimidate, and a great Perception and UMD, which lets him use scrolls to cover a fair bit of Divine casting as well. He's already successfully pulled off one Breath of Life ("Kruuuune!" Shakes fist at sky). Also, as an Osirion, both in nationality and faction, the high level stories in Season 4 worked well with his character and gave him direction ("I must save my Prince!"). My favorite was:

The Refuge of Time:
When the angel outside asked our group, "Are you Tomb Robbers?" and I just looked at the Tomb Raider trait on the back of my sheet. It was nice to be able to have a trait be meaningful for the role play.

He should be beginning the Seeker arc this weekend, and while that group has a wizard and a cleric already, I still find plenty to do to contribute. There's also something satisfying about being able to start almost every combat with a high initiative and "I cast Haste."

5/5 5/55/55/5

One that can do a lot of damage on its own AND packs a lot of versatility.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

BigNorseWolf wrote:
One that can do a lot of damage on its own AND packs a lot of versatility.

I feel like this is supposed to be a reply to something specific, but I don't know what.


Jiggy wrote:
BigNorseWolf wrote:
One that can do a lot of damage on its own AND packs a lot of versatility.
I feel like this is supposed to be a reply to something specific, but I don't know what.

This question, perhaps? "What class(or build) do you find the most enjoyable in Society Play?"

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Nonsense!

-_-

3/5

Jiggy you are a very smart person. You I know would be powerful with a pre-gen. You are an exceptional person and are well beyond the standard. I have seen other people like that rock the the game with a pregen.

Not everyone is capable of what you are thinking of though.

As to Mr. Morris. If someone specilaized a character to give you same buffs but better. Then someone else killed everything before you got a chance? That everything you are set to became irrelvant? Would you have fun? Now you can generalize to do lotsa of things so this is rare. But it take a huge mastery of the game to do so.

Now tell me have you seen a new player with a pregen do nothing the entire game? I have several times. I usualyl sit back and try to support them so they can get their spot in the sun. But if the rest of the table wants to dominate the game, well then that may never happen.

Shadow Lodge 3/5

Agree with Rerednaw's set - wizard, witch, gunslinger, alchemist.

I'm just not that great at building characters, and these classes seem to be pretty powerful even with relatively low maintenance, and I like that.

Most other classes I try to build tend to suffocate from underpoweredness, and in the later levels, it hurts.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

Finlanderboy wrote:

Jiggy you are a very smart person. You I know would be powerful with a pre-gen. You are an exceptional person and are well beyond the standard. I have seen other people like that rock the the game with a pregen.

Not everyone is capable of what you are thinking of though.

As to Mr. Morris. If someone specilaized a character to give you same buffs but better. Then someone else killed everything before you got a chance? That everything you are set to became irrelvant? Would you have fun? Now you can generalize to do lotsa of things so this is rare. But it take a huge mastery of the game to do so.

Now tell me have you seen a new player with a pregen do nothing the entire game? I have several times. I usualyl sit back and try to support them so they can get their spot in the sun. But if the rest of the table wants to dominate the game, well then that may never happen.

I've done both actually. We had half the tiefling brothers fighting after the cleric dropped deeper darkness (Note, cleric didn't do that again). The sorcerer and Ksenia just had readied actions to blast the first target that popped out of the darkness, and we engaged in banter.

I've also held Ksenia's slumber hex back to let everyone else move in, and as a GM I've 'steered' the session towards the newbies. So far no one has 'shut down' a newbie at my tables.

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

Gunslingers. Although I've never played one. It's just really amusing watching a GM deal with one at his table. (The post didn't say which class you most like to _play_).

Dark Archive

I like playing characters who have glaring character flaws or just big weaknesses. Then using those weaknesses /flaws to add flavour to the game. I have to very strategic so that these flaws do not hinder the party.

Grand Lodge 4/5

In PFS, I am enjoying trying new things. Early on, I stuck with my general preference, which if Fighter with a bow. Callarek is a PFS version of my LG PC with the same name, but a lot more successful.

I have 5 fighter class PCs, but only a couple of them use a longbow as their primary weapon, but I do have at least one non-fighter archer (Zen Archer Monk).

I also have a couple of combat maneuver characters, although their builds are significantly different, one is a Dex-based polearm user, the other is a Str-based whip wielding Lore Warden.

I have some PCs who are experiments, and show some issues, like my Bard who is out of PP at 5th level, and my Gunslinger who I haven't played in a looooong time.

Classes I have PFS PCs in:
Bard (1)
Cleric (2)
Fighter (5)
Magus (1)
Monk (1)
Oracle (1)
Ranger (1)
Rogue (1)
Samurai (1)
Sorcerer (2)
Summoner (1)
Wizard (1)

Yeah, I know. 18 PCs is a bunch. I keep running the Tier 1 scenarios and Tier 1-2 modules....


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My favorite character was, mechanically and flavorfully... was my Elf Barbarian (Brutal Pugilist and Drunken Brute). He wasn't the smartest tool in the shed, more durable and hard hitting than the rest of his race. He reached level 11.

He was a prideful bugger who saw himself as someone who lost everything in his past and solved it with booze and prize fighting. The adrenaline rush as he beat things up with his fists and the drinking allowing him to soften his mental pains from the past.

Always saw magic in all its form as "The door that should stay shut". Always saw it as something that caused more problems than it solved. Something that was not natural and should be stomped out like a pest. It wasn't even because he was like the Black-Blooded Oracles or Dhampirs in which healing magic was harmful to him, you could just say he thought of it as the "I-Win Button that every caster had."

He died because he refused healing magics. When his party brought him back with magic and his money, he was disgusted and insulted. He died on his own terms in a fight in a far off land... battling three cyclopes... killing two of them... dying of his wounds with pride undamaged.

How did he get along with the overwhelming amount of casters usually found at PFS? "You stay on your side of this imaginary line with your magic, I will stick to my side with my fists and nothing more, don't cross it."


What class is good early but still relevant late game?

Grand Lodge 5/5

Pop Tart wrote:

What class is good early but still relevant late game?

Almost any of them. Martials tend to get off the ground faster, but feel left behind late. Casters get off the ground far more slowly but there power level never really caps out. That said if it weren't for martials casters wouldn't have the time they need to do what they do.

4/5 ** Venture-Agent, Missouri—St. Louis

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My personal favorite is my Cad/Rogue, Alphonse. He isn't terribly damage-heavy (at least until he hit 8th level and started taking rogue levels), but had a nonlethal solution for just about everything. Enemy wearing a cloak, shirt, or helmet? Pull it over their head or turn it around. Wearing pants or a belt? They're now around your waist. Using a weapon or carrying a holy symbol? It's fifteen feet behind me. Wearing a component pouch or a satchel full of bombs at your hip? Mine now! Less useful against animals, outsiders, or anything else that doesn't wear clothing, but against anything else... He did a decent enough job at trap finding as well, and had a wide variety of skills to keep himself busy outside of combat.

He was a bit infamous with some of the local GMs, as most enemies ended up naked after a fight with him, having torn off their own clothing to stop the status conditions he kept inflicting. He even beat a cleric of Abadar to death with their own holy symbol! :D

5/5 *****

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Joe Ducey wrote:
Almost any of them. Martials tend to get off the ground faster, but feel left behind late. Casters get off the ground far more slowly but there power level never really caps out. That said if it weren't for martials casters wouldn't have the time they need to do what they do.

In my experience this isn't really true. Arcane casters start out with encounter ending stuff like Colour Spray. Divine Casters do so with stuff like Murderous Command.. Arcane casters will begin by wanting someone burly to stand between them and the monsters but this can be done as well if not better by Clerics, Druids, Oracles, Shaman etc.

I know if I were hand picking my team looking solely at likely effectiveness I would rather take Cleric, Druid, Sorcerer, Witch than Fighter, Rogue, Cleric, Wizard or god help you Rogue, Monk, Samurai, Fighter.

Dark Archive

andreww wrote:
Joe Ducey wrote:
Almost any of them. Martials tend to get off the ground faster, but feel left behind late. Casters get off the ground far more slowly but there power level never really caps out. That said if it weren't for martials casters wouldn't have the time they need to do what they do.

In my experience this isn't really true. Arcane casters start out with encounter ending stuff like Colour Spray. Divine Casters do so with stuff like Murderous Command.. Arcane casters will begin by wanting someone burly to stand between them and the monsters but this can be done as well if not better by Clerics, Druids, Oracles, Shaman etc.

I know if I were hand picking my team looking solely at likely effectiveness I would rather take Cleric, Druid, Sorcerer, Witch than Fighter, Rogue, Cleric, Wizard or god help you Rogue, Monk, Samurai, Fighter.

BOOOO!!!!

2/5

Pop Tart wrote:
What class is good early but still relevant late game?

A cleric is a good bet. You don´t need a very high wisdom to cast buff/heal spells so you can do builds who smash things at level 1 progressively goes relying more and more in spells, not the offensive ones, but your group will apreciate Prayer, Protection from energy, Blessing of fervor, Freedom of movement and similar spells. Not to say about the possibility of have a remove curse, remove blindness, restoration or other "bad status" removals if needed.

I have one who started with atributes between 12 and 15 (no dumpstat), but you have to like to support the other players. Also there is the reach cleric, less support and more smash and summons.

I have several favorites, but no one that can be elected over the others. I had 9 characters, each one with different mechanics/faction/etc to see how they works. Mechanicallywise I like the ones who had knowledge and social skills and can participate in combat by their own (no pet or summon attacks). Fluffwise I like the ones with odd personalities; an oracle who hate gods, a wannabe-hero who isn´t always sensate... something that can be roleplayed despite the constraints of PFS.

Grand Lodge 5/5

andreww wrote:
Joe Ducey wrote:
Almost any of them. Martials tend to get off the ground faster, but feel left behind late. Casters get off the ground far more slowly but there power level never really caps out. That said if it weren't for martials casters wouldn't have the time they need to do what they do.

In my experience this isn't really true. Arcane casters start out with encounter ending stuff like Colour Spray. Divine Casters do so with stuff like Murderous Command.. Arcane casters will begin by wanting someone burly to stand between them and the monsters but this can be done as well if not better by Clerics, Druids, Oracles, Shaman etc.

I know if I were hand picking my team looking solely at likely effectiveness I would rather take Cleric, Druid, Sorcerer, Witch than Fighter, Rogue, Cleric, Wizard or god help you Rogue, Monk, Samurai, Fighter.

In general I will stand by what I said. The slow start from casters isn't due to power level but they just don't have the spells to throw around. Assume an average of 3 combats at 3 rounds each. That's 9 combat rounds. Casters have 3 spells a day a 1st level or 1 per combat, while the martial can swing their sword all day. It's about 5th level before a caster can really start throwing around spells all the time, so it comes down to what else you do (but often not your primary build focus). My favorite tank builds tend to be clerics and druids (actually both builds depend on appending an arcane spell to their list, but that's neither here nor there), but they aren't good at damage output (actually mathematically neither are arcane casters) or ending encounters consistently the martial classes do that while the casters solve problems. (More often than not). Yes, the right spell at the right time will shut down an encounter, but as often as not that's putting protection from fire (or whatever) on your party so the damage dealers can safely do their thing. A good party has some of everything - even at high level.

Grand Lodge 5/5

Oykiv wrote:
Pop Tart wrote:
What class is good early but still relevant late game?

A cleric is a good bet. You don´t need a very high wisdom to cast buff/heal spells so you can do builds who smash things at level 1 progressively goes relying more and more in spells, not the offensive ones, but your group will apreciate Prayer, Protection from energy, Blessing of fervor, Freedom of movement and similar spells. Not to say about the possibility of have a remove curse, remove blindness, restoration or other "bad status" removals if needed.

All true, though I'll say that I dislike Prayer it just doesn't feel like a third level spell, where you can get things like Invisibility Purge, Resist Energy, Communal, Daylight, Align Weapon Communal, etc. with the benefit being hugely similar to bless and bane 1st level spells. Just never really found it to make it to my load out when I could cast Bless for most of the same benefit out of a first level slot (though Prayer's bonus is more likely to stack with other on going effects). I'd probably prep it more if it were a second level spell.

4/5

lol... they are like my children... but as I enjoy playing with the rules I'd say wizards and arcanists. Is it a power thing? hmm... maybe.
Every class has it's benefits and fun. Might as well ask if I like chocolate, vanilla, or rice pudding.

most groups are comprised of specialists (characters that are good at what they do). This way you can have high competency(high bonuses/numbers) in various areas of the game. The overall competency of those kind of groups exceeds a group of generalists. However, specialists lose if they lose their member who's speciality they need, or may not have good coverage over the whole range of competencies, and may not be as good en-masse where 6 sword arms are better than 3 really good sword arms.

Silver Crusade 1/5

Well, that depends on scenarios. Infiltration, traps, covert operations? My "ghost" rouge`s smile becomes even more wide and mad. Mastery, monks and alike stuff? "Son" of Tsukiyo and Shizuru with his bow are ready to explore. Bringing the light and hope? Pacifist-idealist paladin are ready to protect allies and enemies alike, because everybody deserves second chance.
But even if my characters doing something different, it is realy fun - gnome-paladin trying to play a slave trader? Mind of monk becomes tested by eldritch horrors of evil gods? That was ones of my most memorable adventures.
So, i guess i`m realy in martial-like and low-caster classes. When i`m thinking about rolling an arcanist i usualy come to that i can`t think about more that one use for most of the spells, while creativity is one of the most powerfull toys in full-caster arsenal.

4/5 5/5 Venture-Lieutenant, Finland—Tampere

Huh, apparently the last time I posted in this thread was late 2013, yet my answer remains the same: Oracles.

I've only made one oracle since then, but I've had a good half-dozen ideas for oracles since that post, and the one I did make since then has become one of my favorite characters - a nagaji oracle of Lore who steamrolls Knowledge checks and whose main combat strategy can be summed up as "humiliation conga". (She's an enchantment specialist with an absolutely absurd Charisma score and enchantment spell DCs - and it's not as maxed out as it could be, she started out with Cha 18 and isn't a kitsune - and her favorite spells are things like debilitating portent, charitable impulse, and her iconic spell, murderous command.)

Scarab Sages

Top 3:
Unchained Monk - Feats for grappling
Archer Bard - Lots of versatility
Musket Master Gunslinger - Barbarian with a gun.

Liberty's Edge 1/5

My favorite to my surprise is my Paladin,ie John Wayne in Plate.
Being the guy with the stick up the butt trying to keep everyone in line is too much fun then add in one of the most unbalanced oaths,against fiends with painful anchor. Nothing funnier than the GM pulling his hair out in King of Old Azlant trying to figure stuff out. or When the Devil
He is fighting is trying to escape by teleport giving you the finger then collapsing at your feet. I just figured out with just all of his buffs he can take out an adult dragon with max damage,lol

Silver Crusade

GM Lamplighter wrote:

I agree with Matt - a variety of skills and abilities lets you fill a variety of roles, depending on who else comes to the table. Rogues, bards, or versatile casters are my favorites. More important, though, is the voice for me - I try to make my characters speak distinctively, and so I tend to only play a new PC when I have a voice for him. My current favorite is Drel, halfling shadowcaster who has an accent midway between Alexi Leonov (Soviet-era cosmonaut) and Gru from the "Despicable Me" movies. That, plus a schtick to explain his various powers, translates to more fun for me than the details of mechanics.

Of course, you have to have a solid mechanical build at some point, or you're just taking up space... but I find that, as long as I have a lot of skills, especially Knowledge skills, and various combat and utility abilities, be they from skills, items, or spells, I can help the table have fun.

I second this in conjunction with generalists. It wasn't until I made my '-4' that I really gave much thought to personalities but I've really strived to create unique personas ever since.

-4 Yoshimitsu "The Battousai': a human hating tiefling order of the cockatrice samurai
-5 Borris the Butcher (for Goodness): a Russian accented half-orc sacred huntsmaster with his 'therapy companion' snow leopard Natasha
-6 Jack "The Gentlman Caller" Garrett: a 'morally vacant and discrete entrepreneur' with a charming southern accent and black leather gloves (strangler brawler/stygian slayer)
-11 Ol' Jebediah "Gruffles" McSheepsbane: a dirty hillbilly investigator that mumbles a lot and has all the 'manners' of a true moonshiner that doesn't trust the government, he's focused on improvised weapons and dirty tricks, in his most recent scenario he stuck a dirty mop in someone's face
-12 Dieter Fehrenbach: retired German speaking alchemist who isn't coping well with the death of his family. He created a covetous homunculus copy of one of his grandsons (Friedrich) and then wiped some of his own memory. Friedrich is carrying on the alchemy tradition and will, over time, try to covertly preserve his 'grandfather' so that they can be together ... forever. (planned discoveries preserve organs/mummification) They just had a family outing to the Blackros Museum in Mists of Mwangi!

I agree with others that it is more enjoyable to be able to contribute in most situations rather than dominate one aspect of play and then sit idly by for others. Dungeon crawl mods/APs can be quite challenging for RP so it has been harder to stay in tune with some of my characters. But I like it when I feel like I've contributed to the parties success and to the players' (and my) enjoyment with RPing.

It's gratifying and telling when other players talk about your characters. Someone remembered Borris a year after they played with him at GenCon in Out of Anarchy. I've also had 3 'who would win in a fight' conversations initiated by other players about my samurai even though he's not overly optimized which makes me feel like I'm playing his intimidate/braggert build correctly. ;)

Scarab Sages

I like Warpriests, but currently I got so much hype going on for my new Oracle. Generally I enjoy characters with divine casting abilities, so paladins, oracles, clerics etc. all sound like a lot of fun. They tend to have something to offer to party regardless the tier/level you play.

Grand Lodge

I've really enjoyed playing my Thug/Scout Rogue Sothe, although I think Rogues in general are a little low on the power curve even for PFS without a bit of system mastery. I enjoy the challenge of playing him. He's certainly optimized in some respects, but he has large weaknesses that he can cover if he's given time. His AC isn't great for instance, but if he can get a Dazzling Display off he should be able to fix that up before foes come back to rough him up. He's also got some good personality, I enjoy RPing him as a union leader of sorts. It's been hard recently as I took a year long...not a break but I reduced my play significantly for awhile, and missed him dearly, but getting the chance to play him at Pacificon recently showed me how much I missed him. As a rogue with no dump stats he's pretty good at skills, great at intimidate, and perception, disable device, and stealth are all good as well thanks to a large portion of his budget being allocated to skill items. I do worry for him when 7-11s come though so I'll be using the rest of his budget to shore up his poor defenses.

I also love my -1, my Wizard, because there is something viscerally powerful and very high fantasy about playing high level arcane casters in Pathfinder. I tend to customize my spell load out frequently and love playing with every new toy I get on my list, although summons are a constant. He and my Bard also share the ability to zoom around the battlefield and he is adept at moving every piece on the board, it's quite fun finding the best ways to help my party succeed, and as any wizard should he has many layers of defense and a few oh s+#% buttons. He's my ideal level of power, has enough to destroy a couple encounters but also has great options to enable, really gives you the freedom to adjust your power to fit the situation without feeling like you're putting on kid gloves. Whether its giving my large Eldrith Knight a free Telekinetic Charge in their, grabbing a guy with my mind so our mega diplomancer can enchant him and talk him down, putting half the battlefield in a box, or going for the big guns like dazing cold ice strikes or summon 7s, I feel like I always have a good time with him.

3/5

I love both of my APG Summoners, and all 3 of my Inquisitors. I never stop having fun with them.

EDIT: Heh. Apparently, I posted 3 years ago. Answer hasn't changed much, and it's for the same reason. Effective in most situations.

1/5

I prefer monks, sometimes dipped many ways for more flexibility. I am still looking to build the ultimate low magic item monk that can contribute effectively in both social and combat encounters from levels 1-11 in PFS.


Although I wouldn't say that I build generalist characters, I do try to build characters that are good in all areas. My process for making a character ususally goes as follows:

1. Design a character that is hyper optimized for a particular concept, like dpr or ac.
2. Sacrifice as little of this original glory as possible, but alter the character to have good (by my own standards, of course) hp, ac, saves, skills, and combat usefulness.
3. The final result is a character that is 80-90% as good at the original thing, but is never out of things to do.
4. If a concept or class does not lend itself to this kind of creation, I have as of yet avoided it.

This way I avoid the "good at nothing" problem some generalists face, yet still enjoy most if not all of the benefits.

Owner - October Country Comics, LLC.

So far my favorite is Dwarf.

Scarab Sages 5/5

ezrider23 wrote:
So far my favorite is Dwarf.

so, the Dwarf Class?

or the Dwarf Build?

5/5 5/55/55/5

Something with an unusual and/or tactical advantage that can alter encounters in weird ways rather than just +s

Owner - October Country Comics, LLC.

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Buba Casanunda wrote:
ezrider23 wrote:
So far my favorite is Dwarf.

so, the Dwarf Class?

or the Dwarf Build?

Yes.

Scarab Sages

2 people marked this as a favorite.
ezrider23 wrote:
Buba Casanunda wrote:
ezrider23 wrote:
So far my favorite is Dwarf.

so, the Dwarf Class?

or the Dwarf Build?

Yes.

This guy has got it all figured out. I bet he has a beard too. You have my axe, sir!

4/5

My psychedelia psychic Mystic Mickey is by far my favorite. At 15th level and with a generalist spell selection, he's been knocking scenarios out of the park and generally he's been a blast to play.

This month will be Tomb of the Iron Medusa and wrapping up All For Immortality, with a target of 20 at Con of the North in February.

Come for the drug jokes, stay for the save-or-sucks raining on our enemies.

Dark Archive 3/5 5/5

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In short? Problem solvers. Characters with a particular power, ability, or other special trick that can solve troublesome issues. This applies very strongly to skills (I go out of my way to get 12+ Int whenever I can) but spells also count.

I actively avoid playing characters who's core features can get in the way as often as they help. Instead of a Cavalier on a horse that isn't allowed in several places, I play a mounted Summoner so my ride can go anywhere. Instead of a Fighter in clunky armor, I play a Vigilante to ensure I have useful skills and a more dynamic set of features. Instead of a traditional archer, I play an Aether Kineticist to mix damage and supernatural utility.

Oh, and Summoners in general. I love playing those.

5/5

Mindchemist alchemists with the infusion discovery are awesome. Lots of skills, effective in combat, and they can hand out buffs like party favors.


My Hunter. It's like playing 2 characters at once: the Hunter shoots people and stuff, while my Lion is a meatshield and multiattacks


Lord Regal the Taldor Noble (actually Barbarian Mad Dog) with his extremely well groomed dog (wolf) Rosebud. He is maxed at Diplomacy, and is extremely insulted if someone implies he is a 'barbarian'. Sometimes during an easy mook fight he will refuse to battle, because it is 'beneath his station' and doen't want to 'soil his fine clothes' (Fasionable Trait). He sends in Rosebud instead. He talks a tough game but in combat sometimes inexplicably end up behind the archer when there are ranged attackers, and will take a cheap shot (Dirty Fighter Trait) though he is an 'extremely honorable' fighter. Basically he is kind of set up like a pro-wrestling villain. This helps conserve his rage (Mad Dog and only 14 Con). Perception maxed out as well though only 8 Wisdom. Day Job? 'Day Jobs are for common folk'. Just took a Ninja level so he can eventually vanish and cheap shot (sneak attack) bad guys and allows him linguistics and knowledge (nobility) for mostly role-playing purposes.

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