Khelreddin |
Hey all - Kalt here - don't have a character yet for this game, so I'm posting from my main board name for the moment. I'm thinking a halfing sorcerer, probably a ray specialist, who will have a decent dex so can make himself useful with missile weapons if his spells run low.
Will try to get a character built soon.
We've got a ranger (Mez) and a witch (WhtKnt) so far, right? And Bugsby was talking about a cleric. I guess I could go for something more skills-based, but that's often the role I fill, so I was thinking it would be fun to just zap bad guys.
And are we sticking with four PCs? I know that's what Feral tends to run for PFS.
DM Feral |
I prefer smaller parties because it makes for more dangerous/exciting encounters, faster gameplay, and more opportunities for individuals to shine. These early mods tend to run on the easier side anyway.
With the proposed party it sounds like you've got all the bases covered, especially as WhtKnt's looking at a white-haired witch which is a melee archetype. If you're worried about trapfinding both sorcerer and ranger have archetypes that offer it.
Rhyno Steelarm |
Thanks. In the far flung distant future, I'm looking at Gory Finish and Terrifying Howl to a be a quasy-controller barbarian mixed into reflavored beast totem rage powers.
Rhyno Steelarm |
yeah, so I won't get to play long with it, but I always try to build for 12 and have goals and excitement for leveling. One issue I had with ranger was I got to like 4-5 and was stuck going "well now what?"
Rhyno Steelarm |
Man, I hope I can tank up these games, a 6 HP Witch and a Sorcerer on the way. Our first encounter with a stiff wind could be a TPK! :D
So our plan will be, I run in, take all the damage and fall over, then you guys rush in and kill everything before I die!
Rhyno Steelarm |
Yay for revival!
I'm actually going to be limiting my raging so that my AC stays at a respectable level. It'll still happen, because 2d6+9 is a fun thing to roll at level 1, but it's not going to be an automatic fight=raging like most barbarians.
Rhyno Steelarm |
Interesting that I'll be the only Melee. Maybe I should go the Reach/Trip route to try and hold the line better. Would pair up nicely with Alexia's Enlarge Person too!
Meh, we'll see how things go in the first game. Gotta love PFS rewriteability.
Chorister Burr |
Yeah, I had a GM raise that point with me before, or I'd for sure have a heavy shield.
GM - If a weapon cord is permissible the Chorister will buy one at a future date, and upgrade his shield as well. Also he needs that free hand to channel correct? As he must be able to touch his holy symbol if I'm not mistaken.
Khelreddin |
Hey Gang - still messing about with my sorcerer, which isn't I class I've spent much time on before. I'm finding the mechanics fairly unsatisfying, and it looks like I'll be going for a pretty straightforward, not very optimized build.
I'm thinking a halfling, with the Linnorm bloodline - sort of a small, snarling, semi-feral guy who spits fire/electricity/something at his opponents.
A couple of questions come to mind:
1. Traits y'all would recommend? I've thought about Magical Lineage and Gifted Adept, but they both require you to pick one spell to focus them on, and I've got two spells right now, and it doesn't seem worth picking one of them for this trait.
2. Trying to decide between Point Blank Shot and Precise Shot for a feat. In addition to his spit-rays, he'll have a ranged weapon (likely a crossbow), so he can be useful when not spellcasting, and the feat will help this too. Seems Precise Shot will be key, so I don't take that -4, but PBS gives that damage boost to his rays and bolts.
I'm also seriously wondering if I have time to add another PbP to my life...
DM Feral |
Low level castering can be pretty painful. Bugsby is an exception in that his bloodline power is really useful at level 1. I'd keep that in mind when it comes to choosing a bloodline.
If your plan is to be a blaster, I'd suggest Havoc of the Society and the Magical Lineage.
For feats both Precise Shot and Point Blank are really good.
Alexia Whitemane |
Yep, Weapon Finesse will be her next feat pick. Could have done it now, but I wanted Combat Casting, given the inevitability of foes that grapple.
Chorister Burr |
Holy symbol for channeling is different. You don't necessarily need a hand for that.
I suggest you stick with the light shield. I tend to frown on weapon cord/wrist sheath shenanigans.
So... not a fan of shenanigans? ;)
Rhyno Steelarm |
While probably not too difficult, can I get the groups opinion on my build plan for Rhyno?
Rage power @ 2: Lesser beast totem = gain 2 unarmed strikes (claws) for 1d6+4 per hit
Rage power @ 4: Intimidating glare = can demoralize foe, pre-req to Terrifying Howl
Rage power @ 6: Beast totem = Gain Nat Armor
Rage power @ 8: Terrifying Howl = Intimidate check to send all shaken foes running
Rage power @ 10: Greater Beast totem = Get full attack action in turns he charges
Feats I’m looking at are:
Gory finish= After killing a foe, make an intimidate check to make all others within 30’ shaken
Intimidating Prowess= Add Str to Intimidate check
Power attack= yeah, everyone knows this
I can’t decide in which order I should get what feat. Gory Finish is useful, but doesn’t really become needed until 8. Bonuses to Intimidate are always good, but not really needed before 8. Power attack is always good too, but he should be 1 shotting most things he hits for a while. Opinions?
Chorister Burr |
I like the build and am looking forward to seeing Rhyno develop!
I like Power Attack as a barb, but mainly because of the other feats it opens up, like Cleave. But the feat itself is a little lost on the already hard hitting barbs, as you said. Gory finish sounds pretty useful, why doesn't it become needed till 8?
Rhyno Steelarm |
The reason it becomes useful at 8 is because of Terrifying Howl. Round 1, squish weak looking thing and get free intimidate on everything within 30 from Gory Finish. Round 2, Terrifying howl to send everything running for multiple rounds while all our ranged DPS finish them off or weaken them when so they are easy prey when they return.
Gory Finish can be useful at 3 just to shake everything for a -2, which is part of what’s conflicting me. Do I go PA>GF>IP for biggest bash possible and work on status effects at the end, or GF>IP>PA and get all status/controls earlier but do less damage in the 3-8 range, when we’ll start seeing things that are not 1 shot able.
Chorister Burr |
I think the already hard-hitting barbs can afford to get status/controls earlier if there's a mop up crew behind them, which is what you're looking at with this group. No strong melee damage help is a little disconcerting, but at least Chorister will be able to take a hit or two, and (hopefully) keep Rhyno on his feet.
Khelreddin |
Sorry to be absent, been out of Cell Signal Land all day.
I hate to do this, but I'm going to have to bail on this game. Things have suddenly gotten busier at work and home, and made it clear to me that I don't have time right now for another PbP. I haven't even had time to get a character together, and I know this will be a fast-posting game, and I don't want to hold that up.
Maybe after you guys go through the Devil We Know series, you could PM me about the next one? If you've got a full complement at that point, I'll understand.
Again, sorry - definitely my loss.
p.s. - I'm not leaving our RoW game - I may shed some of my less active, interesting games, but that one's a keeper.
Hawkwen Agricola |
Hey there! Checking in, thanks to an invite from Feral. Hey Trout!
So it looks like everyone is Lvl 1? I don't have much in that range, a Dwarf Gunslinger 1, a Aasimar Sorcerer 2, though he just hit 2 and hasn't played as a 2, I'm not that keen on him and could quickly rebuild to suit. Other than that, Lorewarden 3, Ranger 3, and Magus 3, which I know Feral would love to have!