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Yeah, but if you're going the Archery style choice, you're locked into that, which means all your extra combat feats are gonna be archery, which means that you at the front of the party doing archery for a few rounds before switching to the greatsword (as I think that was what you said your intent was), means that even if you're in the front, you'll need to be taking 5-foot steps back away from enemies to fire without provoking, which means our 'front line' is constantly shifting backwards towards casters. At higher levels, once they have the feats for it, an archery-based ranger can still be a good defensive line, but I'm just worried about us surviving to that theoretical higher level, heh.
Also 'for a few rounds' is.... I just don't go through that many PF fights that last more than 2-4 rounds. Yeah, I've had the occasional six round fight, and even a few that are 10+, but those tended to be big ol' epic brawl things.
IDK, I guess I'd have to see what you're talking about in play. (Though I will say that with the switch-hitter concept you're describing, Opening Volley is an awesome feat, you may already be well aware of it, in which case, ignore me.)
As for rogues... having played my share of rogues, they have their awesome moments, but being the AC and shield wall of the party ain't usually it. :P
Sorry, I'm not trying to be critical here-- you should play what you want, and if that's an archery ranger, then more power to you. It's just that I'm perfectly happy to go with a dragon disciple build for a sorcerer, if we're going to need more front line, but having only two characters who can take more than a single melee hit, and three very squishy characters, means we're gonna have to consider our tactics super carefully, heh.

Rodger Baruk |

Yeah, but if you're going the Archery style choice, you're locked into that, which means all your extra combat feats are gonna be archery, which means that you at the front of the party doing archery for a few rounds before switching to the greatsword (as I think that was what you said your intent was), means that even if you're in the front, you'll need to be taking 5-foot steps back away from enemies to fire without provoking, which means our 'front line' is constantly shifting backwards towards casters. At higher levels, once they have the feats for it, an archery-based ranger can still be a good defensive line, but I'm just worried about us surviving to that theoretical higher level, heh.
Also 'for a few rounds' is.... I just don't go through that many PF fights that last more than 2-4 rounds. Yeah, I've had the occasional six round fight, and even a few that are 10+, but those tended to be big ol' epic brawl things.
IDK, I guess I'd have to see what you're talking about in play. (Though I will say that with the switch-hitter concept you're describing, Opening Volley is an awesome feat, you may already be well aware of it, in which case, ignore me.)
As for rogues... having played my share of rogues, they have their awesome moments, but being the AC and shield wall of the party ain't usually it. :P
Sorry, I'm not trying to be critical here-- you should play what you want, and if that's an archery ranger, then more power to you. It's just that I'm perfectly happy to go with a dragon disciple build for a sorcerer, if we're going to need more front line, but having only two characters who can take more than a single melee hit, and three very squishy characters, means we're gonna have to consider our tactics super carefully, heh.
Then again, this is all just rhetoric. We really have no idea what the DMs playstyle is.
I wouldn't recommend DD though. The draconic bloodline is really blah, though the breath attack is pretty cool and the claws make for sweet Rping (intimidation checks anyone?). I'd rather you just play your strong suit, really. We will find out really fast how our party works together.

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If I took DD, it would need a lot of GM approval because I would want to switch out my first level for barbarian. I have a bard/barbarian/DD character that I quite enjoy. The RP angle would be neat to me because it'd be a Bruce Banner/Hulk sort of thing-- sedate academic/RAGE ARGLE BLARGHLE. :P
But you're right, this is all very much academic. We'll see how things go.

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GM: I know there was a ton of mechanics discussion to wade through here, but would you permit any tweaks to characters before we actually start play? I was hoping to drop the Seeker archetype and go for Wildblooded sorcerer (still Arcane bloodline, but the Sage variant).
The main change it makes is that I lose Disable Device and trapfinding, but I now use Int rather than Cha as my primary casting ability. I'm still a sorcerer, and I still do exactly the same things in a fight. It does let me roleplay out Cassius-as-scholar a little better with a high Int, though.
If you don't want any changes made, that's fine, I can certainly play what I applied with.