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![]() We are about to start Kingmaker, and I am debating between these two classes. I am looking at a 1 level dip into swashbuckler, and then go into either Magus or Inquisitor. Has anyone played both? What can expect from each class, and which is the more enjoyable class? Also for the inquisitor, I am obviously going to us a rapier and not the bow because archery is so feat intensive and only good if I can stay away from melee. Does anyone have differing opinions? ![]()
![]() I am planning on playing a bowman who works with an animal companion. I was looking at the Sacred Huntsman and the Hunter, and it seems to me the Sacred Huntsman has more bells and whistles to it than the Hunter. What am I missing that makes the Hunter worth taking or the Inquisitor archetype? Also I looked at the Primal Companion Hunter, but it seems to me that it takes one of the few things that makes the Hunter good, only to make the focus be the companion rather than the character, like the issues with the summoner. Am I missing something there? Thanks ![]()
![]() That's what makes a great villain. They force the heroes to make a choice, and to live with the consequences. NOTE: The assassin that went after the party was a 20th lvl alchemist. They met this person at 1st lvl, and through there actions and/or inactions they left this scrawny nerd to be beat on a consistent basis. Eventually that nerd grew into a homicidal maniac who resented the party. ![]()
![]() The best villain I ever created was one that the party REALLY wanted to kill but he was more valuable to them as an ally. He was an information broker, so they turned a blind eye to the fact he ordered murders, extortion, arson, could incite a riot in their kingdom and was a tad insane.
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![]() We are playing a high level adventure starting at lvl 16 and going intil mid to high 20s. I have never played higher than 16, so I was wondering about the strength of my usual classes when compared to the usual heavy hitters (e.g Wizards and Cleric) How are:
Knowing my DM, this will be a magic heavy adventure, as he is in love with 9th level casters, so I suspect there will be plenty of wizards, clerics and oracles. I rather not have a character class that has to hid at the meer mention of a wizard's name, nor do I want to be the weakest link (we are all unabashed power gamers :)) Also how are druids at high levels. Their shapechanging doesn't seem too scary at that level, and their spells seems underwhelming. Am I wrong? ![]()
![]() I was wondering if a sorcerer can make a golem and transplant his consciousness into that body permanently? What spell would be needed?
The Golem has base To Hit modifiers, does that stay the same? Anything else I missed that would need to be considered? Thanks ![]()
![]() I have decided to play a Nature Oracle in the up-coming Kingmaker AP.
The group is a Were-wolf Ranger (pure melee combat), a paladin and a heaven's Oracle. So the party has all the bases covered already in terms of range and up--close. ![]()
![]() Now that enough time has elapsed from the release of the Ultimate Monk (UC) I was wondering what was everyone's favorite type of monk and why? I like the Many Styles as I am the type of person who can never make up their mind, so having every fighting style is fun. A lot of prep work to try remember how everything works together, but its fun. ![]()
![]() a bard is definitely out, as I play one in another group. And while I love playing him, and his over -the -top personality, playing another will either being playing the same character twice, or will be a pale comparision to him. (He is a rude rhyming money grubber (think of a musical Quark (deep space 9 fan)). ![]()
![]() TarkXT wrote: Well melee is relative here. Do they all plan on specializing in melee? Thi is an important question as all three of the classes mentioned can be quite good with a bow. It looks like none of them will focus on a bow. As for a god, I am playing a themed cleric (the one that follows a philosophy rather than a particular god). ![]()
![]() HI I am making a cleric for Kingmaker; that will specialize in 2 roles. The first is being a de-buffer and the other is being a lying, sneaky, toad of an individual.
The de-buffing is being done ny the disease harm channeling, madness domain and spells. The 2 problems I am running into is the last domain? Should I take chaos domain to force re-rolls, or the travel domain for the much needed movement and with the trade sub-domain I get more bonuses to my bluff, sense motive and diplomacy (1/2 my level) The 2nd problem is that the party has turned from a mixed group of characters to all melee (monk, ranger, paladin). Does this pretty well nerf the de-buffing (where's my save or die casters when I need them)? You advice would greatly help. |