Lyoto Machida wrote:
Spellcasting can be overwhelming for somebody new to the game entirely.
How new are they to PF or tabletop altogether?
Personally, if they wanted to go real simple like ranged. A good place to start like a ranger with bow focus. An animal companion is a huge plus, too. :)
I'm trying to find an alternative to PF that isn't so wargamy and emphasizes more role-play. My group and I are finding PF rules to be too grindy for our tastes and, since I'm going to be running the more gothic-horror themed Carrion Crown, I'm wondering if there's a good atmospheric alternative. We've been discussing the Savage Worlds and FATE system and that's about it.
Any other suggestions?
130. A Fighter is a discount Barbarian. Don't play a Fighter.
I do like this revelation and, in fact, this is just another way I can play my favorite class in PF. There are just a couple of things.
First of is this ability:
<quote> Surge of Death (Su): Anytime a living creature dies that took negative energy damage from you within the past minute, or is suffering from a bleed effects of yours, you gain a +2 bonus to Strength and temporary hit points equal to your Oracle level for 1 minute. The bonus to Strength increase to +4 and the temporary hitpoints gained increases to 1 ½ your Oracle level at 8th level. At 14th level, the Strength bonus increases to +6, and the temporary hit points increase to twice your Oracle level. </quote>
Just ripe for abuse. I'm thinking a bunch of players with just bring bags of bleeding poultry for an easy bonus. I'd honestly do one of two things for balance: (1) reduce the initial amount and the incremental increase from +2 Str and +1/2 - 2x on hp to +1 Str and maybe just 1.5X for hp at some point OR (2) make this ability available at 7th or 11th level and not a moment before.
<quote> Vitality Drain (Su): When you confirm a critical hit against a target, you may choose to omit the bonus damage, and instead deal 2 points of Strength, Dexterity, or Constitution damage, and you gain the ability damage you dealt as a bonus for a number of rounds equal to your Oracle level. For every increment of critical damage, the ability damage increases by 2 (x3 becomes 4 points of damage, and so on). </quote>
This ability is interesting but I doubt it's harmony with the theme of 'hunger'. I'd like to see this ability become something that adds feats or become incrementally better like some of the other revelations (weapon mastery for the Battle Oracle for example). I also think this isn't really 'hunger' themed and more of a debilitation theme.
These are just suggestions off the top of my head.
That's really powerful. This means you could potentially make DD a full level spellcaster. However, I'm too tempted to splice some Paladin in there for divine grace. He'd come up short just due to personal preference ... still ...
I'd say it'd be worth it if progressions came along with it. Good suggestion if you want to keep up your caster level checks for SR or dispel.
I'm trying to find this feat. If it's as good as you say, MT might actually be viable (edit: MORE viable).
I like the first one. Illusionist magic gets a lot of love in PF. The PrC has some versatility too.
The Paladin/Sorc/DD/EK combo sounds fun an playable. The rest of the party might think you have an role identity issue for the first little while. Then, come level 6, you grow scales and a few muscles and BOOM, you're suddenly filling several party roles and becoming everyone's scary BFF.
No. 3 is cool. There would be issues with your low BAB, however, when you start running out of spells. Also, one level from full spellcasting lost. :(
So because I like versatility, good saves and I'm a glutton for punishment, I want to forgo the 1 - 20 full level track and full level spellcasting for something interesting and fun to play. I play characters of all types so don't limit yourself when you post.
I'm hoping to make a principally SAD Charisma-based with at least 1 - 4 class levels in sorcerer leveled up to 15. Also, I'm not averse to taking levels in a third class as long as whatever combination is fun, interesting and is halfway decent as a contributing party member.
And, as I've said, I'm not averse to different playstyles. I've played a tank (cavalier), DPS (various classes), Support (oracle), swiss army magic-user (Wizard and alchemist), etc.
Sans, honestly would probably be an arcane class above anything else. I guess it depends on whether he earned that power or it came naturally to him.
For Undyne, I'm not sure. I haven't looked into any of the Occult classes yet at all. I spitballed Barbarian because it just sort of fit in my head.
I certainly agree about the rest.
I guess Chara would just be some sort of CR 20 monster.
Sol Badguy - Fire theme magus
Nightmare (Soul Caliber) - Synthesist Summoner w/ Martial weaponry/Blackblade Magus
Ironman - Straight up Synthesist
Dr. Strange/Black Adam/Captain Marvel - Wizard or Arcane/Sage Sorcerer
Doctor Doom - Synthesist w/ Wizard
Poison Ivy - Verdant Sorcerer
Storm (Xmen) - Stormborn Sorcerer
Batman - Investigator/Brawler
Human Torch - Fire Elemental Sorcerer
Thor - Battle Oracle OR Warpriest
Master Splinter - Ninja. Duh.
Metatton (Undertale) - Bard w/ Celebrity archetype
Sans (Undertale) - Sorcerer or Time or Bone Oracle
Undyne (Undertale) - Barbarian of some sort
Guts (Berserk) - Fighter (Two-handed Fighter)/Armoured Hulk Barbarian
The Shade (Minor DC villain) - Shadow Sorcerer
I guess it would all depend on your GM and what he'll allow you to do. I've had the idea to do a 2h magus with the Myrmadiarch archetype (Stacking Weapon Training, Power Attack, Arcane Strike and Arcane Pool with Spellstrike for damage shenanigans) and abusing the style arcana you get for tripping shenanigans(love that word).
However, this just means I don't take Still Spell as a feat now that it seems to be legal on its own. Kinda cool but I am going to bank on DMs restricting this a bit since it's likely going to cause them to raise an eyebrow when I asked them if it's ok.
Bringing this up again because I really want an official ruling on this.
People say RAW 2-handed spellstrike is legal. YET, one dev has ruled that a hand must be free to be able to cast a spell with somatic components. It looks like the consensus with dev testimony is no. You have to have a hand free to use Spell-strike or spell combat. In any case, it can be house-ruled to be otherwise OR make use of the still spell metamagic feat.
Sucks really. The magus class could use something to make it, ya know, good.
Well Channel Smite is a less crappy option for a negative channeller than for a positive channeller, so the tax isn't as painful. Do you have a particular murder deity in mind? And if so, is the favoured weapon a good one? 14 Str, maxed out Wis, Power Attack and Guided Hand should all work together nicely as long as you can spare the feats. If the build started getting tight on feats, it'd probably have to be the first area to start cutting.
I completely forgot about Channel Smite. With that, you can FINALLY do the DPR role you would normally do as a Ninja. VERY cool concept in fact.
Anyway, I've only played one Oracle with the Nature mystery. Kinda cool but probably wasn't the best choice as it wasn't really conducive to my playstyle.
I can't really tell you what mysteries are the BEST mysteries but I can give a brief synopsis of what some of the most 'renown' mysteries can do:
Flame: Blast things. You get some of the most notorious blast spells in the game with this one. See the world burn around you while still be capable of healing your allies during your down time.
Heavens: Shut down EVERYTHING with illusion(pattern) spells and get some really nifty powers and perception as a class skill.
Metal: Become a better tank they your fighter and become a better party face than your party bard.
Battle: If I need to tell you what this Mystery does, look elsewhere.
Nature: Ever wanted to dump Dex and have a mount and have some druidic skills without the inherent complexity of playing a Druid? Yo.
Bones: Necromancy ahoy! Raise dead things and make the living regret ever challenging your divine authority with SoS spells. You also get all society skills and stealth from this mystery as class skills and stealth. Lot of possibilities.
Wind: Crowd Control shut down mystery. It's pretty straightforward. Later on you get some very mean spells.
Life: Party band-aid with the option of becoming an Elemental subtype with lots of utility. Plus, if you life channelling then this is your mystery.
I'll leave it at that for now. But it really depends on what you want to do with the Oracle.
The above responses pretty much covered everything. You're support, not DPR.
Witches have a spell list that support being a healer/debuffer/save or suck/save or die builds. Really, you should be focusing on getting the DCs of your abilities/spells as high as possible by skyrocketing your INT score as much as you can and maybe considering a specific focus of your character.
What patron did you choose and what spells do you have or frequently use?
Anyway, if you want to make a damage dealing spellcaster play a Sorcerer. If you want to play a blaster with healing/support spells, play a Oracle with the Flame Mystery (Boring to me but, then again, I don't like blasting). If you want to play spellcaster that is reasonable good at blasting and a fair bit of utility, play an evocation Wizard.
All these choices will make you great at using spells to melt faces but Witch's spells are shut-down spells that make your meanest opponents weak, invalid and probably huddled into a corner murmuring softly while the rocking back and forth while in the throes of their own insanity. A cool way to defeat an opponent mind you, but they'd still be technically alive.
I would talk to him. It sounds to me like he didt explain his entire plan to you and that at least the whole swordsage portion of the plan was a ssurprise?
It was a miscommunication. He forgot that I said just Inquisitor class features but he took it to mean both Swordsage and Inquisitor. It seems after we spoke to each other about it, he was more than inclined to make certain changes to accommodate the rest of the party.
That's what we're doing right now. It looks like that's what we're going to do since we it was very clear we're both new to this sort of thing.
Here's something I would think of playing as cleric. Thing is, without sneaky class levels, you won't get things like sneak attack or evasion or uncanny dodge or etc. You can get a fair stealth bonus with this build.
Domains: Trickery (Stealth, bluff, Disguise as class skills and some REALLY good rogue related spells through your domains)
Death (kick ass necromancy spells)
Favored weapon: Shuriken ... Eh. Kinda cool.
From there the choice is up to you how to choose to play your character. You can also choose to somehow push you Int a little higher so that you can take more skills to the party face at the cost of some other stat but you need your Cha to be 15 to get access to the Improved Eldritch Heritage Feat.
Dex is preferable to abuse the HUGE bonus to Stealth you're going to get with Stealth which can get even more ridiculous with use of the invisibility.
Unfortunately, aside from being a REALLY good party scout, you're not really going to be able to do much in terms of DPR since you don't really have access to things like sneak attack. However, you do have some of the versatility of a rouge or ninja.
This is for 3.5 players with experience with the Tome of Battle Classes and GMs who've had to deal with the headaches from balance issues with those classes.
Being new to GMing Pathfinder and, therefore, naive about the supposed incompatibility of 3.5 with regular Pathfinder, I've given one of my players the right to have certain manoeuvres trees in place of spell casting for his Dhampir Inquisitor. For some reason, there has been a miscommunication about him having some of the class features of the Swordsage on top his Inquisitors class features which includes the addition of Wisdom to his overall AC. I recently told him that I disallowed that at the beginning and told him he should just use the Inquisitor's class features exclusively.
His play of the Inquisitor thus far has created much imbalance in the game so far as he's played the role of party tank/face/skill monkey thus being the one player that has overwhelmed any other possible role in the party. That being said, I like the guy and I want to make sure he can still play the game and have fun at our table without him ragequitting and leaving my table.
Is there a way I can regain balance in my game without it blowing up in my face while finding a way to amend his character to his satisfaction?
I know this topic has been discussed in another thread somewhere, I wanted some advice from GMs who are running/have run CC.
I've decided to get rid of wealth/level just because I don't like dealing with the slower pace of PC's sorting through loot, selling it and basically eating up valuable game time and rping opportunities. I want, instead, to give my PC's just a few pieces of equipment that will level up with them and not have to worry about wealth mechanics.
It is a 5 person party with the following characters all fifth level. We have just begun book 2: The Trial of The Beast. Party composition as follows:
- Dhampir Inquisitor
If you guys have any advice, how would you go about doing the progression and do you have any ideas what legacy weapons would be good to give these guys? I'm thinking of customizing ones for them myself but I don't want to unbalance the game.
Disciple of Sakura wrote:
I know I'm necrokicking this thread, I think I'm going to take advantage of this for my running the CC campaign. It makes things so much easier.
I'm still keeping the Dark Young and probably the Mi-Go. I'm going to ditch the worshippers of Dagon and replace with the WW. The Skum also have to go. I don't like them.
The plague itself is actually a creation of a druid who converted to the cult of Shubb-Niggurath from Gozreh. They plague will infect Ustalav once the Dark Young (and therefore Shubb-niggurath) come into the picture. It pretty much is the T-virus that becomes especially virulent when Shubb is in the realm; those infected by it become undead but this only happens when A dark entity 'empowers' the plague.
Before the 4th book, the PC's have been chasing the Druid in question (she was a rat at the time) and she has 'spawned' other vectors who will spread the plague once Shubb comes into the picture. In the 3rd book, she will burst out of her rat form and finally reveal herself to the PCs. She then goes to the Illmarsh to put her plan into full effect.
The idea the WW had was to begin the undead armageddon their aiming for. The plague won't affect all of Ustalav simply because the druid doesn't have enough spawn to get them everywhere but she's tried to hide them in the most populous centers of Ustalav (Lepistatd, Caliphas, etc.) so that the Whispering Tyrant has a viable 'army' when he comes back to 'life'.
My question is how did they survive both the Splatter Man and The Lopper? Those are CR6 and CR5 respectively. :P
Well darn it. I'm Canadian. I can't use it.
Setting on an Alchemist for this game. Just too perfect to pass up.
Ok, so this will be my first PBP on the Paizo site. I've got a couple of questions:
(1) Where/how do we submit our character's backstory, stats and otherwise?
(2) How does conflict resolution/dice rolling work?
(3) Are there a set of PBP rules I can reference before I submit my character?
Well, what I did is throw out the how Skum idea and try to replace it with something else. I wanted the Dark Rider to come into the town to meet with their contacts in Illmarsh to try to release begin to release a plague that I introduced in Book 1. The prevalent race I wanted to introduce was the Cecelia who were warped by the person that was creating the plague for the WW whom will finally make her first appearance in book 4. The Cecelia are actually mutations or whatnot that were created by (insert creepy terrestial alien creature here) to serve as the plague-creators servants. These creatures explain the 'disappearances' in Illmarsh. The cult of the Indomitable Sea are simply going to be replaced with WW incognito and will also be the stage where the PCs will fight Auren yet again.
Though Voomer makes a good point. I could just keep the Mi-go and leave them as the 'experimenters' as it were.
Looking for suggestions for replacing the Mi-Go with something else due to me rewriting the plot of the Wake of the Watcher from something lateral to the Whispering Way to actually having them be directly involved with the goings-on in Illmarsh.
I was thinking Intellect Devourers instead of the Mi-go. Any other suggestions?