tony gent wrote:
Clearly you missed the point of the game. Nowhere in the rules does it say that Pathfinder has to be played according to your beliefs. Nor does it say that you have to make your character weak(er), average, single classed or whatever. You don’t have to act, talk in a different voice, change your accent or dress up to play the game. You simply create a character and control him in whatever way you want. The game is about having fun. If you enjoy talking in a different voice or changing your accent that’s great. Enjoy it in whatever way you like. I don’t understand how my character or this post interfere with your enjoyment. How to play Pathfinder:
Paizo wrote:
Note: They are not referring to you exclusively. I don’t understand this need some purists have to tell other people what to enjoy and what not to enjoy (especially if they are missing the point in the first place) whether it’s music, movies, games or something else. With that said, 5 classes in 7 levels (or any other combination of classes and levels) has ZERO impact on whether you can role play a character or not. You can still come up with a story and personality if you want and it would probably be significantly more interesting and inspiring than yet another 7th level fighter. Optimizing, or trying to achieve specific things, is a totally normal human thing to do. It’s no different in real life. Everyone is trying to get the best out of their lives although some are more successful doing so than others. Some people may be a carpenter all their life and be happy, and some people may play a fighter from level 1 to level 20, while other people may educate themselves in various fields and take a bunch of courses, and never specialize in one thing. Like having 5 classes in 7 levels. In this case I would play a character who’s multiclassed and that’s just as much role playing as playing a 3rd level character with a pitchfork who used to be a farmer and talk like Donald Trump.
Chess Pwn wrote:
Oh, they were changed too? Didn’t know that either. The kineticist looks more and more interesting. Cavall wrote:
Didn’t know the campaign traits were different. I just looked through the list on d20pfsrd. I’m pretty sure Finding Haleen is Pathfinder and not 3.5 because that’s where I found it.Lady-J wrote:
No doesn’t have to be PFS legal as long as it’s by RAW and RAI. That is indeed nice! Thank you!
Thanks everyone! DthKnell wrote: Fast Healing was removed from the Worm companion in a FAQ. It only grants Light Fortification now. Unless you can get a steady source of Infernal/Celestial Healing, it will be hard to add Fast Healing to your build. Spell eater would work, but you will only benefit from it for a couple of rounds/day. Ahh, damn. Perhaps Boots of the Earth could be an alternative. Chess Pwn wrote:
Doesn’t really matter where the DR is coming from. DR is DR. Didn’t know about that class, it seems really interesting, I’ll look more into it. Don’t see anything about fast healing though.Cavall wrote:
That’s true. My thinking was to put up the mutagen before entering places or situations where battles are expected and then buff with enlarge in the first round. Shield would be for fights where the DR and fast healing couldn’t keep up. What’s wrong with Finding Haleen? Scott Wilhelm wrote:
Those are some good ideas. Thank you! I’ll look into it.
Hi everyone. I wanted to make a build with fast healing, damage reduction and high AC and yet be able to deal damage. I also really wanted to splash into a bunch of classes even if it’s generally better to stick to one class in Pathfinder. 1 Fighter (Unbreakable)
Race: Human Str 18 +4 (15 +1 level +2 enhancement)
Feats:
Bonus Feats:
Traits:
HP: d10 d8 d12 d12 d8 d8 d8 con 7x4, favored class +2 (barbarian), finding haleen +7, toughness +7 10, 6.5, 6.5, 4.5, 4.5, 4.5, 4.5 = 41 + (44) = 85 Rage Power: Roused Anger
Animal Focus:
Fast Healing 3
BAB 4
Fort 19 (2 2 3 3 2 +4 con +2 cloak +1 ioun stone)
AC:
Shield 4
Gear: 23500 gp
Wayfinder 250 gp +1 will saves
Use Magic Device Item +5 1250 gp
Spells:
* For magic gear I’ve assumed there’s a wizard with craft wondrous item (because there is one in the current campaign I’m playing). He will buff with enlarge person before combat. If necessary he can also cast shield. He’s a little MAD but I think it works out alright. I’d like the will save to be higher and dispel magic will be a problem at some time when the buffs are 1st level. A few more rounds of rage would be nice. Extra rage would be an easy fix. But vital strike would probably be the next feat. The Alchemist might not be the best choice but it adds 4 alchemical bonus (which I really wanted) and some neat minor tricks, like 1d6 sneak attack, UMD, True Strike and Breath Mastery. Breathing once every 18 hour is pretty cool even if it’s totally useless. Trapfinding is decent if there’s no rogue around. I’d like to keep adding more classes as long as it’s still adding something worthwhile. Sin Eater Inquisitor and Spelleater Bloodrager would be fun to add. We rarely get to level 10 in the games I play so it doesn’t matter if he falls behind powerwise at level 20. I’m sure I’ve missed some things and made some mistakes so I’d like to hear some advice, suggestions and comments on this build. |