I'd say the person looking around the bar would use perception. The suspicious character would use stealth. An orc barbarian with a strength of 22 would probably need to make a disguise check to appear innocuous. Note: Halflings that are picking their nose or who have their feet kicked up on a table with a mug in hand, get a +20 on the innocuous check.
GM: Hey Gark your up, what ya gonna do?
The following won't help the OP, but I've played with GMs who had long lists of spells banned in their games. These were almost entirely save-or-die type spells and the players still managed to have lots of fun. The only noticeable difference was that martial classes remained viable at higher levels and players opted to play such characters more so than in a standard game.
1- Oracle
These are the classes I've played in the last 5 years or so. The gnome oracle (seer actually) was my favorite, though he died in short order. My dwarf fighter was a killing machine, which quickly became tiresome. My all around best built character was probably the paladin. The gent was popular as he had a relatively low AC and absorbed so much damage that everyone else could get on with whatever they wanted. With a high con and extra LOHs, the guy could take the beating. I played the ranger when our party was in power game mode, and would probably rank higher if the situation was different. Sometimes I wouldn't even bother to knock the bow, rather just twiddle the thumbs while some other folks would one-shot the encounter. Currently playing a warpriest and loving it.
My Warpriest will often start a melee as such: standard = Blessing, Swift = cast buff spell, move = move toward the enemy. Its very rare that he could full attack on the 1st turn. For an archer, this is not an issue. However, there are Blessings, like Travel, that use swift or move actions to activate their powers. I think these would be well suited for a ranged combatant.
Tyinyk wrote: A character with 22 strength is at a light load with 173 lbs. Which means their max carrying weight for travel and such is 520 lbs. Which means that his suitcase of 160 lbs of chainmail is perfectly feasible to swing around willy-nilly. It's not shaped for use as a weapon, so it's still improvised, but it's really not that hard to use as a weapon. I think we should hesistate in using carrying capacity as an indicator of what one can swing willy nilly as a weapon. I can carry about a fairly heavy pack. My leg, back and shoulder muscles have become accustomed to do so, though I doubt my pack would be much use if attacked by a marmot. I'm probably average strength (certainly not 22), but my arms are much weaker than my legs, which is where most of ones carrying capacity is accounted for.
Though it doesn't apply to the OP's situation, if I had a spell casting character reduced to a 2 Cha, I'd probably not care enough to prepare spells in the morning. Alternatively, I might have my character fixate on something like the cantrip 'Dancing Lights', and use all my spell slots preparing it. Rage, oh no, that would draw entirely too much attention to myself. Better not do that either.
There are two concepts here being conflated: namely conscript/volunteer soldier and a standing/milita army. A militia may consist of conscripts or volunteers, citizen or slave. Having people train or fight part time and tilling the soil during planting and harvest does not mean you have a standing professional army as created by Federick William I, father to Frederick the Great. The PCs could very well create a state that requires compulsory part time service or training, as many societies have done since antiquity, and not create a standing army.
The PC's proposal of all military age men having military training does not necessarily equate to a standing army. There's really no reason to assume such. Each GM will certainly define the parameters of his world, but I doubt many would have it in a pre agricultural revolution setting, so not sure where that has any relevance. Actually, I doubt the historic context of societies that used a reserve system, a conscription, or a standing army has any relevance to ones pathfinder setting, unless one was so inclined. I second Johnnycat's suggestion and would encourage the PCs to follow up with their ideas.
I spent several years lugging around heavy packs through the woods at night while in the US Army. A few obsevations from my experience: 1) it wasn't fun, 2) you get used to the heavy loads, 3) humans are quite adaptable and can run/walk/shuffle many miles while so loaded, 4) with just a bit of moonlight even under a canopy of trees, one can learn to walk in the dark. 5) did I mention its not fun. If we fashion our characters as heroes, its not so difficult to assume they are hardened for such things. The language barrier though, that's a good one.
The group I'm in plays under the premise that less metagaming means more fun. Its a role playing game. We want uncertainty and the challenges that it presents. The GM spends a lot of time crafting a story, but leaves plenty of margins to allow the players to dictate how it all ends. If everything had well defined parameters, we might as well be playing an over-the-board miniature game (which we all enjoy).
As an aside, our GMs use Pre-fab adventures more as a guide than as a set in stone plot line. Anyone who tried to claim x, y or z treasure because it was in the book, would soon find that the Knights of Ozem are asking for help to pay for the war against the local lich lord. Trust me, in our world, you don't lightly ignore a call for charity from the KoO.
Aelryinth wrote:
I believe the Paladin in question is Aasimar, not human.
As a brand new player I suggest you not worry so much about complementing the party. I would pick something like Magus or Warpriest so you can start to familarize yourself with both melee and spellcasting. Properly understanding how touch spells function with regards to the Magus is a bit more involved, so I would favor the Warpriest out of the gate. Good luck and hope you have a good group.
My Paladin rarely cast spells while in combat; busy swinging his sword and such. Therefore I tended to prepare spells like Zone of truth or endure elements. The only combat spells I prepared were divine favor, Paladin's sacrifice and an occasional Prayer. Some days I prepared nothing but Paladin's sacrifice.
My GM has on several occasions presented situations that were nigh unwinnable. We as a group have learned to walk away. We have also come to learn that not every situation can be resolved by sword alone. Since spellcasting seems limited, changing the venue to your favor is problematic. -Trick Hobs into traps/pits
The following may not apply to the style of play that the OP is involved with, but it has been my experience that having too high of an AC for a Paladin is less helpfull for the party. Paladins generally have good HPs and can effectively heal themselves in combat without sacrificing their offensive contribution. They are most effective when being targeted. If their AC is too high, GMs have a tendency to ignore them and target other members of the party. Some have suggested an AC of level + 15 or 16 to be good for the Paladin. For me, AC in relation to average monster to hit number is less important than the relation with the AC of the folks in my group. Outpacing the Ranger or Cleric's AC by 3 or 4 points doesn't help my party.
Some of the random encounters in Kingmaker, at least early on, can be brutal. Half my group of 6 players were killed by a werewolf: the other half scattering with the wind. Most however are rather simple affairs. Consider having your melee folks carry a ranged weapon of some sort. Sounds like you are in a fun group to play with.
My motto is build it play it.
But most importantly, find a group that understands and knows how to utilize the rogue's strengths. It really doesn't matter what feat options or MC dip choices you make as long as Mr. sneaky is always being followed by clanky McPaladin when scouting for intel.
Depending on the playing style of your group, I would consider having your casters lean more toward utility spells. In our KM campaign, combat is often spread thin, allowing for Nova tactics that easily win the day. Oftentimes spell slots would go unused because the casters were overly geared toward combat. Using spells to overcome obstacles or to gather information between combats will prove helpful for your party.
|