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		   If you want to fit in with the party, the obvious choices are sorcerer or wizard. Wizard is the better overall choice (knowledge skills and moderate diplomacy), though if you want fresh a psychic could play the role well also. Here are a few of my PFS characters. They could use minor tweaks for home play (18 point buy, level 12), but it's a good start: Fehzid Al-Rahsheen
Male human (Keleshite) wizard 15
 N Medium humanoid (human)
 Init +15; Senses darkvision 60 ft.; Perception +28
 --------------------
 Defense
 --------------------
 AC 21, touch 16, flat-footed 17 (+2 armor, +1 deflection, +4 Dex, +1 luck, +1 natural, +2 shield)
 hp 152 (15d6+90)
 Fort +13, Ref +13, Will +13
 DR 5/lethal
 --------------------
 Offense
 --------------------
 Speed 30 ft., fly 40 ft. (average); shift
 Melee +1 dueling dagger +6/+1 (1d4-1/19-20) or
 . . dagger +5/+0 (1d4-2/19-20)
 Arcane School Spell-Like Abilities (CL 15th; concentration +25)
 . . At will—dimensional steps (450 feet/day)
 Wizard Spells Prepared (CL 15th; concentration +25)
 . . 8th—maze, maze, polymorph any object (DC 28)
 . . 7th—dazing selective fireball (DC 23), quickened haste, summon monster VII, waves of exhaustion
 . . 6th—contingency, greater dispel magic (2), getaway[APG], persistent quickened widened glitterdust (2, DC 24)
 . . 5th—quickened selective widened glitterdust (DC 24), overland flight, quickened shield, persistent slow (DC 23), teleport, quickened vanish[APG] (DC 21), wall of force
 . . 4th—dimension door, persistent selective widened glitterdust (3, DC 24), resilient sphere (DC 24), telekinetic charge[UC] (2)
 . . 3rd—ablative barrier[UC], fireball (2, DC 23), fly (2), haste, slow (DC 23)
 . . 2nd—darkvision, false life, quickened glitterdust (3, DC 24), mirror image (2), web (DC 23)
 . . 1st—crafter's fortune[APG] (DC 21), enlarge person (DC 21), feather fall, mage armor, magic missile, protection from evil, shield, touch of the sea[APG] (DC 21)
 . . 0 (at will)—dancing lights, detect magic, prestidigitation
 . . Opposition Schools Divination, Enchantment
 --------------------
 Statistics
 --------------------
 Str 7, Dex 18, Con 18, Int 30, Wis 11, Cha 7
 Base Atk +7; CMB +5 (+7 disarm); CMD 21 (23 vs. disarm)
 Feats Additional Traits, Alertness, Combat Casting, Dazing Spell[APG], Improved Familiar, Improved Initiative, Persistent Spell[APG], Quicken Spell, Selective Spell[APG], Spell Focus (conjuration), Spell Penetration, Spell Perfection[APG], Toughness, Widen Spell
 Traits eastern mysteries, eyes and ears of the city, magical lineage, reactionary
 Skills Appraise +15, Bluff -2 (+0 to Feint), Craft (alchemy) +28, Diplomacy +13, Fly +18, Knowledge (arcana) +28, Knowledge (dungeoneering) +23, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +28, Knowledge (nature) +28, Knowledge (nobility) +15, Knowledge (planes) +28, Knowledge (religion) +28, Linguistics +28, Perception +28, Sense Motive +2, Spellcraft +28, Use Magic Device +13
 Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Cyclops, Draconic, Elven, Hallit, Ignan, Infernal, Jistka, Kelish, Osiriani, Polyglot, Shadowtongue, Shoanti, Skald, Takritanin, Terran, Thassilonian, Tien, Varisian
 SQ arcane bond (rexmmiliphus, devil, imp), summoner's charm (7 rounds)
 Combat Gear extend metamagic rod (lesser), jingasa of the fortunate soldier[UE], pearl of power (1st level), potion of cure light wounds (2), quicken metamagic rod (lesser), selective metamagic rod (lesser)[APG], silent metamagic rod (lesser), snapleaf[UE], unfettered shirt[UE], wand of infernal healing (4 charges); Other Gear +1 mithral light steel shield, +1 dueling dagger, dagger, amulet of natural armor +1, belt of physical might +4 (Dex, Con), cloak of resistance +4, cracked dusty rose prism ioun stone, dazing metamagic rod (lesser)[APG], efficient quiver, eyes of the eagle, handy haversack, headband of vast intelligence +6, ring of protection +1, bedroll, courtier's outfit (2), flint and steel, ink, inkpen, jewelry[UE], paper (5), spell component pouch, spellbook (2), sunrod (2), trail rations (3), waterskin (2), 55,730 gp
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 Special Abilities
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 Combat Casting +4 to Concentration checks to cast while on the defensive.
 Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
 Darkvision (60 feet) You can see in the dark (black and white only).
 Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
 Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
 Dimensional Steps (90 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
 Divination You must spend 2 slots to cast spells from the Divination school.
 Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
 Enchantment You must spend 2 slots to cast spells from the Enchantment school.
 Familiar Bonus:  You gain the Alertness feat while your familiar is within arm's reach.
 Flight (40 feet, Average) You can fly!
 Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
 Quicken Spell Cast a spell as a swift action. +4 Levels.
 Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
 Selective Spell You can cast a spell that does not affect some targets within its area.
 Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
 Shift (35 feet, 13/day) (Sp) Short-range teleport
 Speak with Familiar (Ex) You can communicate verbally with your familiar.
 Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
 Spell Perfection (Glitterdust) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
 Summoner's Charm (+7 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
 Teleportation Associated School: Conjuration
 Widen Spell Alter area of a burst, emanation, line or spread spell. +3 Levels.
 Fehzid Ibn Fehzid
Male human (Keleshite) sorcerer 12
 N Medium humanoid (human)
 Init +16; Senses Perception +8
 --------------------
 Defense
 --------------------
 AC 18, touch 13, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 natural)
 hp 98 (12d6+48)
 Fort +10, Ref +9, Will +12
 DR 5/lethal
 --------------------
 Offense
 --------------------
 Speed 30 ft., fly 40 ft. (average)
 Melee dagger +4/-1 (1d4-2/19-20)
 Sorcerer Spells Known (CL 12th; concentration +21)
 . . 6th (4/day)—cold ice strike[UM] (DC 27), greater dispel magic, true seeing
 . . 5th (7/day)—baleful polymorph (DC 24), overland flight, wall of force
 . . 4th (8/day)—confusion (DC 23), dimension door, enervation, telekinetic charge[UC], wall of ice (DC 25)
 . . 3rd (8/day)—ablative barrier[UC], dispel magic, fireball (DC 24), fly, haste, slow (DC 22)
 . . 2nd (8/day)—glitterdust (DC 21), invisibility, mirror image, resist energy, scorching ray, see invisibility, web (DC 21)
 . . 1st (9/day)—ear-piercing scream[UM] (DC 22), feather fall, grease, identify, mage armor, magic missile, protection from evil
 . . 0 (at will)—dancing lights, detect magic, ghost sound (DC 19), mage hand, mending, message, prestidigitation, read magic, spark[APG] (DC 21)
 . . Bloodline Arcane
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 Statistics
 --------------------
 Str 7, Dex 14, Con 16, Int 12, Wis 12, Cha 28
 Base Atk +6; CMB +4; CMD 17
 Feats Alertness, Dazing Spell[APG], Empower Spell, Eschew Materials, Improved Familiar, Improved Initiative, Noble Scion Of War[ISWG], Persistent Spell[APG], Piercing Spell[UM], Toughness
 Traits extremely fashionable, magical lineage, reactionary
 Skills Appraise +6, Bluff +14, Diplomacy +22, Fly +8, Intimidate +30, Knowledge (arcana) +5, Knowledge (planes) +7, Linguistics +7, Perception +8, Sense Motive +3, Spellcraft +16, Use Magic Device +24
 Languages Ancient Osiriani, Auran, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Kelish
 SQ arcane bond (xerphetheles, devil, imp), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (4/day), new arcana, school power (evocation)
 Combat Gear extend metamagic rod (lesser), silent metamagic rod (lesser), acid, alchemist's fire; Other Gear dagger, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +3, cracked dusty rose prism ioun stone, eyes of the eagle, handy haversack, headband of alluring charisma +6, ring of protection +1, robe of arcane heritage[APG], jewelry[UE], mask[UE], noble's outfit, pathfinder's kit[UE], signet ring, 1,581 gp
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 Special Abilities
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 Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
 Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
 Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
 Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
 Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
 Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
 Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
 Familiar Bonus:  You gain the Alertness feat while your familiar is within arm's reach.
 Flight (40 feet, Average) You can fly!
 Metamagic Adept (4/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
 New Arcana - level (4) (Ex) Add 1 spell to your list of spells known
 Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
 Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
 School Power (Evocation) (Ex) Add +2 to the DC of spells from the Evocation school.
 Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
 Speak with Familiar (Ex) You can communicate verbally with your familiar.
 Sa'ed Al-Rahsheen
Male human (Keleshite) psychic 12 (Pathfinder RPG Occult Adventures 60)
 N Medium humanoid (human)
 Init +9; Senses Perception +17
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 Defense
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 AC 15, touch 15, flat-footed 12 (+3 Dex, +2 Wis)
 hp 104 (12d6+54)
 Fort +11, Ref +11, Will +14
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 Offense
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 Speed 30 ft.
 Special Attacks phrenic amplifications (mimic metamagic[OA], mimic metamagic[OA], relentless casting[OA], space-rending spell[OA]), phrenic pool (10 points), physical push (+2, 2/day)
 Psychic Spell-Like Abilities (CL 12th; concentration +22)
 . . 1/day—detect thoughts (DC 9), telepathic bond
 Psychic Spells Known (CL 12th; concentration +22)
 . . 6th (5/day)—disintegrate (DC 26), transformation
 . . 5th (7/day)—greater command (DC 27), echolocation[UM], overland flight, waves of fatigue
 . . 4th (8/day)—confusion (DC 26), dimension door, freedom of movement, mental barrier III[OA], telekinetic charge[UC]
 . . 3rd (8/day)—ablative barrier[UC], dispel magic, fly, haste, heroism, mind thrust III[OA] (DC 23), slow (DC 23)
 . . 2nd (9/day)—bear's endurance, false life, mental barrier I[OA], mirror image, oppressive boredom[UM] (DC 24), see invisibility
 . . 1st (9/day)—ear-piercing scream[UM] (DC 21), enlarge person (DC 21), expeditious retreat, feather step[APG] (DC 21), liberating command[UC], mage armor, murderous command[UM] (DC 23)
 . . 0 (at will)—dancing lights, detect magic, ghost sound (DC 20), mage hand, mending, message, prestidigitation, read magic, stabilize
 . . Psychic Discipline Self-perfection
 --------------------
 Statistics
 --------------------
 Str 7, Dex 16, Con 16, Int 30, Wis 14, Cha 7
 Base Atk +6; CMB +4; CMD 19
 Feats Expanded Phrenic Pool[OA], Greater Spell Focus (enchantment), Improved Initiative, Persistent Spell[APG], Spell Focus (enchantment), Spell Penetration, Toughness
 Traits magical lineage, reactionary
 Skills Craft (alchemy) +25, Diplomacy +13, Escape Artist +15, Fly +14, Knowledge (arcana) +25, Knowledge (dungeoneering) +25, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +25, Knowledge (nature) +25, Knowledge (nobility) +25, Knowledge (planes) +25, Knowledge (religion) +25, Linguistics +14, Perception +17, Sense Motive +6, Spellcraft +25
 Languages Abyssal, Ancient Osiriani, Auran, Azlanti, Celestial, Common, Ignan, Infernal, Jistka, Kelish, Takritanin, Terran, Thassilonian
 SQ bodily purge (6d8), detect thoughts, telepathic bond
 Other Gear belt of physical might +2 (Dex, Con), cloak of resistance +4, handy haversack, headband of vast intelligence +6, backpack, bedroll, belt pouch, flint and steel, prismatic crystal[OA], torch (10), trail rations (5), waterskin, 43,965 gp
 --------------------
 Special Abilities
 --------------------
 Bodily Purge (6d8/day) (Su) You have a pool of dice you can use to heal yourself or remove afflcitions.
 Detect Thoughts (Sp) Cast detect thoughts, or expend 1st or higher spell slot to do so.
 Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
 Mimic Metamagic (Ectoplasmic Spell, Intensified Spell) (Ex) Spend points from your pool to apply selected metamagics.
 Mimic Metamagic (Extend Spell, Persistent Spell) (Ex) Spend points from your pool to apply selected metamagics.
 Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
 Phrenic Pool (10/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
 Physical Push +2 (2/day) (Su) Add Wis bonus to a Str, Dex, or Con ability or skill check. Recover 1 pool if you succeed.
 Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.
 Space-rending Spell (Su) Spend pool up to linked spell level to teleport 10 ft/point.
 Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
 Telepathic Bond (Sp) Cast telepathic bond, or expend 4th or higher spell slot to do so.
 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   Osakaben wrote:  First off, no offense meant to anyone who DOES want to play a cleric. I GM a group 4 players, running Runelords. I want everyone to have fun and to be able to build their character however they like. No one wanted to be a cleric, but the party needs the healing, channel energy, and knowledge (religion).
 This is false thinking. Heal bots are actually detrimental to efficient parties, and have been for over a decade now. Do a search for Treantmonk's guide to the God Wizard and read the part about party roles.  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
            
              
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		   "Q: Do you agree with the general direction Ryan set for the game?
A: When we first starting to think about making Pathfinder Online, Paizo hired Ryan to create a design document that would be used as a template for making the game.  The Paizo team approved that document and that has been used as the marching orders for the team ever since. That won’t change now that Ryan is not with the company."
 In all my years of supporting Paizo, the one thing that put them above every other company was their ability to adapt (closely related to their amazing customer service).  There are TONS of people begging for a good MMO right now.  WoW is bleeding players every day.  SWTOR is a substandard game kept alive only because of the name on the box and the reputation of the publisher.  No other true MMO even compares, but for the first time I've ever seen stubbornness is winning out at Paizo (Goblinworks). Ryan Dancey once made the comment that he was confident 90% of the people who he was making PFO for would like the game.  Apparently he only had a goal audience of about 20 people in mind.  You're in a prime position to fix that right now.  Don't just stay a failing course.  Be Paizo.  Adapt. I absolutely want to support this venture.  In fact, I've already put too much money into it as is, but there's no way I can support the game that's been created.  If there was a worse vision for a game with the Pathfinder brand attached than an EVE Online clone I don't have the imagination to think of it (and I've been playing games with my imagination for 24 years, so I'm really practiced at it). If you need inspiration for what I believe your current audience would enjoy try looking at original Ultima Online, Shadowbane, and Dungeons and Dragons Online.  There's a sweet spot somewhere in between those games that would both make truckloads of money AND bring years of enjoyment to your most loyal supporters. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   I hope the next announcement is about how gunslingers, swashbucklers, and summoners will not be legal after season 6.  The power creep is definitely the biggest problem I've noticed with society play. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   Glewistee wrote:  Would the Cornugon Smash and Hurtful feats stack? ** spoiler omitted ** Looks to me like;
Standard action - Successful attack with PA, which gives me;
 Free action - CS for demoralize is successful which allows;
 Swift action -  Hurtful for extra attack
 It's even better than that.  You don't have to use a standard action.  You can full attack and STILL get the extra attack through hurtful.  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   boring7 wrote: 
 I mean, as a rule you need a tank (martial class) a caster (arcane class) a healer (divine class) and maybe (but only maybe) a Skill-monkey (rogue-ly-type).  Now obviously some of you are already composing angry posts explaining how people can make ANY party work and your party of all wizards was the most fun you ever had and in fact, my party of all wizards was some of the most fun *I* ever had.  But as a general power issue you gotta have one of each, that's how the system works.  Any other party is using hacks and workarounds to shore up the gap left by not having at least 1 of each.
 This is completely out-dated.  Tanks and healers are hindrances to party composition.  Read Treantmonk's wizard guide for more information about how to play the game tactically, please.  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
            
              
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		   Or if you prefer a gnome, here's the character I made for a friend of mine: Gnome Invulnerable Rager Urban Barbarian 7 HP 96 (DR 3/-)
AC 20 (+3 if adjacent to 2 or more enemies)
 Init +4
 +15/+10 (+3 if adjacent to 2 or more enemies) nodachi 1d8+18 (+2 more if 
opponent has magic) 18-20/x2 (+2 killer)
 Str 23 (16 base, +1 level, +2 belt, +4 rage)
Dex 12
 Con 22 (16 base, +6 rage)
 Int 8
 Wis 12
 Cha 9
 Racial Traits:
gift of tongues
 Traits:
adopted
 elven reflexes
 killer
 Rage Powers:
lesser beast totem
 superstition
 witch hunter
 beast totem
 Skills:
1 acrobatics
 1 climb
 7 diplomacy
 4 linguistics
 7 perception
 1 swim
 (more points to spend - or spend favored class on hp instead)
 Feats:
combat reflexes
 extra rage power
 power attack
 raging vitality
 Gear:
+1 furious nodachi
 +2 chain shirt
 amulet of natural armor +1
 belt of giant strength +2
 cloak of resistance +2
 cracked dusty rose prism ioun stone
 jingasa of the fortunate soldier
 ring of protection +1
 I'm sure you can see where this is going judging by the build above.  The main difference is the stats and skills. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
            
              
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		   You can listen to these guys, or you can use my build that's one of the most feared in Texas. Halfling Invulnerable Rager Barbarian 12 HP 185 (DR 6/-) (favored class spent on hp)
AC 28
 Init +6
 +31/+31/+26/+21 (+3 for charging and higher ground through flying carpet) falchion 3d6 (weapon + acid + choice of element) +32 15-20/x2 (+2 killer) Str 30 (16 base, +2 level, +6 belt, +6 rage)
Dex 14
 Con 24 (15 base, +1 level, +8 rage)
 Int 8
 Wis 10
 Cha 9
 Racial traits:
fleet of foot
 Traits:
adopted
 killer
 warrior of old
 Rage Powers:
lesser beast totem
 lesser elemental rage
 reckless abandon
 elemental rage
 greater beast totem
 superstition
 come and get me
 beast totem
 (you can go with witch hunter and spell sunder instead of elemental rage)
 Skills:
acrobatics 3
 climb 1
 fly 6
 perception 12
 survival 2
 swim 1
 (there are more points - I use skills for roleplay purposes)
 Feats:
combat reflexes
 extra rage power (x2)
 improved critical: falchion
 power attack
 raging vitality
 Gear:
+3 furious Falchion
 +3 mithral breastplate
 amulet of natural armor +2
 belt of giant strength +6
 boots of speed
 carpet of flying I
 cloak of resistance +3
 eyes of the eagle
 dusty rose prism ioun stone
 cracked dusty rose prism ioun stone
 jingasa of the fortunate soldier
 ring of evasion
 ring of protection +2
 snapleaf
 unfettered shirt
 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   Aren't you forgetting traps?  Your witch is more than capable of healing out of combat (if you need healing IN combat you're playing wrong).  You'll definitely want the ability to find traps, knowledges, and a charisma face.  I don't often suggest bards, but I think it would fit perfectly with your group.  You'd be charisma heavy, knowledge heavy, and you can make disable device a class skill with a trait.  You'll even have backup heals if your witch goes down in combat. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   Artemis Moonstar wrote: 
 What ever happened to PLAYING it, and THEN judging it? Or am I just too old school for these new-fangled players?
 
 You're too old school.  These days most people play PFS (whether they have a separate home campaign or not), and once something is in PFS it takes an act of congress (current congress, not a historical congress where they actually voted on stuff from time to time) in order to get it removed.  It's MUCH easier to get things changed right when the books come out than waiting for a few months after people already have fully developed characters.  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
            
              
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		   ikarinokami wrote:  Athaleon wrote:  Kolokotroni wrote:  what does divine protection do?  Add your Charisma bonus as an untyped bonus to all saving throws. Requires 5 ranks in Knowledge: Religion, 2nd level Divine Spells, and (just in case you wanted to qualify for this with an SLA), a Domain, Mystery, or Blessing class feature.
 I don't know what that one guy was talking about. People are going to build around this feat, even using a race with a Divine SLA and dipping a level of (say) Cleric to qualify.   LOL, no one is going to build around this feat.
 dazing spell is a feat you build around.
power attack is a feat you build around.
 combat expertise + manuver feat chain are feats you build around.
 prefered spell is a feat you build around.
 no oracle or cleric is going build around this feat. no martial class is going build around this feat. I keep being told that I need to be constructive.  The only way I can think to do that in this case is: If you're a new player, please don't listen to this person at all. They're obviously just as new as you are, but where you read to learn, they read to argue a losing cause.  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   taldanrebel2187 wrote:  Demoyn wrote: Characters never need healing if they never take damage. Quoted for ridiculousness. If you've played season 5 without taking damage, you need a new Venture Captain. I've played season 5 without ever needing in combat healing.  You see, I'm from Texas.  Back in Living Greyhawk we got stuck with the Bandit Kingdoms, so people here either had to learn how to play effectively, or quit playing because they died every scenario.
 As such, we don't see many "useless" party members like dedicated healers or magic missile specialists here.  Hell, when we played our level 10s at PaizoCon during the season 5 interactive Mike Brock made the GM throw seeker tier stuff at us because we dominated every 10-11 encounter that existed and still had 20 minutes of time left. But yeah, nice strawman.  Just because you don't play with optimized parties means that parties can't optimize, right? 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   Fruian Thistlefoot wrote:  Gonna rank it a 2 ouf of 5 stars.  That's pretty generous.  I was thinking more like 0.25 out of 5 stars.  Though, if we want to factor how it would contribute in game it would be 0.5 out of 6 characters.  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   You really can't say "rate my build" and then completely brush off the two most important critiques that make your build fail in the opening post.  If you don't care that healers are bad characters and you want to play it anyway, by all means do so!  Don't, however, ask us to rate the build (which implies optimization) just to shut down every valid statement before they're even made. Bottom line, a crowd controller with gloves of first aid (to negate that "lucky d20") is a vastly superior support character to a healer in every situation imaginable for PFS.  Characters never need healing if they never take damage. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   This is the first bit of good news I've seen about season six!  Thanks for assuaging my fears of sci-fi overrun. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   T7V Jazzlvraz wrote:  Demoyn wrote: ...looking for work-arounds.I'm a risk manager in real life, and I've long joked I'm paid and trained to think like a bad guy; I look forward to helping GW close as many loopholes as we can envision, whether before or after they're used. Then I look forward to you helping me attempt to have the reputation system stricken completely from the game, as that's the only way to close the loopholes.  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
            
              
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		   Nihimon wrote:  Demoyn wrote:  You guys seem to be forgetting a major factor in the argument of good vs. evil.  Historically speaking, evil has much better players per capita.  Having 60 evil players against 515 good players is usually an easy fight for evil. Personally, I think that's an aberration due to poor game design.  If the surest route to success involves "killing early and often", the game has kind of stacked the deck to make Evil more successful. It's not an aberration at all.  As a general rule, evil players tend to go evil because they're looking for the challenge of being outnumbered.  Generally speaking, good people are good because they need the strength that numbers or game mechanics provide to help protect them.
 To the person that said indiscriminate PvP has killed games, you've obviously never played those games.  The ONLY reason Ultima Online died is because they tried to compete with Everquest by requiring an item grind to be competitive. I wasn't around for the end, but it seems that the only reason Shadowbane died is because the graphics were horrible and other options were released.  Both it and UO today have so many people who still love them that there are hundreds of player run servers (which only suffer from lack of population due to too much competition). The only reason Darkfall was still-born is because their reputation system was atrocious.  It would have been an amazing game if it weren't for the simple fact that the reputation system allowed for more griefing than all the other MMOs put together. EVE Online is STILL going strong.  Sure, it has some problems, but it has a pretty sizable player base just because it's the only true PvP game left. No, the thing that killed indiscriminate PvP MMORPGs typically had more to do with horribly implemented reputation systems than the PvP itself.  Apparently that's exactly what Goblinworks is going for here.  They haven't seemed to learn from history, and it looks like it might end up being a serious problem.  My only wish is that they would have been a little more forthcoming with information about the game before I gave them all that money in the kickstarter.  I'd have never given that much money to a game that claims to be a sandbox PvP game just to write all these mechanics to prove the opposite. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
            
              
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		   Company Name: Paragons of Righteous Odium (PRO)
Alignment: True Neutral (we will accept a person of any alignment that adheres to our doctrine)
 Role: Vigilantes
 Who we are: We are a military styled organization that realizes evil comes in many forms, from pure chaotic evil to lawful good tyranny.  PRO is, therefore, true neutral in order to deal with all threats to the peace. PRO does not allow access to just any member.  In order to maintain your status within the company you must show a commitment well beyond that of a casual player.  You don't have to be the best PvPer when you join, but you have to be willing to put in the time and effort to get there. Our roots date back all the way to the original sandbox MMO: Ultima Online.  We allowed our characters to become red (evil / murderer) in order to deal with people who abused the alignment system in order to grief other players.  We do not know what the future holds for similar issues in Pathfinder Online, but we will be prepared to do whatever is required to even the playing field for the little people. What we do: As a military styled police force, we feel that it is our job to maintain peace and justice throughout the realms by means of force.  Not everyone has the means to protect themselves.  We shall step in when necessary. This is not just a company that kills evil characters.  We will go after murderers, thieves, and griefers of any alignment.  It has been our experience that truly evil people hide behind anything they can to shield them from justice, and we are willing to accept the consequences of rooting out even the villains who mask themselves as good. How we do it: We are anti-heroes.  We will do whatever is necessary and use any means at our disposal to right wrongs.  We are honorable, just, and refuse to cheat, but no legal tool is beyond our reach for bringing justice to a land full of outlaws. What to expect when dealing with us: You can expect whatever treatment you deserve.  We deal with both individuals and other companies on a case by case basis.  If you are a griefer, you will be griefed.  If you are friendly, you can expect kindness in return. To apply: Please feel free to respond below, or send me a private message, expressing your interest in joining our company. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
            
              
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		   You're not a random, inconsequential person in your life.  You are, however, in mine. I say that because (and this doesn't seem to quite apply to you) most of the people are basing their opinions of who I am and how I run/play on one opinion I have.  I did not come here to see whether my opinion was "right" or not.   As such, comments about how I feel or whether I'll keep playing are inconsequential to me. Since all I have to base my opinion on about that person is their inconsequential comment, they become inconsequential.  See how I get to turn that around? As for why I came here: I honestly wanted to know from people that could, in theory, be playing at my table which option they felt would be the least hostile.  I sometimes have problems deciding what action is the least confrontational, because I don't mind confrontation.  I do, however, prefer to not make a scene at a convention or what have you. Thus my question. There was also a very small part of me that hoped gunglinger hatred was still as rampant as it was when they came out, and a larger populace could convince Mike to remove them from the campaign altogether.  Obviously that is not the case, judging by this thread, though. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   Also... these messageboards need a like feature! 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   Weapon finesse is the worst feat in the game.  It gives you the delusion that you can make a good melee damaging character without strength.  As such it's actually counter-productive. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   Abraham spalding wrote: 
Yes, but the question is am I doing what I suggested I can do?  Am I outdoing the sorcerer at his own game? The answer is a resounding yes:
 No, you're not.  The sorcerer is still better at his game.  Since he didn't have to spend every resource he has catching up to himself he'll instead have more hit points (toughness), a higher initiative (improved initiative), higher spell DCs (greater spell focus), more spell penetration (spell penetration/greater spell penetration), plus whatever metamagic feats that he ends up taking and his bloodline powers.
 Oh, and then there's the part about you spending all your gold on scribing, pearls of power, and metamagic rods.  Since I don't have those resources allocated I can cover other things that save encounters.   I also still end up casting more spells per day than you do.  The build isn't horrible, but it's by no means better at being a sorcerer than a sorcerer. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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		   Plants are immune to rouge because they have no cheeks.  Barbarians are immune to rouge because you can't see it underneath their war paint.  Maybe the designers just screw rouge because: a) they're pissed that nobody ever plays rogues anymore, or
b) that was kind of the intent of makeup in the first place, wasn't it?
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