Grundhu the Derhii

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ah my bad I did not see the int prerequisite... well it's really useless as it is. You could use it for some extra skill points, but if you already have 13 int most probably you will not need them.
Crap indeed.


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I like the idea of limited number but very powerful spells. I don't think any wizard or sorcerer could complain about pathfinder being to harsh on them. Also at lower level, sleep kicks ass more than any rapid shot.
I think the balance here in pathfinder (3.75) is pretty solid and should be more or less kept this way.


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So, just to give some input to the rogue role... Take a half orc. Your attributes are Str and Dex (8 sp is enough without int bonus), Cha is your low ability (18-15-12-10-10-7 might be a good 15 point buy start). Get a falchion, get power attack, get at some point toughness, dodge, medium armor proficency -with a mithral brestplate?-, improved critical (you could also think about a fighter level); make them bleed with your snakes attacks and hit when they don't expect with a two handed!

You have a lot of skills anyway, you sacrifice charisma and related skills (this kind of character would be probably best in a party where there is a paladin / sorcerer another 'face' of the party), but you can still cover a lot of situations and you hit HARD. You can acrobatically jump in position, deliver one massive snake attack (maybe with vital strike later on) with a nice dmg output: your buddy will be flanking on his round, you can deliver another snake attack on your next turn and acrobatically find your way out of trouble if needed.
Your use magic device would not be optimized, maybe you won't be the best character for later on gaming (as any non-spellcaster class is) but still very effective. You can also add an assassin level just to try a death attack as combat starter (the CD will be ridiculously low, but it's gonna kill anyway rarely; you don't get 1 BAB but you have a plain 1d6 SA bonus for 1 lv into assassin. Consider well if it's the case).
Most probably rogue / fighter is the natural develop of such a build.
Human would also be a nice choice for this kind of character, but keep in mind that if you play a human, 1 fighter level is almost a must to get all the proficiency.


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The flexibility that the wizard has?
I really don't see this.
From my experience of dungeon master and player, sorcerers are way ahead as flexibility. In my actual 2 groups... I appreciate the efforts the wizard puts into using the spells he prepared, but the sorcerer of the other group is a more efficient and reliable damage dealer and controller.
I think it depends on how strict is the dungeon master and how much information 'out of role play' the characters receive...
If you don't know what you are going to face, even with a ring of sustenance you still need some minutes to prepare free slot spells (not something you can do in combat), while the sorc can blast / control whatever according to the situation, always effectively.
Clearly it's two different classes, power and planning versus reliability and flexibility.
I honestly would never give the same spell progression to wiz and sorc, it would be like giving the same spell progression to ranger and druid.


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A small fort, with 4 towers and 4 sides to defend, where pc and a group of survivors take refuge. There will be an attack of orcs, there will be some of those npc fighting on the party side, and a horde of orcs trying to climb the walls and using a ram to gain control of the fort.
Players should focus on defending, let's say, 2 of the sides of the fort (and you can assume the npcs will keep secure the other 2, or orcs come only from one direction, you chose), and apart from killing enemies before they reach the inside, they should take care of the orcs moving the ram before they can break the fort's doors.
Make climb checks for orcs, and assume they need 3 rounds to climb up and attack (double movement on ground for first round, double climbing movement on second round, get up and attack on third round); the ram attacks once each 2 rounds (the other round goes back to take some meters to charge). You can chose hp, hardness and damage of the ram as you wish, (I would suggest something like 4 attacks before the door is gone), also the ram can't attack in a round in which the players managed to kill some of his 'engineers'.

With this tactical advantage the group should be able to kill a lot of enemies, and it will look pretty epic!

Waves of enemies can continuously arrive, until a commander blows the horn of retreat, or orcs are all dead and last ones escape, or, why not, an unexpected help from elves/whatever change the tide of the fight (a bit like The lord of the rings). Whatever suits you more and you need to do to keep the group alive lol.

I played this kind of encounter twice, first time with a horde of semi-intelligent vermins that were simply climbing the walls and attacking, the second time (in another campaign) with the orcs and the ram mechanism: they had to keep the big door up, because inside there were refugees and poor people that would have been slaughtered otherwise!

Hope you find this useful, cheers