Kaim's page
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And you misunderstood my statements in the other thread--I did not say you had to fight, I said you had to do something during combat. I, personally, play mostly support characters and just about never swing a weapon or deal damage, but I'm never left twiddling my thumbs during a fight--I cast spells that do other things, like buff or control the battlefield. so I would want to mainly concentrate on buffs and debuffs since the wizard is battlefield control and built it based on the being a god wizard guide.

Imbicatus wrote: Kaim wrote: Anzyr wrote: Barathos wrote: Chess Pwn wrote: 60% to 80% a combat You poor sap. Get a GM that isn't running a hack'n'slash diablo-clone. Uh, if you aren't at least 60% combat, why aren't you playing FATE instead? I hate this "combat isn't real roleplay." gibberish. Seriously, if you game isn't mostly combat, you've chosen the wrong system. I was under the assumption that as a non-video game rpg it would be more like a role playing game than a combat game, which is why I picked a lore oracle instead of one specifically for buffs and debuffing On of the most useful things a lore oracle can to is make knowledge checks about an enemy, which will let you know what the creatures weaknesses are.
Knowing if something has DR, will damage you when you attack it, or is weak to fire but immune to cold are all very useful in combat, and can be done as a non-action, allowing you to use your standard action to cast spells or attack. good stuff, so the tool I'm using now is the "masterwork guide" from the app store and Google of course. Is there cheeky things I can do with knowledges besides using them against creatures? Like could I knowledge local to find something to blackmail a merchant with and stuff like that?
Corvino wrote: I'm still not sure if you're naive to the system or just trolling. Traps are meant to deal quite a lot of damage, but usually stop short of killing most characters. A wand of cure light wounds doesn't heal for much, but used several times will fully heal even someone near death.
Generally - read the "guide to the class guides" on these forums. Google "the forge of combat" by TarkXT, which will inform you tactically. Any character should have a combat role and an out-of-combat role. Find your roles and be good at them, ideally complimenting the rest of the party.
ccan you link the forge of combat for me? Google legit brought me to a page on troubleshooting clearing cookies
Anzyr wrote: Barathos wrote: Chess Pwn wrote: 60% to 80% a combat You poor sap. Get a GM that isn't running a hack'n'slash diablo-clone. Uh, if you aren't at least 60% combat, why aren't you playing FATE instead? I hate this "combat isn't real roleplay." gibberish. Seriously, if you game isn't mostly combat, you've chosen the wrong system. I was under the assumption that as a non-video game rpg it would be more like a role playing game than a combat game, which is why I picked a lore oracle instead of one specifically for buffs and debuffing
Corvino wrote: I'm still not sure if you're naive to the system or just trolling. Traps are meant to deal quite a lot of damage, but usually stop short of killing most characters. A wand of cure light wounds doesn't heal for much, but used several times will fully heal even someone near death.
Generally - read the "guide to the class guides" on these forums. Google "the forge of combat" by TarkXT, which will inform you tactically. Any character should have a combat role and an out-of-combat role. Find your roles and be good at them, ideally complimenting the rest of the party.
first off, I'll look those up. Secondly, I have already stated that I am NEW TO THE GAME hence my naivety and less than usual amount of knowledge.

Anzyr wrote: Kaim wrote: So traps aren't made to kill just lightly wound? Could I get a wand of cure light wounds with my starting wealth?
@dafydd
Can i pick mummy's mask or do I actually have to play that campaign? Most traps do not deal enough damage to kill someone in one hit, so they are evidently just meant to wound. While you cannot afford a Wand of CLW at level 1, it should be the very first item that your party pools it's gold to purchase. Though there are some traps that are save or die, these are also binary in that you either make the save and the trap is useless, or you fail and die. That being said the save DCs on those tend to be low. well damn, I thought that traps were some big scary thing because the dc to perceive and disable is usually 20-30 and the dc to half damage or avoid is usually like a 20. And to add a light note to this thread one of my friends saw me on this thread and was like "why do you need to fight? Why not convince a bunch of people to fight for you with your diplomacy?"
Dafydd wrote: Additionally, wizards are better at Blasting, then oracles. Other then that, it can be a toss up, based on who has better system mastery.
As you are new, the wizard likely has a little more system mastery. Do not worry, it will come in time.
I thought blaster wizards were considered bad because evocation is bad or is it not as nerfed as my friend says?
So traps aren't made to kill just lightly wound? Could I get a wand of cure light wounds with my starting wealth?
@dafydd
Can i pick mummy's mask or do I actually have to play that campaign?

bookrat wrote: Kaim wrote: Apocryphile wrote: Sounds like your random encounter rolls on the tables for real life and the Internet have come up with a few Troll encounters.
Ignore them. Play the class which matches your character concept. If you're having fun playing a character, you're doing it right.
Oracles and clerics are not pointless. And there's a big difference between being combat oriented (great if that floats your boat) and being able to contribute in combat (which is useful for everyone in the party). From what I heard oracles are mostly pointless battle wise, which I'm fine with. But do I really have to be combat oriented at all? Because my oracle isn't actually built for more than just his knowledge checks and being a desna fanatic with a mythic story line. There's only three options for combat that you can focus on for any given character:
1) kill things good
2) help others kill things good
3) control the field
As an oracle, you generally won't be focusing on 1). This means that you should focus on 2) and/or 3). How do you do this? With your huge selection of spells! You can do 2) with buffing spells; increase your allies ability scores or give them other bonuses to AC, attack, or damage based on the spell OR wth debuffing spells that make your enemies weaker. . You can do 3) by summoning monsters, creating walls, creating pits, etc...
Since you're an oracle and you have a limited number of spells known, you should pick spells that can help you in a wide variety of situations. Check out some of the oracle guides for which spells are the most useful and versatile. according to the wizard in my party, "wizards are better than oracles at aiding and buffing" should I just concentrate on de-buffing the enemy and nothing else? Besides healing which I was then told is "pointless" compared to buffing

DM_Blake wrote: Kaim wrote: From what I've seen the only "good" classes are Rogue,Wizard,Fighter (maybe monk), and Bard. Every other class just seems to get thrown away as useless. Is this just the internet being the internet or is it really true that these four classes are the only ones worth picking? OK, I'll bite.
I'll assume this is a real question and not a troll, but that means I'm also assuming you read about one post by one uniformed guy on the internet, because if you had read, oh, say, just a dozen internet posts on any forum, you would have found:
Rogue: considered one of the worst classes due to limited use and having so many other classes do everything the rogue does, but better.
Wizard: considered one of the best classes because at high level, a wizard can solve every problem and trivialize a whole campaign.
Fighter: Considered very one-dimensional, good at fighting, bad at EVERYTHING else and very easy for certain monsters to eliminate or ignore in an encounter.
Monk: Same as fighter, but also not good at combat, possibly salvageable by taking one or two Archetypes that arguably make it only about as good as a fighter.
Bard: Considered a pretty good class if you like social situations or being the support guy while everyone else gets things done. Very versatile but not very "good" (powerful) on its own merits.
I won't go into the list of all the other "good" classes that are clearly "better" than everything on your list except wizard because that list is probably more than half of the character classes in the game. so what I'm getting out of this is that rogues are not any good even with unchained and are unnecessary in the party, what other classes are trapfinders from lvl1 and better at everything rogues do? This is the stuff I want to find out before I play in an actual campaign and pick a class to really use.
Apocryphile wrote: Sounds like your random encounter rolls on the tables for real life and the Internet have come up with a few Troll encounters.
Ignore them. Play the class which matches your character concept. If you're having fun playing a character, you're doing it right.
Oracles and clerics are not pointless. And there's a big difference between being combat oriented (great if that floats your boat) and being able to contribute in combat (which is useful for everyone in the party).
From what I heard oracles are mostly pointless battle wise, which I'm fine with. But do I really have to be combat oriented at all? Because my oracle isn't actually built for more than just his knowledge checks and being a desna fanatic with a mythic story line.
knightnday wrote: I'm not sure where these discussions are taking place, but many of the classes are considered far from useless, while rogue and fighter are usually considered of much less use in these discussions.
As with anything on the internet, take it with a half-ton of salt and realize that if you ask 10 gamers their opinions you'll get 15 answers.
Fair enough, I've been hearing that skills are more or less trumped by combat abilities.
http://paizo.com/threads/rzs2sd2e?How-can-I-max-my-haunted-lore-oracles
i built this character and figured that since I was a lore oracle I wouldn't need any combat stuff seeing as they focus on knowledges and not much more.
I'm new to the game and built a BFS and a lore oracle and all I hear about them is that wizards are so good that oracles and clerics are pointless and that a BFS should be smart or dexterous or might as well be a barbarian or not played at all. My friend who's been playing for a while now has stated that until UC came out most classes were pretty bad and not worth playing. And I started a thread about maxing out a lore oracle and got ranted on about how if your character isn't combat oriented then you shouldn't play it.
From what I've seen the only "good" classes are Rogue,Wizard,Fighter (maybe monk), and Bard. Every other class just seems to get thrown away as useless. Is this just the internet being the internet or is it really true that these four classes are the only ones worth picking?
Aleron wrote: Dual cursed is fantastic with misfortune if you can fit it in. The immediate action gives you some control outside your turn to support and aid the party. I already have my build and I'm really enjoying my mystery and curse stuff.
I considered that for my next revelation and then probably brain drain or automatic writing
I have an Aasimar haunted lore oracle and I want to max his effectiveness but I'm not sure what route to take
He's NG with desna as his deity and I've taken lore keeper to apply his CHA modifier to knowledge checks instead of INT. As of lvl.2 I have the following:
STR 10
DEX13
Con10
INT 15
wis16
CHA19
With the favored class option I chose the skill point which gave me a rank in diplomacy, all knowledges, perception, and spellcraft. As an Aasimar I get +2 on my diplomacy and perception checks. For my first level feat I took improved initiative. And my spell list includes ghost sound, mage hand, detect magic, guidance, resistance, read magic, cure light wounds, sanctuary, karmic blessing, and identify. And my traits and drawback are Ambitious, greater purpose, sacred touch, and my drawback is headstrong. Is there anything I should keep in mind as I level or prestige classes I should think about heading towards?
he's dead set on the half-elf polearm master. And adding elven battle training is such an amazingly dirty thing to do.
"A PC can elect not to use the hero point system, instead relying more on his skills and abilities. Such characters do not receive hero points, regardless of the source, and can never benefit from their use. In exchange, such characters receive a bonus feat at 1st level. The option to allow such antiheroes in the game is subject to GM discretion."
sorry for the late reply my group is swamping me with question, and thanks for the help.
I was looking at the polearm master and it looks like the better option over a phallanx fighter
I'm doing an ultimate, unchained campaign with hero points. One of my friends wants to be a half-elf fighter that uses spears and anti-hero for the extra feat at 1st level. His ability score rolls are pretty meh and I was wondering where he should put them.
His rolls:
8
12
11
16
10
9
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