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Lantern Lodge

One final bump? Got a game in two hours.

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Shamefully bumping because I'd like to let my party's rogue know in the next 12 hours.

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Again to the questions about the player, he has no real experience. I'm building his character for him so that he's not overwhelmed with having to know all the rules and build a level 12 character from scratch. When he started talking with the other players about joining (which he did before speaking to me), he was sold on being a healer, which is why I feel his feats should be totally built around this.

james maissen wrote:
Lurile wrote:


(No archetypes, except for rogue) Knife Master (Rogue), Monk, Fighter, Antipaladin, Barbarian, Ranger, Illusionist Wizard, Druid, and the Cleric.

He doesn't have any established type since this is his first real game, not counting a terrible attempt at 1e done by a friend in which he played a non-lawful monk.

1. Are all of those melee or are some ranged?

2. What alignment/deity are you considering to mesh with the Antipaladin, et al?

I would suggest things along the following:
A. In combat he heals, buffs, a few debuff/attacks (silence, hold person) and some sort of 'yay team' action.

B. Invest him in CHA and diplomacy + sense motive. He can be the 'good cop' to the antipal, that may or may not invest in CHA skills overmuch.

This will give him actions in combat and a focus outside of it.

More than the cleric build I think you need to focus on deity choice for him and a long write up of that deity & beliefs to help him out with an easy focus.

I'd go with healing as one of the domains, even his low level healing spells will be felt. Also consider allowing a feat akin to augment healing from 3.5.. I think there might be a Paizo version that's similar.

-James

The ranger is playing archery for ranged, the Druid is still trying to find a balance between Wild Shape and his high-powered spells. The Antipaladin is Neutral Evil via fiat, the party doesn't have a deity they really fall in line with for several reasons based on the story, other than a modified Calistria as a joke for constant failed calls for divine intervention.

I do think I could toy around with his stats a little more. Everyone has pretty damn good stats except for the Int on the Monk and Barbarian.

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blackbloodtroll wrote:

I am not even fighting you on the "healbot" thing.

I am just saying, a "healbot" with options, is a more useful, and fun PC.

Like I said, since Clerics get access to every spell their class can use, he can still prepare flame strike and whatnot. But based on the party's needs, his feats built around this are imperative.

james maissen wrote:

What is the make up of this huge party? And what kind of player is the one picking this guy up like?

-James

(No archetypes, except for rogue) Knife Master (Rogue), Monk, Fighter, Antipaladin, Barbarian, Ranger, Illusionist Wizard, Druid, and the Cleric.

He doesn't have any established type since this is his first real game, not counting a terrible attempt at 1e done by a friend in which he played a non-lawful monk.

Lantern Lodge

blackbloodtroll wrote:

All I am saying is, that in combat, there will be times in combat when you do not need to heal. You should have something to do during those times.

Right now we're in a very very long dungeon, but he's allowed to use any core spells that he wants to print off of the SRD. I'm just building his feats around optimizing healing, and setting him up with appropriate spells to start. Because, as I said, with a group this large, there's a lot of damage being thrown around, so that'll be his primary focus.

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Hey, this might belong in the houserule forum, but I'm wondering if it would be game breaking to allow confounding blades (as it is in fact an advanced talent that does the same thing as slow reactions, a regular talent) to work in conjunction with other sneak attack effects? That is to say, that you could apply Confounding Blades to every sneak attack, while also adding something else, such as Deadly Sneak or Bleeding Attack. What are the opinions on balance of this?

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Charles Scholz wrote:

were attacked Aberzombie while

fleeing from the malevolent

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blackbloodtroll wrote:

You should have something else to do, other than heal though.

Pathfinder is not WOW.

Now, moving on. Selective Channel is a must feat, unless you like healing the enemy.

Ninja'd.

I hear your complaint, and decidedly ignore it on the grounds we have 9 people taking damage all the time and he can roleplay when he's not healing. If that doesn't work well enough, then I'll give him a better weapon.

For those of you wondering, domains are travel and repose.

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So I'm having three new players come in to replace old ones, and since they're level 12 (!!!) and brand new, I'm rolling up their characters for them. As DM I mostly just give advice to the rogue when he texts me at 1 AM trying to crunch the math between a punching dagger and a knife for his new knife master build, but I made a pretty kickass Monk, and a Barbarian who is a walking, swinging sack of HP.

But I'm sort of struggling to find good feats for the Cleric. Other than extra channel and channeled revival. What are some other cool feats for a healbot to be using?

P.S. please don't criticize making a new player a healbot. I know the follies involved.

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YawarFiesta wrote:

As for classes, I would say anti-paladin refluffed to be lawful or neutral evil, a magus or arcane duelist with perform(oratory) for monologuing and boasting.

Humbly,
Yawar

>Using Antipaladin's alignment RAW

>Chaotic Antipaladins
>2012
>Shiggy Diggy

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darth_borehd wrote:

"Quadratic Wizard, Linear Fighter" is a concept that while fighters increase in power in a steady, constant rate (a straight line), wizards start off lower in power but greatly overtake them in the higher levels (a quadratic curve). General consensus is that Pathfinder greatly reduced the gaps at both ends.

See this article by Rodney Thompson (author of Star Wars Saga edition and upcoming D&D 5th edition) for Bounded Accuracy.

Pathfinder did reduce this (through its very subtle balancing that I quite adore) through many ways

A) Reducing the number/effectiveness of spell-penetration style feats.
B) Making Spell Resistance more balanced, causing some spells to fail
C) Making cantrips have unlimited use
D) Giving Specialization/Bloodline etc. powers to help out further at lower levels
E) Giving Fighters Weapon Training to add some innate bonuses
F) (I don't know how well 3.5 did this) balancing DR and Resistance with each other fairly well, particularly after you pass CR 10

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I want to play Golarion for a couple of reasons.

A) Paizo puts out such high quality material, I'd like to be able to hop on PFS, and use the Gods out of the book.

B) I'd like to be able to use all the Player Companion books to their fullest

C) Full. Color. Poster. Map.

But there are things that deter me from it

A) I've put a lot of work into my own campaign setting, the Land of Perils

B) The planar cosmology isn't well defined enough

C) The four horseman make Daemons/Yugoloths really weird for me

D) I don't know how to build a campaign based off of what I've read on the wiki.

Can people sell me on Golarion?