Brass Dragon

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So, this thread isn't meant to start arguments (ha! I tried...) But rather simply to tally the number of people who think the ancestries should have specific arrays either that are as of yet unknown, or that have been revealed but are... unsatisfying. Such as, in my opinion, all three core small ancestries having an inherent Charisma bonus. So, what I propose is simply writing down each core ancestry, and whether you are fine with the array with which they have been announced, or you'd prefer something different. Please keep in mind this thread is under the assumption that the formula of two set +2s, one set -2, and a floating +2, are not up for debate; rather just how they are assigned.

EDIT: And a slight variation of that for humans/half elves/half orcs, most likely.


So this is the ability from the D&D 5th edition Eldritch Knight:

Weapon Bond

Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.

I am looking for Pathfinder's best and closest equivalent to this, by way of class, archetype, or Feat, NOT spell or weapon enhancement. My friend is making a character for Pathfinder and loves the fluff/mechanic of that ability.

Thanks everyone!


Hi everyone. Just a couple questions about the Wyrm Singer Skald archetype. Firstly, the Wrym Singer has the following:

"Wyrm Song (Su)

A wyrm singer gains the following raging songs.

Draconic Rage (Su) At 1st level, a wyrm singer can kindle an echo of ancient rage felt between warring dragon clans in his allies. This ability acts as inspired rage, except those affected gain a +2 morale bonus on melee attack and damage rolls and a +2 morale bonus on saving throws against paralysis and sleep effects (but they still take a –1 penalty to their AC), rather than inspired rage’s normal bonuses. At 4th level and every 4 skald levels thereafter, the song’s bonuses on saves against paralysis and sleep effects increase by 1. At 8th and 16th levels, the song’s bonus on melee attack and damage rolls increases by 1.

This ability replaces inspired rage."

Now, I'm just wondering if there's an official rule on whether the ONLY penalty of Draconic Rage is the -1 AC penalty (since it's the only one mentioned), or if there's a good reason to believe that Draconic Rage carries all the normal penalties of Inspired Rage.

Question 2: how does the Community Minded trait interact with Draconic Rage?

Thanks in advance!


So, my friend was playing a Druid, but he's new and was overwhelmed, and also hates the prepared spellcasting mechanic (can't say I blame him). He wants spontaneous casting. He also wants to Wild Shape, but really only cares about having one form, and I think maybe more for utility than relying on it for combat. So he's now rolling a new character. Starting on level 6.

So, initially I was thinking the Feral Hunter, but then looked at the Totemic Skald as perhaps better. So I was wondering what people think of the options for it, and which one might be best for Wild Shape? Also, the animal foci from the Scarab Stalker Hunter archetype are an option for the Totemic Skald too, if that makes a difference

Also, is there a FAQ regarding:

Spoiler:
"At 5th level, a totemic skald gains the ability to wild shape into the form of a Small or Medium version of his totem animal, as the druid class feature. His effective druid level for this ability is equal to his skald level – 1. He can use this ability twice per day at 11th level, and three times per day at 17th level. This doesn’t allow the skald to assume other forms, such as elementals, plants, or other kinds of animals."
And whether that means the Skald gains access to larger sizes (at levels 7/9)?

So I'd like to know which animal might make a decent choice for Totem. Ideally, some out of combat utility, but also not worthless in Combat. I can answer more question if need be.


So, I'm thinking of playing a sorcerer for my next character, and, yes, I want to blast. Not solely, but mainly. And I want to be good at it. Not decent, but conversely, not optimal. There are plenty of threads out there about this, but most are older, and virtually all apply to my case generally, not specifically.

So, some guidelines/necessities.

NOT Crossblooded
Not Orc bloodline
Core races
No multiclass (just Sorcerer)
Preferably no archetype (other than Wildblooded if necessary)
Electric or Cold damage.

Things I have questions about:
Which Bloodline: Elemental or Genie with Blood Havoc for versatility and damage, or Draconic or Primal (Elemental) with Blood Havoc for damage+damage
Which Spells to focus on
Which Traits and Feats to take
Which race?
And which type of damage, electric or cold?

Thanks in advance for the help!


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So, I'm looking to make a decent Commoner. Which, I know, isn't possible. But, I'm trying anyway. Basically, like, a party of 4 Commoners, what's the best way to build them so they don't instantly die. Using any of the core races.

Also, I don't really want make a wand spammer, and likewise, I know Nature Soul and Boon Companion would be pretty decent, but that's also pretty obvious. Oh, and I'm not looking to multiclass or prestige class.

I'm looking more along the lines of equipment, feats, and generally overlooked stuff by PCs.

And now I will be a jerk for a second...
I AM 100% AWARE THAT ANY CLASS COULD DO ANY OF THIS BETTER. THAT IS NOT THE POINT.
Whew. Sorry. It's just that people here have the tendency to shoot down the suboptimal, even when it's just a creative thought exercise.

So anyway, I'm looking at stuff like Intimidate builds, net throwers, the Standardbearer Feat, interesting Eldritch Heritage stuff, Launching Crossbow with Focused Shot... Weird stuff like that. Thoughts?


Hi. Not sure where this should have gone, so... Here it is!

I'm just wondering how to best balance:

Paragon (1 RP)
Modifiers: Members of this race gain a +4 bonus to a single ability score, and a –2 penalty to either all physical or all mental ability scores. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa.

I don't want it to be useless, but I don't want it to be overpowered either.

Examples: +4 Charisma, -2 all physical, you can make... A sorcerer, oracle, or caster bard? But not much else, I think...

On the other hand, +4 Intelligence, -2 physical is nice for, wizards, witches, and arcanists? But it also adds skill points and Wizard is already the best class in the game, so that's maybe too good.

So, I'm just trying to figure out what's more in between the two.

Make sense?


Thoughts on these? Also, names are inconsequential. Just asking about the features.

Gu-Rhob:

Spoiler:

STANDARD RACIAL TRAITS:
Ability Scores: +2 Intelligence, +2 Constitution, -2 Dexterity
Size: Medium
Speed: Slow (-1 RP)
Language: Standard

DEFENSE RACIAL TRAITS:
Healthy (2 RP)

FEAT AND SKILL RACIAL TRAITS:
Skill Bonus - Craft, Alchemy - (2 RP)

MAGIC RACIAL TRAITS:
Envoy (1 RP)

OFFENSE RACIAL TRAITS:
Poison Use (1 RP)
Toxic (1 RP)

OTHER RACIAL TRAITS:
Hold Breath (1 RP)

SENSES RACIAL TRAITS:
Darkvision (2 RP)

ALTERNATE:
1A. Switch out Poison Use (1 RP) and Toxic (1 RP) for Sticky Tongue (2 RP)
OR
1B. Switch out Poison Use (1 RP) and Toxic (1 RP) for Terrifying Croak (2 RP)

2A. Switch out Healthy (2 RP) and Envoy (1 RP) for Poison Resistance (3 RP)
OR
2B. Switch out Healthy (2 RP) and Envoy (1 RP) for Hardy (3 RP)

Cavir

Spoiler:

STANDARD RACIAL TRAITS:
Size: Small
Speed: Slow (-1 RP)
Ability Scores: +2 Con, +2 Cha, -2 Str
Languages: Standard

DEFENSE RACIAL TRAITS:
Ancient Foe - Animal - (3 RP)

FEAT AND SKILL RACIAL TRAITS:
Gregarious (1 RP)
Alertness (1 RP)
Camouflage - Plains - (1 RP)

OFFENSE RACIAL TRAITS:
Bite (1 RP)

SENSES RACIAL TRAITS:
Darkvision (2 RP)

1. Swap out Bite (1 RP) and Slow (-1 RP) for Normal (0 RP) (Movement)

Torz

Spoiler:

STANDARD RACIAL TRAITS:
Ability Scores: +2 Con, +2 Wis, -2 Int
Size: Medium
Speed: Normal
Languages: Standard

DEFENSIVE RACIAL TRAITS:
Natural Armor (1 RP)
Ancient Foe - Magical Beasts - (3 RP)

MAGIC RACIAL TRAITS:
Hypnotic Gaze (3 RP)

MOVEMENT RACIAL TRAITS:
Climb (1 RP)

SENSES RACIAL TRAITS:
Low-Light Vision (1 RP)

Icktheen

Spoiler:

STANDARD RACIAL TRAITS:
Ability Scores: +2 Str, +2 Wis, -2 Cha
Size: Medium
Speed: Normal
Languages: Xenophobic

DEFENSE RACIAL TRAITS:
Mist Child (1 RP)
Plagueborn (1 RP)

FEATS AND SKILLS RACIAL TRAITS:
Stalker (2 RP)

MOVEMENT RACIAL TRAITS:
Swim (2 RP)

OFFENSE RACIAL TRAITS:
Bite (1 RP)

SENSES RACIAL TRAITS:
Water Sense (1 RP)

OTHER RACIAL TRAITS:
Amphibious (2 RP)

Aeyarii

Spoiler:

STANDARD RACIAL TRAITS:
Ability Scores: +2 Cha, + 2 Dex, -2 Wis
Size: Medium
Speed: Normal
Languages: Linguistic (1 RP)

DEFENSIVE RACIAL TRAITS:
Eternal Hope (2 RP)
Undead Resistance (1 RP)

FEATS AND SKILL TRAITS:
Sociable (1 RP)

MAGIC RACIAL TRAITS:
Lightbringer (2 RP)

MOVEMENT RACIAL TRAITS:
Vestigial Wings (2 RP)

OFFENSE RACIAL TRAITS:
Weapon Familiarity (1 RP)
Aeyarii are proficient with Longspears and Bows


Hi. Just wondering if I steered a friend wrong with some advice. Which of these is generally thought to be most effective for a Ninja build?:

1. Str build w/ 2 handed weapon

2. TWF, low strength, high dex, low mod damage but high sneak attack(?)

3. Slashing grace, one weapon (dex damage but fewer sneaks?)

4. Slashing grace, Two weapons (two weapon grace feat) (hefty feat tax and attack penalties)

Thanks for the help!

(Race could be any core)


So, I really love Pathfinder. As much as I love it though, and appreciate its setting and world, I am someone who likes to create his own world and story. And as such, I wish to create my own races and pantheon. But for now, just the races. I already created a post about the half-dwarf, which I like to think was fairly well received. And now, for the half human half Halfling. The name is a placeholder, and I'm not interested in debating whether this race could even exist; I'm just curious to see whether it seems balanced especially in reference to Paizo's core races (excluding gnomes. No gnomes in my setting). Thanks everyone!

FARLINGS:

STANDARD RACIAL TRAITS:
Size: Small
Speed: 30ft.
Ability Scores: +2 to any one score
Languages: Linguisitic (1 RP)

DEFENSE RACIAL TRAITS:
Fearless (1 RP)

FEAT AND SKILL RACIAL TRAITS:
Integrated (1 RP)
Alertness (2 RP)
Scavenger (2 RP)

OFFENSE RACIAL TRAITS:
Kneecapper (1 RP)
Weapon Familiarity (1 RP):
Farlings are proficient with bows and slings

EDIT: There are 5 other races I've designed, but let's take care of this first.


So, my friend is playing a Druid with a Raccoon AC. And another is an Eldritch Guardian with a Thrush companion (Emissary archetype). And a third is a Ranger (Freebooter) who wants to use Handle Animal to get a monkey we found to... Hang out with him and have it not run away, I guess? The DM is new to Pathfinder, and while I'm not, I've never had an animal companion or familiar in the party, mine or otherwise. So... I'm a little lost.

We started at level 3, and between AC rules, familiar rules, handle animal rules, and the animals' own stats, I'm actually rather lost. I have no idea what these critters should look like as far as stats and abilities are concerned. Any help would be GREATLY appreciated.


Looking to make half-dwarf race option. Had a whole thing written out but just lost it so not doing it again. Here's the concept:

Half-Dwarf

STANDARD RACIAL TRAITS:
Ability Score Racial Traits: Half-dwarf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Size: Half-dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Half-dwarves are humanoids with both the human and dwarf subtype.
Base Speed: (Sure Speed) Half-dwarves have a base speed of 30 feet, but their speed is not modified by medium armor or medium encumbrance.
Languages: Half-dwarves begin play speaking Common and Dwarven. Half-dwarves with high Intelligence scores can choose from the following: Draconic, Giant, Gnome, Goblin, Orc, Terran.
DEFENSE RACIAL TRAITS
Defensive Training: Dwarves gain a +2 dodge bonus to AC against monsters of the Giant or Dragon subtype
Hale: Dwarves gain a +2 racial bonus on saving throws against poisons
Spell Distrust: Dwarves gain a +2 racial Bonus on saving throws against arcane spells
Stout Stance: Dwarves gain a +2 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground
FEAT AND SKILL RACIAL TRAITS:
Tough-Bodied: Half-dwarves gain Endurance as a Bonus Feat
SENSES RACIAL TRAITS:
Low-Light Vision: Half-dwarves can see twice as far as humans in conditions of dim ligh
OFFENSE RACIAL TRAITS:
Hatred: Half-dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the goblinoid subtype because of their special training and history regarding these hated foes.
Weapon Familiarity: Half-dwarves are proficient with light hammers, warhammers, earth breakers, and lucerne hammers.
OTHER RACIAL TRAITS:
Dwarf Blood: Half-dwarves count as both dwarves and humans for any effect related to race.
Good Health: Half-dwarves gain 1 extra hit point per level

I'm not sure how to calculate the "RP" to see if this is 'OP'. Also, anything particularly needed missing, anything present that seems out of place?


Trying to help a friend with a Druid build, focused on self buffing and weapon melee combat. He'll be using Nature Fang Archetype, and a Greatclub. No nedd for proficiencyt: the DM has housruled that Druids DON'T get scimitars but get Greatclubs instead. Which, yeah. I get that. So basically looking for good spells and feats and talents and the best domain for such a build. Probably a Dwarf for race. Thanks everyone. I appreciate it.


1. Child of Acavna and Amaznen
2. Phantom Thief
3. Eldritch Scoundrel

Core Races, Unchained stuff allowed, NO multiclassing...

Just wondering. Trying to build a decently effective but certainly not optimal character that I'd be interested in playing.

EDIT: Specifically in the 3-10 level range


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So, as the title states, I'm trying to come up with a class, like a "Druid variant" that is a Spontaneous caster, like the Oracle to the Cleric, but also differently flavored, again, like the Oracle to the Cleric. So this is my concept.

INTRO: Like their Druidic brethren, the Herbalist maintains an unwavering devotion to nature and a recognition of it's perfection. However, the Herbalist differs from the Druid by focusing on bringing together all intelligent races in that same appreciation, starting by using the natural ingredients of the world to heal, support, and bolster those the Herbalist encounters. No strangers to or abhorrents of society, the Herbalist simply believes that if people were to let go of their excessive trappings and desires, and live lives one with nature in community and harmony, then all would be right in the world. Unfortunately, not all Herbalists are this altruistic. Some merely aim to take advantage of those who seek unconventional medicines, while the worst among them strive to gain simple peoples' trust, and then manipulate it for their own dark and unsavory ends. For most, however, by tending to the most urgent and essential of people's needs, the Herbalist will show to them a better way of life.

ROLE: The Herbalist is primarily a healer and supporter of her allies, and also able to stealthily blend into her surroundings, a tactic sometimes needed for retrieving dangerous ingredients, but also useful for scouting territory. When the time to defend the Herbalist's home, work, and patients is at hand, though, her repertoire of nature manipulating spells is certainly up to the task, whether by forcing the opponents into disadvantageous situations or by their direct and outright destruction

Alignment: Any

D8 Hit Die

3/4 BAB

Good Fortitude and Will Saves, Poor Reflex Save

Class Skills: Climb, Craft, Diplomacy, Fly, Heal, Knowledge (geography), Knowledge (local), Knowledge (nature), Linguistics, Perception, Profession, Sense Motive, Spellcraft, Stealth, Survival, and Swim

Skill Ranks: 4+ Int Mod

Weapon Proficiencies:
Dagger, Club, Quarterstaff, Wooden Stake, Sling, Machete, Greatclub, Shortspear, Spear, Longspear

Spellcasting: Uses Charisma, same Progression as Oracle, Druid Spell List

CLASS FEATURES:
Enhanced Herbalism (Buffed Druidic Herbalism [Nature Bond Option])
Brew Potion
Favored Terrain
Wild Shape (Plant)
Add Cure Spells as Spells Known
Nature Sense
Venom Immunity
Safe Body (disease immunity)
Timeless Body
Vanishing Meld (identical to Hide in Plain Sight)

Elevating Elixir (Temporary buffs to rolls)

Growth Focus (choose ONE)
A. Earth
B. Water
C. Air
(Growth Focus grants Bonus spells, movement types, and other advantages such as skill and armor bonuses as well as other abilities)

I know that there's still a lot missing, but I'm curious as to what people think of the concept. Also looking for suggestions, both mechanical and flavor(ful?)


Hi everyone! Pretty much what the title says. Is there a method to find out which spells are exclusively, say, druid or bard spells (other than looking at each spell individually)? I'm probably just missing something, but any answers would help. Thanks everyone!


So, I'm gonna be playing a Grippli Bolt Ace, starting at level one. I was initially planning on just staying a Bolt Ace (the campaign will probably run to 14), but after reading some other ideas, I'm now thinking of multiclassing or prestige classing (after level 5, obviously. And I'd prefer something interesting with spells or cool class features, rather than a Fighter or something like that.

But, crossbows don't get much love from Paizo, and most archetypes and prestige classes are geared either to bows or guns specifically. So I guess I'm looking for ones that are just generically made for "ranged" combat.

I'm also looking at the Hinterlander PrC, and just houseruling and switching Weapon Focus to a Crossbow (on account of the lack of crossbow love).

Thoughts? I have a good Wisdom score - 18 at level 1 after racial ability modifiers (Dex is 19, don't worry, I didn't sacrifice it: we rolled stats)

Maybe Empyreal Sorcerer or Druid for a caster? If I go that route.

The rest of the party is an Oracle, Ninja, Fighter, and Ranger (Trapper though).

EDIT: Probably not empyreal sorcerer. Totally spaced out on arcane casting failure chance.


Ahh... alliteration. Ha!
Context:

Spoiler:
So, I am starting a Pathfinder game soon with family and friends. One of the friends, who is eager to play, is... not bright. At all. Now before someone calls me out as mean or something, I HATE saying that about anybody. It pains me, almost literally. But it's true, and relevant here.
The reason I mention it is because we're likely going to be playing our characters for about 10 levels, so I want him to both enjoy and understand his character. He has told to make a character for him because "it looks really complicated" and "I trust you."
So, the other members of the party are a half-orc Volcano Oracle, an elf Scout Ninja, a dwarf Freebooter/Trapper Ranger, and a Grippli Bolt Ace.
This guy wants to play a Human, and Chaotic Good. He likes magic, but cannot STAND squishiness. Now, some people are going to suggest things like Magus, or Bard, or even Barbarian or Bloodrager, but I'm telling you: I know the guy, and I know that would overwhelm him.

So, I took a look at a Fighter, and thought, "hmm, with all these feats, I'm sure we can do something cool..." I'm thinking Eldritch Heritage and Raging Blood, so I'm looking for recommendations for that stuff, but also any other fun quasi-magical feats, too. Oh, and his concept of magic is basically Destruction magic from Skyrim, so nothing too subtle...


So, I am really interested in archetypes that drastically/significantly alter what would be a, or rather THE, key feature or aspect of a class. The reason I'm putting this post here is twofold: firstly, I have not played every class, so I'm not necessarily sure what are actually KEY aspects of each class, and secondly... I just wanted some help with it, really.

Some examples would be:
1. Phantom Thief, a Rogue without Sneak Attack
2. Mooncursed, a Barbarian that wild-shapes instead of Rages

I think that not every class might have such an Archetype (and some might have more than one), but I'm curious as to how many do, and am just looking to compile a list.

Also, it might not even be a class feature (but probably will be). For example, the Gray Paladin doesn't have to be Lawful Good, which perhaps even more than Lay on Hands or Smite Evil is the iconic aspect of being a Paladin. Anyway, just looking for some help making this list. Just because it intrigues me.

Thanks!


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So, I (and others) have posted/asked similar topics/questions in the past, but I haven't really seen any good/definitive answers, so I'm asking again, but this time with a little more specificity, so hopefully I'll get better results.

If one was building both an Expert and an Aristocrat (to be in the same party), how would one optimize their fighting roles? The other two roles in the party are a front line fighter and a divine caster (enabler, so not a terribly high casting stat). So, those roles are set.

Basically I'm asking who makes the "better" archer, and who the "better" skirmisher/melee support.

For example, on the one hand, Expert only has light armor, so maybe archer? But also, no martial proficiency, so needs to essentially burn a feat to get a bow (ioun stones are cool, but... I'd rather not resort to that).

On the other hand, Aristocrat has martial weapons, so no need to waste a feat on a bow; however, also gets medium and heavy armor, so less squishy in melee, so maybe wasted potential?

Guys and girls, I'm not asking for a different class to do these things, or a prestige class option, or an ultra cheesy option. Please do not suggest these things. I'm not trying to be harsh, it's just what usually happens on these sort of posts. I understand that these are (hilariously) suboptimal classes. But I love optimizing (or at least making efficacious) the suboptimal. So please, just advice on what's best for the situation.

Example: for a skirmisher, two-handed strength power attacker, or high Dex one handed slashing grace skirmisher? That kind of thing. Anyway, thanks in advance!

EDIT: Should have mentioned this before, but races allowed are the core races (unfortunately not half-orc though) and Catfolk, Ratfolk, Vanara, and Grippli. This is not PFS, and basically anything Paizo on the d20pfsrd is permissible.


So, I need some advice. My sister, brother, his friend and I are getting ready to start a game together. We all get along really well, and we'd really like to have a constant cohesive party, and play at least a couple different adventures with the same party. Now, my sister and I are taking turns as GMs. So, what we'd like to do is play characters that are best suited for the role of GMPCs, even though only one of us will be playing a GMPC at a time. I know some people will say that an NPC controlled by the GM - or by the players, better yet - is the solution, but we don't want that. We want a party. I was introduced to Pathfinder with GMPCs, so I'm not uncomfortable with them. The other three are open to it, but are overall inexperienced.

So basically, what I'm asking is:

1. Which classes/roles (e.g., Cleric, Fighter; Tank, Buffer) are best for two people who will be GMPCs 50% of the time, one of whom is fairly experienced?

-AND-

2. Which classes are best for 2 people who will be dedicated PCs, but will probably have a tough time with the finer points of the system, i.e., need less complicated classes?

Thanks in advance for the help, understanding, and patience.


So, I know this has been addressed, and I've read the threads, but new classes, feats, and combat styles have emerged since then, and plus, I'd just appreciate the help.

I'm looking to build a ranger who focuses on throwing, but isn't horrible in melee. Probably starting at level 3 or 4. I want to play a Divine Tracker/Trapper, though I know that's not optimal.
I understand returning weapons, as well as Blinkback belt, will likely be important. I was thinking 2 returning short spears, one in each hand, throw one, hand off-hand one to main hand, and then throw that one, then catch them in each hand on way back, rinse, repeat (with rapid shot). This is just until I get a blinkback belt.
I'd be a bit MAD, but so are archers, and they're great.
If any one has better ideas, I'm game to hear them. My only caveats are it has to be ranger (maybe slayer), probably human, and either axes or spears. Not slings, chakrams, or daggers.
Thanks!


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So, I am helping a friend get ready to GM an adventure, and it is going to be toned back in its amount of magic in the world.
For backstory reasons, the gods have stopped answering prayers because of decades of abandonment by their flocks, so, no divine casters.
Then arcane casters became really, REALLY big, like, almost worshiped, because they were the only ones capable of magic. So, an empire that was curiously stunted in producing magic users started an intercontinental "witch" (not just the class) hunt, in order to secure their power and domination.
Now, lack of casting is the norm, with virtually all magical artifacts (any magic item) collected and cataloged, and sold and regulated by governments (magic items are okay because they can't overthrow an empire by themselves; sentient beings aren't so... inactive). Magical creatures still exist, but they've been hunted too, so there are fewer of them. And, there are alchemical casters, but they're rare and need licenses and are watched carefully.
SO, none of the PC's will be casters, even alchemical. The following classes are those which are permitted:

Brawler (Any Archetype)
Slayer (Any Archetype)
Swashbuckler (Any Archetype)
Ninja
Sword Saint (Samurai)
Trapper (Ranger)
Skirmisher (Ranger)
Warrior of the Holy Light (Paladin)
Temple Champion (Paladin)
Sleuth (Investigator)
Spiritualist (Investigator)
Bolt Ace (Gunslinger)
And Oddly, perhaps... Eldritch Guardian (Fighter)

So, we (the players) are trying to put together a 4-person party that is balanced and can handle what's thrown at us. We figure UMD is key, because there will be wands that'll be able to be bought (and sold) at government run stores, and black market locations. But, what else will help compensate, even just a bit? So, ideas, especially as to which 4 classes will help (example, gunslingers are pretty good DPS, but if they don't have something to contribute on the magic front, maybe we shouldn't bother with it?) will be greatly appreciated.

Thanks for the help!!


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So, the Adept (NPC) class really intrigues me. Sure, it's weak in both BAB and hit die, has only one good save, has only ONE class feature (Familiar), and gets VERY few spells. But, that last bit there is it's redemption. Spells! Some divine and some (traditionally) arcane. Now, I've never played a character in pathfinder who was primarily a caster (my druid was melee and my bard an archer). So, I'm not really sure which spells are good, situational, OP, traps, etc.

Therefore, I'm asking for help in making a good Adept, specifically, ability scores, good feats, good spells to focus on, and good choices for a familiar.

If it helps, the Adept will be a human, and it will likely be 25 point buy for him.

Any and all advice, that is relevant and not simply pure discouragement or derogatory remarks, will be appreciated, ESPECIALLY about the Adept's spell list.

Thanks!


Hi! I am fairly new to pathfinder and quite new to the paizo boards, but I can already say I really enjoy both (basically this is me begging people to be nice to, and patient with, me!).

So, to cut right to the point, I'm helping someone design a pathfinder campaign, and they want an NPC party to "rival" the player party. Side note, no one in the player party will be optimizing their characters, BTW. They won't be awful, just not optimized. Moving on.

The NPC party is to be composed of NPC classes, excluding the commoner, and starting on level three. The members are:

1. A male (half-elf, half-orc, or human) warrior, who will fight two handed, and possibly be an intimidate build

2. A male human Adept, who may specialize to a small degree in scorching Ray, and take light armor proficiency as his bonus feat

3. A female half-elf aristocrat who will likely wield an elven curved blade, probably focusing on critical hits (due to only being 3/4 BAB, making damage from Power Attack a little riskier), also maybe being an intimidate build...

4. An elf expert, who will likely use a composite longbow, and definitely choose UMD as a class skill.

Now, I'm asking for help as to how to make these ideas work, or whether they are flat out impossible. Or, how to make an (almost)optimal party with these classes, without too much cheese.

I'm NOT asking to be told that it's a bad idea, or to use different classes, or even to multiclass. For example, I'll welcome feedback that an aristocrat is better of with a different combat style than crit-focusing, but not that the aristocrat should just be a fighter. I've seen a lot of creativity in reading these message boards, and I think this a chance for the people here to challenge themselves to come up with some really cool ideas. So let's do this!