Rod Millard's page

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Orthos wrote:

And heck, you can still toss Mythic onto it (at least theoretically) and have E6/7/8 characters taking on mid-teens CR challenges.

Funny you should mention Mythic - I am doing almost exactly that for my homebrew campaign: E12 with up to 6 Mythic Tiers.

I've gone into the reasons elsewhere, but level 6-12 is the "sweet spot" for me, both as a player and as a GM. Traditionally, campaigns peter out around level 12 or 13 as that's where the characters want to settle down and run temples/guilds/small countries (several of them are still around as NPCs).

12th level is also the point where the progressions converge - your BAB goes up whatever progression you're on, Good Saves hit 8, Poor Saves hit 4, and you get your 3rd ability increase. This was even more true in 3.X where you got feats at every third level instead of every odd level. If you didn't know better, you could look at the charts and think they were *MEANT* to run out of 12 the way everything progresses in multiples of 2, 3, or 4.

Capping class advancement at 12 but allowing mythic tiers means that I can still use most if not all of the Bestiary Monsters without excessive tweaking. There is a theoretical maximum of 224 HP without magic (assuming a pure Barbarian with 22 CON, Toughness, and a loaded d12) which is manageable - in reality most PCs will struggle to get into triple figures. You also qualify for most feats by then - which is even more important in E(X).

Besides, Antimagic Field/Raise Dead/Teleport/Polymorph is about as high magic as I like to go - if you want a Wish, go out and convince a Genie to grant it to you...


Which is great for my game in my setting with my players.

Other groups may prefer E6, or E8, or the full 20 level progression - or indeed E1, which definitely sounds like an interesting way of converting D20 to a skill based system for those who feel so inclined.

One of the things I love about Pathfinder/D20 is that it is so adaptable, and you can use it as a toolkit to play in all these styles if you wish. Embrace the diversity people!

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If you want something a bit more out there you could consider taking a few levels as a Cavalier of the Order of the Blue Rose:

The cavalier must guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conflict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle. He must also honor quarter when he gives it, protecting captives who have surrendered from his own allies if need be

Sounds pretty Doctorish to me...

Of course, no DM on Earth would let you take the TARDIS as a Mount!

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Ilja wrote:

A sensei monk isn't a bad idea at all. Or sensei monk/rogue multiclass.

Needs martial artist though, to not have to be lawful. While his alignment shifts (as most "alignments" do when you try to apply them to characters outside of D&D) he doesn't really feel that strongly lawful. He seems to jump a lot between neutral good, chaotic good, lawful neutral, neutral and chaotic neutral.

The First Doctor was much more Lawful than any of his successors, so maybe a Sensei Monk who "falls" (around the time of his first reincarnation) and then progresses as a Rogue and/or spellcaster?

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As an NPC?

20th level Aasimar Oracle of Time with the Enlightened Philosopher archetype.

Aasimar makes him an outsider (Scion of Humanity is optional, but would fit depending on which doctor we are talking about), Oracle of Time is obvious, and enlightened philosopher gives you linguistics and all knowledge skills in class as well as the ability to spontaneously reincarnate at 20th level. I would probably give him Tongues as his curse for the ability to understand all languages by the time he reaches that level, and the downside is not that crippling for a character that goes out of his way to *prevent* conflict - you could always have him default to technobabble in a crisis!

If you want a *PC* based on the Doctor,You might want to consider the Detective archetype for the bard (the bardic music abilities are much more "doctor-ish" than the ones they replace - at 9th level you get to trick the bad guy into revealing his master plan! - plus you get the ability to disarm magical traps and a bucket load of divinations added to the bard spell list). I would also consider a Monk using the Sensei archetype, who trades direct damage for knowledges and the ability to buff his allies (and eventually save them).

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As has been said, I'd like to see official Paizo versions of:

Shaman (spontaneous caster using the druid list)

I'd like to see a spontaneous necromancer base class, akin to the dread necromancer in 3.5 (could be based on the summoner, but doesn't have to be)

Also "quick fix" archetypes for the Fighter, Rogue and Monk that put them on a par with the other core and base classes. Not total rewrites of the classes, but the option as a GM to say "X class uses Y archetype by default" to make them balanced - I already do it with rangers (I dislike the "and a little bit of casting" classes, so I run rangers with the skirmisher archetype as a default setting - if you want a little bit of casting, multiclass druid or cleric)

and DIY class rules, as per the Skills & Powers supplementrs for 2E.