Bill Dunn wrote:
Only ever ran into one Catch 22 situation with a Paladin. And it was clearly unintentional. The GM was having Drow raid a city above ground, and the party was to put an end to it, working alongside the Drow resistance which hated their current government, and wanted to end the surface raids. Thing is, they were still evil. They'd still be doing all the horrible things drow do, they just didn't care for the surface. My paladin couldn't justify overthrowing one government for another just as bad, but she also couldn't ignore the surface raids any longer. Eventually, we got higher calling'd while the whole thing sorted itself out. I wasn't the only player playing a character who was unable to work with this revolution. My Paladins tend to be less "GOOD FOR THE GOOD GOD!" and more good people whose powers come from the fact that they're good people. A lot of GMs also misunderstand "Lawful". "Paladins can't focus on archery. It's unfair to fight enemies from a distance." Archery is totally fair game, and waaaay better for a defender of the people. Say an Orc raider wants to kill little Timmy. An armored, sword-wielding paladin can leap between them, sure. But then the Orc raider goes around Mr. Shiny and axes little Timmy. I can kill orc raider with arrows before he gets close. Also, hard to chase down evil if evil has more than a 25-foot movement speed. "Paladins can't use disable device, lockpicking is inherently chaotic." Paladins can totally use it. Disabling traps, opening dungeon doors, You do know having the key doesn't make forced entry into the next floor inherently more or less lawful, right? "Paladins can't lie." Yeah, this one's actually in the paladin's code, but I'd argue that in situations where information can be dangerous, Paladins have a right, a duty in fact, to at least not tell the whole truth. Going back to my previous story about the rebellion. Our higher calling got us sent back in time to keep the right people surviving a horrific tragedy that happened in the past. The paladin couldn't exactly tell people that she was a time traveler from the future, they'd have thought she was crazy, and that would've made helping more difficult. Instead, being a Kitsune, a race no one in the city had even heard of, she claimed that a similar calamity had been recorded in her people's history. This actually gave her credibility and authority on the matter. "Paladins can't overlook crimes." They totally can, depending on the crime, level of remorse, and how high the stakes are. Is the paladin really going to turn the rogue in for shoplifting when he may be able to help stop a warlock from taking over the world? Besides, maybe the Paladin things the rogue can change. He may have been a thief and a beggar himself before he was taken in by the church and saw the light. Perhaps saving this scoundrel's soul is his test. The Paladin code is actually pretty sparse, and doesn't require you to screw over chaotic party mates. Evil party mates are another matter, but again, maybe your Paladin thinks that they can be redeemed.
Tarik Blackhands wrote:
I was in a game like that once. The other players got irritated that the story seemed to be ignoring their characters. Seems like some of the hate is coming from Paladins being seen as "Perfect Lawful Good". I tend to play paladins who are just as flawed as a rogue or a bard, just in different ways.
As in the title. Often when I bring a paladin to a gaming table, there's an audible groan. The Barbarian sighs, and the Rogue starts looking nervous. Despite the fact that the Paladin is arguably one of the best classes in the game, with great immunities, Full BAB, the ability to heal, and effectively the only viable tank with its aggression drawing spells, it seems no one wants one on their side due to some belief that their lawful good nature will drive a campaign to a halt. Only once have I played a paladin when this was actually an issue. The rest? Zero issues. Makes me wonder why there is such a bias against them.
It's also usually less of an epic death when you fail a will save. Adric the Paladin unfortunately succumbs to the poison of the Drow's knife. Adric the Paladin is slowly consumed by dragon fire in his proud, final stand. Adric the Paladin is stabbed multiple times by the mad cultist because he was compelled to sit still and babble incoherently like a moron.
Failing saves is something we all do at some point in Pathfinder. It sucks, generally. But one question got me thinking. Knowing nothing about the effect that just hit you, your GM asks you to roll a ______ Saving Throw. You roll a 1. Which type of save do you want to have failed the least? For me, at least, it has to be will. Effects that require will saves tend to be the "You're not playing the rest of this encounter" effects, and those by far frustrate me the most. But most of them also won't lead to dead characters like Fortitude and Reflex saves often do. Just sort of curious how people feel in regards to this. Might be an interesting topic of conversation.
So, Doing Eldritch Archer Research got me curious on the best class option for an Archer. Only restriction is this: You need to focus on firing arrows (Or crossbow bolts, I'll count crossbows for this). You can have other abilities but they should improve your ability to shoot arrows. I just want to see what the consensus is on the best builds for archery. Martial, magical, and even psionic. All archers welcome.
So, I have a plan to make my 5th level Wizard into an Arcane Archer. Just got to 6th Level, so I plan to take a level of Fighter, 2 levels of Eldritch Knight, and be an Arcane Archer by 9th level. Not sure if better options are out there though. Reasonably, I want to take as few hits to spellcasting levels as possible, but don't want to be waiting until 12th level to have the BAB I need. The GM has house ruled that I'll still be getting Wizard spells with Prestige classes, so that's not a worry.
So, I'm currently playing a Wizard in a campaign, and I've come to find that blasting spells from horseback really is fun. On top of that, I've gained an interest in the "Arcane Archer" Prestige class, and I feel like taking a few levels of Cavalier might help me get to that goal. But I'm not entirely sure if better options exist.
Matthew Downie wrote:
Well, I was planning for the campaign to start at 3rd Level. The "Bandits" Are actually a group of highly skilled mercenaries, so it makes sense for them to fall back. (Probably not going to even run that combat, Might get complicated if they think they can win) I kind of already had the village thing in mind, actually, though the details were a bit different. (Warrior society that lives underground in ruins)
Matthew Downie wrote:
I love the first idea. It also means there is still potential story in the "Screw It" route, (That I very much realize some players might do) of joining the enemy. My plot complication on the "Save the Prince" route would be that the Tyrant is secretly a Vampire, and had already turned his hostage.
thelivingmonkey wrote:
General advice, maybe more plot ideas (I'd like a good reason for the mad tryant to be evil more than "Greedy Prick")
So, I've got an idea for a campaign I want to run, but I've never actually GMed Pathfinder before (Only GMing experience was with Cubicle7's Doctor Who Tabletop). Premise of the campaign is this: A tyrant king is holding the neighboring kingdom's prince hostage, and demands a ransom in gold. The party was with the Caravan as guards when it gets attacked by "Bandits". They are forced to flee and leave the gold behind. Now they are deep inside of enemy territory, and have to somehow either get back home, or possibly rescue the prince themselves.
Isabelle Lee wrote: It might not be quite up your character's alley... but if you like fire and have a decent Fortitude (and/or easy fatigue healing, and/or don't use it every time), you might like Flumefire Rage from the Elemental Master's Handbook. Honestly, not really a fan of fire damage. I rely on it because it's 60% of all blasting spells, but I'll take any other element any day.
Soooo...I kind of want to have a Halfling Titan Mauler as my official backup character for my current campaign. (Seems like a fun character idea. The hit to STR might suck, but it's more for a fun concept, really) I don't want to play a Bloodrager. I know they're better than barbarians in every way possible, I just don't care. Rolled for stats:
Honestly, besides Race, backstory and class, I've got very few ideas for the guy, especially for any future builds.
Dastis wrote: I would call both dodge and eschew materials bad choices. Eschew materials does nothing if you have a spell component pouch and a few spares. Wizards generally have poor AC and a +1 from dodge makes little difference. Typically arcane casters will use miss chance from spells like obscuring mist, invisibility, and mirror image in place of boosting ac very high True, but I have illusion as an opposed school, so AC's all I've got. And right now, thanks to a really high dex, it's not bad.
Louise Bishop wrote:
I really don't want to multiclass, especially not into other spellcasters. As for Feats, looking for a 5th-level one. Right now I've got Spell Focus Evocation, Dodge and Eschew Materials.
Skyler Malik wrote:
Makes sense, but I don't want this character to be the sneaky, in the shadows type. I want them to be the Charismatic Manipulator type.
I've heard many times that oracles can do just about anything. And the concept of a Rogue-Ish divine caster has always interested me. So when I discovered the Intrigue Oracle Mystery, I had to check it out. Now I definitely want to play one at some point, any idea for a build? Feats, Traits, Curse (or Curses) Archetypes? Because I really want this character to be viable. Right now, I see it functioning as a "Save or Suck" Enchanter, but are any other ideas viable?
Already playing a Wizard, so yes, I am kind of set on it at this point. This is entirely build advice for down the line. GM predicts we'll be going to 10th level or so. Sort of got Traits already, based on backstory. Rancher, Transmuter, Clever Wordplay, and Naive. Kind of have a secondary focus on transmutation.
As the title says, I'm genuinely curious what people do with gunslinger characters after 5th level, when pretty much everyone and their grandmother says to dump the class. Putting this in advice because I would genuinely like to try a gunslinger at some point, just not sure what multiclass options work.
Melkiador wrote:
Not big on summoning or necromancy. Having extra units controlled by me makes me feel like my turn is taking far longer than the turns of other players. Majority of enemies are likely to be Plants, animals or fey.
UnArcaneElection wrote:
Full support bard. Buffs and healing. Ranger has an animal companion bond with a Hawk. From what I can tell, only the Alchemist has an archetype.
Perfect Tommy wrote:
Unfortunately, Bloat Mage's flavor text sounds absolutely disgusting to me, and I can't justify any sentient non-evil creature doing that to SOMEONE ELSE let alone THEMSELVES. Ranger is using a Strength build. As for no specialized healer, we have a Chirurgeon, and a Bard who can heal as backup.
Think I've settled on an Arcanist, Sorcerer or Wizard. Just need to decide which of the three. Got a character concept too. The party's currently in a small village where the crops are failing, and he's a former farmboy returning to his hometown to investigate the cause. All things considered, probably an Arcanist or Wizard. @Above: Considered rogue, but the alchemist can do lots of the same things. The swashbuckler's a Parry/Riposte kind of guy, so he's tough to hit.
Chromantic Durgon <3 wrote:
GM has no real knowledge of the Occult Classes. He IS allowing Psionics Unleashed though. Never tried an Inquisitor. Playing in a custom world, so the gods are very different. And some just don't have inquisitors. As for the warpriest, we kind of just had a previous character die who was an Oracle of battle. Seems a bit too similar in concept. I do love playing a witch, but I tend to play them too often. If Shaman can do the same, that class interests me. Wizard and Sorc are definitely options though.
So, I'm in a campaign where I need to build a 4th-level character.
Now, I need to introduce a character to the group, and I'm having a hard time thinking of classes that would fit. Alignments are Lawful Neutral to Chaotic Good, so nothing evil. Anything else is fair game. Occult Classes are not allowed, and Druid is off the table considering the nature of the enemy in this campaign. Anything else is fair game.
"Elemental Fury (Su): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power." Does this 1d6 replace the normal damage of a monk's fist? Or does it add to it?
Bohdan Maksymenko wrote:
Granted, they have to manage to remain conscious, since they have to go into the negative. Might add the requirement that the damage has to happen during combat.
Soo....I'm incorporating a lot of different Homebrews to create a perfect Saiyan Race. I'd love some feedback. Note, this is just the Saiyans as a race. For the ki blasting, flying and all that, I'm using the Ki Master class linked here: https://drive.google.com/open?id=1x1RJt1gXph5bNV0z4FkM_2WtfIM6Rd7qpKP5OcLEx 6A (For some reason, posting it here breaks up the link) Saiyan
Misc: Alternate Form (Oozaru) acts as extended beast shape III (huge ape form only [keeps tail]; triggers upon seeing full moon or spells that mimic moonlight) 3 RP
Zenkai Boost: Whenever a Saiyan recovers from having a number of negative hit points equal half her constitution score or her character level, whichever is higher, she gains a permanent +1 enhancement bonus to a single physical ability score, to a maximum of +6 to each physical ability score. 2 RP Misc: Prehensile Tail 1 RP
Mostly looking or feedback on a few things
Louise Bishop wrote:
Probably going to need more than just fireball. The party is full of a Battle Oracle, A two-weapon fighting Ranger, and a Swashbuckler. All of which like to get close, and preferably not take AOE damage. Any decent spells for precision damage to look into that won't require me getting close? Still a squishy Kobold.
Tarik Blackhands wrote:
Definitely plan to. That's actually way more useful.
So...what element should I pick for my Kobold Sorcerer Blaster? I have the Draconic bloodline, so picking one to focus is kind of important. Also, ruling out Ice right out of the gate. The Campaign takes place in an icy north. EVERYTHING will resist frost. So yeah, the choice is between Fire, Acid and Electricity.
blashimov wrote:
Fair, but Strength doesn't go to your AC. Besides, I'm not the primary buffer. I'm a secondary buffer, with a melee combat focus. We've got an oracle for most buffs, so being behind on extracts won't be terrible. I plan on finishing my Unchained Rogue levels at 3, and taking Vivisectionist then on out. I can trade a feat for a rogue talent if I need more. |