So I understand the main idea, I also was being a little facetious with the cry concept. My concern is mostly being able to get us through encounters with not only badly built characters, but players whose judgement is somewhat questionable, I understand being a newbie and building a character badly. I do turn around and discuss things with them during game play, especially with the wizards I run into as I know that class the best. But it isn't fun for anyone when people are messing up, in the last few low level society games I've been in we ended over an hour after others, tensions high and even the gm just irritated with everyone. Mr. Haller, he got crit by a huge Earth Elemental, wasn't much we could do. It killed 3 party members that night. As the cleric he was trying to keep people up, and I the wizard was the only one breaking the creatures DR. If I were putting this less sarcastically I'd say I wanted to be able to save the party when need be.
So my buddy and I have been going to our local PFS group for a little while now, and then the unthinkable happened and he got one shot in a session. Part of the issue was that he and I were carrying the weight of the entire table, and he a lowish level cleric and I an also lowish level wizard couldn't fully make up for other members of our table. Well I went to another few sessions, found a nice group of people, but my best friend stopped coming and I've found it a lot less amusing without him. He's agreed to come back and I decided to test the waters a little playing a level one alchemist and basically rolling the session I was in. But my table was full of weird, ill conceived, characters. Ranging from a almost no stat above twelve wizard/monk, an oddly done druid/barb, and a ninja who... did nothing? Most of the people we loved playing with are in the 4-5 bracket + So here is my challenge. I normally play support characters, God Wizards to be exact. But I want to roll a new level one for when my buddy joins. I just want the ability to completely trivialize the encounter if I so wish. I probably wont, I just want to be able to turn around and make sure that he has fun regardless of other peoples... inability... to play. (Wizard color-sprayed the barb, cleric healed the big bad, ninja did nothing... so much GAH) So what am I looking at? Gunslinger appeals to me, I just don't really build em. Summoner... was interesting until they killed synthesist. Is it even possible? (Imagine character concepts at both level 1 or 2, it depends on how much I want to cash in certain sheets)
Vicon wrote:
You sir just made my day!
So the reason I am asking is within this campaign there is a lot of opportunity to evolve and the but the villains are equally distressingly powerful. I have acquired the half fiend template by making a deal with Mephistopheles... My wizards goal is to conquer time and space, so within that realm there doesn't seem much flavor aimed at time or force.
So basic story, high level campaign, plowing right along and having a lot of fun. Everyone else has found something to dip or a prestige to work towards they like, I just don't ever see an advantage to doing anything other than taking another level of wizard... Am I missing something? Guide me to the light perhaps?
To be honest I think the emphasis should be more on what fills a niche in the party best. She's willing to play whatever and isn't attached to one concept or another. Also the GM will allow her one reroll before too many sessions have passed so if she hates what I come up with it isn't the end of the world. I am just concerned that aside from me, there is no real magic. Our cleric is awesome, but I end up playing her as well since the rogue doesn't really want to play two characters. She was open to being magical in some way so I like that idea since I think it compliments how melee heavy we are. I should have mentioned the rogue is taking three dips into assassin for the study/death attack ability. Sub-optimal (im a little bit of a power gamer) but its cool and saved out butt last week in one fight.
I was thinking of that, we are also a little low on buffs. I spend a good portion of time summoning pits and controlling the battlefield, the GM doesn't pull any punches with what we fight. I built around the treantmonk / professor q wizard concept and I love it, but I dont get much time being an enabler or debuffer.
Hey all, I am looking to add a friend of mine into our pathfinder campaign, its a homebrew with a lot of GM added stuff, but inherently still built around the primary Pathfinder Books! Party so far: Me: highly optimized wizard, through role play have gained the half fiend template. Melee 1: Monk, big DPS and important. Melee 2: Fighter optimized around step up and follow, aops, etc. has started a conversion into a construct... (dont ask) Melee 3: our rogue/skill monkey/ party face - Still important and powerful, but a little plain. The GM has plans to make it up to him later in the game. Also has leadership which was used to gain us a cleric... So we have SOME heals. Now we have a lady friend of mine joining us, she will be starting at level eight but I am not sure how to guide her into this. Shes a little less attached to the actual character and will build her roleplay personality around it. But she likes the idea of magical stuff mixed with physical ability. So this lead me to thinking: Druid - I am more an arcane guy, but I could figure it out for her. Magus - No experience with this, do we need more melee? Sorcerer / going into Dragon Disciple - Switch hitter, spontaneous caster. Alchemist.. Advice? |
