Belkar Bitterleaf

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If im playing heal bot on a pally I never go for the hospitaler the - lvls on the channel energy is a deal breaker for me and I would rather take extra lay on hands feat a few times. Shield other is a must dont forget to lay on hands as a swift action on yourself if you cast it. Also as a pally your main stat should be CHR instead of STR I even usually go with more CON than STR for xtra HPs for sheild other.

With a high CHR you can still do massive amounts of damage against evil things after all you should be looking for ways around combat vs. everyone but evil things.


Good choices but don't forget you can be a cleric of a "concept" that worships several gods. Once I made a cleric of "the traveling light" I chose the travel and the healing domains. The Traveling light as I put it were traveling healers.

edit or was it the "wandering Light" and they were wandering healers....same difference. Best healing cleric I have ever made in my opinion.


They might not have every touch spell you are interested in but the Magus makes probably the best touch caster.


Both go high AC with the travel domain.


Maybe check out the Knight of Iam by NewFire Publishing. Its third party so Im not sure if your DM will allow it.


Play a wizard according to the build guides found in this forums, buff everyone up and make them do the math.

Edit but then again he wont be doing damage


A bard would be good but in my opinion none of the classes scream noble like the cavalier. They get know nobility which sounds like it would be useful in that campaign to figure out who's who and who works for who. But I could see a down side to it with most of their stuff being about horses. Maybe ask the DM if he plans on jousting competitions.

Edit maybe ask how often you will be traveling too. Nobles seem to do that a lot.


Scott Wilhelm wrote:
Elter Ago wrote:
Folks remember these are new to the game, kids, and PFS.

It is with that in mind that I suggested Mystic Theurge. The easiest class to run in Pathfinder is Cleric. The 2nd easiest is Wizard.

@ Devilkiller: it IS fair to say that I made my Mystic Theurge a long time ago. She is a Tiefling, at the moment a Level 1 Cleric of Asmodeus with the Trickery (and Law) Domain/Level 1 Wizard. She will be a Level 1 Cleric/Level 2 Wizard/Level 1 Mystic Theurge.

But even a Level 3 Cleric/Level 3 Wizard/Level 1 Mystic Theurge will well-offset the lack of high level spells with a HUGE variety of lower level spells to choose from. This character would be a blank slate at the beginning of every adventure that can learn from every other player what each of his characters can do and try a whole new configuration of spells every day to explore how best to support his party in every situation. When the player makes inevitable mistakes and find out that some of his spells weren't as cool as he imagined, he can completely change his mind and redo his collection every in-game day. This is an ideal character concept for a new player: lots of power, superlative adaptability, endless learning opportunity.

And perhaps the party's new healer.

I just don't see any bad here.

No the fighter is easier IMO with the no spells to pick, all you really have to watch out for are your feats.


Seems to me the worst you could do in the scope of the rules is charge them 2,500 gp....but to tell you the truth I think I would make the cost lvl dependent as a high lvl pally really should know better.


Hummm maybe a vanaras could get around it with his tail?


I have no problem with some one reloading one firearm that way I think reloading 2 is abusing the system.


Plus not to mention if you are playing pirates you shouldn't even have Advanced firearms really.


Early Firearms: Early firearms are muzzle-loaded,
requiring bullets or pellets and black powder to be rammed
down the muzzle. If an early firearm has multiple barrels,
each barrel must be loaded separately. It is a standard action
to load each barrel of a one-handed early firearm and a
full-round action to load each barrel of a two-handed early
firearm. It takes three full-round actions by one person to
load a siege firearm. This can be reduced to two full-round
actions if more than one person is loading the cannon.
Advanced Firearms: Advanced firearms are chamberloaded.
It is a move action to load a one-handed or twohanded
advanced firearm to its full capacity.

you are still limited to reloading only one weapon each round even if you do have a glove of storing. Unless your playing someone that has more than two hands.


Onyxlion wrote:
axatillian wrote:

Also it states in the rules you can only reload one barrel of a firearm in one round

Lightning Reload (Ex): At 11th level, as long as the
gunslinger has at least 1 grit point, she can reload a single
barrel of a one-handed or two-handed firearm as a swift
action once per round. If she has the Rapid Reload feat or
is using an alchemical cartridge (or both), she can reload
a single barrel of the weapon as a free action each round
instead.
Furthermore, using this deed does not provoke
attacks of opportunity.

See bolded above, if they have rapid reload they can do one barrel per free action, free actions are only limited by the gm.

Free Actions

Free actions don't take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity. Some common free actions are described below.

still sez

she can reload
a single barrel of the weapon as a free action each round
instead.
so it does limit the number of times each round you can use that particular free action


but then as a magus the op should be casting an intensified shocking grasp and attacking 4 times (if hasted) and if he crits any of those casting another intensified shocking grasp and getting another attack each round at 12th lvl.


Also it states in the rules you can only reload one barrel of a firearm in one round

Lightning Reload (Ex): At 11th level, as long as the
gunslinger has at least 1 grit point, she can reload a single
barrel of a one-handed or two-handed firearm as a swift
action once per round. If she has the Rapid Reload feat or
is using an alchemical cartridge (or both), she can reload
a single barrel of the weapon as a free action each round
instead. Furthermore, using this deed does not provoke
attacks of opportunity.

You might be able to do 3 reloads a round perhaps doing 1 as a free 1 as move and one as a standard


Ughbash wrote:
Onyxlion wrote:


Well for one you can't downgrade into swifts, you get one per round.

Second he's probably reloading as a free action, though hands my be a problem.

Expensive but gloves of storing get around the free hands issue.

Ok so he could still only reload one gun since you can only wear 1 glove of storing at a time


Onyxlion wrote:
axatillian wrote:
Quiche Lisp wrote:

I'm playing in a campaign (Skulls & Shackles) where we have reached 11th level.

Our GM is something of a math genius, and seems able to tackle Pathfinder at that level of play.

We have a blast playing pirates, and I'm personnaly very happy with my magus PC.

I don't have a problem, per se, but I'm taken aback by the amount of damage our resident gunslinger (goblin 11th level gunslinger) is dishing out every round : something like 240 without critical !

It's an instant kill for every NPC in the campaign so far, and it has put our barbarian fighter cultist of Gorum to shame - which is the real problem here, as the barbarian's player has become very disheartened to be the goblin's player little b!~%@ in every combat situation.

I think this amount of damage is ridiculous, but then I've rarely played at this level.

Is the gunslinger class ridiculously broken ?

Is the gunslinger's player - a notorious optimizer prone to dubious rules exploits and interpretations - taking advantage of our GM ?

Id say he's probably taking advantage some how usually gunslingers run into a wall with having to reload. So he could probably do that in one round but the next round he should be doing a lot less. Been a while since i tried gunslinger though but if I remember right even with rapid reload you pretty much can only reload one shot per swift so with 3 swifts that's only 3 shots reloaded a round. Or am I not remembering it right? Like I said it's been a while.

Well for one you can't downgrade into swifts, you get one per round.

Second he's probably reloading as a free action, though hands my be a problem.

Yep your right now where did i get that from I swear haveing played every edition of D&D, pathfinder, and all of the other "d20" systems I have played over the years really catches up to me sometimes.

Think it might have been star wars saga edition.


Quiche Lisp wrote:

I'm playing in a campaign (Skulls & Shackles) where we have reached 11th level.

Our GM is something of a math genius, and seems able to tackle Pathfinder at that level of play.

We have a blast playing pirates, and I'm personnaly very happy with my magus PC.

I don't have a problem, per se, but I'm taken aback by the amount of damage our resident gunslinger (goblin 11th level gunslinger) is dishing out every round : something like 240 without critical !

It's an instant kill for every NPC in the campaign so far, and it has put our barbarian fighter cultist of Gorum to shame - which is the real problem here, as the barbarian's player has become very disheartened to be the goblin's player little b!~%@ in every combat situation.

I think this amount of damage is ridiculous, but then I've rarely played at this level.

Is the gunslinger class ridiculously broken ?

Is the gunslinger's player - a notorious optimizer prone to dubious rules exploits and interpretations - taking advantage of our GM ?

Id say he's probably taking advantage some how usually gunslingers run into a wall with having to reload. So he could probably do that in one round but the next round he should be doing a lot less. Been a while since i tried gunslinger though but if I remember right even with rapid reload you pretty much can only reload one shot per swift so with 3 swifts that's only 3 shots reloaded a round. Or am I not remembering it right? Like I said it's been a while.

I probably wouldn't even let him rapid reload with both hands full.


Hospitaler is more of an out of combat healer if you want to heal in combat stick to the regular pally and take xrta lay on hands several times.

But from what I understand you really don't need an in combat healer for PFS games. To tell the truth I have never played PFS, the games I tend to play in and GM are much more brutal.


Kind of sounds like Vecna (of the hand and eye Vecna) and his traitorous vampire underling Gax (of the sword of Gax). Think this was all originally done by the Great Gary Gygax. For more ideas maybe check out how he handled them.


make it hard for melee to melee and ranged to range. Set your bad guys up on a ledge that requires at least 3 climb checks with high winds. High wind will make it impossible to hit with arrows and make it hard to fly. During the meantime the bad guys can drop large rocks on climbers (seeing how large rocks usually are catapult ammo and not affected by the wind as easily as arrows). Also while the are waiting for the pcs to get to em have spellcasters buff your bad guys so when the pcs get to em they are more powerful. Oh and use those casters to dispell the pcs just before they get to your bad guys.

then sit back and laugh manically.

Main thing is don't forget controlling the battlefield controls the battle and as a GM you basically get to dictate what the battlefield is like.


ElterAgo wrote:

Folks remember these are new to the game, kids, and PFS.

Many of these suggestions are not taking that into account. Many experienced adult long time PF players have trouble doing a good job with the complicated alchemist builds and few people do well with a mystic theurge.

Also the GM can't add or change things to the scenario in PFS.

Krell44, My advice:
They've already picked what they want to play for now. Hammer is often more fun for a new player. Let them run with it. In general, PFS is pretty forgiving of lopsided party makeup.

If you, as GM, are little more careful of which scenarios you pick. A couple are almost all social skills and a few are extremely difficult even for experienced players in balanced parties.

What you can do and what is very appropriate especially for new players is making some tactical and shopping suggestions.
"You've heard rumors of other pathfinders finding an oil of daylight very useful." 2-3 scenarios prior to running one with deeper darkness.
"The fiends from the World Wound are difficult to injure without cold-iron weapons." 2-3 scenarios prior to running one with demons.
"Since you are getting knocked out so often, you might want to invest in a few more potions of cure moderate wounds that someone can pour down your throat."
"If you step forward like that, they will easily be able to flank you. That will at least give them a +2 to hit and if they have sneak attack the damage will also go up."
"Since you need to take this guy alive, you might want to try a grapple rather than a great axe."

The other thing I might suggest is alternate them with some experienced players who can give them some other suggestions and examples. Say 1 week have 3 of them do a scenario with 3 experienced players. Then the next week have the other 3 do a scenario with 3 experienced players. then you can go back to the group of 6 and see what they thought of it.

Yeah I guess most of the things I would advise are not gonna necessarily help these guys. As the people I play with like combat to be brutal, fast paced, and barely survivable. When the PCs barley make out alive you hear a lot of "nice fights". That's not to say we do all fights like that.

What I usually try for is I'll do an easy fight (mainly to see the strengths and weaknesses of the group)
Then a harder fight,
Then one that's easier (so the PCs feel heroic).
Then I'll hit them with a brutal fight that plays to their strengths.
Then I let up a lil on the next fight.
Then a "boss" fight that is brutal and goes for their weaknesses.
I'll mix it up a lil from time to time just so the pattern is a little less obvious.

I realize this wouldn't work with some groups but the folk I play with seem to enjoy it.


Why do you need to ride him? Wouldn't it be better to stay away from the combat as a summoner? Personally I would just stand behind him and try to keep the Eidolon between myself and my enemies. The only thing I can think of is if he is flying, but then you can cast fly.


One thing I would like to ask is how did they fire bolts that had darkness cast on them with any degree of accuracy? I realize that there are ways to do it, just asking.


Controlling the battlefield controls the battle and as the gm you usually get the chance to dictate exactly what the battlefield is like. Usually the only exceptions is when the PCs set up an ambush or take the time to groom the battlefield to their liking and then lure their enemies to it.


Take them on the new high tech AP get some lasers and strap those on its head, now that is what epic is about.


O something I forgot to add to my post about the ratfolk is that the ring that gives them a bite attack works for anyone.....If you don't mind looking kinda rat faced.


Ratfolk make nice natural attackers if you can find a way past the small size they get claw/claw and with a ring found in their section of the ARG they also get a bite. Also in the ARG is the tail knife which counts a natural attack for all affective purposes for a claw/claw/bite/tail knife
attack routine. The only problem is each attack is a little weak due to size. I have one that is a Cryptic (from my previous post) and he is awesome since he can add his Int to damage.


If you can play 3rd party material I would check out the cryptic from the Enhanced psionics handbook. I'm not sure what stats the Skindancer gets but If you can pick up a good Int you can add it + your str to damage.


I would stare away from feats to help 0 lvl spells unless you plan on specializing in a particular element later on, as after 3rd lvl you will unlikely be useing 0 lvl spells.


Lol my bad then Deadmanwalking is correct + if you can swing some acrobatics (so you can move away from enemies without getting attacks of opportunity) it will help you keep some distance maybe a lil dip into rouge.


You should check out the old spell jammer series for I think it was 2nd E D&D not all moons are lifeless chunks of rock.


Want to be a useful Bluffer make a rouge you can use bluff (if your really good at it) to re hide sneak to a flanking spot and start backstabbing.

or

One of my fave characters that I have made is a comedian bard he was just a lot of fun. If the other players cant see just how useful you are in combat they are just shortsighted, and really there is no class more socially adept than the bard.


hospitaler pally is kinda gimped because they channel at 3 lvls lower than the normal sure they can do it all day, but are only good at healing out of combat.

I useally just go normal pally with extra lay on hands feat taken several times and use shield other on who I expect to take the most damage.

Since you can lay on hands yourself as a swift you can absorb some of that xtra damage to yourself and broadcast channel energy to keep the rest of your party healed.

If you do it this way the only stats you really need are
1. Chr max it out for saves and more lay on hands + helps your smite for when you get a chance to beat on things.
2. Con should be your second choice with shield other your gonna be taking xtra damage so you'll need some xtra hps
3. wis should be 14

But then again in the games I play in tend to be much more deadly than PFS


In an old adventure I ran into swarms that were nothing but animated internal organs.... I think the adventure was Entombed with the Pharaohs.


By the way I checked your link and apparently Vamps have a constitution score. You may have to change your stats.


If your playing the Advanced Class Guide try the swashbuckler maybe or maybe the Skald?


Make a ratfolk with a dire rat companion (if your gm allows it) that way you get flank when you and your companion are in the same area (you don't even have to flank to be flanking). Hell you can do this by dipping into any of the classes that give you a familiar. Unless you really really want to ride your flank buddy. Or just get the magic item in the ARG that summons dire rats that is in the ratfolk section.


If your playing with 3rd party stuff I would suggest the Cryptic from the
Psionics Expanded - Advanced psionics Guide by dreamscarred press. [url=http://www.d20pfsrd.com/home] is a great way to at least browse the class.
I have a ratfolk one and he is pretty cool...though he does seem to take some buff time to get up to full power.


I'd let him in to play certain NPCs this way he will feel included, and when he starts getting distracted or is otherwise not being a productive player you can more or less stop him from playing by changing the scene to one his NPC is not part of. I would suggest making him a commoner of some sort...or maybe a noble child that is some how linked to the plot line and just grabbing him as needed for the story. This would include him without becoming a constant headache for the other players. Just make sure he understands where his character fits into the plot, along with the things you need him to do for your story. After a while and if he is still interested and has gotten used to the game, and if your more seasoned players start warming up to the idea of him playing you might be able to include him as a PC.


Totally the Magus hes awesome at buffing up and melee attacking. Plus he is one of the best single target DPRs in the game. Look at the magus guide found in these forums for more details.

I have a 12th lvl Magus and this is what I do in a round

1st cast intensified shocking grasp-this causes me to make a free attack with my weapon
then you do the rest of your full attack if any of those crit I cast another intensified shocking grasp which gives me another free attack

use Dervish Dance+ improved crit so you have 15-20 crit threat range and chances are your gona be casting 2 spells and four attacks = tons of damage.

Plus you can buff up your blade and if you take the right insight you are using a brilliant energy weapon too.


Think elf with an elven curved blade + finesse then everything else you take along the way is all ranged. Get quick draw when you can that way you can seamlessly enter and exit ranged attacks when you need to. (I'm assuming the expletive before "in melee" is badazz.) While the Elven Curved Blade is an exotic you get it for free being an elf and it's the only two-hander (that I know of) that you can use with weapon finesse.

Another good build is make it a dancing dervish build (found in the inner sea guide). So for one feat you can make your melee attacks be both +dex to hit and +dex to damage. Though you have to use your lvl 3 feat to do that since you need 2 ranks of the dance skill to do it. in that case you will porbly will want quick draw as your first feat.

Either way after setting up your melee I would do it just like how Deadmanwalking sez even useing his stats, skills and feats after that. Again I'm assuming you want to be potent in both melee and ranged.


If you chose to let him become one just add the fiend templet (this will slightly increase his power) or change his race to tiefling. This will give him a "demonic" feel with out blowing the party balance. If you chose to let him become a "real demon" do what VRMH suggests. Personally I would give him the choice spelling out the consequences before he makes the choice.

Note: If you do make him a Fiendish character you should give the other players a little boost such as an additional feat or a +2 to a stat just to keep everyone even. Also note that is for a 1-4 lvl fiend if you use the higher ones you'll have to give other players a little bit more.


Usually I'll max all HPs, throw in some minions, and/or throw in some battlefield conditions that make it either take more rounds to reach my monsters or makes it so range attacks really are the only appropriate choice for attacks. The big thing is make the players fight outside their comfort zone. Another thing to try is make the fight in the air with bad weather which makes them have to do flying checks (if they can fly)or get forced out of melee combat, this also makes ranged weapons less effective depending on just how much wind you are using.