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.
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:
No the fighter is easier IMO with the no spells to pick, all you really have to watch out for are your feats.
Early Firearms: Early firearms are muzzle-loaded,
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.
still sezshe can reload
a single barrel of the weapon as a free action each round
so it does limit the number of times each round you can use that particular free action
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
You might be able to do 3 reloads a round perhaps doing 1 as a free 1 as move and one as a standard
Ok so he could still only reload one gun since you can only wear 1 glove of storing at a time
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:
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.
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.
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.
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
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.
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
But then again in the games I play in tend to be much more deadly than PFS
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
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
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.