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You could squeeze in a lvl of theologian Cleric (strength domain)to get enlarge as a spontaneous spell, for when you "transform". With one lvl you could probally have it like 3-4 times a day, and then be able to use clerical wands an such for healing as a bonus.


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whats everyone's alignment?


Business investments are a great way to introduce side quests and one-on-one RP as well. Pretty much every character I make has a side mission, I've had a wizard artist, the fighter craftsman, the rogue philanthropist who started his own orphanage full of street kids, I even played a ranger who's goal was to be the best cook/chef in the land. Often times the actions lead the character to the leadership feat, but they don't have to, you can always just hire people to run things. As you level and gain more power these "hirelings"/followers can also be used to run low level adventures that directly affect you high level character. I've actually had two of my favorite characters come from initially being just in the employ of one of my high levels.


You can google Pathfinder epic and a epic handbook comes up, it's probably not official but it works fine. It's set up like 3.5 epic handbook but geared for pathfinder. Our group has played many epic adventures and have characters all the way up to 27th lvl. The major problem with epic play in my opinion is that it requires A LOT of work on the GM's part, and things can get weird real fast. We had a epic rogue who had an artifact and was being hunted down by a group that wanted to take it and secure it away, everything was going fine until the group caught up to the rogue...and then through a series of abilities and such everyone went stealth/invs and no one could find anyone. That campaign is still on hold, lol as I'm not sure how we are going to ever actually find each other.


I know its not pathfinder but I played a half-fiend rogue in 3.5 that was heller fun. She wasn't combat oriented, much more of a thief and all about hoarding magic items, when I did get into fights she had improved nat attack bite for some vicious throat damage. That was a crazy fun time.


I don't really have a favorite...but some of my favorite characters were a half-fiend rogue ...dwarven fighter... drow preistess, and a human artist who "dabbled" in wizardry. Great times with those, and all but the half-fiend are still alive.


Angel Hunter D wrote:

So my GF loves wolves and wants to have one as an animal companion. Right now I talked her into trying a velociraptor, but she says it detracts from the "realism"...

I know how to build a good dino, but I can't for the life of me figure out the wolf, it just looks sub-par all around to me. I'm thinking maybe a Vicious Stomp/Trip build would work because of the bite? Are there any style trees that work well on a companion? Anyhow, it'd be great if I could surprise her with a wolf that isn't dead weight.

The vital strike line works well for the wolfs one attack, espically when increasing the bite damage with improved nat attack and then enlarging it as often as possible...and pump the trip ability as much as possible..it can be very helpful for a long way..


For the Sorcerer, I myself like the crossed blooded archetype, you lose a spell a level but taken with Arcana/Shadowed it's not so bad because your using your Shadow conj/evocs to cover a lot of stuff...I ran one to 15th level and had a blast with her...but a lot of people don't like messing with the shadow spells so it may not be the way to go for you.


BigNorseWolf wrote:
Snowlilly wrote:
I also feel sorry for people unable to provide their own coherent arguments.

A good chunk of the fighters ability is a full bab letting it take multiple attacks when holding still, which is a problem when you need to move. most other ful bab classes have some way of compensating for this, the fighter doesn't.

I've never had this problem, I've always had enough feats to be able to spend some on a ranged option for when the bads were out of reach


Cleric(theologian)with the strength/ferocity domain and Barbarian (armored hulk)works out really well. I would only carry cleric far enough to get heal, then focus on barb. Maybe something like cleric 12/ barb 8.


I did something like this once with a cleric co-hort. Her main focus was to use diplomacy and such to stay out of trouble and when it got ugly her go to move was a heightened santuary spell. It was really effective, she just buffed and healed and stayed out of trouble, until a surprise round killed her...But it's totally do able with a straight Cleric in my opinion.


You don't seem to have a sneaky thief, and with a pally in the group that is always some fun rp.


Yure wrote:
Somewhere on this thread of you look up feral gnasher you will see a pretty cool grappling build where you can grapple creatures large size as a goblin and then you can use your teeth to use them as a body bludgeon. :-p

Combine that with a Monk martial arts master and it gets crazy good real fast!!!


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We had a group of five for a long time, me& my wife, a friend & his wife and another friend. Great group, played for years together. Great chemistry. Then single friend got a girlfriend and it all went south. She played with us but it didn't mesh right, then single friend would come alone, but leave real early and again, didn't feel right. Now single friend and his girl game with her friends and we are a group of four. We still have fun, but I miss the old times.


Know problem...hope it goes great for ya


I like it, but I don't know if I'd spend so much time with the ghost quest. You are going to be introducing the players to a Familia and then don't really focus on that again. I would suggest making the ghost quest smaller and the Familia role bigger, this can also lead to less railroad because they should have multiple options to grow the Familia. Maybe they learn early on that the "house Wizard" of the top Familia is the same who attacked their Island home, and the only way to get to him is by growing the strength of this new Familia.


Soloing? can be a lot of fun, I used to run solo games with my daughter, before she found boys, and we had a blast. But I think you have to go into it as a DM very open minded and prepared to do a lot of it on the fly. If you like to have every thing toughly planned out then it's probably not the best idea.


Matthew Downie wrote:
People who need to sleep. A Fighter woken up in the middle of the night by a monster attack will have to rely on the armor bonus of his pyjamas.

Depending on what sources you allow there are cheap solutions to this problem...I never take my armor off :) it's a second skin.


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For me, fighter was the first class I ever played, so they hold a special spot in my heart. I play a fighter for what they are, a simple class that's easy to play and can lay the wood on some bad guys. I've been lucky enough to introduce gaming to a few people in my day and I almost always recommend a fighter for those first few forays into the RPG world. And maybe that's were the fighter shines the brightest, as an introduction into a much wider world of options. The things that people sight as their greatest flaws are possibly there greatest strengths in this role. You need a base class that some one can wrap their head around while learning the system and the "art" of role playing. So while the fighter does fall short in many areas compared to other classes/archtypes I personally don't fell as though they need to be tweaked to compete with other classes. As so many have said if you want to play something that's getting all the bells and whistles then there are plenty of options available to you, but sometimes you just want something straight forward and easy to pick up and that is the core of what the fighter is.


My Self wrote:

Fun fact: a 1st level Magus or a 4th level Paladin can put on heavy armor by themselves as a standard action by spending a spell slot. (For the Magus, it costs 35 gp, once)

Less fun fact: a 7th level Fighter can put on heavy armor by themselves over the course of 2 minutes if they invest their Armor Training into it. Without it, they cannot fully put on heavy armor at all.

Of course, you could buy wands, but it's definitely much more investment than, say, a squire. Or having your Paladin friend help you into armor.

Who's taking off their armor..lol


I'm not saying hack and slash is bad, I'm just saying that characters exist outside of adventures as well. Some of the best times I've had have been during "down time" RPing with other members of the group or NPC's. My point is that a Character doesn't have to be an adventure dominant skill monkey/spell slinging Lord of all things to have value. You get a good DM and a couple of good players together that play off each other well and it doesn't matter what the numbers are, your going to have a good time. And I never was implying that what we do is right and what others do is wrong.. only stating that from personal experience I've never had an issue with any of the core classes being "weak".


Nicos wrote:
kainblackheart wrote:
I just don't get any of this, maybe it's because I've played with the same people for years and our character's are not just created to run one campaign and then done? Or maybe because we do more than just hack & slash like a video game? All I know is that I have played every core class multiple ways and never had a problem being relevant in a group. Some of these people talk about character creation like they are trying to win the game????

Of course, playstyles are important for balance problems to be noticed, it shouldn't be a surprise. I've played with several group and most definitely noticed them.

The thing there are classes that does well in every kind of play style, while others classes are fine sometimes but are left to bite the dust if the style of game changes.

And please don't go to the "my group and I are playing correctly while the otehrs are rollplayers that only want to win the game" or stuff like that.

EDIT: it's weird that you talk about hack and slash as something bad, since that's basically the only thing fighter are good for. In all the other roles they are surpassed by other classes, other classes that also do the hack and slash quite well.


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lastknightleft wrote:

I changed my mind and went seperatist cleric, with sun/repose as my domains

I took a half orc with city raised, sacred tatoo, and skilled as my racial traits

that gave me a longsword to replace the lost scimitar, and I have a masterwork longsword, whip, and morningstar as my weapons.

I still need a 3rd level feat, what would be better, brew potion or extra channel, or something else?

As you look to be the only healer in the group, meta magic reach is probably a good idea, your not always going to be able to get to the people who need your aid


If you're going to fall, do it with a potion of cure serious in your mouth


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Jurassic Pratt wrote:
"You'd be surprised how many encounters can be resolved by throwing a dwarf at it."

Outstanding!!!


Diffan wrote:
Ryan Freire wrote:
kainblackheart wrote:
Letric wrote:
kainblackheart wrote:


Fighters are already weak. Having to waste their class features to get what others get for free makes no sense.

This, I just don't get this...Fighters are as awesome as you make them
This is like saying that a Wizard specializing in Enchantment against an all undead campaign is useful too.
Why wouldn't he be? Specialization does not stop you from casting other spells...also in an all undead campaign their would still be towns would their not? Still opportunities to use your enchantment abilities to increase your parties standing and ability. The character is what you make it. Period.
Plus theres a metamagic that lets you use mind affecting stuff on undead

So you can control the people around you to throw at the oncoming Horde? That's.....helpful I guess?

But the fact is that you actively have to work at making fighters worth a damn and pray that the DM is cool with you grabbing every single option from every single supplement in the hopes of achieving that mediocrity. OR just play another class that's flat out better...

I just don't get any of this, maybe it's because I've played with the same people for years and our character's are not just created to run one campaign and then done? Or maybe because we do more than just hack & slash like a video game? All I know is that I have played every core class multiple ways and never had a problem being relevant in a group. Some of these people talk about character creation like they are trying to win the game????


Cleric's are fine in pathfinder, the channeling stuff is cool...but given my choice I'd take the old turn undead checks(which were useless) and sell them bad boys for quickens everyday of the week.


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I guess some people just feel that in order to not suck you have to have spells,that's not my feelings at all..I'll take a dwarven ax and shield fighter or an Elven two weapon dagger fighter or a Half-orc greatsword fighter and play the hell out of them...have a great night gaming and probably save the mages but a few times while I'm at it, but thats just me.


Lady-J wrote:
kainblackheart wrote:
Wish spells grant a one time inherient bonus to an ability score, you may be able to convince your DM to grant that as a speed boost instead??..I'd probably allow it, of course it'd require a side quest to find a wizard and then probably complete some task for him/her and then still have to pay in gold and maybe xp but I would allow it if the player really wanted it.
why would it cost exp?

Doesn't have to, I just know some old school DM's would probably require it


Letric wrote:
kainblackheart wrote:


Fighters are already weak. Having to waste their class features to get what others get for free makes no sense.

This, I just don't get this...Fighters are as awesome as you make them
This is like saying that a Wizard specializing in Enchantment against an all undead campaign is useful too.

Why wouldn't he be? Specialization does not stop you from casting other spells...also in an all undead campaign their would still be towns would their not? Still opportunities to use your enchantment abilities to increase your parties standing and ability. The character is what you make it. Period.


Diffan wrote:

3.5 but not Pathfinder things....

• Divine Meta-magic (complete divine)!!! Probably the single-best feat for any cleric in 3.5, especially combined with Quicken Spell, Persistent Spell, and nightsticks (Libris Mortis).

This, oh my god this, how do clerics survive without this now!!


My dwarven fighter used to ride my buddies frenzied beserker Minotaur all the time


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Letric wrote:
Snowlilly wrote:
Garbage-Tier Waifu wrote:
In my home game, I just took out Armed Bravery and added in Good Will save for the Fighter. If they were going to just fix the Will saves like that, might as well just cut the middleman here and save the Fighter the trouble.

We should do the same for casters that have only 1 good save.

Give all pure casters good Fortitude saves for free.

Fighters are already weak. Having to waste their class features to get what others get for free makes no sense.

This, I just don't get this...Fighters are as awesome as you make them


Wish spells grant a one time inherient bonus to an ability score, you may be able to convince your DM to grant that as a speed boost instead??..I'd probably allow it, of course it'd require a side quest to find a wizard and then probably complete some task for him/her and then still have to pay in gold and maybe xp but I would allow it if the player really wanted it.


I always took the feat(indomitable will?) that replaced your wis mod on will with your con mod for my fighters...seemed to compensate fine, and as far as reflex...who needs reflex...your fireball is not going to kill me before I close on you..hahahaha!!!


I think with the blind sight, save bonuses, and the SR then some kind of mage slayer would be very fitting-not sure if their is a class for that, I believe there was in 3.5 but if not you could tool something up with mage slaying in mind...maybe assassin. Could have a real hatred for magic user's in general...would be fun to play.


If you can incorporate outside material, the 3.5 Frenzied Berserker is a straight up nasty version of the Barbarian, put one against my party once and got a TPK, very deadly.


I've gamed a lot, star wars(2 editions), D&D (3 editions). Deadlands (classic) and now Pathfinder. All of them have their pros and cons but my favorite is probably deadlands classic, but only because the system is so different from all the rest. We currently play a kind of mash up of pathfinder/3.5, it works just fine for us. I think as long as the GM/DM and group are one the same page any thing can work and all of them can be very entertaining. The only one we've ever had a problem with really is star wars and that was more from a character motivation point than from a system problem.


I've been playing for about 18 years, started in 2nd edition. Now we play everything from star wars to deadlands to a pathfinder/ 3.5 mash up. Played with 3 different groups over that time, once every two weeks or so and have never used a point buy. It's always been 4d6 drop the ones, recently I've taken more to letting the group pick their stats in reasonable array's-couple high's,couple med's and a couple low's. This has always seemed to work for us just fine. I think it really comes down to your group and how familiar you are with them. I didn't even look at their stats when we started this current campaign, I know them and what their about so it's not really an issue for us.


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You can't go wrong with Rogue, not as fancy as other suggestions to be sure but it's well suited to the class and would make an excellent theif


Spider mounts are awesome, but I'm a big Drow fan.


Does no play a simple old school dwarven fighter ax and shield style any more? Every time I see one of these help me build a fighter things it's always so full of crazy stuff..lol.. suppose I'm just old.


I think a monk centered around the movement feat tree would be a good base but your probably going to need a few levels in cleric to really get close to the D3 monk. Maybe start out monk 5 cleric 4, this would get you some of the protection spells(sanctuary,blindness/deafness and some buffs) that the monk gets in D3. I would never get more than one more rank in Cleric but done right could be a pretty effective build


I just read your spoiler..lol..so spell focused, then I would definitely look into some meta magic feats, starting with reach spell.


Are you fighter focused or Spell Focus? Fighter focus could benefit from Power Attack of course and Spell Focus I'd look at maybe some meta magic's like reach spell(lots of clerical spells require touch).


Druid class can fill in as a substitute healer and still function very effectively as a combatant with wild shape,and of course you know you don't have to play a Cleric as a Healbot, you can take that class many different ways, Paladin has some limited healing ability and will shine in combat, but i agree that you shouldn't have to be forced into any role and that talking to your GM is your best bet.


I would have to go with the animal companion rules. Leveling animal companions is far to complicated.


I played a dwarven fighter with multiple personalities,one was a cleric and one was a rogue, in stressful situations he'd role a d6 to see which persona would take control. Super fun, he had no clerical abilities at all, or rogue but truly believed he was "blessing" comrades or "sneaking up on the enemies. It was great role playing for the whole group.


The rogues duration to feint bonus seems unlikely to ever be used(a rogue in melee combat for more than 2-3 rnds is not good for the rogue),A better option would be to give the sorcerer's force weapon to the rogue(only does no damage, just grants flank),and flank is much better than the feint and more likely to be used for the duration. Then give the sorc a limited boost to damaging spells, say +d4(bout what every one else gets) mod for d4+cha rnds. Then to balance it out just give the Cleric the same set up as every one else only with a d4 to cure spells and a d4 holy to weapon damage. Otherwise I think it's a cool concept and not overpowered at all for any level of play.


After the dungeon crawl you could have them return to find the trade caravans have come back full. A rival clan has under cut your clan forcing the group to go off and try and win back trade partners. This is a great chance for the bard to shine, and each city can have their own requirements for re-establishing trade(i.e. support a rebel group, aid some settlers, rid the land of monsters and such) maybe at some point a confrontation with your rivals happens with them being defeated or persuaded to join up and increase your clans power, showing just how capable the bard is of leading the clan to greatness. Lots of potential for role playing with this scenario.

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