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.
Angel Hunter D wrote:
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:
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.
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!!!
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.
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.
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:
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:
lastknightleft wrote:
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
Diffan wrote:
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????
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:
Doesn't have to, I just know some old school DM's would probably require it
Letric wrote: 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.
Letric wrote:
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 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.
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.
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
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 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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