ElyasRavenwood |
Re: what character classes do you find yourself tending to play, and from a role playing perspective ( I am thinking more fluff then crunch) why do they seem to be a good fit? what classes do you tend not to play, or have never played? why?
I'm sure this post has been done before. I'm not terribly interested in the various (crunch arguments) just in what people like to play, and why they enjoy "role playing" that class.
thanks.
jhpace1 |
Most likely: arcane caster (sorcerer, wizard, bard) because my brain is always looking to break the module by defeating the Big Bad easily, and magic is made for that.
Least likely: Rogue, because the deck (the GM) is stacked against you each and every time (lockpicking, trap disable, sneak attack chance, rolling to save vs. anything). Clerics are a close second because the evangelical types offend me (it's a story/game, not real life). I prefer the Healer or the new Oracle because of its very anonymity to the "gods".
Never played but I WANT TO PLAY NOW, NOW, NOW: psionics.
Gary Teter Senior Software Developer |
Ricca Adri' Thiakria |
I enjoy playing Bards, Rogues and Rangers the most. I apparently am a skill point hog. lol! Though, it's not all about the skill points. I enjoy the role playing aspects of both the Bard and the Rogue and the Ranger is just to cool.
I have gamed for a long time and have never played a Monk or Paladin. They both sound fun but I've just never actually wanted to play them once I rolled one up. lol!
For that matter - I don't go for the fringe classes or new classes. I am a very core class type person though I'm happy to expand out to prestige classes at higher levels. Go figure.
DrDew |
I like rogue-like (Rogues, some alternate Rangers) characters the most.
I like lots of skills and mobility. Sneaking and attacking from hiding is my favorite tactic.
I also like the concept of characters that use natural attacks instead of weapons.
Occasionally I enjoy playing a big dumb tank who just kills stuff and doesn't think much. Barbarian is good for that.
Not a huge fan of playing spell casters but I did play an epic character for a short while in 3.5 who was an Arcane Trickster/Spellwarp Sniper. That was a fun concept. That comes back around to the rogueish type though.
Thanatos95 |
I tend to prefer prepared spellcasters, because when making a character, i find myself hating having limited options. Playing a wizard type allows me to potentialy be prepared for anything. In addition, it seems to let me be more creative. I can usualy think of a lot of ways to use magic in a situation, but a sword is a lot more limited.
Shadow_of_death |
I find myself partial to monks and druids, I look to monks when I want to do odd feats of incredible awesomeness (like jumping through trees) and I like druids for the wild shape, I love playing the game as different animals.
I rarely play any kind of arcane caster, I've never played a wizard. I just don't have fun with the arcane, too much of spells made to accomplish things rather then spells I can use for those things if I get creative.
redliska |
I enjoy 3/4 BAB half casters, alchemist, bard, and magus all the way yeah. I wanna be able to play a part in anything going on plus stabracadabra, mechanics wise they can do a lot of things in a turn and thats fun for me.
I tend to quickly grow bored with divine spell casters, don't think i've ever played a paladin. I usually end up multiclassing full casters and full BAB.
I would like to try going straight barbarian some time.
Dark_Mistress |
My you have a really big... thread title there.
I tend to play arcane casters and rogues mostly. I play everything from time to time but they are my most common. Witch is my new fav arcane caster but I like all of them.
I can really say why i like them more than others, i just do. I always have no character concepts for them.
Beckett |
Up until PF, I really loved the Cleric in concept. A holy warrior that stood right next to the fighter types, mace in one hand and their faith in the other.
But PF has severely cut down on that concept, and also gone a long way to make Clerics extremely dependant on haveing other players, so useless for solo play, (not that I play solo much any more, but when I do, Cleric is absolutely out).
So, I would have to say probably Paladin, (or Blackguard or alternate alignment Paladins), who are really close to the divine warrior, holy man, fath champion I love, though only because there is nothing else to fill that lacking role now.
Zarzulan |
I tend to like clerics. The deity/faith side of them provides lots of great hooks for roleplay. My other favorites are monks and rogues. The monks have very interesting abilities and rogues are fun to play as cocky punks who sometimes get in over their heads. I find the more martial types (barbarian, fighter, cavalier, paladin) to be boring. I haven't had a chance to try any of the APG classes yet, but the oracle, witch, and summoner all look like they'd be fun.
DM Wellard |
I tend to play Spontaneous Casters and Rogues..If I do play a Martial Class then it's Paladins and Rangers and possibly Caviliers.
I like the swashbuckling style that Sorcerers bards and Rogues allow me to play and I want my fighting types to have a bit more depth than "I hit him with my axe"
If needed I'll play Clerics..Dwarf Clerics
I have an idea for a Paladin /Inquisitor multiclassed character. Witch appeals to the Wiccan in me.
As to things I would never play,Summoners,Alchemists and vanilla Fighters hold no charm for me.
Sylvanite |
I always (kinda sad that it's an always thing....) play some kind of hybrid character who mixes martial ability with FULL spellcasting. Even in video games I gravitate towards this. I love the ability to create characters that use magic to enhance their own physical abilities.
I dislike the generic attempts of single classes that mix martial and magic, because they almost always end up inferior/limited. The DIY nature of assembling a build from 1-20 and figuring out how to stagger the levels, compensate for not having a simple progression, etc....it just makes the actual act of building the character concept more fun to me.
Fluff wise, they fit the idea of being able to take care of themselves, while being formidable in a fight without being less useful out of it. I like getting my hands dirty and the visceral satisfaction of physically accomplishing something, but I also find it extremely rewarding when I can use intellect to help myself get those physical things done BETTER. So I need a character who can fight smarter, not harder....but still fight!
Stefan Hill |
Core classes for sure, the "advanced" classes just seem like redundant extensions on what you could do with the core classes - if you thought about it. Of the core classes Wizard, Paladin, Bard, Rogue - in that order. I just like the feel of the classes and PF has made them even more interesting.
S.
Kaiyanwang |
In BECMI I mainly played an Elf (the most similar thing in PF is the Magus). Fun.
In 3.0 I played mostly a Cleric. I loved the PC because his story was really cool and well played with the coordination with the GM, but I prefer (there and now) Druids and Fighters (and Rogues too).
But I GM now. I ca play them all.. a little.
vuron |
I always liked playing F/MU back in 1e-2e and while EK builds could suffice I never really liked them. The 3e Duskblade was the first base class that really seemed to get it.
I have a lot of high hopes for the Magus as a result. I know it disappoints some people but I like the idea.
I also really like the agile, smart, lightly armed and armored fighter type. Rogue kinda scratches the itch but it always seems vaguely off to me.
Davor |
I'm kind of in Sylvanite's boat in that I LOVE playing mixed martial/arcane characters. There's just something so delightfully flexible about them that I just love. I'm also a big fan of unique takes on clerics, especially when it comes to bringing in culture. One of my favorite characters was a Vudrani Cleric of Shelyn who believed that the martial arts were a thing of beauty, and thus her devotion to her martial abilities was seen favorably in the eyes of Shelyn.
I also like toying around with Druid ideas. I've done things like made a two-weapon fighting druid who specialized in unarmed strikes and elemental shapeshifting (increased accuracy from strength bonuses, increased dice damage from size increase, and as far as I know, you retain Unarmed strikes when in elemental forms), in conjunction with the plant domain. Including size increases, she was a better monk than a monk XD
I don't think I've ever played a pure Arcane spellcaster. They just seem so... boring. I've played Paladins and Fighters some, and even Barbarians (made a really cool Rage Prophet recently that I loved), but pure Sorcerers/Wizards just never had any appeal to me (though, I must say, I love the Witch). I was really tempted to try making an Arcane Archer with levels in Witch so that I could fire cursed arrows (via the Conductive weapon ability), but it didn't work out.
DungeonmasterCal |
Over the decades I've played pretty much all the "core" classes from 1e down to 3.0. I rarely get to play as I'm always the GM, but when I do I love fighters, with rogues a close second.
I think I like fighters because of the customization I can accomplish with all their feats, plus the image of a sword wielding warrior covered in sweat and the blood of his enemies.
Rogues for me are just fun. Quick and nimble, wielding dual daggers and dancing just on the edge of the enemy's reach waiting for the right moment to strike is thrilling. Or lying in wait after stealthily infiltrating the lair of the enemy and striking from the shadows... great fun!
Bruunwald |
Most of my earliest characters were rangers. Later, I had cleric thrust upon me a lot, but actually I always liked it. I think I have good intuition, so the other players felt comfortable letting me lead as cleric, and I was always okay with that.
I also have always liked fighter/mages, warmages, that sort of thing. I think it goes back to rangers: I like playing a character that has fighting ability, but also utility and variety. Tough and smart, and maybe a bit street-smart, too.
Taem |
Typically, I like playing characters that require a lot of role-playing, i.e. Rogues and Bards. Heavy fighter types are also fun as no-brainer tanks. Recently, I've enjoyed the Alchemist, and would also highly recommend that class! It is unique, new, and fun - not just a rehash of different core class skills.
Sylvanite |
I was really tempted to try making an Arcane Archer with levels in Witch so that I could fire cursed arrows (via the Conductive weapon ability), but it didn't work out.
Here is a build that Abraham Spalding showed me in a thread a while back, that seems really interesting:
Witch 1/Fighter 1/Witch +5/Eldritch Knight 5/Witch +2/Eldritch Knight +5/Fighter +1
You might be able to finagle levels of AA in place of some of the EK to make it an arcane archer, if you so desire.
Morag |
Monk...everytime. Don't really know why.
I mean, I have played other classes, once, a long time ago.
Maybe it's because Monk's seem to be the most challenging(to me)and thus, the most rewarding. I always picture myself being the last one able to act, due to insane Wil saves, taking down the 20th level Wizard solo...
Of course that never happens, but imagine what it would be like if it did!
Davor |
Just went and looked it up, and I realized that Witch abilities, for the most part, don't require attack rolls and, as such, can't be used with a Conductive weapon. Darn.
See, I really like the idea of combining Witch with something like EK or AA. It seems to me though that you would either end up burning standard actions on Hexes (in which case you could have stayed a witch and gotten more) or using Witch spells for debuffs/damage (in which case it seems like a wizard would have been a better choice).
Here's a thought, though. The Witch "Healing" Hex says that it acts as a Cure Light Wounds spell, using the Witch's caster level. Now, normally it would be usable once per ally per day. However, could it be channeled through a Conductive weapon? I don't know if, as a Hex, it falls under the Spell-like ability or Supernatural ability requirements, but if it does, you could use it potentially as many times as needed against Undead opponents in melee (since, if used for offensive purposes, it requires a melee attack, and the text says "Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours"). I don't think it'd really work, but it'd make for an interesting twist, making the witch way more effective against undead, which I think is actually thematic and cool.
FireberdGNOME |
Light Fighters (Rangers, Fighter/Rogue Hybrids, Swashbuckler/Duelist types) are by far my number one. Heavy Armor is so... restrictive ;)
Clerics and Bards are also cool :) Being the glue that makes a team work together is a awesome feeling to me :D
Arcane Casters have never really appealed to me for their own sake-However, I have had a couple of (and I mean literally just a couple!) Arcane based Character Concepts that have stuck :)
If I look through my played and unplayed character folder, I can find at least one of each class and many multiclass PCs, too ;)
GNOME
Sylvanite |
Just went and looked it up, and I realized that Witch abilities, for the most part, don't require attack rolls and, as such, can't be used with a Conductive weapon. Darn.
See, I really like the idea of combining Witch with something like EK or AA. It seems to me though that you would either end up burning standard actions on Hexes (in which case you could have stayed a witch and gotten more) or using Witch spells for debuffs/damage (in which case it seems like a wizard would have been a better choice).
Here's a thought, though. The Witch "Healing" Hex says that it acts as a Cure Light Wounds spell, using the Witch's caster level. Now, normally it would be usable once per ally per day. However, could it be channeled through a Conductive weapon? I don't know if, as a Hex, it falls under the Spell-like ability or Supernatural ability requirements, but if it does, you could use it potentially as many times as needed against Undead opponents in melee (since, if used for offensive purposes, it requires a melee attack, and the text says "Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours"). I don't think it'd really work, but it'd make for an interesting twist, making the witch way more effective against undead, which I think is actually thematic and cool.
I think that the limit on benefiting from the healing hex once per day would still apply, though you could channel it through a conductive weapon. I don't know if a DM would rule that undead "benefit" from it only once as well...that would be a house rule situation as the wording is unclear.
You can use Blight as a touch against creatures, but I don't know how curses work like that. If it does 1 Con damage each time you apply it, then it could be cool. If the Con damage goes away when the hex ends (which is each time you use it again) then it's useless.
If you're interested in Abraham Spalding's desrciption of the build, it's in the spoiler below.
Witch Gish
14 Strength 10 Dex 14 Con 18 Int 10 Wis 7 Cha
Dwarf: str 14 Dex 11 Con 16 Int 18 Wis 9 Cha 5.
Level Boosts -- Intelligence every time
Trait -- Magical Knack
Patron -- Strength
Witch 1 -- Evil Eye, Toughness
Fighter 1 -- Arcane Strike
Witch 2 -- Misfortune, Power Attack
Witch 3
Witch 4 -- Cackle, Still Spell
Witch 5
Witch 6 -- Flight, Combat Casting
Eldritch Knight 1 -- Weapon Focus
Eldritch Knight 2 -- Focused Spell
Eldritch Knight 3
Eldritch Knight 4 -- Ability Focus(evil Eye)
Eldritch Knight 5 -- Weapon Specialization
Witch 7 -- Persistent Spell
Witch 8 -- Fortune
Eldritch Knight 7 -- Quicken Spell
Eldritch Knight 8
Eldritch Knight 9 -- Greater Weapon Focus, Improved Familiar
Eldritch Knight 10
Fighter 1 -- Greater weapon Specialization
Here's how this works -- At levels 1~7 you do pretty much just what a cleric will do. You heal, Debuff, and support with heavy hits when needed. Mage armor and a Buckler will comprise your defense -- with the buckler becoming mithral as soon as possible. Arcane Strike and power attack supplement your Strength and the use of your first level patron spell (divine favor) keep you dealing good damage for a quite a while honestly (divine favor will level up at level 6 and 9, power attack at level 7 and 11, arcane strike at level 5, 10 -- this gives you extra damage at level 2 of +1, level 3 of +3, level 5 of +4, level 6 of +7, level 7 of +9, level 9 of +10, level 10 of +11, and level 11 of +13 before anything else assuming a one handed weapon). Spells will consist of light buffing and no save debuffs for a while, and Evil Eye or Misfortune. Just watch and see what the party needs at the moment -- if the fighter just needs the monster debuffed a bit hit it with a debuff -- if the rogue needs you to step up to flank, then do so. If someone drops cover them while they get back up.
Starting at level 4 you want to be in Full Plate as soon as possible. At these levels a choice of using a shield or not is completely up to you -- though I do like animated shields still. You are going to sink most of your wealth in keeping that Intelligence up, but don't worry too much about your weapon until you take weapon focus -- since you have greater magical weapon you can generally have what you need from party cast offs. Long term buffs are your friends -- false life for example starting at level 10 and until you can afford high end duel/triple stat boosting magical items for physical stats you have no reason to not cast threefold aspect since it will give you a day long +2 to Dex and +2 to Con for a -2 to Wis. Also when you get to them use the area of effect debuffs -- I would suggest with a metamagic rod of either focus spell or persistent spell to get the best effect. As you gain levels you'll become more proficient in both debuffing and killing in melee -- as spells like divine power open up to you (at 14th level in this build).
Damian Magecraft |
deinol wrote:I have been playing "evil GM" for far too long.GM's are not evil! They're misunderstood. :D
It is not a good session for me if at least one of my players does not call me a "Sick Twisted Evil B@$7@&)"... and its never for my choice of critter of the week or the design of my major villain of the arc, it is always for some little side plot culled from their back stories.
BigNorseWolf |
Druids and wizards. Lately alchemists.
I like the versatility. I like being able to pull, not a thunderous amount of damage or a single SOD, but a trick or strategy that leaves everyone at the table going "huh?" People suggest i play rogues, but while that's thematically what rogues are supposed to do, mechanically they come up short.
Richard Leonhart |
Intelligence based arcane casters or Rogue
I like to play sneaky and prefer not to get hit at all. It's more easy to relate to someone who doesn't want to get beaten to death in nearly every encounter.
Also spells are fun, and looking for intelligent ways to break ... make the game is awesome.
Rogue is the non-spell alternative, for when for whatever reason the GM or the setting doesn't like spells.
Least likely:
Fighters and every other full martial class. Standing in front a monster and shouting very loudly "I attack thee" is stupid in my humble opinion. No offense you fighters here. Also I really don't like to wear heavy armor somehow.
Back in 3.5, druids were nice too, their spelllist was cooler than the cleric, and partly still is.
Blueluck |
I usually approach a new campaign by asking what everyone else is planning to play. Then I cross those classes (and any too similar to them) off my list. That almost always leaves me playing a wizard, cleric, or druid, and has only once given me the opportunity to play a rogue. (Although it was called a 'thief' at the time.)
James Bolton |
I really like arcane casters. Bending the world to one's whims is an interesting concept to me, and one that is especially fantastic (IE not easily replicated in Sci-Fi).
I love my dwarf witch.
A lot of the flexibility of the sorcerer mixed with a lot of the good points of the wizard...
Plus, having a scorpion that lives in your beard and talks to you while the rest of party sleeps... well... that's something...
Sidious_Snake |
I have, arguably, played fantasy the least out of any RPG genre. When I have though, I always gravitate towards the Rogue class. I do not play the typical "sneak-thief" however, almost all of my rogues are the Con man type. Even in non-fantasy games, the Charisma (or equivalent) stat is primary or secondary at its lowest. I enjoy the idea of controlling situations with words alone, though I always have a trick or two ready when the negotiations turn "aggressive."
I have yet to try either a Paladin, or a Druid. I tend to build characters around a (what I find as unique) concept, then fit the class to the concept. I have yet to ever get that burst of inspiration that screams to me Paladin, or Druid.
Cathedron |
I gravitate towards Sorcerers specializing in Conjuration/Summoning. I like controlling a battlefield, being creative, and being able to adjust quickly to anything. I've barely touched the APG except for the Summoner (loved it) because I've been DMing exclusively for the last year. Otherwise, I've played all the core classes extensively and found each one to be uniquely fun to play... except that I've never played a Paladin and I don't want to. Being LG just drives me nuts and a class built around LG is my idea of a nightmare.
Louis IX |
I like classes with good versatility and survivability (healing).
Druid, Monk, Cleric, Paladin.
I'm actively disliking Wizard. Spells can be ill-prepared so many times that I'm always at a loss at what to prepare. And, besides spells, no attack or defence to speak of.
I also dislike taking Ranger because the Favored Enemy is always situational. Have you been playing with a GM going for your weaknesses? It happened.
Never tried Bard.
Trainwreck |
Definitely spell casters that focus on utility spells, healing, and spells that boost the power of my party. Usually, this means a divine spell caster.
I like the variety that comes from being able to cast spells, but I hate it when I cast a spell and it doesn't work, so I avoid spells that grant saving throws. (Also, I never am willing to make characters who are really weak, or uncharismatic, etc., so my primary casting stat is never all that high).
If I can spend a battle making walls of force or pits appear, or granting freedom of movement or improved saves to my party members, or removing conditions, healing, etc., then I'm usually pretty satisfied.
I think Prayer is my favorite spell of all time because I get to say "plus one" every time another player makes an attack, or rolls damage, etc. Basically, I get to take a portion of credit for everything that anyone does.
Purplefixer |
I play "Everything".
Each time we start a new game, if I'm not running (as I have been for so long until very recently!) I pick something new, and go from there. All my characters are radically different, and would likely fall into three or four groups who would want to... well maybe not always exactly kill each other, but they'd want to be in different -towns- at least...
Dwarf Raver (Fighter Sorcerer)
Skellig - Troll/Barb/Fighter
Prepolly - Human Lasher/WhipMaster Fighter
Piotr - Human Cleric of Pelor/master of radiance
Brill - Azlanti Descended Human Open Handed Fighter/Rogue (Eagle Knight)
Clayface - Warforged Artificer (4e)/Warforged Fighter/Rogue (Eberron 3.5)
Reagan Bellemonte - Dhampir Necromancer/MasterNecromancer/BloodMagus
Human Cleric/Paladin of the Raven Queen (4e)
Shardmind Psion (4e)
Elven Wizard (4e)
Ralt the Rat - Halfling Unarmed Champion (Monk/Rogue of DASTARDLY INBISIVILITY!)
Miguel - OH MY GOD CHARISMA... with some levels in Inquisitor and Aristocrat
Mynyn VanVyn - Symbol Mage (Illusionist, Master Illusionist, Geometer)
Jessyn of the White Eyes - Barbarian/Sorcerer (Shaman)
Human Stump-Knife Wielding Ranger (FE: Dragons)
Gnome Summoner (Very briefly)
Human Summoner (Briefer)
Hash - Githzerai Psion (Nomad)/Monk1/Sangehern
Silver Dragon Warlock
Need to play;
Cavalier
Bard
Druid
Oracle
Alchemist
Witch