Importance of Having Several Character Ideas


Advice

Shadow Lodge

I have been trying to find a Pathfinder home game recently (played PFS for about a month and a half), and was wondering how important it is to have several character ideas ready, if for example the Magus is not allowed by the GM or the group has no dedicated healer. Or any healer. Also, how would you prioritize the classes when joinging an existing group? As in, Bard as opposed to Cavalier, or Witch as opposed to Alchemist.


While it is a good idea to have 3 or 4 character ideas handy, group dynamics being a factor, you should remember that it is what you want to get out of the game. 1st Edition was practically built around the Four Characters - arcane, divine (healer), rogue, and meatshield. 2nd wasn't much better. 3E made the skills open to all, but 3.5E tried to take some of them back, unless you were willing to multiclass. Pathfinder makes multi-talented characters very, very easy, as well as almost-painless multiclassing.

I would write up 3 or 4 characters on character sheets, and when you get to the table make the usual inquiries of what type of character is needed. The cleric doesn't have to be a Band-Aid kit, nor does the party need a dedicated Rogue when an Urban Ranger will do.

I usually played the arcane blaster on the table in 3.0 and 3.5, until I got tired of it and switched to a Healer from the Miniatures Handbook. Now I'm into psionics from Dreamscarred Press in a big way, but I won't say that I'm not tempted to play a multi-talented Sorcerer from time to time. For me it's about having the right spell at the right time, usually to break the module or to make sure nobody dies. Your mileage may vary. But have fun! That's what the game is all about. I've played with quite a few bloodthirsty women (real women at the table), as well as guys who only cared about how much iron their character could wield as a sword & board.

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