![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Majestic8705 |
Right, so my university's roleplaying group has decided to start a bi-weekly PF campaign which begins in basically two weeks. The group is rather obscenely large, consisting of 7 PCs and then one GM.
At last count, our party consists of 2 fighters (one dwarf, one as yet undetermined), 1 paladin, 1 ranged ranger, 1 rogue, and 1 cleric. Obviously, what is lacking in terms of balance is an arcane caster of some kind.
So I rolled a wizard...but then I realized I hate wizards -.-*
And now I'm rolling a sorc...but I'm also realizing that the bloodlines are painfully lame (we're playing with just the core rulebook). The only two that seem even remotely useful are the Fey, Elemental, or Infernal bloodlines but even that is really pushing it as, at best, I'm only likely to use two of the free feats either bloodline offers and the spells of each are...meh. The DC bonuses of either the Fey or Infernal are pretty nice...the Fey's moreso then the Infernal because of their being only 4 subschool charm spells in the core. The elemental ability to switch the damage of any spell to my bloodline type is also pretty cool...but which to take? Inevitably, I know I'll pick the wrong one and end up utterly useless for most of the campaign. The abilities that any of them get are kind of a wash as well because odds are this game will, at best, make it to level 8 before we all disappear back to the ethers from whence we came as that's when school let's out and we take like 3 months off so deciding based on the capstone is rather moot.
I'm just...not excited. I feel like I'm basically...forced into this kind of role that I really don't wanna have. I've played casters before (albeit mostly in PC games as opposed to tabletops) and I'm less than keen about 'em. TBH, I really wanted to roll an Arcane Trickster focused on maximizing ranged sneak attack damage but given we've already got a ranger and a rogue...the only real use my character would be is in terms of casting in which case, may as well go full wizard which really isn't interesting to me at all.
In the very back of my head, I'm thinking that a bard would be a fantastic addition - we're such a physical attack/damage oriented party that the benefits of the inspire courage and those types of spells just grow exponentially. But then we'd be really f&!$ed any time we come across something that requires...you know...actual magical talent. I mean, bard tricks about CC and stuff are neat, but can they make up the difference of a dedicated nuke?
Also considering a Druid...but again, we've just got got such an obscenely huge party as it is that their summoning/animal companion is rather moot - one only has so many squares around a monster one can fill up. As far as going basically straight Druid Caster...I don't think they'd be strong enough to make a significant difference. But I could be wrong as Druids are basically one of those classes that I never really consider.
Anywho...suggestions about stuff would be appreciated. And bonus points if you can inspire me to give a s$@+ again ^^
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Fergie |
![Hanspur Symbol](http://cdn.paizo.com/image/avatar/RK-Hanspur.jpg)
Have you taken a look at Treantmonks guides yet? They are on d20pfsrd.com, (among other places).
I really enjoyed playing a bard (half-orc greataxe-power-attacks) and you have lots of options. Everyone else in the group will love having you around.
Druids can be amazing even without summoning and animal companion. You can swap the animal out for the fire domain, and drop fireballs on entangled chumps!
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
MEEA |
play what you want or dont play.as a player im not going to waste my own time on a character im not invested in.as a DM i dont want my time wasted with someone who wont play more than a few games for lack of charcter investment and will clog up my game with bad mojo. itll be a better game with out you.
unless.......you pick a character that you dig.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Mabven the OP healer |
![Merisiel](http://cdn.paizo.com/image/avatar/3WhenFishAttack2.jpg)
If you are leaning druid, but are concerned about the lack of arcane magic, this might be an option, if you just want to be an unholy blaster. Take one level of sorcerer to get the elemental bloodline - choose water - then take all other levels as a druid with the fire domain. People underestimate (I almost wrote misunderestimate - damn you George W. Bush) the elemental damage potential of the druid, and with the water elemental bloodline, you can convert all that fire damage to cold damage, which is the hardest elemental damage type to get reasonable damage out of at low levels. Plus, creatures with fire immunity have cold vulnerability, and vice-versa.
Choosing the fire domain means you won't have an animal companion, and you certainly are not forced to spontaneously cast summon spells, so you don't need to worry about adding confusion to the melee situation. And you will have enough fire damage (or cold damage) spells and sla's to always have an offensive action at your fingertips.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
aech |
![Uzbin Parault](http://cdn.paizo.com/image/avatar/MadScientist_Final.jpg)
as above, play a bard. always fun to whip up a rousing song while everyone is being all serious battle mode.
also ask your GM if you can use other sourcebooks, it's usually a simplification factor and if you explain how you feel he might be willing to reconsider. at least for something like archetypes or the above mentioned bloodlines.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Majestic8705 |
Yeah, someone handed him the Advanced Player Guide while we were rolling up our characters and he was like 'yeah, no...let's keep it simple'. Were the advanced allowed, no issue...woulda just rolled a Flame Oracle (sick flavour to the character, nice damage out put...very posh imo).
I must admit, this idea of the sorc/druid interests me a good deal. I just hate the alignment restrictions (in my GM's infinite wisdom, he's ruled 'only good' alignments...which I think is lame as you only get flavour from the more neutral and under alignments...). So basically, Neutral Good...and that's a weak alignment in terms of RP value, imo. But it will be thought about, if nothing else.
And now that I see that I'm not entirely crazy thinking about rolling a bard, I will now consider that option as well...kinda a different take on Treantmonk's Controller Bard.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Alitan |
![The Rake](http://cdn.paizo.com/image/avatar/8.-Rake_final.jpg)
Uh, I'd say go reread the aberrant bloodline for sorcerers. Their bloodline powers are pretty wicked.
Though that doesn't solve your problem about not really liking the arcane casters.
Take the druid: you don't have to take an animal companion, you can get a cleric Domain instead (short list of 'em). I recommend Weather.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Writer |
![Hairdar the Accursed / Hairdar Yunan](http://cdn.paizo.com/image/avatar/PF19-14.jpg)
Yeah, someone handed him the Advanced Player Guide while we were rolling up our characters and he was like 'yeah, no...let's keep it simple'. Were the advanced allowed, no issue...woulda just rolled a Flame Oracle (sick flavour to the character, nice damage out put...very posh imo).
Yea, that's a shame. Most people read the core rulebook, then read the APG, then say "why wasn't this in the core rulebook to begin with?" It really does happen just like that.
Oh, and to sate my curiousity, would you mind posting whatever character build you come up with? It's always nice to see other people's thoughts on class-building.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
![]() |
![Shield](http://cdn.paizo.com/image/avatar/Plot-shield.jpg)
Check out the Undead Sorcerer bloodline and put lots of points into intimidate? Use a scythe as your main weapon. You can be the creepy one who nobody's really sure about. :) Bonus points if you talk like Lurch.
Or just go to a different extreme: sorcerer, elemental bloodline fire, or else draconic bloodline red. All fire evocation, all the time. Blow stuff up real good.
Also: if you want to retain the mischievous feel of an arcane trickster while filling the role a full spell progression arcane caster, look into being either an illusionist or a transmuter.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Majestic8705 |
I actually really like that Elemental Sorc/Druid build...But I'm having issues making the stats work.
Such as they are now, with a 25 point buy, I'm looking at something like this...race is probably gonna be Human if I go for stats, or Half Elf if I go for RP.
STR 07
DEX 14
CON 14
INT 10
WIS 20 (18 base +2 racial)
CHA 12
My only piss off about this build is that I'm basically getting my CHA over 12 simply because I don't want to be completely useless as a first level sorc. The only real upshot for a Druid with a higher CHA is the bonus to Handle Animal which I *personally* have never seen the point of. Basically, its either those to points go CHA or into INT...and that extra skill point is mighty appealing mostly because I like skills...but then, so's being able to change any kind of energy damage from spells into ice damage...also sorcs get crossbows...Plus being able to cast arcane spells at level 1 is hardly a bad thing...but when I'm a level behind in casting every where else? That can be kinda lame...
I dunno. How feasible is that Unholy Blighter build?
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
![]() |
![Zayifid](http://cdn.paizo.com/image/avatar/PF20-02.jpg)
Bard -- if the rogue is a typical human TWF DPR min/maxer with dumped INT & CHA, you might be the only person in the party capable of making skill checks. Combat Expertise and Improved Trip (while using a whip standing behind a tank) keep you relevant in combat. Multiclass one level of fighter as soon as you have 4250gp, and buy mithral breastplate for awesome AC.
Stats: bards work best with everything mostly even, with most emphasis on CHA while WIS is a dump stat (and STR, if you avoid melee, or will be in a fast-advancing, cash-rich campaign where Agile weaponry is available).
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Majestic8705 |
The rogue is a gnome...while I don't have the character sheet in front of me, I'm assuming they - the rogue - has assumed they are going to be 'the face' of the party (while we were rolling our characters, everyone kept mentioning that the rogue will be the face of the party and she never corrected them). The rogue, most likely, is not min/maxing - when I initially proposed being a wizard and asked if there were any house rulings on dumping stats like CHA, the rogue and her friend scoffed at me and rather derogatively referred to me as 'one of those min/maxers'. In fact, from what I could make out of her passing comments...well, let's just say I've more reason to think she's not min/maxing.
I have had in mind a half-elf bard type character for a while mostly from a book I plan to be writing eventually...so at least I'd be somewhat committed to the character in that respect (mind you, I'd ideally want him as CN for RP purposes and that alignment is considered 'too evil' for our group...which is retarded, if you ask me...if anything CN is the most flavourful of the alignments allowing you to walk whatever line is interesting...though CG isn't too too bad all things considered).
I took a short while last night rolling up potential characters, both Druids and Bards. While doing so, I inevitably came across Treantmonk's guides to both classes (mostly because I've never played either class and I was trying to get a sense of at least halfway decent v. completely useless builds). With those as a guide, one of the builds I came up was something like this:
With a 25 point buy...
STR 14
DEX 12
CON 12
INT 14
WIS 08
CHA 19 (17 + 2 Racial).
Obviously, I'm basing this off his proposed 'Controller' Bard. Its also obviously not a min/max build...mostly RP reasons for that (foolish characters are...well...foolish). I could get another 4 points easily enough by dumping WIS completely, and dropping INT another point which'd give me 20 CHA to start with...
I suppose the other reason why I didn't do that is because having never played a Bard before, I don't really understand how important that extra point of CHA is gonna end up being. I mean, is CHA really that super duper important given that most of the strategy around the controller Bard seems to be 'hit 'em with the whip (or net if we buy into Treantmonk's concept completely), while hiding behind the big strong manly men in armor?' Indeed, on that kind of character concept, wouldn't it in fact be more beneficial to drop CHA to 16, or possibly even 15 to get more points into STR to increase chance to hit and stuff?
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Zark |
![Soulbound Doll (Bear)](http://cdn.paizo.com/image/avatar/PZO9027-Doll.jpg)
Bards are great. It might be tempting to play a Magician archetype bard but I would go with the vanilla bard.
Bardic performance, especially inspire courage, will greatly help the party.
I would not play a Charisma bard but a dex bard. You are not a full caster but a jack of all trades.
Edit:
Str 12.
Dex 17 (15 + 2)
Con: 12
Wis 8
Int: 12 (or 10)
Char: 16
Str: Depends if you are using a cross bow or a bow. You can use a composite short bow. Long bow only gives you +1 to damage and isn't worth a feat.
As a human 10 int is fine. Me I like Int, but 10 is fine.
If you use a cross bow str can be 10 or 11. You want to be able to carry stuff, but you can go as low as 9 or even 8 if you use a cross bow.
BTW, Hafling might look good, but go human.
The favored class option giving you more spell know is fantastic and with only one arcance caster in the group you want it.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Majestic8705 |
First of all, core only...so archetypes don't actually exist for my purposes. I also don't think the extra spell ability exists in the Core...
Second, I was also considering a bardcher build...I'm just not especially keen on it as I figure my role in the group is, first and foremost, going to be CC. The bow, unfortunately, doesn't really allow for that whereas the whip certainly does. I mean, yes...I can cast my spells and performance...but then what? All that's left is laughably mediocore damage. With a whip, however, I can still be controlling the battlefield by hiding behind one of the many armor clad guys and tripping guys left right and centre. If I were to roll a bardcher though, I'd probably go with an Elf for the race as they get Longbow as a racial weapon. They also get bonuses to DEX and INT which is nice. The hit to CON isn't that significant considering they're not really getting into melee. Also, that +2 to bypass SR is nice...
In fact, one build that I was playing with is the idea of a bardcher controller...which I figure might look something like this:
STR 14
DEX 18 (16 + 2 Racial)
CON 10 (12 - 2 Racial)
INT 13 (11 + 2 Racial)
WIS 10
CHA 15
Once again, not exactly min/max. All subsequent points will likely go to CHA with this build making it cap at 20 (though the game will likely not exist that long). I figure, this build allows the most 'dynamic' play - when extra damage is needed, equip the bow. When more crowd control is needed, equip the whip. To optimize it just a bit further, all I'd need to do is dump WIS to 7 and put the extra points into CHA and INT, which would make their levels 16 and 14 respectively. But I've said my piece about dumping WIS above and I hope for RP reasons that I won't have to do it. If this build is heavily criticized for a lack of CHA, I may reconsider.
As far as feats go...one need only take three feats to get improved trip, and with the bow, one need only take six feats to be an effective archer as far as I can tell (Point Blank Shot, Rapid Shot, Precise Shot, Deadly Aim, Many Shot and Arcane Strike [which, incidentally, can be applied to the whip as well]). Last feat (which I'd take first) is probably Lingering Performance so that I have the capacity to move about the battlefield and do things while maintaining whatever performance is needed (EDIT: I just realized that Lingering Performance is not actually a Core feat...so I now realize this is no longer a viable choice. Probably end up taking WF or something instead).
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Cornielius |
![Gorilla](http://cdn.paizo.com/image/avatar/gorilla.jpg)
If it were me, I'd probably switch the emphasis from dex to cha.
I'm running a combat druid focusing on wildshape in a 7 player game.
This has my str higher than wis, which make for a more powerful wildshape.
However, it also means the save dice for my spells are low enough that no-one has failed in 6 levels, meaning I have to focus on no save or save for limited effect spells.
Your party will handle the combat, especially with the bard bonuses- I would suggest spending more time making sure your spells work.
Also, you will get your own bard bonus when you want to whip or shoot.
Most importantly- worry less about what class the party needs and more about what class fits your play style.
It doesn't matter how effective the character is if you don't like doing what it's effective at.
A two handed fighter with my stats and feats would deal more damage reliably than my druid does, but I have lots to do outside combat.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Mabven the OP healer |
![Merisiel](http://cdn.paizo.com/image/avatar/3WhenFishAttack2.jpg)
What does CC means? Crowd control?
If yes and if by crowd control you mean battlefield control then no the bards do not make better controlers than the wizards.
This is not necessarily true. In a group where role-play is valued over crunch, the Bard is the best battlefield controller. If the rest of the players are not quick to pull the trigger, the Bard has plenty of opportunity to turn potential combat situations into either diplomatic coups, or at the very least distract the enemy so completely that when combat does start, they are sitting ducks for the rest of the party.
From the reaction that the rogue player and one of the other players had to his question about dumping stats, I am guessing this is a role-play heavy campaign, and a bard will be king of the controllers.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Kydeem de'Morcaine |
![Lizardfolk](http://cdn.paizo.com/image/avatar/Lizardfolk.jpg)
...I'd ideally want him as CN for RP purposes and that alignment is considered 'too evil' for our group...which is retarded, if you ask me...if anything CN is the most flavourful of the alignments allowing you to walk whatever line is interesting...though CG isn't too too bad all things considered)...
I understand what you are saying, but I also understand where the GM is coming from. I have been in several and heard of several more groups where someone plays CN as just and excuse to be a complete @$$ hat and wreck the game.
"I'm insane, I'm unpredictable, I can do whatever I want, hey it's just what my character would do he doesn't care about what anyone else wants, etc..."I have seen it played very well. But I don't like it in my games either unless I know the players very well and am sure they can ALL handle it in a civilized manner and not destroy the game and group.
For example: in my current group, I have a player who I think could play the alignment very well and not wreck things. However, others in the group just assume anyone playing CN will do all those awful things and immediately start making plans to kill the character. So it will destroy the game even though the particular player could handle it intelligently.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
![]() |
![Keys](http://cdn.paizo.com/image/avatar/Plot-lock.jpg)
I could see a party lacking a "full caster" type if they had a bard who put some points into Spellcraft, Knowledge Arcana, and Use Magic Device. :)
Like other folks said, not all the sorceror bloodlines are ultra lame. Abyssal and Celestial can be fun to play, and I really find Destined to be useful for those with the Dice Curse of Ultimate Betrayal(tm).
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Majestic8705 |
1 person marked this as a favorite. |
To leo1925: CC does equal crowd control, which does equal battlefield control.
To Cornielius: I enjoy 'different' characters, one's who aren't just one trick ponies (hence why I wanted my original character to be a sneak attack focused AT) or, if they are going to be just a one-off type of character I'd rather they be a 're-thinking' of the one-off type (like a Druid primary caster over an arcane).
I do understand the 'play what you wanna play' idea - and its great in theory...but I also enjoy a character whose useful. My concern is that were I to roll my original character concept, I'd end up being rather useless on the whole as we've already got someone filing that role. Effectively, I could just go out and roll the character anyway...but then one of us ends up annoyed at the other as we compete to do the same thing.
To Kydeem: Personally, I think the 'I'm insane therefore I do what I want' reading is vastly oversimplistic. I view the CN as the ultimate free spirit. They aren't out there to cause trouble, indeed, that would put value in causing trouble which is anti-thetical to their ethic. Heh...basically, I view CN as s kind of Anarchist philosopher - not the rioting and blowing s%$! up kind that you see in the news, but the idealized citizen of the theoretical Anarchist utopia put forth by academics. Someone who is aware they are absolutely free of obligation but also aware of what that freedom means.
That kind of lifestyle is vastly...seductive, I find. But then, I'm a philosophy nerd with a more than fleeting interest in Anarchist theory XP
Nymian: They aren't ultra lame...I can see how they can be useful to various kinds of builds. But none of them really seem all that...'WOW HOLY CRAP THIS IS AMAZING!' I mean, those feat lists? All of them have feats I know my sorc would never end up taking - and usually, there's more of those then there are ones that it makes sense for a caster sorc to take. If one is splashing some kind of archer or gish character, k great...bit more useful. But most people tend to advocate against multi-classing of any kind. The abilities? At least two come to mind that have 'claw attack' type abilities which...why? How is that a good idea for the unarmored sorcerer?
~Shrugs~ They all just feel really underwhelming.
I thought that of the stuff there, Abyssal and Celestial were pretty cool but why I kinda dropped them as potentially viable for my character is because they're summoning based bloodlines and we have enough bodies trying to punch things as it is and there are only so many squares around a guy that one can use. Also, Abyssal suffers the same 'useless abilities' problem I mention above. What good are claws and strength bonuses to my caster save those situations where the caster can't help but get dragged into melee which most of the time are never gonna happen because one ought do everything possible to keep that from happening anyways?
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Majestic8705 |
Righht...so taking the advice of going more CHA then DEX, I think I'm happy with this build here:
STR 14
DEX 15 (13 + 2 Racial)
CON 10 (12 - 2 Racial)
INT 14 (12 + 2 Racial)
WIS 10
CHA 17
Conceptually, I think it still works as my proposed bardcher controller. Where things will get sticky is with Manyshot which has a DEX 17 requirement. Mind you, that's really far off and, in all likeliness, our game will end before that becomes an issue. In theory though, even if the game does last that long, this build allows me enough flexibility to put those two points into DEX or CHA depending on whichever side of things I feel would benefit things more.
Start combat with spells and longbow, determine how the battle is going, and fill in whatever hole is lacking most. If things are going fairly well, pew pew with the bow - yeah, no epic damage...but at such low levels (remember, I think that if we're lucky we'll ding level 8 before everybody disappears for the November break), that every little bit still helps. If things are going badly, I can drop the bow and become much more tactical on the fly with the whip and higher spell DCs.
Does that sound plausible? It feels plausible...but sometimes, I'm delusional about this stuff.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Mabven the OP healer |
![Merisiel](http://cdn.paizo.com/image/avatar/3WhenFishAttack2.jpg)
Sounds great, should be a very effective bard, and even more important, it is the bard you want to play. Keep in mind that if your party is fairly RP focused (and it sounds like they are, from your description), then they should be very compatible with the controller capabilities of the bard which are hard to pull off with a more combat-oriented group - such as bard-song fascinate, distraction, suggestion,charm person/monster, and bluff/diplomacy/inimidate (don't forget versatile performance if you don't put points in all 3).
Be "the Voice", even if the rogue is "the Face", and I think you will fit with the group very well, and you will all have fun.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Kydeem de'Morcaine |
![Lizardfolk](http://cdn.paizo.com/image/avatar/Lizardfolk.jpg)
... To Kydeem: Personally, I think the 'I'm insane therefore I do what I want' reading is vastly oversimplistic...
I happen to agree that there shouldn't be anything wrong with CN. It sounds like you are one of the players that can handle it well. Problem comes from the fact that alot of us have seen many more people that can't handle it. Wait until you and the group know each other better. If at that time you still think you, the other players, and the GM can all handle it bring it up again. Until then, I'd suggest CG (with just barely enough good to qualify). You can pretty much play it the same, but it doesn't usually cause everyone to groan and raise their hackles.
... ... All of them have feats I know my sorc would never end up taking ... At least two come to mind that have 'claw attack' type abilities which...why? How is that a good idea for the unarmored sorcerer? ... Abyssal and Celestial were pretty cool but why I kinda dropped them as potentially viable for my character is because they're summoning based bloodlines ... Abyssal suffers the same 'useless abilities' problem I mention above. What good are claws and strength bonuses to my caster save those situations where the caster can't help but get dragged into melee which most of the time are never gonna happen because one ought do everything possible to keep that from happening anyways? ...
I agree, some of the feat lists are odd. The aberrent attack ability is great to specialize in bunch of touch attack spell without quite getting into melee. Abyssal and Celesstial aren't really summon based, that is just one of its abilities and imo not even the best. The thing i like best about celestial is a bit of healing. Our group is usually low on healing unless I want to run the cleric, and I get tired of that after a while. The claws are good for 2 reasons. First, it isn't always possible to stay out of melee. Our current campaign seems to be mostly incorporeal and invisible creatures waiting in ambush. My wizard is getting pounded on in melee in almost 1 in 3 encounters. Second several people advocate taking 1 or 2 level in fighter, barbarian, paladin, or monk to up survivability even if you are not going to try for a melee build. I personally am partial to 2 levels of paladin for the massive saves. My wizard is constantly failing saving throws.
Destined is good for second chances to stay alive. Fey also has some kool abilities. I have not had a chance to play either yet, but considering it for my next char. Just a guess from the way you write, but you might like one of those if you are still considering sorc.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Kydeem de'Morcaine |
![Lizardfolk](http://cdn.paizo.com/image/avatar/Lizardfolk.jpg)
Now of course having defended the sorc, I'm going to contradict myself.
{I still think sorc is very good and you could probably get alot of fun out of it.}
I agree with some of the other posters.
1) Druid just don't take the companion option or use the SNA spells except for special situations. Can easily have the philosophy that the creatures of the natural world are not there to be your playthings. They should only be called on in extremis.
2) Bard with whip. Sounds like you want to have some combat capability too. And this would give you that plus amazing buffs and pretty good control spells. {However, I don't like being a buff bot.}
3) Witch. Kinda similar to wizard so you many not like it. However, some people really like the hexes to de-buff the bad guy constantly.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Dabbler |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
The elemental ability to switch the damage of any spell to my bloodline type is also pretty cool...but which to take? Inevitably, I know I'll pick the wrong one and end up utterly useless for most of the campaign.
Why so? Look at what energy spells are available, and then consider which is least used. That way, you cover all the bases. Also, consider crafting feats and staves.
I'm just...not excited. I feel like I'm basically...forced into this kind of role that I really don't wanna have. I've played casters before (albeit mostly in PC games as opposed to tabletops) and I'm less than keen about 'em. TBH, I really wanted to roll an Arcane Trickster focused on maximizing ranged sneak attack damage but given we've already got a ranger and a rogue...the only real use my character would be is in terms of casting in which case, may as well go full wizard which really isn't interesting to me at all.
This is your main problem. At the end of the day, play what YOU want to play. You will likely not please everybody with your choice if you are trying to fill out the party, so you may as well please yourself.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Majestic8705 |
Kydeem: Regarding sorcs and the bloodlines, indeed, the argument is all subjective. But why I consider the Celestial and Abyssal to be 'summoning' based is that its not just one of the 'powers' that's summoning focused - its their bloodline's arcana (creatures they summon have DR/good or DR/evil). To further push the point home, the Abyssal also has as a bloodline feat Augment Summoing. Given the innate arcana, it just seems 'why wouldn't I focus my character on summoning since I get all these free bonuses to summoning?'
Now, regarding splashing fighter/barb/paladin...its funny, you're the first person I've encountered on these boards that is not utterly opposed to going the idea of not full caster (albeit, I only rarely check these boards - usually whenever we're about to start a campaign, I look into possible build ideas here). I'm a big fan of splashing melee and magic or melee and divine and stuff like that. Conceptually, I just find it interesting. As such, I usually at least consider the prestige classes as they often times advance two areas simultaneously. One of the first objections in any thread about any of those kinds of PrCs is that 'you loose a caster level' and/or 'you lose out on the capstone'. If that's true, the 'taking a level of fighter for survivability' is gonna be subject to the same line of objection. I can see how it can be useful, don't get me wrong. Its just that it seems those levels of fighter types are, end of the day, gonna be irrelevant for your survivability (two levels of fighter averages out to 10 health whereas two levels of a caster averages out to 6; yes higher saves in fortitude which'd bring it to a +9 at the end of the game...but *really* that'll only help you v. save or die spells because all other spells/effects can be countered or cured by stuff someone in your party can probably do as a reaction anyway i.e. poisons, diseases). Not worth it, imo...but I am by no means an expert on the subject.
I agree that the Fey has some cool stuff in there though I was mostly looking at the arcana and their spell list. Decent feats (Improved Initiative, Quicken Spell, Dodge [which I take only because its free...no one can really say no to a free AC point...]). For abilities, once again...kinda meh. The invisibility is kinda neat, but you're not a rogue so not *that* beneficial unless you need to make a quick get away. Fey Magic is also pretty cool, though if it were me, I'd probably forget I have it and just end up failing the caster check anyways XP
Only other thing I wanna say is regarding the Witch: sadly, its Core only. If the APG were allowed, I wouldn't have had any issues at all because I'd have just rolled a Flame Oracle.
^^
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Kydeem de'Morcaine |
![Lizardfolk](http://cdn.paizo.com/image/avatar/Lizardfolk.jpg)
...regarding splashing fighter/barb/paladin...its funny, you're the first person I've encountered on these boards that is not utterly opposed to going the idea of not full caster ... One of the first objections in any thread about any of those kinds of PrCs is that 'you loose a caster level' and/or 'you lose out on the capstone'. If that's true, the 'taking a level of fighter for survivability' is gonna be subject to the same line of objection... Its just that it seems those levels of fighter types are, end of the day, gonna be irrelevant for your survivability (two levels of fighter averages out to 10 health whereas two levels of a caster averages out to 6; yes higher saves in fortitude which'd bring it to a +9 at the end of the game...but *really* that'll only help you v. save or die spells because all other spells/effects can be countered or cured by stuff someone in your party can probably do as a reaction anyway i.e. poisons, diseases)...
It is true, the number of people for it on these forums are much lower than the number of people against it. But there are some. For various reasons it can be a good idea sometimes.
- Some people don't lose out on the capstone because they weren't going to get it anyway. My current group has never played above 15the level and we usually stop sooner.
- Depends on GM and campaign. Some GM's and/or campaigns play the opposition more intelligent than others. Almost every PC group usually tries to take out the caster first. Why would an intelligent NPC not do the same? Some campaigns feature alot of encounters where it is difficult to protect the squishies.
- Depends on the PC group. Some groups are just very bad at protecting the squishies (mine is still in the learning process on this).
- Yes at high levels it isn't as necessary. It is much more of an issue at low levels. From levels 1-4 (and for a variety of reasons), my wizard was on deaths door at almost every other encounter. Now that we are around 5-6 level, I am only occasionally down and out.
- Some of those splashes are useful later than others. 2 levels of paladin should be giving a sorc (charisma) a +5 early to +10 late on all saves. The empyreal sorc/monk will be giving the same bonus to AC and a +2 on all saves. Those could be game changers at any level.
If we were restarting Carrion Crown, I would choose paladin 2 / celestial sorc after that. The whole first module would have been a lot more fun for me because I wouldn't have always been on the edge of death and using all my magic defensively. I would have contributed more to the rest of the group even with lower level spells becuase I could have used some offensively or used a bow. Also the goup would not have had to burn so much time and resources trying to keep my wizard alive. Levels 1-2 i was definitely a drain on the group. 3-4 broke about even. At level 5 i'm finally being a positive contributor.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Lightbulb |
If not a blaster, what roll should a Core primary caster take? The only other really feasible line, as far as I can see, is CC..but then why not just be a bard as they end up getting more CC options then the sorc does?
Human God Sorcerer. Like a God Wizard but has far greater tactical flexibility.
I actually ran out of spells I wanted (at low level, higher level might be trickier) - there really aren't that many spells in the CRB.
Yes you get spells a level later and this sucks but for me being able to cast any of your spells at any time in the day is worth it.
There are days when I will go (reluctantly because I got sick of my group moaning that I do no damage - the argument that I make 4 attacks a round vs their 1 via haste seems to carry little weight) Scorching Ray, Scorching Ray, Scorching Ray, Scorching Ray, Scorching Ray. But it could just as easily been Invisibility, Invisibility, Levitate, Levitate, Stone Call, Scorching Ray.
What would a Wizard have done? 1 levitate, 1 invisibility and prepared 3 scorching rays just in case? What if you fought no monsters that day but needed to sneak past a dragon? I can cast Invisibility 5 times at the drop of a hat. A wizard needs to rest for 9 hours to do such crazy things.
----
Basically battle winner is the best role of a Sorcerer. People seem to get annoyed when I say things like this but Haste + a cloud of smoke to shield the group from 20 archers turns a TPK into a high speed escape.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Xaaon of Korvosa |
![Drow](http://cdn.paizo.com/image/avatar/A2-Vonnarc-col.jpg)
Majestic8705 wrote:...regarding splashing fighter/barb/paladin...its funny, you're the first person I've encountered on these boards that is not utterly opposed to going the idea of not full caster ... One of the first objections in any thread about any of those kinds of PrCs is that 'you loose a caster level' and/or 'you lose out on the capstone'. If that's true, the 'taking a level of fighter for survivability' is gonna be subject to the same line of objection... Its just that it seems those levels of fighter types are, end of the day, gonna be irrelevant for your survivability (two levels of fighter averages out to 10 health whereas two levels of a caster averages out to 6; yes higher saves in fortitude which'd bring it to a +9 at the end of the game...but *really* that'll only help you v. save or die spells because all other spells/effects can be countered or cured by stuff someone in your party can probably do as a reaction anyway i.e. poisons, diseases)...It is true, the number of people for it on these forums are much lower than the number of people against it. But there are some. For various reasons it can be a good idea sometimes.
- Some people don't lose out on the capstone because they weren't going to get it anyway. My current group has never played above 15the level and we usually stop sooner.
- Depends on GM and campaign. Some GM's and/or campaigns play the opposition more intelligent than others. Almost every PC group usually tries to take out the caster first. Why would an intelligent NPC not do the same? Some campaigns feature alot of encounters where it is difficult to protect the squishies.
- Depends on the PC group. Some groups are just very bad at protecting the squishies (mine is still in the learning process on this).
- Yes at high levels it isn't as necessary. It is much more of an issue at low levels. From levels 1-4 (and for a variety of reasons), my wizard was on deaths door at almost every other encounter. Now that we are around 5-6 level, I am only...
Wouldn't the Toughness feat at those levels be more beneficial? Or having the familiar that gives you 3hp, than to losing a caster level?
NOW, if you want a character who is proficient in all martial weapons and shields, or an exotic weapon with the bonus feat...go for it...
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Kydeem de'Morcaine |
![Lizardfolk](http://cdn.paizo.com/image/avatar/Lizardfolk.jpg)
...Wouldn't the Toughness feat at those levels be more beneficial? Or having the familiar that gives you 3hp, than to losing a caster level?
NOW, if you want a character who is proficient in all martial weapons and shields, or an exotic weapon with the bonus feat...go for it...
...
Toughness feat would give 3 hp (I took the familiar that helps with fort save). I'd still have an AC of 12 or 13 (unless I burn my few spells on defense) and lousy saves. I was being hammered by failing saves as often as attack damage.
On the other hand 2 paladin levels would give: 4 hp at 1st level, another 2 hp average at 2nd level, can wear armor so AC 17 or 18 for those 2 levels, I could use a bow with a decent chance to hit (which would help more than acid splash i was usually using), I'd have a little bit of healing which our group was low on, and all saves would have been +4 to +6.
Is it for everybody or always better, no. Certainly not. But I would have enjoyed the first 1/3 of this campaign much more if I had.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Heaven's Agent |
![Dragon](http://cdn.paizo.com/image/avatar/Pathfinder5.jpg)
(in my GM's infinite wisdom, he's ruled 'only good' alignments...which I think is lame as you only get flavour from the more neutral and under alignments...). So basically, Neutral Good...and that's a weak alignment in terms of RP value, imo.
This is generally a player's failing, not the GM's. A talented player can make a a solid and intriguing character of any alignment; any-Good still leaves a lot of room for varied concepts and themes.
I can understand why a GM would limit players in this way, though, especially with a large group. It's actually a very valid precaution.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
![]() |
![Raistlin](http://cdn.paizo.com/image/avatar/Face-Offcolor2.jpg)
i had a chance to read the first handful of posts but not all so if anything i write is redundant feel free to ignore it or skip ahead. you game has several melee characters in it but i have not yet discerned what there purposes are. are they cmb masters, charges tanks trippers or what. a handful of beaters and no tank leave a lot to be desired. also if you are limited to low levels then a lot of stuff can just be made up with wands not to expensive so umd could be a huge boon to any character you create.
one thing that i have taken from treantmonks guide is the importance of the group. a wizard wins a fight by putting his friends in winning positions, a bard by buffing the party and recruiting enemies to fight for you, and so on and so on.
people will want you to stick around and give you really shiny nice things if you buff them or save there butts. no class is better at this than the wizard. yeah yeah healers can bring them back from the brink of death but as a wizard you can make things happen so they never see the brink of death. haste protection from evil and resistance spells just to name a few. now what i have taken from this is you really like to role play, you have to be good, and for some unknown reason you do not like the most powerful (albeit difficult) classes in the game.
i have been a wizard for as long as i have played. sorcerers are a simplified version of a wizard who wont take time to do a daily spell list.
have you considered building a wizard to fit you?? choosing spells and feats that match your preference. i mean if you want to be a rogue then pick spells for disguise picking locks and being tricky. if you wanna fight invest in powerful abjuration and transmutation buffs.
use low level summon monster spells to give all your allies flanking. use wall spells to separate armies. make your rogue a wand of something cool and hell love you forever. take an item creation feat like arms and armor and all those melee guys will LOVE YOU and with no more xp component it'll save them THOUSANDS of gold and get better items. they will let the healer die before they let you get a scratch on your head.
again being a wizard at heart and on paper i implore you to take a stab at customizing a feat/gear/skill list with a back story and character to make him your own.
oh one more thing. you have a spell book. you can learn every single spell anyone is ever going to want. all they have to do is buy or find you the scroll and your golden. before you know it you will be the mind behind the face and the impulse behind the muscle. before your players know what happened there asking you what they should do and all you say is "have fun ill make sure it all works out". you are now a god with unbeknownst worshipers.
but if you don't have it in you to take the reigns of destiny and ride it tell its exhausted broken and eating out of your hand..... i guess roll a hippy ;-) (a.k.a. druid) or a zealot (a.k.a. enhancement style cleric of combat)
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Majestic8705 |
This is generally a player's failing, not the GM's. A talented player can make a a solid and intriguing character of any alignment; any-Good still leaves a lot of room for varied concepts and themes.
I can understand why a GM would limit players in this way, though, especially with a large group. It's actually a very valid precaution.
First of all, I call your attention to the imo that I put into my post you're responding to. Which means I'm well aware it is a subjective position and was not actually putting it forth as a defensible position (that's not to say I can't do it, I just didn't wanna get too far into the philosophy stuff).
Second of all, I rather resent the implication that it is somehow 'my [the player's] fault' that I don't find the good alignments interesting suggesting that I'm somehow an 'untalented' player because no interesting concepts come to mind when I'm restricted in how I conceive my character. The good and righteous types of characters assosciated with the 'good' alignment always or, at the very least, *almost* always, come off as naive and exceedingly shallow in every major piece of literature, comics, cinema, and television I've ever come across. NG, the alignment my Druid would have effectivley been restricted to (and the particular Good alignment in question I was referencing), seems the most lame of the bunch. The description just seems...empty. 'Virtue for virtue's sake', basically. And that is simply not a real motivation for any kind of remotely real person. Maybe an idealized (and most likely impossible) Philosopher King...but apart from that, people act for reasons other than 'for the sake of virtue'. In fact, even the idea of 'doing good for good's sake' is a lawful doctrine insofar as it is a commitment to the doing of good first and foremost.
So yeah, I'm sorry that I find that alignment utterly absurd and implausible as a doctrine to live and act by.
Does that make me an untalented player though? Well, that depends. If its the job/goal/responsibility of the talented player to work through logical inconsistencies, reconcile those inconsistencies with reality, and then further somehow apply these newly reconciled contradictions to make someone that feels real...then yes, I'm an untalented player because I see such a task as utterly impossible and I invite you to find a character of some medium or other who fits the NG alignment and isn't a complete wanker.
Personally, I've always thought it was the job/goal/responsibility of a talented player to make their character as real as possible. If I'm right, then it is, in fact, the duty of the talented player to recognize absurd alignments and avoid them at all costs. Why? Because that results in unreal characters, an unreal campaign, and overall, less of that whole escapism thing.
To the good alignments generally...the same basic argument applies. Something about 'Good' guys just seems...silly. If I had to pick a Good alignment, I'd go CG if for no other reason than that one allows for actual free will for my character which in turn allows for them to be a little bit original, unique, or 'colourful'. LG, however...they're just zealots of whatever cause they happen to align themselves with. Which can make for interesting background concepts, I suppose...if a bit cliche...but in terms of actual feasibility...utterly useless, as far as I'm concerned. Its easy to turn any action of the LG character into a moral quagmire where either their action violates the tenants of whatever makes them lawful, or it violates the conception of Good.
I do understand why the GM did it, as far as 'group cohesion' reasons go. That doesn't mean I have to like the decision; and that certainly doesn't mean I can't feel immensely stifled by the decision creatively.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Zark |
![Soulbound Doll (Bear)](http://cdn.paizo.com/image/avatar/PZO9027-Doll.jpg)
Good does not have to equal boring.
A good person does not have to be a nice person or friendly person. He/she can still lie from time to time, be manipulative and still be stingy.
Some of my Paladins have be real Jerks AND holding on to their money real tight.
Both FBI Agent Albert Rosenfield in Twin Peaks and Dr. Gregory House in House are two jerks from time to time and real funny.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Majestic8705 |
Good does not have to equal boring.
And this is the fundamental point where we're not likely to agree.
I'd hardly consider House to be 'Good' of any significant kind. What 'good' he ends up doing is incidental to him - he doesn't give a crap about the patient at all and their recovery is good to him only insofar as it means he solved the puzzle associated with their disease.
Unless, of course, you side with Wilson and want to read levels of morality into everything House does...which I think is the more uphill battle.
If anything, I'd toss House somewhere along the Neutral line. Possibly LN because he lives by his own personal ethic and is utterly dedicated to it. If not that, then probably CN as he's certainly not one for conforming to social norms and he'll do what he wants on a whim.
The FBI agent, however...I'm at a loss of that because I don't watch the show. I watched the clip, but really that didn't give me a real sense of the character. I'm not especially impressed by him - indeed, I never said a good character can't be a dick. But dickishness does not entail an interesting, deep, and complex character.
Take, for instance, Spiderman. He's a dick, undeniably...and he's certainly somewhere 'Good' in terms of alignment (probably even NG as he's basically just doing good for good's own sake because when he didn't do good, his Uncle Ben got killed [though, we can then move the motivation for doing good to some other kind of vendetta against evil category which would shift his alignment]). But one thing I've always hated about him is how simple a character he is. I know I'm in the majority there (because Spiderman is one of the most popular figures in comics)...but really, where is the depth of Spiderman? It just seems like all his reasons for doing things are, essentially, secondary to the actual cool scene of him webbing his way through NYC to punch Doc Oc in the face. He does it 'because its good' which just always feels flat.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Zark |
![Soulbound Doll (Bear)](http://cdn.paizo.com/image/avatar/PZO9027-Doll.jpg)
Zark wrote:Good does not have to equal boring.
And this is the fundamental point where we're not likely to agree.
Yep.
I'd hardly consider House to be 'Good' of any significant kind. What 'good' he ends up doing is incidental to him - he doesn't give a crap about the patient at all and their recovery is good to him only insofar as it means he solved the puzzle associated with their disease.Unless, of course, you side with Wilson and want to read levels of morality into everything House does...which I think is the more uphill battle.
You actually can side with Wilson, otherwise you wouldn't have brought it up yourself.
Greg is just hiding the fact that he actually care about people. When he start caring for his patients he stops acting professional and think rational. Or at least that is what he seem to think. He manipulates and lies just to save someone, so he is more of a NG or CG person. As for not caring, I think Wilson's chat with Greg during Euphoria pretty much proved House does care. Even if you don't agree, House is just an example. You can create a character out of House and add some more 'good' to him and still let him be a complex, strange jerk, but with a heart.Regardless, Paizo view on alignment is different from 3.x. In Pathfinder a good person can be shady. He/She can even occasionally perform acts of evil.
A creature’s general moral and personal attitudes are
represented by its alignment: [...]
Alignment is a tool for developing your character’s
identity—it is not a straitjacket for restricting your character.
Each alignment represents a broad range of personality
types or personal philosophies, so two characters of the
same alignment can still be quite different from each
other. In addition, few people are completely consistent.
I think a CG or even a NG character can be fun. Even a grumpy LG. Sure a Neutral gives you more options and less 'straitjacket', but the rules are clear: alignment is not a straitjacket for restricting your character.
You and I probably won't change your GM, so you will play a good character. You might as well do the best you can and try to find a interesting angle to your alignment.
BTW, With cross bow you won't need str 14. You lose Manyshot but gain a better thread range. Better threat range is nice when you got Arcane strike, inspire courage, Good Hope, etc.
Too bad he won't let you use the APG. He really should. UC is also an nice book. It has the Discordant Voice feat. And don't pick Extra Performance. Once you reach level 6 o 7 you have all the round per day you need. With high charisma you will do just fine without Extra Performance.
I would probably start with 16 char and boost dex, but then I would probably play a hafling, human or half elf.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Majestic8705 |
You actually can side with Wilson, otherwise you wouldn't have brought it up yourself.
Indeed. And one can side with the Creationists saying the Earth was created in 7 days and is only 4200 years old...but that doesn't mean its a good idea given the amount of evidence in favour of the alternate hypothesis.
Greg is just hiding the fact that he actually care about people. When he start caring for his patients he stops acting professional and think rational. Or at least that is what he seem to think. He manipulates and lies just to save someone, so he is more of a NG or CG person. As for not caring, I think Wilson's chat with Greg during Euphoria pretty much proved House does care. Even if you don't agree, House is just an example. You can create a character out of House and add some more 'good' to him and still let him be a complex, strange jerk, but with a heart.
Nonsense XP
House is an ass who cares more about the problems then what results from his answers. His philosophical commitments more or less mandate that he can't concern himself with conventional morality. Numerous times he's uttered that morality is a fiction (or something to that effect); and that we're all selfish creatures, and other amoral/morally nihilistic sentiments. As to the Euphoria episodes...there's a difference between people and people that you come to care about. His motivation for going to extremes to save Foreman weren't moral - they were selfish and, consequently, not moral (at least by most conceptions of morality...yes there are always going to be detractors [its kinda the nature of any kind of philosophical discourse] but again...uphill battle).
Indeed, if House were a moral person, could he have ended the last season as he did? House is motivated by purely selfish reasons at the end of the day. Whatever good he does is not the cause, its simply the effect.
Regardless, Paizo view on alignment is different from 3.x. In Pathfinder a good person can be shady. He/She can even occasionally perform acts of evil.A creature’s general moral and personal attitudes are
represented by its alignment: [...]
Alignment is a tool for developing your character’s
identity—it is not a straitjacket for restricting your character.
Each alignment represents a broad range of personality
types or personal philosophies, so two characters of the
same alignment can still be quite different from each
other. In addition, few people are completely consistent.
Yes yes yes, I've read the blurb about the alignments and yes, I understand not a straitjacket for restricting...blah blah blah. But that's what it ends up being if there are alignment restrictions. That is, I think the blurb is suggestion that one should build the character you want, imagine their personality traits, and so on down the line...and then, last of all, see which alignment that best fits. However, if the character I conceive is closer to, say, True Neutral alignment and only Good alignments are allowed in the campaign, what options do I have left except to redefine their ways of being in terms of a Good alignment? The only other option is to start anew with the given alignment as 'inspiration' for the character and build up their given depths around the confines of that way of thinking.
There's always the 'go talk to the GM' option as well, but I'm not a fan of drama IRL. Forums allow us to be at least somewhat anonymous and just...you know...vent and talk it out.
While the rules may state that the alignment is not a straitjacket for restricting one's character, that's on the assumption that all nine are in play - accounting for some form of any kind of position one can hold with regards to law and chaos/good and evil. Given their position exists somewhere in those nine squares, it really has no baring on character creation because you still end up with a character who is as vibrant as you want them to be. It is, however, not as 'open' when one is effectively limited to only three choices on the matter and they all glorify Good as something to strive towards.
BTW, With cross bow you won't need str 14. You lose Manyshot but gain a better thread range. Better threat range is nice when you got Arcane strike, inspire courage, Good Hope, etc.
Too bad he won't let you use the APG. He really should. UC is also an nice book. It has the Discordant Voice feat. And don't pick Extra Performance. Once you reach level 6 o 7 you have all the round per day you need. With high charisma you will do just fine without Extra Performance.
See, I don't want to go totally bard archer as we've already got our ranged damage covered. The 14 STR is to help out with the attack rolls on the whip trip checks. The bow is just really incidental damage that I'll be doing to help out whenever things are pretty much going our way already.
As to the better threat range...I thought that threat range stuff only worked on 'naturals' i.e. my dice just rolled a 19, or a 20...which means things like the buffs don't matter (except for the confirmation roll)...?
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Zark |
![Soulbound Doll (Bear)](http://cdn.paizo.com/image/avatar/PZO9027-Doll.jpg)
snark stuff
You are missing the point. I was trying to help you, not saying you are a crappy role player. We may disagree on House and on other stuff, that is fine. But if you ask for help and then respond in a hostile manner you won't get much help.
See, I don't want to go totally bard archer as we've already got our ranged damage covered. The 14 STR is to help out with the attack rolls on the whip trip checks. The bow is just really incidental damage that I'll be doing to help out whenever things are pretty much going our way already.
I actually think the whip idea is far from solid, and it will be less useful (or even useless) at higher levels. Having two archers isn't bad. Most players to focus too much on melee and forget range weapons. But if whip is what you really want, go for it.
As to the better threat range...I thought that threat range stuff only worked on 'naturals' i.e. my dice just rolled a 19, or a 20...which means things like the buffs don't matter (except for the confirmation roll)...?
I meant a bow crit on 20. With improved crit it is 19-20.
A cross bow has 19-20 and with improved crit it's 17-20.Greater threat range = more crits. More crits = More damage.
More damage per arrow also helps vs. damage reduction.
The buffs will not grant you a greater threat range but they will:
a) help to confirm the crits (inspire courage, haste, heroism or Good hope, etc.).
b) deal more damage (inspire courage, arcane strike , Good hope +2, etc.). If the base damage is high more Crits are more important. Using a cross bow (and getting more crits) can be as can as good using a bow (and getting less crits).
At level 11 you probably have a +3 weapon, so: Point black shot +1, weapon damage 1d8+3 + inspire courage +3 and arcane strike +3 and Good hope +2. If you chose to use deadly aim the base damage is even greater.
If you don't plan to invest in many shot, the crossbow isn't a bad idea. If you plan to pick many shot and the rest of the archer feats, then it does sound like you are building an archer.
BTW, Deadly aim is a great feat but don't use it every time.
Even if Good hope and Heroism doesn't stack you should probably have them both. Having heroism always on will help you a lot if you don't have the time to cast good hope in every battle. Later levels you can get a wand with Heroism and swap it out from your list.
Use magic device is your friend. There are a lot of useful spells to help you out.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Dabbler |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
The good and righteous types of characters assosciated with the 'good' alignment always or, at the very least, *almost* always, come off as naive and exceedingly shallow in every major piece of literature, comics, cinema, and television I've ever come across.
Wow. I have no idea what sort of films, TV, comics and literature you have been exposed to, but it certainly has nothing to do with most of the stuff I have seen.
'Good' has a HUGE scope for characterisation. One feature of Good characters is a huge awareness of their own failings, they very rarely think of themselves as being virtuous. Many evil people have considered themselves to be very virtuous indeed; Tomás de Torquemada considered himself to be virtuous and righteous as he grimly tortured and executed those he considered to be heretics.
Good people wrestle with their consciences. They are not naive - in fact an old saying is: "Evil is constantly surprised by Good, because it fails to appreciate that Good does not preclude being clever." There is a tendency for Evil people to also think that they are not, in fact, evil, they justify their actions in that they think they are clever, seeing opportunities that others do not, or that these people are 'hoodwinked' by societies rules intended to keep them down.
Good people can have the same character flaws as evil and neutral ones. They just put other people first when the crunch comes, is all. Good people do not have to charge blindly into danger, or donate all their spare cash to orphanages - if you want to do good in the world, martyring yourself is a bad way to achieve it. Looking after your own life is important if you want to help others, because if you die, or have insufficient resources to help when called upon, you will not be able to achieve much.
NG, the alignment my Druid would have effectivley been restricted to (and the particular Good alignment in question I was referencing), seems the most lame of the bunch. The description just seems...empty. 'Virtue for virtue's sake', basically. And that is simply not a real motivation for any kind of remotely real person.
I've met a lot of people I would call that, actually, making it very much a real-world stance. Neutral good is someone who doesn't need a code or rule book to want to do the right thing, but doesn't feel free to do whatever they feel like either.
I can see that you are reading the alignments looking for motivation, but actually the motivation is in the character. If you've ever felt good about helping a friend out of a jam, you have experienced 'virtue for virtue's sake'. To the neutral good person, there's no reason any decent person shouldn't be a friend of theirs - and that's really all there is too it.