New to PFS, character advice


Pathfinder Society


I am going to be starting a new character in PFS and what I consider the best possible place - GenCon 2012! I've played 3.5 for years, played Rise of the Runelords and have made myself familiar with the changes of Pathfinder vs. 3.5

I still consider myself new to both Pathfinder and PFS. Since I don't know what my group will be (playing in the "Intro" scenarios)I was hoping for some advice from people active in PFS. What characters seem to be good or needed? Are certain characters more effective? If there a theme in the adventures (e.g. 30% city time, 30% dungeon exploration, etc)?

I know this won't be my permanent gaming group, but I want to have a character that can be helpful and still have fun. I was thinking of a Zen Archer Monk (though we will be 1st level and from what I understand they don't start to get good until later), a ranger archer or maybe even a sorceror or cleric. I plan on creating and taking 2 characters wih me and using whatever fits with the group.

I appreciate any advice!

Shadow Lodge 5/5

First off, welcome.

Next, I will give you the advice I give all new PFS players in my region - play what you want to play. As you have already noted, there are no guarantees in table composition in PFS. One day you can be loved as the only cleric at the table, and the next week you'll wish you were a wizard when the other five clerics sit down with you. Playing what you want to play ensures that you will have fun, which is the point of the experience.

That said, for those that insist on optimizing their potential, there are some slightly different rules for PFS than a home game. My biggest suggestion is self-sufficiency. Because you don't know who you are playing with, characters that can survive on their own (both in skills and in abilities) tend to do a little better. The ability to use a wand of Cure Light Wounds ensures that at least somebody at the table (you) can use one, even if it's through a 20% UMD. A few ranks in diplomacy means that somebody at the table (again you) can at least try to talk your way out of a sticky situation. A rank or two in stealth means you may be able to complete a faction mission when you're the only Qadiran at the table. Those are just a few examples though.

Beyond that PFS is very varied. You're just as likely to be digging through a crypt as you are to be wandering the wilderness or chatting it up in Absalom.

Again, welcome though and good luck!


I agree with Ryan- play what you want to play. I almost always play spellcasters because I love playing spellcasters, so at a table of fighters, I'm the primary healer.

What I do with at least one of my characters is make them a "battle healer" or someone who can deal out decent melee damage when someone fighting is needed or can run around healing fighters when that is needed. Whenever I play a spellcaster I try as hard as I can to make them hard to hit so that the healer isn't the first one to die.

But if you really wanted to be effective in the lower levels (my battle healer didn't get really good until level 6), then go with what Ryan says.

Sczarni 4/5 RPG Superstar 2014 Top 16

A lot of it will depend on your local group and what sorts of scenarios they play, and what sorts of characters they run. Don't worry too much about playing the "right" character; if you have fun, that's the most important thing.

One thing that might help would be to avoid creating someone super-specialized, particularly for your first character. That mounted-charging, smiting multiclass Cavalier/Paladin might be *awesome* when he charges, but if he spends 90% of his time underground, on a boat, etc., then you won't get the chance to be awesome very often. So if you're not sure, try to go with someone fairly generalized, who will be able to adapt to whatever scenario he finds himself in, and whatever party shows up.

Good luck, and have fun!

Oh, and one other piece of advice: spend your first 2 Prestige Points on a Wand of Cure Light Wounds. Even if you can't cast the spell, chances are you will be playing with someone who can, and you can give them the wand at the beginning of the scenario with instructions to heal you (and the rest of the party, if you're feeling generous). And having more healing can be really important, particularly at low levels.


Good advice AND quick responses? Man, I should do more of this posting thing.... :)

Thanks for the advice. Sometimes it helps to hear othe peoples thoughts - I was getting too lost in the "meta" to realize I need to _like_ my character and enjoy it.

So, I think that I will probably create 2 characters - a spellcaster (sorceror or witch?) and either a ranger or rogue (they tend to be useful in most situations). Going for flexibility probably both human. Can you select which character you want to play after sitting down with the group or is that frowned upon?

Thanks again! I'm excited to get involved in PFS and hopefully stay involved when I find myself back in Cleveland (crying because GenCon will be over). Ultimately, I'd love to be able to play an adventure path (which I currently just drool over).

5/5 *

TheRedMage wrote:

Can you select which character you want to play after sitting down with the group or is that frowned upon?

Assuming both characters are in the level range of the scenario, I have never had a problem with people deciding which of their alts they want to play when they sit down. I see this ALL the time (we have quite a lot of alt-oholics in GA)

5/5 5/55/55/5

The Red Mage wrote:
What characters seem to be good or needed?

Archery Fighters

Gunslingers (which are especially effective against bosses)

Versatility is good. You have to be able to function with nearly anyone and WITHOUT any particular class for a scenario.

Quote:
Are certain characters more effective? If there a theme in the adventures (e.g. 30% city time, 30% dungeon exploration, etc)?

1) Lots of cramped spaces

2) be able to climb or fly asap
3) Do not plan on a large horse or large animal companion comming with you
4) the theme is usually Go here, and investigate something , kill a few mooks, and then a big fight at the end. Expect 4-5 fights and NOT to be able to nova every time. Most adventures seem to take place in the span of a day or two.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Welcome to PFS!

One thing I always tell new players is this: be able to swim. Hit a +5 (after ACP) swim bonus ASAP. I have seen a low-STR sorcerer dragged through a storm by a rope dangling from the side of a ship. I have seen PCs running away from underwater monsters, struggling to get to air before being cursed into unconsciousness (which, underwater, equals death). I have watched my own character get dragged to the bottom of a river in the mouth of a giant crocodile.

Be. Able. To. Swim.

Grand Lodge 4/5

Clerics are, almost always, welcomed to the table. The downside is that you tend to wind up being a healbot, rather than a standalone PC. Of course, having a negative channeler or some such helps break the healbot image.

Sorcerers, if you get the right array of spell choices, can be really useful. Especially since they usually have a decent Charisma, so can act as a face for the party of Cha 7 Fighters...

Bard can be awesome, with the right build. Charisma-based, so good faces. Bardsong, so always welcome. Bardic Lore, so helpful in figuring out that that Imp has such-and-so DR. Some spells, able to use that ubiquitous Wand of Cure Light Wounds, and, with some care, they can actually be fairly good in melee.

Magus can be awesome, if you time your novas right. Not as good a to-hit as a FIghter, not as versatile in spellcasting as a Wizard, but, when they nova, really good at helping take out the BBEG in short order.

Fighter can be great, especially since you can spec 'em so many different ways. Melee? No problem. 2 handed weapon, 2 weapons, sword & board, all can be done. Ranged? Fighters make awesome archers, and decent crossbowmen. Want to be a full BAB fighter, but with more skills and access to all Knowledge skills? Lore Warden is great for that. Especially if you want to go into playing with the Combat Maneuvers.

And.... You can continue this for all the other classes. All can be good, although some take greater care in handling in order to not outshine the party (Synth Summoners, for example).

Scarab Sages 4/5 5/55/5

I must agree with Ryan on this, play what you want to play. Usually, the most useful thing you can do in a PSF game is to engage the other players. When I do take the time to play is a PSF game, I tend to interact with the other players. Being respectful as well of other players is also the most useful thing you can do, to many, you are still much more a veteran than many who have not even touched 3.5.

Flavour usually makes games more fun, in my personal view.

Grand Lodge 4/5

Have a way to deal with swarms (load up on alchemist's fire, if that's your only option) and incorporeal undead.

Have both ranged and melee options. You don't have to be stellar at either of them, but have *something* you can do.

As soon as you get 2 PA, pick up a wand of cure light wounds to hand to someone that can use it. Other wands to consider include magic missile and infernal healing, if they're on your spell list.

Pick a combat specialty, but don't neglect other roles entirely.

Be ready with some sort of social interaction ability, as well.


Awesome advice.

In a nutshell:
Have fun
Swim
Get a Wand of Cure Light Wounds
Be versatile

Sounds like classes with more skill points would be able to meet the above. At least this lets me narrow it down to witch (with the Int bonus they should have a decent set of skills), rogue or archery ranger.

Is perception still the most important skill? (Besides swim, of course :)

5/5

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1) I'll really reiterate what Ryan said...play a character that is fun. What that means is different for different people. Some people like kicking butt in combat. Some people aren't happy unless they can cast spells. Some people have to play a character that has at least 8 skill points per level. Personally, I tend to play a character that is extreme in some way, or in some way surprises my fellow party members.

2) This is purely a personal opinion, but since you're thinking about it, play a character that has personality, history, and is grounded in the lore of Golarion. It's a thousand times more interesting to have a character who is "A street-rat from the slums of Oppara who lived her entire life sneaking into noble houses, learning to live by her wits and silver tongue" versus "I'm a female human rogue from Taldor". Having a backstory invests your character in the world, and gives you a paradigm to refer to when you are interacting with your fellow players and NPCs.

3) Additionally, if you are well versed in Golarion lore, I recommend making something that is...exotic? uncommon? not out of a cookie cutter? There are innumerable Healy Sarenrae clerics, noble Iomedaen Paladins, drunken dwarf fighters, haughty elven wizards...Do something COOL, that people have never seen with your character. For example, a paladin here in Georgia has a Mwangi Pally of Grandmother Crow. He wields a pair of bolas and a spear. Like...HOLY COW that's awesome!

4) Strike a balance between hopelessly incompetent and OMGPOWRGAMRRAWR. You want to contribute meaningfully to your group instead of dragging them down. But you also don't want to have a one-trick-pony build, or a everyone-else-is-useless build. Everyone has a place somewhere on that scale, and I encourage you to figure out what works best for you.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

TheRedMage wrote:
Sounds like classes with more skill points would be able to meet the above. At least this lets me narrow it down to witch (with the Int bonus they should have a decent set of skills), rogue or archery ranger.

My suggestion here, if you're torn between your top three choices, would be the ranger. As far as being versatile goes, he'll be hard to beat. Consider this:

Buying stats of 14/14/14/13/12/10, if you have the Advanced Race Guide you could be a human and replace the bonus feat and extra skill ranks with a second floating +2 to a stat, letting you look like this:

STR 16
DEX 16
CON 14
INT 10
WIS 13 (bump at 4th)
CHA 12

Grab yourself either a two-handed weapon or a one-hander plus buckler (depending on how much AC versus damage you want) and also a composite longbow. You'll be able to shift back and forth between archery and melee at will. You'll also have 6 skill ranks per level (or 7 if you put your FCB there), a great set of class skills, and some great utility spells later on. Grab a trait to make Diplomacy a class skill and you can add being a face to your list of competencies. If you wanted, you could even take the Urban Ranger archetype and gain the ability to disable magical traps, like a rogue.

You could be the very definition of versatility.

Shadow Lodge 4/5 5/55/55/55/5 ****

In my opinion, the "Organized Play Character Build Sheet" from this thread

Strategy Articles and Player Aid Downloads for PFS

is a great resource for new-to-PFS people. It gives the costs for point builds, and also has "sample point spreads" showing several different possibilities for how one can set up stats with no "dump stat", with one, or with two.

There's also the Point Buy Calculator which you can use to play around with numbers yourself without erasing a hole through your scratch paper!

As for advice? *points up at Jiggy and Nani* for my money, can't beat that!

The Exchange 3/5

Ryan and Nani are spot on, of course. Even if Mr. Slanky is not be trusted (he's an eye poker).

I want to emphasize what Nani said: be a *character*. You'll be both a better character and player if you concentrate more on having a backstory, a reason for being, and roleplaying than if you spend worrying about an extra +1 damage.

In fact, I hope you go to the table and never discuss your build or class...just be your character. Class and build don't need to ever be shared (just with the GM) and so you can focus on the important stuff: your character, roleplaying, and interacting with other players.

That you've posted here and care about feedback shows to me that you'll be great. Have fun at GenCon.

Other posts that might be of interest: Roleplaying in PFS and What we teach new players.

-Pain

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