Two 3.5 noobs need help


Pathfinder Society


Hi all, my cousin and I are old school (1st edition) gamers looking to belly up to a table and sling some dice again. All of my internet investigating is leading towards Pathfinder as the system that's going to be easiest for us to find games for. We're hoping to play a Pathfinder Society game or two before buying the books and really diving in. I've looked at the pregens and they aren't really doing it for us. Can some of you veteran players provide us with a couple simple but effective (min-maxed is fine) characters we can take to a local store and play? We are thinking of starting out slow (it's been a long time for both of us) with a couple fighters, one melee based and one ranged. Both level 1 with suggestions what to take for the next few levels, we should hopefully have things figured out by the time we hit level 4 or 5. Thanks for any help we might get.

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

This is copy-pasted from a post I made on another board. The formatting might be wonky and I was addressing a different audience, but I hope that this can help you both out.

Also, thank you for choosing to play Fighters. Seriously. Every time I get a newbie who wants to play something all fancy, I warn them that it's going to be tough and complicated and that they might just wanna try a Fighter first, before branching out. A Fighter is by far one of the best choices for a new player to 3.5/Pathfinder.

Anyway, here's the builds.

Building a Fighter Archer:

Level 1:
-Set your stat array to 19 STR, 20 DEX, 10 CON, 7 INT, 8 WIS, and 7 CHA. If you're willing to dump a little further, you can have 12 CON and 7 WIS (which is actually what I'd prefer). Either way, you want your STR and DEX to be pretty high. Let someone else talk to people. If you feel uncomfortable dumping stats, having 17 STR and 18 DEX is perfectly fine. :) Just don't make it any less than that.
-Take Fighter (Archer Archetype). Always take +1 to HP as the Favored Class Bonus.
-Take Dual Talent as an alternate racial trait, and pick Human. This gives you a +2 to two separate stats of your choice (STR and DEX). It gives up the Bonus Feat and extra Skill Points, but you want higher stats more than anything else.
-For your starting feats, take Rapid Shot and Point Blank Shot. This way, as a full-round attack, you can shoot twice at a -2 penalty to both attack rolls. Point Blank Shot gives you a +1 to Attack and Damage rolls if you're within 30 feet of your enemy.
-Get a Composite Longbow (+4 STR), Greatsword, and the heaviest Armor you can afford.

You have a +6 to hit with your Longbow (+4/+4 Rapid Shot) and do 1d8 + 4 damage.

Level 2:
-Get Masterwork versions of your Composite Longbow, Greatsword, and Armor as soon as you can (in that order). Don't make anything +1, however.
-Take the Precise Shot feat so you no longer take a -4 penalty for shooting into Melee.

You have a +8 to hit with your Longbow (+6/+6 Rapid Shot) and do 1d8 + 4 damage.

Level 3:
-Take Weapon Focus (Longbow) as a feat.
-For your Trick Shot, I suggest Disarm. Now you can Disarm people from 30 feet away (at a -4 penalty to the CMB check). Still pretty cool, and can definitely screw up some bad guys.

You have a +10 to hit with your Longbow (+8/+8 Rapid Shot) and do 1d8 + 4 damage.

Level 4:
-You get a stat upgrade! Put this into STR, so it becomes 20.
-When you have 4000 GP, buy a Belt of Giant's Strength (+2). This will increase your STR by 2, to 22 STR total.
-Once both of these things have happened, buy a Masterwork Composite Longbow (+6 STR). Sell your old bow, or keep it as a backup.
-Take the feat Weapon Specialization (Longbow). Now you're adding +2 to all your Longbow damage rolls.

You have a +11 to hit with your Longbow (+9/+9 Rapid Shot) and do 1d8 + 6 (STR Modifier) + 2 (Weapon Specialization) damage. That's 1d8 + 8 total.

Level 5:
-Take Deadly Aim. You can now take a -2 penalty penalty to attack rolls to do +4 damage.
-If you can afford it, upgrade your Masterwork Composite Longbow (+6 STR) to a +1 Weapon. This will cost an additional 2000 GP.
-Get the Seeking property on your bow when you can afford it. This will cost an additional 6000 GP.

You have a +11 to hit with your Longbow (+9/+9 Rapid Shot) and do 1d8 + 6 (STR Modifier) + 2 (Weapon Specialization) + 4 (Deadly Aim) + 1 (Level 5 Expert Archer Ability) + 1 (Magic Weapon) damage. That's 1d8 + 14 total.

Your tactics are pretty simple. You want to stay far away from the battle, but take as many Full Attacks as you can. You are the most well-positioned to do so, since you have a 100 foot range. When enemies attempt to blind you or use Darkness or Obscuring Mist or Blur, the Seeking property allows you to ignore all of these conditions' Percentage Miss Chance. If you select the right square to attack, the arrow launched will stay true and hit its target on a successful attack roll, no need to roll Percentage Miss Chance. Your main goal is to provide a threat against the enemies at all times, no matter where they move onto the battlefield. If enemies attempt to get into Melee with you, 5-foot step back and keep shooting. If this no longer becomes a possibility, you still can pull out your Greatsword and do an awesome 2d6 + STR Modifier * 1.5 damage, which is very high.

Also, remember to cover your bases. Get Cold-Iron Arrows, Silver Arrows, and Blunt Arrows (deal Bludgeoning Damage) to cover your damage resistances.

I hope this helps! Fighter Archers are awesome, and their abundance of feats allows them to really stack up the damage against enemies, from as far as 100 feet away.

Building a Two-Handed Fighter with a Focus on Critical Hits:

Level 1:
-Choose Half-Elf
-Choose Fighter, Favored Class Fighter, and always take the extra HP
-Choose the Alternate Racial Trait "Ancestral Arms" which gives you a free Weapon Proficiency (including Exotic Weapons). Choose the Fauchard or Elven Curved Blade. Both do 1d10 damage and crit from an 18-20. The difference is that the Fauchard is a Reach/Trip Weapon whereas the Elven Curved Blade is just a normal Melee weapon. I chose the Fauchard here, but I can see the arguments for both sides.
-Up to you where to put Traits, but Reactionary is always at the top of the list. There's a trait that gives +1 to confirm crits and another that makes Perception a Class Skill. Both are decent.
-The stats on this character are much more flexible, since you're just really trying to go for making STR really really high. So this is more of a guideline. I'd say you should have: at least 19 STR, at least 14 CON, and at least 14 DEX. I'll assume 19 STR for this guide.
-Buy a [Masterwork] Fauchard/Elven Curved Blade (whichever you specialized in).
-Buy the strongest armor you can get. It'll probably be Medium for a while until you get Full Plate Armor.
-Take the Two-Handed Fighter archetype. This archetype pushes the build into something worth-while.
-Buy a Wand of CLW with your first 2 Prestige Points.
-Buy a [Masterwork] Composite Longbow (+STR of whatever your STR modifier is) with Prestige Points.
-For your feats, take Point-Blank Shot and Rapid Shot. I know, I know, this sounds odd, but hear me out. Sometimes, you'll fight enemies where a ranged attack is the better solution. In these situations, you really should have a plan. Don't gimp yourself by not having a Ranged solution to problems. Sometimes enemies start far away. Don't ruin a good tactical position by running in there. Keeping people away can be a great thing. While you are a tank and Melee Fighter, there's no need to endanger yourself (and become a great tool for the GM to use, such as becoming a hostage) if it's unnecessary to do so. Keep your Bow out by default, but drop it and switch to your Melee Weapon if the situation calls for it. You'll be better for it.

With a Masterwork weapon, you have a +6 to hit and do 1d10 + 6 damage. You crit on an 18-20 for double damage.

Level 2:
-Take Weapon Focus (Fauchard).
-Buy the Masterwork versions of your weapons if you haven't already, and buy Full Plate Armor if you haven't already.

You have a +8 to hit and do 1d10 + 6 damage. Crit on an 18-20 for double damage.

Level 3:
-Take Power Attack.
-You now have Overhand Chop, which is what makes this build work somewhat better than normal. Basically, if you attack once on a turn (Charge or normal Standard Action attack) you get to add double your STR modifier instead of 1.5 times your STR modifier. It's basically an extra 2 damage for you.

You have a a +8 to hit and do 1d10 + 3 (Power Attack) + 8 (STR Modifier) damage. That's 1d10 + 11 damage total. Crit on an 18-20 for double damage.

Level 4:
-You get a stat upgrade! If your STR was 19, put the point into STR so it becomes 20.
-When you have 4000 GP, buy a Belt of Giant's Strength (+2). This will increase your STR by 2, to 22 STR total.
-Once both of these things have happened, buy a Masterwork Composite Longbow (+6 STR). Sell your old bow, or keep it as a backup.
-Take the feat Weapon Specialization (Fauchard). Now you're adding +2 to all your Longbow damage rolls.

You have a +10 to hit and do 1d10 + 6 (Power Attack) + 12 (STR Modifier) + 2 (Weapon Specialization) damage. That's 1d10 + 20 damage total. Crit on an 18-20 for double damage. That's pretty good!

Level 5:
-Now here's where we hope the Wealth of the campaign has been kind to us, and that we have enough money (tip: play up a lot, and you'll get more money that way). Add +1 to your Fauchard. This will cost 2000 GP.
-Then, as soon as you can (you have to have at least 27 Prestige Points), add the "Keen" property to the weapon. This will cost 6000 GP.
-For your feat, it's really up to you. Combat Reflexes comes to mind, as being particularly useful (though I don't believe the extra +3 damage from Overhand Chop will apply). Iron Will and Improved Initiative are okay. Or possibly investing more into archery is decent. Really, this build has a lot more open than the other builds I've posted.

When factoring all the above, you have a +12 to hit, and do 1d10 + 6 (Power Attack) + 12 (STR Modiifer) + 2 (Weapon Specialization) + 1 (Weapon Training) +1 (Weapon Enchantment) damage. That's 1d10 + 22 damage total.

And this is the important part.

You crit on a 15-20 for double damage.

That means assuming a 27 hits the enemy (15 + 12 = 27), then that means 30% of the time, when you make a single attack, you will do 2d10 + 44 damage.

Liberty's Edge 4/5 5/5

1 person marked this as a favorite.

zean, while you might like to play this way, aiming some of this advice to someone new to PFS (and PFRPG in general) is... questionable.

You've included non-core material without advising of the need to have rules sources to back them up; Ancestral Arms and the Fauchard jump out but there may well be more.

Quote:
-Set your stat array to 19 STR, 20 DEX, 10 CON, 7 INT, 8 WIS, and 7 CHA. If you're willing to dump a little further, you can have 12 CON and 7 WIS (which is actually what I'd prefer). Either way, you want your STR and DEX to be pretty high. Let someone else talk to people. If you feel uncomfortable dumping stats, having 17 STR and 18 DEX is perfectly fine. :) Just don't make it any less than that.

Good grief.

Sczarni 5/5 * Venture-Lieutenant, Washington—Pullman

I suggest taking a look through the PRD located here: http://paizo.com/pathfinderRPG/prd/
OR if that doesn't suit you take a gander at d20 located here:
http://www.d20pfsrd.com

If you really want some solid advice from the play group you may find yourself in, show up at the local game shop about an hour to an hour and a half early and sit down with whoever might be there and build a character with the people who know the characters who you will be playing with. After all if you show up playing fighters and everyone else is playing a fighter then party balance goes right out the window. Sometimes it is not needed, but who knows playing a cleric or a wizard might be the best thing for everyone involved.

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

You're right, it was late, and I just posted the last two builds of these two classes that I so happened to have stored. I'd like it if the mods could delete my post, thanks.

Grand Lodge 4/5

2 people marked this as a favorite.

Here's an idea for a slightly more survivable, IMO, archer-type. Wisdom dumping on a Fighter? Eek!

Spoiler:
Fighters have a low enough Will save as it is. 7 Wisdom Fighters are the poster child for being a bad addition to any party. Domination? Sure! Who do you want me to kill?
Charm? Sure, you are now my friend. - fine if the archer isn't the big damage dealer...

To be honest, consider leaving Deadly Aim off til higher levels, move Weapon Focus to 2nd level, and take Iron Will at first level.

My own archer, which this build is a variant of, took a level of Cleric at 2nd level, which slowed his feat progression and slowed his BAB advance, but gave him a bunch of other stuff. +2 to Fort and Will saves, the use of wands of cleric spells, like Cure Light Wounds, two domains (I took Travel & Liberation, both give great bennies), and a few spells of your own. Basically, that Cleric level gave him the equivalent of several feats, including Iron Will, 2 Fleets, Great Fortitude, Nimble Moves and Acrobatic Steps for 4 rounds, and Freedom of Movement once per day.

Archer
Human Fighter 1
CG Medium Humanoid (human)
Init +6; Senses Perception +1
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 12, Int 10, Wis 12, Cha 7
Base Atk +1; CMB +4; CMD 18
Feats Point Blank Shot, Precise Shot, Weapon Focus (Longbow)
Traits Captain's Blade (Acrobatics), Reactionary
Skills Acrobatics +9, Climb +8, Knowledge (engineering) +4, Swim +7
Languages Common
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.

Start with a sling, which won't benefit from the weapon focus, but spend your first two PP on a Masterwork Darkwood Composite Longbow (Str +3).

Sling: +5 1d4+3
Sling Bullets cost 1 sp per 10, only buy 10-20

Longbow +7 1d8+3
Arrows cost 1 gp per 20, buy a lot. minimum 40, preferably 60-80
Buy a batch of cold iron arrows, 2 gp for 20
Consider a batch of silvered arrows, 41 gp for 20, -1 on damage

Backup weapons:
Dagger, 2 gp, +4 melee, +5 ranged, 1d4+3
Longsword, 15 gp, +4 1d8+3

With either, you can use it and not have to drop your longbow/sling, just can't use it while holding the melee weapon.

Second level:
Rapid Shot, -2 to hit, 2 attacks as a full round action (not to be used in every combat)

Third level:
Deadly Aim: -1 to hit, +2 to damage with ranged weapons (these both scale, not to be used every combat)

Fourth level:
+1 to Dex
Weapon Specialization: Longbow (+2 to damage with longbows)

Fifth level:
Point Blank Master (from the APG, lets you shoot your longbow without provoking Attacks of Opportunity)

Initial armor:
Studded leather

Target armor:
Mistmail (from the APG, can be used to give you concealment from others)

Other items of note:
Weapon Blanches:
Ghost salt is in the Pathfinder Society Field Guide, which your PFS GM should have available
Silver, Adamantine, Cold Iron are all from the APG.
If available, consider buying cold iron arrows, and blanching them silver. Covers a significant amount of DR.
+1 enhancement for your longbow

Additional enhancement to consider:
Seeking: negates miss chances, as long as you target the correct square.

Handy Haversack, at 200 gp, when you have enough Fame and gold, is vital for this build. So is the Efficient Quiver (formerly know as the Quiver of Ehlonna), at 1800 gp.

Liberty's Edge 4/5 5/5

It's worth going into your first session with an open mind, until you've seen how PFS play 'works' in practice. There's little point in setting your character advancement plans in concrete until you've played a couple of sessions, as you are virtually free to rebuild your character as you wish until he's gained 3 XP: see the '1st-Level Character Retraining' rules on page 10 of the Guide to PFS Org. Play.

In my opinion, you don't need to min-max to the degree suggested in the first reply. Take my 3rd level ranger (char sheet one level out of date; now has Cleave feat). As well as being effective both at ranged combat and melee (to the extent that I've needed to hold back once or twice), he's also got a good spread of skills (including knowledges, diplomacy, survival, and swim now too), has no dump stats and can use a wand of CLW for healing. He's also 99% core assumption (everything except traits and one or two minor pieces of equipment). I've never felt like he should be more optimised for PFS play.

Grand Lodge 4/5

I am not as good with melee fighters, but here is a potential tank build, with some damage:

Melee
Human Fighter 1
CG Medium Humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 16 (1d10+5)
Fort +4, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +5 (1d4+4/x2) and
Longsword +5 (1d8+4/19-20/x2) and
Morningstar +5 (1d8+4/x2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +1; CMB +5; CMD 17
Feats Combat Reflexes (3 AoO/round), Step Up, Toughness +3
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics -4 (-8 jump), Climb +2, Escape Artist -4, Fly -4, Knowledge (dungeoneering) +5, Ride -4, Stealth -4, Survival +5, Swim +2
Languages Common, Draconic
Other Gear Scale mail, Heavy wooden shield, Longsword, Morningstar, 70 GP
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.

Upgrade from the scale mail to chainmail asap, target getting into masterwork full plate by 3rd level, when you can get your full Dex bonus with it. At 7th level is when you lose the movement penalty with heavy armor.

Possibly switch out the heavy shield for a buckler, which allows the use of a two-handed weapon with only a -1 to hit and losing the AC bonus from it.

Second level:
Power Attack (Again, -1/+2, scaling, but not to be used for every combat)

Third level:
Weapon Focus: Longsword or Morningstar, depending on which you find you use more often

Fourth level:
+1 to Str or Con
Weapon Specialization: same as WF

Fifth level:
Blind-fight or Iron Will, depending on whether concealment or Will saves are causing you more issues.

Holy, if you can afford it, has some nice effects for a magical weapon.

Dark Archive 3/5

Pregens are supposed to suck. Just grab one and play. When you get a feel for the game, pick up the core rulebook.

I get that its a significant chunk of change to invest in a game you're not 100% sold on, but I've never heard anybody say they've regretted picking up the Pathfinder Core Rulebook.

Trying to build a character without a rulebook is ... difficult, at best. If nothing else, check a library. Serious - the local one here has a bunch of Pathfinder books.

Sczarni 5/5 * Venture-Lieutenant, Washington—Pullman

The PDFs are a great option for those who dont want to throw down a large chunk of money.

Grand Lodge 5/5

Please, please, please don't use the uber min-maxed examples from the first response. Coming to the table with a 7 ability score nevermind several, is the easiest sign to the GM that he could have a problem player on his hands.

It is rare for a player to actually play their min stats. A 7 INT 7 WIS character is barely able to speak coherently or hold a thought for very long. Forget about using genius level battlefield tactics.

The worst thing is a low WIS fighter can easily become a party killer.

Sczarni 5/5 * Venture-Lieutenant, Washington—Pullman

Don Walker wrote:

Please, please, please don't use the uber min-maxed examples from the first response. Coming to the table with a 7 ability score nevermind several, is the easiest sign to the GM that he could have a problem player on his hands.

It is rare for a player to actually play their min stats. A 7 INT 7 WIS character is barely able to speak coherently or hold a thought for very long. Forget about using genius level battlefield tactics.

The worst thing is a low WIS fighter can easily become a party killer.

Yeah I can completely see the first build getting dom'd and killing the rest of the party.

The Exchange 5/5 RPG Superstar 2010 Top 16

And, Pathseeker, welcome to Pathfinder Society.

After you play through your first session, would you drop back on ths thread and let us know how it went?

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I'll try to advise at least this much, if you're going to make a Melee Fighter, try to stick with a Two-Handed Fighter (something like a Greatsword or a Fauchard). If you're going with a Shielded Fighter, get a Light Steel Shield and take Two-Weapon Fighting and Improved Shield Bash so you can attack with both your shield and your sword.

Grand Lodge 4/5

zean wrote:
I'll try to advise at least this much, if you're going to make a Melee Fighter, try to stick with a Two-Handed Fighter (something like a Greatsword or a Fauchard). If you're going with a Shielded Fighter, get a Light Steel Shield and take Two-Weapon Fighting and Improved Shield Bash so you can attack with both your shield and your sword.

Why? You don't gain much damage from TWF, just lots of penalties.

And a THF is prone to going down, since he is a softer target than a well designed S&B fighter.

You build a good S&BF, you are a target hard enough to stay up, while dong enough damage to keep the target focused on you, exactly what the melee fighter is supposed to be doing, protecting the squishies.

Shadow Lodge 2/5

1 person marked this as a favorite.
Don Walker wrote:
It is rare for a player to actually play their min stats. A 7 INT 7 WIS character is barely able to speak coherently or hold a thought for very long. Forget about using genius level battlefield tactics.

Yes, I definitely consider being 10% worse than average at intellect and wisdom related tasks "barely able to speak coherently or hold a thought for very long".

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

A Fighter smashing people with his Light Steel Shield does a surprisingly large amount of damage, despite how odd that sounds. It seemed worth it to me, whenever I saw it.

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

By the way, people are right that you shouldn't dump WIS. The archer build I posted was a theoretical character compared to a few others to see how much damage you could get out. Keep it at 10 at least, for sure, if not 12.

Grand Lodge 5/5

zean wrote:
A Fighter smashing people with his Light Steel Shield does a surprisingly large amount of damage, despite how odd that sounds. It seemed worth it to me, whenever I saw it.

Add spikes to that shield and you'll even do lethal damage.

I have a Sword and Shield Ranger in an AP and I've found it under powered. Though it does have a 15 point buy and it is a melee Ranger, not a Fighter. The nice thing is that my GM let me have a Woolley Mammoth. One level of Mammoth Rider and now it is Huge. Of course, we're also doing a bunch of dungeon crawls now too.

Stupid GM.

OK. I got a magic saddle for it that lets it shrink to medium size for the dungeons, but it also reduces it's stats significantly too.

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Yeah, I actually do suggest Two-Handed Weapons over Shield-and-Sword. The only reason I pointed out the Two-Weapon Fighting and Shield Bash feats is the fact that some players just really like the mental image of a Sword and Shield character, and I feel those are the best ways to get your worth out of the shield at all.

Liberty's Edge 4/5 *** Venture-Lieutenant, California—Los Angeles (South Bay)

I usually try to have any character have a Wisdom bonus. In the case of a fighter, it would help with both Will saves and the Perception skill -- arguably the single most valuable skill in the game.

I would also suggest that there are a few good traits from the Advanced Players Guide. (Traits are sort of like lesser feats, but some are very useful or fit a character concept quite well.)


William Ronald wrote:
I would also suggest that there are a few good traits from the Advanced Players Guide. (Traits are sort of like lesser feats, but some are very useful or fit a character concept quite well.)

Most of the traits from the APG can be found for free here.

Dark Archive

I say anyone with a slow progression will save and a 10 wisdom should always expect to fail will saves anyway. Might as well dump it and get something you want to do out I also

I also believe dumping intelligence in society play us a bad move. How wil you have enough skill points to.have a chance to.pass faction missions? Heck I would even go so far as to.say it is good for most society PCs without a class need for Intelligence to still get a 12.

1/5

Some dreadful advice up-thread. A sword and shield fighter with 12-13s across the board and maybe a 16 in Str and/or dex is perfectly playable and useful.

Far more important - IMHO - is how you play them, always be doing something, if you can't get into position to hit, then get into position to flank, aid another, provide cover for someone else etc.

1/5

Actually... if you're going to be playing together, and have the Advanced Player's Guide, have a look at the Teamwork feats, some fun stuff there. Like gaining sneak attack damage when flanking with someone else who has the feat...

Liberty's Edge 2/5

Pathseeker wrote:
Hi all, my cousin and I are old school (1st edition) gamers looking to belly up to a table and sling some dice again...

Well met and welcome! You are in good company with PF in general and PFS specifically. I'm old school too and I can assure your in the right place.

First thing is to download the Guide to Organized Play and read through it. Next, as said above, pregens are meant to be average to so so. Find a PFS Event, try the iconic pregens and try PFS! If you like it, the Core Rule Book is worth the investment (even if it's just the PDF).

If organized play is not your cup of tea, PF works well on its own as an upgrade from 3.5. For non-PFS play your 3.5 books are compatible with PF (see free PF Conversion Guide).

Enjoy!

4/5

I'm just going to throw this out there. Level 1 characters of almost any class are pretty easy to build (few exceptions....Summoner is complex as all hell for a beginner; Inquisitor and Magus are complex; Druids, Paladins, and Cavaliers all come with a pet which makes it more complex).

I don't want to recommend a character that you don't want to play. I personally don't like playing fighters (the only melee character I've ever played is the only melee character I'll ever play).

In my opinion, the best thing to do is suggest what you want to play to us and we make you a simple build based on that. Of course, you need to also look at the rules yourself. I really don't think it's that much of a stretch to play a Wizard, Cleric, or Bard for the first time if you're starting at level 1 and grow into it. Ask other players for advice as you level. There are some who love to give it!

That said, if you just want to play fighters, that's perfectly fine too.

1/5

Oh yes, PFS characters can be rebuilt anytime before they reach second level, so you don't need to worry too much about the stats to start with.

Dark Archive 3/5

I think they got scared off.

Silver Crusade 3/5 *

Pathseeker,

Several people have given good advice, so I'll throw in my 2 cents. For the archer, get point blank and precise shot feats as soon as you can. Fighters can get both at first level. If you're human, pick up Weapon Focus Longbow. Dexterity should be your highest ability, with a decent Strength for a composite bow. For the melee fighter, I would take toughness (extra hp to survive) and weapon focus (adds to hit, pre-req for weapon specialization). Strength should be your highest ability, followed by Constitution. I am of the opinion that a character should be fun to play. You don't really need the ultimate power-gamed character, but you should have a character that can reliably contribute to the team. The best way to learn the game is to read over the rules, and make the character that you will enjoy playing. As someone else mentioned, in Pathfinder Society, you can re-make your character until you level up to second level. After you play a few times, you can always make a second character. Just in case you haven't seen it yet, the core books are available online for free here:

http://paizo.com/pathfinderRPG/prd/

Grand Lodge 4/5

Sans_Serif wrote:
I think they got scared off.

Holiday weekend, may not have had a chance to check the responses.


I would like to very respectfully suggest snagging one of the Beginner's Box (BB), getting the PDF "so you want to play PFS with the beginner's box stuff" and go from there...

I've found that the BB is very useful. I got mine for $24 and feel that it's the best money I ever spent on an RPG product.

For a straightforward, cheap way into Pathfinder, BB is where it's at.

4/5

kinevon wrote:


...
And a THF is prone to going down, since he is a softer target than a well designed S&B fighter.

You build a good S&BF, you are a target hard enough to stay up, while dong enough damage to keep the target focused on you, exactly what the melee fighter is supposed to be doing, protecting the squishies.

I really like the archer build, very similar to mine but I traded Cha and Int (lot of diplomacy based faction missions, too.) One question: Why the darkwood comp longbow? Is shaving 1.5 pounds really that useful?

As far as two handers go, by the time you hit sub-tier 3-4 scenarios, you'll regularly start running into monsters with a 10+ attack that will be hitting you much of the time anyway. I like the idea of turtling up with a shield and one hander for weaker encounters, then dropping the shield and two handing your weapon for the big guys that are going to hit you anyway so it's a race to see who can do the most damage. Build your character as a two handed fighter, but keep the shield there in order to minimize healing resources used in encounters where two handed power attacks are overkill.

Grand Lodge 4/5

Akerlof wrote:
One question: Why the darkwood comp longbow? Is shaving 1.5 pounds really that useful?

For the character I run, it was important, and it is within the price limit for a 2 PP purchase. That PC is also the one I multi-classed into Cleric to increase his base speed to 40', and he has made use of it at times. Amazing to watch him move 70' (with Haste), and still get an attack off in the same round.

Once you can afford (gp and Fame-wise) a Handy Haversack, weight issues go away. But at the lower levels, every ounce counts if you want to move at full speed.

But, again, that was a personal choice for this PC, not something I do universally, nor necessarily something to concern you.

But, again, that 30 gp is a "freebie" for that 2 PP purchase, since it can cover up to 750 gp, and a masterwork composite longbow (Str +3) costs 700...

Scarab Sages

kinevon wrote:
Here's an idea for a slightly more survivable, IMO, archer-type. Wisdom dumping on a Fighter? Eek!

Someday I'll get your fighter to run away in fear! You were just lucky that one time...

-Evil GM

Grand Lodge 4/5

Perry Snow wrote:
kinevon wrote:
Here's an idea for a slightly more survivable, IMO, archer-type. Wisdom dumping on a Fighter? Eek!

Someday I'll get your fighter to run away in fear! You were just lucky that one time...

-Evil GM

So, when are you planning on running Eyes of the Ten for Callarek, then?

If you need it, I can print them off to lend you....

Oh, and his Will save is only +9, +14 vs Fear...

Of course, once I am out of sight, I could just cast my Domain spell on myself and head on back...

Silver Crusade

The Oradin is a pretty solid combat healer. I found it overkill, so this character was going to be a full one, but I am taking some Mounted fighting feats.

Very simple.

Start with 2 Paladin Take 1-3 Levels of Life Oracle, pick up the Life Link (This is key!) and Channel Positive Energy revelation thingies. Hospitaler archetype for paladin also will give you more channel energy.

Feats: Fey Foundling (Inner Seas), Selective Channeling, Quick Channeling, Extra Lay on Hands.

I like playing Halfing with the Paladin alternate favored class bonus. +1/2 points of healing per Lay on hands.

So, with the 20 point buy: Str 14, Dex 11, Con 14, Int 10, Wis 7, Cha 18.

Pump up Cha for more lay on hands and channel energy.
Life Link will transfer damage from allies to you. Lay on Hands is a Swift Action on yourself, and will heal an extra 2 damage per die of LoH.

Channeling can help cover AoE healing and can be used as a Move action.

Standard actions are left for hitting things.

_____

As I said, I think it's a little overkill. I am starting with Fey Foundling, then picking up Mounted Combat, Ride-By Attack, and Spirited Charge for a nice Healer/Charger build.

I am playing an Oathbound: Vengeance Paladin for the Lay on Hands into smite, since the Paladin's innate Channeling is bad, and using channel in combat is too feat intensive.

Level 1, buy a Pony trained for war and a lance. Charge for the win.

Scarab Sages

kinevon wrote:
Perry Snow wrote:
kinevon wrote:
Here's an idea for a slightly more survivable, IMO, archer-type. Wisdom dumping on a Fighter? Eek!

Someday I'll get your fighter to run away in fear! You were just lucky that one time...

-Evil GM

So, when are you planning on running Eyes of the Ten for Callarek, then?

If you need it, I can print them off to lend you....

Oh, and his Will save is only +9, +14 vs Fear...

Of course, once I am out of sight, I could just cast my Domain spell on myself and head on back...

I doubt that there are enough Level 12's in Las Vegas to pull off any of those scenarios. Hopefully we'll get another convention in town that's willing to have PFS tables.

The Las Vegas Comic Expo had PFS last September, so maybe this September they'll give everyone enough lead-in time to promote PFS. Let me know if you hear of any other conventions willing to have PFS.

And then... Callarek will know fear! Mwa-ha-ha-ha-ha!

-Evil Organizer

4/5

A lot of helpful class advice and options -
so let's address the simple stuff.

put one skill point in Ride.
while damage inferior, a short bow can be fired from horseback; a long bow cannot.

You start with $150
buy normal but basic stuff; weapon, armor, backpack, torches or lamp and oil, whetstone, flint & steel, waterskin, trail rations.

after your first scenario buy;
war trained light horse, military saddle, bit & bridle, saddlebags $136
1-2 potions cure light wounds $50-100
Masterwork armor (armor + $150)
Wand Cure Light Wounds 2PP
If you can afford it - a vial of alchemists fire or two.

after your second scenario buy;
Masterwork weapon (use cash, not PP).
make sure you have a bludgeoning weapon and a slashing weapon, the bow is piercing.
If you can afford it, have in your inventory;
- 1-2 Potions of Cure Light Wounds
- 1-2 Tanglefoot bag
- 1-2 vial of Alchemists fire
- 1 Potion of Antiplague
you should be tapped out.

after your third scenario (you are rich!) you can start implementing the class options as you will hit Second level.
Think about what your character is gonna do.
Read http://paizo.com/paizo/blog/v5748dyo5ldyp?Pathfinder-Society-Survival-101
You should have 3-4 PP at this point. Review the item cost cap by Final PP in the Guide.
Read http://paizo.com/forums/dmtz3shy?Guide-to-the-Class-Guides if you haven't by this time.

Have fun

Silver Crusade

Stephen Ross wrote:


war trained light horse, military saddle, bit & bridle, saddlebags $136

Don't get a horse. If you spent a lot of time in doors (this is PFS, so you will), a large horse will be too big to get around. Smaller races are good for riding anyway, as their movement is subpar, and halfings can get +2 Ride/Handle Animal. Pony with war training will suffice for your first scenario, then pick up a riding dog.

4/5

Qwydolin wrote:
Stephen Ross wrote:


war trained light horse, military saddle, bit & bridle, saddlebags $136
Don't get a horse. If you spent a lot of time in doors (this is PFS, so you will), a large horse will be too big to get around. Smaller races are good for riding anyway, as their movement is subpar, and halfings can get +2 Ride/Handle Animal. Pony with war training will suffice for your first scenario, then pick up a riding dog.

I find that a horse is a great buy for $136 at low levels.

Having a MOV of 50 in outdoor scenarios (about 20%) with Run and Endurance feats, and a 2HD meatwall if needed, comes in VERY handy. Retreads are $110. Pop on Horseshoes of Speed($3000) and MOV goes to 80, cheap! If you run a Wizard - Mage Armor your mount and remember that your horse has a higher BAB and more HPs than you do. So a horse is way cheaper than magical boots that do about the same thing.

The horse has more HP than most 1-2nd level character on it - and it will draw attacks from the rider meaning you will save on Cure Light potions.
For low level characters the environment poses more of a hazard and this is one way around some of it, of course large size has it's problems.
The horse is not a liability as it's war-trained. It knows a few tricks/commands and you can leave it on it's own. Sometimes difficult terrain becomes normal terrain if you are on a large mount.

If you are small - yes, get a med sized mount.

Dismount is done via Quick Dismount(free) and if you don't make your roll then it's a MOV Action to dismount. That's why people should invest a few skill points in a common technological advance called a Ride(horse) skill. If there were cars it would be Drive(automobile).

I would not adventure indoors with the horse as the squeezing rules will lower everyone's AC.

Community / Forums / Organized Play / Pathfinder Society / Two 3.5 noobs need help All Messageboards

Want to post a reply? Sign in.