Tell me why your favorite class is awesome


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Rynjin wrote:
Chrysanthe Spiros wrote:


Hah!! Mine are bigger
Yowch. How often do you see a chiropractor?

Like I'd need one. I'm a tiefling, not some feeble human or elf.


Addendum: The same character is very vain and keeps the breeze cantrip going for the shampoo commercial effect. :P


Lovely, our characters have things in common. XD


Definitely Barbarian.

I've tried a lot of different playstyles, and my characters have accomplished a lot of very neat things. But I don't think it's ever been quite as satisfying as a frothy screaming terrifying blood soaked half-orc cleaving his enemies in half with a greataxe as big as he his. But that's just me.


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Monks. Let the other people play on "easy". You get to play a man's game.


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Alchemist: I can cast with one stat in the morning, then tank it and then turn myself into an tank? Sign me up! I like the Hyde build since it lets me be a valuable spell caster for the party, but still rip people's faces off with claws.

Various other discoveries, like spontaneous healing and healing touch gives you 100 hp of worth of fast healing a day at level 20 that can be shared with the party... or viciously hoarded so you do not have to worry while doing more face ripping. This is also why I advice infusion. This way, you can just hand your spells over to your party members so they can stop bugging you for buffs and heals while you enjoy those tender, squishy faces.

...I have problems, don't I?


Cavalier

Why? Well I'm playing Kingmaker, that's why.

Max 1-2 encounters per day. That means I'm challenging every single combat.

Open terrain...open terrain everywhere. That means medium-sized character on a large-sized mount.

Lots of roleplaying. Good thing I have 5 skills per level as a 10 INT human. Also since I'm wearing heavy armour and carrying a shield I can afford a lower DEX, and can dump some points into CHA. Congratulations, you're now the party face!

Seriously though, the amount of damage this character does on a mounted charge is just obscene. At level 6, with a +1 lance and 18 STR, I'm dealing d8+5 damage with my lance one-handed (DM ruled a lance is a one-handed weapon only while mounted). When power attacking that's d8+9. Charging triples all of that (Lance + Spirited Charge), up to 3d8+27. If you happen to crit that becomes 5d8+45.

But if you're going to charge, why aren't you charging your challenge opponent? Now that lance is doing d8+15 damage. I'm Order of the Cockatrice, so d8+17 if I'm the only one threatening (which I probably am, since I just charged 100 feet to get there). Now I'm doing 3d8+51 damage, or 5d8+85 damage on a crit.

With Ride-By-Attack and Wheeling Charge it's also possible to set up subsequent charges. Ride-by-attack lets you hit your target with a full charge attack as you move past it, at the cost of not getting any attacks out of your horse (the mounted combat rules are a little sketchy on this, but that's the most reasonable interpretation). If your party members are locking the enemy in combat, that means he has a choice of either eating AoO from all of them or eating another charge attack from you next round. Wheeling charge means allies don't block your charge (so long as you don't attack or end your movement in their square), and can wheel up to 90 degrees as part of the wheel. If you're smart about it this should get you around any tricky terrain features.

The big hurdle here is difficult terrain, but levitating your mount can get around this.

Also knights are awesome, and who wants to play lawful good?

Dark Archive

I've always loved Sorcerers... you can scoff their Charisma casting, but if you ever find yourself at the end of a career needing to UMD that artifact you will wish you sorcerer. :-p

Being the Diplomancer can be fun not to mention shear spell power to back it up.


d8 + 17 is actually not much for a level 6 character. Not at all. Why would you ever do this to a cavalier?:O


Wasum wrote:
d8 + 17 is actually not much for a level 6 character. Not at all. Why would you ever do this to a cavalier?:O

All the numbers he put up there and you pick out the only one without a number in front of the d8.


Even 3d8. Wouldnt change anything - every fighter deals more than that with a full attack and close as much with a single attack.

The thing is that a cavalier actually could deal huge amounts of damage - I dont think that 2 or 3 points AC are worth at least 20 points of damage - probably even more. And I didnt even include challenge here.


3d8+51 is worse than what a Fighter can do at level 6?

I've never built a Fighter but near as I can figure you'd be doing something like 4d6 + 30 thereabouts as a rough estimate? And you have to stand still to do it, whereas he's using Ride By Attack to keep moving afterwards.


Summoners are awesome because they get a minion which they can completely freely design, the only limit being your imagination. You can think of the most fantastic creature unseen and unheard of in even the craziest of settings and not will it be completely unique but it's also powerful and if you want you can roll up a synthesist and BE that creature.
This class is a dream come true to everyone who loves to come up with fantastic creature designs and is a roleplaying enthusiast.

Also you are a decent spellcaster which is always good because it opens up your options vastly in not only combat but every situation.

Also i just love to have minions.


Rynjin wrote:

3d8+51 is worse than what a Fighter can do at level 6?

I've never built a Fighter but near as I can figure you'd be doing something like 4d6 + 30 thereabouts as a rough estimate? And you have to stand still to do it, whereas he's using Ride By Attack to keep moving afterwards.

I'm just saying that you could do so much more damage when giving up that little boost to shield AC.

And yes, fighter does less damage when cavalier is charging. Against intelligent creatires thats no possible more than once or twice a fight.


With that kind of damage, isn't once or twice enough?

Like any other two classes, Cavalier and Fighter simply have different fighting styles, suited for different situations. Cavalier is clearly all about the charge, open terrain, etc. Down in a dark dungeon, no doubt the fighter is superior.


Im not comparing fighters and cavaliers. Im just saying its not worth wielding a lance onehamded. Not at all.


How else are you supposed to wield a lance?

Wielding a lance two handed is like asking to get chucked off your mount the first time you slam into a guy.


Lance is a twohanded weapon?


Not any lance I've ever seen, not while mounted anyway.

You either have to put both your arms out to your sides (unbalancing yourself from the saddle) or brace it against your chest (have fun slamming to your ass .5 seconds after you hit a guy).


Lance, twohanded martial weapon, reach

Benefit: A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.

Now you've seen such a lance


Seems to me that the intention is that the lance is meant to be wielded one handed on a mount, with the 2x damage there to offset it not being wielded in two hands.

Because a mounted lance charge using two hands seems to be, to put it bluntly, f%#!ing stupid.


Wasum wrote:
Rynjin wrote:

3d8+51 is worse than what a Fighter can do at level 6?

I've never built a Fighter but near as I can figure you'd be doing something like 4d6 + 30 thereabouts as a rough estimate? And you have to stand still to do it, whereas he's using Ride By Attack to keep moving afterwards.

I'm just saying that you could do so much more damage when giving up that little boost to shield AC.

And yes, fighter does less damage when cavalier is charging. Against intelligent creatires thats no possible more than once or twice a fight.

My DM ruled that lances can't be wielded two-handed while mounted. That's why I didn't go two-handed with it. He doesn't like how wide the gap is between one-handed and two-handed weapon damage so this is one of the many houserules to narrow the gap.

If you can two-hand your lance (which, RAW, there is exactly zero reason that you cant), the numbers are:

Standard: d8+7
PA: d8+13
PA charge: 3d8 + 39
PA challenge: d8+21
Charge PA challenge: 3d8 + 62

And just for fun, a critical hit on that last one is 5d8+105. Won't happen often, but it does happen and you feel like a rockstar when it does.

Also for reference, a CR 6 Advanced Troll only has 75 hitpoints. That means a charging cavalier has a pretty decent chance of dropping one in a single hit (especially if you can put fire damage on that lance). Again, since it's kingmaker that means I can just blow my other challenge use against the next toughest character, or charge someone else sans challenge for a "mere" 3d8 + 39 damage.

This is also for a stock Cavalier build. If you don't like the teamwork feats (which I do, because it's a "cool" mechanic that adds some variety to encounters) then you can drop them with Gendarme and take some extra weapon feats. You can also dip into Fighter (dragoon archetype) for some extra feats, and take Horse Master to avoid crippling your mount.

Speaking of mount, the Cavalier also has a full-level druid companion. My horse is currently:
STR 21, DEX 15, CON 17, INT 2, WIS 12, CHA 6
AC 23, 51 HP, BAB +4. I gave her endurance, toughness, and diehard to keep her alive and kicking until the combat's over. With +11 Ride there's also a decent chance of avoiding attacks against her with a ride check.
Her 3 natural attacks are currently +8, d4+5 and 2x +8, d6+5.

Now the benefit of ride-by-attack is that you can chain multiple charge attacks turn after turn. The downside is that your mount doesn't get to attack. However if you wade directly into combat both you and your mount can start full-attacking. Ya you'll still be out-damaged by the fighter, but not by as much as you'd think. With a stat-boost to INT your horse can also benefit from your teamwork feats.

Plus there's order benefits. Order of the Cockatrice gets dazzling display as a bonus feat, and can use it as a standard (rather than a full-round) action. Not to shabby, especially since they have the skillpoints to actually invest in intimidate to make it worthwhile.


No, thats not the intention. "Can" is actually pretty clear.


Wasum wrote:
No, thats not the intention. "Can" is actually pretty clear.

Except lances aren't freakin' two handed weapons. There's apparently a Roman "lance" that's grasped with both hands, but that's a glorified 10 ft pole.

Sometimes common sense has to trump RAW. This is one of those times.


Pathfinder lances are two handed weapons. If you dont like that play whatever game you want, make up houserules or whatever, but its not subject of any discussion that lances work the way they work in this game.


This seems to be an unfortunate trend on this board.

What is the point of a forum where nobody discusses anything? I had someone tell me this earlier, in the General Discussion board no less, that his OP was not open to discussion.

What?


I dont like the trend to always find bad advices in replys on advice threads on this board.

Life' hard.

We will both get over it.


Tru nuf, tru nuf.

Shake hands and move on I 'spose.


Yup:)


My Hexcrafter is awesome cause he gets to be a wizard and a fighter at the same time!!!

Plus, Rime spell Frostbite= MAGUS SMITE!
Plus Hexes

Grand Lodge

Umbral Reaver wrote:
To speak on why I like sorcerer, specifically this one: I enjoy the idea of a character whose power comes from something that might be outside their control, how they are influenced by that and whether they try to rein it in and control it or let the power flow freely and without restraint.

Sounds like you would like the Witch class, as well.

Although I do love Sorcerers a lot. Yes, the Wizard is mechanically superior, but the Sorcerer's flavor is just so much cooler. I can't think of a class better suited to mythic play or more appropriate to achieve godhood. (Ironically, I too am playing a sorcerer who hates following and intends to achieve deity status.... somehow. That's great thing about Sorcerers; we're not planners. We just DO.)

Scarab Sages

I haven't played it much, but Magus is a really well-built class. I have a bladebound Magus built that I've only played once but it was a lot of fun. Casting spells and fighting melee? Yes please. But furthermore the Magus progression is well-planned out to give you something neat every few levels so that you never hit that point of "I might as well start multi-classing because I already have this class' big cool thing." Cleric suffers from that. It's the ultimate dip class: take 1 level and get the domain abilities, channel energy, and a few (maybe) useful spells. Now Cleric is still fun to play all the way to level 20, but it's not as balanced as Magus in my opinion.


Witches. Because creepiness and enigma are pretty much there in the build. :P


Oracle. Has everything I would ever want in terms of flexibility. I can be one of the most effective blasters, or a combat machine. I can have a animal companion, or or be the ultimate band aid. With Samsaran, Elf, or Spell Surge, I also have wicked spell flexibility.
While most of the other 3/4 casters are good e.g. Bard, they don't have 9 levels of nasty. And that makes them awesome.


For casters I like the Master Summoner. They get higher level spells sooner than most classes. Their summoned monsters last for minutes, not rounds. They get more summon monster spells per day and they can cast all in 1 combat if need be.

For melee I like Vivisectionist (Alchemist). She is a rogue that automatically gets poison use. The trade offs are Discoveries instead of Rogue Talents (woop-te-do) and Buff/Heal spells instead of Magical Trap Finding. Vivisectionists do not get Evasion or Uncanny Defenses. They do get sneak attack. I like getting the Tumor Familiar: "The tumor acts as the alchemist’s familiar", then Improved Familiar feat. There are several improved familiars that can turn invisible, can fly, and have hands to use wands. A flying familiar uses a wand of Floating Disk, then turns invisible. The Floating Disk is like a Flying (Hovering) Carpet with a base fly speed of 40-100 (double moving = x2 and faster Flying (Hovering) Carpet). I climb in the Floating Disk and WHEEEEE!!!!!


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Druids. They're a walking, versitiliy tool box. Need to fly? You got birds. Need to fight the invisible thing? You've got scent, blindssense and farie fire. Need to heal one person AND burn something else to a crisp? you've got the spells for that.

And you come with your own pet meatshield of death.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I am a HUGE fan of the new pathfinder sorcerer class. Not only is it chock full of flavor now, it has all the power of a wizard, and none of the complicated rules baggage (such as spell tracking).

There's also something to be said of everything your character can do being innate. Sorcerers are SO powerful, a thread recently determined that they could not be effectively incarcerated. They are so potentially dangerous that the only practical way to contain them and their powers is to kill them.

A wizard without his spellbook is a glorified commoner. A fighter without his weapon is a less skilled aristocrat. A sorcerer, completely naked and stripped of his gear, is still an extremely powerful sorcerer that can turn into a dragon and eat your village.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

Cheapy wrote:

I can fight fairly well.

I'm the best at skills in the game if I put my mind to it.
I'm a decent caster with some truly awesome spells.
I make everyone around me more awesome, increasing the combat capabilities of the party as a whole without being overpowered.
I have very inexpensive heightened suggestion that lets me be a great enchanter.
I know a bit of everything.

Oh yea, and haste, good hope, inspire courage all in one round.

Bolded part is crazy good.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Commoner. I can do anything I want, without being confined to what people think I should be just because of the name of my class.


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TriOmegaZero wrote:
Commoner. I can do anything I want, without being confined to what people think I should be just because of the name of my class.

That must be why there are so many commoners in Golarion!

/Brain 'ESPLODED


Ooo...wait...ultimate class ever!

GM.

I am everything.


Ravingdork wrote:

I am a HUGE fan of the new pathfinder sorcerer class. Not only is it chock full of flavor now, it has all the power of a wizard, and none of the complicated rules baggage (such as spell tracking).

There's also something to be said of everything your character can do being innate. Sorcerers are SO powerful, a thread recently determined that they could not be effectively incarcerated. They are so potentially dangerous that the only practical way to contain them and their powers is to kill them.

A wizard without his spellbook is a glorified commoner. A fighter without his weapon is a less skilled aristocrat. A sorcerer, completely naked and stripped of his gear, is still an extremely powerful sorcerer that can turn into a dragon and eat your village.

It's really compelling, I agree.

I've never played a full progression caster before (outside of Cons/1 shots) and I admit that Sorcerers look very appealing both conceptually and mechanically.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber
Pendin Fust wrote:

Ooo...wait...ultimate class ever!

GM.

I am everything.

PLAY ALL THE CLASSES!


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GM is more like an omniscient, omnipotent summoner in my opinion. Not really going to do the dirty work. Their eidolons are called homebrew, and they have buffs and debuffs called houserules. Constant scrying effects, and AC and hp going into infinity. Plus they have the ultimate spell: Rocks fall, everybody dies.

Best class.

The Exchange

Killstring wrote:

@ Wasum

...
At first level, a Sorcerer has 3 level 1 spells/day. A Wizard has 1....

A bunch of things soft of roll around to make the statement that optimized wizards typically have around the same number of spells that sorcs do.

1. Thassilonian. = +2 spells per level
2. Familiars 'casting' from wands. If not casting, arcane item giving free spell (usually highest level).
3. Both Sorcs and Wizards are SAD classes. But with blood lines, wizards tend to be slightly more SAD and thus have slightly more bonus spells, as well as bonus spells recovered through items.

A sorceror, stripped naked and put in an antimagic cell is still probably hosed like the rest of us.

RPG Superstar 2012 Top 32

Druids are really versatile. They can be skill monkeys, make execellent scouts, can tank, blast, heal, summon, battlefield control, buff, de-buff, transport, face, sage, detect and divine, and their animal companion can be fun and versatile too. I played an elf druid archer, and he was super versatile, and that waS 3.5. In Pathfinder, he would be almost overwhelming....too many choices! Sometimes, you just got to make some un-optimal choices just to try different and fun tactics, like using a sword or counterspelling. I used a riding dog companion, so I didn't have to roll tons of attack rolls (bite/claw/claw/rake/rake/rend/tail??? TOO MANY!), and the free trip was nice. Combined with armor and Spring Attack, she almost never got hit.

Rangers are great at fighting, skills, pet or party buffer, and can heal and do some magic stuff. I think they make the best intro class.


Barbarian's where it's at (alchemists can come too). have you ever seen a man fly into a blind rage, leap across a bottomless chasm in a single bound and behead the cyclops that was assaulting his buddy? have you seen someone shatter a force cage with only a headbutt? so many feats, feat-equivalents, and archetypes that you can go in almost any direction and still make the world weep in terror (except titan mauler, that AT can go die in a fire)?

We're monsters that fight other monsters, yo.


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

It is so much fun to play a witch. I always RP that my Sleep Hex comes from my Right eye, so I always wear an eyepatch over it outta combat. Hexes are seriously cool though.


I played several styles. I know this is supposed to comment which I liked the most, but I liked a lot almost everything I ever played... with one exception... druids.

I know, some people are really druid lovers, but I tried and didn't get ANY fun whatsoever. I'm trying to build a Cavalier now and I hope it gets good.

Also, about the "fight" up there between Wasum and Reyjim... it's described in the Mounted Combat, on the Combat Rules, that you need a free hand to attack while mounted, unless wearing a shield, but even so, you can't attack with the shield.

This makes impossible to attack with two handed weapons above a mount, that's why they allow a Lance to be used with a single hand while mounting. You can't "mount with knees only", or so was the idea.

RPG Superstar 2012 Top 32

Druids do take a bit of prep. I'm kind of proud of the fact that 99% of my PCs fit on 1 sheet of looseleaf paper (2 if they have a mount or familiar), but the druid I ran had a whole sheaf. The PC, the animal companion, and tons of summoned creatures. Fortunately (?) I didn't have Augment Summoning, but if you do, it helps to pre-stat those adjustments. Then it's a lot easier to run a druid PC.

I also used a dog companion. I didn't realize it at the time, but having only a single attack (bite) made it a lot easier to run than a claw/claw/bite/rake/rake/rend/tail-type animal companion. It also helped move combat turns along fairly quickly, so I wasn't hogging the spotlight.

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