| Cass_Ponderovian |
I'm playing in an upcoming game that has the limitation that none of the PCs play a class that has the ability to cast spells (Archetypes that replace casting are acceptable, SLAs from class or race are acceptable). Enemies won't have casting abilities either. So here's my question: If you were put under these rules what would you choose to play?
Assume that no information is known about other party members, all races are available, stat array is 18,16,14,12,10,8, and a starting level of 3-4. Terrains are varying (essentially we're climbing a tower of baddies with skill based puzzles and each level will be a different terrain type.)
| Cass_Ponderovian |
Alchemists are legal, although I have decided not to play one, but don't let me hinder anyone's creativity because of my choices. Guns are treated as rare magic objects(the DM would prefer not to deal with them). Gods they just intervene via spells otherwise they are still worshiped (I would say its like real world religion).
| SlimGauge |
Depends on the point buy. If it's high, perhaps a monk. My reasoning is that there isn't any magic to fix conditions caused by failing a save, so I'd better pick something with good saves.
Second choice would be one of the magicless ranger archetypes, perhaps stacked with the Sable Company Marine.
Psion-Psycho
|
Ok cool its nice to have some back ground on what i would suggest because ive played a couple games like this and they were really fun for me. Ill get back to u with a few builds i think u might like.
What level by the way do u think the game may end or do u want me to put up a level 20 build like i usually do?
| Cass_Ponderovian |
The Attribute system is a little strange for my group. We get 80 points total to spend, with each point being worth one attribute point. Stats cant go below 6 and can't be higher than 18 before racials. So a str of 8 means you spend 8 points and have 72 to spend everywhere else.
The saves issue is intriguing because most saving scenarios (not all) come from spells in normal games. Potions are readily available if you have the cash, and I assume there would have to be a paladin for healing.
The black raven
|
Ninja. Invisibility is going to be VERY good if there are no opposite casters.
If you are allowed 3PP, the Expanded Spell-less Ranger is very efficient AND can heal as well (including ability damage).
The Warrior of the holy light Paladin archetype is spell-less.
- EDIT : Quietly ninjaed. Additional benefit : it stacks with most Paladin archetypes
Psion-Psycho
|
One of the best classes for this game, imho, would be a Rogue with the Scout archetype and 5 levels of Gunslinger. At 13th level character u move at least 10ft u can make a single attack that targets Touch AC and applies SA and Dex to damage combine that with the vital strike chain and u got ur self some serious damage. Also ur defenses will be nice since dex will be primary stat and wearing light armor u will get the benefits of evasion when an enemy tosses a powder keg at u. Btw u should expect powder kegs since there the man made versions of fireball.
Psion-Psycho
|
Another great class to consider is Bard with the Archaeologist Archetype. I suggest this because it gets evasion, rogue talents, uncanny dodge, ability to deal with traps, and best yet as a bard has great knowledge skills which is more vital than u may think.
Also thanks to Rogue talents i would pick up a gun as soon as possible if i was u. In non magic games were guns are aloud they are the most powerful weapon u can ever have since they target touch ac.
| Cass_Ponderovian |
Which begs the question: will you be staying at level 3-4 through the whole tower-climb? Or will you advance in level as you go upwards? And to what character level do you expect to advance?
The game will probably make it to level 20. We would go up a level each time we go up a floor of the tower.
Victor Zajic
|
Another great class to consider is Bard with the Archaeologist Archetype. I suggest this because it gets evasion, rogue talents, uncanny dodge, ability to deal with traps, and best yet as a bard has great knowledge skills which is more vital than u may think.
Also thanks to Rogue talents i would pick up a gun as soon as possible if i was u. In non magic games were guns are aloud they are the most powerful weapon u can ever have since they target touch ac.
Archaeologist bards can still cast bard spells, so I'm pretty sure they won't be allowed in a "no spellcasters" game.
| Eben TheQuiet |
Two more thoughts:
1) A human fighter can get Whirlwind Strike by level 4. So Guisarme + Whirlwind Attack = massive area control using rampant trips. It gets ridiculously ridiculous at level 6 if you can also throw Lunge and Enlarge Person potions into the mix.
This build + high-melee-damage combat-reflex sport in' allies = PROFIT
2) Half-orc whip-wielding Lore Warden focusing on combat maneuvers. (using Whip Mastery feats)
In order for this to work, you have to have teammates who can bring the pain and you have to make sure that all of your opponents aren't going to be sporting untouchable CMD (or combat maneuver negaters like having them being flying or leg-less or something).
But, if those things aren't' going to be problem, this guy could be some serious fun in an adventure with no spells. Cause, you know, if spells aren't' around, combat maneuvers are some of the best control abilities left.
Psion-Psycho
|
Psion-Psycho wrote:Archaeologist bards can still cast bard spells, so I'm pretty sure they won't be allowed in a "no spellcasters" game.Another great class to consider is Bard with the Archaeologist Archetype. I suggest this because it gets evasion, rogue talents, uncanny dodge, ability to deal with traps, and best yet as a bard has great knowledge skills which is more vital than u may think.
Also thanks to Rogue talents i would pick up a gun as soon as possible if i was u. In non magic games were guns are aloud they are the most powerful weapon u can ever have since they target touch ac.
True but he could just ask to play the class with out spells. I hardly ever use spells on my bards unless there to buff the party. Since ac and what not should not be over the top in a non magic game the need for those spell buffs even if allowed are not need but would be nice to have.
| gnomersy |
Invulverable Rager Barbarian personally. In a game where save or dies aren't part of the picture(depending on how much the DM is being a dick on SLA on monsters since they tend to be "racial" abilities he could let most monsters keep their spell casting ability without technically breaking the rules he layed out) being able to put out and take large amounts of damage are going to be good abilities to have, you also get decent skill points and decent saves to very good saves(in fact since there is no spell casting superstitious becomes the best ability ever for saving throws.)
Monk is alternatively pretty good under these limitations. Ranger could be done with those tricks instead of spells and still be very useful overall. And Paladins as always are a good pick.
Seranov
|
If I were in a specifically no-magic game, I think I'd go with a tanky Barbarian (with a Fighter dip for Endurance and Die Hard) or a Skirmisher Ranger or Warrior of the Holy Light Paladin.
I'd probably lean towards Ranger, personally, because they're awesome. d10 HP, full BAB, 6+Int skill points, good Fort and Reflex saves and great class features, both for in and out of combat.
Psion-Psycho
|
-Race / Class-
Human, Fighter (Weapon Master)
-Stats-
STR 14 (Base 14)
DEX 25 (Base 18)(Racial 2)(Leveling 5)
CON 16 (Base 16)
INT 12 (Base 12)
WIS 10 (Base 10)
CHA 08 (Base 08)
-Feats-
01 EWP Repeating Heavy Crossbow, Point-Blank Shot, Precise Shot
02 Rapid Shot
03 Weapon Focus Repeating Heavy Crossbow
04 Weapon Specialization Repeating Heavy Crossbow
05 Point Blank Master
06 Rapid Reload Repeating Heavy Crossbow
07 Crossbow Mastery
08 Greater Weapon Focus
09 Deadly Aim
10 Hammer the Gap
11 Clustered Shots
12 Greater Weapon Specialization
13 Improved Critical
14
15 Penetrating Strike
16 Greater Penetrating Strike
17 Vital Strike
18 Improved Vital Strike
19 Greater Vital Strike
20 Devastating Strike
-Misc-
Every thing after Point Blank Mastery is just gravy.
| Aldarionn |
Here is my thread on the same subject
There were a lot of good suggestions in that thread, particularly the tank Barbarian and the Ranger, both of which I am considering. It also somewhat depends on what level your GM intends the campaign to reach. Mine told me it's likely not going to be very high level so that will definitely rule out some of the builds that take time to really get going, but for your campaign they might fit.
Psion-Psycho
|
-Race / Class-
Human, Paladin (Hospitaler / Warrior of the Holy Light)
-Stats-
STR 14 (Base 14)
DEX 12 (Base 12)
CON 16 (Base 16)
INT 08 (Base 08)
WIS 10 (Base 10)
CHA 25 (Base 18)(Racial 2)(Leveling 5)
-Feats-
01 Fey Foundling, Toughness
02
03 Word Healing
04
05 Greater Mercy
06
07 Ultimate Mercy
08
09 Extra Lay on Hands
10
11 Extra Lay on Hands
12
13 Extra Lay on Hands
14
15 Channeled Revival
16
17 Extra Lay on Hands
18
19 Extra Lay on Hands
20
-Misc-
32 uses of LoH, 9 Channel Positive Energy Attempts, and +7 to all saves. Can expend 10 uses of LoH to perform Raise Dead and expend 3 channels to cast Breath of Life. Character is a healer only but can act as a decent meat shield for early to mid level. If taking divine bond with a weapon u would have a to hit of 27 (20 BaB + 2 Mod + 5 DBWeapon).
| Cass_Ponderovian |
I'm thinking of starting as a Half-Orc Lore Warden 2/ Invulnerable Rager 1.
My feats by level 3 are:
1.Endurance (via shaman's apprentice racial trait)
1.EWP (Whip) (via City-raised Racial trait, no mechanical benefit, but I already hav falcion and greataxe proficiency)
1.Power Attack
1.Diehard (Fighter Bonus)
2.Combat Expertise (via Lore Warden)
2.Improved Sunder(fighter Bonus)
3.Destroyer's blessing (not 100% sold, but extra rage is nice early on)
Ultimately I want to take the stalwart feats and Come and Get Me.
| Malastra |
I'm playing in an upcoming game that has the limitation that none of the PCs play a class that has the ability to cast spells (Archetypes that replace casting are acceptable, SLAs from class or race are acceptable). Enemies won't have casting abilities either. So here's my question: If you were put under these rules what would you choose to play?
Assume that no information is known about other party members, all races are available, stat array is 18,16,14,12,10,8, and a starting level of 3-4. Terrains are varying (essentially we're climbing a tower of baddies with skill based puzzles and each level will be a different terrain type.)
Essentially in a low or no magic game, I assumed that technology could be more present in this world.
Kind of like the modern era.Connection to Pathfinder's version of the Weave has diminished or been completely blocked.
The populace now concentrates on evolving what they got that is mundane into more sophisticated items of technology.
Weapons, gear, travel, etc.
I would play a more modern type of character.
This of course depends on if technology has flourished due to loss of magic.
Alchemy is now a science.
Gunslingers are more prominent.
| Atarlost |
I'll play a healer if no one else wants to.
I'm thinking of Going barbarian all the way to 20. I'll take Stalwart at 5 giving me high DR/-. Then I'll probably focus on sundering and high damage with a THW.
Sensei Quinggong Monk can get restoration as a ki power and use self only ki powers to benefit others. This is the only way to cure negative levels and ability drain and the only way to cure ability damage other than extended bed rest.
Paladins can lay on hands, cure some temporary effects with mercies, and can get ultimate mercy to raise the dead and if they provide the material component the beneficiary doesn't suffer with negative levels. They are the only non-magical hitpoint healer that can do more than the pitiful treat deadly wounds application of the heal skill.
Psion-Psycho
|
Cass_Ponderovian wrote:I'm playing in an upcoming game that has the limitation that none of the PCs play a class that has the ability to cast spells (Archetypes that replace casting are acceptable, SLAs from class or race are acceptable). Enemies won't have casting abilities either. So here's my question: If you were put under these rules what would you choose to play?
Assume that no information is known about other party members, all races are available, stat array is 18,16,14,12,10,8, and a starting level of 3-4. Terrains are varying (essentially we're climbing a tower of baddies with skill based puzzles and each level will be a different terrain type.)Essentially in a low or no magic game, I assumed that technology could be more present in this world.
Kind of like the modern era.
Connection to Pathfinder's version of the Weave has diminished or been completely blocked.
The populace now concentrates on evolving what they got that is mundane into more sophisticated items of technology.
Weapons, gear, travel, etc.I would play a more modern type of character.
This of course depends on if technology has flourished due to loss of magic.
Alchemy is now a science.
Gunslingers are more prominent.
Go watch Sword Art Online and u will get a feel for the game. Btw its one of the best animes ive seen in a long time though S2 was meh and felt like filler S1 is awsome.