Making new characters in PFS-- "Optimized" or not?


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Dark Archive

The problem with CHA dump not being much of an issue is that you can easily make up for it with skill points and a trait.

I have 2 different characters with 7 cha. Both have a trait to make Diplomacy a class skill (and give it +1), and both use 1 skill point / level on it. So they started level 1 with a +3, and it moves up. It's like having a 14 cha and no class skill. Enough to get by and talk. You can't bluff very much; but then, "bluff or combat" just ends poorly if the GM starts questioning everyone... but usually if you need to bluff you just let the party face handle it and stay quiet.

It does nothing mechanically, it's easy to make up for in skill points... Cha is either need it (Clerics need ~12, CHA casters maximize or put the standard "Caster 14" in, Paladins need as much as they can afford while still maximizing Str) or you should dump it. At least if you are "optimizing".

Str can be replaced out; I do have 7 str guys. It can get a bit wieldy, but Handy Haversacks are awesome, so I haven't had too much of an issue with that. Again, 2 guys with 7 str that haven't missed it (they would fail their CMDs even with a 10 str for what that is worth).

Int can be dumped for humans in 2 skill point classes (yes I heart skill points, but human + level means I get 3 / level, and points are necessary).

Wis/Dex/Con... those are your saves, and Dex/Con are your abilities to stay alive. I'd never dump any of these, except Dex in rare circumstances where I get to use Cha/Int instead (Oracle of Nature/Lore or Student of War).

And as stated, not dumping it just widens the gap between the MAD classes and SAD classes. Monks and Fighters simply need every point they can scrounge, so if that means dumping Cha, that's the way it works.


BigNorseWolf wrote:
... There's no guarantee that that fighter would be the party face. A bard, channeling cleric, PFS Sorcerer with half a brain (ie, one that took a trait to get diplomacy as a class skill), or Paladin could be seated at the same table and render the +5, that you've given up a lot for, largely meaningless.

You could also end up at a table with none of the above and your +5 is nearly priceless. Just a few weeks ago the table next to us had 4 PC's with a 7 cha and one with a 5 cha. Since the cha is the low stat no one put a single point in a cha skill. They failed the mission and 3 out of 5 faction missions. No spoilers, but cha skills are pretty much required to complete the mission. (Well it could be done with a lot of magic, but it is unlikely that tier appropriate PC's would have all that magic.)

Yes Thalin I agree that in a few levels you can mostly make up for a low cha with a decent int. That's why I tell people to not dump more than 1 stat and always raise at least 1 social skill (dipl, intim, bluff, or sense motive).

1/5

BigNorseWolf wrote:
Funky Badger wrote:
Different strokes for different folks I guess, but this kind of stuff makes me want to gnaw my own face off in despair.

Applies BBQ sauce to the badgers face

Before eating your lower jaw could you tell me why?

Certainly didn't mean any personal insult there, by the way. But that reductive outlook is pretty much the opposite of what I enjoy about the game. (Character first, mechanics second for me) It's all good though.

Om nom nom.

1/5

Jimbo Juggins wrote:


Wizard - Another candidate for the One Trick Pony strategy. At low levels you usually only get one really good spell, and as you go up in levels, you tend to use the same types of spells, only stronger. Skill points are average and Skill selection is low, so you have limited ability to become a well-rounded character. You can dump CON (I wouldn't go below 10) to get better DEX or CHA bonuses to help with any Skills you think you DO need. Definitely dump STR. Any situation where you need STR, you should be running away from.

Surely you mean sorceror rather than wizard.

Also - ur doin it rong.

1/5

Lab_Rat wrote:

It all comes down to this: The advice forums are full of EXTREME optimization. Concepts like "Casters must have a 20" and "Dump stat to 7" are as common as weeds. That type of optimization leaves you with a big hole somewhere and you may end up regretting that hole in PFS.

Think you mean "stupidity" rather than "optimisation".

Silver Crusade 2/5 *

I rarely see anyone regret throwing spells that the weak sauce PFS NPCs can't save against.

Liberty's Edge 1/5

There are a lot of different play styles, and some might work better than others. People view the game differently as noted by everyone who has posted, it has been interesting to see what my fellow pathfinders think!

Scarab Sages 1/5

BigNorseWolf wrote:
Artanthos wrote:


Here's the difference for when you're playing PFS

Your fighter has both a high int and a non dumped cha. Thats harder to do on 20 points.

There's no guarantee that that fighter would be the party face. A bard, channeling cleric, PFS Sorcerer with half a brain (ie, one that took a trait to get diplomacy as a class skill), or Paladin could be seated at the same table and render the +5, that you've given up a lot for, largely meaningless.

In PFS I would dump 1 point of strength, 3 points of charisma and make up the difference with skill points and the circlet of persuasion.

He would not be very effective with charisma checks at level 1. By level 5 he would be.

Silver Crusade 2/5 *

PFS scenarios are very railroad-like, which is fine, but people have figured out that you can just brute force most scenarios with one-trick-ponies. PFS rewards schemes that involve maxing out some number on the PC sheet and then beating the scenario over the head with it.

5/5 5/55/55/5

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Funky Badger wrote:


Certainly didn't mean any personal insult there, by the way. But that reductive outlook is pretty much the opposite of what I enjoy about the game. (Character first, mechanics second for me) It's all good though.

Om nom nom.

Now this i take exception to.

There is nothing about min maxing that deprives your character of character. You do not get more mechanics by having less personality nor do you get more personality by being worse mechanically. Personality is somethin YOU put into the character either separately or in harmony with the stats you choose. Hitting that harmony is just as easy with a bad stat as a good one.

5/5 5/55/55/5

Kaydeem d'Morcaine wrote:

You could also end up at a table with none of the above and your +5 is nearly priceless.

If the mission is skill based and you have a +5 you're pretty likely to fail anyway. Scenario authors also seem to like to throw in multiple checks , either not understanding what that does to your odds of success or while holding out buckets for the tears of the players.

I suspect the latter...

Scarab Sages 1/5

I'm home now and have access to some of the ideas I've been bouncing around for PFS characters.

Level 7 Fighter:

Tasha
Female Human (Keleshite) Fighter 7
CG Medium Humanoid (human)
Init +2; Senses Perception +11
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 21 (+8 armor, +3 shield, +2 Dex, +1 dodge)
hp 60 (7d10+14)
Fort +9, Ref +6, Will +4 (+2 vs. fear)
Defensive Abilities bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Light Shield Bash +9 (1d4+4/x2) and
. . +2 Longsword +13/+8 (1d8+9/19-20/x2)
Ranged Darkwood Composite longbow (Str +3) +10/+5 (1d8+3/x3)
Special Attacks weapon training abilities (heavy blades +1)
--------------------
Statistics
--------------------
Str 19, Dex 15, Con 14, Int 14, Wis 10, Cha 8
Base Atk +7; CMB +11; CMD 24
Feats Additional Traits, Dodge, Double Slice, Improved Shield Bash, Shield Focus, Shield Slam, Two-weapon Fighting, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Traits Dangerously Curious, Defender of the Society, Keleshite Princess (Diplomacy), Observant (Perception)
Skills Acrobatics +5, Bluff +2, Climb +10, Diplomacy +13, Disguise +2, Escape Artist +1, Fly +1, Handle Animal +6, Intimidate +13, Knowledge (dungeoneering) +8, Perception +11, Ride +1, Spellcraft +3, Stealth +1, Survival +4, Swim +7, Use Magic Device +13
Languages Common, Kelish, Tien, Varisian
Combat Gear Wand of cure light wounds, Wand of Lead Blades, Wand of Protection from Evil; Other Gear +1 Agile breastplate, +1 Shield Spikes Light steel shield, +2 Longsword, Blunt arrows (40), Cold Iron Arrows (50), Darkwood Composite longbow (Str +3), Silver Arrows (50), Belt of giant strength +2, Circlet of persuasion, Cloak of resistance +2, Pathfinder's kit, 35 GP, 5 SP
--------------------
Special Abilities
--------------------
Bravery +2 (Ex) +2 to Will save vs. Fear
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Shield Focus +1 Shield AC
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

As I go 1/2 xp at 7th level, this would place the character just over 1/3 through her expected lifespan.

At 8th level the character undergoes quite a few changes, looking like this:

8th Level Fighter:

Tasha
Female Human (Keleshite) Fighter 8
CG Medium Humanoid (human)
Init +4; Senses Perception +12
--------------------
Defense
--------------------
AC 29, touch 14, flat-footed 26 (+11 armor, +3 shield, +3 Dex, +1 natural, +1 deflection)
hp 68 (8d10+16)
Fort +10, Ref +7, Will +4 (+2 vs. fear)
Defensive Abilities bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Light Shield Bash +8/+3 (1d4+8/x2) and
. . +2 Longsword +12/+7 (1d8+16/19-20/x2)
Ranged Darkwood Composite longbow (Str +3) +12/+7 (1d8+3/x3)
Special Attacks weapon training abilities (heavy blades +1)
--------------------
Statistics
--------------------
Str 20, Dex 17, Con 14, Int 14, Wis 10, Cha 8
Base Atk +8; CMB +13; CMD 27
Feats Additional Traits, Double Slice, Improved Shield Bash, Improved Two-weapon Fighting, Power Attack -3/+6, Shield Focus, Shield Slam, Two-weapon Fighting, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Traits Dangerously Curious, Defender of the Society, Keleshite Princess (Diplomacy), Observant (Perception)
Skills Acrobatics +4, Bluff +2, Climb +8, Diplomacy +14, Disguise +2, Escape Artist +0, Fly +0, Handle Animal +6, Intimidate +14, Knowledge (dungeoneering) +10, Perception +12, Ride +0, Spellcraft +3, Stealth +0, Survival +4, Swim +6, Use Magic Device +14
Languages Common, Kelish, Tien, Varisian
Combat Gear Wand of cure light wounds, Wand of Lead Blades, Wand of Protection from Evil; Other Gear +1 Full plate, +1 Shield Spikes Light steel shield, +2 Longsword, Blunt arrows (40), Cold Iron Arrows (50), Darkwood Composite longbow (Str +3), Silver Arrows (50), Amulet of natural armor +1, Belt of physical might (Str & Dex +2), Circlet of persuasion, Cloak of resistance +2, Ioun stone (dusty rose prism, cracked), Ring of protection +1, Pathfinder's kit, 1435 GP, 5 SP
--------------------
Special Abilities
--------------------
Bravery +2 (Ex) +2 to Will save vs. Fear
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

2/5 ****

Here's my process:

1) What oddball ability/combination do I want to showcase?

PFS Characters in order:

Neve Pardell: Negative channeling Cleric of Gorum with the Strength and Destruction Domains. She's a walking nuke, and has Control Undead and Selective Channel. She's a high CHA cleric. The one time I was teamed up with another Negative Channeling cleric of Asmodeus, we bickered like two wet cats in a sack (LN and CN), but man did our party like hearing "I move 30' and channel Gorum's blesslings of destruction!" "I move 30' and channel Asmodeus' ire."

Corben Senjak: I wanted to make a legendarily skilled swordsman. Plus, the Weapon Master archetype had just come out. Plus, Dazzling Display looked neat. Then I had four games where I couldn't hit an AC 10 helpless opponent if they threw themselves at my sword, and I focused heavily on DO NOT MISS. Which meant eschewing any feats that give a to-hit penalty, like Power Attack.

Nasir al-Mardani: I decided to make a jovial, fat coward...who happened to be really good with Toppling Magic Missile, and then expanded that to other force themed spells. He was my first (and so far only) 20 stat character (CHA), and my first character to sell a stat below 8.

Agda Haskell: "Y'know, technically a Paladin/Shadowdancer has some interesting synergy...what would cause a Paladin to go all skulky?" Then reading a scene in Game of Thrones, "All men pray to the Lady of Bones, and their prayer is "not today!" She has sent me to answer that prayer. "Yes, today." By far and away my favorite character to play. It's a pity that the 4.3 rules changes means she's no longer table legal, as Paladins of Pharasma finally got completely closed off.

Azar Varthuun: People were saying the Eldritch Knight prestige class sucked, and the Sorcerer was worse than a Wizard, so I decided to combine the two and see how badly two "sub-optimal" concepts sucked when combined. Fighter/Sorcerer/Eldritch Knight, Arcane Bloodline, uses Still Spell. Levels 3 and 4 (Fighter 1, Sorc 2 and Fighter 1, Sorc 3) were the Valley of Suck. Since then he's been very effective.

Grabthar the Elder: I found the Fast Healer feat, the Invulnerable Rager archetype, and the old Heirloom Weapon, which I was going to use to make a fossilized dinosaur bone greatclub. They changed the old Heirloom Weapon trait feat, and I shelved the idea. I worked out a backstory of a VERY old Barbarian who (claims) to remember the fall of Sarkoris into the Worldwound. Took Scholar of Old as a Trait to get Knowledge (history) as a class skill and a +1 to Knowledge (planes). Most of his magic items to date have stories tied to them from his past. He's blobbed up more GM credit than any of my other characters, and picked up Shades of Ice to complement his archetype ability. "You call this weather? Back in MY day...."

Brokethegm Steeltusk: Two-weapon half-orc ranger using an Orc Double Axe, and a wand of Lead Blades on a spring loaded wrist sheathe. Writes regular letters home to his mother in Belkzen. Just got an axe-beak animal companion. Focuses on Strength...and when your attack string is routinely throwing 2d6 attacks from each hand, it tends to get noticed.

Kod Pace: "Hey, flanking is a lot easier if you've got a reach weapon." Got GM credit for First Steps, started as a level 2 Rogue, with EWP: Fouchard from a Rogue Talent. Name was a mocking response to a player in our group who names his characters "Blunderbuss" and "Spellbook." but the character's background is that he's used to using a gaffing hook from the side of a ship to slice up whale carcasses...and being a Pathfinder was less risky and paid better. Uses Accelerated Drinker (and has the Toothy racial trait).

2) Pick what the characters do OUTSIDE of combat.

Neve: She mostly diplomacizes, does Heal and Sense Motive. "Gorum tells me you should learn to lie better. Draw steel so that I might learn you this lesson."

Corben: Diplomacy, Intimidate, Party Face, some Sense Motive and Perception Monkey later on.

Nasir: Comic relief. Bluff. Spellcraft and Knowledge Arcana.

Agda: Picking locks, being Stealthy, now Perception, Perform Dance, and a whole raft of Diplomacy-based skills, including Disguise. Scouting and lots of it.

Azar: Climb, Swim, Handle Animals, Knowledge (local), utility spells.

Grabthar: Knowledge Monkey for history and nature, Survival, Climb, Swim.

Brokethegm: Tracking, Stealth, Comic Relief. Broke will follow nearly any plan that someone says with confidence. Hilarity often ensues.

Kod: Skill and Trap Monkey rogue.

3) Feat progression through 5th or 7th level.

4) Stats needed to do feat progression through 5th or 7th level. Try to avoid stats under 10.

I really like having CON of 12 or higher, but unless the concept calls for it, I don't generally see the need to Always Go CON 14+. I'm unlikely to ever dump INT because I like skills too much as a "cool thing to do outside combat." For characters with a stat below 10, I try to make it abundantly clear which stat is the weak one from the character's description and roleplay flavor.

Nasir has a STR of 8. He's also 5'8 and 250 lbs and breathes hard going up flights of stairs.

Grabthar has a CHA of 8. He's crotchety and cranky, and grumbles about the Good Old Days. He's got an INT of 12, reflecting his breadth of experience, and he does know how to Aid Another with Diplomacy by knowing when to keep his mouth shut.

Brokethegm has a CHA of 8. He has no concept of social decorum or subtlety. He'll also follow the advice of ANY Pathfinder who seems to be smarter or more cunning than he is. If you can't explain your plan in two sentences or less, he'll follow what he understands... Hijinks very often ensue.

5) Where in Golarion does this character come from? Why are they a Pathfinder? Sometimes this will be set by the Feat Progression or Non-Combat role. While I'm fortunate to play with an RP-heavy group, each of these characters can be summed up with a two or three sentence "schtick" for when I get set down at a table full of strangers.

6) What do they look like?

7) What was their family like? How did that family shape them?

8) What are their goals outside of the Society?

Grand Lodge 4/5

When I first Started playing I min/maxed uber optimized my PC's.

Paltinor - He was my first PC, a Dwarven Zen Archer Monk. He is now level 9. He is still crazy optimized, has +12(+17 will)minimum to any save, an additional +5 vs. Spells and can boost his AC to 42 (is usually 38). He has solo'd encounters with a CR+3 his level on 3 occasions now when the rest of the party failed save or be effectively out of the battle. Uses crane wing when he needs to and will get deflect arrow next level. He's my howitzer tank. He can take care feats of acrobatics outside of combat.

Dominin - Lion Shaman Dwarven Druid. He's level 6 now. I was going to go Saurian, but everyone in my normal group griped about Paltinor, so I stepped the optimization down a level. Then someone else(BNW) came in with a Saurian Shaman anyway. He is also crazy good at combat, though not as optimized as the howitzer. He can take care of animal friendly stuff outside of combat.

After my first two PC's, I realized Pathfinders didn't need to be as Optimized as I had been doing(season 4 was not yet out), so I toned it down a bit and did a crazy build next:

Grunk(Cecil) - Halforc Monk (Sohei/Master of Many Styles) 1/ Cavalier (Gendermae) 1/Fighter (Lore Warden) 2/Rogue (Skulking Slayer) 3. He's a lot of fun and has a lot of tricks. He's definitely not on the high end of my power scale, but I enjoy playing him all the same. Lots of out of combat utility as well, does everything decent.

Tamlin - A Tiefling Conjuration Wizard 5. He will jump into the Diabolist class when he can. I focused him on buffing/battlefield control only. He does do damage once in a while (through a pit or such) but hes focused nearly purely on making the party win more. People love that, and its fun to jack up the enemies! He's a wizard, so he's got all the knowledge's for out of combat, and some utility.

Tommy - Tiefling Paladin (hospitaler) 5. First Paladin I've played since 2E. Ultimate Healer, used tiefling favored class ability and fey foundling to gain all the healing. By level 7 he will be able to heal from 0 hps(with Heroic Defiance) all the way to full 98% of the time (Using LOH's and channeling twice) I never really play full tanks so its an interesting change for me. He is one of my most loved characters by other players because I play him as....uh politically correct I'll say stupid, and heroic.

Do - Tiefling Wizard (divination)3/Rogue (Cutpurse) 3/ Arcane Trickster 4 (10 total) - Power levelled the crap out of this guy to get him up to level for Eyes and post retirement stuff. Was gonna do Paltinor, but got a little sick of him, and had been wanting to do a trickster anyway, and tricksters get significantly more powerful with levels, where Zen Archers just stay pretty awesome. I LOVE this character. He's pretty good at everything, even without invisibility spells hes nearly always invisible, and just has so much in and out of combat utility. Sure, he's got some issues, but overall hes a blast. Can't wait to get sneaky spell next level! He's highly optimized for a trickster, but an optimized trickster is necessary to be competitive.

Oxiton - Cavalier (Gendermae) 1/Rogue (Thug) 1/Inquisitor 1 (3 Total) - All the rest of his levels will be inquisitor. Uses enforcer/bites/reach weapon/thug archetype/Bludgeneor to lay down fear nearly every round. Its a pretty fun combo. Not sure its optimized, but it doesn't suck.

Droli - who has only been through first steps and I may rebuild. He's a very non-optimized Dwarf musketmaster gunslinger I built just to show how ridiculously broken gun mechanics are. Was planning to do gunslinger (5)/Fighter(weapon Master) 3/ Grand Marshal X. May still do it, but may use his rebuild.

Angodan Seeze - Another one who only has first step credit and I may use a rebuild on. Is a gnome Oracle (Heavens) 5/Veiled Illusionist X. I'm debating just going Oracle Heavens 1/Sorcerer(umbral) X. Seems better overall. Also Considering Oracle (Heavens) 1/Sorcerer (Umbral) 4/Veiled Illusionist 3/Mystic Theurge X. Seems pretty painful though.

1/5

BigNorseWolf wrote:
Funky Badger wrote:


Certainly didn't mean any personal insult there, by the way. But that reductive outlook is pretty much the opposite of what I enjoy about the game. (Character first, mechanics second for me) It's all good though.

Om nom nom.

Now this i take exception to.

There is nothing about min maxing that deprives your character of character. You do not get more mechanics by having less personality nor do you get more personality by being worse mechanically. Personality is somethin YOU put into the character either separately or in harmony with the stats you choose. Hitting that harmony is just as easy with a bad stat as a good one.

You're right, its the talk of min-maxing I find tedious beyond words.

As you say, one stat is as good as another, after all.

5/5 5/55/55/5

Funky badger wrote:
You're right, its the talk of min-maxing I find tedious beyond words.

Its a thread about character optimization, what did you expect? If you have religious objections to baseball you don't walk into a baseball stadium.

Quote:
As you say, one stat is as good as another, after all.

I have clearly, repeatedly, and unabashedly been saying quite the opposite.

The Exchange

BigNorseWolf wrote:
Jimbo jiggens wrote:
20 point human optimized 14 14 14 12 12 11

Optimized for WHAT? Thats the problem.

I could make a good Rogue Skill monkey, without even changing the order. Three +2 modifiers and two +1 modifiers. You get the same ATK wiht both ranged and melee weapons, a medium damage bonus, nice HP, an extra skill per level. 9 skills is a lot of skills. You have lots of options on class skills to get the that nice +3 bonus multiple times, snd you get another bonus of +1 or +2 on almost every skill. Kick in a CHA bump at 4th level, and you get bouses in all of your Skills.

Actually, this would make a pretty fair pre-gen build for almost any class. You don't end with with an awesome character, but you don't get a sucky one either.


BigNorseWolf wrote:
... If the mission is skill based and you have a +5 you're pretty likely to fail anyway. Scenario authors also seem to like to throw in multiple checks ...

At 2nd level most of the DC's are pretty low. Going from a -2 to a +5 is a pretty big jump and gives you a decent chance to make most of them. Even more so if you have a guidance going along with a couple of aid another actions (Even with a -2 on the roll, 3 out of 5 of the other folks should be able to beat a 10).

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Kydeem de'Morcaine wrote:
BigNorseWolf wrote:
... If the mission is skill based and you have a +5 you're pretty likely to fail anyway. Scenario authors also seem to like to throw in multiple checks ...
At 2nd level most of the DC's are pretty low. Going from a -2 to a +5 is a pretty big jump and gives you a decent chance to make most of them. Even more so if you have a guidance going along with a couple of aid another actions (Even with a -2 on the roll, 3 out of 5 of the other folks should be able to beat a 10).

Really? I seem to recall quite a few low level faction missions that required a DC 20 skill check (in a trained-only skill to boot). Diplomacy checks for faction missions tend to start at 20 and work their way up.


The ones I can remember weren't that high. At least not the primary mission critical ones that you had pass. (Or they were high but you could do other things to give you a bonus like offer bribes.)

But even so a +5 with some other bonuses gives you a decent chance. A -2 gives you almost no chance without alot of situation bonuses.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

...I think one of you is talking about faction missions and the other is talking about the main mission.

Dark Archive

I think there's some assumption that it's PFS that's rewarding it. That's not the case... it's Pathfinder in general.

Having a 7 CHA is easy to make up by having Diplomacy transformed into a +1 class skill, as stated. Really throwing in Bluff gives you another option, but most people only take 1 "Social" skill up in the first place. So CHA has little impact even in social interaction. My 7-Cha fighter at 9th level is +10 to diplomacy.

As to out-of-combat, that's laregely roleplaying. I can roleplay well regardless of stats (it may even add a little comedy if I "overplay" a 7 int character... my one I have is a human and uses his class skill bonus, so still has 3 points/lvl to throw around). Also, most have solid skills in acrobatics and such (all except the 7-int one I mentioned before), and as stated, my characters without exception are decent at diplomacy. Out of combat: handled.

As to combat, everyone should be good at what they do. Running up and trying to hit with a bonus not on part for meager damage makes you a liability, not an asset. If you're going to try to use CMB, you'd better make sure you're at least over the +20 threshhold by level 9, and you should be closing in on the +30 threshhold... otherwise again you're a party liability, and they'll spend more time keeping you alive than fighting the monster.

Don't like to stat dump but still want to be decent? Play a support caster... those are going to be good regardless of stats (they don't target enemies generally, and don't need the insane MADness this game requires to be a front-liner). Archers are a second. But proper opptimization actually makes characters that are able to take on MORE situations, not less. Be good at your job, have fun with your character, and even if you have a low charisma, get some social skills so you can have fun outside of combat :).

EDIT: oh, and if you're going to dump CHA, go ahead and go down to 7, not 8. It's 2 free build points in exchange for -1 social... which unless you're putting points into social skills anyway isn't going to make a BIT of difference. I always scratch my head when I see "8s" instead of "7s", especially in Int for 2-skill-point-per-level classes.

Scarab Sages 1/5

A character with a +5 at level 1 (when you really are at the mercy of the dice gods) grows into a character that beats DC25 checks the majority of the time by mid-level.

To use a Season 4 scenario as an example:

Fortress of the Nail:

Most of the mission critical checks are in the DC15 - DC20 range in the 8-9 sub-tier.

Only a few possible checks have a DC25, and characters that manage to gather information will avoid the high DC skill checks.

The fighter I posted would have a 50% chance of beating the highest DC check, diplomacy DC25 against somebody for whom diplomacy is an inappropriate tactic, and auto succeed on few other checks.

Silver Crusade 2/5 *

Are you talking +5 stat bonus or +5 to a class skill roll?


I was quoting BNW who was quoting someone else and implying that a +5 was inconsequential. I am 80% certain that it was a +5 total to the skill check.

Silver Crusade 2/5 *

Okay; because advocating for a +5 stat bonus is very hard core in PFS. It costs 17/20 character points to buy the 18. That leaves very little left over. To me, +5 is never trivial, but it all depends on what I'm giving up to get it.

Dark Archive

A good "PFS Standard" for stats is not with a 20, but a 19 (17/14/14/14/7/7). This gives you a +5 @ level 4, gives you +6 during retirement, and +2 in 3 relevant scores. This stat block works great for Wizards (7 str/cha, 14 in all save stats), Fighters (7 int/cha), and others.

I typically don't go the full mile... 16/14/14/12/12/7 are my typical points (dump 1 stat). My only "double 7" character has 7 in Str & cha, but that is a dex-based Lore Warden (Agile Manuevers and such) and Str/Chr don't do ANYTHING for that character.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Thalin wrote:
My only "double 7" character has 7 in Str & cha, but that is a dex-based Lore Warden (Agile Manuevers and such) and Str/Chr don't do ANYTHING for that character.

STR still affects his CMD, his damage (until he can afford an agile weapon) and his carrying capacity.

2/5 ****

I try not to dump more than one stat, I only dump to 7s if I know how I'm going to play that deficit, and more than half of my characters have no stats below 10.

I do fine, and consider Season 4 to be reasonable challenges rather than snooze-fests.

1/5

BigNorseWolf wrote:
Funky badger wrote:
You're right, its the talk of min-maxing I find tedious beyond words.

Its a thread about character optimization, what did you expect? If you have religious objections to baseball you don't walk into a baseball stadium.

Quote:
As you say, one stat is as good as another, after all.
I have clearly, repeatedly, and unabashedly been saying quite the opposite.

In my defence, the thread title contained a qeustion, whether to optimise or not.

And I'll quote directly from you now:

"Personality is somethin YOU put into the character either separately or in harmony with the stats you choose. Hitting that harmony is just as easy with a bad stat as a good one. "

I agree with this, and find the discussion about character far more interesting than the discussion about stats.

Dark Archive

Well, the 7 str clearly has its disadvantages (the character, currently at 3rd level, effectively can fail to coupe de grace, and has done so severeal times... in short, no damage).

And carrying capacity has come into play; realizing that ropes (which I use after pin on grapple) weigh 10 pounds.

It also takes 2 feats and a neck slot to overcome the "Str" disadvantage; but the reward is a pretty darn powerful tengu with good AC :). He'll be a lot better when I reach level 4 and have the agile amulet (and really level 7 when I start doing the heavy damage with it), but he's still quite good, and as I stated before, does his job well (that job being battlefield control).

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Wait, so you're dumping STR on a PC who is actively creating opportunities for his own CMD to matter? That's 2 points of CMD that you have to make up for elsewhere.

I mean, I'm sure you arranged things to come out in your favor in the end, but that's a lot different than "Str/Chr don't do ANYTHING for that character".

Silver Crusade 2/5 *

I find it very difficult to tank strength on a medium creature. The gear just to function as a Pathfinder gets you into the encumbrance zone very quickly.

Silver Crusade 4/5

I dumped strength to 7 on both of my sorcerers. I didn't go lower than that on my gnome sorcerer, even though a 5 is theoretically possible.

But being able to carry gear is a reason not to dump str on anyone carrying weapons and armor. I have a halfling who uses dex for his hit and damage rolls with a scimitar through dervish dance, and I still put 2 points into boosting his str to 10, so he could carrying around all his equipment.


Funky Badger wrote:
... In my defence, the thread title contained a qeustion, whether to optimise or not. ...

Actually I didn't read it that way. When I read the thread title together with the original post I thought he was asking.

Whether or not they are optimized, do you have rules you always use when making new characters?

Now I'm not sure who is correct.

Scarab Sages 1/5

David Bowles wrote:
Are you talking +5 stat bonus or +5 to a class skill roll?

+5 to specific skill checks.

Grand Lodge 4/5

I've played with BNW on several occassions, and will vouch while his characters are insanely optimized & Min-Maxed - they are very flavorful and fun characters. He tends to contribute RP value to the table.

I do agree +5 skill checks can mean your failing faction quests, even at early levels. BUT, most faction quests don't need to be completed by you, and if you have a good party you can rely on them to aid you. Sometimes, they can't help you, and you may be hosed. I have seen at tier 3-4 DC 20-25 checks, that are trained only skills. How hard faction missions are seems to be really dependent on the faction too. Like my Grand Lodge characters have a cake walk, while Qadira tends to have it harder. It could just be a scenario thing, but I'm pretty sure not all factions were created equally on faction missions.

Thalin - Ya, thats a crazy dump for a fighter, even a dex based. I will dump str. to 7 on a dwarf, since they still can carry 70 lbs and act as if they aren't encumbered until then.

5/5 5/55/55/5

awww blush.. thanks.

Silver Crusade 2/5 *

Given the above statement about BNW PCs, I have a few questions: do the other PCs in the group matter if his characters are in the group? Are all the combats foregone conclusions? Or are they not *that* insanely optimized? I don't see any reason to optimize that hard in PFS.

Grand Lodge 4/5

Other people still matter. He's not *that* insanely optimized, though he may be holding back to trick me.

That being said, I'm not 100% sure I agree with the fact you don't need to insanely optimize. At high levels there are a lot of save or effectively be dead for the remainder of this battle effects. My Zen Archer has on three occasions been the only to make a save in one of these situations, and been in at least 2 other situations where only him and one other player were left. 2 of the three my ZA where BBEG's of a scenario.

I've also seen several situation where only 2 characters (often not me) make the necessary save. And you watch and hope that they can win this fight or you know your dead. And you cringe when one of those guys that's still up is known for making poor characters.

Now, I don't think any of my other characters are as optimized as my Zen Archer, and haven't chosen to stay as optimized. Still, I've seen plenty of evidence to the contrary.

Silver Crusade 2/5 *

Yes, but the DCs PFS NPCs toss are very low compared to their uber-build PC counterparts.

PFS, even in tier 7-11, is still significantly easier than most of the homebrews I've been in. That being said, PFS PCs are significantly weaker as well. I'm still not convinced of the necessity of hyper-optimization for PFS, though.

Grand Lodge 4/5

I agree with both of those statements, yet the homebrews I have both ran and played in tend to have much less save or die(or be out for 1d4 minutes or whatever) than PFS. Sure, they may come up occasionally, but not every 2-3 sessions. I've played to a game that went to 17 where the GM didn't use one of those on us, and it was significantly more difficult than PFS overall. The problem is, that situation comes up enough in PFS(in my experience from 5-9 and up once every 2 sessions those get thrown around), if your not ready for it when it does happen, and your the only PC between the BBEG and TPK, its nice to be up for the challenge. And it feels amazing when you solo the CR 11 boss that was gonna TPK the party to boot!

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