Questions on the various classes


Pathfinder First Edition General Discussion

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No need to scrp it. I would just suggest trading Undead Servitute for Deaths Touch and getting Undead Servitude on you next pick. Gives you something todo if someone closes on you, it's touch so you don't need much attack bonus and the undead you would meet on the first couple of levels are not worth commanding, save it for when the good stuff start appearing. Unless you know you're going for a undead filled adventure, then your build is good to go.


Well, I don't know what scenario the GMs are going to run until they start. No certainty for undead, although controlling them would be handy.

Yes, I almost exclusively play PFS. There really aren't any other GMs around here, nor is there anyone to play with.

Any opinions on Eldritch Heritage?


Voyd211 wrote:

Dammit.

I could play a party face (I seem to end up doing that anyway in PFS), and that massive Charisma will surely help with diplomacy.

Still, if it's a bad build, I can wipe it clean and start over.

Drop CHA by 2 and get int 12, dx 12 and con 14. You are a greater help if you survive long enough to heal and extra skill point very good for learning diplo.

Going 18 with point buy is very seldom worth the investment. At least get other useful abilities to 12 before considering an 18.


I want that 20 to have more spells per day. (which reminds me that I forgot to factor in one of them... eh)

Does anyone have anything to say about grabbing a familiar at Lv3? Delivering touch spells sounds like it works beautifully with Cure and Inflict spells.


Well, since a wizard's familiar can't deliver touch spells before level 3 and Eldritch Heritage will only give you a familiar at your level -2, you won't be able to deliver anything before level 5. Also, delivering touch spells is severely limited by the lack of reach of most familiars. Most of them only have reach 0 ft, so they must enter the square of the target. Which most likely means they will provoke an attack of opportunity. A small familiar like a fox would work but such a familiar is more likely to be the target of a regular attack.

Bottom line: Most of the time, using a familiar to deliver touch spells is usually a bad idea. At least in combat.

Oh, and the inflict line of spells is pretty weak in general. 1d8+level is pretty pathetic even at level 1 and there's a save for half damage. The difference between touch and regular AC isn't that big for most low CR creatures so you will probably hit almost as often with a regular weapon. If you want to target touch AC, just get some acid bottles or a net or something lke that.


Voyd211 wrote:

I want that 20 to have more spells per day. (which reminds me that I forgot to factor in one of them... eh)

And for profiting from that only during level 1 to 3 you give up at least 1 AC and 1 ini.

10 12 14 10 10 19 cost the same number of points as
10 10 13 10 10 20 but after stats increase at level 4 the first

10 12 14 10 10 20 will be much better than the second
10 10 14 10 10 20

Or is the intend to ahve con at 13 forever?

And since you want to heal a lot, high save DC is not that important. By taking life mystery oracle, even with Cha 19, you will have enough heal due to channel energy 5 times per day.

If you dare to go to cha 18, situation improves even a lot more:

12 12 12 12 12 18 is the same cost and you can hit things instead of using cause light wounds, hace more AC, more skills, better saves and better perception.


So then. I want to play a healer and summoner. (Not the summoner, I already have one of those)

What's the best at this, clerics, oracles or witches?


Voyd211 wrote:

So then. I want to play a healer and summoner. (Not the summoner, I already have one of those)

What's the best at this, clerics, oracles or witches?

Cleric nad oracle both better than witches. Cleric prepares summon spells and converts them to heal if need arises. Oracle just selects heal and summon spells for spells known and chooses life mystery for channel energy for healing.

I'd probably go wiht cleric with animal domain feather and get boon companion.The animal companion acts like an additional permanent summon.


I wish to play an idyllkin Oracle of Bones.

What would you recommend for such a venture: Obviously, the Raise the Dead discovery, but what spells should they know? What should the ability scores be?

(also, I am under the impression that oracles are almost exclusively for spells. Please prove me wrong)


Bumping because I do want an answer.


An Oracle can be pretty much anything you want. It all depends on your mystery and build. Oracles of Battle or Metal are pretty good in melee, while other mysteries are great for healing (life), blasting (fire) or anything else.

Can't really help you with an oracle of bones. Undead summoning never appealed to me.
For a Summoner/Healer oracle, I'd go with an oracle of life. Channel Energy is good and using spells to summon more creatures to heal makes it even more effective. And being a good Summoner doesn't really require much. Just learn the SM spells and get Augment summoning and maybe superior Summons. That's really all that's needed. And to be honest, even without those feats, summoning is awesome, versatile and powerful.


Voyd211 wrote:
No it doesn't, beast riders can't have flying mounts.

Some cavaliers can actually have flying mounts. If you play a half orc or orc, you can take a feat called Beast Rider (I know...confusing). It is a bit of a combination of lesser boon companion and an expansion on the animal companion/mount list of the character. One of the options is a pteronadon. Now that is entering into a battle in style, no? You need to be level 7 before taking the feat though, but that means that all the choices will come large sized from the start.

Otherwise, a cavalier is a bit like a paladin without the moral implications. While they are certainly built for mounted combat, they can still do a lot of damage unmounted. You could also try having a mount that serves more like a flank buddy, so that the lack of charging room is not as much of a problem. Hosteling armor (also called pokeball armor) can help solve the problem of squeezing them through corridors.


So, I gave my shiny new Oracle of Life the Lame curse, and realized that I didn't have to worry about carrying too much. Since I don't plan for her to do too much actual fighting (except at range), I realized I can dump Strength. Thus, I can actually have that +5 Charisma modifier I was going on about.

Good idea, or should I boost something else?


Bumping because, like before, I do wish to have this answered.


I am so, so sorry for the triple post (I hate the edit time limit oh so much), but I thought that maybe you needed the character's stats.

So, here they are.


For a pure caster, those stats are ok. I personally wouldn't do that because I like my divine casters able to lift a weapon if needed. But as I said, if you want to play a pure caster, it's fine.

Other thoughts:
- Summon Monster at level 1 is useless because of the duration. pick anpther spell instead. If you really need to summon something, use your SLA.
- Enhanced Cures is even more useless at level 1. It doesn't do ANYthing before level 6 and even then its bonus is nearly non-existent. I'd take safe curing, extra channel or selective channeling instead.


Spontaneous casting is the difference between a man with a tool for every job, and being the man who knows how to use the same tool for every job. It may be nice to hit up the ol spellbook to get that perfect spell for the situation, but having a smaller selection forces you to think harder and be more creative (and thus have more fun) to solve your problems.

I do not have any idea on how you could think a bonded object is better than a familiar. Bonded objects are a joke. Having a ring, wand, or staff is retarded compared to a friend you get at level 1 who can at all times aid another on your skills, and has 60 feet of tremorsense, making it impossible for invisible things to sneak up on you unless they fly.

I have never seen anyone play as a Ninja, so I cannot offer any advice on them. As for rogues though, if you kit one out for combat, and make sure you are always flanking your damage can be substantial.

And don't hate on the cavalier. Not every character is made to go spelunking. Play a kingmaker campaign and have him lead an army, THAT is where he can shine. Give him a familiar too, and he can have his inconspicuous raven operating like a UAV.

Also... have you considered... not playing in pathfinder society? You can game online with people on whiteboard programs. Hell, i'd run a game for you online! Your imagination appears to be stifled by their rigid rules of stupidness. I mean, has it ever occurred to you to pay a druid to awaken a whale so that you can give it wings of flying and then be the coolest damn person in the multiverse with your flying whale friend? Or the ridiculous image of a witch who peeled off and animated their skin, then turned their body into leeches so that they could drink a dragon to death while the animated skin runs away with bones rattling in it to safeguard them? (If the bones are destroyed then the witch is stuck in swarm form). Seriously, use your imagination! It's a game, have fun :D


Whiteboard programs? What are these things that you speak of?


Voyd211 wrote:
Whiteboard programs? What are these things that you speak of?

A internet whiteboard program is just a program that lets everyone draw on a surface. Combine that and a chat service and you have a decent gaming medium. When I was in Iraq I just used the chat, and during combat, movement was a little abstracted.

http://awwapp.com/ is an example of a WB program. there are also purpose built tabletop gaming programs (I am actually working on one), and I head that http://roll20.net/ is a very good one.

There are tons of ways to play! You should put out an ad on cragslist or seek out people at the gaming store. Most of my friends now are either directly or indirectly through pathfinder.


Voyd211 wrote:
Does the magus have any real use? It mainly seems like it's there to say "Okay, we blended magic and combat for you, as a base class. Happy?"

The magus is definitely meant to fill the mage-warrior archtype. As for what they're good at compared to other classes:

1. The have incredible spike damage potential. A high level magus can dump 30d6+ electric damage +iterative weapon damage for several rounds on a single opponent. And do it again the next encounter.

2. Mobility. The magus' spell list has a lot of mobility spells such as Bladed Rush, Dimension Door, Fly, etc. A lot of the time your magus can be standing next to the Big Bad before he even realizes what's going on. With a can of whup-ass in his hand. :)

3. Versatility. The magus has a decent spell list, and at high-level he can cherry pick from the wizard spell list to make it even more expansive. No, he won't ever be as versatile as an actual wizard, but he's no slouch either.

Are there classes that can do some of these things better than the magus? Sure. But as a whole package, the magus isn't bad off at all.


I apologize for the possible thread necromancy, but I figured I'd just ask: What is the main purpose of each of the base classes? What are they good at, what are they focused on, and overall how good are they?

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