Unlucky newbie need help!


Advice


Hi people from all the world (and outworld), i've just started with Pathfinder (1 month) and I'm pretty sure I could qualify for the Bad Luck Girl of the Year (i apologize for eventual errors in my english, Italy is the worse place for learning something).

So, to solve my bad luck problem, my mind produced a wonderful idea: "Just get many attacks as possible" -> More Dice Roll=More Chances

I appeal to your experience and kindness.


That doesn't really work, since multiple attacks typically come with even more penalties, so it makes you even more reliant on luck.


Zhayne is right - with more attacks, there comes usually more penalties.

If you have an issue with luck, I would advise going for more plusses, or more rerolls.

Look for feats with "Luck" in the title. Or, use the spell "True Strike" a lot.


A better way to go about this, due to what Zhayne mentioned, is to look for abilities/items/feats that allow re-rolls, that do not require rolls, or that still have an effect even if a roll is poor.

Dark Archive

If you are still looking for more attacks. You might want to try a Summoner base class from the Advanced Players Guide APG, or a druid from the core rulebook. Between the Summoner and Eidolon companion, you could get 4 attacks a turn with no penalties. Same with a druid and cat animal companion.


first i want to thank all who wrote :)

i really don't know where to start... my intention was to play an alchemist or a mounted pc, but i'm really newbie... i've not made a sheet alone yet.

Shadow Lodge

Queen, Here is how I counter bad luck. It isn't too terribly difficult.

Get a crazy high attack. That way no matter how bad you roll (they can't all be ones right) you still hit.

With your idea in mind here is how I would recommend doing so:

1. Play a fighter. Out of all the classes they can get the highest to hit.
2. Take Weapon Focus & greater Weapon focus at the first levels they are avalible (level 1 & 8 respectively)
2.1 Also think about taking Iron Will, Lightning reflexes and the improved versions of each. The bonuses and rerolls will help vs bad luck on saves.
3. Take Mounted combat and by a horse, yes it will die but that is ok, horses are cheep to replace.
3.1 Also Being on a mount give +1 to hit (high ground) and if it charges your get +2 to hit.
4. Focus your stats on strength. It gives you the best to hit and the most damage with you weapon.
5. Don't Take power attack until level 5 or higher. Between all the bonuses to hit and the BAB your hit will eventually rock even with power attack but its not important at low levels anyways.
6 (AND MAYBE MOST IMPORTANT) Make friends with all magic users. Every single one processes something that will improve your numbers, either saves, attacks, damage, skills or all.

I have some thoughts on the alchemist too but it is more complex


The "Bit of Luck" power from the Cleric's Luck Domain is exactly that: roll twice, take the higher roll. Each use of the power affects every single 20-sided die roll in the coming round. It's not even a "re-roll", so pretty awesome.


If you're very new, start simple. Odds are, you're probably unaware of a lot of ways to make your rolls as statistically favorable as possible.

My best advice? Start playing either with a Fighter, Barbarian or Sorcerer. Get a handle on the melee rules with the first two or the casting rules with the third, whichever appeals to you more.

To use the Fighter and Barbarian as an example, make sure you understand Charging, Flanking, Aiding Another, Attacks of Opportunity, Fighting Defensively, Total Defense, Delaying your Actions and Readying an Action.

Knowing when to Delay to get a Flank bonus from an ally, or how to Charge can often mean the difference between a miss and a hit, especially at low levels.

If you're very new and don't have a copy of all the materials, a good place to start is to read the combat section of the d20pfsrd.com site:

You can find that here, and it covers all of the items I mentioned above.


thanks again! Wow *-* fast replies!

@Seriphim: that's a detailed advice, but i'm still curious on what you have to say about alchemist.

@Zalman: cleric isn't really exciting me.

@Lamontius: Oh i see, there are other newbies playing with me, and DM suggested to play a barbarian too...
are you all saying me alchemist in kinda of an "Only-Expert" class?
About combat i've "studied" that part very well because DM asked it...so i know how to run a combat, but i'm not so good to write sheet and i'm almost unable to do a specific build.

@Thank for the link :3 i think i will appreciate that! Just starting to read *w* lot of stuff!


Play a blaster caster (a sorcerer is simple to play). Your burning arcs/fireball don't need any attack rolls, and most opponents will receives damages even if they make their save. Just max your Charisma, grab a bloodline that add bonus to your damages rolls, and select 1 spell per level to spam energy damage upon your foes. You will also have the option to support your team with good control or buff spell, such as haste, fly, invisibility, etc. Melee character are sometime more complicated to build and play than a simple, effective glass canon sorcerer.


If you grab the Sylvan Bloodline (Fey powah ^^) you can even play a riding sorcerer upon her mighty animal companion (a horse at the beginning if you are medium sized...or almost anything if your are small.

Here is the link Sylvan Bloodline


Alchemist isn't an Only-Expert class, but it's a bit of an oddball. Once you get used to the rules, go for it! A lot of the classes are like that, honestly.

personally, until you get the knack of the rules, what spells are useful...etc....Fighter/Barbarian is great for making "bad" rolls still OK, and having combat move quickly.

I want to also reinforce what Lamontius said - all of that is good advice. Playing a fighter reduces the amount of extra rules you need to know, it will maximize your ability to hit, and it's a great intro to the rules. Plus they have Ride as a class skill so there's no reason you can't get a mount.

What level are you guys starting at? If you're all going to be 1st level, how about just using pre-generated characters? That will take out a lot of the worries at 1st and get you guys rolling (literally!)

http://paizo.com/download/pathfinder/PFS-Pregens.zip

Shadow Lodge

Queen, Alchemist isn't necessarily an expert only class but they have a lot going on so it is important to read through carefully about the class. Their are lots of abilities.

Thoughts on making an alchemist (that doesn't struggle to hit)
1. Play a small race, you get a +1 to hit and AC and bombs aren't effected by size.
2. Focus on dex to hit better. it adds to damage but it will quickly be replaced by the damage dice of your bombs anyways.
3. Use your mutagen! the mutagen increases your AC bumps your attack (dex increase)and lasts a long time.
4. Take Point blank shot and Precise shot as soon as possible. The first give a bonus to hit and damage within 30ft and the second negates the minus four for throwing into melee.
5. For discoveries, at low levels I strongly suggest Precise Bomb, this will let you bomb without hurting your allies. I would also look at element changing discoveries so you can hurt creatures with various immunities. Also Infusion allow you to share your spells (extracts) with others.

The big strength of the alchemist is that you target touch AC. in pathfinder, few creatures ever get up above a 15 touch (even with magic) so by level 10 with a 20 dex (including a mutagen) you can hit almost anyone on a 3. You ad in bombers eye (an extract that increases to hit by 1) and you hit on a 2.

Don't get sucked into a melee fight, you will lose. Run away and bomb if they come near you. Flight is also helpful Here.

As I said, they alchemists have a lot going on but you can keep it simple and play a strong character with lots of options but you have to constantly know what tools you have at your disposal.

Advanced Notes:
Halflings make great alchemists +2 dex is great. a plus 1 luck bonus to saves helps a ton and they have an alternate racial trait that lets them move at 30ft a round just like the big folk.

This discoveries Force Bomb, Concussive Bomb and Blinding Bomb are the best in my opinion. The first to have no/very few creatures with energy resistance, and the last one can blind while doing damage, very debilitating to the enemy.

Don't be afraid to take the Feat Extra Discovery to gain more alchemist discoveries, after precise shot, point blank shot and maybe Iron will, there is not much you need to make bombs awesome.

Your extracts are very important to help both you and your allies. However their are two many for me two post so choose carefully.


we're starting at level 6 (DM said lvl 1 will be too slow).. btw i'm really good at learning..i've been all the time reading SRD..i'm devouring it and drench my thirst of info and rules *w*


Play a Kitsune Sorcerer, Fey bloodline, take Spell Focus and Greater Spell Focus for Enchantment ... use only spells that don't require attack rolls.


Thanks Sephirim :) i will read more as possible on that class... i think i really love it.

Thanks Zhayne..i think you're proposing me a build which don't do damage at all...fireball is no enchantment


Oh, it does damage. You dominate an opponent, and he beats up another opponent. Even better, since it's a two-fighter swing ... The 5-5 matchup goes to 4-6 in your favor.

Also, nothing says you *can't* take Fireball if you want.


Seems too easy... maybe a lot of creatures are immune to this or the save (if there's one) they have to do is easy?

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