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Something has been bothering me for a while now: the fact that many classes reach their capstone at 20, but their signature ability at lvl 11.
This leaves only three sessions to lvl 12, at which point you have to choose wether to put the character through EotT.
Do we need more endgame content? Or are certain classes per definition better suited for playing the 'last walk' with?

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These classes go to 11.
Most classes only go to 10. Most blokes, you know, will be playing at 10. You're on 10 here, levelled all the way up, you're at level 10 with your guy. Where can you go from there? Where? Nowhere. Exactly. What we do is, if we need that extra push over the cliff, you know what we do? Level up to eleven.

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These classes go to 11.
Most classes only go to 10. Most blokes, you know, will be playing at 10. You're on 10 here, levelled all the way up, you're at level 10 with your guy. Where can you go from there? Where? Nowhere. Exactly. What we do is, if we need that extra push over the cliff, you know what we do? Level up to eleven.
Couldn't you just make level 10 funner?

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Core? Core doesn't count. Core is there to provide Paizo cover for falling down on the job sanctioning modules and APs.
I have to disagree pretty strongly. Give it a shot. I'm currently playing through Eyes with a group of Core characters who have played through most of season four together, including facing a Runelord. It's been a blast, and has required a lot more teamwork and smart playing than almost any non-core PFS game that I've played.

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2 people marked this as a favorite. |

These classes go to 11.
Most classes only go to 10. Most blokes, you know, will be playing at 10. You're on 10 here, levelled all the way up, you're at level 10 with your guy. Where can you go from there? Where? Nowhere. Exactly. What we do is, if we need that extra push over the cliff, you know what we do? Level up to eleven.
Once I got to 11, all I wanted to do was enlarge myself and stomp around stonehenge...

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rknop wrote:Couldn't you just make level 10 funner?These classes go to 11.
Most classes only go to 10. Most blokes, you know, will be playing at 10. You're on 10 here, levelled all the way up, you're at level 10 with your guy. Where can you go from there? Where? Nowhere. Exactly. What we do is, if we need that extra push over the cliff, you know what we do? Level up to eleven.
*Pause*
These classes go to 11.

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rknop wrote:Once I got to 11, all I wanted to do was enlarge myself and stomp around stonehenge...These classes go to 11.
Most classes only go to 10. Most blokes, you know, will be playing at 10. You're on 10 here, levelled all the way up, you're at level 10 with your guy. Where can you go from there? Where? Nowhere. Exactly. What we do is, if we need that extra push over the cliff, you know what we do? Level up to eleven.
And then spontaneously combust. On a sex farm.
That thing needs a re-re-re-rewatch.

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Something has been bothering me for a while now: the fact that many classes reach their capstone at 20, but their signature ability at lvl 11.
This leaves only three sessions to lvl 12, at which point you have to choose wether to put the character through EotT.
Do we need more endgame content? Or are certain classes per definition better suited for playing the 'last walk' with?
Just GM credit even levels and slow play the odd ones! ;-)