Glass Cannons in PFS


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Dark Archive 5/5 5/5 *

My 7th fire mage has only 10 AC and 13 CON. Despite having playing all his game in High-Tier he not have yet die.

Most of my melee character have only 12 CON.

Grand Lodge 1/5

Most of my characters have at least a 14 con, if for some reason I do a 10 or 12 con, then you can bet all my FCB go to extra hitpoints. Admittedly, I have only played one sorcerer, and not very high level, and never a wizard.

Sczarni 5/5 5/55/5 ***

Woran wrote:
Like nefreet...

>.>

<.<

...I haven't commented in this thread yet...

But, now that I'm here, in a 20 point buy system I'd consider a 12 to be average (technically 13, since six stats at three points each equals eighteen). With that in mind, anything below a 12 would be a "dump stat".

So, of my 30+ characters...

  • Zero dumped Con below a 12 (and only six started with a Con of 12).
  • One dumped Dex below a 12.
  • Seven dumped Wis below a 12.
  • Seven dumped Int below a 12.
  • Twelve dumped Str below a 12.
  • Nineteen dumped Cha below a 12.
    -----------------------------------
  • Almost all have taken Toughness.
  • Almost all have HP as their Favored Class Bonus.
  • Almost all have (or will have) a Con-increasing item.
    -----------------------------------
  • Only three of my PCs have ever died.
  • One of them died three times (the one that dumped Dex).
  • I've never had a character permanently die (*knocks on wood*).

    So, I'd have to say that hit point survivability is important to me. Probably #1. It's not uncommon for my PCs to have the most HP at the table. I aim for at least 9 HP/level. Even my 12th level Witch, as an example, had 110hp (4/level, +3 Con, +1 Toughness, +1 FCB).

  • Sczarni 5/5 5/55/5 ***

    1 person marked this as a favorite.
    Wei Ji the Learner wrote:
    Serisan wrote:

    Me: Arcanist guy, you're lookin' pretty scorched right now, yes?

    AG: Yeah, not doin' so hot.
    Me: Cool.
    Lich casts Quickened Magic Missile at the Arcanist.
    AG: Aaaaaaaand I'm dead.
    Thank you for reminding me to take a mental note in fights to have the GM-run opponents roll a Perception check to see who is injured to single out for targeting.

    I'm quick to remind GMs that it's a move action, myself.

    Sovereign Court 1/5

    No matter what my stat spreads are, I always try to make sure I have at least 12 Con, 12 Dex, and 12 Wis to get those saves up a little bit.

    I also try not to "Dump" any stats. Having a negative modifier always seems to be a pain in some way, shape, or form.

    1/5 Venture-Captain, Germany–Hannover

    People can generaly play what they want as long as it is actually PFS legal.

    However it is good to remember that PFS is a cooperative game. Coordinated group tactics, playing together well and getting along with team members not only is one of the best ways to have a fun game, it´s also tactically one of the best ways.

    There once has been a recommendation to have a 14 CON on any character.
    That´s pretty safe. Not always necessary, but safe.
    A CON lower than that is also fine, but character death becomes more likely the lower your CON is.

    And if you´re using some win on the first round tactics either obliterating the whole encounter or putting you in grave danger of dying, expect the GM to adapt to that.
    It´s also a nice move to point such things out before game, because the GM then has the chance to adapt a bit as much as the scenario allows.
    Remember this is a cooperative game and not competitive? Hence all players should have some fun.

    4/5 *

    2 people marked this as a favorite.
    Nefreet wrote:
    Wei Ji the Learner wrote:
    Thank you for reminding me to take a mental note in fights to have the GM-run opponents roll a Perception check to see who is injured to single out for targeting.
    I'm quick to remind GMs that it's a move action, myself.
    derail:
    Hmm...
    PRD wrote:
    Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.

    I've always played it that if someone has half their skin burned off from a fireball while another person was barely singed, it's clearly visible and so would be a (free) reactive Perception check. But then, I also always tell PCs what level of wounds the bad guys have in my narration of the effects of their attacks. The DC to notice a visible person is 0, and I think "notice" covers a lot more ground than "recognize the existence of". The PCs benefit from this approach much more than the bad guys do, due to the shear number of bad guys they wound.

    Liberty's Edge 3/5 *

    Pathfinder Adventure Path Subscriber

    Most of my characters (10/14) have a 12 Con and some of those are melee types. I haven't had a problem with a 12, but I don't think I'd go any lower.

    4/5 *

    Benjamin Falk wrote:
    However it is good to remember that PFS is a cooperative game.

    This.

    The Exchange 5/5

    Luke Parry wrote:

    Personally, I prefer to have a Con of 12 or 14 on my PCs; 10 makes me quite nervous.

    That said, if other people want to live dangerously, I won't try to stop them.

    Having said that, I would like to point out that you can have a casting stat of 20, and a Con of 14, without utterly gimping you character...

    ...Say, for example, a Sorceror...

    Str 7
    Dex 10
    Con 14
    Int 12
    Wis 10
    Cha 20

    ...or a Wizard...

    Str 7
    Dex 10
    Con 14
    Int 20
    Wis 12
    Cha 10

    for both those examples I'd swap the DEX and CON ... though for the Wizard I'd likely go with an elf and swap the DEX-CON-WIS to get -

    Str 7
    Dex 16
    Con 10
    Int 20
    Wis 10
    Cha 10

    (and even then I might swap the STR and CHA for an elf wizard...)

    But it's all good - different play styles.

    The Exchange 1/5

    On my elf Wizard, even with racial negatives to CON, I gave him a 12. A CON belt is also in his future. I have seen too many arcane casters go down to give a lesser CON score.

    Dark Archive 5/5

    I would always recommend at least a 12 con.

    He's right to a certain extent however. Often times it doesn't matter at low-levels though as lucky crits are almost always instant death or unconsciousness in low tier games. My level two Fire Druid for core died last Saturday with a 14 Con. I was full HP and was crit with a longbow by a ranger with favored enemy human (was human). Died by 2 points.

    Needless to say the Loincloth Cayden Cailean and the Apple of Norgorber did nothing to save me.


    I'm with the group that supports playing whatever character you want and play it however you want to play it... as long as you stick to the tenants of PFS; Explore, Cooperate, Report. Of those three Cooperate is the most important for the player. I cannot stand people who refuse to cooperate in PFS. If you want to play one of "those" types of PCs, then find a different game, because PFS is not the place.

    That being said... it is not my responsibility to utilize all my resources to bring back your PC if you refuse to adequately protect yourself or make a really stupid decision. That is the Player's responsibility. Now, if a PC goes down in a blaze of glory or due to unlucky die rolls and they need a little assistance in getting that Raise Dead or maybe need some help with a Restoration, then I will gladly help them.

    The Exchange 5/5

    link to an older thread...

    When-starting-a-new-PFS-Character from Nov 9, 2012.

    from that thread...

    "An AC of 18 and only 10 HP? How do you survive in combat?"
    "Ah... I'm a 2nd level wizard?"
    "And a dagger and crossbow for weapons? What kind of joke is this?"

    Yep, heard that a while back... the funniest part was the critic really couldn't see how his friend could possibly run that kind of character.

    Sovereign Court

    TJ Brooks wrote:

    I would always recommend at least a 12 con.

    He's right to a certain extent however. Often times it doesn't matter at low-levels though as lucky crits are almost always instant death or unconsciousness in low tier games. My level two Fire Druid for core died last Saturday with a 14 Con. I was full HP and was crit with a longbow by a ranger with favored enemy human (was human). Died by 2 points.

    It can sometimes save you from those crits too. My 14 Con bard was critted with a greataxe at level 2 by a mook (he had an AC at least 20, so after the crit threat I figured that he wouldn't confirm) and he was dropped to -12. It made me very glad that I hadn't made the bard an elf.

    Dark Archive 1/5

    While it's true that sometimes your con wont matter. It's also true that you can't depend on someone tanking for you, so you do need to plan for your own defense.

    From a serpent's skull campaign the alchemist was constantly sitting at around 28 AC with high strength and intimidation. Okay, I later started questioning just how he pulled this off after i got the book the alchemist class is in. But initially I had no idea the player might be cheating.

    In one early encounter we all nearly got killed by a stupid lizard that did an aoe attack after mister alchemist poked the lizard's nest with the proverbial stick.

    Later on we encountered a hippo and dire bear. I was in favor of avoiding the fight. Mister Alchemist attracted their attention. Bear won initiative, ignored the giant felinoid meat tank, and mauled my sorcerer. First hit took me down to 1 HP, second hit took me down to -9, then Rend went off and I was dead. That was on round one. The 'tank' of the group hadn't even gotten a chance to act yet.

    Of course later the guy's alchemist was the victim of a succubus. He'd tanked wisdom, so his will save was horrible. He kept failing the will saves against everything the succubus threw at him. Charm, dominate person, suggestion (kisses), everything. But his fort save was so high that he kept saving vs the level drain. The party had to flee because his excessively powerful alchemist would otherwise have killed us in 2 rounds. Maybe 3 if we're lucky.

    It took his alchemist a month in-game to die.

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

    2 people marked this as a favorite.

    I've had a rule for Wizards that stretches all the back to 1st Edition:

    "If you can't survive your own Fireball. You have a problem."

    Silver Crusade 4/5 5/55/55/5

    Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

    I think the big thing is simply, how many resources do you spend on keeping yourself alive?

    Stats in a point buy are resources, but so are things like spell selection, gear selection, feat selection, what consumables you acquire and when you use them, that sort of thing.

    Especially if you know what you're doing and things don't go horribly wrong in the low levels, a 10 con is perfectly survivable at low levels. At higher levels, you just have to make the corresponding investments later to shore up the weak points it tends to leave. Belts and ioun stones don't hurt, either.

    Increasing Con is often an efficient way to improve survivability, but for some builds the benefits don't outweigh the costs.

    3/5

    2 people marked this as a favorite.
    Terminalmancer wrote:


    Increasing Con is often an efficient way to improve survivability, but for some builds the benefits don't not outweigh the CONS .

    Fixed your pun for you.

    Silver Crusade 4/5 5/55/55/5

    Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
    Nathan Hartshorn wrote:
    Terminalmancer wrote:


    Increasing Con is often an efficient way to improve survivability, but for some builds the benefits don't not outweigh the CONS .
    Fixed your pun for you.

    Ha... just looked at the post and went, "Wait, something's not right here. Oh, crud. I should probably fix that."

    I think your pun is better than mine, by far.

    Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

    1 person marked this as a favorite.
    Nefreet wrote:
    Woran wrote:
    Like nefreet...

    >.>

    <.<

    ...I haven't commented in this thread yet...

    For some weird reason I mixed you and Nosig up. I dont know how I managed to do that. You guys dont even look alike!

    The Exchange 5/5

    Tineke Bolleman wrote:
    Nefreet wrote:
    Woran wrote:
    Like nefreet...

    >.>

    <.<

    ...I haven't commented in this thread yet...

    For some weird reason I mixed you and Nosig up. I dont know how I managed to do that. You guys dont even look alike!

    ok, I'm seeing a scene from Forrest Gump where Forrest and Bubba look at each other...wha??? and I'm wondering which one I am...

    nosig / Nefreet ... maybe it's the lack of hair?

    why is Nefreet and nosig alike:
    because there is a "b" in both, and an "n" in neither.

    Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

    1 person marked this as a favorite.
    nosig wrote:
    Tineke Bolleman wrote:
    Nefreet wrote:
    Woran wrote:
    Like nefreet...

    >.>

    <.<

    ...I haven't commented in this thread yet...

    For some weird reason I mixed you and Nosig up. I dont know how I managed to do that. You guys dont even look alike!

    ok, I'm seeing a scene from Forrest Gump where Forrest and Bubba look at each other...wha??? and I'm wondering which one I am...

    nosig / Nefreet ... maybe it's the lack of hair?

    ** spoiler omitted **

    I think the q threw me off.

    Dark Archive 1/5

    1 person marked this as a favorite.

    Q are good at doing that. They love to confuse and bambooze. Not so much with the contuse though. Well, other then a few encounters.

    Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

    Nefreet wrote:
    Wei Ji the Learner wrote:
    Serisan wrote:

    Me: Arcanist guy, you're lookin' pretty scorched right now, yes?

    AG: Yeah, not doin' so hot.
    Me: Cool.
    Lich casts Quickened Magic Missile at the Arcanist.
    AG: Aaaaaaaand I'm dead.
    Thank you for reminding me to take a mental note in fights to have the GM-run opponents roll a Perception check to see who is injured to single out for targeting.
    I'm quick to remind GMs that it's a move action, myself.

    Shouldn't it be a heal check anyway?

    A dramatic wound is not always an incapacitating wound. Perception gets you the first one, heal gets you the second.

    Sczarni 5/5 5/55/5 ***

    Jared Thaler wrote:
    Nefreet wrote:
    Wei Ji the Learner wrote:
    Serisan wrote:

    Me: Arcanist guy, you're lookin' pretty scorched right now, yes?

    AG: Yeah, not doin' so hot.
    Me: Cool.
    Lich casts Quickened Magic Missile at the Arcanist.
    AG: Aaaaaaaand I'm dead.
    Thank you for reminding me to take a mental note in fights to have the GM-run opponents roll a Perception check to see who is injured to single out for targeting.
    I'm quick to remind GMs that it's a move action, myself.
    Shouldn't it be a heal check anyway?

    You'd think so, but there are actually no hard set rules for it (such as what the DC would be).

    It's one of those houserules that most people at my tables are usually fine with, but I make it clear it's a houserule.

    Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

    nosig wrote:

    link to an older thread...

    When-starting-a-new-PFS-Character from Nov 9, 2012.

    from that thread...

    "An AC of 18 and only 10 HP? How do you survive in combat?"
    "Ah... I'm a 2nd level wizard?"
    "And a dagger and crossbow for weapons? What kind of joke is this?"

    Yep, heard that a while back... the funniest part was the critic really couldn't see how his friend could possibly run that kind of character.

    I am reminded that my wizard has only his staff, and I don't think he has ever actually used it as a weapon. I'm pretty sure he has a sling and a pair of cold iron kunai in his gear, just because it is in the "pathfinder starting kit" I put on all my characters, but I didn't even bother noting them on his combat sheet.

    Ironically, he also has a 16 con, and doesn't go con dead till -23 (Chronicle boon and scarab sages faction card boon)

    Liberty's Edge 5/5

    5 people marked this as a favorite.

    Consider that a 10 vs 12 CON is literally 1 HP at first level and only 12 at twelth. The thought is you have less time to stabilize once you go negative. My experience in most character deaths, is that 1 HP per level wouldn't have mattered.

    Dark Archive 5/5

    Andrew Christian wrote:

    I was playing last night, and another player was playing Kyra. She apparently has a 14 Charisma. He wanted to deselect while channeling, and could only do 2 people.

    GM: Dang! I thought she was better built than that.

    Me: What?!

    Yeah, this was a secondary or tertiary ability in a 20-point buy, and she was getting slammed for only having a 14. Probably one of the best pregens.

    Use eagle's splendor, Kyra!

    As for the OP's bard cannon, I'm just confused by it. A core bard with 18 Cha is gonna do... what exactly? Sure their DC's are high, but like bards don't have whole lot of offensive damaging spells, especially not in the core book only. They'd be a good controller maybe?


    Wei Ji the Learner wrote:
    BigNorseWolf wrote:


    No. We're saying that if you have a 10 or less con don't expect other people to pay for it.

    And how many people are going to *know* unless a person gets taken down what their CON is? It's not like it's tattooed on the character's forehead, is it?

    The fact that other people don't know what you are doing does not excuse someone from the consequences of having done it.


    Andrew Christian wrote:
    Consider that a 10 vs 12 CON is literally 1 HP at first level and only 12 at twelth. The thought is you have less time to stabilize once you go negative. My experience in most character deaths, is that 1 HP per level wouldn't have mattered.

    It's also a lesser fort save and such other things. I've never settled for less than a 12 con in any character I've made for PFS or otherwise. There's also no point in maxing out a caster stat when your main role is buffing.

    Grand Lodge 4/5 5/55/5 ***

    1 person marked this as a favorite.
    Drahliana Moonrunner wrote:
    There's also no point in maxing out a caster stat when your main role is buffing.

    It can be if you keep a couple of sparsely used, but extremely useful spells that allow saves. Cacophonous Call is an example. My bard may spend 97% of his time buffing, but when the need arises to whip out "the call" I want to make sure it is effective. Not all buff characters are strictly buff. Many also de-buff and most of those controller-type spells allow a save.

    The Exchange 5/5

    1 person marked this as a favorite.
    Nefreet wrote:
    Woran wrote:
    Like nefreet...

    >.>

    <.<

    ...I haven't commented in this thread yet...

    But, now that I'm here, in a 20 point buy system I'd consider a 12 to be average (technically 13, since six stats at three points each equals eighteen). With that in mind, anything below a 12 would be a "dump stat".

    So, of my 30+ characters...

  • Zero dumped Con below a 12 (and only six started with a Con of 12).
  • One dumped Dex below a 12.
  • Seven dumped Wis below a 12.
  • Seven dumped Int below a 12.
  • Twelve dumped Str below a 12.
  • Nineteen dumped Cha below a 12.
    -----------------------------------
  • Almost all have taken Toughness.
  • Almost all have HP as their Favored Class Bonus.
  • Almost all have (or will have) a Con-increasing item.
    -----------------------------------
  • Only three of my PCs have ever died.
  • One of them died three times (the one that dumped Dex).
  • I've never had a character permanently die (*knocks on wood*).

    So, I'd have to say that hit point survivability is important to me. Probably #1. It's not uncommon for my PCs to have the most HP at the table. I aim for at least 9 HP/level. Even my 12th level Witch, as an example, had 110hp (4/level, +3 Con, +1 Toughness, +1 FCB).

  • Now for my turn...

    >.>

    <.<

    ... I'd consider a 10 to be average (technically 10-11, since there is no bonus or penalty for those STATs). With that in mind, anything below a 10 I would call a "dump stat".

    So, of my 30+ characters...

  • Zero have a Con above 12 (and less than six started with a Con of 12).
  • Two dumped Dex below a 12.
  • Zero (except the Clerics/Druids) have a Wis of 12 or more.
  • Six dumped Int below a 12.
  • Almost all have a Str below a 12.
  • About half dumped Cha below a 12 (often all the way to 7).
    -----------------------------------
  • none have taken Toughness.
  • Very few have HP as their Favored Class Bonus (unless they have a high INT and get over 5 Skill Point per level).
  • Only one has a Con-increasing item (he's the only one to have died, and he started with a 12 and died the game after buying the CON Belt).
    -----------------------------------
  • Only one of my PCs have ever died in PFS.
  • He was the one with the highest HP.
  • I've never had a character permanently die (*knocks on wood*) - though I have "retired" one.

    So, I'd have to say that avoiding getting hit is important to me. Probably #1. With "acting before the enemy" being a close #2. It's not uncommon for my PCs to have the best AC and INIT at the table (as well as other ways to avoid being hit).


  • Drahliana Moonrunner wrote:
    Andrew Christian wrote:
    Consider that a 10 vs 12 CON is literally 1 HP at first level and only 12 at twelth. The thought is you have less time to stabilize once you go negative. My experience in most character deaths, is that 1 HP per level wouldn't have mattered.
    It's also a lesser fort save and such other things. I've never settled for less than a 12 con in any character I've made for PFS or otherwise. There's also no point in maxing out a caster stat when your main role is buffing.

    A maxed out caster stat for a Human is 20, which gives an extra 1st level spell to prepare at level 1 (and up). It also gives you a +1 to some potentially important skills. A Bard also gets 1 more round of Bardic Performance.

    Also note that the difference between a 12 con and a 10 con is 3 hitpoints, since you get 1 more hitpoint and can go to -11 (instead of -9).


    Kitty Catoblepas wrote:
    Drahliana Moonrunner wrote:
    Andrew Christian wrote:
    Consider that a 10 vs 12 CON is literally 1 HP at first level and only 12 at twelth. The thought is you have less time to stabilize once you go negative. My experience in most character deaths, is that 1 HP per level wouldn't have mattered.
    It's also a lesser fort save and such other things. I've never settled for less than a 12 con in any character I've made for PFS or otherwise. There's also no point in maxing out a caster stat when your main role is buffing.

    A maxed out caster stat for a Human is 20, which gives an extra 1st level spell to prepare at level 1 (and up). It also gives you a +1 to some potentially important skills. A Bard also gets 1 more round of Bardic Performance.

    Also note that the difference between a 12 con and a 10 con is 3 hitpoints, since you get 1 more hitpoint and can go to -11 (instead of -9).

    Maxing to an 20 generally costs more than just the difference in Con. It means also generally taking lower dex, which means less initative, a lowered reflex save, and making hard decisions about every other stat.

    Scarab Sages 5/5

    Jared Thaler wrote:
    Nefreet wrote:
    Wei Ji the Learner wrote:
    Serisan wrote:

    Me: Arcanist guy, you're lookin' pretty scorched right now, yes?

    AG: Yeah, not doin' so hot.
    Me: Cool.
    Lich casts Quickened Magic Missile at the Arcanist.
    AG: Aaaaaaaand I'm dead.
    Thank you for reminding me to take a mental note in fights to have the GM-run opponents roll a Perception check to see who is injured to single out for targeting.
    I'm quick to remind GMs that it's a move action, myself.

    Shouldn't it be a heal check anyway?

    A dramatic wound is not always an incapacitating wound. Perception gets you the first one, heal gets you the second.

    my PCs will often use a Hat of Disguise to... confuse the issue. Dis-information is better that Dat-information. ;)

    Often it doesn't really matter though. Often the monsters never even notice. Though back in LG days I did have an enemy Sorcerer try to cast sleep on my elven wizard - 'cause she looked like a Human Paladin (and the Paladin had my other 'Hat' and looked like my Wizard)...

    Scarab Sages

    1 person marked this as a favorite.

    That reminds me of when some anti-paladins used smite good on my LN monk. The GM was disappointed when I told her that was unfortunate for them.

    Scarab Sages 5/5

    2 people marked this as a favorite.
    Drahliana Moonrunner wrote:
    Andrew Christian wrote:
    Consider that a 10 vs 12 CON is literally 1 HP at first level and only 12 at twelth. The thought is you have less time to stabilize once you go negative. My experience in most character deaths, is that 1 HP per level wouldn't have mattered.
    It's also a lesser fort save and such other things. I've never settled for less than a 12 con in any character I've made for PFS or otherwise. There's also no point in maxing out a caster stat when your main role is buffing.

    who's buffing?

    Hideous Laughter - "please lay down on the ground in front of my friend the fighter..."

    Hypnotism, charm person, grease just to name a few.

    and the fact that the 20 gives an extra spell available to cast...

    hay, I maybe be a CORE bard, but that doesn't mean I'm a BUFFING bard...

    Scarab Sages 5/5

    Drahliana Moonrunner wrote:
    Kitty Catoblepas wrote:
    Drahliana Moonrunner wrote:
    Andrew Christian wrote:
    Consider that a 10 vs 12 CON is literally 1 HP at first level and only 12 at twelth. The thought is you have less time to stabilize once you go negative. My experience in most character deaths, is that 1 HP per level wouldn't have mattered.
    It's also a lesser fort save and such other things. I've never settled for less than a 12 con in any character I've made for PFS or otherwise. There's also no point in maxing out a caster stat when your main role is buffing.

    A maxed out caster stat for a Human is 20, which gives an extra 1st level spell to prepare at level 1 (and up). It also gives you a +1 to some potentially important skills. A Bard also gets 1 more round of Bardic Performance.

    Also note that the difference between a 12 con and a 10 con is 3 hitpoints, since you get 1 more hitpoint and can go to -11 (instead of -9).

    Maxing to an 20 generally costs more than just the difference in Con. It means also generally taking lower dex, which means less initative, a lowered reflex save, and making hard decisions about every other stat.

    well... maybe.

    My wife has a starting 20 INT wizard with stats much like my Alchemists (who all normally start with a 20INT). We have to settle with a 16 DEX... (though my Alchemists will often drink a DEX Mutagen to get it up a 20 DEX, and a reduce person to add 2 more...

    Strength 10
    Dexterity 16
    Constitution 10
    Intelligence 20
    Wisdom 10
    Charisma 7

    Silver Crusade 4/5 5/55/55/5

    Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
    Drahliana Moonrunner wrote:
    Kitty Catoblepas wrote:
    Drahliana Moonrunner wrote:
    Andrew Christian wrote:
    Consider that a 10 vs 12 CON is literally 1 HP at first level and only 12 at twelth. The thought is you have less time to stabilize once you go negative. My experience in most character deaths, is that 1 HP per level wouldn't have mattered.
    It's also a lesser fort save and such other things. I've never settled for less than a 12 con in any character I've made for PFS or otherwise. There's also no point in maxing out a caster stat when your main role is buffing.

    A maxed out caster stat for a Human is 20, which gives an extra 1st level spell to prepare at level 1 (and up). It also gives you a +1 to some potentially important skills. A Bard also gets 1 more round of Bardic Performance.

    Also note that the difference between a 12 con and a 10 con is 3 hitpoints, since you get 1 more hitpoint and can go to -11 (instead of -9).

    Maxing to an 20 generally costs more than just the difference in Con. It means also generally taking lower dex, which means less initative, a lowered reflex save, and making hard decisions about every other stat.

    That's certainly true, but it's not the whole story. You're also subject to a case of diminishing returns as you invest in your secondary and tertiary ability scores.

    Take your typical 9-levels-of-spells arcane caster, a wizard. They care about intelligence, and... everything else is tertiary?

    Here's one possible 20-point buy with a 20 int:
    STR: 8 DEX: 12 CON: 14 INT: 20 WIS: 10 CHA: 8
    Here's an 18 int array:
    STR: 8 DEX: 14 CON: 14 INT: 18 WIS: 12 CHA: 10
    Maybe you're not a fan of Charisma? They have a good Will save, maybe they don't need the wisdom:
    STR: 7 DEX: 14 CON: 16 INT: 18 WIS: 10 CHA: 9
    Don't like dump stats?
    STR: 10 DEX: 14 CON: 14 INT: 18 WIS: 10 CHA: 10

    I just don't think, as a SAD caster, you get that much out of dropping your primary casting stat to 18 from 20. You can push Con from a 14 to a 16, sure, but it's not the difference between a 10 and a 16.

    Silver Crusade 4/5 5/55/55/5

    Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
    Drahliana Moonrunner wrote:
    Kitty Catoblepas wrote:
    Drahliana Moonrunner wrote:
    Andrew Christian wrote:
    Consider that a 10 vs 12 CON is literally 1 HP at first level and only 12 at twelth. The thought is you have less time to stabilize once you go negative. My experience in most character deaths, is that 1 HP per level wouldn't have mattered.
    It's also a lesser fort save and such other things. I've never settled for less than a 12 con in any character I've made for PFS or otherwise. There's also no point in maxing out a caster stat when your main role is buffing.

    A maxed out caster stat for a Human is 20, which gives an extra 1st level spell to prepare at level 1 (and up). It also gives you a +1 to some potentially important skills. A Bard also gets 1 more round of Bardic Performance.

    Also note that the difference between a 12 con and a 10 con is 3 hitpoints, since you get 1 more hitpoint and can go to -11 (instead of -9).

    Maxing to an 20 generally costs more than just the difference in Con. It means also generally taking lower dex, which means less initative, a lowered reflex save, and making hard decisions about every other stat.

    Another thing to keep in mind is that the relative utility of your stats is affected by how often you use them. If you're a MAD melee class and you're getting hit all the time, the equation's going to look a lot different than if you're a caster. Full casters like spells like invisibility, displacement, mirror image, fly, etc. that make AC and HP less useful because they get used much less frequently. On the other hand, that 20 int or wis or charisma helps with skills, DCs, extra spells per day, etc. that get used much more frequently. It's a longer-term investment but that doesn't make it a bad one.

    Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

    If anything it can be even more important than that for wizards.

    Remember, your caster stat also effects your concentration checks. At level 8, with 26 int (+4 headband and +2 from levels) it is nearly impossible for me to fail most concentration checks short of actively being grappled.

    Also the difference between 18 / 20 at first level is one 1st level spell, the difference between 24 / 26 at level 8 is one 4th level spell.

    Sczarni 5/5 5/55/5 ***

    Eh. I have primary casters with maxed out casting stats and multiple dumps and I have primary casters with okay casting stats and multiple other abilities.

    I think this discussion focuses more on the importance of Constitution.

    When I look at the various stats, most of them have different methods of being mitigated. Strength isn't necessary for Weapon Finesse builds or ranged characters. Dexterity can be subbed by Charisma is a few cases. Intelligence isn't as important if your base class has 8 skills/level (as my Int 5 Ninja will attest to). Wisdom can be shored up with having good Will progression, and possibly items/traits/feats/class abilities. Etc.

    But Constitution, as a focus for Fort saves and Hit Points, really doesn't have much ability to be substituted.

    Grand Lodge 5/5

    The Toaster wrote:


    My wife has a starting 20 INT wizard with stats much like my Alchemists (who all normally start with a 20INT). We have to settle with a 16 DEX... (though my Alchemists will often drink a DEX Mutagen to get it up a 20 DEX, and a reduce person to add 2 more...

    Strength 10
    Dexterity 16
    Constitution 10
    Intelligence 20
    Wisdom 10
    Charisma 7

    Wayang?

    Scarab Sages 5/5

    Joe Ducey wrote:
    The Toaster wrote:


    My wife has a starting 20 INT wizard with stats much like my Alchemists (who all normally start with a 20INT). We have to settle with a 16 DEX... (though my Alchemists will often drink a DEX Mutagen to get it up a 20 DEX, and a reduce person to add 2 more...

    Strength 10
    Dexterity 16
    Constitution 10
    Intelligence 20
    Wisdom 10
    Charisma 7

    Wayang?

    Elf, so 10, 14(+2), 12(-2), 18(+2), 10, 7 (thanks for asking!)

    Click on Toaster above and see what he's like now (at 12th level)

    The +5 INT at 1st had his Bomb Splash damage up to a 6 (or 3 with a good reflex save).

    Grand Lodge 5/5

    The Toaster wrote:
    Joe Ducey wrote:
    The Toaster wrote:


    My wife has a starting 20 INT wizard with stats much like my Alchemists (who all normally start with a 20INT). We have to settle with a 16 DEX... (though my Alchemists will often drink a DEX Mutagen to get it up a 20 DEX, and a reduce person to add 2 more...

    Strength 10
    Dexterity 16
    Constitution 10
    Intelligence 20
    Wisdom 10
    Charisma 7

    Wayang?

    Elf, so 10, 14(+2), 12(-2), 18(+2), 10, 7

    Click on Toaster above and see what he's like now (at 11th level)

    The +5 INT at 1st had his Bomb Splash damage up to a 6 (or 3 with a good reflex save).

    Math comes out the same for either. Just guessing.

    10, 14(+2), 10, 18(+2), 12(-2), 7

    Scarab Sages 5/5

    Joe Ducey wrote:
    The Toaster wrote:
    Joe Ducey wrote:
    The Toaster wrote:


    My wife has a starting 20 INT wizard with stats much like my Alchemists (who all normally start with a 20INT). We have to settle with a 16 DEX... (though my Alchemists will often drink a DEX Mutagen to get it up a 20 DEX, and a reduce person to add 2 more...

    Strength 10
    Dexterity 16
    Constitution 10
    Intelligence 20
    Wisdom 10
    Charisma 7

    Wayang?

    Elf, so 10, 14(+2), 12(-2), 18(+2), 10, 7

    Click on Toaster above and see what he's like now (at 11th level)

    The +5 INT at 1st had his Bomb Splash damage up to a 6 (or 3 with a good reflex save).

    Math comes out the same I think for either. Just guessing.

    yeah, he would likely have been a Wayang, but the race was not available when he (and my wife's Wiz) was first played...

    and I do some Tieflings that are real close to this...

    1/5 5/5

    Pathfinder Starfinder Roleplaying Game Subscriber
    Imbicatus wrote:
    That reminds me of when some anti-paladins used smite good on my LN monk. The GM was disappointed when I told her that was unfortunate for them.

    There was a Season Six scenario where there was a *glut* of, I want to say anti-paladin.

    They all went after my follower of Irori, who can't get any more neutral, and they all lay on the smite.

    *mass hilarity ensues for the table, including the GM, especially when my slayer/cleric started using Improved Unarmed strike to subdue them...*

    Shadow Lodge 4/5

    IIRC, the quickened magic missile is part of the enemy's tactics. Just the kind of thing an insane millennia-old necrowizard(RIP Seth) would think of.

    3/5

    trollbill wrote:

    I've had a rule for Wizards that stretches all the back to 1st Edition:

    "If you can't survive your own Fireball. You have a problem."

    My wizard plays with front liners that could not survive his fireball...

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