One class campaign.


Advice

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Drahliana Moonrunner wrote:
Saldiven wrote:
An all wizard party could be interesting. Be a bit challenging at early levels, but could be pretty insane later on.
To be more accurate... it'd be a bit Fatal at early levels.... unless the DM is pulling a lot of punches, Wizards simply don't frontline or heal very well, especially at the early levels.

If a couple of them had acadamae graduate, they'd be able to quickly summon meat shields to help keep them from harm.


Melkiador wrote:
Drahliana Moonrunner wrote:
Saldiven wrote:
An all wizard party could be interesting. Be a bit challenging at early levels, but could be pretty insane later on.
To be more accurate... it'd be a bit Fatal at early levels.... unless the DM is pulling a lot of punches, Wizards simply don't frontline or heal very well, especially at the early levels.
If a couple of them had acadamae graduate, they'd be able to quickly summon meat shields to help keep them from harm.

I've been in...basically...one of these parties..if you all win inits and end the fight on round one you dont need to heal or frontline.


Maybe Four Eldritch Knights. You can kind've cheat with stats and minor bonuses for a few levels, and Spells get better as fighting gets worse. Some schools and traits help with bonuses.

Maybe a bunch of Mediums. Seems fun. If you primarily go STR based and CHA secondary switching spirits isn't really a problem. You can all get racial proficiencies.

So you can take turns being the healer! :p


Ryan Freire wrote:
Melkiador wrote:
Drahliana Moonrunner wrote:
Saldiven wrote:
An all wizard party could be interesting. Be a bit challenging at early levels, but could be pretty insane later on.
To be more accurate... it'd be a bit Fatal at early levels.... unless the DM is pulling a lot of punches, Wizards simply don't frontline or heal very well, especially at the early levels.
If a couple of them had acadamae graduate, they'd be able to quickly summon meat shields to help keep them from harm.
I've been in...basically...one of these parties..if you all win inits and end the fight on round one you dont need to heal or frontline.

I count two big IFs in that paragraph... in other words, if you are exceptionally lucky, it works.


Or If you have a diviner who takes improved initiative and a decent dex, then throws out a high or no save dc hindrance spell. Win init color spray, win init sleep works for a decent time low level.


I had an ifrit diviner (arcanist archetype) with improved initiative, wildfire heart, greensting scorpion, a cracked Dusty Rose Prism (Ioun Stone) and a good dex score (18 iirc). He often won initiative.

If the full group were ifrit wizards, arcanists, witches or sorcerers they could easily get 12+ base initiative with the racial+feat+familiar+dex. If they then all take firesight they can make good use of smoke and fire for a major tactical advantage.

Dark Archive

Whisperknives wrote:
Stats are 18, 16, 14, 14, 12, 10.

Whot? Is that 39 points worth of abilities?

I find it somewhat intriguing that you feel the need for such a high power level for your game. Where does this need come from?


the David wrote:
Whisperknives wrote:
Stats are 18, 16, 14, 14, 12, 10.

Whot? Is that 39 points worth of abilities?

I find it somewhat intriguing that you feel the need for such a high power level for your game. Where does this need come from?

its a fairly normal stat array.....


Lady-J wrote:
its a fairly normal stat array.....

Not in my experience, standard in PF is generally either 15, 14, 13, 12, 10, and 8, or 20 point-buy.


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Lady-J wrote:
the David wrote:
Whisperknives wrote:
Stats are 18, 16, 14, 14, 12, 10.

Whot? Is that 39 points worth of abilities?

I find it somewhat intriguing that you feel the need for such a high power level for your game. Where does this need come from?

its a fairly normal stat array.....

"I do not think it means what you think it means..."


Milo v3 wrote:
Lady-J wrote:
its a fairly normal stat array.....
Not in my experience, standard in PF is generally either 15, 14, 13, 12, 10, and 8, or 20 point-buy.

with that array you are barely better than a commoner and 20 point buy should be considered low fantasy with 25 being standard fantasy 30 being high and 35 being epic.


No, in Pathfinder, 10 is low fantasy, 15 medium, 20 high and 25 epic. Your figures match 3.5, but point-buy there had different rules, iirc starting lower.

Commoners get 10s and 11s or a max of 13 and a min of 8. An array starting with 15 was considered an elite array back in 3.5.


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I've frequently given out arrays of 18, 16, 14, 12, 10, 8 before with the rule that you can't start with a stat above 18. It's a lot of points in point buy but basically comes down to "put your stats in order of importance". I personally have no problem with high powered PCs, since I'm there to enable them to experience a story not to try to kill them.

"I dumped 3 stats to get a 20" annoys me a lot more than "I have an extra +1 to hit".


PossibleCabbage wrote:

I've frequently given out arrays of 18, 16, 14, 12, 10, 8 before with the rule that you can't start with a stat above 18. It's a lot of points in point buy but basically comes down to "put your stats in order of importance". I personally have no problem with high powered PCs, since I'm there to enable them to experience a story not to try to kill them.

"I dumped 3 stats to get a 20" annoys me a lot more than "I have an extra +1 to hit".

We used to do 18, 16, 14, 12, 10, 8 in 3.5 all the time, but after half a dozen PF AP's, we've realized why the recommendation is in the 20-point range (we started with the recommendation because we wanted to try out playing in straight in good faith.) And the truth is that we've found that we actually enjoy the more limited attribute set because it increases reliance on your other party members - at least in our opinion.


our club runs with 4d6 reroll 1s,2s and drop lowest with your highest roll becoming an 18 if no 18 was rolled but their all custom campains not APs


Dragonchess Player wrote:
Lady-J wrote:
the David wrote:
Whisperknives wrote:
Stats are 18, 16, 14, 14, 12, 10.

Whot? Is that 39 points worth of abilities?

I find it somewhat intriguing that you feel the need for such a high power level for your game. Where does this need come from?

its a fairly normal stat array.....
"I do not think it means what you think it means..."

In the games we play in, that is not going to make much difference.

We generally fight things of +4 CR or triple the number of things we should and our gm more than doubles their hp.

Ex. In the last campaign we were level 12, the fight before the boss consisted of a CR 16 shadow dragon with 2500 hp, 4 level 13 necromancers with 300 hp each, and 300 CR 2 skeletons.

The fight lasted 5 rounds, 1 of those rounds was nothing but the wizard casting a spell and the rest of us closing.


I've joked with some friends before about making a party consisting entirely of golem bards of various types.

Stone golems: Hard Rock band
Iron golems: Heavy Metal band

And so forth.

Dark Archive

Whisperknives wrote:


I am toying with the idea of running a game with 5 players from level 1 to 20, Hoeven all 5 players will be of the same class.

The question is, which classes and archtypes work the best.

I can easily see a group of 5 clerics working as a group.

Same with 5 oracles, druids, bards, and vigilantes.

I am leaning toward alchemists, but am open to ideas for other classes.

Stats are 18, 16, 14, 14, 12, 10.
Alignments do not exist so neither do their requirements.
Any non oddball race 16 points or under works.
3rd party is fine within reason, ex. Most archtypes are fine unless they are built around using assault rifles or something.

Any ideas on class and archtype combinations?

Oracles have the most variety. You can have one be the face and knowledge person, one be a blaster,one be a trapfinder, one be melee, and they can all heal and buff. I would say a life oracle, and elf lore (ancient lorekeeper) oracle, a heavens oracle, a metal oracle, and a lunar (seeker) oracle.

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