| Yoshu Uhsoy |
We have a small group, only three people. My friend is a gamemaster and I am the veteran player, our other player is a newbie. Meaning they have never played pathfinder or even an rpg before.
My guess is he will probably play a more basic class, eg. some melee like fighter. I will help guide him along and try to make the game interesting for him.
My dilemma is I dont know what clas to play, my go to class is wizard for most campaigns but since my old group split (Only dm and I still). But I don't want to completely overshadow my friend because I want him to have a good time (Playing wizard for three years sure lets you know how to min/max them) but I also don't want the campaign to flop. Meaning if I don't play a more powerful class we might not do so well.
I was thinking about trying bard, I have played one once before and it is quite fun, I know he won't really overshadow, at least not like a full caster but I am worried he won't be able to "carry" that well. Would he be ok to play?
If not bard or wizard do you guys have any suggestions? I want them to be able to cast magic at least somewhat, so no melee based fighters like fighter or barb (I don't count them as casting magic).
Thanks - Yoshu
ShadowDax
|
Bard might be too under-powered and the +1 from your performance might be forgotten by your noob friend anyway. A power class such as magus maybe, uses both fighter and wizard concepts and has fire power.
You would know the spells by heart and it lets you get in the mix. On the other hand to off set your low numbers you might try two characters and let your friend play one character.
| Yoshu Uhsoy |
With just two players, the DM will have to adjust encounters for balance anyway, or you are totally hosed.
I'd try bard, or a divine caster. Cleric's got hitting power, and decent support spells including summons.
Was definetly thinking of oracle or cleric, because I coupd buff/support and also have utility and combat ability but not overshadow.
He won't adjust it, and that is because I don't want him to. Before any of our groups we would play together just him the dm and me the player. I am quite used to soloing and I know how to play around the lack of players.
| Yoshu Uhsoy |
Bard might be too under-powered and the +1 from your performance might be forgotten by your noob friend anyway. A power class such as magus maybe, uses both fighter and wizard concepts and has fire power.
You would know the spells by heart and it lets you get in the mix. On the other hand to off set your low numbers you might try two characters and let your friend play one character.
Thanks for the suggestion but I HATE arcane gish's. Not really sure why, because divine ones are fine but I just don't like the magus (Note: I don't really consider the bard a arcane gish.
| SmiloDan RPG Superstar 2012 Top 32 |
Druid. The pet will help with melee, and you can heal and blast and buff, etc.
Have the newbie play a ranger or slayer. Skills and 2 good save and good at fighting, little to no magic. Less boring than a fighter, and more guided (you pick a combat style and then choose from 4 or 5 feats, as opposed to picking from 1000+ combat feats).
In my experience, lots of newbies like to Climb stuff and be Stealthy. Perception and Survival can be used a lot, too, and give the newbie a reason to have an above average Wisdom score, and that shores up their poor Will saves.
| Yoshu Uhsoy |
Druid. The pet will help with melee, and you can heal and blast and buff, etc.
Have the newbie play a ranger or slayer. Skills and 2 good save and good at fighting, little to no magic. Less boring than a fighter, and more guided (you pick a combat style and then choose from 4 or 5 feats, as opposed to picking from 1000+ combat feats).
In my experience, lots of newbies like to Climb stuff and be Stealthy. Perception and Survival can be used a lot, too, and give the newbie a reason to have an above average Wisdom score, and that shores up their poor Will saves.
Was thinking of showing him the ranger, thought it would be cool
And while I like tue concept of the druid, every time I play one I want to kill myself. They are so BORINGGGGGG. I really do want to like them, but I end up playing wizards instead.
How would oracle be instead? I really love the class fluff and it is a full caster.
| SmiloDan RPG Superstar 2012 Top 32 |
Oracle or shaman are good. I think both have options for pets, too, if you need some more meatshields.
Oracles are very flavorful, and they can usually cover the basic cleric stuff (healing) as well as some auxiliary wizardly stuff (blasting, buffing, de-buffing, and battlefield control), and have 4+ skill points, so they can be minor skill monkeys.
(I like druids. They're so versatile! They can do something fun and interesting and different in every fight and encounter.)
EDIT:
Talk to your GM about _Ozy_'s suggestion. We ran a campaign with 3 PCs and each of us also ran an NPC henchman warrior. It was really fun, and since the warrior class is really basic, their turns in combat didn't take too long. Mine used a heavy crossbow, so pretty much every other turn was "I reload my crossbow." Easy peasy. It also gave the campaign an old school 1st Edition feel.
| Yoshu Uhsoy |
You might want the flexibility of a cleric over an oracle when it comes to spell selection. 2 players isn't necessarily 2 characters, anyone going to take leadership or get some other bodies on the field? Play multiple characters?
Yah, I know.
But I love oracles fluff and I know some builds that can give me charisma, saves, and initiative in the couple hundreds.
calagnar
|
My top suggestions for both of you. Having started more then a few games with two players. Having a extra target for damage at low levels. Is something you will need or their is a good chance of a party wipe. The first few encounters.
To cover multiple roles.
1: Ranger (Urban Ranger), or Slayer
Combat with the ability to handle traps.
2: Druid
Animal Companion to help with combat, and best Utility caster.
If your friend can handle a more advanced character.
Two hunters that have the same team work feat's. A friend of mine and I did this for giant slayer. The lack of social skills was the only problem we ran in to. We could both heal, and having 4 targets for damage makes a big difference.
| BadBird |
A hybrid Cleric, Shaman or Oracle could be effective in multiple roles.
A Cleric with one level of Unchained Monk can do some serious damage with unchained flurry and a weapon, while also being effective with spellcasting and tough to take down. You can even use Guided Hand to stack WIS for melee, spellcasting and AC, and then use flurry with Crusader's Flurry.
An Oracle using one of the revelations that lets you use CHA for dodge AC can also be very strong with both combat and casting.
The main thing with hybrid divine builds is that you do generally want to cast Divine Favor or Power; assuming you can manage that single short-term buff spell, they can be very strong combat characters. On the casting side, it's not difficult to add powerful arcane spells like Confusion or Glitterdust to their list by using the right Domains or Revelations or Archetypes.
| Gray |
So bard is too weak for a two man campaign?
Will need a full caster? Preferably Cleric/Oracle?
Much of that answer will depend on your DM. If it were me, I'd adjust encounters down to accommodate a two man group.
If you wan to replicate the abilities of a 4 PC group, I'd mirror what has been said above. Have your friend play a character that is versatile like a ranger with an animal companion. You can play a druid with a companion, or a wizard who supports and summons monsters to distract enemies.
I'd agree that a bard isn't the best in a two man group. They are great support players, but won't be as good as other options.
| BadBird |
Incidentally, if your problem with arcane gishes is a problem with the Magus, you certainly don't need to go Magus to have an interesting and powerful caster/battle hybrid. You could do something like:
Elven Hwicca-Warrior
Lore Warden Fighter 1/ Strength Patron Hedge Witch 6/ Eldritch Knight
Elf: 13STR, 15/17DEX, 14\12CON, 15/17INT, 10WIS, 8CHA
Traits: Fate's Favored, Magical Knack, Wayang Spellhunter: Ill Omen / Drawback: Paranoid
1LW. Weapon Finesse / +F: Elven Battle Training
2HW. *HEX: Cauldron*
3HW. Elven Battle Style / *HEX: Flight*
4HW {+1DEX}
5HW. Power Attack / *Spontaneous Healing*
6HW
7EK. Elven Battle Focus / +EK: Weapon Focus: Elven Curved Blade
8EK {+1INT}
9EK. Quicken Spell
10EK
11EK. Weapon Specialization: Elven Curved Blade / +EK: Improved Critical: Elven Curved Blade
Since Strength Patron Witch gets access to both Divine Favor and Heroism, you've got no issues at all with accuracy. Elven Battle Focus will add 1.5xINT to damage with an elven curved blade, so between that, Power Attack and Divine Favor, damage gets huge. With good DEX and Mage Armor (or eventually an enchanted silken ceremonial armor) AC is pretty good; throwing on the min/level Ironskin spell will make you a tank.
Thanks to Hedge Witch, you can spontaneously convert spells into healing spells if you really need to; and the Cauldron Hex lets you brew potions.
For offensive spellcasting, the Witch can use Ill Omen (and eventually Quickened Ill Omen) to completely mess with a single target, and they have access to things like Glitterdust and Confusion to sow chaos. Spellcasting levels are at Wizard -2, so they're still quite strong; Magical Knack means that you've got no loss of caster level.
| Boomerang Nebula |
If it were me I would probably go cleric of Abadar with the nobility and travel domains. At level seven use the cohort to plug any obvious gaps. Focus on summoning, buffing and healing in that order and negotiate with the GM to come up with a decent list of summons for the sacred summons feat.
I would always keep within one movement action of my companions and domain spells like dimension door and teleport would primarily be used to help the party escape from sticky situations.
Edit: regarding the other player, I wouldn't steer them towards any particular class but I would help them build whatever concept they wanted.
| Tinalles |
RotRL with just two is going to be tough. Having a newbie in the mix is going to make it tougher. OP, please point your GM to this post.
If both players were experienced, I would suggest gestalt, or mythic tiers, or both. Gestalt would address the problem of covering the needed party roles, because you'd have the abilities of 4 characters wrapped up in 2. Mythic would address the problem of having fewer actions than normal, because the whole system is saturated with ways to do more stuff in one turn.
However, with a newbie as one player, however, that level of complexity is much too great. The new player needs to enjoy the game, and very few people enjoy getting drowned in complexity. Learning the game is hard enough as it is without bolting on secondary classes or mythic stuff.
So, if I were running RotRL for two, I would:
1) Give both players excellent stats. Probably roll 1d10+8 for each ability, generate two sets of stats, and pick one set.
2) Maximum hit points at every level. That includes any animal companions in the group.
3) A free teamwork feat at level 1, 6, 11 and 16. Naturally both players have to take the same feat. I'd suggest Stealth Synergy and Outflank. If both players agree that there aren't teamwork feats they both want at those levels, they can take a regular feat instead.
4) Hero points, as in the APG: 3 per level, and you can use 2 of them to cheat death. I'd be generous in giving out replacement hero points between levels if you do something cool. Use physical tokens for these so the players don't forget that they have them. I use some Fate tokens I got in a Kickstarter that Campaign Coins ran a while ago for this.
That would help a good bit without over-complicating things. If it still proves too difficult I might make further adjustments, like, say, increasing all of their base saving throws to a "fast" progress, like a monk of the same level.
In terms of specific changes to RotRL:
Build in options that let you, the GM, end an encounter without killing the party. This could be friendly NPCs who can jump in to lend a helping hand if things go south, or it could be giving your villains a reason to take the PCs alive. It could be that the enemies have internal rivalries that break out into open conflict in the middle of a fight, giving the PCs a chance to disengage (or clean up the survivors). It could be that the villains weren't fighting to kill in the first place, but were instead just trying to delay the party while something else happened. In extreme cases, perhaps a friendly deity (or an appropriate representative, such as a herald) gives them one free resurrection or dispatches a helpful angel to heal them.
Book 1: Erylium is way too much for a party of 2. My party of 5 had difficulty with her. Her flight neuters melee types. Her AC pretty good, her DR will absorb a lot of damage, and she has fast healing. Her spells are optimized for crowd control, which can be deadly with a "crowd" of two and backup from sinspawn and summoned beasties. She needs nerfing. I'd take away her DR, and have her reserve Hold Person and Slumber for when she's trying to flee to avoid dying.
Book 2: Xanesha is way overpowered for two. My party of 5 required direct divine intervention by Sarenrae to avoid a TPK, and Xanesha still got away. I strongly recommend doing the "sister swap" -- have them face Lucretia in Magnimar, and Xanesha at Fort Rannick. Avoid using Xanesha's petrification mask or other save-or-suck spells, but just facing her in a room where she can't fly away rather than atop the clock tower will make things a lot easier.
Book 3: No one encounter really stands out for sheer difficulty here, but the sheer numbers of opponents starts to become a problem. Consider making the ogres/giants fewer in number, or heavily wounded (perhaps the Black Arrows put up a fiercer fight than originally written). If your players work out ways to divide and conquer, say by luring smaller batches of ogres into ambushes or traps, let those work.
Book 4: Again, the sheer number of opponents is likely to be trouble, but it's harder to reduce the number of foes here. It makes sense for Mokmurian to have tons of minions. It would not make sense to have a huge fortress half empty. Instead, reduce the HP of the mooks considerably. Keep the lamia priestesses at full strength, but remove one of them. Give the party someplace comparatively safe they can rest, because they will absolutely neeed to rest, probably multiple times. Consider giving Conna a few sympathizers among the stone giant mooks whom she could turn away from Mokmurian with a well-timed plea, thus giving the party some backup. Mokmurian himself is going to be a really, really tough fight with just two. His tactics as written are designed to slow down a party of 4+ so that he can pound on them with spells. You can't afford to run this one as written, because chances are excellent that he will crush them like bugs.
Book 5: As written, the adventure is a series of small dungeon crawls. Make it much more political. Have factions willing to talk with the PCs or maybe even ally with them. If the PCs can foment war between different wings of Runeforge, they don't have to tackle the entire place by themselves. Be careful with Delvahine; if the party winds up as dominated sock-puppets for her, have her learn that Karzoug has awakened. Then she can use the PCs as tools to help her escape Runeforge in order to go wake up Sorshen, or try to.
Book 6: I don't know Book 6 as well as the others, since my party just started Book 5. However, Karzoug will need a LITTLE bit of nerfing, but not a lot. Take away his blue dragon minion inside the Eye of Avarice, for one thing. Karzoug PLUS a dragon is too much for 2 people even if they are total badasses by that time. But he's also the end boss of the whole adventure, so you can't nerf him too much. It needs to be a hard fight.
Don't reduce the treasure as they go through. Part of the benefits of playing a smaller group is that there are fewer people to equip, and they therefore get better gear. They'll need it.
Know your players and your PCs. If you can tell that something in the adventure would totally screw them over, nerf it. If things get hairy, consider adjusting in their favor on the fly. The environment is always under your control. For example, maybe it starts to rain before a fight so that you can reduce the range at which enemies can engage, and possibly arrange for an enemy spellcaster to be struck by lightning in the middle of casting a particularly deadly spell.
Prepare for death. Sometime after the first few sessions, ask the two players to create secondary PCs, and run a one-shot side quest for those two PCs that introduces the new PCs to the plot and to the main PCs. After the one-shot, have the two secondary PCs go off-screen to accomplish some task related to the main plot. The secondary PCs keep step with the main PCs in level, and send messages or put in occasional brief appearances. If one of the main PCs dies irretrievably, then the player can step in with their secondary PC almost immediately, and the new PC will not only be familiar to the surviving member of the original party, but already have a connection to the plot. This is easier than trying to come up with an entirely new level 12 PC who appears out of nowhere and has to scramble to invent a narrative justification for suddenly wanting to go up against Karzoug.
Lastly, GM'ing for a smaller group can be a lot of fun! With fewer players at the table, the action moves a lot quicker. People spend less time waiting for their turn, which tends to encourage focus on the game. Fewer players means a smaller likelihood of people getting distracted with social chit-chat unrelated to the game. Basically, smaller groups make it easier to establish and maintain immersion. In my experience, that improves the game a lot. The players become more invested in the outcome of the game, and develop deeper more complex relationships with NPCs. It's easier to give each PC "screen time" in the form of custom sub-plots and side-quests when there are fewer players. My time spent GM'ing for a soloist over the last five years has been the most rewarding experience of my GM career. So embrace the challenges, the payoff is worth it.
| Darkened Orange |
RotRL with just two is going to be tough. Having a newbie in the mix is going to make it tougher. OP, please point your GM to this post.
If both players were experienced, I would suggest gestalt, or mythic tiers, or both. Gestalt would address the problem of covering the needed party roles, because you'd have the abilities of 4 characters wrapped up in 2. Mythic would address the problem of having fewer actions than normal, because the whole system is saturated with ways to do more stuff in one turn.
However, with a newbie as one player, however, that level of complexity is much too great. The new player needs to enjoy the game, and very few people enjoy getting drowned in complexity. Learning the game is hard enough as it is without bolting on secondary classes or mythic stuff.
So, if I were running RotRL for two, I would:
1) Give both players excellent stats. Probably roll 1d10+8 for each ability, generate two sets of stats, and pick one set.
2) Maximum hit points at every level. That includes any animal companions in the group.
3) A free teamwork feat at level 1, 6, 11 and 16. Naturally both players have to take the same feat. I'd suggest Stealth Synergy and Outflank. If both players agree that there aren't teamwork feats they both want at those levels, they can take a regular feat instead.
4) Hero points, as in the APG: 3 per level, and you can use 2 of them to cheat death. I'd be generous in giving out replacement hero points between levels if you do something cool. Use physical tokens for these so the players don't forget that they have them. I use some Fate tokens I got in a Kickstarter that Campaign Coins ran a while ago for this.
That would help a good bit without over-complicating things. If it still proves too difficult I might make further adjustments, like, say, increasing all of their base saving throws to a "fast" progress, like a monk of the same level.
In terms of specific changes to RotRL:
[spoiler=Super Sekrit Campaign stuff, no...
I'm not op, but I am attempting to solo rotrl, which class would you reccomend.
?| Tinalles |
If you're planning to solo it more or less as written, you need to be everything and do everything. I'd strongly recommend asking your GM to let you make a gestalt character. That opens up lots of powerful options, such as:
druid/rogue: only 3/4 BAB, but all good saves, nine level casting (including healing spells!), full-progression sneak attack, and your animal companion makes a good built-in flanking buddy. There aren't very many traps, but you could deal with the ones that do exist. Wild shape can both be very powerful for combat, and also for scouting purposes.
monk/sorcerer [empyreal bloodline]: 3/4 BAB, but increases to full BAB for purposes of flurry of blows. All good saves, plus as you gain levels eventually you start getting straight-up immunities to many things from the monk side. 9th level arcane casting. Pump the heck out of your Wisdom, as it will govern both your spellcasting and many of your monk abilities, plus count as extra AC.
If your GM would prefer not to do gestalt, consider something like this:
Race: dwarf; alternate racial trait Giant Hunter (replaces Hatred).
Class: druid, with the Goliath Druid archetype.
Burn a feat for heavy armor proficiency and get yourself a set of stoneplate, preferably masterwork so you can get it enchanted later. It's not metal, so you can wear it as a druid. Once you learn to wild shape into the form a giant yourself, this will resize itself automatically rather than melting into your form, because you're just a bigger you rather than a whole new shape.
At level 5, dip one level of Ranger and take the feat Shapeshifting Hunter, which lets you count Druid levels as Ranger for purposes of picking out favored enemies. I recommend putting most of your favored enemy advancements into Humanoid (giant).
Personally, I would use the druid spellcasting primarily for buffs, healing, and utility, meaning you don't have to pump your Wisdom TOO very high. That allows you to focus on Strength and Constitution Quicken Spell will be very helpful at higher level for getting buffs in place.
Your reflex save will not be great. However, your fort and will saves will be good, which is important. Failing a reflex save generally means you take more damage. Failing a fort save or a will save generally means something worse, like being petrified, or dominated.
Your level in ranger gets you martial weapon proficiency, which means you can use a dwarven waraxe for melee, and carry a longbow in case you're forced to engage at range.
About the time that giant-based creatures really start showing up, you'll be a lean, mean, giant killing machine. There are other creatures in the AP too, of course, but those show up an awful lot.
Work closely with your GM. A soloist has a hard job cut out for them, and your GM probably understands that, so talk with them about what you need and what you want. They will very likely be adjusting the campaign based around what capabilities you have.