Can't choose between two characters...


Advice


I'm having some trouble choosing between two characters for a home-campaign that is starting up. So I'm putting two character concepts out here in the hope that someone can help me choose between the two...

Campaign Setting and Rules:

Setting
For this campaign, roughly two centuries ago a disaster struck. Several words and planes were violently merged together. The ensuing chaos and destruction toppled civilizations, led to the extinction of races, the dead began to rise in large numbers, and for several decades caused all arcane magic to ceased to function properly. Now, on this world, reality has settled, magic is working again, and the geography is set. However, the question on the minds of all of the survivors is 'what happened' and 'what can be done to stop this from happening again?'

We have been warned that there will be alot of undead and drow in this game. Have also been told that evil is allowed, but no stupid evil.

Rules
lvl 3 start
20pt buy
May make own race using race builder for 15RP. Can use the race builder to 'upgrade' existing races that are below 15RP.

Character 1:

Race Dark Elf (not drow...just less than pristine elves)
Type Humanoid (elf) 0 RP
Size Medium 0 RP
Base Speed Standard 0RP
Ability Score Modifiers Advanced (+4 Dex, -2 Con, +2 Int, +2 Wis, +2 Cha) 4RP
Languages Standard 0RP
Defensive Traits
* Defensive Training 4RP
* Lucky, Lessor 2RP
* Elven Immunities 2RP
Offensive Traits
* Weapon Familiarity 1RP
Senses Traits
* Darkvision 2RP
* Light Sensitivity -1RP
* Fast 1RP
Total: 15RP

Unchained Shadow Walker Rogue
http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo-rogue-a rchetypes/shadow-walker-rogue-archetype/
Str (13) Dex (18) Con (12) Int (14) Wis (15) Cha (14) HP (30) Fort (+4) Ref (+10) Will (+5, +2 vs enchantments) AC (21/16/15) Movement (45ft) Darkvision (80ft) Initiative (+5)

Neutral Evil

Combat with power attack
To Hit: 1d20+6
Damage: 1d10+9 (+2d6 sneak attack)

Traits
* Fate's Favored (+1 all luck bonuses)
* Trap Finder (+1 disable device and can disarm magical traps)

Feats
Lvl 1: Tribal Scars (+6 HP, +5ft movement speed, +2 acrobatics)
Lvl 3: Power Attack

Rogue
* Finesse Training (dex to hit and dex to damage with elven curve blade)
* Evasion
* 2d6 sneak attack

Expanded Sight
* At 1st level, a shadow walker gains darkvision with a range of 30 feet. If he already has darkvision, the range of his darkvision increases by 10 feet.
* When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of his darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if he has it.

Illumination Sense
* At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half his rogue level and can spend illumination points to use certain spell-like abilities. As long as he has at least 1 illumination point, he can cast light at will.
* He can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, he can see through the deeper darkness he creates, and does not take penalties for light sensitivity in the area of his own daylight.

Piratical Skills
* Perception: 3 skill points (+9)
* Stealth: 3 skill points (+10)
* Disable Device: 3 skill points (+12)
* Acrobatics: 3 skill points (+12)
* Profession-Pirate: 3 skill points (+8)
* Use Magic Device: 3 skill points (+8)

Talking Skills
* Diplomacy: 3 skill points (+9)
* Bluff: 3 skill points (+9)
* Intimidate: 3 skill points (+8)
* Sense Motive: 3 skill points (+9)

Equipment
* Masterwork Thief Tools
* Fighter's Kit
* Masterwork Elven Curve Blade
* +1 Mithril Chain Shirt
* Embedded cracked dusty rose prism ioun stone (+1 initiative)
* Embedded cracked Mulberry Pentacle ioun stone (+1 bluff and diplomacy)
* Embedded cracked Dark Blue Rhomboid ioun stone (+1 sense motive and perception)
* 61 gold

Level Plan
* Lvl 4: +1 Wis, Favored Illumination normal light, Minor Magic, Debilitating Injury
* Lvl 5: Arcane Strike (+2 damage), Rogue's Edge, 3d6 sneak attack
* Lvl 6: Gloom Magic
* Lvl 7: Greater Gloom Magic, Sneak Attack 4d6
* Lvl 8: +1 Dex, Major Magic
* Lvl 9: Furious Focus, Sneak Attack 5d6
* Lvl 10: Dispelling Attack
* Lvl 11: Improved Critical (if he doesn't have a keen weapon by then), Finesse Training (daggers for throwing), Sneak Attack 6d6
* Lvl 12: Blinding Critical, +1 Dex
* Lvl 13: Sneak Attack 7d6, Toughness

The idea here is being an unchained rogue beat-stick. Power attack coupled with sneak attack. Eventually use the class to drop deeper darkness on enemies, as if I can see them and they can't see me...well, that makes for easier fights.

RP wise, this was an elven corsair. Think elven vikings. Raid and pillage during the winter months, come back in time for the harvest. Young corsairs ritually scar themselves after their first raid as a mark of social prestige. Personality wise, charming, intelligent, and pretty much devoid of morals. Was going to RP his backstory off as him leaving his people behind to act as a mercenary/assassin/adventurer.

I am worried though that as a straight rogue, he will be 'underpowered' compared to the casters when they start, and later on will be completely left in the dust.

Character 2:

Race Hell-Broken Aasimar
Type Outsider Navitve 3RP
Size Medium 0 RP
Base Speed Slow -1RP
Ability Score Modifiers Advanced (+4 Wis, -2 Cha, +2 Str, +2 Dex, +2 Con) 4RP
Languages Standard 0RP
Racial Traits
* Flight (40ft movement, poor) 6RP
Defensive Traits
* Celestial Resistances 3RP
* Lucky, Lessor 2RP
Weaknesses
* Elemental Vulnerability Fire (-2 RP)
Total: 15RP

Arsenel Champion Warpriest of Lythertida (empyeral lord of idealism, potential and young death)

Str (18) Dex (12) Con (16) Int (12) Wis (19) Cha (5) HP (30) Fort (+8) Ref (+3) Will (+9) AC (20/11/19) CMD (17) Initiative (+3) Landspeed (20ft) Flyspeed (30ft)

Combat with Divine Favor and Power Attack
To Hit: +11 (+13 bull's strength)
Damage: 2d6+12 (+15 bull's strength)

Traits
* Fate's Favored (+1 luck bonuses) - faith
* Clever Wordplay (int for diplomacy) - social
* Honeyed Tongue (+1 diplomacy and class skill) - regional
* Reactionary (+2 initiative) - combat

Feats
Lvl 1 Class: Improved Unarmed Strike (1d6)
Lvl 1 Class: Weapon Focus (greatsword)
Lvl 1: Extra Traits
Lvl 3: Power Attack
Lvl 3 Class: Furious Focus

Skills
* Knowledge Religion: 3 skill points (+7)
* Sense Motive: 1 skill point (+8)
* Diplomacy: 3 skill points (8)
* Perception: 2 skill points (+9)

Warpriest
* Fervor (swift action divine favor)
* War Blessing
* Spontaneous Casting
* lvl 0 spells
- Create Water
- Detect Magic
- Stabalize
- Mend
* lvl 1 spells
- 4x divine favor
- 1x Shield of faith
* lvl 2 spells
- 2x Bullstrength
- 1x Align Weapon
- 1x Lessor Restoration
Equipment
* Masterwork Fullplate
* Masterwork Greatsword
* wand of cure light wounds

The polar opposite. Much more of a paladin. Story wise, this is an Aasimar crusader who picked a fight with, and lost to, a demon. Has been tortured and broken, which is the reason for his -10 movement speed and why his fly speed is 'poor.' Crippling injuries that will never heal. The elemental vulnerability to fire is also caused from the intense torture, as he has been burnt by the fires of hell. The CHA5 with the high diplomacy comes for 3 reasons. (1) min-maxing. (2) Very low intimidate and bluff actually suits the character well. (3) Rather than the usual angelic beauty, his body is a mess of scars.

-------------

So there I am. I don't know who the rest of the party will be, only that one other player says that he will be either NG or LG.

Also, if anyone has other character concepts they would like to throw out, I'd love to hear them.


Out of those two I'd prefer to play the "paladin" but both sound fun


Warpriests don't get 2nd level spells until level 4. That aside, they're two characters who are hard to compare due to their classes - a rogue is usually (& in this case) going to be better outside combat and worse in it than a warpriest.

I'd go with the rogue for the better chance of having stuff that I could do in any given situation. Double Debilitation as a feat at level 10+ is one change I'd make, and getting (Greater) Gloom Magic seems redundant given a shadow walker's illumination control. If you plan on using wands to make up for not being a real caster you might get the Eldritch Conduit talent, and Eerie Disappearance might be fun.


Good advice AVR. The only classes I've really played for any length of time have been a ranger inquisitor and barbarian. I'll switch our greater gloom for some double debilitation.

I hadn't thought too much about wands as I wasn't sure how ready to a supply there would be. I was investing in it because you never know what you'll find. But that rogue trait does seem great. A single high level wand would make several low level ones really useful.

Think I might go with the rogue now. Especially as I just learned that minor magic-acid splash can apply sneak attack damage. Which suddenly opens up more opportunities for doing damage.


If drawbacks are allowed how about Umbral Unmasking. If not you might want to ask for it anyway


i would say the rogue playing a race with elemental vulnerability is not worth it

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