| Renlu |
Hey folks :)
This is my first post so apologies if I’m a bit scatterbrained. I’m currently having a problem with my current d&d group and I was hoping for some advice and opinions from other people outside my inner circle.
I apologize ahead of time for the wall of text..
So I’m in a group of four players that have been running since last January, our GM is a fantastic story teller but is a little interesting when it comes to fighting. In addition she has decided to make us all mythic characters so she can give us a grandiose tale.
I’m a relatively experienced player having done numerous campaigns over the years mainly in 3.5 but we never got too far into it before something happened and we started fresh or I found a new group. As such I’ve tried many different characters and classes out getting my feet wet, I’ve only been doing Pathfinder for a year now.
So here’s the thing, I am playing as a ‘Stygian Slayer’ and my character is a charr from the Guild Wars universe. Through plot things he has arrived in a new world and is currently playing with a lizard folk pacifist “Brawler, a derpy construct ‘Machinesmith’ and a shy Kobold ‘Divine Hunter Paladin’. Our GM also has a human cleric npc with us to be our healer.
- We’re now level 6 and I’m not really having fun anymore, I’m doing a two weapon fighting build using Thrashing Dragon from Path of War and generally just being a fighter/rogue. But while I love my characters gruff personality and being a rogue our GM isn’t really letting me do ‘rogue’ things.
And I’m really not a fan of every battle turning into I close the gap and start full attacking for a lot. Perhaps I could have built differently but it’s been a combination of things namely:
- GM rarely gives me opportunities to stealth and do rogue things, the Machinesmith and Brawlet suck as sneaking so they blow us
- Most battle maps have been wide open spaces with little to no cover or environmental things for me to work with turning combat into a numbers game over strategy
- Our group spends most fights spread out making it harder for me to find a flanking buddy
I -have- talked to the DM a few times a few times and she has promised more moments for me but while I’m enjoying the story I’m not having fun in or out of combat and I don’t want to drag the group down by being moody or potentially leaving.
The DM has said there is an event coming up where we have a chance to change classes, so I’ve been pouring over material trying to figure out what I want to do but I am a bit limited since it really should make sense for my character so it narrows the choices down.
Here’s some guidelines about me and him:
+ I like being versatile, able to do something in and out of battle
+ I enjoy spell casting, even just supportive stuff
+ The character himself is open minded and could adapt to things
- He uses a long sword and he’s very proud of his skill in it
- As a charr he rejects the gods, so no faith classes
- He’s really too gruff and hardy to play a 9th level caster
- He’s been a ‘Battle Rogue’ this whole time, it would be an awkward transition
- He’s weaved too deep into the story for me to replace him easily
NOTE: Our GM has told me that pumping DCs for saving throws will be mandatory and some skills like ‘Assassinate’ will be useless on the mythic enemies she intends to use.
CLOSING THOUGHTS
Thank you for sitting through all this, I’m at a bit of a loss and not sure what to do.
I’m certainly open to 3rd party content but with the intended difficulty of the campaign I can’t help but the feel I should be putting out the highest DPR numbers I can because other things are not going to work or ‘stick’.
There are classes I want to try but I feel might not fit Talon, which are Psion(DSP) Nightblade(ACG) and Stalker(PoW).
Thank you :) if you have questions I will answer them. )
| Kobold Catgirl |
Well, the lore warden fighter isn't exactly perfect—no spellcasting, and the longsword isn't great for combat maneuvers—but it's one possibility. You could also look at third-party classes like the warder, which are designed to give martials more stuff to do.
| Asmodeus' Advocate |
If you're playing a magus that does nothing but crit-fish with shocking grasp, you are not playing a magus to it's fullest potential!
That is one tool in the toolbox, but it is far from the only one. You are, after all, a spell caster. Maguses are known far and wide for their debuffing prowess. With frostbite, the feat enforcer, the feat rime spell, and a cruel weapon you can dish out more debuffs in a round than anyone else. After that, use one of your save-or-lose spells against their crippled saves to take your enemy out of the fight!
There's also the dimensional dervish line to abuse, and true strike combat maneuvers, and and and and and all sorts of things! Many of which I'm forgetting, no doubt! I highly suggest you plumb the internet for guides, which'll do this conver-you-to-the-cult-of-the-magus thing much better than I!
| Renlu |
Based on the criteria, an Opportunist Fighter or Ranger (Guide archetype or base) would be my first thoughts. Versatile in and out of combat, and the guide can help with your parties terrible stealth
These are both interesting as well :) spice up the martial formula without going full magic, since I don’t wanna outshine the others in the group. I can think about it.