Need help deciding on a character
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- Duke
- Posts: 1725
- Joined: Tue Jan 06, 2009 7:18 pm
Need help deciding on a character
Ok, so I realize that this is a silly problem, but I need help deciding what kind of character to play. I've been invited to join an existing Pathfinder game that a friend of mine is running, and my first session with them is this Friday. This will be my first tabletop game in 2+ years, and my first with this group. They want me to play a Wizard, but I can't decide what type.
Here's the pertinent and available information:
They use rolled ability scores. Mine are 11, 11, 13, 16, 16, 17.
The party currently consists of a Fighter, a Ranger, a Rogue, a Cleric, and a Sorcerer. I don't know their races, but I'm thinking I'll just be a human.
Character is level 2.
My starting wealth is unknown, but I apparently get to roll a random magic item.
Evil characters are not allowed.
I don't think I can use any books other than the PF Beta.
I'm feeling somewhat inspired by Black Sabbath's The Wizard, as that song is stuck in my head.
I'm tenatively thinking of making an Enchanter, a Transmuter, a Necromancer, or a Generalist. I want to focus on making the rest of the party look good, while at the same time demonstrating that arcane spellcasters don't have to be "artillery." Do you guys have any suggestions?
Here's the pertinent and available information:
They use rolled ability scores. Mine are 11, 11, 13, 16, 16, 17.
The party currently consists of a Fighter, a Ranger, a Rogue, a Cleric, and a Sorcerer. I don't know their races, but I'm thinking I'll just be a human.
Character is level 2.
My starting wealth is unknown, but I apparently get to roll a random magic item.
Evil characters are not allowed.
I don't think I can use any books other than the PF Beta.
I'm feeling somewhat inspired by Black Sabbath's The Wizard, as that song is stuck in my head.
I'm tenatively thinking of making an Enchanter, a Transmuter, a Necromancer, or a Generalist. I want to focus on making the rest of the party look good, while at the same time demonstrating that arcane spellcasters don't have to be "artillery." Do you guys have any suggestions?
- CatharzGodfoot
- King
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Of your listed ideas, a transmuter will be the best bet. They get most of the good buffs (make the party look good), some killer SoDs, and a whole bunch of utility. Enlarge person of the fighter is a good start at 2nd level. In comparison, the enchanter and necromancer take away from the party by having a lot of minions and using a lot of SoDs. Try to see what the sorcerer is focusing on and don't do that.
That said, I haven't really looked much at Pathfinder. IIRC there's no reason to specialize because generalists get 'specialization' benefits which are better.
That said, I haven't really looked much at Pathfinder. IIRC there's no reason to specialize because generalists get 'specialization' benefits which are better.
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-Josh Kablack
-Anatole France
Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack
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- Duke
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Yeah, I did like the Universal benefit better than the school specializations. Does anyone know if the mage hand-esque weapon attack requires LOS? I was already planning on having enlarge person for that reason specifically, so sticking with a Transmutation theme could be fun.
As far as SoDs go, I get the impression that this group doesn't perceive a spell as a SoD unless it actually kills the opponent. So, Charm, Sleep, and Hold spells probably won't raise any hackles as they'll still allow the others to CDG.
As far as SoDs go, I get the impression that this group doesn't perceive a spell as a SoD unless it actually kills the opponent. So, Charm, Sleep, and Hold spells probably won't raise any hackles as they'll still allow the others to CDG.
Just chipping in...Generalist with a lot of Transmutation looks like the way to go. You can buff the shit out of the other players, let them do the dice-rolling--keep a low profile but still meaningfully contribute. And the metamagic looks like you can do this in several different ways.
Throw in a Save-or-Suck or two each level, and you should be good to go.
Throw in a Save-or-Suck or two each level, and you should be good to go.
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--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
- JonSetanta
- King
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Here's what I'd do given your options;
Item First
Roll up your item. Beg for reroll if it's a fistful of scrolls.
I'm talking about a real item like a staff or rod, helmet, shield, robe of useful shit, whatever.
Then make a Fighter or Rogue carefully crafted around exploitation of said random item.
Yes, that might lead to a Fighter beating people with a magic belt or immovable rod, but that's a unique concept and they'll do it well.
Class First
Go with a full caster. Try Beguiler or Bard, something odd with a niche of its own since it seems the iconics are grabbed (except Wizard & Friends, which are cliche IMO)
Then, roll for item if desired. I strongly suggest against this though.
See if you can just grab a class appropriate item.
It wouldn't be as cool as the melee warrior using a random physical thing since a caster can't focus on war tactics with it.
Item First
Roll up your item. Beg for reroll if it's a fistful of scrolls.
I'm talking about a real item like a staff or rod, helmet, shield, robe of useful shit, whatever.
Then make a Fighter or Rogue carefully crafted around exploitation of said random item.
Yes, that might lead to a Fighter beating people with a magic belt or immovable rod, but that's a unique concept and they'll do it well.
Class First
Go with a full caster. Try Beguiler or Bard, something odd with a niche of its own since it seems the iconics are grabbed (except Wizard & Friends, which are cliche IMO)
Then, roll for item if desired. I strongly suggest against this though.
See if you can just grab a class appropriate item.
It wouldn't be as cool as the melee warrior using a random physical thing since a caster can't focus on war tactics with it.
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- Duke
- Posts: 1725
- Joined: Tue Jan 06, 2009 7:18 pm
I think I will go the generalist wizard with a focus on transmutation route, as the group pretty much stated that they want a wizard of some form. I wouldn't be able to use a Beguiler, as I have to pick something out of the Pathfinder book.
As far as the item goes, that's getting rolled Friday before game. Starting equipment is only 200gp worth, so I might be starting with a fistful of scrolls regardless.
Good suggestions though guys, thanks! Now I just need to nail down a personality and put together a character sheet and I should be good to go.
As far as the item goes, that's getting rolled Friday before game. Starting equipment is only 200gp worth, so I might be starting with a fistful of scrolls regardless.
Good suggestions though guys, thanks! Now I just need to nail down a personality and put together a character sheet and I should be good to go.
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- Serious Badass
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Pathfinder heavily benefits you for being a spellcaster. You get +2 to your casting stat, so you'll have a 19 at first level.
As far as I know, Charm Person still lets you kick potential enemies out of combat and force them to listen to your diplomatic entreaties for an hour per level while they are friendly and receptive. It's a DC 10 Diplomancy test to make that non magically permanent and a DC 15 test to nonmagically and permanently upgrade them to team mates. So if you want to play the Persuadatron game, being an Enchanter is pretty in-your-face awesome.
Being a "make the party succeed" caster mostly involves Conjuration or Illusion. One way or another, Enchantment, Transmutation, and Necromancy are all about spotlight hogging.
-Username17
As far as I know, Charm Person still lets you kick potential enemies out of combat and force them to listen to your diplomatic entreaties for an hour per level while they are friendly and receptive. It's a DC 10 Diplomancy test to make that non magically permanent and a DC 15 test to nonmagically and permanently upgrade them to team mates. So if you want to play the Persuadatron game, being an Enchanter is pretty in-your-face awesome.
Being a "make the party succeed" caster mostly involves Conjuration or Illusion. One way or another, Enchantment, Transmutation, and Necromancy are all about spotlight hogging.
-Username17
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- Knight-Baron
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Okay, I've got a silly question on par with VITM's, only on the opposite power scale. There's a level 15 game going down, where nothing is really off limits and Tome stuff is go (except for the scaling feats, oddly enough). Heavy optimization in the style of the WotC boards seems to be the aim. I have some idea of this stuff, but not at that crazy sort of scale.
What should I build? I was thinking of using an Assassin or just going Cleric Archer.
What should I build? I was thinking of using an Assassin or just going Cleric Archer.
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- Avoraciopoctules
- Overlord
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If you are focusing on physical combat + adaptability and the ability to resolve skill challenges, the Tome Barbarian is pretty nice at this level. You just got the ability to radiate antimagic and your Fast Healing scaled up. Enough of your damage comes from Strength and Rage Dice that you could probably contribute just by using a spiked chain or something else that gives you reach without sacrificing melee capabilities.
Personally, I'd play a Curator ( http://tgdmb.com/viewtopic.php?t=49091 ), max out the Restraint Sphere, and not worry much about my power outside of that and grabbing a decent Supreme Benediction.
EDIT: I picked both of these aiming for something reasonably likely to hold its own without being very time- or thought-intensive to build/play. Not sure what kinds of challenges you might face, so I'm not sure how much more specific suggestions would help.
Personally, I'd play a Curator ( http://tgdmb.com/viewtopic.php?t=49091 ), max out the Restraint Sphere, and not worry much about my power outside of that and grabbing a decent Supreme Benediction.
EDIT: I picked both of these aiming for something reasonably likely to hold its own without being very time- or thought-intensive to build/play. Not sure what kinds of challenges you might face, so I'm not sure how much more specific suggestions would help.
Last edited by Avoraciopoctules on Thu Sep 10, 2009 5:03 pm, edited 1 time in total.
- Ganbare Gincun
- Duke
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- Avoraciopoctules
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Incorporeality and punching Gates leading into the insides of volcanoes into reality combo nicely if your DM allows unattended physical objects to move through.
Last edited by Avoraciopoctules on Fri Sep 11, 2009 4:05 pm, edited 1 time in total.
- Judging__Eagle
- Prince
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A few of the Tome caster classes are pretty good as well. Summoner, and Conduit of the Planes.
As are some WoTC specialist caster classes. The True Necromancer (Heroes of Horror) can make a very viable melee tank that can heal themselves (if they take some 'you are death-like' feat from Libris Mortis. A Tank that can heal themselves can really focus on things other than doing everything to negate damage to themselves.
As are some WoTC specialist caster classes. The True Necromancer (Heroes of Horror) can make a very viable melee tank that can heal themselves (if they take some 'you are death-like' feat from Libris Mortis. A Tank that can heal themselves can really focus on things other than doing everything to negate damage to themselves.
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- Knight-Baron
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Dread Necromancer is from Heroes of Horror. True Necromancer is a PrC from... one of the Complete books I think, and a waste of your or anyone else's time.Judging__Eagle wrote:As are some WoTC specialist caster classes. The True Necromancer (Heroes of Horror) can make a very viable melee tank that can heal themselves (if they take some 'you are death-like' feat from Libris Mortis. A Tank that can heal themselves can really focus on things other than doing everything to negate damage to themselves.
- Judging__Eagle
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- Knight-Baron
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I've always been dieing to see how the "cut you to ribbons" Samurai combo would play out...
"Iaijutsu Focus (Ex): At 11th level, a Samurai may make up to his per round limit of Attacks of Opportunity against any opponent(s) that he threatens as an immediate action."
Take Weapon Finesse, TWF, and the Combat Reflexes to get 6 (BAB 15, 3 for each hand) + Dex (6?) = 12? AoOs as an Immediate action. At level 14 this is a Vorpal Weapon.
Your combat plays out like this:
Step 1 - Whirlwind attack to <spot on map that is next to someone threatening>, you get six attacks, and you should have a decent fly speed.
Step 2 - Anyone that approaches you gets attacked with an AoO (Save versus Daze)
Step 3 - AoO Shred (immediate action before your turn) the selected target (6 attacks, ignores a bunch of stuff with the ancestral, save versus daze on first)
Step 4 - Continue Shredding (normal turn) with your normal 6 attacks. Kiai! if its going badly. End Turn.
Step 5 - AoO Shred opponent AGAIN (you have another immediate action now that your turn is over)
You get to make 12+6+12=THIRTY (30) consecutive attacks on a single target.
Take note: risky strategy - your AoOs are the only thing that makes you immune to magic, if you use them all you will have to rely on things like your Saving Throws (don't!).
Side note: next level this goes up to 36.
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However, I would like to Disintegrate-Punch things as a Monk... And you can use Zwee Fighting...
"Iaijutsu Focus (Ex): At 11th level, a Samurai may make up to his per round limit of Attacks of Opportunity against any opponent(s) that he threatens as an immediate action."
Take Weapon Finesse, TWF, and the Combat Reflexes to get 6 (BAB 15, 3 for each hand) + Dex (6?) = 12? AoOs as an Immediate action. At level 14 this is a Vorpal Weapon.
Your combat plays out like this:
Step 1 - Whirlwind attack to <spot on map that is next to someone threatening>, you get six attacks, and you should have a decent fly speed.
Step 2 - Anyone that approaches you gets attacked with an AoO (Save versus Daze)
Step 3 - AoO Shred (immediate action before your turn) the selected target (6 attacks, ignores a bunch of stuff with the ancestral, save versus daze on first)
Step 4 - Continue Shredding (normal turn) with your normal 6 attacks. Kiai! if its going badly. End Turn.
Step 5 - AoO Shred opponent AGAIN (you have another immediate action now that your turn is over)
You get to make 12+6+12=THIRTY (30) consecutive attacks on a single target.
Take note: risky strategy - your AoOs are the only thing that makes you immune to magic, if you use them all you will have to rely on things like your Saving Throws (don't!).
Side note: next level this goes up to 36.
--------------
However, I would like to Disintegrate-Punch things as a Monk... And you can use Zwee Fighting...