Poll: DnD/Pathfinder class questions.

Amnestic

High Priest of Haruhi
Aug 22, 2008
8,946
0
0
Ninjamedic said:
Amnestic said:
I'd suggest things like Tanglefoot Bags over flasks of damaging stuff primarily. You've got allies to throw out most of the damage. You're far more effective as a contributing party member when you're stopping the enemy from doing anything.

At 1st level though, a single Grease spell can change the entire face of an outcome (Hell, at 20 it can too...), so really I wouldn't worry about equipping yourself to the teeth for everything. Take it easy, learn as you go.
Thanks, its nice to be still able to get advice here without being insulted for it, this is going to change my plans but I'm still going to have a few fire based tricks (mostly for Role-playing a pyromaniac), would having a necromancer in the group change my tactics much?
Not really, no.

If you're going for a pyromaniac, an Efreeti Bloodline might suit your playstyle better? Lots of fire-based stuff. Very thematically appropriate.
 

Slycne

Tank Ninja
Feb 19, 2006
3,422
0
0
Amnestic said:
Save/suck are still OP in Pathfinder though. Paizo really dropped the ball when it came to balancing the casters like they said they would.
I'm somewhat ok with this honestly. Pallet swapping abilities so that the ranger does 1d8+1 damage with a bow and the magic-user does 1d8+1 damage but with magic makes the game boring.
 

Amnestic

High Priest of Haruhi
Aug 22, 2008
8,946
0
0
Slycne said:
Amnestic said:
Save/suck are still OP in Pathfinder though. Paizo really dropped the ball when it came to balancing the casters like they said they would.
I'm somewhat ok with this honestly. Pallet swapping abilities so that the ranger does 1d8+1 damage with a bow and the magic-user does 1d8+1 damage but with magic makes the game boring.
I'd be okay with it as well IF

1) WotC hadn't given the initial impression that these classes would be balanced against each other. Apparently primary game-testing played Blasty-Wizards and Healy-Clerics, so it wasn't until proper players got their hands on things that they noticed just how broken it was. WotC didn't exactly help things by giving casters more and more spells with almost every new book release though. Each class progresses at the same rate, each class takes a part slot and (normally) is allotted the same amount of gold.

Primary Casters can do everything a fighter does and a whole lot more on top of it as well. Such an issue generally gets fixed on the player-end, not the designer-end, which I feel is a failing when it comes to newer players who aren't experienced with the game's ideas.

Of course, I feel the same way about 'trap' feats, which seem to exist solely to trap newer players who don't know any better.

2) Paizo hadn't made such a hubbub about fixing some of the larger game imbalances with Pathfinder. A goal they...well, really kind of failed at. Not to say Pathfinder's bad, just that it didn't address some of the underlying issues with the game.

In short, my view is that every party member should feel important, and they should - assuming equal levels of character optimisation - be able to feel important without hamstringing themselves for the sake of the other party members.
 

NickCaligo42

New member
Oct 7, 2007
1,371
0
0
Ehhhhh. Dual-classing the Magus with anything is a redundant waste. The Magus is a complicated class that takes a bit of work to make sense of, and anything you do to split it just weakens it.

Someone else said that first-timers shouldn't multiclass, and I agree--don't do it. In fact, don't use the Magus, either--it's tough enough to wrap your brain around fighter or mage the first game out, let alone both in one class with odd spell mechanics. Go sorcerer, it's pretty versatile.
 

Slycne

Tank Ninja
Feb 19, 2006
3,422
0
0
Amnestic said:
In short, my view is that every party member should feel important, and they should - assuming equal levels of character optimisation - be able to feel important without hamstringing themselves for the sake of the other party members.
A laudable goal, but the constant failing of most modern tabletops is that balance is only every viewed as pertaining to combat and there unwillingness to explore other methods of balance beyond the excel sheet.
 

WaywardHaymaker

New member
Aug 21, 2009
991
0
0
I'd just go full Sorcerer. Mucking about in another class might make you a bit more durable (and if that's what you really want, do something more durable than a Magus), but that's what your buddy wearing all the pots and pans is for.

Plus, I play a Sorcerer. They're awesome.
 

Bara_no_Hime

New member
Sep 15, 2010
3,646
0
0
Ninjamedic said:
So I'm about to start my first campaign in Pathfinder and I'm set on playing a sorcerer. However, as I was browsing the pathfinder SRD, I came across the Magus [http://www.d20pfsrd.com/classes/base-classes/magus] class, and became a little curious as whether to dual-class a Sorcerer/Magus or play a Magus for my next character. I'm probably going to end up being a damage dealer in combat, (yep, I'm a Pyromaniac). Would it be worth dual-classing?
Magus is a neat class, but very specialized. It allows you to "two weapon fight" with a weapon in one hand and spells in the other. If that's what you're going for, then it's awesome.

However, if you want to be a straight blaster - fire bombardments on enemies - then your best options are Sorcerer or Oracle (with the Flame mystery). Either way, you get lots of spells per day and plenty of fire to incinerate your foes with.

I wouldn't multiclass Magus with ANYTHING - it's one of those classes you really want to stick with for a full 20 level run. If only because the multi-classed spells would keep you casting only 1-4th level spells by 20th level (if you kept your levels equal).

Sorcerer/Ranger isn't bad, but it doesn't really focus your skills. You'd be better off with a Sorcerer/Paladin (Cha to DCs and all Saves). Sorcerer/Fighter isn't bad either, particularly if you then take the Eldridge Knight PrC.

Hope that helped.

tl;dr: Magus is a great class, but it doesn't multiclass well, and it isn't a primary blaster.
 

Keith Reedy

New member
Jan 10, 2011
183
0
0
I'd go Magus but I don't want to make a pyromaniac so eh. I think the sword and spell stye of the Magus is awesome. I wouldn't multiclass Magus it is kinda like a fighter caster as it is so multiclassing it would be like double multiclassing.
 

Bara_no_Hime

New member
Sep 15, 2010
3,646
0
0
Ninjamedic said:
Bara_no_Hime said:
Hope that helped.
It did, although I have to ask, what would be the stats to go for after charisma when playing a Sorcerer/Paladin?
Sorcerer Paladin?

Best stat in Charisma. You'll get your Cha bonus to hit (when smiting), saves (constant), AC (when smiting), Sorcerer Spell DCs, Lay on Hands per day, Channel DC vs Undead, Sorcerer bonus spells, and possibly sorcerer bloodlines.

If you're going melee, then next should be Strength and Constitution to get your attack, damage, and HP up.

If you're going ranged (bow paladin) then Dex is your next best stat for AC and to hit.

Either way, you won't be wearing any armor (arcane spell failure).

Your Int and Wis are dump stats. You won't be using much of either. Your Will save will be buoyed up by your Charisma and you will only have a couple of skills (choose wisely - I suggest Diplomacy).

While we're at it, I would suggest the Arcane bloodline. It will give you an Arcane bond item to upgrade. I recommend either a weapon (your "wizard staff" would be a magic sword - or axe, or whatever weapon you like), or Bracers of Armor. At first level they won't have any powers, but a couple of levels in you'll be able to enchant them at half the cost of purchasing the same item. This isn't a bad way to help your otherwise crappy AC (since you can't wear standard Paladin fullplate).

Also, at 3rd level, the Arcane bloodline will lower the cost of metamagic for one spell. Empowered Fireball as a 4th level spell (instead of 5th level) is a very good thing.

Another option would be the Abyssal bloodline for free Strength upgrades. It is sort of evil flavored, though, so not sure how your character feels about that.

On the Paladin side, I'd recommend one of two possible builds:

Falchion or Elven Curveblade held two-handed. Gets 1.5 x Strength mod to damage and a 18-20 crit range. This build honestly works with ANY two-handed weapon, but the expanded crit range is a wonderful thing when combined with Smite (Errata confirms that smites multiply on crits).
OR
Longsword and Heavy Shield with Improved Shield Bash and Two Weapon Fighting working towards Shield Master. You get to take a shield bash as part of a full attack at no penalty to hit - very awesome when also smiting. Plus this build will help your low AC issue (you'll want a Mithril shield eventually to eliminate arcane spell failure).

^^ I've been playing Pathfinder since the Alpha edition, 3rd since it's original release in 2000, and 2nd ed for years before that. I've gotten pretty good at this over the years.
 

Ninjamedic

New member
Dec 8, 2009
2,569
0
0
Bara_no_Hime said:
Ninjamedic said:
Bara_no_Hime said:
Hope that helped.
It did, although I have to ask, what would be the stats to go for after charisma when playing a Sorcerer/Paladin?
Sorcerer Paladin?

Best stat in Charisma. You'll get your Cha bonus to hit (when smiting), saves (constant), AC (when smiting), Sorcerer Spell DCs, Lay on Hands per day, Channel DC vs Undead, Sorcerer bonus spells, and possibly sorcerer bloodlines.

If you're going melee, then next should be Strength and Constitution to get your attack, damage, and HP up.

If you're going ranged (bow paladin) then Dex is your next best stat for AC and to hit.

Either way, you won't be wearing any armor (arcane spell failure).

Your Int and Wis are dump stats. You won't be using much of either. Your Will save will be buoyed up by your Charisma and you will only have a couple of skills (choose wisely - I suggest Diplomacy).

While we're at it, I would suggest the Arcane bloodline. It will give you an Arcane bond item to upgrade. I recommend either a weapon (your "wizard staff" would be a magic sword - or axe, or whatever weapon you like), or Bracers of Armor. At first level they won't have any powers, but a couple of levels in you'll be able to enchant them at half the cost of purchasing the same item. This isn't a bad way to help your otherwise crappy AC (since you can't wear standard Paladin fullplate).

Also, at 3rd level, the Arcane bloodline will lower the cost of metamagic for one spell. Empowered Fireball as a 4th level spell (instead of 5th level) is a very good thing.

Another option would be the Abyssal bloodline for free Strength upgrades. It is sort of evil flavored, though, so not sure how your character feels about that.

On the Paladin side, I'd recommend one of two possible builds:

Falchion or Elven Curveblade held two-handed. Gets 1.5 x Strength mod to damage and a 18-20 crit range. This build honestly works with ANY two-handed weapon, but the expanded crit range is a wonderful thing when combined with Smite (Errata confirms that smites multiply on crits).
OR
Longsword and Heavy Shield with Improved Shield Bash and Two Weapon Fighting working towards Shield Master. You get to take a shield bash as part of a full attack at no penalty to hit - very awesome when also smiting. Plus this build will help your low AC issue (you'll want a Mithril shield eventually to eliminate arcane spell failure).

^^ I've been playing Pathfinder since the Alpha edition, 3rd since it's original release in 2000, and 2nd ed for years before that. I've gotten pretty good at this over the years.
Holy shit I am bookmarking this, what bloodline would be good for a pure Sorcerer?
 

Bara_no_Hime

New member
Sep 15, 2010
3,646
0
0
Ninjamedic said:
Holy shit I am bookmarking this, what bloodline would be good for a pure Sorcerer?
Most of the Core Book ones are pretty good, it just depends on what you want to do with it.

I'm a fan of Arcane because of the bonded item (as mentioned above).

My spouse is a fan of Abyssal (as mentioned above) for the free strength upgrades.

Destined is kind of cool - gives you luck powers.

Elemental gives you free energy substitution, so that you can create a theme character (ie, a sorcerer who casts all ice spells, transforming non-ice spells into ice spells). Although, if you want to do a Fire specialist or an Ice specialist, I'd also recommend the Oracle class (of Fire or Waves respectively).

Undead isn't that powerful, but it does have this one neat attack where you can have undead arms erupt from the ground and claw at people's legs. It isn't that powerful, but it is FUCKING AWESOME.

The ones in the supplemental books (Advanced Player's Guide and Ultimate Magic) are a more mixed bag. I tried Verdant Bloodline once, and that was pretty neat - you can photosynthesize (so you don't need to eat anymore) and trip people from 15ft away with animated vines.

Basically, for a straight sorcerer, you need to think about what kind of character you're going to be. Creepy Necromancer? Undead Bloodline. Electricity Man? Elemental (Wind) Bloodline. A Dragon Man? Dragon Bloodline. Etc.
 

Jeff Young

New member
Nov 17, 2011
1
0
0
As an experienced d and d player since what version was tge rulescyclopedia again? I have to say go with the sorcerer your first time, simply because its a focused class. No it isn't the most damaging, that comes later. For the early part of your career you are control, at least until the warrior or pally gets geared and combat reflexes, the. You should be able to focus on the damage. Save or sucks are optional. They tend to suck against monsters since most are fort saves, and the dragon will have a better fort save than the party tank. save or sucks are meant for enemy casters, rogues and fodder that inflicts some nasty effect. Otherwise tinsthings have this annoying habit of saving against those high level and thus very limited spells. Second as a caster you are aoe damage, you waste your time on single target which is better left for a rogue any way who won't run out of xd6 sneak attacks eve on every one of his attacks esp if they dual weild.

The magus and rogue are going to out do you on single target. Spell strike, sneak attack, and multiple attacks ensure that well. This isn't 4e, your class is far from being identicle to every other one which is one of the benifits. You want to see sticky ignore a pathfinder fighter and get 5-6 attacks on you that if they are,a crit can trigger a nasty save or suck effect themselves, from some one in full plate with 300 hp,in some cases. Brst advise though take the feats to bump your weak saves, you don't want to be on the,taking end of your own spells.