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  • Favorite Class?

    I've always liked rogues and wizards better. I like their versatility. How about you guys?

  • #2
    Re: Favorite Class?

    When I play Pathfinder, lately I have really enjoyed the Magus.
    Signatures are broken?

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    • #3
      Re: Favorite Class?

      I'm not a "favorite class" type of person. When make a new character, I try to think "What sort of character haven't I played recently?"
      Apprentice Mastermind:
      Assorted Builds: [url]https://calubrecht.us/mutantsAndMasterminds/miscreants.html[/url]

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      • #4
        Re: Favorite Class?

        I prefer a lot of variety in classes, too. I usually GM as much as I play, if not more, so I get a taste of many things, but it's nice to explore just one character in depth now and then. I'm fairly new to PF, and am currently enjoying playing a rogue with a little bit of sorcerer (true strike and expeditious retreat work very nicely with Spring Attack!).
        Tim Emrick, Freebooter, Keeper of the Freeport Errata
        Winds of Freeport: my Pathfinder Freeport campaign (2014-2016).
        Time of the Tarrasque: my next Pathfinder campaign (under development).
        Studded Plate: my blog about RPGs, LEGO, and other geeky subjects.
        Thastygliax's Vault: my other gaming pages.

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        • #5
          Re: Favorite Class?

          Originally posted by thaumonuclear View Post
          I'm not a "favorite class" type of person. When make a new character, I try to think "What sort of character haven't I played recently?"
          But if you had to choose, do you think you could pick just one? I totally get what you're saying though. I don't think I've played the same class more than once in any meaningful games.

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          • #6
            Re: Favorite Class?

            Originally posted by Kythkyn View Post
            When I play Pathfinder, lately I have really enjoyed the Magus.
            Magus just feels broken to me. I tried DM'ing my first ever game with a Magus. I had trouble finding a CL that could give him a fight that lasted more than two rounds that wouldn't kill him in the process. And now I despise DM'ing. : ( Oh well, I'll always have Play by Posts. : D

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            • #7
              Re: Favorite Class?

              Originally posted by Slasher View Post
              Magus just feels broken to me. I tried DM'ing my first ever game with a Magus. I had trouble finding a CL that could give him a fight that lasted more than two rounds that wouldn't kill him in the process. And now I despise DM'ing. : ( Oh well, I'll always have Play by Posts. : D
              The class is decidedly not broken (and I hate that term, but I digress). Make sure that your player understands the class and isn't doing anything wrong. Chances are the player is doing something wrong or misunderstanding the class somehow.

              But, can you give more context as to what's wrong and why? Explain a situation that's happened, for example?
              Signatures are broken?

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              • #8
                Re: Favorite Class?

                Originally posted by Kythkyn View Post
                The class is decidedly not broken (and I hate that term, but I digress). Make sure that your player understands the class and isn't doing anything wrong. Chances are the player is doing something wrong or misunderstanding the class somehow.

                But, can you give more context as to what's wrong and why? Explain a situation that's happened, for example?
                Well it's been a while and the campaign has gone defunct (group had a falling out). I just remember I had issues keeping everything fightable for the magus that wouldn't kill the rest of them. It doesn't help that he preferred playing evil.

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                • #9
                  Re: Favorite Class?

                  My favorite one is the alchemist I have a lv12 one for PFS.

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                  • #10
                    Re: Favorite Class?

                    Nice. Alchemists look like a lot of fun. I've never played Pathfinder Society. Is it worth going to?

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                    • #11
                      Re: Favorite Class?

                      Well for me yep. But then again I have no home games.

                      Here is my Alc.

                      Ablin
                      Male Human (Garundi) Alchemist (Grenadier) 12
                      NG Medium humanoid (human)
                      Init +8; Senses darkvision 60 ft.; Perception +19
                      --------------------
                      Defense
                      --------------------
                      AC 26, touch 18, flat-footed 20 (+5 armor, +6 Dex, +3 natural, +1 deflection)
                      hp 99 (12d8+36)
                      Fort +12 (+2 circumstance bonus vs. hot weather), Ref +18, Will +5; +2 trait bonus vs. charm and compulson
                      Defensive Abilities fortification 25%; Immune cold, non-lethal damage, paralysis, sleep
                      --------------------
                      Offense
                      --------------------
                      Speed 30 ft.
                      Melee +1 adamantine scimitar +18/+13 (1d6+9/18-20) and
                      . . cold iron morningstar +10/+5 (1d8+1)
                      Ranged bomb +19/+14 (6d6+5 Fire) and
                      . . force bomb +19/+14 (6d4+5 Force) and
                      . . sling +18 (1d4+2) and
                      . . smoke bomb +19/+14 () and
                      . . stink bomb +19/+14 () and
                      . . tanglefoot bomb +19/+14 ()
                      Special Attacks bomb 17/day (6d6+5 fire, DC 21), discoveries (explosive bomb, extend potion, fast bombs, force bomb, mummification, preserve organs, smoke bomb, stink bomb, tanglefoot bomb)
                      Alchemist (Grenadier) Spells Prepared (CL 12th; concentration +17):
                      . . 4th—echolocation (2), freedom of movement, mutagenic touch
                      . . 3rd—fly (2), heroism, monstrous physique i (2)
                      . . 2nd—alchemical allocation (4), darkvision (2)
                      . . 1st—expeditious retreat (2), identify (2), longshot, shield, targeted bomb admixture
                      --------------------
                      Statistics
                      --------------------
                      Str 12, Dex 27, Con 14, Int 20, Wis 8, Cha 10
                      Base Atk +9; CMB +10; CMD 30
                      Feats Dervish Dance, Extra Discovery, Extra Discovery, Extra Discovery, Martial Weapon Proficiency (scimitar), Point-Blank Shot, Precise Shot, Splash Weapon Mastery, Throw Anything, Weapon Finesse
                      Traits birthmark, freedom fighter
                      Skills Craft (alchemy) +20 (+32 to create alchemical items), Disable Device +25, Fly +12, Knowledge (arcana) +20, Knowledge (nature) +20, Knowledge (planes) +17, Knowledge (religion) +17, Perception +19, Perform (dance) +2, Spellcraft +20, Survival +11 (+13 to avoid becoming lost, +13 to identify a creature by its tracks, though the use of shoes makes identifying many humanoids difficult or impossible), Use Magic Device +15; Racial Modifiers alchemy
                      Languages Azlanti, Celestial, Common, Draconic, Elven, Osiriani, Thassilonian
                      SQ alchemical weapon, directed blast, fast poisoning, mutagen, precise bombs, staggering blast, swift alchemy
                      Combat Gear dust of appearance, jingasa of the fortunate soldier, mutagen, oil of bless weapon (2), oil of magic weapon (2), potion of barkskin +5 (2), potion of delay poison (x2), potion of displacement (2), potion of restoration, lesser (x2), sipping jacket, wand of cure light wounds, wand of infernal healing (50 charges), wand of lesser restoration (50 charges), acid, alchemist's fire, antiplague (2), antitoxin (2), burst jar (4), defoliant (4), ghast retch flask (3), holy water (4), liquid ice, meditation tea (2), padzahr (8), shard gel (2), smelling salts (2), soul stimulant (2), tangleburn bag (4), tanglefoot bag (10), tar bomb, troll styptic, twitch tonic (2); Other Gear +1 mithral shirt, +1 adamantine scimitar, cold iron morningstar, sling, amulet of natural armor +1, belt of incredible dexterity +4, cloak of resistance +2, decoy ring, eyes of the eagle, handy haversack, headband of vast intelligence +4, hybridization funnel, clear spindle ioun stone, ring of protection +1, wayfinder, alchemy crafting kit, backpack, masterwork, bandolier, footprint book, grappling bolt, heritage book, hot weather outfit, res and res (worth 8,017 gp), snowshoes, thieves' tools, masterwork, wrist sheath, spring loaded, wrist sheath, spring loaded, 279 gp
                      --------------------
                      Special Abilities
                      --------------------
                      Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
                      Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
                      Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

                      Alchemical Power Component
                      Like antiplague, this substance can augment certain healing spells.
                      Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
                      Artisan's Shop (empty) +1 to Craft for Day Job rolls and 5% discount on items of same type.
                      Birthmark +2 save vs. charm & compulsion
                      Bomb 6d6+5 (17/day, DC 21) (Su) Thrown Splash Weapon deals 6d6+5 fire damage.
                      Darkvision (60 feet) You can see in the dark (black and white vision only).
                      Decoy ring If withdraw/helpless, invisible 3 rds and 4 illusory decoys run in opposite directions.
                      Dervish Dance Use Dex modifier instead of Str modifier with scimitar
                      Directed Blast (Su) Bomb does damage in 30 ft cone, attack vs one foe and rest take splash dam.
                      Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
                      Extend Potion (5/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
                      Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
                      Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
                      Footprint book +2 to identity a creature by its tracks.
                      Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
                      Fortification 25% You have a chance to negate critical hits on attacks.
                      Freedom Fighter +1 trait bonus to attack rolls with improvised weapons.
                      Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
                      Hybridization funnel DC 25 Craft (alchemy) to combine two alchemical splash weapons into one.
                      Immunity to Cold You are immune to cold damage.
                      Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
                      Immunity to Paralysis You are immune to paralysis.
                      Immunity to Sleep You are immune to sleep effects.
                      Ioun stone (clear spindle) Sustains bearer without food or water.
                      Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
                      Mummification The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undeadlike creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and
                      Mutagen (DC 21) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 120 min.
                      Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
                      Potion of delay poison (x2) Add this item to create a potion of a chosen spell.
                      Potion of restoration, lesser (x2) Add this item to create a potion of a chosen spell.
                      Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
                      Precise Shot You don't get -4 to hit when shooting or throwing into melee.
                      Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
                      Sipping jacket (1/day) Pour potion into linining, then use it up to 24 hrs later as a swift action.
                      Smoke Bomb (12 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
                      Snowshoes -50% walking penalty for heavy snow.
                      Staggering Blast (DC 21) (Su) On a critical hit with a bomb, foe is staggered 1d4+1 rds (Fort part).
                      Stink Bomb (12 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
                      Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
                      Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash
                      Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
                      Wand of infernal healing (50 charges) Add this item to create a wand of a chosen spell.
                      Wand of lesser restoration (50 charges) Add this item to create a wand of a chosen spell.
                      Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

                      Note: This item costs only 250 gp for members of the Pathfinder Society

                      Construction
                      Requirements Craft Wondrous Item, light; Cost 250 gp

                      Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
                      Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
                      Last edited by catman123456; 06-14-2014, 07:06 PM.

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                      • #12
                        Re: Favorite Class?

                        My group is a huge supporters of 3PP, so most of us have a Paizo favorite and a 3PP favorite. My Paizo favorite is the Magus by a mile, particularly with the Hexcrafter archetype. (though the new Card Caster Archetype looks awesome) For 3PP, Dreamscarred press has done great work with updating Psionics. I've fallen in love with the Vitalist from Ultimate Psionics. As for the Magus issues, everyone should really give that class about 3 good readings before playing/GMing one. It really is a glass cannon for the most part, and the standard builds are extremely vulnerable to ranged attacks.

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                        • #13
                          Re: Favorite Class?

                          Just noticed this section. As far as Pathfinder, while I haven't had the opportunity to play, my favourite types of classes are warriors (not the NPC class) and gishes. The class I'm most interested in playing is the Brawler from the upcoming Advanced Class Guide, with Warpriest and Slayer from the same book tied as runner ups. As far as 3pp I'm most interested in the Path of War classes from Dreamscarred Press which brings Tome of Battle style maneuvers into Pathfinder.

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