Gwazi Magnum
2016-09-28, 05:30 PM
Figured with all the separate advice threads I was making I was going to bloat this site. So I decided I might as well just redirect it all to this one thread to make things easy.
Alright, so the basic idea is I'm getting into a Pathfinder Campaign. But with the special twist of I'm the only player, and am being given 6 PCs to control. All of whom are comic style recreations of older characters of mine (so new classes, maybe a race change if they were originally a half-??? and switching to one of the non-halves or vice-versa) but their general core of personality is the same even if the style or execution is vastly different.
And while I was originally looking for ideas for how to tackle this I did some reading, and during that I ran across one article by a Pathfinder Developer about the effectiveness of Synergistic play. Basically the idea of how a Party get's more done together than separately, and I liked the idea and reasoning of it enough I decided to persue that when designing this group (which has lead to MANY more hours hitting the forums and handbooks than I usually would).
So I'm going to give a general run down of the plan/build I have for each of these characters so far. If anyone can provide any advice/tips on how to do things better I'd really appreciate it, because some of these roles (mainly support) I'm not as well versed in. And even when doing roles I'm well versed in I tend to overspecialize at times and open up several weaknesses that I forget to consider.
1. Kitsune Bard - Caster Bard, General Support and Buffer
STR 8, DEX 16, CON 14, INT 14, WIS 10, CHA 18
Feat(s): Improved Initiative
Traits: Reactionary, Favored Son/Daughter
More Specifics here however not necessary. (http://www.giantitp.com/forums/showthread.php?501794-Buffer-Bard-needs-more-to-do)
2. Elf Universalist* Wizard - Debuffer and Control Wizard, with some Buffing. Is also investing in Item Crafting.
STR 7, DEX 18, CON 12, INT 20, WIS 11, CHA 7
Feat(s): Run (From Race), Scribe Scroll, Improved Initiative
Traits: Reactionary, Spark of Creation
Familliar: Greensting Scorpion, Valet Archetype
*Note we're using the 3.5 Spell Point system. So I'm not gaining extra spells per day from specialising.
3. Human Investigator (Empiricist) - Effective Party Rogue, also covers face skills (INT Synergy) and buffs party with Extracts and Aid Another shenanigans. Also a back up melee.
STR 10, DEX 16, CON 14, INT 20, WIS 7, CHA 7
Feat(s): Weapon Finesse, Potion Glutton
Traits: Student of Philosophy, Adopted (Helpful)
4. Human Cleric - Focuses on providing party buffs, but is also polished with melee combat and out of combat healing
STR 14, DEX 10, CON 14, INT 10, WIS 18, CHA 14
Feat(s): Improved Initiative, Combat Casting
Traits: Seeker, Reactionary
5. Half Orc Paladin (Holy Tactician) - A balance between effective tankiness and Damage dealing
STR 18, DEX 14, CON 14, INT 9, WIS 7, CHA 16
Feat(s): Fey Foundling
Traits: Fates Favored (To be used with Sacred Tattoo), Soldier of the Faith
More Specifics here however not necessary. (http://www.giantitp.com/forums/showthread.php?501996-Building-a-Half-Orc-or-Orc-Paladin)
6. Human Inquisitor (Heretic/Preacher) - DPS Archer and (apparently) the Stealth Expert
STR 14, DEX 18, CON 12, INT 12, WIS 16, CHA 7
Feat(s): Point Blank Shot, Precise Shot
Traits: Reactionary, Second Chance
So that's the basics of the Party.
Like I said above, main focus is to work on Synergy play. But I'd also like to keep some back ups (or redundancy as electricians call it) so that if something goes wrong I'm not suddenly screwed over.
If you want a general RP/campaign atmosphere or expectations?
From what I've gathered from the DM it's like the Chaos Realm, where almost anything (or any kind of reference) can happen. But the general expectation it will be more in a bizzare and fun manner than a "Surprise! Fight Cthulhu!" manner. Where there will be attempts to be good roleplaying and a decent story, but it will also just be a lot of silly shenanigans and likely falling for a lot of the typical tropes attached to D&D. Most all of the characters I'm pulling from in history have fallen into one of three camps.
1. A bit evil/psychotic
2. A general drunk and chaotic mess
3. A bit of an arrogant *******
But with the whole comic revamping thing mentioned above I'm trying to push them towards being a more good aligned party in general, but not so much it becomes either suffocating or prevents fun shenanigans when the time is right. Also Alignment is largely being waved aside, which is why a Paladin is able to exist in such a Party.
So yea, thanks for the help in advance. :)
Also I'm going to spoiler and respond to a post below from one of the earlier threads, just so I can try to redirect the activity here instead of spamming the forums.
Your goals for the character's abilities aren't really in line with the party makeup.
Your party makeup:
You have 4 other characters focused on buffing and debuffing (bard, wizard, cleric, investigator), and 1 other character focused on actually killing monsters and ending fights.
Now, I'll grant that the cleric is supposed to have a little polish on his melee ability and between the wizard, bard, his own buffs, and the investigator with aid other, he should actually be reasonably effective, but that's not what he's going to do first. As written, the party composition is a recipe for long, drawn out combats and sudden TPKs. Why? Because if the archer is taken out, incapacitated, or simply not in a position to do anything due to DR, damage type, environmental conditions, or something, the party is dead in the water. None of the other characters except the cleric are actually going to end the battle and that's not the cleric's main focus.
Now, if you add in your paladin, how do you impact that? In order to mitigate the party's biggest weaknesses (limited damage output and all the damage eggs in one archer basket), you need to be a DPR machine in addition to a roadblock/tank. But you're not listing that as a goal. It should be. Between a bard, a support cleric, a buff/debuff wizard, and an aid other investigator, you should have good survivability even with minimal investment.
So, my recommendation:
1. Sacred Tattoo and fate's favored trait. You can't have too good saves and if you are half the party's damage output, it's important that you don't stop dealing damage the first time someone tosses a spell your way.
2. Two handed reach weapon: (I recommend Lucerne Hammer or Bardiche), Combat Reflexes, Power Attack, and at least an 18 strength. This will help you to control more area and keep the bad guys off the squishies as well as keeping high damage per attack and multiplying your early round attacks (due to reach).
3. Fey foundling really is that good. You should take it.
4. Start out with some javalins for a ranged option. Eventually, get a mighty composite bow. Smite works at range and 2/3 of your party are buff-monkeys so even if you just have enough dex to max out your fullplate and never end up spending feats on the bow, you should be ok with it if an enemy absolutely refuses to come to close quarters. Besides, nearly everyone else in your party operates at full effectiveness if the enemy refuses to melee. The wizard and archer and bard will be just fine and the cleric's primary buffing/support role still works just as effectively. In short, it's not a weakness for the party if your paladin is not great at range.
5. Antagonize etc should be unnecessary. With this kind of a build, bad guys have to deal with you. It's not "how do I stop them from killing the bard/wizard/etc." It's, "how are they going to stop me from killing their wizard, cleric, or whatever."
5.1. Your party isn't actually that badly off in terms of getting into melee. The investigator plans on being there if only to hand out aid others. The cleric is melee capable even if it isn't his first focus. You were thinking of doing aid other or full defense from time to time with the bard. So if the kitsune ends up with an orc in his face it's not the end of the world. The only ones who are really vulnerable to the orc in the face are the wizard and archer. But a reach weapon paladin, and the cleric and other guys should be able to keep the archer from getting swarmed and most martial archers are fairly tough so the first orc to reach him isn't the end of the world. Five foot step, full attack, move on to the next orc.
I've been trying to go with a Jolly Co-operation (https://www.youtube.com/watch?v=eHgNXBP_Jwc) theme, working on the idea that a group is stronger when working together than focusing on their own individual builds and glory. Though, not being the best at Support historically speaking I might have went overboard. XD
Admitingly it's why I picked the Paladin, a solid frontliner but still a back up to the party if stuff got real messy. The Holy Tactician Archetype was an extra treat I discovered later on. Though it should be noted, the Investigator although Aid focused is still an investigator. He can still buff himself and go to town if need be, and I have some Inspiration based items on the to buy list that will turn him into a melee beast when it's needed.
1. The Tattoo trick I never thought of... o_o That's some pretty good stuff there.
2. The Reach weapon? I've tried those once before, always had enemies take advantage of it by moving in the 5ft zone where I can't hit them. Any advice on how to work around that?
3. Yeah, I felt like I struck gold when I found it. :3
4. Javalins would be smart. Another small detail I didn't think of. XD
5. Isn't this a bit a bit risky? Hoping the DM panics and focuses on the Paladin?
5.1. The Kitsune Bard getting in close range frankly isn't ideal. It's going to be a little bit (if not a while) before I grab feats to help him in Melee due to the combination of Spell Focus's and Bardic Performance feats he'd be prioritising. Also, isn't five foot step a move action? I can't full attack after that.
Alright, so the basic idea is I'm getting into a Pathfinder Campaign. But with the special twist of I'm the only player, and am being given 6 PCs to control. All of whom are comic style recreations of older characters of mine (so new classes, maybe a race change if they were originally a half-??? and switching to one of the non-halves or vice-versa) but their general core of personality is the same even if the style or execution is vastly different.
And while I was originally looking for ideas for how to tackle this I did some reading, and during that I ran across one article by a Pathfinder Developer about the effectiveness of Synergistic play. Basically the idea of how a Party get's more done together than separately, and I liked the idea and reasoning of it enough I decided to persue that when designing this group (which has lead to MANY more hours hitting the forums and handbooks than I usually would).
So I'm going to give a general run down of the plan/build I have for each of these characters so far. If anyone can provide any advice/tips on how to do things better I'd really appreciate it, because some of these roles (mainly support) I'm not as well versed in. And even when doing roles I'm well versed in I tend to overspecialize at times and open up several weaknesses that I forget to consider.
1. Kitsune Bard - Caster Bard, General Support and Buffer
STR 8, DEX 16, CON 14, INT 14, WIS 10, CHA 18
Feat(s): Improved Initiative
Traits: Reactionary, Favored Son/Daughter
More Specifics here however not necessary. (http://www.giantitp.com/forums/showthread.php?501794-Buffer-Bard-needs-more-to-do)
2. Elf Universalist* Wizard - Debuffer and Control Wizard, with some Buffing. Is also investing in Item Crafting.
STR 7, DEX 18, CON 12, INT 20, WIS 11, CHA 7
Feat(s): Run (From Race), Scribe Scroll, Improved Initiative
Traits: Reactionary, Spark of Creation
Familliar: Greensting Scorpion, Valet Archetype
*Note we're using the 3.5 Spell Point system. So I'm not gaining extra spells per day from specialising.
3. Human Investigator (Empiricist) - Effective Party Rogue, also covers face skills (INT Synergy) and buffs party with Extracts and Aid Another shenanigans. Also a back up melee.
STR 10, DEX 16, CON 14, INT 20, WIS 7, CHA 7
Feat(s): Weapon Finesse, Potion Glutton
Traits: Student of Philosophy, Adopted (Helpful)
4. Human Cleric - Focuses on providing party buffs, but is also polished with melee combat and out of combat healing
STR 14, DEX 10, CON 14, INT 10, WIS 18, CHA 14
Feat(s): Improved Initiative, Combat Casting
Traits: Seeker, Reactionary
5. Half Orc Paladin (Holy Tactician) - A balance between effective tankiness and Damage dealing
STR 18, DEX 14, CON 14, INT 9, WIS 7, CHA 16
Feat(s): Fey Foundling
Traits: Fates Favored (To be used with Sacred Tattoo), Soldier of the Faith
More Specifics here however not necessary. (http://www.giantitp.com/forums/showthread.php?501996-Building-a-Half-Orc-or-Orc-Paladin)
6. Human Inquisitor (Heretic/Preacher) - DPS Archer and (apparently) the Stealth Expert
STR 14, DEX 18, CON 12, INT 12, WIS 16, CHA 7
Feat(s): Point Blank Shot, Precise Shot
Traits: Reactionary, Second Chance
So that's the basics of the Party.
Like I said above, main focus is to work on Synergy play. But I'd also like to keep some back ups (or redundancy as electricians call it) so that if something goes wrong I'm not suddenly screwed over.
If you want a general RP/campaign atmosphere or expectations?
From what I've gathered from the DM it's like the Chaos Realm, where almost anything (or any kind of reference) can happen. But the general expectation it will be more in a bizzare and fun manner than a "Surprise! Fight Cthulhu!" manner. Where there will be attempts to be good roleplaying and a decent story, but it will also just be a lot of silly shenanigans and likely falling for a lot of the typical tropes attached to D&D. Most all of the characters I'm pulling from in history have fallen into one of three camps.
1. A bit evil/psychotic
2. A general drunk and chaotic mess
3. A bit of an arrogant *******
But with the whole comic revamping thing mentioned above I'm trying to push them towards being a more good aligned party in general, but not so much it becomes either suffocating or prevents fun shenanigans when the time is right. Also Alignment is largely being waved aside, which is why a Paladin is able to exist in such a Party.
So yea, thanks for the help in advance. :)
Also I'm going to spoiler and respond to a post below from one of the earlier threads, just so I can try to redirect the activity here instead of spamming the forums.
Your goals for the character's abilities aren't really in line with the party makeup.
Your party makeup:
You have 4 other characters focused on buffing and debuffing (bard, wizard, cleric, investigator), and 1 other character focused on actually killing monsters and ending fights.
Now, I'll grant that the cleric is supposed to have a little polish on his melee ability and between the wizard, bard, his own buffs, and the investigator with aid other, he should actually be reasonably effective, but that's not what he's going to do first. As written, the party composition is a recipe for long, drawn out combats and sudden TPKs. Why? Because if the archer is taken out, incapacitated, or simply not in a position to do anything due to DR, damage type, environmental conditions, or something, the party is dead in the water. None of the other characters except the cleric are actually going to end the battle and that's not the cleric's main focus.
Now, if you add in your paladin, how do you impact that? In order to mitigate the party's biggest weaknesses (limited damage output and all the damage eggs in one archer basket), you need to be a DPR machine in addition to a roadblock/tank. But you're not listing that as a goal. It should be. Between a bard, a support cleric, a buff/debuff wizard, and an aid other investigator, you should have good survivability even with minimal investment.
So, my recommendation:
1. Sacred Tattoo and fate's favored trait. You can't have too good saves and if you are half the party's damage output, it's important that you don't stop dealing damage the first time someone tosses a spell your way.
2. Two handed reach weapon: (I recommend Lucerne Hammer or Bardiche), Combat Reflexes, Power Attack, and at least an 18 strength. This will help you to control more area and keep the bad guys off the squishies as well as keeping high damage per attack and multiplying your early round attacks (due to reach).
3. Fey foundling really is that good. You should take it.
4. Start out with some javalins for a ranged option. Eventually, get a mighty composite bow. Smite works at range and 2/3 of your party are buff-monkeys so even if you just have enough dex to max out your fullplate and never end up spending feats on the bow, you should be ok with it if an enemy absolutely refuses to come to close quarters. Besides, nearly everyone else in your party operates at full effectiveness if the enemy refuses to melee. The wizard and archer and bard will be just fine and the cleric's primary buffing/support role still works just as effectively. In short, it's not a weakness for the party if your paladin is not great at range.
5. Antagonize etc should be unnecessary. With this kind of a build, bad guys have to deal with you. It's not "how do I stop them from killing the bard/wizard/etc." It's, "how are they going to stop me from killing their wizard, cleric, or whatever."
5.1. Your party isn't actually that badly off in terms of getting into melee. The investigator plans on being there if only to hand out aid others. The cleric is melee capable even if it isn't his first focus. You were thinking of doing aid other or full defense from time to time with the bard. So if the kitsune ends up with an orc in his face it's not the end of the world. The only ones who are really vulnerable to the orc in the face are the wizard and archer. But a reach weapon paladin, and the cleric and other guys should be able to keep the archer from getting swarmed and most martial archers are fairly tough so the first orc to reach him isn't the end of the world. Five foot step, full attack, move on to the next orc.
I've been trying to go with a Jolly Co-operation (https://www.youtube.com/watch?v=eHgNXBP_Jwc) theme, working on the idea that a group is stronger when working together than focusing on their own individual builds and glory. Though, not being the best at Support historically speaking I might have went overboard. XD
Admitingly it's why I picked the Paladin, a solid frontliner but still a back up to the party if stuff got real messy. The Holy Tactician Archetype was an extra treat I discovered later on. Though it should be noted, the Investigator although Aid focused is still an investigator. He can still buff himself and go to town if need be, and I have some Inspiration based items on the to buy list that will turn him into a melee beast when it's needed.
1. The Tattoo trick I never thought of... o_o That's some pretty good stuff there.
2. The Reach weapon? I've tried those once before, always had enemies take advantage of it by moving in the 5ft zone where I can't hit them. Any advice on how to work around that?
3. Yeah, I felt like I struck gold when I found it. :3
4. Javalins would be smart. Another small detail I didn't think of. XD
5. Isn't this a bit a bit risky? Hoping the DM panics and focuses on the Paladin?
5.1. The Kitsune Bard getting in close range frankly isn't ideal. It's going to be a little bit (if not a while) before I grab feats to help him in Melee due to the combination of Spell Focus's and Bardic Performance feats he'd be prioritising. Also, isn't five foot step a move action? I can't full attack after that.