Deleted
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Post by Deleted on Aug 15, 2012 3:08:52 GMT -8
Hi Guys, I need a bit of advice. I'm about to start in a pathfinder game and even though I've been playing RPGS for close to 18 years now I never played in a D&D/Pathfinder game. I currently got a few of my coworkers into gaming and they wanted to start a pathfinder game (I use it to get them hooked and then at some point introduce fate;)). However I myself seem to have some issues I normally don't have. I have no idea if my character as I put him down in writing is any "good". I went from a concept of him being a mix between Dr. House and Star Trek's Bones. A snarky sarcastic dwarf who most disturbing to him seems to be fairly well liked by his peers (community and luck as domains). Since most of the games I played over the last few years where more role than roll (hating that cliché) I seem to have lost the edge for character development for a more traditional RPG. Could those of you who are more familiar with the topic give the attached pdf a quick glance and give me some pointers to make the numbers fit the character. I already got in touch with my GM and he seems happy with the general setup. I just want to get a "feel" for the values and feats spells etc. Many Thanks Sven EDIT: looks like the pdf upload didn't work. here is a dropbox link db.tt/2oZpBSWD hope tht works
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Post by jazzisblues on Aug 15, 2012 6:08:30 GMT -8
Nice character, a couple of comments
1. You've put your highest stat in Int which for a cleric doesn't make much sense. I don't do the dump stat thing but I do order stats based on what would make most sense for the character. Here is the order from highest to lowest I would do stats for a dwarf cleric
WIS (17) | CON (16) | STR (14) | CHA (13) | DEX (12) | INT (11)
Most salient change, more hit points, fewer skill points
2. I probably wouldn't worry too much about the Alchemy skill unless you really want him to be able to brew potions in which case there are other skills he will need as time goes on.
Just the things that popped into my head based on what I saw.
JiB
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Deleted
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Post by Deleted on Aug 15, 2012 7:32:44 GMT -8
Thanks JiB, Tbh I used the skill points more to fit the concept I had in my mind, but you are probably right in using it more wisely/fitting to a cleric. As for alchemy I wanted him to have a little side business as an apothecary, the usual high alcohol solutions for dwarfs, suppository for elves... I am happy to drop it, but wasn't really sure where to put my skill points to begin with. Maybe I should start less character driven more concept driven.
S
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Post by jazzisblues on Aug 15, 2012 9:23:43 GMT -8
Thanks JiB, Tbh I used the skill points more to fit the concept I had in my mind, but you are probably right in using it more wisely/fitting to a cleric. As for alchemy I wanted him to have a little side business as an apothecary, the usual high alcohol solutions for dwarfs, suppository for elves... I am happy to drop it, but wasn't really sure where to put my skill points to begin with. Maybe I should start less character driven more concept driven. S It rather depends on the game. My preference is to go character driven and do things that make sense to the character rather than make them more powerful for the game, but in some games you have to throw that to the wind and go for more ability. JiB
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muertog
Journeyman Douchebag
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Post by muertog on Aug 17, 2012 14:45:31 GMT -8
Boosting your primary casting stat is only important if you are intending on allowing saves vs your spells. This leads me to ask what is your "mechanical" focus of the character. Role-playing is completely your choice, but mechanics wise you have several options. 1) Caster cleric. WIS important, as well as a focus on what spells, feats, class features, abilities that allow you to make it harder to save vs your spells. 2) Healer cleric. WIS not quite as important. Your bonus spells are still tied to the primary stat, but you don't get bonus amount of healing based on your WIS score, so aside from the absolute number of spells, very low impact. 3) Buffer cleric. WIS not very important. Bonus spells, yadda yadda, but since noone is going to be resisting your spells, you don't care how hard it is to save. 4) Battle cleric. WIS not important. Yes, more spells, but the number of feats you would have free to augment your spells would be very small and would not help very much. You are more interested in getting a higher STR and CON for damage/surviving in the hand-to-hand fighting. As Pathfinder has taken out ability score minimums to cast spells of level "X", you can have the bare minimum, of attribute 10 and still be able to cast level 9 spells. You could take a minimum of 14, with a Periapt of Wisdom +4 and one ability score boost, still have a 19 WIS by levels 4-7. In this case, if you have to take offensive spells, try to limit yourself to "no save" spells, battlefield control spells, and save AND suck spells. Summon Monster works nicely after about level 3 or so. Suggestions can be found off of several resources, mostly 3.5, but a good amount of it works for Pathfinder as well since the majority of "core" spells are still available in similar (if not same) forms: brilliantgameologists.com/boards/index.php?PHPSESSID=pthje3fr3ul0jltajo63d2uh60&topic=420.msg8434#msg8434Once you reach high level game-play, there is a prevalence of spell resistance, high saves, and other factors that make spells kind of a crap-shoot. You want to take as much of the fickle dice rolling out of the game as possible, and focus on what will always work.
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