Pathfinder 1E 1st time to Pathfinder, Class choice?

Twichyboy

First Post
Hello all, i'm about to start playing in my first Pathfinder Game, although i've played 3.5 for years now one of my friends who has played pathfinder is going to start up a game.

The problem i have is that i can never think of what exactly i want to play, I have tons of ideas but can never really nail down which one i want to do.

Part of the problem is that i worry about the effectiveness of my character vs the other characters, but i always want some out of the box strange character.

so i figured you guys would know what would work and what wouldn't among my ideas.


Alchemist/Rogue Kobold (using a web enhancement for the kobold) with emphasis on movement speed and poisons

Gunslinger/Inquisitor Human

Gun Tank Gunslinger Human

Sorcerer Kobold with Dragon Heritage


These are my current ideas, however i heard that multiclass doesn't work very well, but i was thinking the Alchemist would complement a rogues abilities specifically rather then make him more versatile(which i dont really care for)

Or would you recommend something different for my first character?
 

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Don't bother with Rogue for the Alchemist- do Vivisectionist Archetype for Alchemist and stick with Alchemist all the way. Vivisectionist gives up Bombs for Sneak Attack, and gets a few Rogue abilities as Discoveries like Evasion.
 

What is or isn't the DM/GM allowing as far as rules go.

If he isn't allowing Kobolds I can see that idea of yours not going too far.

PF is similar, but also different than 3.5 in a few areas that would directly affect anything dealing with a Rogue.

That said, depending on how long you are stuck with your character, I'd probably suggest something out of the core rulebook first simply to get a better grasp on PF and the small changes with skills and other items.
 

Instead of using a race/class combo as your starting point, I suggest coming up with a character story and personality. Then people can suggest classes that would fit with the concept, and you can choose the one that sounds the most interesting and useful to you.
 

I've always found sorceror to be a good entry level class, as long as you get good advice on spell selection from friends.
 


Don't do kobold, they were badly badly weak in 3E and then PF went and buffed the core races but not the monster races. Why cripple yourself so much?

I second just doing Viv. Alchemist. They seem fun.

Can't really recommend any of the gun-related stuff, I hate PF's gun rules with a deep, burning rage, and wouldn't wish their inclusion to the game of my worst enemy. But hey, do what you like. :)
 

Well i've decided to go with Vivisectionist Kobold, with a crazy doctor personality,

The only problem i foresee is the poisons and how they work, the dm decided to half all the prices of the poisons, and make the saves harder to make does this seem like it would make poisons useful?

And don't worry about the Kobolds balancedness, I rolled really really well for stats and have the ability "To treat Kobolds as a size smaller, whenever it is advantageous to the Kobold"
 

I don't know, poison in PF seems not worth the cost and effort to me, but maybe with the houserules it is. If Ultimate Combat is allowed, look into Poison Conversion discovery. Probably lots of potential, my first thought was "inhaled drow poison." :) Sticky Poison is also a good discovery for this. (Course, both require level 6, and my 1st discovery choice for level 6 would almost always be the Wings...)
 

Sticky Poison rocks for an Alchemist focused on poison. As long as your INT is 20 or higher, you'll be effectively paying 20% normal price for each dose you use on a weapon. Whether you take that, or Wings, comes down to whether you want cheaper poison or mobility when getting into combat (getting out is going to be trouble no matter what with the PF nerf to TumbleAcrobatics).

Also be sure to take the Master Alchemist feat from the APG as soon as possible. It lets you craft multiple doses of poison at a time, one dose per point of INT bonus you have. And speeds up your crafting time by 10 times (you treat the item's gp value as "sp value" for the purposes of crafting time, so your crafting time will be only 10% what a standard crafter's time would be). Combining that with your class ability of Swift Alchemy (which lets you create poisons and alchemical items in half the time anyway) and you've got some serious poison output!

My Alchemist had INT 26 for 8-dose Sticky Poisons and a +1 Returning Javelin specifically to use for poison delivery at a distance. Sadly I didn't get to use it very many times because the GM ran us through The Ebon Mirror as our party's second adventure, and among other things that adventure turns all the PCs' items cursed through most of it (thus rendering my javelin worthless). And the party TPKed before getting out. :(
 
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