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New to pathfinder. starting at level 10. Help pls! :D
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<blockquote data-quote="Cadence" data-source="post: 6031401" data-attributes="member: 6701124"><p>Coming from 4e, I'd guess that keeping track of the powers and not missing anything there will be easier than getting down some of the changes in combat and the general game balance.</p><p></p><p>One of the changes from 4e in terms of powers is that some of the things that would have been encounter powers in 4e are usable a certain number of times per day instead, and so you could use them all up in one big encounter if you don't watch it.</p><p></p><p>Divine Bond (making your sword enchanted) can be used twice per day at your level.</p><p></p><p>Lay on hands (healing) can be used 5 times per day (1/2 your level + your Charisma. There are some options with it (you can heal things beyond damage, called Mercies) and take up two of your days uses to either heal everyone within 30 feet or blast undead within 30 feet (called Channel Positive energy).</p><p></p><p>You'll also have 3 to 6 spells (depending on your Charisma). These are each like a daily power, but you can choose which one's you want at the start of each day.</p><p></p><p>Keeping track of healing like your lay on hands and spells is especially important, since there aren't any healing surges. The party's cleric would be the primary healer, with you and any druids being the fallback, and the bard or ranger being their in emergencies. This seems like a very different dynamic than 4e, to the extent that sometimes the party might need to take a day off so that the cleric can heal everyone up again, and then have the time to recover those healing spells.</p><p></p><p>Combat can have a very different feel. Before your first game it might be good to have one of the other players give you two pretty quick practice combats.</p><p></p><p>A basic one just to get the feel of the movement and the flow would be something like having you beat the snot out of a single Cyclops.</p><p></p><p>To get a feel for some of the other stuff, something like a heroic (last?) stand where you have to buy as much time as possible alone against two 7th level rogues (with 14 str, 16 dex, 12 con, assault leader, distracting attack, +2 swords, +2 leather), an 8th level fighter (with 16 str, 10 dex, 14 con, improved trip, greater trip, weapon focus, and greater weapon focus, a +3 sword, +2 chain, and +2 shield), and two suicidal goblins (who believe there is no higher calling then jumping in to set up a flank).</p></blockquote><p></p>
[QUOTE="Cadence, post: 6031401, member: 6701124"] Coming from 4e, I'd guess that keeping track of the powers and not missing anything there will be easier than getting down some of the changes in combat and the general game balance. One of the changes from 4e in terms of powers is that some of the things that would have been encounter powers in 4e are usable a certain number of times per day instead, and so you could use them all up in one big encounter if you don't watch it. Divine Bond (making your sword enchanted) can be used twice per day at your level. Lay on hands (healing) can be used 5 times per day (1/2 your level + your Charisma. There are some options with it (you can heal things beyond damage, called Mercies) and take up two of your days uses to either heal everyone within 30 feet or blast undead within 30 feet (called Channel Positive energy). You'll also have 3 to 6 spells (depending on your Charisma). These are each like a daily power, but you can choose which one's you want at the start of each day. Keeping track of healing like your lay on hands and spells is especially important, since there aren't any healing surges. The party's cleric would be the primary healer, with you and any druids being the fallback, and the bard or ranger being their in emergencies. This seems like a very different dynamic than 4e, to the extent that sometimes the party might need to take a day off so that the cleric can heal everyone up again, and then have the time to recover those healing spells. Combat can have a very different feel. Before your first game it might be good to have one of the other players give you two pretty quick practice combats. A basic one just to get the feel of the movement and the flow would be something like having you beat the snot out of a single Cyclops. To get a feel for some of the other stuff, something like a heroic (last?) stand where you have to buy as much time as possible alone against two 7th level rogues (with 14 str, 16 dex, 12 con, assault leader, distracting attack, +2 swords, +2 leather), an 8th level fighter (with 16 str, 10 dex, 14 con, improved trip, greater trip, weapon focus, and greater weapon focus, a +3 sword, +2 chain, and +2 shield), and two suicidal goblins (who believe there is no higher calling then jumping in to set up a flank). [/QUOTE]
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New to pathfinder. starting at level 10. Help pls! :D
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