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General Tabletop Discussion
*Pathfinder & Starfinder
Tier list for PF classes, or summary of each?
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<blockquote data-quote="aboyd" data-source="post: 5696667" data-attributes="member: 44797"><p>Thanks! What I like playing is whatever classes are at the top of the tier list. So this really is what I need to be investigating.</p><p></p><p>I don't need to play a powerful character, but I do need to play a successful one, and I need to play one that won't bore me. Since the tier list not only is about power but also versatility and range of options, those at the top should generally do well for me. Their presence at the top of the tier suggests that if I get bored doing 1 or 2 things with the class, it should be capable of going in a different direction.</p><p></p><p>As a general comment for everyone, here is more info. We played our first game last night, and I played a rogue. I understand that rogues are near the bottom of the tier list, and so that flies in the face of my own needs. However, rogue is the only class I've previously played in Pathfinder, and I wanted to start with something I knew I could build well.</p><p></p><p>And in fact, I did build it well, and in fact, it sucked. I couldn't get enough sneak attack opportunities. Sneak attack relies far too much on the generosity of a DM who will say, "Yeah, that provides cover." In the game I'm in, the DM actually ruled that his bad guys could get cover bonuses from some logs in the forest, but that I could not use those same logs to get cover and attempt a hide check. While there may be good reasons for that which are beyond my understanding, the reasons would also be beyond my interest -- by which I mean, I'm not interested in having to negotiate for class features.</p><p></p><p>This DM also runs a very poor game -- not in the sense that it is "poorly run," as he is a master of running games -- but in the sense that our characters are typically poor and never able to get desired or even necessary items. In a previous campaign which started under a different DM, I received the ghost touch +1 shortspear featured in the Freeport module, probably at level 2. It was an amazing, powerful weapon at that level. However, our current DM then took over, ruled that any item with a + bonus would cost double, and I never saw another item better. We ended the game at level 11, and I was still using that same +1 shortspear I had received at level 2. I'm not really grousing about that as he is a very good DM, but I am noting it as important to my decision making moving forward.</p><p></p><p>So I'm looking for classes which will maintain my interest, but also serve two new purposes: class features which do not require adjudication from the DM; and a class which can sidestep a poor economy. Oh, also, it needs to work with a 15 point buy, as that's what the DM has set our game to. I've been thinking about these classes, long term:</p><p></p><ul> <li data-xf-list-type="ul">Wizard - can craft scrolls, so I am less beholden to the DM for resources. I can eventually fill my backpack with a few dozen utility spells and become a bit of a batman to overcome challenges. However, and this is big, I will <em>never</em> gain <em>any</em> spells other than the 2 per level that come with the class. Why? As hinted, spell acquisition is a class feature that the DM can adjudicate, so it will be gone. I may find a <em>few</em> scrolls during the course of the campaign, so that provides some hope, maybe. But never will I find a full spellbook to complement my own. In any case, the wizard can do so many things that it will maintain my interest.</li> <li data-xf-list-type="ul">Druid - I'm sad that it's the one class that was neglected in Pathfinder, and has apparently dropped a tier. However, doesn't the druid's spell casting work like a cleric? That is, no spellbook, so I can just select from the <em>entire</em> range of spells every day? If so, getting a druid with scribe scroll would enable me to have a massive range of spells. The druid's summons would also be interesting....</li> <li data-xf-list-type="ul">Summoner - this class isn't really as useful as the others, and getting scribe scroll would be stupid, as a summoner's small spell selection means there really wouldn't be much for me to scribe. However, the very large range of summoned critters would be something that would capture my interest for quite some time. I played a 3.5 edition summoner-like class in a previous game, and with augment summoning I really enjoyed printing out modified stat blocks and managing my "builds." Some of you may have seen those on EnWorld -- I really worked up detailed Word documents of augmented monsters. Very fun. Might try the master summoner archetype.</li> </ul><p>I've also considered an alchemist for the various bombs, but that seems like a one-hit wonder too. Not sure, haven't tried it. Also, inquisitor sounds beefy but I don't know enough yet.</p><p></p><p>Ideas? Feedback?</p></blockquote><p></p>
[QUOTE="aboyd, post: 5696667, member: 44797"] Thanks! What I like playing is whatever classes are at the top of the tier list. So this really is what I need to be investigating. I don't need to play a powerful character, but I do need to play a successful one, and I need to play one that won't bore me. Since the tier list not only is about power but also versatility and range of options, those at the top should generally do well for me. Their presence at the top of the tier suggests that if I get bored doing 1 or 2 things with the class, it should be capable of going in a different direction. As a general comment for everyone, here is more info. We played our first game last night, and I played a rogue. I understand that rogues are near the bottom of the tier list, and so that flies in the face of my own needs. However, rogue is the only class I've previously played in Pathfinder, and I wanted to start with something I knew I could build well. And in fact, I did build it well, and in fact, it sucked. I couldn't get enough sneak attack opportunities. Sneak attack relies far too much on the generosity of a DM who will say, "Yeah, that provides cover." In the game I'm in, the DM actually ruled that his bad guys could get cover bonuses from some logs in the forest, but that I could not use those same logs to get cover and attempt a hide check. While there may be good reasons for that which are beyond my understanding, the reasons would also be beyond my interest -- by which I mean, I'm not interested in having to negotiate for class features. This DM also runs a very poor game -- not in the sense that it is "poorly run," as he is a master of running games -- but in the sense that our characters are typically poor and never able to get desired or even necessary items. In a previous campaign which started under a different DM, I received the ghost touch +1 shortspear featured in the Freeport module, probably at level 2. It was an amazing, powerful weapon at that level. However, our current DM then took over, ruled that any item with a + bonus would cost double, and I never saw another item better. We ended the game at level 11, and I was still using that same +1 shortspear I had received at level 2. I'm not really grousing about that as he is a very good DM, but I am noting it as important to my decision making moving forward. So I'm looking for classes which will maintain my interest, but also serve two new purposes: class features which do not require adjudication from the DM; and a class which can sidestep a poor economy. Oh, also, it needs to work with a 15 point buy, as that's what the DM has set our game to. I've been thinking about these classes, long term: [list] [*]Wizard - can craft scrolls, so I am less beholden to the DM for resources. I can eventually fill my backpack with a few dozen utility spells and become a bit of a batman to overcome challenges. However, and this is big, I will [i]never[/i] gain [i]any[/i] spells other than the 2 per level that come with the class. Why? As hinted, spell acquisition is a class feature that the DM can adjudicate, so it will be gone. I may find a [i]few[/i] scrolls during the course of the campaign, so that provides some hope, maybe. But never will I find a full spellbook to complement my own. In any case, the wizard can do so many things that it will maintain my interest. [*]Druid - I'm sad that it's the one class that was neglected in Pathfinder, and has apparently dropped a tier. However, doesn't the druid's spell casting work like a cleric? That is, no spellbook, so I can just select from the [i]entire[/i] range of spells every day? If so, getting a druid with scribe scroll would enable me to have a massive range of spells. The druid's summons would also be interesting.... [*]Summoner - this class isn't really as useful as the others, and getting scribe scroll would be stupid, as a summoner's small spell selection means there really wouldn't be much for me to scribe. However, the very large range of summoned critters would be something that would capture my interest for quite some time. I played a 3.5 edition summoner-like class in a previous game, and with augment summoning I really enjoyed printing out modified stat blocks and managing my "builds." Some of you may have seen those on EnWorld -- I really worked up detailed Word documents of augmented monsters. Very fun. Might try the master summoner archetype. [/list] I've also considered an alchemist for the various bombs, but that seems like a one-hit wonder too. Not sure, haven't tried it. Also, inquisitor sounds beefy but I don't know enough yet. Ideas? Feedback? [/QUOTE]
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