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Story Hour
Way of the Wicked Playthrough - Updated 2023/03/28
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<blockquote data-quote="rchodges" data-source="post: 8491318" data-attributes="member: 7031385"><p>As we enter the holiday season of 2021, and near the completion of the first Book, I thought this would be a good time to go over my thoughts on the characters, and the decisions I made towards putting them together. As I am the most familiar with putting together character builds for Pathfinder, I took up the task of assembling the four characters that would be used for the game. </p><p></p><p>Our DM (David) didn't give me a lot of information about the game, only that we would be playing characters that had to have an Evil Alignment, and that we would be starting the game in a Prison setting (which I interpreted to mean no gear of any type). </p><p></p><p><strong>Player: </strong>Robert</p><p><strong>Character: </strong>Donovan</p><p><strong>Class: </strong>Investigator (Empiricist)/Occultist</p><p></p><p>Donovan was simultaneously the easiest and most complicated character that I put together of the group. From the beginning, I pictured a support class similar to that of a Bard, but I wanted to avoid a heavy Charisma character, since I knew we would have a "face" character. I had initially considered a Class like Wizard, but I felt like that was something I had already been involved with previously. Picturing this character, I was thinking about a "Hannibal from A-Team" concept. </p><p></p><p><strong>What I Like: </strong>Investigator is a fun class to play if you want to be the "Knowledge Guru" of the game (assuming Knowledges get used in your game). Between the Feats <strong>Skill Focus</strong> (Language) and <strong>Orator</strong>, the Traits <strong>Clever Wordplay</strong> and <strong>Precise Treatment</strong>, and the benefits of the <strong>Empiricist </strong>Archetype, so many Skills are running through Intelligence that it allows you to become proficient with just about everything your Party could possibly need. It certainly doesn't hurt that you are awarded 6+ Intelligence Skill Points per level. I also really like the <strong>Inspiration</strong> ability, which gives you an extra D6 on all of your rolls. One of the things I discovered in <em>Way of the Wicked</em> was that the DC challenges in the very first act were insanely high, with tests coming in at up to 30+, with no gear at that point of the game. Tests at that difficulty for Level 1 characters isn't exactly easy, so any ability that can help provide additional bonuses is a welcome asset. If you are playing a game where Knowledge tests are a thing, this is certainly one of the better Classes to accomplish that.</p><p></p><p><strong>What I Dislike: </strong>This character is not good at combat, at least not currently. This character is also not good for buffing until you get the right Elixirs, and get the <strong>Infusion</strong> Discovery. It's a Talent Tax for this group, plain and simple, but something that other support classes don't have to deal with. I decided to multiclass into Occultist in order to resolve some of the Challenges with combat. By Using the Transformation School of Occultist, I was able to pick up <strong>Physical Enhancement</strong> (which I used for Dexterity) and <strong>Legacy Weapon</strong>. The great thing about Legacy Weapon is that it allows me to apply the <strong>Bane</strong> Enhancement to my Rapier, and since I know the type of creature I'm fighting (thanks to all the aforementioned Knowledge Skills), the character can constantly set the Bane correctly. It's not ideal, but it's at least a partial solution. </p><p></p><p><strong>Where I'm Headed: </strong>Since the background of the character is in the Merchant Profession, I've been considering making more investments into Crafting Skills. This would allow me to get permanent "buffs" onto the Party at a faster pace with this character than I might be able to with my character otherwise, since the cost would be much lower than "retail".</p></blockquote><p></p>
[QUOTE="rchodges, post: 8491318, member: 7031385"] As we enter the holiday season of 2021, and near the completion of the first Book, I thought this would be a good time to go over my thoughts on the characters, and the decisions I made towards putting them together. As I am the most familiar with putting together character builds for Pathfinder, I took up the task of assembling the four characters that would be used for the game. Our DM (David) didn't give me a lot of information about the game, only that we would be playing characters that had to have an Evil Alignment, and that we would be starting the game in a Prison setting (which I interpreted to mean no gear of any type). [B]Player: [/B]Robert [B]Character: [/B]Donovan [B]Class: [/B]Investigator (Empiricist)/Occultist Donovan was simultaneously the easiest and most complicated character that I put together of the group. From the beginning, I pictured a support class similar to that of a Bard, but I wanted to avoid a heavy Charisma character, since I knew we would have a "face" character. I had initially considered a Class like Wizard, but I felt like that was something I had already been involved with previously. Picturing this character, I was thinking about a "Hannibal from A-Team" concept. [B]What I Like: [/B]Investigator is a fun class to play if you want to be the "Knowledge Guru" of the game (assuming Knowledges get used in your game). Between the Feats [B]Skill Focus[/B] (Language) and [B]Orator[/B], the Traits [B]Clever Wordplay[/B] and [B]Precise Treatment[/B], and the benefits of the [B]Empiricist [/B]Archetype, so many Skills are running through Intelligence that it allows you to become proficient with just about everything your Party could possibly need. It certainly doesn't hurt that you are awarded 6+ Intelligence Skill Points per level. I also really like the [B]Inspiration[/B] ability, which gives you an extra D6 on all of your rolls. One of the things I discovered in [I]Way of the Wicked[/I] was that the DC challenges in the very first act were insanely high, with tests coming in at up to 30+, with no gear at that point of the game. Tests at that difficulty for Level 1 characters isn't exactly easy, so any ability that can help provide additional bonuses is a welcome asset. If you are playing a game where Knowledge tests are a thing, this is certainly one of the better Classes to accomplish that. [B]What I Dislike: [/B]This character is not good at combat, at least not currently. This character is also not good for buffing until you get the right Elixirs, and get the [B]Infusion[/B] Discovery. It's a Talent Tax for this group, plain and simple, but something that other support classes don't have to deal with. I decided to multiclass into Occultist in order to resolve some of the Challenges with combat. By Using the Transformation School of Occultist, I was able to pick up [B]Physical Enhancement[/B] (which I used for Dexterity) and [B]Legacy Weapon[/B]. The great thing about Legacy Weapon is that it allows me to apply the [B]Bane[/B] Enhancement to my Rapier, and since I know the type of creature I'm fighting (thanks to all the aforementioned Knowledge Skills), the character can constantly set the Bane correctly. It's not ideal, but it's at least a partial solution. [B]Where I'm Headed: [/B]Since the background of the character is in the Merchant Profession, I've been considering making more investments into Crafting Skills. This would allow me to get permanent "buffs" onto the Party at a faster pace with this character than I might be able to with my character otherwise, since the cost would be much lower than "retail". [/QUOTE]
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Way of the Wicked Playthrough - Updated 2023/03/28
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