Really, what I want is some help with this guy. Culver Farwalker is an adventurer's adventurer. He's motivated by finding lost ruins, discovering new knowledge, and, yes, gaining some loot in the process. One of his major goals is to become a member of the Pathfinder Society. He's mostly heroic when it comes to his friends, but is certainly more motivated by uncovering relics than any sort of greater good. Indiana Jones is certainly an inspiration.
|Is this slight of hand? But then how do I get weapon specialization: whip?|
All of this is great and I feel pretty comfortable with Culver now after some initial misgivings. But notice something about the above description -- it has nothing to do with class or abilities. He could be anything! So I am having trouble figuring out what he should be. Technically, he's a bard, but I don't feel terribly comfortable with that choice. I've been given permission to "reskin" him into a different class. This leads me with a problem and some observations.
Problem: What should I do with him, class wise? The party has a fighter, cleric, paladin, and a wizard. The wizard's player isn't very experienced, so doesn't make the best choices regarding spell choice and use. He also misses some games due to work. Thus we have a 30% wizard. What can he be that will help the party, be fun to play, and not, well, suck?
- I can't help but think that, in Old School sorts of games, this dilemma wouldn't be an issue. That is, the choice of race/class wouldn't matter as much because of all the things we know about old school gaming (no skills, player skill matters a lot, party balance and composition not as important, etc). But these things DO matter a lot in Pathfinder, so I can't help but engage in some sort of character optimization.
- Boy, Pathfinder has a lot of options. Just in the SRD, there are core classes and base classes. Each one of those, in turn, has archetypes! Some, like the sorcerer, have further options like bloodlines. I know many people see this as a feature, but I can't help but be struck by option paralysis as I try to see how all those things could be combined to fit the concept. I want Culver to know things about history, ancient cults, and the peoples of Golarion. So do I need to take a class that has a lot of skill points so that he can put some into various knowledge skills? But just knowing things makes for a somewhat crappy character in a game where one fights monsters and runs into traps, so how do I get some combat ability out of this guy while still allowing him to do the things that no one else in the party can do -- like disarm traps?
- The above, especially, has led me to the conclusion that comprehensive skill lists are much more of a hindrance than a help and I vastly prefer systems with few or no skills.