Knights of the Chalice 2

Knights of the Chalice 2

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Delvaron Feb 7, 2023 @ 10:00pm
Another run same classes
I ran through the module again and I cant make myself play some of the classes in the module. I always end up playing the following
Fighter dual wielding two handers
Rogue (assassin) that goes High strength and reach weapons with whirlwind
Cleric with Mysticism and Magic Domains
Wizard with blue attunement
Psionicist

Last spot I try to change to swap out everytime I play or take another story character instead
but this time I think i settled on the best fit being a ranger.

And then I take Zalpha and Erzimon in my final group I used to always make a water druid because they are one of the best classes in the game with the auto empowered cold and heal spells plus all the other good druid spells. And Erzimon I run as mainly a wizard but can dip into cleric spells as needed.

I wish I could make myself play something else but I just have a hard time justifying most other classes in the game.

Barbarian- will never constantly do the damage the warrior can do or have the utility mini fireball power of the rogues whirlwind when he gets the invisibility ring to sneak attack on the whirlwind. Good if ya need a grappler but while the barbarian is holding it the Fighter would have probably killed it and several other targets as well

Bard- some swear by them i wish we got a 3.5 version with 6 levels of spell casting and song of courage, heroism and such from 3.5 as well.

Bishop- good class i throw in 6th spot sometimes

Champion- even though they get full BaB, full move in heavy armor or casting with heavy shield fells like a bishop with the right domains does it better.

Death knight- can build like the above Rogue and do a few things but the rogue never taking AoO's is pretty big and one magic item puts them in roughly same attack power and rogue with more sneak attack dice. Plus assassin rogue can sneak attack everything which the DK can not.

Gladiator- lot of potential but as a pure martial without wade in or some way to add extra damage on whirlwind will always be behind.

Mage Knight- makes the rotation from time to time melee is probably better than ranged version

Monk- good class the archetypes added make some of them very good I just prefer the warrior even though number wise the monk may be slightly ahead in a few categories

Paladin- Same as Gladitor on the melee end and half caster means Spell DC's will always be low so just need buy buffs and heal spells for when you cant full attack. But ive talked about these guys a ton on the forums.

Psychic Healer- I swap this into the Psionicist slot once it did ok but i enjoyed the pure class better. Wouldn't want to swap for the cleric the domains do so much.

Samurai- the rogue kind of does their schtick better. And they don't get wade in to compete with monk or warrior

Sorcerer other colors than Erzimons- I have played the blue sorcerer they get great late game, the red from above is excellent, and the Green might can solo the game haven't tried the white or black. But if you want to see what you can do make Painted Mantis Green Sorcerer and look at how many options you have late game. Your spell Dc's will never touch other casters but the cant do the 20+ melee attacks you can do in a round after your transformation with a belt of battle skill on and something is grappling you or you want to show off your martial might.

Storm Warrior- fun with clubs staves and that two handed club you get later in the game after a choice. But if i want to play one I usually only make 5 characters and take Driaghan.

Warlock- versatile class but like storm warrior If I want one I usually drag the story character.

Wizard other colors- like the sorcerer red is good, Green has more options than any haven't seen anything that makes me wanna try white or black. But blues transformation is so good Its worth the minus to evocation DC's.

I don't know what this accomplished other than making an old guy spill their thoughts into the ether but let me know if I am wrong and should give a class another go.
Last edited by Delvaron; Feb 7, 2023 @ 10:02pm
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Showing 1-4 of 4 comments
Zzyl_tsw Feb 8, 2023 @ 12:34pm 
If you have already 5 chosen classes and want to exclude duplicate classes from story, it does limit the choices.
And if you want the best/optimum classes, it does reduce the choices again.
You could try some thematic

I am at the end of the high sewer and my mantis monk is quite efficient, while my wind druid does his job (even it may not be the most efficient classes currently, it was quite useful early on)
I have only full caster (red wizard, hunt priest, warlock and wind druid), and i am not sure how partial caster performs,
And considering the size of encounters (numbers of ennemies) and their difficulty (like ennmies casters having access to all spells....), having of lots of AoE available does seem necessary.

If you want to play differently, i think having a mindset like "lets try sth different and not fully optimized" would be recommended.
Otherwise, we all tend to use what we know (or heard/read) is the best and play in the same way.

But considering the difficulty of the game, it is quite hard with an unoptimized teams.
Anyway, i would be interested in others'point of view, as well as to know if people often used half caster
Delvaron Feb 8, 2023 @ 6:09pm 
A fair point friend I have run some non optimal groups early on i guess i should have said this is kind of the dream team of a group I have learned to play best together. Either way I wait for the next module and hope that one day he releases a class/race editor in the program I would love to try and make some of the pathfinder 1e classes and see how they play in game.
Frostfeather Feb 9, 2023 @ 1:37pm 
It's funny, early on I made a post about how the classes seemed to perform to me and you've noticed a lot of the same things I did.

The hybrid casters in particular really get shafted pretty badly in this game. I've seen a number of threads here where people are struggling with something and the advice is "you have too many hybrid casters" or "you have all hybrid casters" and that's part of the issue.

Anyway, if I have advice for playing a different group, it might be to use a different strategy and build the group around that. Like I did one where I used save-or-suck DC spells with a combination of the Bard to increase spell DC and the Death Knight to reduce enemy saves. Suddenly those two classes perform better when they're part of a greater strategy.
Delvaron Feb 12, 2023 @ 7:29pm 
I feel like I have a bigger problem with the martial characters not named fighter or monk than I do with the hybrid classes.

I was thinking of trying a game where I only make one character then pick up all the npcs that I can and what would I make for my "Main character"
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