build advice


Advice


Yes I know... another build advice thread...
sorry!

ok I am looking to build a character that fills a role, not necessarily a particular class.

First the Rules:
Must be Paizo product, so no 3rd party stuff
Must be 12th Level
Must be non evil
20 Point build

Role:
Healing
Buffing
Protection
debuffing
Support type...I know your first thought!...CLERIC!... but lets go outside of the box.

I am sick of playing the cleric... something that sounds like a cleric but isn't...make sense ? or a pretend cleric.

Not really wanting to get into combat, would rather think his way out of situations and using what spells/feats/abilities he has to do so.

I am looking a class that can use healing wands, buffing and protection type spells/abilities, should be able to create wands, potions etc but is fun to play.

Options I have considered so far:
1. Inquisitor
2. Bard
3. Warpriest (but too combatty)
4. Alchemist

Thoughts?


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Witch.


Ryze Kuja wrote:
Witch.

Bugger I forgot to put the party make up on.

1 x paladin
1 x ninja
1 x sorcerer
1 x witch


If you already have a witch in the group, an Oracle would fit nicely with the role you're trying to fill.


Bard would be an excellent addition to this group as well. Don't let the Paladin be your party face.


Ryze Kuja wrote:
Bard would be an excellent addition to this group as well. Don't let the Paladin be your party face.

The paladin is a shy paladin, its been up to the sorcerer and my current cleric to be that face, or at times the ninja...

I think a bard could be a good fit. I found a thing called a Arcane Healer, which is like a archetype of bard... I lose versatile performance and lore master but gain limited channelling (channel as a cleric 1 level lower) and ability to use bardic performance to cast cure light wounds or cure moderate wounds.

What is not clear is that does everybody get the cure light wounds if they hear the performance or just one character as per spell


I would not put stock in Healing classes or a Healing Focus, every group will have a UMD person with wands of CLW. Pick a class that is suitable for your style of play and how you want to fit in the group. Healing is superficial.


Shaman could be a good choice even with a witch in the party. A shaman with the life spirit channels like a cleric and gets access to life link and other useful healing related hexes. The spell list is diverse and can be expanded by arcane enlightenment and FCBs.


Some ideas

Skald - buff your two melee fighters, can do a little bit of everything
Archaelogist Bard with reach weapon, control, buff

I wouldn't play a Shaman, too close to the Witch and the Cleric you are playing.

And last but not least Druid. You can buff, heal, be a scout, control, fly...

Grand Lodge

Ocean's Echo is a oracle without inspire courage.

Dual cursed is a good way to support melee and casters.

Shaman witch doctor with fateful channel and a possible on level dip in oracle dual cursed is the reroll master.

Druid would be great. You get a bit of everything with a druid.


Spiritualist - with a range of archetypes available depending on personal preference.

It does everything you are asking for. At least two archetypes allow you to directly participate in combat + attack in the same round. Base class gives you a pet with considerable flexibility.


Skald can get Greater Skald's Vigor, giving Fast Healing to the entire party. They can also get Lesser Celestial Totem for everyone, boosting any magical healing they provide to a group. Get everyone to stand on a Path of Glory, use the Battle Song of the People's Revolt to give everyone Amplified Rage.

That gives everyone 21 health per round (1 for Path of Glory, 12 for Lesser Celestial Totem, 8 Fast healing from Inspired Rage + Amplified Rage + Greater Skald's Vigor), for 12 rounds, or a total of 252 hp over the course of the spell. If you boost it to Greater Path of Glory, then your team instead heals 25 hp per round, for a total of 300 hp each over the course of the spell.

All the while, they also have +8 STR & +8 CON. And at least 3 other rage powers (Reckless Abandon is a pretty potent attack steroid that gives a further +4 to attack rolls, Come and Get Me lets them retaliate vs enemy attacks). So Buffing and Healing is definitely down.

While it's not a Debuff so much as another buff, you could also grab Discordant Voice to add 1d6 sonic damage to each of your teammate's attacks. That said, you'd need to retrain a feat to fit both it and Greater Skald's Vigor into your build before level 13.


I'm all for the witch here. More witches the better. I'd go for a druid. Since your group has all the bases covered whatever you play will probably have some degree of overlap with the others. Consider that with all the archetypes and a feat options, two players could start with the same class and yet play completely different or two different classes that become very similar. So it's worth considering how they're playing their characters e.g. with hexes like feral speech and animal skin and spells that overlap a witch can be a bit druid-y, so with a druid in the party they might step on each others toes or it could be point of shared interest and bonding.

It can be difficult to predict how people will react though. when I joined my group with my witch I ensured that my character occupied it's own niche and any points of overlap were minimised and could hopefully become points of bonding. There was an abjuration/support focused wizard in the party so I kept way from similar spells and focused on debuffing; I intended to limit any knowledge arcana checks to folk magic and witchery, leaving wizardly 'high magic' to the wizard. That didn't stop the player getting in a strop and quitting because he wanted to be the sole focus of all arcane knowledge and ability.

Anyway, go for the druid as they have lots of flexibility. If you do, you should encourage your witch to take the poison touch hex and use it on the animals you summon/you when wild shaped.


So it appears to be a tie between the skald and the druid....

I hadn't considered the druid
I really like Kaouse's idea on the Skald...I might roll that up today.


Diablo2970 wrote:

1 x paladin

1 x ninja
1 x sorcerer
1 x witch

It would appear that your party already has buff/debuff, healing, and protection covered with two full casters and two others with as least some capacity.

What it does lack is a second character who can make tough fortitude saves and who has enough HP to meat-wall when the party is Zerg-rushed.

Consider a "Kurgess warrior" chassis for a martial.

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