Compliment to the team


Advice


Pathfinder Rulebook Subscriber

So the group I'm currently in has a bard, a Battle Oracle, and a TWF rogue (we had a samurai and sometimes have a wizard) and up until now I've been a Merciful Healer, but I've grown weary of the archetype. So once my character's backstory concludes, he'll likely retire, but I'm trying to figure out what to replace him with.

Currrently torn between:

-Archery based warpriest due to high damage output
-Ecclesitheurge with a level of monk that flurries with a scimitar while still being incredibly spell-capable
-straight up cleric, maybe with an obscure race (possibly even home brewed)

Each have their positives and negatives, but I'm not sure which (If any) compliment the team mentioned above. I'm willing to consider other options as well, but if I'm divine, my deity will be Sarenrae for story reasons unless you make a good case.

So. Any suggestions as to what would work best?


You somehow created ~10 identical threads in less than sixty seconds, fyi.

Regarding the question, I'd suggest a flanking buddy for the TWF rogue.


Pathfinder Rulebook Subscriber

Apparently. Stupid phone. And I have sororities ally for that


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2ndGenerationCleric wrote:
Apparently. Stupid phone. And I have sororities ally for that

sororities ally? ;)


This topic has actually come up a lot lately. Feels like I've read people asking this exact thing word for word very recently.

Say, like 12 or so times in a row.

Also. Always choose Bard.


Pathfinder Rulebook Subscriber

Spiritual. My phone hates me!


Ah.

Well, since your group seems to like leaving the rogue swinging in the breeze out in front, cleric with a summoning focus.


Pathfinder Rulebook Subscriber

That would be the battle Oracle


Fair enough.


Pathfinder Rulebook Subscriber

So the question remains-what should I do?


Pathfinder Rulebook Subscriber

But we have a bard


Out of your options, I like clerics. Granted, my ideal cleric situation is a pair of clerics with the Repose domain. "Bad touch", use your choice of CDG weapon. Check to see if your GM will let you pick Quicken Spell-like Ability as a feat. (grin)


Pathfinder Rulebook Subscriber

Also ha. Ha ha. Stupid phone


How about a Spiritualist? It has healing, hurting, buffing, and debuffing spells (like your other ideas), and an intelligent companion that can do all sorts of things both inside and outside of your head and can't be killed for longer than 24 hours, so no worrying about replacing that animal companion or familiar.


Hunter. Good action economy due to having pet, is a divine caster... Shares teamwork feats...

I say hunter. :D


You could make a gun using vivisectionist, then dual wield with rapidshot.
At lvl 10 you can brew greater invisibility, which basically translates to auto-hitting when your gun is VS touch and the enemy is denied its dex bonus to AC.


Pathfinder Rulebook Subscriber

Spiritualist and hunter both sound interesting, though the spiritualist-where does the companion you mentioned come from?

Unfortunately no guns in this campaign.

Also, keep in mind, I've been the primary healer for the group. That's likely going to remain the same, thus why most of my previously mentioned ideas were healers


I didn't stutter. You need ANOTHER bard.

Always bard!

Although a hunter or unchained summoner would enjoy a lot of benefits here too.


Pathfinder Rulebook Subscriber

Doubtful, though fun idea lol

Also, keep in mind, I've been the primary healer for the group. That's likely going to remain the same, thus why most of my previously mentioned ideas were healers


I think a ranged fighter, zen archer, ranged inquisitor or warpriest would all do well. Anything ranged would work well.


Whoa - what about a Paladin of Sarenrae? They get some nice spells. Or the warpriest option.


2ndGenerationCleric wrote:

Spiritualist and hunter both sound interesting, though the spiritualist-where does the companion you mentioned come from?

Unfortunately no guns in this campaign.

Also, keep in mind, I've been the primary healer for the group. That's likely going to remain the same, thus why most of my previously mentioned ideas were healers

The companion is the Phantom, obviously.

While fully manifested, it can scout (by going through walls!), provide flanking, deliver touch spells for you (you could use it to deliver healing if you wanted), use its abilities it gets from its Emotional Focus, use skills (especially Dex and Cha ones), and, obviously, be an additional combatant for your side.
While it isn't manifested, it gives you Skill Focus in two skills determined by its Emotional Focus, gives you a bonus against mind-affecting effects, and you can partially manifest it to make yourself better at combat or make yourself incorporeal. The Haunted archetype replaces that last ability to give your Phantom a super mode, but you are Nauseated while it's in said super mode.
Normally, the Phantom is a spirit that has bonded with you, but the Fractured Mind archetype can instead make it a split off piece of YOUR consciousness, and if you don't like the psychic magic thing you can use the Onmyoji archetype to be a divine caster instead.
Oh, yeah, and both you and the Phantom have 3/4 BAB.


Pathfinder Rulebook Subscriber

Doh-I was looking at the investigator archetype. Only thing is I don't think I have access to that book.

What makes hunter such a good compliment?


Pathfinder Rulebook Subscriber

Well paladin led to divine Hunter archetype which led to the archer warpriest, but a regular paladin could work...


Sunbeam is nasty. ;) Archetypes that don't cashier spellcasting = Paladin of Sarenrae (divine hunter). Mhah. Mhahah.


Pathfinder Rulebook Subscriber

My main concern going anything other than cleric is losing access to higher level heals


You already have a Battle Oracle, who should be able to cover the divine casting (including healing) capably. Given the current party, I'd say you're likely to be missing strong battlefield control. Bards can act as Anvils (Controllers) but Arcane full casters tend to be best at it.

A "God Wizard" or similar might fit in very well as the prepared caster of the party, with a mix of utility, control and summoning spells as required.


The higher level heals mostly suck, except for the spell "heal" specifically.

Your team generally lacks control, so a wizard or sorc would be a good addition. They suck to play though, lol.

If you don't want to add control, adding more damage is always good. Any archer would be a good choice. You can make a decent archer cleric if you want, although sarenrae domains suck

Archer cleric:

Archer Cleric
Human cleric (crusader) of Sarenrae 10 (Pathfinder RPG Ultimate Combat 40)
NG Medium humanoid (human)
Init +6; Senses Perception +18
Aura aura of heroism
--------------------
Defense
--------------------
AC 25, touch 17, flat-footed 19 (+7 armor, +1 deflection, +6 Dex, +1 natural)
hp 74 (10d8+21)
Fort +13, Ref +13, Will +14
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk scimitar +16/+11 (1d6+6/18-20)
Ranged +2 adaptive cyclonic composite longbow +19/+19/+14 (1d8+12/19-20/×3)
Special Attacks channel positive energy 2/day (DC 16, 5d6)
Domain Spell-Like Abilities (CL 10th; concentration +13)
6/day—touch of glory (+10)
Cleric (Crusader) Spells Prepared (CL 10th; concentration +13)
5th—breath of life (DC 18), righteous might[D]
4th—quickened divine favor, holy smite[D] (DC 17), greater magic weapon
3rd—dispel magic, heroism[D], invisibility purge, magic vestment
2nd—bless weapon[D], grace[APG], ironskin, resist energy (2)
1st—divine favor (3), protection from evil, shield of faith[D]
0 (at will)—detect magic, guidance, light
D Domain spell; Domain Glory (Heroism subdomain)
--------------------
Statistics
--------------------
Str 16, Dex 22, Con 14, Int 10, Wis 16, Cha 8
Base Atk +7; CMB +16; CMD 27
Feats Deadly Aim, Greater Weapon Focus (longbow), Manyshot, Martial Weapon Proficiency (longbow), Point-blank Shot, Precise Shot, Quicken Spell, Rapid Shot, Weapon Focus (longbow)
Traits fate's favored, magical lineage
Skills Acrobatics +8, Appraise +2, Bluff +1, Climb +5, Diplomacy +8, Disguise +1, Escape Artist +8, Fly +8, Heal +9, Intimidate +1, Knowledge (arcana) +7, Knowledge (planes) +9, Knowledge (religion) +9, Perception +18, Ride +8, Sense Motive +15, Spellcraft +12, Stealth +8, Survival +5, Swim +5
Languages Common
SQ legion's blessing
Combat Gear extend metamagic rod (lesser), pearl of power (1st level) (2); Other Gear +2 mithral kikko armor, +2 adaptive cyclonic composite longbow, mwk scimitar, amulet of natural armor +1, belt of physical perfection +2, bracers of falcon's aim, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, 150 gp
--------------------
Special Abilities
--------------------
Aura of Heroism (10 rounds/day) (Su) 30'r aura grants Heroism
Cleric (Crusader) Domain (Heroism)
Cleric Channel Positive Energy 5d6 (2/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Fate's Favored Increase luck bonuses by 1.
Legion's Blessing (5 creatures) (Su) At 8th level, a crusader gains the ability to confer beneficial spells quickly to a large group of allies. As a full-round action, the crusader may confer the effects of a single harmless spell with a range of touch to a number of creatures equal to
Magical Lineage (Divine Favor) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Touch of Glory +10 (6/day) (Sp) Grant +10 to a CHA-based skill or ability check.


This is what an archer cleric with the crusader archetype might look like. You do pretty decent damage, and you have a strong ability to have enough divine favors and heroism to get through the day.

EDIT: for the 5th level domain slot, righteous might would actually lower your dpr, so uh, maybe put a quickened shield of faith there instead


I had a thought. 2ndGenerationCleric, one of your main concerns seems to be access to Divine healing but the party lacks Arcane-style battlefield control. You have a ludicrously generous 32-point-buy.

This all works perfectly for a Human Shaman combining the Healing spirit for life link, channels & spells, Arcane Enlightenment for cherry-picking Wizard spells and Human FCB to cherry-pick Cleric spells. You get access to just about any spell you could want as well as good healing potential. The main weakness is requiring decent Intelligence, Wisdom and Charisma scores to pull off properly - but you can do that.


Pathfinder Rulebook Subscriber

Well I only have a 25 point buy, and I don't really have interest in being the wizard, as we have one every once in a while.

Archer sends to be what in leaning towards, though Shaman sounds interesting.

As for my desire to get higher level heals, it's also the desire of the party, as before I started with the merciful healer, I'd been playing around with silly stuff like reach cleric and a trip based cleric, which is why I went merciful healer originally. Which is why I didn't want to stray too far from cleric

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