New game with new players - need help filling a role


Advice


So we are starting a new Pathfinder game with 5 players and a DM. Three of the players are new to the Pathfinder game, but familiar with RPG games. We are only allowed to use the Core Rulebook and the Advanced Players Guide. We have a homegrown game and our DM loves randomness so we are all going to have to roll for our stats (which usully means we will be better off that a point by system). We will be able to arrange our stats however we like.

I know that the other four in our party are going to play the following:
Barbarian (new but a very good Warmachine player and tatically sound)
Oracle (new to PF but played a 3.5 druid - wants a healer build)
Sorcerer (the other experienced player)
Zen Archer (brand new - loves the idea of a kung fu archer)

+Me as the undecided fifth (kinda leaning toward a rogue/fighter TWF type build)

What do you think is the best fit?


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First, let me say I don't believe ANY class is absolutely necessary. However:

The "classic" setup is cleric (healer), fighter (tank), rogue (trapfinder), wizard (artillery).

In your group, the barbarian fills the traditional fighter role, the oracle fills the traditional cleric role, and the sorcerer fills the traditional wizard role. That leaves rogue...

I think a rogue/fighter would be just fine. That would round out all the traditional roles, particularly if you went rogue early.

However, more important than filling any role is playing a class you would enjoy, because enjoying the game is the most important part. If you WANT to play a fighter/rogue, do that. If not, do something else.

Silver Crusade

^ This, I can't stress this enough. There are a lot of times I will let what the party has already help me decide on something to play, but I NEVER play something just because its "needed"


You could split the difference and go ranger. TWF, gives you a scout, and you can pick up trap finding with the trapper or urban ranger archetypes.


Crypt Breaker Alchemist.


Rogue is a nice choice. You could also go for one of the other "skillful" characters like Bard, Alchemist or Inquisitor. Some Bard archetypes from the APG can even get trapfinding, though it's not strictly necessary to have that.

But nothing is strictly *needed* in that party, so like the others I think you should just play what you want.


Pathfinder Adventure Path Subscriber
Sindarin wrote:

So we are starting a new Pathfinder game with 5 players and a DM....homegrown...randomness...following:

...
+Me as the undecided fifth (kinda leaning toward a rogue/fighter TWF type build)
...
What do you think is the best fit?

Welcome to the new folks! :)

Doesn't matter what the others are playing.
What do you like the best? There is no 'role' that has to be filled. It's make-believe and supposed to be fun.

So go forth and pick the class you enjoy.

If you are asking about optimization then...

hide:
I'd recommend staying away from the monk and rogue. Except with high system mastery and corner cases (Zen Archer I'm looking at you!) these classes fall behind.

In Pathfinder the lowly fighter holds his own considerably longer, particularly the big 2-hander weapon or archer types. However some of the same pitfalls of 3.5x with martials holds true. Monsters outscale trip/combat maneuver specialists and casters still dominate the game.

But of course a lot is contingent on how your GM runs things. If the game is roleplay-heavy with limited combat, then the rogue is very viable. But if combat is even close the core assumption (say like in a typical pathfinder module) then he's going to be struggling. Ditto for the monk.

With regards to the new classes:
The basic alchemist is a fun class. A hybrid class (like bard) but a bit heavier on the offense and control side.
The witch is a nice spin to the arcane. The witch is a prepared arcane, but with hexes.
The summoner is a fun class, but requires high system mastery on both the part of the player and the GM to understand. There is a ton of rules clarifications, errata, debates, ill-will, etc. regarding the summoner so many avoid the class. I wouldn't recommend the class for anyone new to Pathfinder.
Inquisitor makes for an nice offense (martial) divine. The 5th level ability, Bane, it a very nice perk, along with 2 favored saves, and a pretty comprehensive spell list.

If I were new to the group, I'd probably roll up a basic human fighter with a big 2 hander until I got a better feel for the group and campaign.

Cheers and good luck!

Silver Crusade

Agreed, avoid playing something just because "it's needed." However, your group doesn't have an "Intelligence" based character, which means it's going to miss out on "Knowledge check" opportunities and so forth. If you've never tried an alchemist, I endorse it as something just a tad different.

Silver Crusade

Sound advice all. I'm enjoying a TWF Ranger (in PFS play). Not needing an obscene DEX score really helps.


I agree on skill monkey ranger, you will never feel useless.

Urban archetype gives you Trapfinding, and you maintain your already good combat prowess.

For Core and APG only, the switch hitter is gonna be your best bet, effective in almost all scenarios.


Touc wrote:
Agreed, avoid playing something just because "it's needed." However, your group doesn't have an "Intelligence" based character, which means it's going to miss out on "Knowledge check" opportunities and so forth. If you've never tried an alchemist, I endorse it as something just a tad different.

Great suggestion, since alchemists are easy to specialize into various combat roles (melee, tank, ranged, AoE debuffing, buffing, healing, etc). And since they have 4+int, and it is usually best to put about a 14 in INT, so you will likely start with 6 skill points per level, and gain more as you get stat boosting items.

Another option might be an inquisitor, since they get their wisdom bonus on knowledge checks related to tactical info on enemies. They have 6+int skill points, and they also have plenty of of capability as a partial caster with combat potential. They also get decent scaling bonuses on a couple of social skills and survival when tracking.


I agree with the others. With a tank, healer, and high-octane artillery covered (Sorcerer + Zen Archer? Great!), a mobile-fighter type, someone that can charge in and lockdown spots as needed, keeping people away from the ranged folks, would support the group well. That can be done a number of different ways:

Rogue/Fighter
Ranger
Alchemist
Bard
Inquisitor

I think any of these choices would work well for your party.


Thank you all so much for the advice. I'm leaning towards the rogue/fighter build even more now after a conversation with the DM about being roughly a 50/50 role play vs. combat.

I need to read some more about the alchemist though. I'm very familiar with the Core Rulebook, but not as much with the APG.


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Trapfinding isn't necessary to fill as a role. With that group, you could be whatever you want.

Hell, I'd probably play a dashing bard or something and try to hog all the out of combat time.


One interesting, underrated thing I remember about alchemist was the fact that they can get a tentacle.

While normally, yes, a secondary natural attack is not worth much. But if it is your only natural attack, then it is treated as primary and gains 1.5x strength and power attack damage. While this might be nice for some build though (reach using long spear?), we must again ask why is it a good ability considering the fact that it is only one natural weapon (and it becomes junk once you get any other natural attacks, including the feral mutagen, so it is not a very viable offensive tool)

Its value relies upon the fact that the tentacle has the grab property. That allows a free grapple attempt after a successful hit, and you get +4 to grapple checks. And since alchemists are INT casters, they can easily have the ability scores to get the prerequisite to good grapple feats. Combined with a decent BAB and a rage like ability to increase their strength (as well as access various buff spells), and an alchemist might make a fairly decent grappler.

But this is just me spitballing ideas. I am somewhat doubtful it would be a strictly necessary role for this party. I mostly added this to provide another example of how flexible alchemist is when it comes to picking a specialization.


Ranger or inquisitor or rogue gets my vote. The inquisitor edges out in the skill department and versatility but the ranger is undoubtedly the better of TWF types. Would not recommend a bard. Other considerations for rogue would be a dervish build if u can get proficiency, ie half elf, as that is not very feat intensive and ur rogue talents soften even that cost considerably.

With ur group, I don't see an INT based guy so I'd go at least a 14 and preferably a human or half orc to get skills and decent knowledge checks.


Sindarin wrote:

Thank you all so much for the advice. I'm leaning towards the rogue/fighter build even more now after a conversation with the DM about being roughly a 50/50 role play vs. combat.

I need to read some more about the alchemist though. I'm very familiar with the Core Rulebook, but not as much with the APG.

The few skillpoints the fighter gets will be bad if you want to be a skillmonkey. And it is combining one class that is good in combat but has little out of combat with a class that is the opposite.

You might want to consider urban ranger instead of fighter.

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