Suggestions for new-ish player joining WotR campaign


Advice


Pathfinder Adventure, Rulebook Subscriber

During a game hiatus, my group lost one existing player and gained a new one and I am trying to figure out a good 2 or 3 class suggestions for our new player to roll up for our existing WotR campaign.

The group is currently between books 3 and 4, at level 11/Tier 4. The existing group is:
Paladin/Marshall
Cleric of Serenrae/Hierophant
Inquisitor of Iomedae/Guardian
Transmuter/Archmage

The group lost the Barbarian/Champion.

The new player is somewhat new to Pathfinder, and she playing a Fighter and Life Oracle in the other games we have going (one will drop off when mine starts back up). Obviously I don't want to suggest she play the exact same character as in her other game or just replace one barbarian for another (unless that's what she wants). Any suggestions for a good class that isn't too complicated but also fits the group?


Pathfinder Adventure Path Subscriber

The party already appears to have the basic roles covered. I see two damage dealers, controller, and support/healer.

So going by Campaign Traits you have Trickster and Champion available. Between the two since you wanted simple I'd go with Champion.

However the most important consideration is what does she want to play?

That said...
A fairly straightforward approach would be an archer/ranged type. Whether a ranger, paladin, fighter, barbarian, zen archer or even bard/alchemist/gunslinger would be up to her.

Point-Blank Shot, Precise Shot, Rapid Shot, Manyshot, Deadly Aim, Improved Critical, Clustershot (unless Paladin, they have Smite to bypass DR). Improved Precise may or may not be needed depending on playstyle, builds, etc.

Mythic Rapid shot, but don't use the extra attack just use it to avoid the -2 penalty and save on math.
Mythic Improved Critical.

Combat gear: Adaptive Bow+X, Knight-Inheritor's Ring (if not a Paladin), Belt of Physical Prowess (Str+Dex). Arrows with Silver, Adamantine and Ghost salt blanches. All default ammo cold iron. Celestial Armor+buckler+amulet of nat armor+1 for AC unless better is available.

BTW an alternative approach is go archer but take the Guardian Path instead of Champion. I did that because of roleplay reasons (I like the campaign trait better 'Exposed to Awfulness' just sounds cooler) and ended up with an archer that's a bit hardier.


Pathfinder Adventure, Rulebook Subscriber

Obviously, what she wants to play is paramount, but this is more, she isn't that familiar with Pathfinder as a whole. Instead of handing her 3 books, plus a section on Ninja and Magus from UC/UM and just telling her to pick from the 30ish classes available and saying show up on Friday, making suggestions of 2 or 3 to get thinking about what she wants.


Pathfinder Adventure Path Subscriber

I would not recommend high-level AND Epic...er Mythic Play for a relatively new player.

Archer builds are what I consider to be easier (don't have to deal with maneuvering as much, just point and shoot) and they are still pretty complex. If that's too much then I'd strongly suggest a bard instead.

Bards have a fixed spell list and support with inspire courage is much easier to do. Make the bard an archer bard so she can shoot arrows in the off rounds and she'll be fine.


Is the inquisitor melee or ranged? A nice ranged character could be good, either archer or gunslinger. They have the benefits of relatively simple gameplay at high levels (especially the archer,) and she'll get to do tons of damage, which is usually exciting for a new player.


Well, does she like spellcasting or martial better when in combat?

Does she like having lots of skills?

Does she like having a lot of rules open to her, or should her options be fairly clear to her at any one time?

Playing an inquisitor or bard can be very rewarding, but also a bit schizophrenic(spelling?).

That said, for new players I'd reccommend one of these for optimal fun times:

Sorcerer
Oracle
Fighter (maybe with an archetype that gives her more skills. Or flat out more skills tacked on)
Swashbuckler (it has skills, charisma, packs a punch and feels intuitive. Point her towards fencing or slashing grace)

Basically, you don't have to remember anything but how to roll to hit/damage or the 6-30 spells you know to play something on that list.

Beyond this, rogue can actually work out OK, as can slayer, but sometimes remembering your target bonus can be confusing.

You can, of course, make her play anything she likes. I'd reccommend she stay away from the following, though, as you have to keep track of A LOT of things at once. No better way for someone to lose interest in a game than having it look like doing your taxes:

Magus
Shaman (oh god shaman)
Druid (it can do so many things at any given time)
Wizard (unless played like a sorcerer)
Warpriest
Summoner
Alchemist+Investigator (you have to keep track of all your thousand options to be effective)
and the Arcanist, of course. Unless played like a sorcerer.


An Elf Slayer specializing in archery could be fun. If there is a common terrain type and/or enemy type then this character could be a deadly scout for the party.

Grand Lodge

Half-orc w/ Fate's favored + sacred tattoo Slayer Switch Hitter.

Can do both ranged and melee to learn the system. Will have a nice skill base. The sacred tattoo + fate's favored will help the will save.

Since its a 5th party member they can be about anything.
Champion will work well as the Path.

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