Home made Demon campaign. Need character Ideas.


Advice


I am joining a campaign where the world has fallen into chaos, demons traveling through the plans when ever they want, not to mention a lot of other bad ones, such as banshees and other spirits.

The group has a Barbarian, Magus, Witch, Hunter, Paladin, and War Priest. So I can basically play anything I like. but like last night there will be games when some people can not be there. so I would like to play a class, that uses spells, hopefully one that can dish out a lot of damage with out hindering my close range fighters, but be able to heal if our healers of the group are not able to make it that game.

We are lvl 13, 20 pt buy, and I can buy 60k worth of stuff. now keep in mind, this world is fallen to the point where we don't get random goodies at a regular bases, so what I buy now could be basically what I keep till the end. with just a few other stuff I get later. because there isn't many towns to buy stuff, and material is very rare.

Id appreciate any help I tried a swashbuckler but it didn't do so hot, and then a shaman that was limited with its attack spells due to people getting close so, any suggestions I'd be more then happy to hear.

Scarab Sages

Have you considered an Alchemist? It may not an actual spellcaster, but otherwise it can do everything you want while being substantially different from all the other party members - their facility with making potions and other alchemical treats should help you a great deal in this world you describe, too.


I'm Hiding In Your Closet wrote:
Have you considered an Alchemist? It may not an actual spellcaster, but otherwise it can do everything you want while being substantially different from all the other party members - their facility with making potions and other alchemical treats should help you a great deal in this world you describe, too.

I did not, but I am afraid the DM might make it very difficult like if I fall all my stuff go boom!

Scarab Sages

Do you KNOW they'll do that, or are you just "afraid" of that? It's one thing for the DM to impose logical consequences on someone carrying 80 assorted vials of acid and alchemist's fire everywhere they go (as I once witnessed firsthand), but saying all your Bombs go off at once underneath you anytime you get knocked prone or something like that would not be kosher. Alchemists were meant to be playable, after all.


I'm Hiding In Your Closet wrote:
Do you KNOW they'll do that, or are you just "afraid" of that? It's one thing for the DM to impose logical consequences on someone carrying 80 assorted vials of acid and alchemist's fire everywhere they go (as I once witnessed firsthand), but saying all your Bombs go off at once underneath you anytime you get knocked prone or something like that would not be kosher. Alchemists were meant to be playable, after all.

I am pretty positive he will have that happen, I started looking at monk, cleric and fighter. yeah cleric is the only one that can do healing, but I think Ill lean more to damage.


Clerics are pretty effective fighters with their buffs, take heavy armor proficiency feat. Yes they are primarily healers, but compared to the other classes you've mentioned cleric is very "fighter" capable (better than a fighter even). In a demon campaign you can't go wrong with a cleric.


I'm Hiding In Your Closet wrote:
Do you KNOW they'll do that, or are you just "afraid" of that? It's one thing for the DM to impose logical consequences on someone carrying 80 assorted vials of acid and alchemist's fire everywhere they go (as I once witnessed firsthand), but saying all your Bombs go off at once underneath you anytime you get knocked prone or something like that would not be kosher. Alchemists were meant to be playable, after all.

It depends on your GM, because if you read the alchemist, while the chemicals he mixes create bombs, unmixed the chemicals are inert, they cannot explode if the alchemist falls. Sounds to me like a GM being a A-hole and breaking the rules because he either doesn't like alchemists or doesn't like the player. Alchemist can't go boom when he falls - read the class more thoroughly.

Every bomb thrown is mixed by the alchemist in the same round and then it can explode, unmixed the chemicals do nothing. No where in the class description does it state that any of the chemicals are combustible. If your GM states so, he is fibbing and breaking the rules to make that happen.


gamer-printer wrote:
Clerics are pretty effective fighters with their buffs, take heavy armor proficiency feat. Yes they are primarily healers, but compared to the other classes you've mentioned cleric is very "fighter" capable (better than a fighter even). In a demon campaign you can't go wrong with a cleric.

how would you recommend building one?


How about an oracle of metal in that case? Gives you plenty of options for self-buffing, staying in front lines, healing powers for free, and hey; you could even shape your curse and or mystery to fit the theme of the campaign


Nicest thing about Oracles is that they don't give a fig about the gods and their codes of conduct - their power simply "is".

13th level ... I'd give serious consideration to a rogue 2 (unchained rogue)/inquisitor 11, giving you evasion and stalwart: if you make the save, you utterly ignore everything that triggers the saving throw.

I'd take every save increasing feat and trait you can get your feat build on, depending on how you allocate your ability scores and what race you select. With 60k, your magical items are precious, so that requires some pondering.

Does the campaign have firearms? Does the campaign use automatic bonus progression? (One would hope so given the crummy wealth implied in the first post.)


Turin the Mad wrote:
Nicest thing about Oracles is that they don't give a fig about the gods and their codes of conduct - their power simply "is".

I don't think that matters to the OP, which makes Clerics a stronger option for his goals. Clerics have channel which is both an effective healer and a means of using positive energy against some opponents, especially undead, oracles don't have channeling. I like playing Oracles because of their difference to clerics, but as stated, I don't think that means much for the OP's intentions.

Select a good aligned deity (ask your GM which deity best represents the opposition to demons in your game), take heavy armor proficiency, beyond that there are any number of options to advance, but without knowing your table, players and GM, I can't be more specific beyond that.


I would second the idea of an inquisitor (with or without the rogue dip)
It gives you everything you mentioned.
Spells including healing
Skills
Combat ability


Ranger with demon hunting feats would be a nice damage dealer.


Pathfinder Adventure Path Subscriber

Looks like 4 can already heal...are there sessions where they all don't show?

If you want dps spellcasting and healing:

Anyway...a druid with the weather domain (yes give up the pet) can nuke and heal.
A blockbuster wizard can nuke extremely well. For healing there's the level 1 infernal healing, or alternatively there are many summoned critters with healing ability. Selective Spell can avoid frying your friends if they are not big on coordination or combats just end up big furballs. Start with a couple lesser metamagic rods of selective spell and you are set for your friendly fire worries.
Sorcerer with various builds can also nuke...though they can also use rods it does not work as well.

Alternatively...cleric with selective dazing channels can be amazing in combat. Not as much damage...but stops most monsters in their tracks.

Regarding item scarcity...you could just craft the items you want...or does the GM ban item crafting as well?


What you need is a cleric of Azathoth. Can cast some arcane spells, has 2 beautiful domains in the form of madness and void, neautral so can heal or variant channel madness depending on your preference, full divine caster, has warhammer as favored weapon (guided hand potential), and more. You don't deal traditional damage you simply kill em with save or sucks or confuse your enemies to death.

From a roleplay perspective your simply a guy who is on the edge of madness because of the worlds condition. Rather than simply give into despair you have embraced aspects of the demons nature and use it as a weapon against those he wishes. Being true neutral you can have all the options you want really. Alternatively, you could be a mad prophet of your deity who wants to show demons their insignificance.


Go bard. Never look back.


I have to agree that an inquisitor would work very well. Your group is low on skills with only the hunter and maybe the witch having decent amount of skills. By 13th level you have most of the important inquisitor abilities including greater bane. More importantly at this level you have enough uses of those abilities to be able to use them multiple times. Go for a human to get the extra spells and skill points.

If you really want to get crazy take both signature skill and skill focus on sense motive. Assuming you max out sense motive and have a 18 WIS this will give you a +32 on sense motive. This will mean you can read a creatures thoughts by making a sense motive check at +12 (that is after the -20) against an opposed bluff roll.


I would go with a true neutral druid. Druids are a very open ended class that can be taken any direction you want, so you could easily fill roles that missing players leave open.

Grand Lodge

See, I saw the world concept and instantly went for Summoner (chained if you can swing it).

Plus, it gives you the flexibility of if 3 people did not show, you can pick up almost all the slack, or if all 7 show up, you can fade to the background and be awesome support.

Plus, KN Planes, Celestial creatures/angels/archons/azatas will be even more powerful then normal thanks to smite evil powers.

Grand Lodge

I would say Holy Tactician Paladin with reach weapon, but you already got a Paladin in the group.

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