6th player for Bonekeep what do I play?


Advice


So I am joining a group playing bonekeep 2 soon and I am wondering what class to play.
The group consist of:

a Sword and board Paladin(sacred shield I think)
Archer paladin
Life oracle
Wizard
Mounted cavalier(He might not be playing)

So I think some kind of melee skirmisher might be nice?
Trapfinder?
Some half caster?(Magus/Warpriest/inquisitor)
I have always wanted to play some kind of battle/bad touch cleric
Or a goliath druid but I am pretty much never play full casters and am a bit on the fence about playing them.

Any suggestions?


A skill monkey of some sort would do this group good. I'd favor an Investigator, I think. Make sure your GM is all right with you picking up Trapfinding as a trait.

Investigators do just fine in combat so you don't need to worry too much about that. Just pick a race with a good weapon proficiency.


Yeah the investigator sounds pretty good as well. Ill check out how to properly build one.


Honestly the Swastigator sounds like the best choice but then again Being strength based and using all the different shapechanging extracts sounds like so much fun.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Is this a home game or for organized play credit?

The Exchange

I imagine it is for credit. I suppose it could be a home game but it is difficult for people without GM stars to get a hold of the scenario. It isn't generally available.

I would make sure to bring a character who can endure an entire dungeon worth of combat and contribute to each combat meaningfully. You are on a clock to complete these missions after all.

RPG Superstar 2012 Top 32

It looks like most or all the main roles are filled (melee, ranged, healing, utility magic), so you can pretty much play whatever you want. Maybe a buffing class or de-buffing class? Maybe a 2-handed weapon wielder with Power Attack for massive damage or striker? Would a Skald work well?

Silver Crusade RPG Superstar 2014 Top 16

If it's for credit, you can't just whip up a character for it, you'll need to play a pregen if you don't already have a character.

The Exchange

I assumed he had credits saved up from pregens and/or GMing. Certainly not unheard of to just make a character on the spot.


Well, I may have been pretty optimistic by saying it was to play soon. In the foreseeable future might be a little bit better wording, so I have plenty of time to finish up leveling a character that already has a few credits.

Anyways thanks for the advice I think I might look into making some kind of a Investigator. A bad touch cleric sounds fun as well.


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A Guided Hand melee/caster Cleric/Monk can combine effective melee with AoE and melee debuffs. Things like High-DC Aura of Doom and Instrument of Agony go perfectly with melee, and many domain powers are great with a Conductive Weapon. A Guided Hand based Martial Artist 1/ Separatist of Hei Feng X with Protean/Deception can be running around with Mirror Image and Aura of Doom, delivering Instrument of Agony and/or Chaos Touch through Conductive 9-ring broadsword flurries - and eventually they get Confusion and Aura of Chaos. The theme of a Cleric/Monk who worships raw protean chaos through a storm-god is... pretty great.


Guided hand isn't PFS legal is it?

The Exchange

Woodoodoo wrote:
Guided hand isn't PFS legal is it?

The feat is but the Guided weapon property is not.


I've done Bonekeep 2 and I was going to mention that our group managed to clear it without any sort of way to disarm magical traps.

But I don't think your group will want to use that many pairs of first aid gloves.

Bring someone with the ability to disarm magical traps.

Silver Crusade RPG Superstar 2014 Top 16

'Sani wrote:

I've done Bonekeep 2 and I was going to mention that our group managed to clear it without any sort of way to disarm magical traps.

But I don't think your group will want to use that many pairs of first aid gloves.

Bring someone with the ability to disarm magical traps.

Our method involved a big dumb barbarian with an awesome Fort save, and a Cleric with the Luck domain. Oh, and we burned quite a few expendables.

We played it at Gencon, last year? The year before?


Ragoz wrote:
Woodoodoo wrote:
Guided hand isn't PFS legal is it?
The feat is but the Guided weapon property is not.

Yeah, Guided Hand Cleric still takes damage from STR, so some strength from starting points and a belt is still a good idea. With two-handed Power Attack flurry and Divine Favor, it's not really an issue if strength bonus is a few points lower though.


Yeah I really like that build BadBird I think I might try to avoid taking separatist though.


When in doubt about what to play, always pick Bard.

RPG Superstar 2012 Top 32

Reach druid?

1. Combat Reflexes
3. Power Attack
5. Natural Spell, because duh.
7. Extend Spell (particularly for greater magic fang
9. Lunge
11. Spell Focus conjuration
13. Augment Summoning

At early levels, use a long spear and summon.
At mid levels, wildshape and summon.

Mix and match levels 7-13.


Zahir ibn Mahmoud ibn Jothan wrote:
'Sani wrote:

I've done Bonekeep 2 and I was going to mention that our group managed to clear it without any sort of way to disarm magical traps.

But I don't think your group will want to use that many pairs of first aid gloves.

Bring someone with the ability to disarm magical traps.

Our method involved a big dumb barbarian with an awesome Fort save, and a Cleric with the Luck domain. Oh, and we burned quite a few expendables.

We played it at Gencon, last year? The year before?

When I made my post I was THIS close to adding "Our big dumb barbarian didn't really count as a way to disarm traps."

But our barbarian was so big and dumb that he didn't have superstition and couldn't make his saves. But he sure could hit himself in the face!


I'd think strongly about some type of melee that can use some type of reach weapon. Then stand behind your sword and board pally and deal damage that way.

Reasoning for this is because this is a dungeon crawl so most fights start in corridors 5' to 10' wide. So unless you can get everyone into and spread out inside a room, you're going to be stuck fighting in these corridors.

I character concept I've played around building that might work here is a Dwarven Barbarian wielding a Dorn Dergar. You should have lots of health, good saves, good damage, melee flexibility, and a so-so AC (but if you're behind your front line, you don't need to worry so much about the AC). Just have to decide which type of barbarian you would want to run. (Since this is a character concept of mine, I've only changed the build about 5 times so far.) :)

RPG Superstar 2012 Top 32

I GMed for an dwarven inquisitor who used the Dor Dergar (sp?), and it seemed like a fun character. It was kind of shared between 2 players, and one treated the inquisitor like a fighter (never used spells in combat, had to be reminded about judgments).


Are there any other classes besides Rogue, Investigator, Slayer and Archaeologist Bard that can disarm magical traps?

Sovereign Court

Woodoodoo wrote:
Are there any other classes besides Rogue, Investigator, Slayer and Archaeologist Bard that can disarm magical traps?

Trap Breaker Alchemists can do that at least.


As can the Ranger Archetypes trapper and Urban Ranger.

Liberty's Edge

Woodoodoo wrote:
Are there any other classes besides Rogue, Investigator, Slayer and Archaeologist Bard that can disarm magical traps?

The Seeker archetype for Sorcerer and Oracle do as well.

Silver Crusade RPG Superstar 2014 Top 16

'Sani wrote:
Urban Ranger.

An excellent archetype!

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