Hey folks-
I'm returning to Pathfinder after a long hiatus to play a Skulls and Shackles game to play with a new group. I haven't built a character in ages and lack the some of the context to know what will be fun, satisfying, and effective. I can compare numbers all I want, but can't tell if my DCs would be too low, etc etc.
I'm looking to build a spellcaster to fill in the blanks in a supportive role. What I think we could use is (and please correct me if I'm wrong!):
-buff support
-utility spells
-"Sneak attack support" for our dual sneak attackers
-contribute to the front line, directly or indirectly
-healing as needed
The party consists of:
Sea Elf Rogue (Pirate) planning to prestige into...more pirate.
Tengu Ninja
Undine Witch (White-haired!)
Aasimar Bard (Studious Librarian)
We're on a 25 point buy (!), Races up to 15 points, and two traits (three if you take a negative), one of which must be a Skulls and Shackles Campaign Trait.
Notably, we're getting 2 free "background skills" that can include Profession (Sailor) and a rules change that essentially equates to free Weapon Finesse (I'll be great at touch spells!)
My current ideas are:
1. Cleric of a neutral god, channeling positive innately but taking versatile channel and picking up Control Undead. Costs me a feat to both "be a solid necromancer" and spontaneously heal. Variant Channeling might be worth it here. I love the idea of having the opportunity to use some of the more morally questionable spells, but don't want to be a frothing-at-the-mouth cultist.
2+int skills is brutal for this campaign, it seems. I was even thinking Grippli for this character, but the lack of another skill plus essentially being two feats short (because you HAVE to take Agile Tongue...c'mon) for Agile Tongue, a climb speed, and a glide seems an iffy trade.
Having a pirate ship with skeletons aboard and undead sea monsters in our wake has great flavor. The necromancy stuff is cleared with the GM. I think I'm much more interested in being a caster-type than trying to be a meaningful melee threat here.
-maybe Besmara to go entirely on theme [trickery/water(oceans)?]. Death
doesn't mean you can slack off, guttersnipe! It writes itself.
-maybe the new Grandmother Spider from Faiths of Golarion. Great domains
(luck! darkness! trickery!), I like the net proficiency, the deity spells
are nice (silent image, web, spider climb). True neutral opens up Envoy
of Balance...which seems worthwhile over a few extra dice on channel? I
can't tell how good some of those endowments really are. I
think the theme here would be, "I'll do ANYTHING to protect this crew."
-Anything with travel or madness is also rather appealing, but the gods
don't fit, I don't think.
2. A druid, but not an aquatic-themed one. Perhaps Goliath - I was told there are dinosaurs around somewhere in the area. Build to be a tanky beatstick with the druid spell list to back it up. I'm pretty confident on how to build such a character (I think? - there are specific guides around it) and need less advice. This is sort of my "plan B" if I can't settle on a cleric I'm happy with.
So if you've read this far, I suppose it boils down to:
-How would you build a piratical, supportive necromancer for that party?
-How do I stat such a character?
-How do I ensure the character is fun and effective at all levels of play?
-Can I make such a character that has something meaningful to do every turn? I recall a previous pet peeve of mine was playing a sad sorcerer with a light crossbow.
Thanks for reading.