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Hello!

TLDR: I am joining a group that has no real main support; will my idea for the level 4 Life (Restoration) Shaman work alright, or are there obvious things I should correct?

I am a somewhat new player who hasn't played in months; before my group stalled out, I played a Reach Cleric to level 4 (with lots of help from the forum in creating it).

I am joining a group looking for a healer - I know full-time healer is not normally needed in Pathfinder, but I enjoy playing support and want to help. They are playing Strange Aeons and I have heard that campaign can be brutal. The Players Guide even recommended having a Cleric or similar. I am replacing their level 4 NPC Cleric.
**Mild Campaign Spoiler* Please no spoilers for the campaign but they did say they just escaped from the starting asylum, if that helps. **

I am trying to prepare as much as I can since I will not see the DM until game night next week. This group does not focus on min/max'ing so I am okay if my character isn't optimal as long as it isn't helpless.. I am open to helpful suggestions! I plan to stay pure Shaman to not overwhelm myself.

Other party members: Melee fighter, Monk/Oracle, Witch (DPS, not sure of type), Rogue (I believe melee oriented but not positive)

My dice rolls: 9, 11, 12, 13, 15, 16
I went with middle aged (-1 physical, +1 mental) to help round my stats better. I went Human, and the +2 racial trait went into Wisdom.

Level 4 Life (Restoration) Shaman:
Attributes
Str 8
Dex 10
Con 16 (ASI +1 here at level 4)
Int 13
Wis 18 (16 +2 from Human racial trait)
Cha 14

Feats Fey Foundling (Human bonus), Selective Channeling (lvl 1), Extra Hex-Shaman Chant (lvl 3)
Skills Heal, UMD, Spellcraft, Knowledge Nature/Planes/Religion
Traits Twitchy (from Campaign, +1 Ref +2 Init), Dangerously Curious (UMD as class skill, +1 UMD)
Hexes Evil Eye, Lifelink (from Life Spirit), Chant
Spells Command (from Human FCB), Cure Light Wounds x2, Protection from Evil, Cure Moderate Wounds x2, Resist Energy
Also from Restoration Spirit: Enlarge Person, Remove Sickness, Fog Cloud, Lesser Restoration
Will have Channel Positive Energy 3x per day
Weapon/Armor Sickle, Heavy Wooden Shield, Hide Armor - 16 AC total, 38HP
Familiar Weasel (+2 Ref, Protector Archetype)

My main concerns include:

  • Do the spell choices make sense? I am used to spontaneous Cures. Most of my support will probably be via Hexes/Spirits, but is 3x Channel/2x CLW/2x CMW sensible? I know most healing is out-of-combat but I will probably self-heal due to Lifelink, and I hear the encounters have been brutal.
  • I focused a bit in Con because I may be in melee and also because I plan to absorb damage via Lifelink. Next level, my Protector familiar with Fast Healing 1 will split some of it with me.
  • I kept Cha relatively decent since I want to Channel for group heals, and a decent number of Hexes/abilities key off of Cha
  • I plan to get more utility Hexes so did not get Healing Hex yet and instead plan to use Channel more often in case I get low while Lifelinking; that is why I took Selective Channel even though I only have a +2 Cha modifier. Excluding 2 targets/channel seemed worth it if I have to channel mid-combat but I will see if I can change it after the first session if it's not worth it.
  • I plan to sit near melee range to be in range to Hex/Chant, and also possibly lend flanking options. I don't plan to hit successfully so I am taking the ACP to attacks in exchange for the heavier shield - my Protector familiar can Bodyguard to help my AC, and I can try to fight defensively if I switch to my weapon. The upkeep seems about as bad as using a buckler and tracking my AC after casting a spell but I may be way out in left field with this thought process.
  • I keep hearing Haste is a fantastic spell so I kept Int at 13 with the idea that I can grab it from Lore Wandering Spirit: Arcane Enlightenment. Am I understanding that correctly?
  • Reflex saves seem frequent and they are poor for Shaman, so I went with Weasel familiar + Twitchy trait for a +3 total Ref bonus. Does this seem like a waste or could it be a decent benefit?
  • I do read about the importance of wands for buffs and out-of-combat healing. I am not sure how accessible stores are in this campaign, so does it make sense to invest in the Craft Wand feat, if materials are available enough? Or should I just go more into Extra Hex type feats?

    Thank you for any feedback or help. If there are glaring issues, please feel free to point them out as well so I don't kill my new group.


  • Hello

    TL;DR first: Using mostly Core Rulebook only, should I create a "tank" type of melee character to protect the other 3 PCs (all ranged), or just go as damage-focused melee? And do my 2 Paladin build attempts below make any sense for either?

    I am a very new player with about 20 hours of Pathfinder so far. I received a lot of great assistance in my previous thread here and was hoping to receive some more advice. I have been enjoying my Reach Cleric from the previous post, and another player in the group wants to start DM'ing; the current DM and that player will take turns about every chapter or so in their respective APs.

    Here is what I know for the new campaign I will be playing in:

    • AP: Curse of the Crimson Throne (no story spoilers, please!)
    • 4 PCs, 1 DM will be playing. This is the DM's first time running a game
    • Two veteran players are playing: "Ranged Cleric" and "Ranged Ranger" (no further details)
    • Another new player will be playing: Ranged Sorcerer (Draconic bloodline)
    • I *prefer* non-Fighter only because I want to see what all the classes are like, but I have no problem rolling Fighter if it makes the most sense (we have a Fighter in the current campaign)
    • *Originally set up to be Core Rulebook only, but the DM has said I can pick something out of Core if it's required for my character*
      --Basically I think I'm okay taking a few Feats (eg Raging Vitality, Fey Foundling, Antagonize, etc), Class Abilities, maybe a Race.. probably not an Archetype and nothing like Traits since no one else has them outside of the Crimson Throne Player's Guide
    • We rolled for stats, and my rolls came to be 11 12 13 14 16 17. I feel lucky getting those numbers but it feels sort of awkward trying to optimize around?

    I know "tank" does not apply to Pathfinder as it does to an MMO, but what I am hoping for is a melee-focused character who can help deal damage but has a "sticky" quality in that I make it difficult for enemies to get past me once I engage them. Having a good defense via AC, high HP, self-healing, etc would be beneficial. I know I can't control the entire enemy line but I want to make myself the first road block. I am hoping for support/control from the backline.

    Monk seems like it would require too much from outside of Core (ie Styles). As fun as it sounds, I may save the experience for when I am in a more open campaign unless it turns out they are actually viable. I'm sure I could snag Raging Vitality for a Barbarian, but I see a lot of posts referencing Invulnerable and Totem builds outside of Core. I'm not writing off a mostly-Core Barbarian, but could it work for what I want?

    As I read more about the Paladin, they seem to make the most sense without needing to stray too far from Core (and probably Fighter too). Having decent AC with a shield option and self-healing fits most of what I need. Can they also play a "sticky" role in keeping some enemies on me?

    If I go the Paladin route, should I absolutely try to fit the Fey Foundling Feat into my build for survive-ability? It seems very strong for what I intend to do, but with at least 2 others who can possibly throw a healing spell on me when needed, I didn't know if it was as imperative.

    My main worry point is how defensive I should be having the frontline to myself? Will I typically get overrun, or will I be stuck playing catch-up as I try to peel enemies off the backline? I made attempts at a couple of builds below. I put Levels 1 and 3 to help compare between the two, since Level 3 is when a number of defensive abilities come online for the Paladin.

    More damage Paladin:
    I've seen posts recommended a good Strength/Constitution statline and just equipping a 2-hander with decent armor, as Paladins can Lay on Hands when needed. Damaging more effectively removes threats quick enough to not kill the backline. Would I need to worry if I get swarmed though?

    My main thoughts are that this essentially focuses on dealing damage and has easy access to a self-heal. I may go down the Cleave line for Cleaving Finish to help hit multiple foes. Is keeping the Paladin in medium armor (movement speed 20ft) the best idea at this level? The AC is already a decent number lower than the other build, but not significantly.

    Human LG Paladin, level 1
    Str 18 (16, +2 from Human)
    Dex 13
    Con 14
    Int 12
    Wis 11
    Cha 17 (4 Lay on Hands per day)

    Stats
    At level 1:
    HP 13, AC 17, Initiative +1
    Fortitude +4, Reflex +1, Will +2
    CMB +5, CMD 16

    At level 3:
    Fortitude +8, Reflex +5, Will +6
    CMB +7, CMD 18

    Feats lvl 1: Fey Foundling, Power Attack(Human), lvl 3: Cleave

    At level 1, Greatsword: +5 to hit, 2d6+6 dmg
    At level 3, Greatsword: +7 to hit, 2d6+6 dmg

    More defensive Paladin:
    This build is attempting to get better defensive stats, but I don't want to be useless for damage. I went with a Halfling for the defensive boosts, which show up comparing to the other build. Is this build with a Two-handed weapon viable, or is it better off just going 1-handed + Shield? I would follow a similar Power Attack/Cleave route as above for the former, or I would go TWF/Improved Shield Bash for the latter.

    Being Halfling, I am tempted to try out the "Charger" or "Lancer" style Paladin such as in Cryptic's Guide. I don't know if that would serve well as "tank" though? Does it make sense to run around and try to draw attention, or would I actually want to hop off and fight alongside the mount at times?

    I do worry about the lower HP compared to the above build, but this does have more AC and better saving throws. Also, the 15ft movement speed sounds abysmal. Should I stick with it till I can afford a better quality light armor? This also makes being mounted feel more tempting.

    Halfling LG Paladin, level 1
    Str 15 (17, -2 from Halfling)
    Dex 16 (14, +2 from Halfling)
    Con 13
    Int 12
    Wis 11
    Cha 18 (16, +2 from Halfling, 5 Lay on Hands per day)

    Stats
    At level 1:
    HP 12, AC 19 (20 with Light shield), Initiative +3
    Fortitude +4, Reflex +4, Will +3
    CMB +2, CMD 15

    At level 3:
    Fortitude +9, Reflex +9, Will +8
    CMB +4, CMD 17

    Feats lvl 1: Fey Foundling lvl 3: Two-Weapon Fighting (or Power Attack if 2-hander route)

    At level 1, Greatsword: +4 to hit, 1d10+3 dmg
    or Morningstar +4 to hit, 1d6+2 dmg if going 1-hander + Shield
    At level 3, Greatsword: +6 to hit, 1d10+3 dmg
    or Morningstar +4 to hit, 1d6+2 dmg, Light Shield +4 to hit, 1d2+1 dmg if going 1-hander + Shield

    Sorry for the gigantic post. I appreciate any response or feedback, and let me know if there are more details I can try to provide.

    Thank you!


    Hello! Sorry for the long post, I have a lot of questions/observations after trying to research this topic.

    My friend and I have never played a pen&paper RPG before and are going to be joining a new campaign with a group that has some experience (4 players total including my friend and myself, 1 GM with no PC). I have interest in helping heal the party because when I play other games that is the role I tend to gravitate towards.

    The GM has some experience running a campaign previously but it was cut short; as a result, they are wanting to stick with just core rules at this time (core classes, races, rules, etc). They prefer nothing too advanced at the start, so no multi-classing, though it may be allowed later on after they are more comfortable with running the game.

    After doing some research, most comments tend to say there is no need for a dedicated healer in a party (though it's welcome if there is one). Many posts comment that in-combat healing tends to be reserved for avoiding deaths, and much of the player healing is done to stabilize outside of combat, via spells or wands. As a result, players can choose to focus on a healing character if that is what they want, or they can focus on doing more damage/buffing/tanking and the off-heals they bring will be enough in most situations.

    Is that still a relevant way of thinking and approaching the healing role for the party? Are wands very common in the game, or will they possibly be impossible to get depending on what the GM wants? Can other classes with UMD and wands really heal in a competent way? When my friends decided we would start a campaign, I expressed interest in possibly being the party healer - would it be dangerous to the party if I rely on "off-heals" if they are expecting me to be primarily a healer? My friends have mentioned a few times that in their past campaigns, just an off-healer was not enough, and given hints that a Cleric as a dedicated healer is extremely powerful. Should I be worried that that may indicate their campaigns tend to throw lots of damage at PCs and roll a build with that in mind?

    At this point, I am interested in a non-dedicated/off-healer role to try it out, but I'll take "healbot" if it's needed for the party (I already do similar in MMORPGs). My other non-experienced friend is already decided on Druid. I've read about Oradins but with no multi-classing/core classes-only currently, I'm not sure if it's possible. Would a pure Paladin who does either tanking or damage dealing still be adequate at healing? I've seen mention of Hospitaler Paladins, are they technically considered "core?" I've also seen some builds with support Clerics focusing on Archery which could be fun too.

    *EDIT*I should mention the other two players (who have experience with RPGs) have not decided on a class yet but have said they will fill-in based on what my friend and I roll.

    Sorry for the long post. I've seen lots of helpful topics already on the forums, but wanted to ask about my situation specifically since it will be core rules/core classes only for now.

    Thank you for any responses!