Best Character for this Group


Advice

Scarab Sages

I don't know why I have such trouble choosing characters to play recently... But you guys are pretty good with advice so I thought I'd throw it out and see what suggestions others had.

The group consists of an Oracle (healer), halfling cavalier, fighter (tank), summoner and rogue. Not sure what races were chosen other than the cavalier.

So I figure we have a ton of melee so I should probably create a ranged characters. The question is: what would be best? If you were making a character for this party, what would you make that would best compliment the group?


It depends...... the ranger seems to fit the ranged idea as well as if anything is occuring outside/woods/etc

But you can just as easily make any class fit for example the trait....
Faction Trait....
Hunter's eye (Andoran)P
Source Guide to Society Organized Play 15
Your parents had you blessed by Erastil as a youth and you are a prodigy with a bow. You do not suffer a penalty for the second range increment when using a longbow or shortbow and you are always considered proficient with one of these weapons (your choice).

I always smile thinking of a druid using a longbow and a witch is just fun! Just think of the mileage you get out of increasing dex....AC, to hit....

Liberty's Edge

Hell of a lot of melee characters in your group. You really do need some ranged capabilities.

I'm a huge fan of the Zen Archer Monk achetype from the Advanced Player's Guide. Flurry of Bows is a fantastic way to cut out two core archer feats (Rapid Shot and Manyshot), and being able to fire a bow without threatening attacks of opportunity from level 3 is a huge asset when that ogre charges you. Pump your Wisdom as high as possible to bump up your attack bonus and armor class, give yourself a decent Intelligence and pick up Focused Shot for when you can't make a full attack.

The Sniper Rogue archetype is pretty sexy as well.

Scarab Sages

That's a good idea but the DM is using Forgotten Realms so the we're not using the faction traits (which is too bad because some of them are very nice).


A ranged Bard would add a ton of power to your whole group, as well as adding some depth to your group's arcane casting (and healing as well, since you only have one class with any sort of healing), and knowledge skills.

An archer/crossbow Paladin would also be quite strong. Evoker or a cleric focused on battle [bless/bane, spell focus (evocation)] could work.

Or give in to the melee and have a Barbarian to lead the charge with that cavalier. Could feat his way into ranged throwing weapons.

RPG Superstar 2012 Top 32

You might want to go diviner wizard. That way, you'll have a high enough initiative to go first and lay down some area of effect spells before the melee bruisers get in your way. Then focus on single target spells and battle field control. You'll also want some utility spells. I would almost suggest using Conjuration as your opposition school, but teleporting is just so dang useful.

Or maybe go witch, druid, bard, paladin, alchemist, etc., to get some extra healing in case something happens to the oracle. The druid has healing, blasting, an animal companion for more melee mayhem, battlefield control, and transportation spells. A bard with all those melee-types would be quite effective. Paladins are always fun, and can be the party face if needed. I haven't seen the witch in action yet. Ditto the alchemist.


I'll be boring and suggest a wizard as well.


Another vote for archer bard. You'll be able to add healing, some arcane magic, and another skill monkey to the group. You could also be the party face. Finally, bardic performance + melee specialists = many dead monsters.

Shadow Lodge

I'll join on the bard bandwagon.

With that many melee types in the group, bard performance really starts to shine. A ranged bard would be a lot of fun, but if you want to shake things up a bit, playing a whip-based bard or a polearm bard (just behind the lines) might be a lot of fun.


Moriarty wrote:

I don't know why I have such trouble choosing characters to play recently... But you guys are pretty good with advice so I thought I'd throw it out and see what suggestions others had.

The group consists of an Oracle (healer), halfling cavalier, fighter (tank), summoner and rogue. Not sure what races were chosen other than the cavalier.

So I figure we have a ton of melee so I should probably create a ranged characters. The question is: what would be best? If you were making a character for this party, what would you make that would best compliment the group?

Couple of fun ideas. Gotta check but I don't think there's any problem with arcane duelist bard using a bow for their favored weapon. This leads right into Arcane archer if you want or just stay in bard for all the nifty stuff you get.

High strength character with throw anything throwing greataxes before closing into melee. Viking berserker type.

Stalwart defender using short spears for ranged/melee when enemies close.

Ranger with large sized heavy crossbow using gravity bow spell to get 3d8 bow damage and using vital strike and sniping.

2nd vote for zen archery monk using acrobatics to jump up in a tree then flurry of arrows. Take stunning fist when you can for rounds you need to move and attack. I think you can combo that with perfect strike for an almost assured hit.

Any fun caster can be useful to group and range. Cleric of Erastil or Feather domain druid using a guided bow would give you a nice perception check and decent damage output without having to be an archer fighter.

Vanilla Archer fighter with GWF GWS composite longbow and weapon training, deadly aim, rapid shot, and manyshot will really dish out the damage.


If you're trying to file a hole in the roster then notice that there is NO arcane caster of any kind. If it's a primarily RP game Bard or Witch can be fun. If primarily combat then I'd say sorcerer. If a nice mix of both I'd go wizard. Remember an arcane caster does a lot more than just ranged or AoE, especially in Forgotten Realms.

If you want to buff up the party a cleric is still much better than an bard IMO. Plus a second healer never goes amiss.


Another vote for Diviner Wizard. Take Craft Wondrous and Craft Magic Arms and Armour and make the heavies something shiny every once in a while, they'll love you for it. That group looks like it has immense damage already, so add some utility and support, and treat yourself by completely dominating a battle every once in a while, in true wizardly fashion.

Dark Archive

If you're looking at ranged damage you could also think about Inquisitor. Good for skills, knowledge, Sense Motive, and Intimidation (even with a low Cha) especially. It also gives the group a secondary healer with some really great arcane spells too (who doesn't love Knock?). You'll never be the best archer compared to Fighter or Ranger because you'll lack bonus feats (though bonuses from Judgement and Bane will help with that) but you will have utility out the wazoo.

However, I can't help but agree that a party without a full arcane caster has some blind spots. We don't have one in our group and I can't tell you how muss we miss stuff like Fly and even the simple Fireball.

But hell, you've been playing this game a while Moriarty, right? You've probably done the Wizard thing before. I say try the Inquisitor or Witch, some class you've never used before and rock it out. Unless you play in a group of optimizers with a sadistic GM, you'll be fine and you'll get a brand new experience.

Liberty's Edge

I vote for the witch!

Try it you might like it!


Big Stupid Fighter wrote:
Another vote for Diviner Wizard. Take Craft Wondrous and Craft Magic Arms and Armour and make the heavies something shiny every once in a while, they'll love you for it. That group looks like it has immense damage already, so add some utility and support, and treat yourself by completely dominating a battle every once in a while, in true wizardly fashion.

Also if you're going for the Diviner wizard, I suggest the Foresight school. (Advanced Focus School) At 8th level you gain the Foretell ability, which lets you also play the bard a bit. (As a free action, it would seem. All you have to do is utter something.)

Foretell (Su):

At 8th level, you can utter a prediction of
the immediate future. While your foretelling is in effect,
you emit a 30-foot aura of fortune that aids your allies
or hinders your enemies, as chosen by you at the time of
prediction. If you choose to aid, you and your allies gain
a +2 luck bonus on ability checks, attack rolls, caster level
checks, saving throws, and skill checks. If you choose
to hinder, your enemies take a –2 penalty on those rolls
instead. You can use this ability for a number of rounds
per day equal to your wizard level. These rounds do not
need to be consecutive.


I'll vote for the diviner wizard or elven bard w/archery. With those melee types, a bardsong adding to hit/damage is HUGE! I'd get my UMD up as quickly and as high as possible, your party is woefully short of arcane power. Bard also gives you some healing power, especially when you get enough money to buy a few wands of CLW and CMW.

Liberty's Edge

The Admiral Jose Monkamuck wrote:

If you're trying to file a hole in the roster then notice that there is NO arcane caster of any kind. If it's a primarily RP game Bard or Witch can be fun. If primarily combat then I'd say sorcerer. If a nice mix of both I'd go wizard. Remember an arcane caster does a lot more than just ranged or AoE, especially in Forgotten Realms.

If you want to buff up the party a cleric is still much better than an bard IMO. Plus a second healer never goes amiss.

Hate to burst your bubble, but Summoner is an arcane caster. Not a particularly powerful one, but arcane nonetheless.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I'm going to vote Bard, because when you can't decide what to play Bard is the best choice. They can always do anything - Archer Bard is a very strong archetype.

Grand Lodge

VikingIrishman wrote:
The Admiral Jose Monkamuck wrote:

If you're trying to file a hole in the roster then notice that there is NO arcane caster of any kind. If it's a primarily RP game Bard or Witch can be fun. If primarily combat then I'd say sorcerer. If a nice mix of both I'd go wizard. Remember an arcane caster does a lot more than just ranged or AoE, especially in Forgotten Realms.

If you want to buff up the party a cleric is still much better than an bard IMO. Plus a second healer never goes amiss.

Hate to burst your bubble, but Summoner is an arcane caster. Not a particularly powerful one, but arcane nonetheless.

True, but the summoner is not a primary arcane caster...and this party is missing one. I would suggest a wiard as well/


I'd say don't be boring and go for witch over wizard they still control plenty good.


Arcane Duelist Bard (advanced players guide) 8 / Arcane Archer 10

Good damage, utility, and you have skills and ideas to use during roleplaying only sessions

Have at least the rogue go dazzling display/shattered defenses line and use dirge of doom liberally.

If you use 3.5 material have your bonded item bow be a elvencraft longbow and enchant it as a +1 seeking bow / +1 harmonizing quarterstaff to start and go from there.


VikingIrishman wrote:
The Admiral Jose Monkamuck wrote:

If you're trying to file a hole in the roster then notice that there is NO arcane caster of any kind. If it's a primarily RP game Bard or Witch can be fun. If primarily combat then I'd say sorcerer. If a nice mix of both I'd go wizard. Remember an arcane caster does a lot more than just ranged or AoE, especially in Forgotten Realms.

If you want to buff up the party a cleric is still much better than an bard IMO. Plus a second healer never goes amiss.

Hate to burst your bubble, but Summoner is an arcane caster. Not a particularly powerful one, but arcane nonetheless.

Whoops, my appologize, I misread. Still a full wizard or second healer is nice....

Sovereign Court

what about a sorcerer arcane archer?

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