| Petrus222 |
For an upcoming serpent skull game, our party consists of:
Elven ranger archer
Elven Rogue (2wpn fighter)
Human Life witch
Human or half elf fighter (sword and board)
Which leaves me trying to figure out what to play. Among my current considerations:
human ki-mystic monk
half-orc barbarian with a double axe
dwarf barbarian with great sword
human barbarian with a pair of short swords (or falcata and short sword)
halfling sorceror (verdant)
halfling wizard (diviner)
Elf wizard (transmuter)
In short with the APG, there's too many shiny options and I'd like to try them all... but looking at the party mix what are we really missing or do the other four characters have it basically covered?
(I'm also open to other suggestions for characters as I'm pretty much up in the air for all of them. To be blunt the barbarians are all based on mini's I have as opposed to the monk which I've never played and the casters who I have a background idea for as opposed to a mini.)
Any thoughts or suggestions are most welcome.
| Malaclypse |
For an upcoming serpent skull game, our party consists of:
Elven ranger archer
Elven Rogue (2wpn fighter)
Human Life witch
Human or half elf fighter (sword and board)Which leaves me trying to figure out what to play.
If you want to play a sorcerer, you should probably take a human; otherwise the halfling or elf wizard seem to be the best choice for this group.
| Banpai |
Having no real knowledge about the AP I would suggest cleric or druid. I am currently in the not so wonderfull position to keep my group alive as a witch and its not so much fun.
As a cleric you can bring solid buffing an healing to your group, and depending on domains you can help in other areas.
Druid while having a worse spell list that the cleric could have a good time the jungle, or on a ship using his wild shape.
So the long an the short of it, I would suggest a caster for spells support and defense. Wizard might be a nice option too, you group will really profit from things like haste.
| Nebulous_Mistress |
Off the wall suggestion here.
Bard.
You can get some cure spells to help the witch heal.
Your bardic music will make the three melee types that much better.
You have good knowledges to figure out clues that are usually dropped in adventure paths which require knowledge checks.
Half-orc bard with a greataxe! You could recite epic poetry...
| Ice Titan |
You do realize that it doesn't matter what you make... the JUNGLE GOATS will get you... :)
THEY ARE LITERALLY EVERYWHERE.
If you really want to be the perfect fit, a bard would do nicely. Three weapon attackers + haste + inspire courage = invincibility. Not to mention backup healing, and all knowledges on lockdown. Your group has: engineering, dungeoneering, local, nature, geography, history, arcana and planes. The fighter has 2 skill points, so don't expect to see know: engineering. The witch has 2 skill points, so don't expect to see maxed arcana and planes. If anything, your group will probably have nature and dungeoneering, and that's a LOT of left-out monster subgroups.
Jumping in there and saying "I'm going to get arcana, religion and planes" and then maxing them out would be really cool, and it would prevent your party from facing creatures that nobody knows about.
W. John Hare
|
W. John Hare wrote:You do realize that it doesn't matter what you make... the JUNGLE GOATS will get you... :)THEY ARE LITERALLY EVERYWHERE.
If you really want to be the perfect fit, a bard would do nicely. Three weapon attackers + haste + inspire courage = invincibility. Not to mention backup healing, and all knowledges on lockdown. Your group has: engineering, dungeoneering, local, nature, geography, history, arcana and planes. The fighter has 2 skill points, so don't expect to see know: engineering. The witch has 2 skill points, so don't expect to see maxed arcana and planes. If anything, your group will probably have nature and dungeoneering, and that's a LOT of left-out monster subgroups.
Jumping in there and saying "I'm going to get arcana, religion and planes" and then maxing them out would be really cool, and it would prevent your party from facing creatures that nobody knows about.
The problem (well from Petrus222's view) is that he is playing a bard in another game and isn't enjoying the 'I buff everyone' stuff. Petrus222 generally likes to get in and mix things up with the monsters.
I did suggest that if he is somewhat worried about healing but not enough to take a cleric to instead do a cleric with negative energy... :)
18 Cha, Selective Channelling makes for a lovely attack/defense against pretty much any sort of small stuff... including swarms (there wouldn't be swarms in the jungle would there? :)
| Vaellen |
W. John Hare wrote:You do realize that it doesn't matter what you make... the JUNGLE GOATS will get you... :)THEY ARE LITERALLY EVERYWHERE.
If you really want to be the perfect fit, a bard would do nicely. Three weapon attackers + haste + inspire courage = invincibility. Not to mention backup healing, and all knowledges on lockdown. Your group has: engineering, dungeoneering, local, nature, geography, history, arcana and planes. The fighter has 2 skill points, so don't expect to see know: engineering. The witch has 2 skill points, so don't expect to see maxed arcana and planes. If anything, your group will probably have nature and dungeoneering, and that's a LOT of left-out monster subgroups.
Jumping in there and saying "I'm going to get arcana, religion and planes" and then maxing them out would be really cool, and it would prevent your party from facing creatures that nobody knows about.
While the witch has only 2 skill points, Int is her primary stat so its not unlikely that she's picked at least one knowledge skill with her copious amount of skill points.
| Petrus222 |
Ignore what I said then and just play a two-hand fighter or ranger. Then you have all four fighting styles represented in one group.
The points on the various knowledges were very good, (and I very seriously considered going with an intelligent ki-mystic monk after reading them) however I've ended up with the dwarf/greatsword for the simple fact that I have a great mini for it (Vidar Wolfhelm), and it'll satisfy my need for direct action.
(And no John, I'm not not enjoying the bard in the other game, just playing someone who's only minorly effective in combat... be better when I have more spells)
Anyways, does any one have any thoughts on this build? In particular the feats?
Invunerable Rager Barbarian
Dwarf 20pt build (Though gnome is also strangely attractive)
Final Stats
Str 16
Dex 10
Con 17
Wis 12
Int 8
Chr 12
Skills to max Perception and Survival, ranks of the others to be collected as I level.
Feats:
1 Power Attack
1 (Antihero) Raging Vitality
3 Extra Rage Power - Renewed Vigor
5 Toughness
7 Bloody Assault
9 Imp Crit
11 Extra Rage Power - Flesh Wound
Rage Powers
2 Lesser Spirit Totem
4 Guarded Life
6 Spirit Totem
8 Increased DR
10 Greater Spirit Totem
12 Increased DR
14 Increased DR
W. John Hare
|
Anyways, does any one have any thoughts on this build? In particular the feats?
Feats:
1 Power Attack
1 (Antihero) Raging Vitality
I still think you should have taken Cosmopolitan... :)
Just keep in mind that I don't want to hear any complaints later on about the other players having hero points if you decide to go the antihero route. :)
W. John Hare
|
W. John Hare wrote:Just keep in mind that I don't want to hear any complaints later on about the other players having hero points if you decide to go the antihero route. :)no worries. I think the biggest complaint you'll hear is:
"Petrus you need more healing? how are you still standing?"
Are you sure it won't be... "Petrus is dead, dibs on his boots!" :)
| Banpai |
Ice Titan wrote:Ignore what I said then and just play a two-hand fighter or ranger. Then you have all four fighting styles represented in one group.The points on the various knowledges were very good, (and I very seriously considered going with an intelligent ki-mystic monk after reading them) however I've ended up with the dwarf/greatsword for the simple fact that I have a great mini for it (Vidar Wolfhelm), and it'll satisfy my need for direct action.
(And no John, I'm not not enjoying the bard in the other game, just playing someone who's only minorly effective in combat... be better when I have more spells)
Anyways, does any one have any thoughts on this build? In particular the feats?
Invunerable Rager Barbarian
Dwarf 20pt build (Though gnome is also strangely attractive)Final Stats
Str 16
Dex 10
Con 17
Wis 12
Int 8
Chr 12Skills to max Perception and Survival, ranks of the others to be collected as I level.
Feats:
1 Power Attack
1 (Antihero) Raging Vitality
3 Extra Rage Power - Renewed Vigor
5 Toughness
7 Bloody Assault
9 Imp Crit
11 Extra Rage Power - Flesh WoundRage Powers
2 Lesser Spirit Totem
4 Guarded Life
6 Spirit Totem
8 Increased DR
10 Greater Spirit Totem
12 Increased DR
14 Increased DR
I really suggest to buy some wands of clw and lesser restoration for your witch, she will need it to keep your group alive.
But to help you with your dwarf:
http://www.fellshadow.com/tip/tmp3/wip_tmp33.asp
Stats: ok this may sound like heresy but constitution is not that important for a barbarian. Yes it helps you rage, but you already have a 12.
So I would suggest the following stats after racial mods:
STR 16
DEX 15
CON 16
INT 8
WIS 10
CHA 10
The reason for suggesting this, is that otherwise your AC will je truly lousy (assuming you wear a breatplate and do no limit yourself to hide like the barbarian in my group). You would have an AC of 14 when you rage, if you charge in the first round and rage your ac will drop to 12. The zombie alligators, skeleton spidermonkies and giant snakes will bite/poke/squeze you to death.
I for the record have no idea what you will face in the AP ^^ but I would suggest that you should try to be alive once the other players have cought up (damn speed bonus - as you might tell I currently play the healing witch in our group and our crazy monk and barbarian love running into meele )
Feats: Lets hope you can look me in the eyes after that .. ^^
Getting the antihero feat is nice, but thats of course up to you and your DM.
Since you will use a Greatsword, i would suggest the following Feats.
Level 1: Weapon Focus: Greatsword
Antihero Feat: Dodge
To explain why, you only have 16 strength (20 while raging) so hitting your enemies for 2d6+7 damage has top priority. And while power attack gives a substantial damage bonus, hitting is better than missing and almost doing a lot of damage, but do not worry power attack will come later.
Raging Vitality seems like an awesome barbarian feat, but in the words of the immortal Admiral Akbar: Its a trap!
Having more HP is quite nice, but A you will love them when the rage is over, and B not getting damage is almost always better than getting hit.
Ok level 1 you are king of the world you are large an in charge^^
Now level 2 gives you your first rage power and the spirit totem powers seem not bad, and if you like them for RP reasons, by all means.
I wont suggest them, chause they do something you can do better.
Suggested Rage Power at level 2: reckless abandon.
Yeah first I argue to keep you alive an now I suggest to you to give up AC ^^. Trust me it will be fun.
Level 3 feat:Power Attack. Power attack is just too good for you not to take, use as necessary, and remember a dead enemy can´t strike back.
Leve4: Rage Power: Guarded stance. At this point its pretty clear how you can fight: spend move action for bonus to AC -> Reduce your AC via reckless abbadon -> use power attack to do "phat damage". Put the stat increase into dex.
Level 5 Feat: Shield of Swings: Yeah only dealing half damage sucks, so only use this feat when necessary, bot for the record doing half damage while your AC is high enough so you don´t get hit while still hitting the enemy almost every time for (with above mentioned combo) half of 2d6+7+6 is really not to bad.
Level 6: Rage Power: inspire ferocity: Sharing can be fun, and in this case you can share your rage.
Level 7: Feat: Vital Strike: You have several good uses for your move actions already. Not a fan of cleave myself, especially later, but the feat can be exhanged for vital strike.
Level 8: Rage Power of choice
Level 9 Improved Critical: Greatsword
Level 10: Rage Power of choice.
Leve 11: Improved Vital Strike
Level 12: Rage Power: come and get me. After this point you officially rock. You are awesome. Everone else, by not beeing you sucks.
Item suggestions: +1 Adamantine glamered Breatplate, to make it look like a fur coat and a kilt. I am pretty shure that the DR 2/- stacks.
A nice magic greatsword and the usual stat enhancing items as usual.
I hope it my adivce helped a bit. And ignore the typos its almost 2 am and typos are so barbarian^^
EDIT: The +1 nat armor feat is a nice option too.
| Banpai |
Petrus222 wrote:Are you sure it won't be... "Petrus is dead, dibs on his boots!" :)W. John Hare wrote:Just keep in mind that I don't want to hear any complaints later on about the other players having hero points if you decide to go the antihero route. :)no worries. I think the biggest complaint you'll hear is:
"Petrus you need more healing? how are you still standing?"
Classic mistake, never have the nicest boots in the party^^