Suggestion for roll to fill


Advice


I am in a group that has 2 bards (One Arcane Duelist and one standard) a 2WF Sword and Board build, a Dragon disciple (monk sorc build), and possibly a witch. I am trying to decided what role to fill, would think that either an oracle or cleric would fit the bill. However I want to have utility other than just heal, and lean to cleric for having the channel ability, without being a dedicated healer. Any suggestions to build, it is preferred to have a theme to go with it. Not as worried if it is melee capable as long as it has damage dealing ability.

LvL 12
25 point build.

Thx for input


Well, the witch and both bards can provide healing (at a minimum out of combat with cure light wands), so it isn't absolutely needed that you be a healer. What I do notice that you are missing is someone who can deal with traps and locks. I dont know what skills the bards will have but likely social things will be covered, but depending on how your dm runs things, not being able to get through locked doors or deal with traps can be a problem. You might want to consider some kind of rogue, or maybe a rogue/wizard/arcane trickster, with the wizard side using mostly battlefield control stuff which the bards and witches wont likely be doing much of.


I totally see what you are saying Kotroni, and was looking at doing a trickery domain cleric possibly. Honestly I a not a hug fan of Arcane casters, well playing them anyway. But was debating on it. I wold have to find a build I really liked and concept to go with it.

My question is this, other than dipping rogue for one level, any way as a cleric I can get Trapfinding so i can disable magical traps without wasting a dispel magic.

Kotroni: if you have a fun build for a trickster I am happy to hear it.


hmmm, what material are you allowed to use? I have actually been looking at doing a halfling rogue who uses the halfling opportunist prestige class from 'halflings of golarion'


Kolokotroni wrote:
hmmm, what material are you allowed to use? I have actually been looking at doing a halfling rogue who uses the halfling opportunist prestige class from 'halflings of golarion'

I do not have that book, we tend to use the core books but are doing one group that uses the legacy of fire material and I could probably get permission for anything else by paizo that is current.

Sczarni

Oracle of Battle all the way. You pwn in melee and you're close enough to heal the others. Clouded vision has been a gift in role-play situations, so funny. Human is my choice. I can probably post a build later on tonight if you're interested.


Darksmokepuncher wrote:
Oracle of Battle all the way. You pwn in melee and you're close enough to heal the others. Clouded vision has been a gift in role-play situations, so funny. Human is my choice. I can probably post a build later on tonight if you're interested.

Dark, I would love to see your build. I may have the opportunity in a different game to play one of those if My death seeking dwarf slayer (barbarian) dies.

But as mentioned above the group has 2 bards and possibly a witch so bringing in a battle cleric is redundant to the party. I was looking at another build I like divine caster but figured with a cleric I will have the channel ability that none of the others have plus I could domain other abilities. But I may be pushed towards a trickster build, which I have never played one of those.

I am just trying to find something that will fit in with the above classes without stepping on many toes and still being fun to play.


.
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I notice that there doesn't seem to be much in the way of long-range attacks in your party, so perhaps an archer build? A Paladin archer would give you some divine abilities and a good attack.

Silver Crusade

Dedlin wrote:

I totally see what you are saying Kotroni, and was looking at doing a trickery domain cleric possibly. Honestly I a not a hug fan of Arcane casters, well playing them anyway. But was debating on it. I wold have to find a build I really liked and concept to go with it.

My question is this, other than dipping rogue for one level, any way as a cleric I can get Trapfinding so i can disable magical traps without wasting a dispel magic.

Kotroni: if you have a fun build for a trickster I am happy to hear it.

How about starting out as a 1st level rogue, and then have your character having a vision or calling of a deity with the luck or trickery domains and becoming a cleric-rogue.


Archer inquisitor with Feather domain? enough perception to spot most traps decent range combat w/judgements divine casting and acid splash for locked doors :)

greg


Ximmrik wrote:
Dedlin wrote:

I totally see what you are saying Kotroni, and was looking at doing a trickery domain cleric possibly. Honestly I a not a hug fan of Arcane casters, well playing them anyway. But was debating on it. I wold have to find a build I really liked and concept to go with it.

My question is this, other than dipping rogue for one level, any way as a cleric I can get Trapfinding so i can disable magical traps without wasting a dispel magic.

Kotroni: if you have a fun build for a trickster I am happy to hear it.

How about starting out as a 1st level rogue, and then have your character having a vision or calling of a deity with the luck or trickery domains and becoming a cleric-rogue.

I did fail to mention that one of the bards is an archer builds and cranks out dps.

Ximmrik - I am messing around with a cleric rogue build but as mentioned we have lots of healers.

Greg - I am unfamiliar with feather domain and will look into.

Thanks for all the suggestions I am still undecided at this moment


Feather is a subdomain of Animal from the APG.

gain Fly as a class skill, if ever under effect of a fly spell maneuverability increases one step.

speak with animals is replaced with "eyes of hawk" gain racial bonus to perception=1/2 cleric level(or inquisitor in my suggestion :P) Also, if you can act in a surprise round, you add +2racial bonus to initiative.

Greg

But my suggestion was before knowing there was a dedicated archer. Maybe a twohanded melee inquisitor build? Not certain why I keep throwing Inq at ya :P


Greg Wasson wrote:


But my suggestion was before knowing there was a dedicated archer. Maybe a twohanded melee inquisitor build? Not certain why I keep throwing Inq at ya :P

You like what you like :)


bump


Id say go pure rogue. The party seems to have enough casters. Also rogues have enough skill points to be very useful to any party.

Possibly consider going shadow dancer, you get a companion that does str damage touch attacks :P


I can relate.. trying to find something fun that will work in the party can sometimes be difficult.

Personally, I would suggest Inquisitor but unlike Greg, I would say go sword/board, 2handed or double weapon.

I have a 1/2 orc inquisitor with Two weapon fighting and I use an orcish double axe.

Once you get 3rd level, you will really see him shine in combat as well as with spells. At 3rd he gets teamwork feats. Heres the way I work mine...

3rd, level take Lookout Teamwork Feat. if you have to make a roll, hopefully theres another party member next to you. The feat:

Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Effectively, chances are you will never be surprised with no actions. Otherwise, you will have your standard action and your move. At this point, use your standard actions to change your teamwork feat to Precise Strike then move into flanking position. Hopefully, an ally will meet you there by the time your turn comes again.

2nd round: Make a full attack and hopefully hit for normal damage + Precision damage of 1d6 and then attack again.

after combat is over, switch your teamwork feat back to Lookout for the next combat.

You can switch out teamwork feats a number of times = your wisdom mod so, if you have a +4 mod, thats a total of 2 full combats your getting precision damage to all attacks.

And we haven't even gotten into the inquisitors spells yet.. :)


Pathfinder Adventure Path Subscriber
Kolokotroni wrote:
hmmm, what material are you allowed to use? I have actually been looking at doing a halfling rogue who uses the halfling opportunist prestige class from 'halflings of golarion'

What about the halfling rogue/opportunist? Did you do that?

I´m going to build and play a halfling ninja/opportunist and currently im searching for hints, suggestions and discussions.

While the opportunist adds some nice feats, i feel it somehow really hinders combat abilities with the low bab progression.


A six person group might seem crowded. But I got a couple ideas for you.

Have you considered Alchemist? They are pretty neat. It isn't your classic arcane caster, in fact, they aren't even considered casters. They throw bombs, have limited healing ability, and with the infusion discovery can hand out their spells to other people for the day in the form of potions. They also can crank up the sneaks, having a few thief abilities on their class list. I've got one from Thuvia who is looking to discover a new formula that can grant eternal life, or is of enough value that he might be able to trade for the information to do so.

Also, a pole arm fighter might be good. With all those people in the front line, you can poke and trip and do various other things from a square or two away. With a two handed weapon, you can put out the damage as well. My preferred build might be high dex, so you can have maximize attacks of opportunity and mobility, and not be too strong so that other meleers feel outdone all the time.

Druid might not be a bad plan either, you get some good healing spells, lots of battlefield control spells, and an animal companion to mess things up. With so many people in the group, you can pick just for flavor. You can have an eagle, or a camel, or a dinosaur for fun.

Although, a rogue is a decent idea, with all those bodies in combat, you can get much sneak attack. Not to mention all those happy skill points.


Archer Ranger is always a nice addition. Urban Ranger even gets trapfinding. Although Trapfinding isn't absolutely necessary now, as you can get a decent disable device skill via feats or traits regardless of your class. Trapfinding just helps a lot, and lets you deal with magical traps. Theres other ways to deal with those in any event, such as dispel magic.


12th level?

go Rage Prophet, some oracle and a whole lot of battle.

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