What would you play in this party?


Advice


like the title says im about to join a group that just started trial of the beast, it consists of a magus, a summoner, a cavalier, and a priest(3rd party tome of secrets). seems to be realitivly well rounded so im at a loss to what to add to this party. any advice is greatly appreciated. its 20 point buy and pretty much anything goes. tome of secrets is the only 3rd party thing allowed. so wise forum folks what would you add?


They are missing a skill monkey. Rogue or Sandman (APG bard variant) would be good ways to go. Also, Witch would supplement a lot of facets, healer, boom caster, crowd control, etc.


A Rogue.


Yep some kind of skill based character. Bard or Rogue. My preference would be rogue. Charisma is not your dump stat.


i like the idea of a rogue but i have had terrible experiences with them so im hesitant to play it again. the bard idea peaks my interest but my friends tend to forget the inspire courage bonus and think everyone but a healer needs to do a decent amount of damage


crystallos wrote:
i like the idea of a rogue but i have had terrible experiences with them so im hesitant to play it again. the bard idea peaks my interest but my friends tend to forget the inspire courage bonus and think everyone but a healer needs to do a decent amount of damage

Bards can do a decent amount of damage. Sandman gets some sneak dice and trap finding (why I mentioned it). The arcane duelist would give you better damage, but no way to check for magic traps (save summoner's SLA).


reading through the PRD at the sandman variant i dont like the idea of giving up inspire courage for something that to me seems really situational.


You said your friends have trouble remembering the Inspire courage bonus anyway...But look at arcane duelist then.


Kierato wrote:
You said your friends have trouble remembering the Inspire courage bonus anyway...But look at arcane duelist then.

touche good sir. but how useful is the stealspell benefit i have to be missing something there. i just looked at it as a sometimes remebered thing to a super situational benefit. enlighten me though im still kinda new to the game

Grand Lodge

If you like the bard idea but are worried about your friends forgetting about the inspire bonuses, you could try giving them an index card or something that says "you now have +x to all this stuff" to remind 'em or see if your DM would be fine with you having some non-distracting music playing quietly (but loud enough for everyone to hear) whenever you use it.


Rogue with two weapon fighting and combat reflexes can have many attacks per round, wit the right planning and co-op play from team mates, all could be sneak attack damage too. Hardly a slouch when it comes to damage output. Still it does take some extra care when playing so its up to you. Bards might be better at skills, especially knowledges, at laters levels plus they get spells specifically designed help them be the Face.


You know what, I take it back, it's not bad, but rereading it, it's not as good as I remember. (I remembered some stuff wrong.) The Arcane duelist is alot like the magus, but with more skills, and a rogue can be a good option (depending on the DM).

Grand Lodge

I'd play one of the following:

Trapper Ranger - lots of skills and trapfinding

A maneuver specialist of one kind or other - I'd probably go for monk

A witch, wizard, or sorcerer - there's no full arcane casting in that party

A plain bard, or if your GM is going to allow UC, an archaeologist (loses bardic performance benefits for the party, but gains trapfinding and some other neat stuff)

An Inquisitor.


we are all eagerly awating UC but i wont be able to get it until the 4th and the game starts saturday. ill have to look at the trapper ranger i didnt know it got trapfinding


I second the Trapper Ranger, I haven't played it, but I like the look of it. You could create a Green Arrow type character with it.


i just got done talking to a few of them about it online and they said they were having trouble with a lack of consistent ranged damage, i figured why not try to fill that role for them. is the ranger still an ok choice, or are there better ones?


Rangers are a good choice. But there are many classes that can become deadly with a bow: Fighter, Paladin, Inquisitor, Bard, Monk.

I'd say the overall best is the fighter thanks to many feats, weapon specialisation and weapon training. But all of them make pretty archers. Ironically, the ranger in Pathfinder is probably more at the lower end of overall archer-power unless fighting his favorite enemies. Still very good, though.


crystallos wrote:

i just got done talking to a few of them about it online and they said they were having trouble with a lack of consistent ranged damage, i figured why not try to fill that role for them. is the ranger still an ok choice, or are there better ones?

The fighter would be superior range damage, but the ranger would still be good and would have more skills to boot. The Trapper ranger at 10th level would be able to do things with ranged attacks that the fighter can't even dream of.

Grand Lodge

Ranger archer also gets access to Gravity Bow. But any of those classes will do well as an archer. For awhile (well, while he was around) the zen archer in my Kingmaker game was out damaging the ranger on a consistent basis.

Lantern Lodge

Kierato wrote:
I second the Trapper Ranger, I haven't played it, but I like the look of it. You could create a Green Arrow type character with it.

+1

If I am not wrong, the Trapper Ranger can attach traps and fire them using a bow or crossbow at lv 10.

Your party seems pretty balanced, but they do lack a range damage dealer.
Playing a range Trapper Ranger gets your party a 1) Trap expert (duh!), 2) Range damage dealer and 3) No one to fight over range weapons with you!

Liberty's Edge

With a full-BAB cavalier, a divine caster and a summoner in the party, ranged combat is covered (the cavalier just owns a nice bow, the summoner pops a monster up next to the enemy, and the priest Flame Strikes).

I say go with the rogue, because you need an in-close wet-work striker for when bad guys suddenly poof into the middle of the party and start chewing on the casters.

Consider this build I posted in another thread.


Bard.

The magus, summoner, eidolon, and cavalier will all love you. If you do it well, the cavalier's mount may love you too. Just pick an archetype that doesn't replace Inspire Courage, and you can't go wrong in that group!

Arcane Duelist could be pretty cool, with all their anti-mage feats.

Want to be a pied piper? Just do Animal Speaker! Want to command undead? Dirge Bard!

Well, that's about all I'd recommend, since other archetypes are Performance heavy, and you want Inspire Courage up as often as possible.

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