5th man (maybe 6th)


Advice


Ok, so I am the 5th or 6th person in the group every role is covered and I can pretty much play whatever, however they need someone that can do damage.

They already have a Paladin, Oracle (life), Alchemist 1/Rogue 5, Urban Druid, Wizard (generalist).

Something that area damage would be good.

Stats: 17/16/14/13/10/7 set in Katapesh.


Fighter(Archer)

str 16
dex 17
con 14
int 7
wis 13
cha 10

Int and cha can be switched. That is how I would do it though.

1 point blank shot
1 precise shot
1 rapid shot
2 imp init
3 iron will
4 deadly aim
5 weapon focus(composite longbow) or power attack(in case the GM is able to get up to you more than you like. If that is the case you might want quickdraw also.
6 many shot


alchemist
versatile damage with some aoe capacity, good allrounder, can heal.

perhaps mindchemyst as archetype to boost int = damage.


Well look at what you have… my point of view

Paladin Defender, Face, Healer, melee striker

Oracle (life), Healer, Face

Alchemist 1/Rogue 5, Striker, Skill money, light fighter/ light area effect

Urban Druid, Skill, light healer, control caster Great odd ball as in-between Oracle and wizard.

Wizard (generalist). Knowledge skill, Arcane Caster, Crafter?

Well I would say Arcane Archer, or Eldritch Knight, or Magus. I would be some type of mutt with ¾ BaB or better. With some type arcane that the generalist dose not do, like Bard, Sorcer, Magus. Maybe second finder as well. Some thing Urban Ranger/ Bard ½ elf or Urban Ranger/ Magus/ Arcane Archer Switch hitter.

This way back up rouge as skill and finder, Urban druid good role play mix back up skill, wizard back up arcane.

Urban Ranger 3 Magus 4 Arcane Archer 1 back and worth with Magus till it reach 7 then finish Arcane Archer.

With 72 total skill points, caster level 14 with 5th level spell, BaB 18, Fort 13, Reflex 10, Will 9 at level 20. 3 Bonus feats and 18 special abilities


Thanks guys any more?


Barbarian and ranger are both great at dealing damage and are far less squishy than a rogue or ninja.


I count two to four characters that benefit from hit and damage buffs depending on how the Oracle and Druid are played so a bard would be nice. Or one of the UC non-bards with inspire courage. Or a Cavalier 1/Bard 4/Battle Herald 10/Bard 5 or some variant thereon.

Generalist wizards are frequently knocked for not having enough spell slots so a secondary arcanist might be desirable. Summoners and Magi seem to have the best lists of the pure classed secondary casters, but Bards aren't bad. An Eldritch Knight or Arcane Archer on a Wizard, Witch, or Sorceror base could also work.

Or you could take the opportunity to play something fun that you wouldn't get to play in a smaller party. Maybe a Monk. Maybe a non-trapfinding Rogue archetype. Maybe a blasting Sorceror.


Out of all of those 2 maybe 3 deal damage.

Silver Crusade

Human Bard (Combat Focused)
Str 17
Dex 10
Con 14
Int 13
Wis 7
Cha 16
Feat:
Human: Martal Weapon: Bardiche
1: Lingering Performance
3: Power Attack
5:
7:
9:
11: Discordant Voice

The bard can do good damage on there owne. Combined with the other melees in the group. They can out damage any other character in a large group by buffing the group. This frees up the Sorcerer so they don't need to caste haste.


I think gnome summoner synthesist


Half-elf Bard with Sound Striker archetype

Half-Elf because it adds +1 to your rounds of Bardic Performance each level

Bard because it provides buffs and actually can also be quite a damager.

Sound Striker gives up Inspire Competence and Suggestion but instead gains some damaging bardic music. At level 3 they can spend a standard action to deal 1d4 damage per level to objects (half that to living creatures). And at level 6 you get Weird Words, which can be quite damaging if you're charisma specced. At level 6 you fire off 6 ranged touch attacks against enemies within 30 ft (and if there is one enemy, he takes them all). And each deals 1d8+charisma modifier damage, though with a save for half. Should be great against enemies where area effects are needed.

And of course you still got your Inspire Courage and your spells in cases where you can't simply blast them. :)


Eldritch Knight Archery build:

Human
Fighter 1/Wizard 5 (next ten in Eldritch Knight)

Feats:
1 - Point Blank Shot, Precise Shot, Weapon Focus (longbow)
2 - Scribe Scroll (no choice there)
3 - Rapid Shot
5 - Arcane Strike
6 - Craft Magic Arms and Armor OR Craft Wondrous Item (whichever group doesn't have covered already)
7 - Deadly Aim, Improved Initiative
9 - Manyshot
11 - Weapon Specialization, Point Blank Master
13 - Greater Weapon Focus
15 - Clustered Shots, Improved Precise Shot

Str: 16
Dex: 17 (19 from Human, all level bumps here)
Con: 14
Int: 13 (just make sure you upgrade your headband to cast above 3rd level spells as you need to, you won't be casting stuff with DCs anyway)
Wis: 10
Cha: 7

You won't be quite as damaging as a straight up Fighter archer, but from 6th level onward you really start winning with emergency caster-ability, contributing to the group's wealth via crafting and slightly better skills/skill points.


so what are looking at after the input.

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