The "Useful Party Member" Olympics


Advice

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Liberty's Edge

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Rather than doing an Olympics for damage, I thought that since we now have the favorite system why not use the same criteria that is used in the DPR Olympics to post characters for people to vote on as "Guys I would like in my party".

So the rules are (partially stolen from the DPR thread...)

- Level 10, since pretty much all classes are expected to have come into their own by then, plus it's a good round number. If you don't think this is a good level to use, feel free to redo the math for some other level; I know level 10 is arbitrary and any other level from about 4 on would work just as well.

- Elite array. While I know most people play with more forgiving point-buys or rolling schemes, this is a baseline. The CR system was originally based around players using elite array or a comparable point buy.

- Standard wealth by level in magic items. Items can be crafted if you have the pre-requisities. Being able to craft can be something you "sell" on (see below).

- Spell lists for arcane casters must be provided. For prepared casters this includes the spellbook and costs for spells beyond those received for "free" should be accounted for in scroll costs as well as cost to add to spell book. Spellbooks are 100 pages, unless using something like a "blessed" book.

- Post the build under spoilers, then follow with an explanation of why someone should want this character in their party.

Exe: "Can buff X amount", "Has X knowledges", "Can make itmes for group" etc...

Readers mark characters as favorite if they would want to have them in their adventuring party. And so the idea is to make a Character others would want to join their party.

Good luck.


I'm intrigued and might throw out an entry. But this might be better off in "advice".


Dotting.


what ringtail said

Liberty's Edge

3 people marked this as a favorite.

Just to get the ball rolling...

Helpful Hank
Human Inquisitor 10

Spoiler:

Str 14 (12 +2 Belt)
Dex 16 (14+2 Belt)
Con 16 (13 +1 8th +2 Belt)
Int 10
Wis 22 (15 +2 Human +1 4th +4 Headband)
Cha 8

HP: 88 AC 21 (13 Touch, 17 flat)

Fort: 13Will:16 Ref: 9 Will:16

Init + 9 (3 Dex + 6 Wis)
Attack:
Ranged Composite Longbow (+9,+4 1d8 +4)

17 Survival (+23 to Track)

40 movement (+10 from Travel Domain)

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + yourWisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per Inquisitor level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Detect Alignment (at will)
Discern lies 10 x day
Judgement 4 x Day (2 Types)

Feats: Point Blank (1st), Precise Shot (Human), Deadly Aim (3rd), Escape Route (Teamwork 3rd), Rapid Shot (5th), Enfilading Fire (Teamwork 6th),Weapon Focus (longbow), Manyshot (9th),Target of Opportunity (Teamwork 9th)

Skills: Bluff + 3, Climb +3, Diplomacy +7, Disguise +3, Heal +8, Intimidate +8, Know: Arcana/Dungeoneering/Nature/Planes/Religion +7 (+13 Monster Lore), Perception + 19, Ride +4, Sense Motive +19, Spellcraft +8, Stealth +4, 17 Survival (+23 to Track), Swim +3

Spells
0 -6 (Create Water, Detect Magic, Light, Sift, Acid Splash, Read Magic)
1-5 (Cure light, Divine Favor,Shield of Faith, lend Judgement, Disguise self)
2-5 (Cure moderate, Invisability, Knock, Lesser Restoration, See Invisability)
3- 4 (Cure Serious, Dispel Magic, Invisabiltity Purge, Remove Disease
4-2 (Cure Critical, Greater Invisability)

Equipment
+2 Composite Longbow, Belt, Handy Haversack, +3 Cloak, Headband, +2 hide shirt, Ring of protection +1, Amulet of Natural Armor +1

High initiative and perception means we won't get snuck up on, high monster lore means we'll know what we are fighting, bane and judgements mean I'll always have something for it. Base attack isn't impressive, but will nearly always be suppliments by either two judgements, bane, or both. And that is before spells.

Need to find someone, track is 23. Need to check someone, sense motive +19 and discern lies 10 times a day, not to mention detect alignment at will and high mobility thanks to the travel domain. And that is before we get to the spells...


dot

Dark Archive

1 person marked this as a favorite.

Sorry this took so long. I'm a bit of a perfectionist, and I wanted to make sure I got the gear and spell selections right.

Supporting Sandy
Half-Elf Witch 10 (Hedge Witch)

Spoiler:

Str 8
Dex 14 (13 +1 level)
Con 16 (14 +2 belt)
Int 22 (15 +2 racial +1 level +4 headband)
Wis 12
Cha 10

AC 20 (+2 Dex, +2 Natural, +2 Deflection +4 Mage Armor) (18 touch, 18 flat-footed)
HP 88 (10d6+50)
Fort +8, Ref +8, Will +12
Initiative +8 (+2 dex +2 trait +4 feat)

Feats:
1 Extra Hex, Skill Focus (UMD) (b)
3 Craft Wonderous Item
5 Improved Initiative
7 Improved Familiar
9 Toughness

Hexes:
1 Cackle, Evil Eye (extra hex)
2 Misfortune
6 Slumber
10 Agony

Traits:
Deft Dodger
Elven Reflexes

Skills:
Fly +15, Intimidate +13, Knowledge (Arcana) +19, Knowledge (History) +19, Knowledge (Planes) +19, Perception +13, Spellcraft +19, Use Magic Device +19

Equipment:

62,000gp

4,000gp Cloak of Resistance +2
2,000gp Handy Haversack
8,000gp Amulet of Natural Armor +2
8,000gp Ring of Protection +2
2,500gp Ring of Sustenance
4,000gp Belt of Mighty Constitution +2
6,000gp Wand of Haste
4,500gp Wand of Acid Arrow
750gp Wand of Cure Light Wounds
16,000gp Headband of Vast Intelligence +4 Int (Fly, Intimidate)

Scrolls bought to learn spells:
150gp Scroll of Spectral Hand
375gp Scroll of Tongues
375gp Scroll of Dispel Magic
700gp Scroll of Phantasmal Killer
1125gp Scroll of Baleful Polymorph
1125gp Scroll of Reincarnate

2,400gp left

Spells Known: (Healing Patron)

0-all
1-Beguiling Gift, Burning Hands, Command, Cure Light Wounds, Enlarge Person, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Remove Fear
2-Burning Gaze, Glitterdust, Hold Person, Lesser Restoration, Spectral Hand, Vomit Swarm
3-Bestow Curse, Dispel Magic, Fly, Heroism, Remove Disease, Stinking Cloud, Tongues
4-Black Tentacles, Confusion, Enervation, Greater False Life, Phantasmal Killer
5-Baleful Polymorph, Cleanse, Cloudkill, Feeblemind, Overland Flight, Teleport, Reincarnate

Spells Prepared:

0-Dancing Lights, Detect Magic, Message, Read Magic
1-Beguiling Gift, Enlarge Person, Mage Armor x2, Obscuring Mist, Spectral Hand
2-Burning Gaze, Glitterdust x2, Hold Person, Vomit Swarm x2
3-Bestow Curse, Dispel Magic, Heroism, Stinking Cloud
4-Black Tentacles x2, Enervation, Greater False Life
5-Cloudkill, Feeblemind, Overland Flight

Familiar: Lyrakien

I focused mainly on debuffing spells, but with a few good buffs as well. Sandy doesn't have a lot of offensive options of her own, but hopefully after hexing the enemy to pieces with a combination of Evil Eye, Cackle, Misfortune, and Agony, she doesn't need to get her hands too dirty. Offensive options she does have include Cloudkill, Black Tentacles, and all those other save or sucks. The Hedge Witch gives up two hexes to be able to spontaneously cast cure spells as a cleric, freeing up some spell slots.

Improved Familiar gives her an extra two hands to use wands. Her familiar uses a wand of haste and a wand of acid arrow, and uses her UMD ranks for a UMD score of 15, or an 80% chance of delivering a buff or hitting a caster with acid.

Finally, I wanted to make sure that Sandy wouldn't be a burden to her party, by making her health and AC respectable. With Mage Armor up, she hits an AC of 20, which is fine considering her place behind the front-line. 88 hp (on average) is quite high for her d6, and I don't feel like I could have gotten it much higher without sacrificing something more important. With Greater False Life, she'll have on average 109hp, which I feel is more than respectable.


ciretose wrote:

Just to get the ball rolling...

Helpful Hank
Human Inquisitor 10

** spoiler omitted **...

I like it but you should also include that you track at 20 feet speed without taking penalty so you are not slowing down the big stupid fighter when tracking or when you are hunting with surivival.

Liberty's Edge

doctor_wu wrote:
ciretose wrote:

Just to get the ball rolling...

Helpful Hank
Human Inquisitor 10

** spoiler omitted **...

I like it but you should also include that you track at 20 feet speed without taking penalty so you are not slowing down the big stupid fighter when tracking or when you are hunting with surivival.

I am currently on no sleep thanks to my newborn, so I'd be surprised if any of what a typed made sense. I just wanted to throw out an inquisitor since I don't know if a lot of people realize how versatile the class is when you really break it down to the details.

Well constructed class.


2 people marked this as a favorite.

Since people seem to overlook that alchemists CAN do this...

Quercus Alba. Elf alchemist

Spoiler:

Str 10
Dex 16 (12+2 belt)
Con 14 (12 +2 Belt +8th)
Int 22
Wis 12 (15 +2,4th, +4 Headband)
Cha 8

HP:68 AC 22 (14 Touch, Flat footed 19) +5 armor +3 shield +3 dex,+1 deflection

Elfy Stuff

Fort: 12: Ref: 13 Will:7 +2 enchantment/charm, +2 charm/compulsion

Init +3 (+3 dex)
Attack:
Ranged Longbow +1 (+11,+6: 1d8 +1) Or bombs

Discoveries: Infusion (2nd), Precise Bombs (4th), Wings (6th), fast bombs (8th), Combine Extracts (10th)

Feats: Point Blank (1st), Precise Shot (3rd),Extra Discovery: Frostbomb (5th), Rapid Shot (7th), Extra Discovery: Force bombs

Skills: Alchemy +28, Disable Device +15 (mw tools),Fly +13, Heal +11, Know: nature +16, Perception +13/+18(goggles), Spellcraft +16, Survival + 11, UMD +9, Stealth +13

Traits: Birthmark, Hedgewizard

Infusion (sharable with the party)

1
Expeditious retreat X2
Ant haul
Shield X2
Truestrike
Enlarge person

2
Alter self X2
Alchemical Allocation X4

3
Combined infusion: Enlarge person+ truestrike
Combined infusion: Enlarge person +Shield
Draconic reservoir.

4th

Stoneskin
Universal formula

[/spoiler]

What he can do for you:

Haste the party with a wand

Infusions are selected assuming you have a 2 handed fighter or barbarian in the party. The infusion can be drunk as a standard action, allowing a quicker enlarge person. Pick Enlarge +Shield for defense or enlarge person + True strike for guaranteed destruction.

Can use draconic reservoir on another party member and then set them on fire with a bomb, giving them +1d6 fire damage.

Light to moderate healing abilities.

Decent trapfinding.

Decent trap removal

Back up stealther: can scout or go with the rogue.

Brew potions

Alchemical allocation: Allows acces to spontaneous casting for his potion stores, or anyone elses potion stores, including a cure for nearly anything.

Most importantly.. his own damage/ability to contribute to a fight is not gimped. He can buff you into godhood or blow the enemy apart for you. In addition to buffing you he can launch 3 bombs to burn opponents, knock them prone, and freeze them in place (5d6+5 +5d6+5 +5d4+5). The stagger+knock prone combo is nasty because its a move action to get up and staggered limits you to a move OR standard action.

A trick to explore with this guy would be to get an iron cobra and use it to inject party members for you. I can't find the rules for telling a construct to start/stop attacking though

Wand of Haste 11,250
Handy Haversack 2000
HeadBand of vast Intelligence +4 16,000
Cloak of resistance +3 9,000
Belt of mighty con +2 4,000
wand of cure light wounds 750
Longbow +1 2,400
Goggles of Minute Seeing 2,500
Random stuff 1,500
Darkwood shield +1 1,257
Mithril Chain shirt +1 2,100
Ring of deflection +1 2,000
Potion of Cure light wounds 50
Potion of neutrilize poison 750
Potion of remove disease 750
Potion of Lesser restoration 300
Potion of barkskin @9th level 1,000
Potion of magic fang @12th level 1,800
Potion of Delay poison 300

59,707
62,000 g

Liberty's Edge

BigNorseWolf wrote:

Since people seem to overlook that alchemists CAN do

Agreed, I think this is true of a lot of the 3/4 caster classes. And since Alchemists are int based, they end up being pretty decent skill monkeys,


Dotting, for this is intriguing.

Sczarni

Dot. Will have some PC's up soonish.


3 people marked this as a favorite.

I didn't take the time to add equipment, but I think you'll get the general idea. He's an Evangelist specializing in summoning. A generic combat routine would be summon, bardic performance, inspiring command (repeat as necessary). Mix in heals as needed.

Fun from a role playing perspective, too. =)

Father Valamir, Evengelist of Abadar:

FATHER VALAMIR CR 9
Male Human (Azlanti) Cleric (Evangelist) 10
LN Medium Humanoid (Human)
Init +1; Senses Perception +20
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 65 (10d8+20)
Fort +8, Ref +4, Will +13
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +7/+2 (1d3/20/x2)
Special Attacks Sermonic Performance (move action) (23 rounds/day), Sermonic Performance: Counterspell, Sermonic Performance: Fascinate (DC 16), Sermonic Performance: Inspire Courage +2, Sermonic Performance: Inspire Greatness +1
Cleric (Evangelist) Spells Known (CL 10, 7 melee touch, 8 ranged touch):
5 (3/day) Cure Light Wounds, Mass (DC 22), Summon Monster V (x2), Command, Greater (DC 21)
4 (4/day) Blessing of Fervor (DC 20), Discern Lies (DC 20), Cure Critical Wounds (DC 21), Freedom of Movement (DC 20), Summon Monster IV
3 (4/day) Protection from Energy (DC 19), Wind Wall, Prayer, Magic Circle against Evil (DC 19), Dispel Magic
2 (6/day) Restoration, Lesser (DC 19), Resist Energy (DC 18), Sound Burst (DC 18), Shield Other (DC 18), Enthrall (DC 18), Hold Person (DC 18), Ghostbane Dirge (DC 18)
1 (6/day) Shield of Faith (x2) (DC 17), Protection from Evil (x2) (DC 17), Cure Light Wounds (DC 18), Bless, Ant Haul (DC 17)
0 (at will) Detect Magic, Mending, Guidance (DC 16), Light
--------------------
STATISTICS
--------------------
Str 10, Dex 12, Con 12, Int 12, Wis 22, Cha 12
Base Atk +7; CMB +7; CMD 18
Feats Augment Summoning, Discordant Voice, Leadership (Base Score 12), Lingering Performance, Sacred Summons, Spell Focus: Conjuration, Toughness +10
Traits Eyes and Ears of the City, Natural-Born Leader
Skills Appraise +5, Diplomacy +10, Heal +10, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Nobility) +5, Knowledge (Planes) +5, Knowledge (Religion) +8, Linguistics +11, Perception +20, Perform (Oratory) +5, Sense Motive +15, Spellcraft +14
Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Ignan, Infernal, Terran, Varisian
SQ Aura (Ex), Channel Positive Energy 3d6 (4/day) (DC 16) (Su), Cleric (Evangelist) Domain: Leadership, Inspiring Command (4 allies) (Su), Public Speaker (-11 DC to hear), Spontaneous Casting

--------------------
SPECIAL ABILITIES
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 3d6 (4/day) (DC 16) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric (Evangelist) Domain: Leadership Associated Domain: Nobility
Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage
Inspiring Command (4 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Leadership (Base Score 12) You attract loyal companions and devoted followers.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Public Speaker (-11 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Sermonic Performance (move action) (23 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Sermonic Performance: Fascinate (DC 16) (Su) One or more creatures becomes fascinated with you.
Sermonic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Sermonic Performance: Inspire Greatness +1 (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

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Liberty's Edge

Xykal wrote:

I didn't take the time to add equipment, but I think you'll get the general idea. He's an Evangelist specializing in summoning. A generic combat routine would be summon, bardic performance, inspiring command (repeat as necessary). Mix in heals as needed.

Fun from a role playing perspective, too. =)

** spoiler omitted **...

Sacred summon is a nice touch. I'd be curious to see equipment selection before I throw a favorite on it.


ciretose wrote:


Sacred summon is a nice touch. I'd be curious to see equipment selection before I throw a favorite on it.

Thanks! Unfortunately I'm not very good at keeping up with all the equipment options. I guess I'll take a stab at some generic equipment, though. How much gold does a lvl 10 character get?


Love the evangelist! Never enough cred for that archetype. Kudos.

I too shall submit soon.

PS: We get 62,000 gold.


The Master Summoner with a skill monkey eidolon can fill a lot of holes.

Dark Archive

ciretose wrote:
Xykal wrote:

I didn't take the time to add equipment, but I think you'll get the general idea. He's an Evangelist specializing in summoning. A generic combat routine would be summon, bardic performance, inspiring command (repeat as necessary). Mix in heals as needed.

Fun from a role playing perspective, too. =)

** spoiler omitted **...

Sacred summon is a nice touch. I'd be curious to see equipment selection before I throw a favorite on it.

ciretose, you're totally ignoring my submission! :P

Liberty's Edge

Mergy wrote:
ciretose wrote:
Xykal wrote:

I didn't take the time to add equipment, but I think you'll get the general idea. He's an Evangelist specializing in summoning. A generic combat routine would be summon, bardic performance, inspiring command (repeat as necessary). Mix in heals as needed.

Fun from a role playing perspective, too. =)

** spoiler omitted **...

Sacred summon is a nice touch. I'd be curious to see equipment selection before I throw a favorite on it.
ciretose, you're totally ignoring my submission! :P

I like it ok, I like that it isn't as fragile as most Arcane casters, but I worry that a familiar that involved in casting will be very vulnerable.

Good build otherwise.

Dark Archive

ciretose wrote:
Mergy wrote:
ciretose wrote:
Xykal wrote:

I didn't take the time to add equipment, but I think you'll get the general idea. He's an Evangelist specializing in summoning. A generic combat routine would be summon, bardic performance, inspiring command (repeat as necessary). Mix in heals as needed.

Fun from a role playing perspective, too. =)

** spoiler omitted **...

Sacred summon is a nice touch. I'd be curious to see equipment selection before I throw a favorite on it.
ciretose, you're totally ignoring my submission! :P

I like it ok, I like that it isn't as fragile as most Arcane casters, but I worry that a familiar that involved in casting will be very vulnerable.

Good build otherwise.

Well, with an AC of 21 and a perfect fly speed of 80ft, the familiar is safer than the witch!


Mergy wrote:


Well, with an AC of 21 and a perfect fly speed of 80ft, the familiar is safer than the witch!

I'm curious why you took Agony instead of Fortune?

Scarab Sages

Ioseph Kale, Human Cavalier:

Cavalier of the Order of the Dragon (Honor Guard/Emissary)

HP: 100 (using average HP/level)
AC: 28 (+3 Dex, +9 Armor, +5 Shield, +1 Natural)

Strength 18 (+1 level, +2 Belt)
Dexterity 16 (+2 racial)
Constitution 16 (+1 level, +2 Belt)
Intelligence 8
Wisdom 11
Charisma 12

Fort +10, Ref +6, Will +3

--Feats:--
Combat Reflexes
Bonus Feat: Toughness
Weapon Focus: Longsword
Bonus Feat: Bodyguard
Power Attack
Bonus Feat: Mobility
Cleave
Bonus Feat: Great Cleave
Cleaving Finish
Greater Cleaving Finish
Bonus Feat: Trick Riding

--Gear:--
Belt of Physical Might (+2 Str, +2 Con)
+2 Keen Longsword
+3 Breastplate
+3 Heavy Shield

Ring of Feather Falling
Boots of Speed
Amulet of Natural Armor +1

--Skills:--
Bluff +11
Diplomacy +14
Knowledge (Nobility) +12
Sense Motive +13

--Class Abilities:--
Challenge, 4/day (+10 damage, +3 to Ally attack rolls, plus Sworn Defense)
Order of the Dragon:
Aid Allies (+4) *(+5 to AC)
Strategy, 1/encounter: Standard Action, +2 to ally AC, +2 to Attack, or move as an immediate action.
In or Out of Saddle: Move normal speed in medium armor.

--Combat--
Longsword +17/+12 (1d8+6, 17-20/x2)
Power Attack +14/+9 (1d8+12, 17-20/x2)
Haste +18/+18/+13
Power Attack Haste +15/+15/+10

I feel that the support abilities of the cavalier are often overlooked, especially given that most people see the class as unimpressive. However, this build focuses HEAVILY on supporting allies by either making them untouchable with Bodyguard, or giving them free movement and attack bonuses to help take out enemies more quickly. In particular, a melee-heavy party would find Ioseph here an amazing boon. I didn't include the mount here, as I don't particularly care for it, but you get Mounted Skirmisher as a bonus feat later, AND I think Beast Rider may stack with the above archetypes for an AWESOME mount, but I'm unsure. Plus, in addition to being a competent skirmisher-type melee combatant, he's useful in diplomatic settings as well. His defenses aren't the strongest, but they're pretty good, with AC jumping up to 32 against AoOs, which he'll probably provoke a lot of, if only to prevent allies from having to worry about them.

Liberty's Edge

Davor wrote:

** spoiler omitted **

I feel that the support abilities of the cavalier are often overlooked, especially given that most people see the class as unimpressive. However, this build focuses HEAVILY on supporting allies by either making them untouchable with Bodyguard, or giving them free movement and attack bonuses to help take out enemies more quickly. In particular, a melee-heavy party would find Ioseph here an amazing boon. I didn't include the mount here, as I don't particularly care for it,...

First, major props for selecting a class most people bash. I'm going to do a monk at some point for that exact reason. I agree Cavalier's bonuses often get overlooked when evaluating the class.

But...

I can't personally give a favorite to any party member with a will save of 3 at 10th level. To many way to take him out, or worse turn him on the party.


3 people marked this as a favorite.

Here's the Evangelist with some basic (mostly defensive) gear:

Father Valamir, Evangelist of Abadar:

FATHER VALAMIR CR 9
Male Human (Azlanti) Cleric (Evangelist) 10
LN Medium Humanoid (Human)
Init +4; Senses Perception +21
--------------------
DEFENSE
--------------------
AC 25, touch 14, flat-footed 21 (+7 armor, +2 shield, +4 Dex, +2 natural)
hp 75 (10d8+30)
Fort +12, Ref +10, Will +17
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +6/+1 (1d3-1/20/x2)
Special Attacks Sermonic Performance (move action) (23 rounds/day), Sermonic Performance: Counterspell, Sermonic Performance: Fascinate (DC 16), Sermonic Performance: Inspire Courage +2, Sermonic Performance: Inspire Greatness +1
Cleric (Evangelist) Spells Known (CL 10, 6 melee touch, 11 ranged touch):
5 (3/day) Cure Light Wounds, Mass (DC 23), Summon Monster V (x2), Command, Greater (DC 22)
4 (4/day) Blessing of Fervor (DC 21), Discern Lies (DC 21), Cure Critical Wounds (DC 22), Freedom of Movement (DC 21), Summon Monster IV
3 (5/day) Protection from Energy (DC 20), Wind Wall, Prayer, Magic Circle against Evil (DC 20), Dispel Magic (x2)
2 (6/day) Restoration, Lesser (DC 20), Resist Energy (DC 19), Sound Burst (DC 19), Shield Other (DC 19), Enthrall (DC 19), Hold Person (DC 19), Ghostbane Dirge (DC 19)
1 (6/day) Shield of Faith (x2) (DC 18), Protection from Evil (x2) (DC 18), Cure Light Wounds (DC 19), Bless, Ant Haul (DC 18)
0 (at will) Detect Magic, Mending, Guidance (DC 17), Light
--------------------
STATISTICS
--------------------
Str 9, Dex 16/18, Con 12/14, Int 12, Wis 20/24, Cha 12
Base Atk +7; CMB +6; CMD 20
Feats Augment Summoning, Discordant Voice, Leadership (Base Score 12), Lingering Performance, Sacred Summons, Spell Focus: Conjuration, Toughness +10
Traits Eyes and Ears of the City, Natural-Born Leader
Skills Acrobatics +3, Appraise +5, Climb -2, Diplomacy +10, Escape Artist +3, Fly +3, Heal +11, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Nobility) +5, Knowledge (Planes) +5, Knowledge (Religion) +8, Linguistics +11, Perception +21, Perform (Oratory) +5, Ride +3, Sense Motive +16, Spellcraft +14, Stealth +3, Swim -2
Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Ignan, Infernal, Terran, Varisian
SQ Aura (Ex), Channel Positive Energy 3d6 (4/day) (DC 16) (Su), Cleric (Evangelist) Domain: Leadership, Inspiring Command (4 allies) (Su), Public Speaker (-11 DC to hear), Ring of Force Shield, Spontaneous Casting
Combat Gear +3 Chain Shirt; Other Gear Amulet of Natural Armor +2, Belt of Physical Might, DEX & CON +2, Cloak of Resistance, +3, Headband of Inspired Wisdom, +4, Ring of Force Shield, Wand of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 3d6 (4/day) (DC 16) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric (Evangelist) Domain: Leadership Associated Domain: Nobility
Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage
Inspiring Command (4 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Leadership (Base Score 12) You attract loyal companions and devoted followers.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Public Speaker (-11 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Ring of Force Shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.

Moderate evocation; CL 9th; Forge Ring, wall of force; Price 8,500 gp.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Sermonic Performance (move action) (23 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Sermonic Performance: Fascinate (DC 16) (Su) One or more creatures becomes fascinated with you.
Sermonic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Sermonic Performance: Inspire Greatness +1 (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

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Spoiler:

Lvl 10 human archer ranger.

Stats: STR:16 +3 DEX: 20 +5 CON: 12 +1 INT: 10 +0 WIS: 14 +2 CHA: 8 -1
Hit points:  85
Current Hit Points:26  
Speed: 30 
Base Attack Bonus: 10 
Melee: 13
Melee Weapons: +1 greatsword +14/9 2d6+5 19-20x2
mwk cold iron battle axe +14 d8+3
glaive 1d10+3 20X3 reach 
Ranged: 15
longbow+17/17/12 d8+5 x3 2 attacks with manyshot
rapid shot +15/15/15/10 d8+5 x3 3 attacls
deadly aim +14/14/9 d8+11 x3
Rapid shot && deadly aim +12/12/12/7 d8+11
Ranged Weapons:  
Initiative: +5 +5 dex   
Armor Class:  
+2mithral shirt +6 AC 24, Touch 16, Flat-Footed 18 
CMB: 13
CMD: 28 
Saves:  
FORT: +11 = +7 base, +1 ability+3 resistence  
REF: +14 = +7 base, +5ability+3 resistence  
WILL: +8 = 3 base, +2 ability+3 resistence 
Skills: (10)  
*Acrobatics +6 (4 ranks, DEX +5,-1 acp )  
  

*Climb +9 (3 ranks, STR +3, Armor Check Penalty)  
Handle animal+13(-1 CHA, 10 ranks, CLass skill) 
knowledge (nature) +13 (10 rank, INT, Class Skill) 
knowledge (dungeonering +13 (10 rank, INT, Class skill) 
Linguistics(Untrained, DEX +3, Class Skill)  
Perception +21 (10 rank, Wis+3, Class Skill,+5 competence)  
Sense Motive +16 (10 ranks, WIS +3, Class Skill)  
*Stealth +17 (10 Rank, DEX +4, Class Skill, -1 acp)  
Survival +16(21tracking) (10 rank, WIS +3, Class SKill)  
*Swim +9 (3 rank, STR +3, Class Skill)  

Languages: Common, 
Feats:  
Simple Weapons  
Martial Weapons 
Armor (Light, Medium) 
1Point Blank Shot 
1hPrecise Shot  
2rapid shot (archery combat style)
3deadly aim
5boon comapion
6improved precise shot
7manyshot
9weaponfocus longbow
10pointblankmaster

Equipment: 
cloak of resistence +3
headband of inspired wisdom +2
belt of pysical might strength dex +2
+2 mithral shirt
ring of protection +1
amulet of natural armor +1
+2composite longbow +3 strength rating
+1 greatsword
mwk cold iron battle axe
eyes of the eagle
slippers of spider climbing
2x wands of cure light wounds
2x 1st level pearls of power
campfire bead
ioun torch
handy haversack
4805 other items I am getting too tired to add.
Racial Traits and Size Modifiers:  
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.  
Normal Speed: Humans have a base speed of 30 feet 
Bonus Feat: Humans select one extra feat at level 1 
Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Class Abilities:  
Favored enemy: Favored enemy humanoid human +6 abberations +2 animals +2
track: a ranger gains half his to survival checks to follow or identify tracks +5
Wild emphathy: A ranger can improve attitude of an animal. This is like a diplomacy check to improve the attitude of a person. The ranger adds his level to and his charisma bonus to deterimine the result. 
Evasion
Favored terrain Really depends on setting of campiagn on what I would choose. Likely plains and forest.
Swift tracker
spells
1st
gravity bow
feather step
resist energy
2nd
Allfood
Bloodhound

3rd
instant enemy


level 10 archer ranger gives multiple thigns

first +21 bonus on perception will help with stealthy enemies
+21
+21 bonus on tracking
a lot of damage from full attacks with bow
Some healing from cure light wounds wands
an animal companion of a full level 10 druid I have not stated out yet.
Lots of damage from my bow
Knowledge nature and dungonering
some movement form skill dips so do not slip and fall and can climb
Able to buff self and others with ranger spells like instant enemy, has gravity bow as a spell can prepare or endure elements the entire party using my pearls of power. I can also get scent with a spell.

Liberty's Edge

Xykal wrote:

Here's the Evangelist with some basic (mostly defensive) gear:

** spoiler omitted **...

I like it a lot. Every group needs a cleric, you get bard performance features, and summon as a standard action is huge. Not to mention good AC and saves mean you are going to be able to stay upright.

Nice build, only question is what armor you are wearing (since evangelists get less proficiency.)


Should get a level 10 evangelist up myself soon. Going a different direction then the toher evangelist though. Should be interesting.


I'm working on an urban barbarian/oracle.

Because why not.

Liberty's Edge

Trinam wrote:

I'm working on an urban barbarian/oracle.

Because why not.

Rage prophet?


Nah, blatant dip to cycle between dex and str for ranged and melee. And CLW.


ciretose wrote:


I like it a lot. Every group needs a cleric, you get bard performance features, and summon as a standard action is huge. Not to mention good AC and saves mean you are going to be able to stay upright.

Nice build, only question is what armor you are wearing (since evangelists get less proficiency.)

Just a +3 Chain Shirt plus the Ring of Force Shield, Amulet of Natural Armor +2, and the Cloak of Resistance +3


TarkXT wrote:
Should get a level 10 evangelist up myself soon. Going a different direction then the toher evangelist though. Should be interesting.

Looking forward to it. =)


Make it level 11 and all the evangelists can take discordant voices.


Cheapy wrote:
Make it level 11 and all the evangelists can take discordant voices.

Ah... you're right. I cheated by adding it at 9 apparently. =)

Liberty's Edge

Xykal wrote:
ciretose wrote:


I like it a lot. Every group needs a cleric, you get bard performance features, and summon as a standard action is huge. Not to mention good AC and saves mean you are going to be able to stay upright.

Nice build, only question is what armor you are wearing (since evangelists get less proficiency.)

Just a +3 Chain Shirt plus the Ring of Force Shield, Amulet of Natural Armor +2, and the Cloak of Resistance +3

In hindsight I should have given hank a chain shirt. But I was very, very sleepy when I made him. I still like him, but I should have outlined the bane and judgement bonuses as I undersold him.

Scarab Sages

ciretose wrote:


I can't personally give a favorite to any party member with a will save of 3 at 10th level. To many way to take him out, or worse turn him on the party.

I hate to say it, but there isn't a whole lot that could be done about that. I mean... with a Fighter, or even a Ranger, you're looking at roughly the same save, give or a take a point or two. I mean, I could have gone with a Cloak of Resistance instead of the awesome armor, and taken Iron will, but that wouldn't add up to a whole lot.

Plus, I suppose playstyle varies a lot. I actually can't remember the last time I made a Will save.


Davor wrote:
ciretose wrote:


I can't personally give a favorite to any party member with a will save of 3 at 10th level. To many way to take him out, or worse turn him on the party.

I hate to say it, but there isn't a whole lot that could be done about that. I mean... with a Fighter, or even a Ranger, you're looking at roughly the same save, give or a take a point or two. I mean, I could have gone with a Cloak of Resistance instead of the awesome armor, and taken Iron will, but that wouldn't add up to a whole lot.

Plus, I suppose playstyle varies a lot. I actually can't remember the last time I made a Will save.

Iron Will is more important than cleaving finish. Greater Iron Will is more important than greater cleaving finish.

Scarab Sages

Cheapy wrote:


Iron Will is more important than cleaving finish. Greater Iron Will is more important than greater cleaving finish.
Davor wrote:


Plus, I suppose playstyle varies a lot. I actually can't remember the last time I made a Will save.

Dark Archive

Gruuuu wrote:
Mergy wrote:


Well, with an AC of 21 and a perfect fly speed of 80ft, the familiar is safer than the witch!
I'm curious why you took Agony instead of Fortune?

It was a toss-up, honestly. They're both very powerful, but I wanted to stick more to de-buffing.

Liberty's Edge

1 person marked this as a favorite.
Cheapy wrote:
Davor wrote:
ciretose wrote:


I can't personally give a favorite to any party member with a will save of 3 at 10th level. To many way to take him out, or worse turn him on the party.

I hate to say it, but there isn't a whole lot that could be done about that. I mean... with a Fighter, or even a Ranger, you're looking at roughly the same save, give or a take a point or two. I mean, I could have gone with a Cloak of Resistance instead of the awesome armor, and taken Iron will, but that wouldn't add up to a whole lot.

Plus, I suppose playstyle varies a lot. I actually can't remember the last time I made a Will save.

Iron Will is more important than cleaving finish. Greater Iron Will is more important than greater cleaving finish.

Agreed, particularly with a fighter build.

And cloaks aren't expensive.

Having a 3 will (or any save really) at 10th level is very dangerous in any game I've played.

YMMV.

Dark Archive

Davor wrote:
Cheapy wrote:


Iron Will is more important than cleaving finish. Greater Iron Will is more important than greater cleaving finish.
Davor wrote:


Plus, I suppose playstyle varies a lot. I actually can't remember the last time I made a Will save.

At level 10, the unboosted (no feats invested) DC of a wizard's spell would be DC 21 for a 5th level spell. A 3 in any save is not cutting it.


Mergy wrote:
Davor wrote:
Cheapy wrote:


Iron Will is more important than cleaving finish. Greater Iron Will is more important than greater cleaving finish.
Davor wrote:


Plus, I suppose playstyle varies a lot. I actually can't remember the last time I made a Will save.
At level 10, the unboosted (no feats invested) DC of a wizard's spell would be DC 21 for a 5th level spell. A 3 in any save is not cutting it.

Agreed even if it's something as simple as a cloak of resistance you should get it. PLus there are traits taht boost it, plus other ways to boost your saves besides.

Scarab Sages

Davor wrote:
Cheapy wrote:


Iron Will is more important than cleaving finish. Greater Iron Will is more important than greater cleaving finish.
Davor wrote:


Plus, I suppose playstyle varies a lot. I actually can't remember the last time I made a Will save.

YMMV


here is a series of great ideas for Davor's Cavalier.

take the breast plate and heavy shield, drop both from +3 to +2, giving you 20,000 more gold to spend.

you spend 6,000 to upgrade your natural armor amulet to +2

you spend 8,000 on a +2 ring of protection

you spend 4,000 gold on a cloak of resistance +2

leaving you 2,000 gold to otherwise spend as you wish

swap cleaving/greater cleaving finish for iron will and your choice of dodge or improved iron will.

take a trait to increase your will.

drop the keen from your longsword (keeping the +2) and you could also have a +2 composite longbow with an approriate strength bonus to help with fliers and some extra miscellanius stuff. maybe a second haversack.


1 person marked this as a favorite.

Since we are going for a generalist "usefulness", rather than something that is tailored to a specific GM, there should be a baseline for saves and AC.

When trying to come up with good builds useful in almost any game world, "YMMV" is not and should not be a valid response.

The rules for this in the original DPR thread are decent enough for this.

Other than that, Davor's cavalier is great. Unfortunately, taking a legalistic view of archetypes, Beast Rider is not compatible with Emissary.

With a +2 Shield, we have 5k to play around with. A Cloak of Resistance +2 is 4k. With Iron Will and possibly greater iron will, this brings us to a +7 Will save, which is pretty nice.

Swapping out Keen or Menacing on the longsword may be worth investigating as well. +2 to allies flanking can be pretty nice.


i accidentally made the mistake of calculating armor/shield bonuses as if they were deflection/natural armor bonuses.


ciretose wrote:


Having a 3 will (or any save really) at 10th level is very dangerous in any game I've played.

Same. With the GM of one of the games I'm playing in, at that point you probably would expect to see Will saves almost every combat, that with 3 Will you could only even make because of the Nat 20 rule.

Not that the fighter who's gone heavy into boosting his Will comes out much better, but, still, better.


Dire Mongoose wrote:
ciretose wrote:


Having a 3 will (or any save really) at 10th level is very dangerous in any game I've played.

Same. With the GM of one of the games I'm playing in, at that point you probably would expect to see Will saves almost every combat, that with 3 Will you could only even make because of the Nat 20 rule.

Not that the fighter who's gone heavy into boosting his Will comes out much better, but, still, better.

It would be really bad if your gm uses the murderous command spell agianst you from a mook. You still might not make it with 3 will save even though it is a first level spell. And all that damage agianst a teamate.


Pathfinder Starfinder Adventure Path Subscriber
doctor_wu wrote:
Dire Mongoose wrote:
ciretose wrote:


Having a 3 will (or any save really) at 10th level is very dangerous in any game I've played.

Same. With the GM of one of the games I'm playing in, at that point you probably would expect to see Will saves almost every combat, that with 3 Will you could only even make because of the Nat 20 rule.

Not that the fighter who's gone heavy into boosting his Will comes out much better, but, still, better.

It would be really bad if your gm uses the murderous command spell agianst you from a mook. You still might not make it with 3 will save even though it is a first level spell. And all that damage agianst a teamate.

I had a major combat ended because of a Murderous Command to an enemy cleric with a scythe, who promptly critted the magus in the enemy party.

Squish.

Books are not handy at the moment, but I stand by my FoPish inquisitor with Conversion Inquisition and the archetype that goes with it (Infiltrator?). I'll post if and when I have time (I have very little anymore).

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