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Bob_Loblaw |
![Camper](http://cdn.paizo.com/image/avatar/PathfinderCover5.jpg)
Garden Tool wrote:That's not very logical at all though. In fact it's a classic fallacy of composition. I like pie, and I like deep fried cod, and I like peanut butter, but a fried cod and peanut butter pie would be HORRID.CalebTGordan wrote:So, back to your idea. Are you asking for a party made up of all one class?Correct - four members of the "best" class, whatever that means to you, making up what would logically, then, be the "best" party.
Use all the archetypes (and all the other content) from the books I mentioned to your heart's content.
Have you tried it? It may be the thing that cures cancer but nooooo, you have dismissed it out of hand.
So, I reject your premise, that the best party would be of 4 members of the "best" class, on the grounds that it is fallacious.
I agree with you completely. So much comes down to the players and their own abilities. We have all seen people who suck at playing various classes but rock with others. I suck at playing druids and clerics. I rock at wizards and fighters.
Besides, what would be the criteria for determining the best? If a party of all fighters is able to handle everything without needing clerics and wizards, no matter how much trouble they have, couldn't that be argued that they are the best because they were able to accomplish the same thing as summoners but with fewer resources?
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Anonymous Visitor 163 576 |
![Abominable Snowmen](http://cdn.paizo.com/image/avatar/snowmanrevision-copy.jpg)
You know, you could test this in PFS. Run a table of all wizards against an unknown PFS scenario, and see how you do.
+Disclaimer, my buddies and I build Team Cleric under the 3.5 Living Greyhawk system, and I have to say, we did very well. Fights were a little slower without a big damage dealer, but slow and steady won the race.
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cranewings |
You know, you could test this in PFS. Run a table of all wizards against an unknown PFS scenario, and see how you do.
+Disclaimer, my buddies and I build Team Cleric under the 3.5 Living Greyhawk system, and I have to say, we did very well. Fights were a little slower without a big damage dealer, but slow and steady won the race.
Some of my players have been threatening to write up 4 evil clerics with 18 charismas and selective channeling ;)
I'm not sure I could counter it.
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BigNorseWolf |
![Wolf](http://cdn.paizo.com/image/avatar/11550_620_21wolf.jpg)
rkraus2 wrote:You know, you could test this in PFS. Run a table of all wizards against an unknown PFS scenario, and see how you do.
+Disclaimer, my buddies and I build Team Cleric under the 3.5 Living Greyhawk system, and I have to say, we did very well. Fights were a little slower without a big damage dealer, but slow and steady won the race.
Some of my players have been threatening to write up 4 evil clerics with 18 charismas and selective channeling ;)
I'm not sure I could counter it.
Undead? They'd be calling more ghouls over with tanning mirrors "Hey bob, you gotta try this!"
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Nicos |
Garden Tool wrote:CalebTGordan wrote:So, back to your idea. Are you asking for a party made up of all one class?Correct - four members of the "best" class, whatever that means to you, making up what would logically, then, be the "best" party.
Use all the archetypes (and all the other content) from the books I mentioned to your heart's content.
That's not very logical at all though. In fact it's a classic fallacy of composition. I like pie, and I like deep fried cod, and I like peanut butter, but a fried cod and peanut butter pie would be HORRID.
So, I reject your premise, that the best party would be of 4 members of the "best" class, on the grounds that it is fallacious.
Your argument is irrefutable, nonetheless it would be fun to see how a party composed entirely of a single class faces varius challenges.
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Azten |
![Cayden Cailean](http://cdn.paizo.com/image/avatar/c3_c_cleric_of_cayden_final.jpg)
You are the DM, if the threaten you, smile. Tell them that's okay.
Have the big bad evil guy hire a team of Dhampr Inquisitors with enough ranks in disguise to look like drow.
Watch the fun, then tell your players that they shouldn't threaten the guy running the game.
EDIT: This is assuming Channel Negative Energy is what you'r talking about.
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Nicos |
cranewings wrote:Undead? They'd be calling more ghouls over with tanning mirrors "Hey bob, you gotta try this!"rkraus2 wrote:You know, you could test this in PFS. Run a table of all wizards against an unknown PFS scenario, and see how you do.
+Disclaimer, my buddies and I build Team Cleric under the 3.5 Living Greyhawk system, and I have to say, we did very well. Fights were a little slower without a big damage dealer, but slow and steady won the race.
Some of my players have been threatening to write up 4 evil clerics with 18 charismas and selective channeling ;)
I'm not sure I could counter it.
Command undeads :P
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cranewings |
I don't know if the OP's comment was to me or not. Here is the guy against with skill bonuses listed. Hope they do well.
6th level Human Fighter
STR 14
DEX 17
CON 14
INT 10
WIS 14
CHA 10
HP 52 /
AC 19 Breast Plate, Dex +3
Fort +7 (+9)
Ref +5 (+7)
Will +6 (+8) (+10 vs. Fear, Reroll any once per day)
Base Attack +6 / +1
Melee Attack +8 / +3
Range Attack +9 / +4
Skills
Perception +16
Ride +8
Handle Animal +6
Intimidate +4 / +6
Knowledge - Dungeoneering +4
Climb +8
Jump +6
Swim +6
Feats
1st Iron Will
1st Improved Iron Will
1st Point Blank Shot
2nd Rapid Shot
3rd Deadly Aim
4th Quick Draw
5th Power Attack
6th Improved Initiative (+7)
Special
Weapon Training Archery
Trait makes Perception a Class Skill
Perception (Total Bonus = +16)
____________________________________________________________________
Equipment Package 1
Two Handed Sword +1
Cloak of Resistance +2
Eyes of the Eagle (Perception Bonus)
Compound Longbow of Fire +1, add 1d6 Fire Damage, add 2 Strength Damage
Equipment Package 2
Two Handed Sword +1
Cloak of Resistance +2
Eyes of the Eagle (Perception Bonus)
Compound Longbow of Frost +1, add 1d6 Frost Damage, add 2 Strength Damage
Equipment Package 3
Two Handed Sword +1
Cloak of Resistance +2
Eyes of the Eagle (Perception Bonus)
Compound Longbow of the Outsiders Bane +1, add 2 Strength Damage
Equipment Package 4
Two Handed Sword +1
Cloak of Resistance +2
Eyes of the Eagle (Perception Bonus)
Compound Longbow of Shock +1, add 1d6 Shock Damage, add 2 Strength Damage
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![Othlo](http://cdn.paizo.com/image/avatar/Boatsman.jpg)
I am sure this has been brought up further up thread, and I just havnt found it.
When someone compares one class to another and talks about how that class could easily kill a member of another class, I think they are missing one very salient point about Pathfinder. Pathfinder is not designed as a Player VS Player game. The classes are not by design balanced against each other, but they are designed to be specialized, and to work together as a team, so the classes are “balanced” to be part of a team, which faces and deals with the challenges traps and monsters the GM challenges them with in a Game.
So, if you are going to put together a once class party, you might want to consider a class that is very flexible.
I suggest putting together a party of 4 clerics. Lets give them a reason to adventure together….lets say they are a team of pathfinders, a “god “ squad.
Here is just the beginning of these characters.
1) Cleric role: Cleric of Sarenrae (Sun and Healing Domains)
2 Rogue role: Cleric of Desna ( Liberty and Travel domains) Traits: Vagabond child Disable device class skill, Eyes and Ears of the city Perception as class skill.
3) Wizard role: Cleric of Asmodeus (LN) ( Fire and Trickery domains) Negative energy channeler
4) Fighter role: Cleric of Gorum ( Domains: Stregnth and War) Negative energy chaneler.
Ill need to flesh these out more, but its someplace to start.
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TarkXT |
![Deep Crow](http://cdn.paizo.com/image/avatar/B4_Deep_Crow_highres_rev.jpg)
I seem to recall Ashiel saying they were in a red hand of doom AP with all neutral clerics and trashed it utterly. Granted this was 3.5. I say a fair experiment would be to try and run a random AP with a party of 4 fighters to see how well it goes.
I wanted to run a game of all summoners.
I figured if any class in pathfinder right now can do a one class game with ease it's the summoner.
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TarkXT |
![Deep Crow](http://cdn.paizo.com/image/avatar/B4_Deep_Crow_highres_rev.jpg)
I am sure this has been brought up further up thread, and I just havnt found it.
When someone compares one class to another and talks about how that class could easily kill a member of another class, I think they are missing one very salient point about Pathfinder. Pathfinder is not designed as a Player VS Player game. The classes are not by design balanced against each other, but they are designed to be specialized, and to work together as a team, so the classes are “balanced” to be part of a team, which faces and deals with the challenges traps and monsters the GM challenges them with in a Game.
So, if you are going to put together a once class party, you might want to consider a class that is very flexible.
I suggest putting together a party of 4 clerics. Lets give them a reason to adventure together….lets say they are a team of pathfinders, a “god “ squad.
Here is just the beginning of these characters.
1) Cleric role: Cleric of Sarenrae (Glory and Healing Domains)
2 Rogue role: Cleric of Desna ( Liberty and Travel domains) Traits: Vagabond child Disable device class skill, Eyes and Ears of the city Perception as class skill.
3) Wizard role: Cleric of Asmodeus (LN) ( Smoke and Trickery domains) Negative energy channeler
4) Fighter role: Cleric of Gorum ( Domains: Ferocity and Rage) Negative energy chaneler.
Ill need to flesh these out more, but its someplace to start.
Made some changes to the group above. Adds a bit more punch to our gorum cleric and some better buffs to our sarenrae cleric. Tossed in some battlefield control for our asmodean cleric and now you're doing nicely.
Some extra thoughts might be to make the cleric of Desna an evangelist and give her just the travel domain.
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![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
OK, here's my entry: The Order of the Fallen Leaf, a.k.a. Team Druid.
This is not a super-optimized party, but I tried to come up with a group that is well-balanced and effective for its level. These guys work together as a team; I will be posting some more information about them in a subsequent post.
By the way, I don't really think Druids are the "best" class. In fact, I personally prefer to play fighter-types like Cavaliers, Fighters, or Paladins. However, I think that Druids are indeed one of the most flexible classes, as I hope these builds demonstrate.
Thank you for your time.
Male Half-Orc Druid (Lion Shaman) 8
CN Medium Humanoid (Orc)
Init +3; Senses Darkvision (60 feet); Perception +9
--------------------
DEFENSE
--------------------
AC 26, touch 14, flat-footed 24. . (+9 armor, +2 Dex, +3 natural, +2 deflection)
hp 83 (8d8+32)
Fort +11, Ref +5, Will +9
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee +1 Adamantine Greataxe +10/+5 (1d12+5/20/x3)
Druid (Lion Shaman) Spells Known (CL 8, 9 melee touch, 8 ranged touch):
4 (2/day) Atavism (DC 16), Strong Jaw (DC 16)
3 (3/day) Resist Energy, Communal (DC 15), Magic Fang, Greater (DC 15), Resinous Skin (DC 15)
2 (4/day) Restoration, Lesser (DC 14), Barkskin, Frigid Touch, Frigid Touch
1 (5/day) Longstrider (DC 13), Cure Light Wounds (DC 13), Cure Light Wounds (DC 13), Bristle (DC 13), Feather Step (DC 13)
0 (at will) Resistance (DC 12), Mending, Stabilize, Detect Poison, Detect Magic
--------------------
STATISTICS
--------------------
Str 14/16, Dex 14, Con 18, Int 8, Wis 12/14, Cha 10
Base Atk +6; CMB +9; CMD 23
Feats Druid Weapon Proficiencies, Outflank, Power Attack -2/+4, Precise Strike, Quick Wild Shape
Traits Dirty Fighter, Veteran of Battle
Skills Acrobatics -1, Climb +9, Escape Artist -1, Fly -1, Intimidate +10, Perception +9, Ride -1, Stealth -1, Survival +11, Swim +5
Languages Common, Druidic, Orc
SQ Animal Companion Link (Ex), Lion Wild Shape (4/day) (Su), Lion's Movement (Su), Lion's Totem Transformation (Move Action) (8 minutes/day) (Su), Lion's Totemic Summons (Su), Nature Sense (Ex), Orc Ferocity (1/day), Resist Nature's Lure (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +8 (Ex), Wild Shape (2/day) (Su), Wild Shape (Beast Shape II: Tiny - Large animal), Wild Shape (Beast Shape III: Diminutive - Huge totem animal), Wild Shape (Elemental Body I: Small elemental), Woodland Stride (Ex)
Combat Gear +1 Adamantine Greataxe, +3 Dragonhide Breastplate; Other Gear Belt of Giant Strength, +2, Cloak of Resistance, +1, Headband of Inspired Wisdom, +2, Holly and mistletoe, Pathfinder's Kit, Ring of Protection, +2
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SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dirty Fighter +1 damage when flanking.
Lion Wild Shape (4/day) (Su) Shapeshift into a lion one or more times per day.
Lion's Movement (Su) +20 enhancement bonus to land speed
Lion's Totem Transformation (Move Action) (8 minutes/day) (Su) At 2nd level, a lion shaman may adopt an aspect of the lion while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), sense
Lion's Totemic Summons (Su) At 5th level, a lion shaman may cast summon natureís ally as a standard action when summoning felines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability. She c
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Quick Wild Shape Wild shape quickly into a less powerful form
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (2/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape II: Tiny - Large animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Beast Shape III: Diminutive - Huge totem animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body I: Small elemental) You may use your Wild Shape ability to become an elemental.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Male Lion
NN Large Animal
Init +3; Senses Low-Light Vision, Scent; Perception +8
--------------------
DEFENSE
--------------------
AC 20, touch 12, flat-footed 17. . (+3 Dex, -1 size, +8 natural)
hp 56 (+21)
Fort +8, Ref +8, Will +4
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Lion) +11 (1d8+7/20/x2) and
. . Claw x2 (Lion) +11 x2 (1d6+7/20/x2) and
. . Rake x2 (Lion) +11 x2 (1d6+7/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Grab, Pounce
--------------------
STATISTICS
--------------------
Str 23, Dex 17, Con 17, Int 3, Wis 15, Cha 10
Base Atk +5; CMB +12 (+16 Grappling); CMD 25 (29 vs. Trip)
Feats Improved Natural Armor, Outflank, Power Attack -2/+4, Precise Strike
Tricks Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Stay [Trick], Track [Trick]
Skills Fly +1, Perception +8, Stealth +5, Survival +3 Modifiers +4 Stealth in Undergrowth
Languages
SQ Attack Any Target [Trick], Come [Trick], Defend [Trick], Devotion +4 (Ex), Down [Trick], Guard [Trick], Heel [Trick], Stay [Trick], Track [Trick]
--------------------
SPECIAL ABILITIES
--------------------
+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Male Gnome Druid 8
CN Small Humanoid (Gnome)
Init +5; Senses Darkvision (30 feet), Low-Light Vision; Perception +15
--------------------
DEFENSE
--------------------
AC 23, touch 17, flat-footed 19. . (+6 armor, +4 Dex, +1 size, +2 deflection)
hp 51 (8d8+8)
Fort +9, Ref +8, Will +10
Resist fire 5
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Silver Curve blade, elven +12/+7 (1d8/18-20/x2)
Ranged +1 Longbow, Composite (Str +0) +12/+7 (1d6+1/20/x3)
Druid Spells Known (CL 8, 7 melee touch, 11 ranged touch):
4 (2/day) Thorn Body (DC 16), Freedom of Movement (DC 16)
3 (3/day) Neutralize Poison (DC 15), Speak with Plants (DC 15), Hide Campsite (DC 15)
2 (4/day) Barkskin, Cat's Grace (DC 14), Flame Blade, Flame Blade
1 (5/day) Detect Snares and Pits, Speak with Animals (DC 13), Speak with Animals (DC 13), Aspect of the Falcon (DC 13), Liberating Command
0 (at will) Resistance (DC 12), Detect Poison, Detect Magic, Guidance (DC 12), Light
--------------------
STATISTICS
--------------------
Str 10, Dex 16/18, Con 12, Int 14, Wis 14, Cha 10
Base Atk +6; CMB +5; CMD 21
Feats Aspect of the Beast (Night Senses - Darkvision 30'), Druid Weapon Proficiencies, Outflank, Precise Strike, Weapon Finesse
Traits Rapscallion, Vagabond Child (urban): Disable Device
Skills Acrobatics +11, Climb -1, Craft (Weapons) +17, Disable Device +23, Escape Artist +12, Fly +11, Perception +15, Ride +3, Stealth +15, Survival +4, Swim -1
Languages Common, Druidic, Elven, Gnome, Goblin, Sylvan
SQ Animal Companion Link (Ex), Magical Linguist, Master Tinker, Nature Sense (Ex), Resist Nature's Lure (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +8 (Ex), Wild Shape (3/day) (Su), Wild Shape (Beast Shape III: Diminutive - Huge animal), Wild Shape (Elemental Body II: Small - Medium elemental), Wild Shape (Plant Shape I: Small - Medium plant creature), Woodland Stride (Ex)
Combat Gear +1 Bane (Humans) (Humans) Arrows (2), +1 Longbow, Composite (Str +0), +1 Silver Curve blade, elven, +2 Ironwood Chain Shirt, Adamantine Arrows (10), Cold Iron Arrows (10), Cold Iron Arrows (10), Silver Arrows (20); Other Gear Artisan's tools, masterwork: Craft (Weapons), Belt of Incredible Dexterity, +2, Cloak of Resistance, +2, Handy Haversack (13 @ 29.75 lbs), Holly and mistletoe, Pathfinder's Kit, Ring of Maniacal Devices, Ring of Protection, +2, Thieves' tools, masterwork
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Arcane Mark (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Arcane Mark once per day.
Comprehend Languages (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Comprehend Languages once per day.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (30 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Master Tinker +1 Disable Device and Knowledge (Engineering), proficient with any weapon you have personally crafted.
Message (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Message once per day.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Read Magic (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Read Magic once per day.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body II: Small - Medium elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape I: Small - Medium plant creature) You may use your Wild Shape ability to become a plant creature.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Male Hawk
NN Small Animal
Init +4; Senses Low-Light Vision; Perception +15
--------------------
DEFENSE
--------------------
AC 21, touch 16, flat-footed 16. . (+4 Dex, +1 size, +5 natural, +1 dodge)
hp 49 (+14)
Fort +7, Ref +9, Will +4
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 10 ft., Flight (80 feet, Average)
Melee Bite (Hawk) +8 (1d4+2/20/x2) and
. . Talon x2 (Hawk) +8 x2 (1d4+2/20/x2)
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 14, Int 2, Wis 14, Cha 6
Base Atk +5; CMB +6; CMD 21
Feats Acrobatic, Dodge, Skill Focus: Fly, Skill Focus: Perception
Tricks Attack [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Perform [Trick], Seek [Trick]
Skills Acrobatics +6, Fly +11, Perception +15, Stealth +8
Languages
SQ Attack [Trick], Come [Trick], Defend [Trick], Devotion +4 (Ex), Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Perform [Trick], Seek [Trick]
--------------------
SPECIAL ABILITIES
--------------------
Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flight (80 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Male Human (Shoanti) Druid 8
NG Medium Humanoid (Human)
Init +0; Senses Perception +16
--------------------
DEFENSE
--------------------
AC 21, touch 12, flat-footed 21. . (+8 armor, +1 natural, +1 deflection)
hp 51 (8d8+8)
Fort +9, Ref +4, Will +13
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Masterwork Sickle +6/+1 (1d6-1/20/x2)
Ranged +1 Sling +7/+2 (1d4/20/x2)
Druid Spells Known (CL 8, 5 melee touch, 6 ranged touch):
4 (3/day) Cure Serious Wounds (DC 20), Spike Stones (DC 19), Reincarnate
3 (4/day) Cup of Dust (DC 18), Cure Moderate Wounds (DC 19), Magic Fang, Greater (DC 18), Spike Growth (DC 18)
2 (4/day) Stone Call, Restoration, Lesser (DC 18), Flaming Sphere (DC 17), Flame Blade
1 (6/day) Goodberry, Produce Flame, Produce Flame, Entangle (DC 16), Cure Light Wounds (DC 17), Cure Light Wounds (DC 17)
0 (at will) Resistance (DC 15), Virtue, Mending, Stabilize, Purify Food and Drink (DC 15), Detect Magic
--------------------
STATISTICS
--------------------
Str 9, Dex 10, Con 12, Int 13, Wis 18/20, Cha 14
Base Atk +6; CMB +5; CMD 17
Feats Augment Summoning, Druid Weapon Proficiencies, Spell Focus: Conjuration, Sunlight Summons, Superior Summoning
Traits Scholar of the Great Beyond: Knowledge (History), Skeptic
Skills Acrobatics -3, Appraise +9, Climb -4, Escape Artist -3, Fly -3, Handle Animal +8, Heal +18, Knowledge (Geography) +8, Knowledge (History) +6, Knowledge (Nature) +14, Perception +16, Ride -3, Sense Motive +7, Spellcraft +12, Stealth -3, Survival +18, Swim -4
Languages Common, Draconic, Druidic, Shoanti
SQ Animal Companion Link (Ex), Many Lives (Ex), Mysterious Stranger +4 (Ex), Nature Sense (Ex), Resist Death's Touch (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +10 (Ex), Wild Shape (2/day) (Su), Wild Shape (Beast Shape II: Tiny - Large animal), Wild Shape (Elemental Body I: Small elemental)
Combat Gear +1 Sling, +2 Dragonhide Agile Breastplate, Masterwork Sickle; Other Gear Amulet of Natural Armor +1, Cloak of Resistance, +2, Headband of Inspired Wisdom, +2, Healer's kit (10 uses), Holly and mistletoe, Ioun Stone, Dusty Rose Prism, Pathfinder's Kit, Ring of Protection, +1, Wand of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Many Lives (Ex) When killed cannot be raised/resurrected, but auto reincarnate in 1 day.
Mysterious Stranger +4 (Ex) Add to the DC of Diplomacy, Knowledge, and Sense Motive to learn about you.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Resist Death's Touch (Ex) +4 to saves vs death, energy drain, and necromancy effects.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Skeptic +2 save vs. illusion.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Sunlight Summons Summoned creatures glow and are immune to blinding and dazzling effects
Superior Summoning When summoning more than one creature, summon an extra one
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (2/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape II: Tiny - Large animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body I: Small elemental) You may use your Wild Shape ability to become an elemental.
Male Bear
NN Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +5
--------------------
DEFENSE
--------------------
AC 21, touch 12, flat-footed 19. . (+2 Dex, +9 natural)
hp 49 (+14)
Fort +7, Ref +7, Will +3
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Bear) +12 (1d6+7/20/x2) and
. . Claw x2 (Bear) +12 x2 (1d4+7/20/x2)
--------------------
STATISTICS
--------------------
Str 23, Dex 15, Con 15, Int 3, Wis 12, Cha 6
Base Atk +5; CMB +11; CMD 23 (27 vs. Trip)
Feats Improved Natural Armor, Outflank, Power Attack -2/+4, Precise Strike
Tricks Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Stay [Trick]
Skills Climb +11, Perception +5, Survival +3, Swim +11
Languages
SQ Attack Any Target [Trick], Come [Trick], Defend [Trick], Devotion +4 (Ex), Down [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Stay [Trick]
Other Gear Amulet of Natural Armor +2
--------------------
SPECIAL ABILITIES
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Male Elf Druid 8
NN Medium Humanoid (Elf)
Init +0; Senses Low-Light Vision; Perception +14
--------------------
DEFENSE
--------------------
AC 20, touch 12, flat-footed 20. . (+5 armor, +2 shield, +1 natural, +2 deflection)
hp 43 (8d8-8)
Fort +7, Ref +4, Will +13
Defensive Abilities Lightning Lord (8/day); Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft.
Ranged +1 Longbow, Composite (Str +0) +5/+0 (1d8-2/20/x3)
Special Attacks Storm Burst (8/day)
Spell-Like Abilities Lightning Lord (8/day), Storm Burst (8/day)
Druid Spells Known (CL 8, 3 melee touch, 6 ranged touch):
4 (3/day) Dispel Magic, Flame Strike (DC 20), Age Resistance, Lesser (DC 19), Sleet Storm
3 (4/day) Call Lightning (DC 19), Call Lightning (DC 19), Call Lightning (DC 19), Aqueous Orb (DC 18), Dominate Animal (DC 18)
2 (4/day) Burning Gaze (DC 18), Owl's Wisdom (DC 17), Barkskin, Heat Metal (DC 17), Fog Cloud
1 (6/day) Endure Elements (DC 16), Obscuring Mist, Produce Flame, Faerie Fire, Cure Light Wounds (DC 16), Ray of Sickening (DC 16), Ray of Sickening (DC 16)
0 (at will) Resistance (DC 15), Stabilize, Read Magic (DC 15), Create Water, Detect Magic, Light
--------------------
STATISTICS
--------------------
Str 5, Dex 9/11, Con 8, Int 18, Wis 18/20, Cha 15
Base Atk +6; CMB +3; CMD 15
Feats Druid Weapon Proficiencies, Elven Weapon Proficiencies, Natural Spell, Spell Focus: Evocation, Voice of the Sibyl, Wild Speech
Traits Mathematical Prodigy: Knowledge (Arcana), Scholar of the Great Beyond: Knowledge (Planes)
Skills Acrobatics -3, Appraise +12, Bluff +3, Climb -6, Diplomacy +11, Escape Artist -3, Fly +8, Knowledge (Arcana) +16, Knowledge (Nature) +13, Knowledge (Planes) +16, Perception +14, Perform (Oratory) +7, Ride -3, Spellcraft +15, Stealth -3, Survival +14, Swim -6
Languages Celestial, Common, Draconic, Druidic, Elven, Orc, Sylvan
SQ Druid Domain: Weather, Elven Magic, Nature Sense (Ex), Resist Nature's Lure (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +10 (Ex), Wild Shape (3/day) (Su), Wild Shape (Beast Shape III: Diminutive - Huge animal), Wild Shape (Elemental Body II: Small - Medium elemental), Wild Shape (Plant Shape I: Small - Medium plant creature), Woodland Stride (Ex)
Combat Gear +1 Ironwood Buckler, +1 Longbow, Composite (Str +0), +2 Leaf Armor; Other Gear Amulet of Natural Armor +1, Belt of Incredible Dexterity, +2, Cloak of Resistance, +2, Handy Haversack (1 @ 22 lbs), Headband of Inspired Wisdom, +2, Pathfinder's Kit, Ring of Protection, +2
--------------------
SPECIAL ABILITIES
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Druid Domain: Weather Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Lightning Lord (8/day) (Sp) Call down lightning bolts against your enemies.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Storm Burst (1d6+4) (8/day) (Sp) 30' Ranged touch attack deals 1d6+4 nonlethal damage and inflicts a -2 to hit penalty for 1r.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Voice of the Sibyl Gain bonus to Bluff, Diplomacy, and Perform (oratory) checks
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body II: Small - Medium elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape I: Small - Medium plant creature) You may use your Wild Shape ability to become a plant creature.
Wild Speech Speak while in wild shape
Woodland Stride (Ex) Move through undergrowth at normal speed.
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![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
Here are some build and tactical notes for each of the characters in my team. Wish them luck, and if you have any questions, let me know!
If Krosk knows combat is imminent, he will cast appropriate spells on himself and Growler, his companion. He favors things that make Growler hit harder, like Atavism and Greater Magic Fang, as well as defensive spells like Communal Resist Energy.
The stats above include his Longstrider and Barkskin spells, which he casts at the start of the adventuring day. He also casts Greater Magic Fang on Growler, giving him +1 on attack and damage rolls with all natural weapons (also included in the above stats).
Brownie is Zambo's animal companion, a hawk. Brownie is a scout, and will fly above an area ahead of the party and report back anything suspicious. Zambo can use his Speak with Animals spell to get the full details from Brownie. In combat, the hawk generally stays back out of the way, though in dire situations he may fly in and try to aid his companions.
Herlon tries to avoid combat, but if pressed he will summon a Flame Blade and use it in melee. His "trump card" is that he is a Reincarnated Druid, so if he is killed he will automatically reincarnate a day later. If the party is totally wiped out, he will try to find their remains and reincarnate the rest of them.
His animal companion, Skorvek the Bear, is another "tank" in the party. His stats include the +1 enhancement bonus to all natural attacks from Greater Magic Fang.
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Wiggz |
![Imrijka](http://cdn.paizo.com/image/avatar/PZO1125-Imrijka2_90.jpeg)
I'd say four Summoners.
Now, in the challenege nothing is said about Archetypes - i.e. are the builds restricted to a single archetype as well as a single class?
I'll say this - I am running a Halfling Master Summoner right now. His eidolon has two different 'builds', one as a small skill laden scout/rogue who can weild wands and the other as a medium flying mount. I'm actually reconsidering him for the sole reason that he is so absolutely dominant in our play - its kind of like the Justice League who only gets to shine when Superman has somehow been taken out of the equation only to stand around again when eh shows back up and opens up a can of kryptonian whoop-ass.
Understand that I am NOT a min/maxer type of player. I pick a theme (this guy only summons elementals) and then make him the best character I can... and this one is pretty ridiculous. I also NEVER plan my characters with the intent of having any particular magic item FWIW.
Anyway, the fact that my eidolon can replace our rogue quite effectively, I can summon hordes of monsters and then buff the heck out of them - all while eddy and I hammer our foes with wand attacks from a distance... it makes me a one-man army. Alternately, I can remain invisible and out of the conflict almost entirely. If I can do all of that alone, once I begin contemplating four of me, each with a custom built skill-laden eidolon, I can't imagine a more versatile or capable group.
Remember that even at 1st level a decently built Master Summoner will have 10 Summons at his disposal. By level 17 I'll be able to Summon Monster IX up to 16 times a day. That's 2-4 Elder Elementals of my choice - buffed by Augmented Summoning and my own spells, with all of thei immunities - 16 times a day. Cast as standard actions and they last minutes/level, not rounds. What other character gets the equivalent of sixteen 9th level spells at 17th level without a magic item in sight?
And did I mention my own private demi-plane or the ability to travel between dimensions almost at will?
If you're looking for power, versatility and the ability to lay waste to entire towns, I'd say go with three Master Summoners and then a standard Summoner with a powerful combat-first eidolon to lead the charge.
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![Tengu](http://cdn.paizo.com/image/avatar/PZO9240-Tengu.jpg)
Well, here are team summoner. Above I broke things out by level, with 10 being "made out" completely, but the baseline set by the fighter (6) is a good happy ground; this is when they are still very powerful (they are at all levels) but before they go "off the chains" with large and 3rd level spells (8th level is insanely powerful for summoners).
So Team Level 6 summoners (originally made @5, but fixed to 6 for comparison)
Smashy and Bashy
Dwarf Synthasist 6
Str: 9 (21)
Int: 7
Wis: 16
Dex: 7 (16)
Con: 19 (13)
Chr: 16
Feats: Steely Soul, Improved Unarmed Strike, Dragon Stance
Magic Items:
Wand of Infernal Healing
Cloak of Protection +1
Belt of Str +
Ring of protection +1
Spells:
1) Enlarge Person, L. Rejuvenate Eidilon, Expeditious Retreat, Mage Armor, Shield
2) Summon Eidilon, Invisibility, Wind Wall (Smashy) / Lesser Restoration (Bashy), Glitterdust (Smashy) / Rejuivinate Eidilon (Bashy)
Traits: Perception, Acrobatics class skills (+1)
Skills:
Perception: +13 Acrobatics: +10 Fly: +8
HP: 57 (47 + 36 Temp)
Will: +14 Ref: +11 Fort: +9
(-4 in all cases if Dwarf trait does not apply)
AC: 23 (27 usually b/c Mage armor, 31 if they cast shield)
Evolutions: Limbs (Arms), Claws (Legs), Slam, Pounce, +4 natural armor, +2 Strength
When seperated, their two eidilons each have linguistics with 4 langauges and 3 of the knowledge skills each, so they can be summoned for help on knowledge. Their feats are skill focus: knowledges (arcana and dungeoneering, plus religion and nature) and toughness.
Attacks: Slam, Bite, Claw, Claw +10
Damage d8/d6/d4/d4 +5
first attack does +2 extra damage
Master T'gwyt
Gnome Master Summoner 6
Str: 5
Int: 12
Wis: 12
Dex: 12
Con: 16
Chr: 22
Skills: Stealth class skill(+1), Fort +1
Skills: Diplomacy +13, Linguistics (Aurin, Terran, Aquan, Infernal, Celestial), Sneak: +14, UMD: +15
+2 Cloak of Resistance
2 Wands of Infernal Healing
1 Wand of Honeyed Tongue
1 Lesser Rod of Extend
+2 Headband of Charisma
Feats: Toughness, Master Summoner, Iron Will
Spells:
0) Detect Magic, Guidance, Read
Magic
1) Grease, Enlarge Person, Magic Fang, Reduce Person, Summon Minor Monster
2) Haste, Invisibility, Lesser Evolution Surge, Slow
HP: 45
AC: 13
Will: +10 Fort: +8 Ref: +5
Current Summons: d3+1 small earth elementals usually, sometimes Lantern Archon to overcome DR
Eidilon (Snakey)
Small Serpent Eidilon
Str: 10
Int: 7
Wis: 10
Dex: 18
Con: 11
Chr: 10
Skills: Disable Device: +21, Stealth: +11, Acrobatics: +11, Perception: +9
Feat: Skill focus (Disable Device), Skill focus (Perception)
Evolutions: +8 DD, Arms, Scent, Gills
AC: 17
HP: 17
Saves: laughable (except Reflex)
Buffy
Half-elf Summoner 6
Str: 7
Int: 12
Wis: 12
Dex: 14
Con: 14
Chr: 19
All points to 1/4 evolution bonus
Skills:
Bluff: +10 UMD: +12 Sneak: +10
alt class feature +2 will save
Feats: Toughness, Iron Will, Great Fortitude
AC: 12
HP: 45
Saves: Will +11 Fort +7 Ref +5
Spells:
1) Enlarge Person, Expeditious Retreat, Grease, Lesser Rejuvinate Eidilon, Shield
2) Haste, Lesser Evolution Surge, Glitterdust, Web
Magic Items:
+2 Belt of strength (Eidilon)
Cloak of Resistance +2
Wand of Infernal Healing
Wand of Honeyed Tongue
Lesser Rod of Extend
Eidilon ("Angel")
Medium Biped
Str: 20
Int: 7
Wis: 10
Dex: 14
Con: 14
Chr: 10
Feats: Combat Reflexes, Toughness, Iron Will
Evolutions: slam, bite, reach (bite), trip (bite), Acid attack, +4 natural armor
Skills: Acrobatics +10, Perception +6, Swim +13, Climb +13
Attacks: slam, bite, claw, claw
+10
Damage: d8/d6/d4/d4 +5+d6
bite Trip +10
AC: 22 (often 26, Mage armor, 30 if it needs to be from shield)
HP: 40
Will +6 Fort +6 Ref +3
Tactics
Using the party's wand of lesser extend and 1 casting (6 1st level spells / day effectively saved) the party keeps 15 hours of coverage of Mage armor on the 2 dwarves and 15 on Angel, effectively covering them for their adventuring day. This leaves them slightly vulnerable at night, but during all waking hours covered with Mage Armor. Everyone except Buffy uses 2 of these daily castings.
The marching order consists of a Bashy and Angel (Angel taking front if they cannot stand side by side), followed by Buffy sneaking (who tries to stay within 10' of Angel for the +2 to saves, with Master sneaking in the back. They move slowly and methodically, the front line taking 10 on trap searching while the two squishes sneak behind, Bashy keeping up Detect Magic during his searching to see any presence of magic traps. Should any traps be found, Snakey is summoned forth to disable them. Air and Earth elementals make great scouts for more difficult to reach areas.
When combat erupts, Angel is ready to AOO any opponents down that come into range for him. Master attempts to set up flank with d3+1 earth elementals, while Buffy opens with haste on most of the party. Smashy and Bashy begin charging opportune opponents, making sure the vulnerable back line isn't hit. Next round if more buffs are needed Buffy drops them out (default to dropping a shield to raise his Eidilon's AC to 30)
Lesser evolution surge can give the front line wings, tremorsense, or skill bonuses. Out of combat, Snakey can be used as an expendable scout, while UMDing the wand of Honeyed Tongue (2 rolls) should make bluff or diplomacy "a given".
If given advance notice of a major fight, the front line should be pre-buffed with Enlarge Person and Shield. For truly major fights, Master can use 3-4 summons and take them out. Master will take over haste duties if Buffy is out of 2nd level spells.
In dungeon-settings, tactics switch to Mage Armor everyone, as dungeon settings expect a shorter, more dangerous adventure schedule.
Once buffs are up, Master's summons take the lead and the party moves faster (back row taking -5 to move at full speed stealth). This is particularly useful in dungeon settings.
Should they be woken, one of the 3 major tanks should be on duty and act as the distractor. The remaining 3 all cast invisibility upon waking, then the dwarf (ves) not on duty cast summon Eidilon to get their "combat forms ready" while Master drops out summons liberally. Buffy will throw out a Lantern Archon for menace if Angel was not currently on watch.
Healing is done through UMD on infernal healing; and of course through lesser Rejuvinate for eidilons.
Obviously if something dangerous Is attacking, they use grease to try to get it on the ground, and shields can be tossed up. Buffy can also dismiss angel and summon Lantern Archons if he is "targeted out" (his saves aren't great),
So great buffing, combat, diplomacy, diversity. At this level they lack the Black Tentacles for battlefield control. Obviously my love of saves ensure they are not vulnerable to magic as well. This party should take on most published adventure / challenges better than a "diverse" party or most other party configurations.
Have fun :). And as I said, above you have 10th level version as well, but this party should remain one of the least vulnerable parties at all levels (diverse spell list, powerful spell-likes).
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Trikk |
I reject the premise of this thread: the BEST CLASS would be a class that any party would miss and any party be happy to accept as a new member.
For all intensive purposes I believe that class to be Wizard, followed (but rarely surpassed) by Cleric.
Barbarians, Fighters, Rogues, hell even Summoners, are often redundant to a party of 4. If you don't have a Wizard? Well you better at least have a Sorcerer to make up for it. Even if you do, you'll feel the limitations of not being God.
They simply have the most versatility of any spell caster. A Cleric with Scribe Scroll and the right domains can be very handy, but the Wizard arrives and gets jealous looks immediately.
People make lengthy attempts at disproving his superiority; his low HD, poor saves, low BAB, limited armor options, lacking proficiencies, etc, etc. The counter to those arguments is always the same: but he's a Wizard.
You ask the front liner what he really is and he'll list half a dozen classes with a dozen archetypes applied, something that sounds like the lyrics to a Manowar song but is actually all of his feats, and all you tell him is "oh, you're a brute". Meanwhile, the only way a Wizard will raise eyebrows with his choices is if he's got a level in a class that ISN'T Wizard.
Just think about it. The attitude that people have toward Wizards. The fact that they are lacking in every field when you look at their stats. Without even raising a finger, they start wild discussions and attempts at either making them look terrible or convincing the rest of the group that they need to be toned down.
Meanwhile the Wizard just smokes his pipe and smiles. His job is done before he's even started.
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![Tengu](http://cdn.paizo.com/image/avatar/PZO9240-Tengu.jpg)
Summoners actually do as good of a job on battlefield control as a wizard, the primary weapons (Black Tentacles, Web, and slow) are well-covered. Witches actually do it better (Really I have difficulty believing wizards should be played at all after the introduction of witches, the god+ plan). Summoners are the most flexible; they may seem like partial casters, until you realize most spells were actually dropped in spell level. This has odd effects; being able to use a lesser rod of enlarge to make black tentacles 40 feet makes them better able to tie up the battlefield than any wizard, and the Evo surge line is the most diverse spell in the game. They even get haste a level early; how insane is that?
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TarkXT |
![Deep Crow](http://cdn.paizo.com/image/avatar/B4_Deep_Crow_highres_rev.jpg)
I reject the premise of this thread: the BEST CLASS would be a class that any party would miss and any party be happy to accept as a new member.
For all intensive purposes I believe that class to be Wizard, followed (but rarely surpassed) by Cleric.
Barbarians, Fighters, Rogues, hell even Summoners, are often redundant to a party of 4. If you don't have a Wizard? Well you better at least have a Sorcerer to make up for it. Even if you do, you'll feel the limitations of not being God.
I whole heartedly disagree sir.
4 Summoner's with different spells known lists, different possible archetypes, and differently statted eidolons is a four person party.
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![Tengu](http://cdn.paizo.com/image/avatar/PZO9240-Tengu.jpg)
As an edit, increase the AC and saves for the dwarves while in Eidilon form by 2; forgot that in my calculation (the shielding effect). So it is:
16 + 3 (dex) + 4 (evolution) +2 (shielding while merged) +4 (Mage armor), for a 29 waking AC (33 if they feel the need to buff shield). Enough where few melees should be able to hit them on any consistent basis at level 6.
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![Abderrahmane Zagora](http://cdn.paizo.com/image/avatar/PZO9081-Abderrahmane.jpg)
Introducing "The Debating Society". (Called that by Lamenar due to the good natured religious debates they get into over the campfire.)
A group of lvl10 inquisitors.
Torgu -the tank
Male Human Inquisitor (Spellbreaker) 10
CN Medium Humanoid (Human)
Init +8; Senses Perception +14
--------------------
DEFENSE
--------------------
AC 22, touch 14, flat-footed 20. . (+8 armor, +2 Dex, +2 deflection)
hp 93 (10d8+30); Judgement of Sacred Healing 4
Fort +11, Ref +7, Will +11
Defensive Abilities Judgement of Sacred Protection +3 / +6; DR Judgement of Sacred Resiliency 3 (Law); Resist Judgement of Sacred Purity +3 / +6, Judgement of Sacred Resistance 8 (Fire)
--------------------
OFFENSE
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Spd 20 ft.
Melee +1 Keen, Spell Storing Greatsword +13/+8 (2d6+8/17-20/x2) and
. . Gauntlet (from Armor) +12/+7 (1d3+5/20/x2) and
. . Unarmed Strike +12/+7 (1d3+5/20/x2)
Ranged +2 Longbow +12/+7 (1d8+2/20/x3)
Special Attacks Bane (+2 / 2d6) (10 rounds/day), Destructive Smite +5 (6/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +3 / +6, Judgement of Sacred Piercing +4, Judgement of Sacred Smiting (Magic, Chaos, Adamant
Spell-Like Abilities Detect Alignment (At will), Discern Lies (10 rounds/day)
Inquisitor (Spellbreaker) Spells Known (CL 10, +12 melee touch, +10 ranged touch):
4 (1/day) Spell Immunity (DC 17), Curse of Magic Negation (DC 17)
3 (4/day) Banish Seeming, Deadly Juggernaut (DC 16), Hunter's Eye, Retribution (DC 16)
2 (5/day) Spiritual Weapon, Blistering Invective (DC 15), Brow Gasher (DC 15), Effortless Armor (DC 15), Howling Agony (DC 15)
1 (6/day) Burst Bonds (DC 14), Expeditious Retreat (DC 14), Divine Favor (DC 14), Interrogation (DC 14), Litany of Sloth
0 (at will) Virtue, Disrupt Undead, Bleed (DC 13), Stabilize, Guidance (DC 13), Brand (DC 13)
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STATISTICS
--------------------
Str 18/20, Dex 14/16, Con 14/16, Int 10, Wis 14/16, Cha 10
Base Atk +7; CMB +12; CMD 29
Feats Antagonize, Craft Magic Arms & Armor, Defensive Combat Training, Power Attack -2/+4, Spell Bane, Step Up
Traits Reactionary, Skeptic
Skills Acrobatics -1, Climb +1, Craft (Armor) +3, Craft (Weapons) +3, Escape Artist -1, Fly -1, Intimidate +16, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +8, Knowledge (Local) +5, Knowledge (Nature) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Perception +14, Ride -1, Sense Motive +19, Spellcraft +12, Stealth -1, Swim +1
Languages Common
SQ Aura of Destruction +5 (10 rounds/day) (Su), Defense Against Magic +1: Evocation (Ex), Defense Against Magic +2: Enchantment (Ex), Foil Casting (Su), Inquisitor (Spellbreaker) Domain: Destruction, Second Judgement (4/day) (Su), Strong-Willed (Ex), Teamwork Feat (change 3/day), Track +5
Combat Gear +1 Keen, Spell Storing Greatsword, +2 Chainmail, +2 Longbow, Arrows (20); Other Gear Artisan's tools, masterwork: Craft (Armor), Artisan's tools, masterwork: Craft (Weapons), Backpack, Masterwork (empty), Belt of Physical Perfection, +2, Brooch of Shielding, Cloak of Resistance, +1, Headband of Inspired Wisdom, +2, Holy symbol, silver: Gorum, Potion of Blur, Potion of Fly, Ring of Protection, +2
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SPECIAL ABILITIES
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Antagonize Use Diplomacy or Intimidate to goad creatures
Aura of Destruction +5 (10 rounds/day) (Su) 30'r aura grants +1 to all damage rolls within and all critical threats are confirmed.
Bane (+2 / 2d6) (10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Defense Against Magic +1: Evocation (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha
Defense Against Magic +2: Enchantment (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha
Destructive Smite +5 (6/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Foil Casting (Su) At 3rd level, when an opponent tries to cast an arcane spell within a spellbreaker's threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat (see page 112 of the Core
Inquisitor (Spellbreaker) Domain: Destruction Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 4 (Su) Fast Healing
Judgement of Sacred Justice +3 / +6 (Su) Attack bonus
Judgement of Sacred Piercing +4 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +3 / +6 (Su) AC bonus
Judgement of Sacred Purity +3 / +6 (Su) Save bonus
Judgement of Sacred Resiliency 3: Law (Su) DR/magic
Judgement of Sacred Resistance 8: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Chaos, Adamantine) (Su) DR bypass
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Skeptic +2 save vs. illusion.
Spell Bane Your spells' DCs increase by 2 when bane is in effect
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +5 +5 to survival checks to track.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Lamenar - the healer
Male Human Inquisitor 10
NG Medium Humanoid (Human)
Init +5; Senses Perception +15
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DEFENSE
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AC 17, touch 11, flat-footed 16. . (+5 armor, +1 Dex, +1 natural)
hp 53 (10d8); Judgement of Sacred Healing 4
Fort +9, Ref +6, Will +13
Defensive Abilities Judgement of Sacred Protection +3 / +6; DR Judgement of Sacred Resiliency 3 (Evil); Resist Judgement of Sacred Purity +3 / +6, Judgement of Sacred Resistance 8 (Fire)
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OFFENSE
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Spd 30 ft.
Melee +1 Cunning, Keen Scimitar +10/+5 (1d6+3/15-20/x2) and
. . Unarmed Strike +9/+4 (1d3+2/20/x2)
Ranged +2 Shortbow +10/+5 (1d6+2/20/x3)
Special Attacks Bane (+2 / 2d6) (14 rounds/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +3 / +6, Judgement of Sacred Piercing +4, Judgement of Sacred Smiting (Magic, Good, Adamanti
Spell-Like Abilities Detect Alignment (At will), Discern Lies (10 rounds/day)
Inquisitor Spells Known (CL 10, +9 melee touch, +8 ranged touch):
4 (2/day) Cure Critical Wounds (DC 18), Neutralize Poison (DC 18)
3 (4/day) Cure Serious Wounds (DC 17), Remove Disease (DC 17), Dispel Magic, Halt Undead (DC 17)
2 (5/day) Restoration, Lesser (DC 16), Remove Paralysis (DC 16), Calm Emotions (DC 16), Aid, Cure Moderate Wounds (DC 16)
1 (6/day) Protection from Evil (DC 15), Bless, Cure Light Wounds (DC 15), Lend Judgment (DC 15), Litany of Weakness
0 (at will) Virtue, Disrupt Undead, Stabilize, Read Magic (DC 14), Detect Magic, Guidance (DC 14)
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STATISTICS
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Str 12/14, Dex 12, Con 10, Int 14, Wis 18, Cha 14
Base Atk +7; CMB +9; CMD 20
Feats Combat Casting, Dispel Synergy, Extended Bane, Righteous Healing, Scribe Scroll, Shared Judgment
Traits Child of the Temple: Knowledge (Nobility), Mathematical Prodigy: Knowledge (Engineering)
Skills Acrobatics +0, Climb +1, Diplomacy +12, Escape Artist +0, Fly +0, Heal +17, Intimidate +7, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +12, Knowledge (Engineering) +13, Knowledge (History) +5, Knowledge (Local) +10, Knowledge (Nature) +12, Knowledge (Planes) +13, Knowledge (Religion) +14, Perception +15, Ride +0, Sense Motive +20, Spellcraft +15, Stealth +0, Survival +9, Swim +1 Modifiers Monster Lore
Languages Celestial, Common, Infernal
SQ Bandages of Rapid Recovery, Determination (4/day) (Ex), Flying Ointment, Healer's Blessing (Su), Inquisitor Domain: Restoration, Metamagic Rod, Reach, Lesser, Metamagic Rod, Reach, Lesser, Restorative Touch (7/day) (Su), Ring of Feather Falling, Ring of Forcefangs, Second Judgement (4/day) (Su), Teamwork Feat (change 4/day), Track +5
Combat Gear +1 Chain Shirt, +1 Cunning, Keen Scimitar, +2 Shortbow, Arrows (20); Other Gear Amulet of Natural Armor +1, Backpack, Masterwork (empty), Bandages of Rapid Recovery (3), Belt of Giant Strength, +2, Cloak of Resistance, +2, Elemental Gem, Air, Elemental Gem, Fire, Flying Ointment, Healer's kit (10 uses), Metamagic Rod, Reach, Lesser, Metamagic Rod, Reach, Lesser, Oil of Bless Weapon, Ring of Feather Falling, Ring of Forcefangs, Wand of Cure Light Wounds
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SPECIAL ABILITIES
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Bandages of Rapid Recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
Construction
Requirements Craft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp
Bane (+2 / 2d6) (14 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (4/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Dispel Synergy Dispel magic target takes a - 2 penalty on saves
Flying Ointment This preparation of herbs includes belladonna, mandrake, and foxglove (also known as “witch’s glove”) in a base of rendered fats. When rubbed over the skin, the ointment grants the subject the ability to fly (as the overland flight spell) for up to 9 hours.
Construction
Requirements Craft Wondrous Item, overland flight; Cost 1,125 gp
Healer's Blessing (Su) Your cure spells are empowered for free.
Inquisitor Domain: Restoration Associated Domain: Healing
Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 4 (Su) Fast Healing
Judgement of Sacred Justice +3 / +6 (Su) Attack bonus
Judgement of Sacred Piercing +4 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +3 / +6 (Su) AC bonus
Judgement of Sacred Purity +3 / +6 (Su) Save bonus
Judgement of Sacred Resiliency 3: Evil (Su) DR/magic
Judgement of Sacred Resistance 8: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Good, Adamantine) (Su) DR bypass
Metamagic Rod, Reach, Lesser The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.
Construction
Requirements Craft Rod, Reach Spell; Cost 1,500 gp
Metamagic Rod, Reach, Lesser The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.
Construction
Requirements Craft Rod, Reach Spell; Cost 1,500 gp
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Restorative Touch (7/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Righteous Healing Heal more when you have a judgment active
Ring of Feather Falling This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp.
Ring of Forcefangs This band negates any force spell or spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of nine charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring’s charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.
Note: When first added, the magic missile spell for this ring will have all its charges expended - as the ring absorbs charges, these can be un-spent.
Construction
Requirements Forge Ring, Heighten Spell, magic missile; Cost 4,000 gp
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Shared Judgment Extend a judgment to an adjacent ally instead of enacting a second judgment
Teamwork Feat (change 4/day) Swap your most recent Teamwork feat for another
Track +5 +5 to survival checks to track.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Shaef - the Scout
Male Half-Elf Inquisitor 10
CN Medium Humanoid (Elf, Human)
Init +7; Senses Low-Light Vision; Perception +17
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DEFENSE
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AC 22, touch 15, flat-footed 17. . (+5 armor, +2 shield, +5 Dex)
hp 63 (10d8+10); Judgement of Sacred Healing 4
Fort +10, Ref +10, Will +11
Defensive Abilities Judgement of Sacred Protection +3 / +6; DR Judgement of Sacred Resiliency 3 (Law); Immune sleep; Resist Elven Immunities, Judgement of Sacred Purity +3 / +6, Judgement of Sacred Resistance 8 (Electricity)
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OFFENSE
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Spd 30 ft.
Melee +1 Adamantine Mace, Light +13/+8 (1d6+2/20/x2) and
. . Unarmed Strike +12/+7 (1d3+1/20/x2)
Ranged +1 Shortbow, Composite (Str +1) +13/+8 (1d6+2/20/x3)
Special Attacks Bane (+2 / 2d6) (10 rounds/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +3 / +6, Judgement of Sacred Piercing +4, Judgement of Sacred Smiting (Magic, Chaos, Adamant
Spell-Like Abilities Detect Alignment (At will), Discern Lies (10 rounds/day)
Inquisitor Spells Known (CL 10, +12 melee touch, +12 ranged touch):
4 (1/day) Invisibility, Greater (DC 16), Freedom of Movement (DC 16)
3 (3/day) Hunter's Eye, Litany of Warding (DC 15), Retribution (DC 15), Righteous Vigor (DC 15)
2 (5/day) Knock, See Invisibility (DC 14), Silence (DC 14), Invisibility (DC 14), Find Traps (DC 14)
1 (6/day) Expeditious Retreat (DC 13), Shield of Faith (DC 13), Comprehend Languages (DC 13), Bowstaff (DC 13), Litany of Sloth
0 (at will) Resistance (DC 12), Acid Splash, Detect Poison, Detect Magic, Light, Sift
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STATISTICS
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Str 12, Dex 18/20, Con 12, Int 12, Wis 14, Cha 13
Base Atk +7; CMB +12; CMD 26
Feats Agile Maneuvers, Defensive Combat Training, Escape Route, Outflank, Point Blank Shot, Precise Shot, Precise Strike, Skill Focus: Acrobatics (Adaptability), Weapon Finesse
Traits Child of the Streets, Vagabond Child (urban): Disable Device
Skills Acrobatics +21, Bluff +10, Climb +10, Diplomacy +8, Disable Device +26, Intimidate +18, Knowledge (Local) +7, Perception +17, Sense Motive +16, Stealth +20, Survival +10
Languages Common, Elven, Undercommon
SQ Blessed Infiltration (2/day) (Ex), Elf Blood, Hide Tracks (Ex), Inquisitor Domain: Heresy Inquisition, Judgement of Sacred Escape (Su), Ring of Evasion, Second Judgement (4/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 2/day), Track +5, Word of Anathema (1/day) (DC 17) (Sp)
Combat Gear +1 Adamantine Mace, Light, +1 Buckler, +1 Shortbow, Composite (Str +1), +2 Studded Leather, Arrows (60); Other Gear Belt of Incredible Dexterity, +2, Boots of Speed (10 rounds/day), Cloak of Resistance, +2, Goggles of Minute Seeing, Grappling hook, Handy Haversack (67 @ 22.5 lbs), Holy symbol, silver: Calistra, Pouch, belt (empty), Ring of Evasion, Rope, silk (50 ft.), Sunrod, Thieves' tools, masterwork, Weapon Blanch, Adamantine, Weapon Blanch, Cold Iron, Weapon Blanch, Silver
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SPECIAL ABILITIES
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Agile Maneuvers Use DEX instead of STR for CMB
Bane (+2 / 2d6) (10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Blessed Infiltration (2/day) (Ex) Roll twice for Bluff, Diplomacy, or Stealth check and take higher result.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Inquisitor Domain: Heresy Inquisition Deities: Abadar, Asmodeus, Calistria, Desna, Erastil, Gorum, Gozreh, Iomedae, Lamashtu, Nethys, Norgorber, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, Zon-Kuthon.
Granted Powers: Often it is hard to tell heretics from the f
Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus.
Judgement of Sacred Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Judgement of Sacred Healing 4 (Su) Fast Healing
Judgement of Sacred Justice +3 / +6 (Su) Attack bonus
Judgement of Sacred Piercing +4 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +3 / +6 (Su) AC bonus
Judgement of Sacred Purity +3 / +6 (Su) Save bonus
Judgement of Sacred Resiliency 3: Law (Su) DR/magic
Judgement of Sacred Resistance 8: Electricity (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Chaos, Adamantine) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Ring of Evasion This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.
Moderate transmutation; CL 7th; Forge Ring, jump; Price 25,000 gp.
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +5 +5 to survival checks to track.
Word of Anathema (1/day) (DC 17) (Sp) Curse 1 foe in 60 ft (-4 to attack/save/ability/skill checks) for 1 min (Will neg).
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Sella - the controller
Female Human Inquisitor (Witch Hunter) 10
NG Medium Humanoid (Human)
Init +8; Senses Perception +19
Aura Deflection Aura (10 rounds) (1/day)
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DEFENSE
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AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 63 (10d8+10); Judgement of Sacred Healing 4
Fort +11, Ref +8, Will +16
Defensive Abilities Aura of Protection (10 rounds/day), Judgement of Sacred Protection +3 / +6; DR Judgement of Sacred Resiliency 3 (Evil); Resist Judgement of Sacred Purity +3 / +6, Judgement of Sacred Resistance 8 (Electricity)
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OFFENSE
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Spd 30 ft.
Melee +1 Dagger +8/+3 (1d4+1/19-20/x2) and
. . +1 Mace, Light +8/+3 (1d6+1/20/x2) and
. . Unarmed Strike +7/+2 (1d3/20/x2)
Special Attacks Bane (+2 / 2d6) (10 rounds/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +3 / +6, Judgement of Sacred Piercing +4, Judgement of Sacred Smiting (Magic, Good, Adamanti
Inquisitor (Witch Hunter) Spells Known (CL 10, +7 melee touch, +9 ranged touch):
4 (2/day) Dismissal (DC 20), Hold Monster (DC 22)
3 (4/day) Arcane Sight (DC 19), Dimensional Anchor, Searing Light, Terrible Remorse (DC 21)
2 (6/day) Calm Emotions (DC 20), Tongues (DC 18), Spiritual Weapon, Hold Person (DC 20), Castigate (DC 20)
1 (7/day) Shield of Faith (DC 17), Command (DC 19), Forbid Action (DC 19), Lend Judgment (DC 17), Lock Gaze (DC 19)
0 (at will) Acid Splash, Daze (DC 18), Read Magic (DC 16), Detect Magic, Guidance (DC 16), Light
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STATISTICS
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Str 10, Dex 14, Con 12, Int 14/16, Wis 20/22, Cha 8
Base Atk +7; CMB +7; CMD 19
Feats Allied Spellcaster, Combat Casting, Greater Spell Focus: Enchantment, Point Blank Shot, Precise Shot, Shake It Off, Shielded Caster, Skill Focus: Use Magic Device, Spell Focus: Enchantment
Traits Charming, Dangerously Curious
Skills Appraise +13, Bluff +3, Climb +4, Diplomacy +3, Fly +4, Heal +11, Intimidate +4, Knowledge (Arcana) +16, Knowledge (Dungeoneering) +14, Knowledge (Local) +11, Knowledge (Nature) +13, Knowledge (Planes) +14, Knowledge (Religion) +13, Linguistics +8, Perception +19, Sense Motive +21, Spellcraft +16, Stealth +6, Survival +10, Swim +4, Use Magic Device +19
Languages Abyssal, Celestial, Common, Cyclops, Draconic, Dwarven, Elven, Giant, Sylvan
SQ Inquisitor (Witch Hunter) Domain: Defense, Knowledgeable Defense +3, Metamagic Rod, Reach, Lesser, Ring of Force Shield, Second Judgement (4/day) (Su), Solo Tactics (Ex), Spell Sage +6 (Ex), Spell Scent (1/day), Teamwork Feat (change 6/day)
Combat Gear +1 Dagger, +1 Mace, Light; Other Gear Bracers of Armor, +3, Brooch of Shielding, Handy Haversack (16 @ 7 lbs), Headband of Mental Prowess, INT & WIS +2: Appraise, Holy symbol, silver: Nethys, Metamagic Rod, Reach, Lesser, Potion of Blur (2), Potion of Cat's Grace, Potion of Darkvision, Potion of Fly, Potion of Shield of Faith +3 (2), Pouch, belt (empty), Ring of Force Shield, Sunrod, Thunderstone, Wand of Acid Arrow, Wand of Burning Hands, Wand of Enlarge Person, Wand of Feather Step, Wand of Magic Missile, Wand of Ray of Enfeeblement, Wand of Summon Monster II, Wand of Web
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SPECIAL ABILITIES
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Allied Spellcaster +2 to caster level checks to overcome spell resistance if you are adjacent to an ally with this feat.
Aura of Protection (10 rounds/day) (Su) 30'r aura grants Energy Resistance 5 and a +1 deflection bonus to AC.
Bane (+2 / 2d6) (10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deflection Aura (10 rounds) (1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Greater Spell Focus: Enchantment +1 to the Save DC of spells from one school.
Inquisitor (Witch Hunter) Domain: Defense Associated Domain: Protection
Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 4 (Su) Fast Healing
Judgement of Sacred Justice +3 / +6 (Su) Attack bonus
Judgement of Sacred Piercing +4 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +3 / +6 (Su) AC bonus
Judgement of Sacred Purity +3 / +6 (Su) Save bonus
Judgement of Sacred Resiliency 3: Evil (Su) DR/magic
Judgement of Sacred Resistance 8: Electricity (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Good, Adamantine) (Su) DR bypass
Knowledgeable Defense +3 At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th
Metamagic Rod, Reach, Lesser The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.
Construction
Requirements Craft Rod, Reach Spell; Cost 1,500 gp
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
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.
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Shielded Caster +4 to concentration checks if an adjacent ally also has this feat. +1 more if the ally has a shield, +1 more if the shield is a heavy or tower shield.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC.
Spell Sage +6 (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to d
Spell Scent (1/day) At 6th level, the witch hunter learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the witch hunter comes into contact with or is exposed to a spell effect
Teamwork Feat (change 6/day) Swap your most recent Teamwork feat for another
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![Othlo](http://cdn.paizo.com/image/avatar/Boatsman.jpg)
ElyasRavenwood wrote:I am sure this has been brought up further up thread, and I just havnt found it.
When someone compares one class to another and talks about how that class could easily kill a member of another class, I think they are missing one very salient point about Pathfinder. Pathfinder is not designed as a Player VS Player game. The classes are not by design balanced against each other, but they are designed to be specialized, and to work together as a team, so the classes are “balanced” to be part of a team, which faces and deals with the challenges traps and monsters the GM challenges them with in a Game.
So, if you are going to put together a once class party, you might want to consider a class that is very flexible.
I suggest putting together a party of 4 clerics. Lets give them a reason to adventure together….lets say they are a team of pathfinders, a “god “ squad.
Here is just the beginning of these characters.
1) Cleric role: Cleric of Sarenrae (Glory and Healing Domains)
2 Rogue role: Cleric of Desna ( Liberty and Travel domains) Traits: Vagabond child Disable device class skill, Eyes and Ears of the city Perception as class skill.
3) Wizard role: Cleric of Asmodeus (LN) ( Smoke and Trickery domains) Negative energy channeler
4) Fighter role: Cleric of Gorum ( Domains: Ferocity and Rage) Negative energy chaneler.
Ill need to flesh these out more, but its someplace to start.
Made some changes to the group above. Adds a bit more punch to our gorum cleric and some better buffs to our sarenrae cleric. Tossed in some battlefield control for our asmodean cleric and now you're doing nicely.
Some extra thoughts might be to make the cleric of Desna an evangelist and give her just the travel domain.
Thank you for the suggestions......I guess i was just sticking with the core rule book, and what i could get off of the top of my head.
Where would i find the Smoke domain? is it a sub domain? I had picked fire because well...I do love a good fireball!![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Vendis |
![Warforged](http://cdn.paizo.com/image/avatar/warforged.gif)
I agree with what's been said: a single class, even if the "best," doesn't mean it makes the best party. I think there was a food analogy that made some sense.
However, I can accept what you're trying to get at, but the err is in application. You have specifically requested a party to run a scenario designed for a party, to see which party is the strongest. Do you see where I'm going with this? What you've proposed is a good way to measure the strongest party, and that should be done with any combination of the classes. Though as a disclaimer, it's very likely a full group of summoners might still pull this off the best (possibly with a wizard thrown in the mix).
To really try to measure the classes themselves, a solo adventure in which each scenario has multiple ways of completing (fight the goons, sneak past them, convince them to go back to their families, etc.) would be a bit more fitting, though not a perfect setup - at that point, the skill of the player is of even greater importance than it is normally.
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![Tengu](http://cdn.paizo.com/image/avatar/PZO9240-Tengu.jpg)
If I was able to cherry-pick a friend for my Summoner party, I would replace the regular summOmer with an Evangalist of Iomede. Then on round 1 @ level 8, the master summoner would summon d4+2 lantern archons, then the cleric would standard action clrric haste, move action bard song, swift action radiate his aura of glory.
End result would be +4 to hit / +2 damage and an extra attack for the dwarves and archons, who should wipe out most CR +2 encounters. The cleric would also share my parties love of amazing saves, and bring some emergency healing to the group. But yeah, the other 3 would still be summoners :).
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![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
For all intensive purposes I believe that class to be Wizard, followed (but rarely surpassed) by Cleric.
Barbarians, Fighters, Rogues, hell even Summoners, are often redundant to a party of 4. If you don't have a Wizard? Well you better at least have a Sorcerer to make up for it. Even if you do, you'll feel the limitations of not being God.
...
I respectfully disagree. The group I'm DMing through Rise of the Runelords right now has no Wizard. They have a fighter, ranger, cleric, druid, and summoner. Admittedly, the Summoner is an arcane caster, but most of his spells are buffs for the eidolon and sometimes the other PCs. I think his best offensive spell right now is Create Pit. This party is level 11, and they haven't missed a wizard at all.
The group I'm playing in also has no wizard, though admittedly we have a Witch and a Bard. Still, I think with a bit of forethought and some flexible DMing, any party can be successful.
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Serisan |
![Hooded Man](http://cdn.paizo.com/image/avatar/templeofzyphus_final.jpg)
Important notes: There's 10,500 gp of wealth floating around on what is essentially "Miscellaneous." This includes any Wands, Potions, Scrolls, mundane items, pack mules, spell services, alchemical things, etc. I consider all of these things to be adventure dependent and, as such, cannot typically determine much beyond "there's a wand of CLW somewhere."
The MoMS and the FM are the "tanks" of the group, with the FM coming in after the MoMS to trip and disarm, typically with a True Strike prepped the round before. The Sensei mostly plays Bard with minor combat support. Most of the damage is expected from the ZA and the MoMS. FM acts as a FoP with the ZA acting as skill monkey. This is the incredibly rare occurrence where you find a 20 point monk with positive INT mods...except that there are 3 of them to compensate for the low skill point total across the group.
LN
STR 14
DEX 14
CON 16
INT 12
WIS 18+2
CHA 6
HP 67
AC 20
Speed 40 ft
Fort +10 (6 base + 3 ability + 1 cloak)
Ref +9 (6 base + 2 ability + 1 cloak)
Will +12 (6 base + 5 ability + 1 cloak)
Base Attack +6 / +1
Melee Attack +8 / +3
Range Attack +8 / +3
Flurry with Bow +10/+10/+5/+5 1d8+5
Deadly Aim Flurry +8/+8/+3/+3 1d8+9
CMB 10, CMD 29
Skills
Stealth +23, Disable Device +10, Climb +13, Swim +13, Perception +19, Acrobatics +13
Feats
1 Point Blank Shot, Perfect Strike, Deadly Aim, Improved Unarmed Strike
2 Precise Shot, Weapon Focus: Longbow
3 Point Blank Master, Stealth Synergy
5 Deepsight
6 Improved Precise Shot, Weapon Specialization: Longbow
7 Skill Focus: Perception
Ki Pool: 9, Slow Fall 40 ft, High Jump, all that fun ZA stuff you know and love.
Equipment 33k equivalent
+1 Ghost Touch Composite Longbow (+2 STR) – 8,500
Ring of Chameleon Power – 12,700
Ring of Protection +1 – 2,000
Headband of Wisdom +2 – 4,000
Efficient Quiver – 1,800
Handy Haversack – 2,000
Cloak of Resistance +1 – 1,000
Consumables and Adventuring Expenditures - Remaining 1,000
LN
STR 8
DEX 12
CON 14
INT 14
WIS 22 +2
CHA 5
HP 59
AC 27, Flat 16, Touch 23
Speed 20 ft
Fort +10 (6 base + 2 ability + 2 cloak)
Ref +9 (6 base + 1 ability + 2 cloak)
Will +15 (6 base + 7 ability + 2 cloak)
Base Attack +6 / +1
Melee Attack +13 / +8
Flurry +13/+13/+8/+8 1d10-1
CMB 15, CMD 27
Skills
Linguistics +10, Kn Arcana +15, Kn Dung +8, Kn Eng +8, Kn Geo +8, Kn Hist +15, Kn Loc, Kn Nat +15, Kn Nob +8, Kn Planes +8, Kn Religion +15, Profession: Scribe +11, Sense Motive +15, Stealth +6, Perform (Oratory) +4, Spellcraft +6
**Note: +2 all Knowledge skills if 1 Ki Point in pool**
Feats
1 Breadth of Experience, Dodge, Improved Unarmed Strike
3 Stealth Synergy
5 Steel Soul
7 Combat Expertise
Ki Pool: 13 Ki Mystic, Mystic Insight, Advice, Mystic Wisdom
Scorching Ray (2 Ki), Augury (1 Ki), Maneuver Training, Remove Disease (2 Ki)
Equipment (33k equivalent)
Headband of Wisdom +2 – 4,000
Cloak of Resistance +2 – 4,000
Ring of Protection +2 – 8,000
Amulet of Natural Armor +1 – 2,000
Bracers of Armor +3 – 9,000
Handy Haversack – 2,000
Consumables and Adventuring Expenditures – Remaining 3,000
LE
STR 20+2
DEX 14+2
CON 13
INT 7
WIS 16+2
CHA 7
HP 59
AC 21, Flat 13, Touch 19
Speed 50 ft
Fort +8 (6 base + 1 ability + 1 cloak)
Ref +10 (6 base + 3 ability + 1 cloak)
Will +11 (6 base + 4 ability + 1 cloak)
Base Attack +6 / +1
Melee Attack +13 / +8 1d10+13 / 1d10+10
Power Attack +11 / +6 1d10+17 / 1d10+14
CMB 14, CMD 31
Skills
Sneak +7, Climb +10, Swim +10, Heal +12, Acrobatics +7, Perception +15, Profession: Shepherd +8, Sense Motive +6, Survival +6
Feats
1 Dragon Style, Combat Reflexes, Panther Style, Improved Unarmed Strike, Punishing Kick
2 Dragon Ferocity
3 Stealth Synergy
5 Power Attack
6 Panther Claw
7 Panther Parry
Steal Ki, Life Funnel, Evasion, Fast Movement, Maneuver Training, Still Mind, Ki Pool: 8, Scorching Ray (2 Ki), True Strike (1 Ki)
Equipment (33,000 equivalent)
Amulet of Mighty Fists +1 – 5,000
Belt of Physical Might +2 (STR/DEX) – 10,000
Ring of Protection +1 – 2,000
Bracers of Armor +2 – 4,000
Ring of Sustenance – 2,500
Headband of Wisdom +2 – 4,000
Cloak of Resistance +1 – 1,000
Handy Haversack – 2,000
Consumables and Adventuring Expenditures – Remaining 1,500
LN
STR 5
DEX 18+2
CON 7
INT 14
WIS 18+2
CHA 15
HP 35
AC 28, Flat 16, Touch 25
Speed 20 ft
Fort +7 (6 base + -2 ability + 2 cloak + 1 racial)
Ref +14 (6 base + 5 ability + 2 cloak + 1 racial)
Will +14 (6 base + 5 ability + 2 cloak + 1 racial)
Base Attack +6 / +1
Melee Attack +12 / +7
Flurry +12/+12+/7/+7 1d8-3
CMB 12, CMD 24
Skills
Sneak +13, Use Magic Device +13, Diplomacy +10, Sense Motive +16, Survival +6, Climb +1, Swim +1, Acrobatics +9, Perception +11
Feats
1 Improved Unarmed Strike, Weapon Finesse, Improved Trip
3 Stealth Synergy
5 Combat Expertise
6 Improved Disarm
7 Skill Focus: Use Magic Device
Redirection, Unbalancing Counter, Flowing Dodge, Elusive Target, True Strike (1 Ki), Scorching Ray(2 Ki), Hydraulic Torrent (2 Ki), Maneuver Training, Still Mind, Ki Pool: 9
Equipment (33,000 equivalent)
Belt of Incredible Dexterity +2 – 4,000
Headband of Wisdom +2 – 4,000
Ring of Protection +2 – 8,000
Bracers of Armor +2 – 4,000
Cloak of Protection +2 – 4,000
Amulet of Natural Armor +1 – 2,000
Handy Haversack – 2,000
Consumables and Adventuring Expenditures – Remaining 5,000
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Ævux |
![Spooky](http://cdn.paizo.com/image/avatar/PF22-05.jpg)
A witch is the same thing as a wizard, a full caster. Its never about the amount of damage a wizard can do, its about how he is able to defeat encounters.
Remember defeating an encounter is able to be done with things other that smacking monsters in the face.
for example, My Chronomancer back in AD&D days, had the ability to go back in time, and cause a rewind, where He knows what is about to happen a few minutes a head of time. I allowed the party to avoid getting eating by bugs, removed critical hits and party death, prevented cursed items from taking hold, could even explore like Nicolous cage in NEXT all with a second level spell.
Another spell, I could use another spell to speed up decay and weathering on objects. This allowed me to kill armies of undead, cause cliff faces to shear and causing a massive army chasing us to completely fail, even weaken an enemies AC. I think this one might have been a third level spell.
Its that kind of flexibility that makes the martials "inferior" because they can stab things with a weapon, and that is about it. A caster could warp the very fabric of the universe to suit his needs.
In pathfinder, A normal weapon will always be a normal weapon. Its not until a caster gets a hold of it, that it can become master worked, and then enchanted. The best a mundane crafter could ever hope to achieve is making it to masterwork.. and then there is nothing after that.
This is one of the biggest reasons I'm hoping they eventually release a book that's all about crafting. I know, i know, Pathfinder isn't an MMO. But in the last few months of DnD, Dragon Mag released something amazing for mundane equipment. A set of enhancements that could be put onto weapons/armor later on or during the crafting process. Things like Serrated blades, Lighting the armor, Increasing the armor, etc. All of this added new bonuses for the weapon that was all completely mundane.
The other thing that I feel is needed is mystical mundane stuff. Things Mundane characters can do that warp reality, even if just a little. I'm talking about being able to smack around a fireball back at someone who just cast it, not just flee in terror.. unless you are another caster who developed anti-fireball magic.
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Ashiel |
![Seoni](http://cdn.paizo.com/image/avatar/The-pharaoh-1.jpg)
wraithstrike wrote:If the wizard is depending on magic missile he deserves to die. I don't know many good wizards that have magic missile as their bread and butter though.Gorion does not appreciate this!
Gorion was also dead within 10 minutes of playing the game, because he relied on direct damage spells, including magic missile spamming with what appeared to be spell sequencer to burst them out in droves. But his foe had lots of HPs, and so he ended up meleeing his martial foe with a dagger and dying a rather pathetic death. Notice that the only foes he dropped during that fight was a single ogre via lightning bolt which was a waste of a slot, flame arrow, and apparently used power word sleep on the asian cleric from Athkatla whose name escapes memory at the moment (the big bad's right hand lady).
But yeah, if he had done something like spam summon monster I to drop ettercaps, hobgoblin, ogres, and so forth into the field, he could have made off with his ward while the big bad was dealing with the minions. Double points for casting haste on himself and his ward to escape by running the heck away. Triple points if he had of ran away some great distance and then dropped a web spell to essentially screw them over. Heck, if it wasn't for his plot immunity, Gorion could have used the same sequencer to drop triple-cast charm person on the big bad in the off chance the big bad fails one of the 3 saves, only to be turned on the ogres and company to kill them, before handing over his weapons, armor, and conveniently tying himself up before the main character coup de graces him highlander style.
Yeah, Gorion was a great man, a great father, but a sucky-arse wizard.
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![Tengu](http://cdn.paizo.com/image/avatar/PZO9240-Tengu.jpg)
Said "Chronomancer" does not exist; and for good reason. Having an ability to turn back the clock is better than true ressurection, a 9th level cleric spell. It would probably be overpowered for a god to do this.
So generally, the wizard / socr are touted as extremely powerful; and for good reason. The transportation, buffs, and area control that a wizard has in line are very powerful. They pay a dear price though; with their primary stat needing to be very high and NOT a saving throw stat, they often are taken down by other magic or effects. Cotingincies are always available, but typically you can have exactly one and its effect has to be very well-spelled out; at what point do you have it transport you out? If you make it to much (whenever I am debilitated), the party will spend long periods in dungeons waiting for your return. And in campaigns like PFS, contingincies come at the end of your character's existence and have to be paid for every module.
Now that witch exists (especially agility witch), controller mages are out to pasture. The area that distinguishes wizards (direct damage and minor utility spells) are generally considered weak; and witches both get powerful early control via hexes and healing access.
Moving past all of this, fighting types typically have better saves; all except baseline fighters have 2 saves available, and many have additional effects that further improve certain saves. Even if you argue the fighter's AC becomes largely irrelevant at high levels (pending total specialization), it's hard to argue that a good AC and high hp are the key to surviving the first 8 levels.
As to this test, I agree it is far from perfect; some classes cannot even efficiently access the most basic of healing. Diverse classes (summoner, Druid, witch, oracle, ranger, and cleric) will generally rule the day; with the ability to handle most situations. It does spell out the lack of relevance of skills in this game; it's easy to get perception as a class skill (with +1 to boot) via traits, and really having diplomacy and perception is enough to get by in most campaigns. The rest you just don't care about having the points to spread around "just in case you need them".
In the end, I believe summoners and dual-barrel gunslingers need to be banned, witch could use a bit of a nerf, and most others are generally well balanced, with the "skill heavy" having had to Pay maybe a bit too much for their skill points.
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Ævux |
![Spooky](http://cdn.paizo.com/image/avatar/PF22-05.jpg)
Witches are still casters.
And "Chronomancer" does exist. Here Like I said, AD&D days.
You don't quite seem to understand. Spellcasters, especially full level ones have the ability to alter the very fabric of reality. Not at the starting levels, sure. But later on in the game.. yeah. And this isn't level 20 later, but around level 7.
On damaging spells, a wizard can create a fireball. All other classes must get out of the way to avoid said fireball (reflex save), but spellcasters could just shut it the fireball down with another spell.
But that isn't even where the power is. Save or Die spells. Illusions, etc. That is where the power is, things to warp the battlefield to the casters' hearts' desire.
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Anonymous User 747 |
Maybe you like the flavor and concept best; but casters, especially mages, have their obvious weaknesses... lack of direct damage output, ability to deal with great saves, etc. They aren't even the best battlefield controller; that role actually goes to the tripper-polearm fighter, who can with far higher likelihood leave every creature around him on the ground. The best damage dealers? Rangers specialized in bows with a "Booned" animal companion (the damage from the companion gives them a minor edge over the Zen Archer)? Most survivable? Pallies or Monks at mid and high levels; fighters early. Really mages break the game where they over-bend fabrics of reality later, but for most levels people actually play (not 7, but till about 7th level spells @ 13) they are strictly average. And even at those high levels they have to pray for init or suprise; if someone is faster than they are, poor hp and bad saves will generally end them.
All of this excludes summoners, who are technically casters, and incidentally can outperform everyone at every level sadly.
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TarkXT |
![Deep Crow](http://cdn.paizo.com/image/avatar/B4_Deep_Crow_highres_rev.jpg)
TarkXT wrote:ElyasRavenwood wrote:I am sure this has been brought up further up thread, and I just havnt found it.
When someone compares one class to another and talks about how that class could easily kill a member of another class, I think they are missing one very salient point about Pathfinder. Pathfinder is not designed as a Player VS Player game. The classes are not by design balanced against each other, but they are designed to be specialized, and to work together as a team, so the classes are “balanced” to be part of a team, which faces and deals with the challenges traps and monsters the GM challenges them with in a Game.
So, if you are going to put together a once class party, you might want to consider a class that is very flexible.
I suggest putting together a party of 4 clerics. Lets give them a reason to adventure together….lets say they are a team of pathfinders, a “god “ squad.
Here is just the beginning of these characters.
1) Cleric role: Cleric of Sarenrae (Glory and Healing Domains)
2 Rogue role: Cleric of Desna ( Liberty and Travel domains) Traits: Vagabond child Disable device class skill, Eyes and Ears of the city Perception as class skill.
3) Wizard role: Cleric of Asmodeus (LN) ( Smoke and Trickery domains) Negative energy channeler
4) Fighter role: Cleric of Gorum ( Domains: Ferocity and Rage) Negative energy chaneler.
Ill need to flesh these out more, but its someplace to start.
Made some changes to the group above. Adds a bit more punch to our gorum cleric and some better buffs to our sarenrae cleric. Tossed in some battlefield control for our asmodean cleric and now you're doing nicely.
Some extra thoughts might be to make the cleric of Desna an evangelist and give her just the travel domain.
Thank you for the suggestions......I guess i was just sticking with the core rule book, and what i could get off of the top of my head.
Where would i find the Smoke domain? is it a sub...
Smoke is a subdomain. It gives you stinking cloud and a better 1st level power I believe. Gives you more battlefield control overall since blasting isn't something clerics do well at all.
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kryvnus |
![Ogre](http://cdn.paizo.com/image/avatar/Ogres-attack-Fortress.jpg)
****
Cleric 1 - Healer
****
Aasimar cleric 1
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
Defense
----
AC 17, touch 11, flat-footed 16 (+4 armor, +1 dexterity, +2 shield)
hp 8 (1d8)
Fort +2, Ref +1, Will +5
Resist acid 5, cold 5, electricity 5
Offense
----
Speed 30 ft. (20 ft. with all gear)
Melee heavy mace +0 (1d8)
Ranged light crossbow +1 (1d8/19–20)
Special Attacks channel positive energy (6/day, 1d6, DC 13); rebuke death (1d4+1, 6/day); inspiring word (6/day)
Spell-Like Abilities (CL 1st)
1/day—daylight
Spells Prepared (CL 1st)
1st—bless, command (DC 14), divine favor (D)
0 (at will)—resistance, guidance, create water
D domain spell; Domains Nobility, Healing
Statistics
----
Str 10, Dex 13, Con 10, Int 14, Wis 17, Cha 16
Base Atk +0; CMB 0; CMD 12
Feats Selective Channel
Skills Diplomacy +9, Heal +7, Knowledge (religion) +6, Linguistics +6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Gnome, Elven, Dwarven
****
Cleric 2 - Ranged/blaster
****
Aasimar cleric 1
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
Defense
----
AC 17, touch 13, flat-footed 16 (+4 armor, +3 dexterity)
hp 8 (1d8)
Fort +2, Ref +3, Will +5
Resist acid 5, cold 5, electricity 5
Offense
----
Speed 30 ft. (20 ft. with all gear)
Melee heavy mace +0 (1d8)
Ranged light crossbow +3 (1d8/19–20)
Special Attacks channel positive energy (4/day, 1d6, DC 11); fire bolt (1d6, 6/day); inspiring word (6/day)
Spell-Like Abilities (CL 1st)
1/day—daylight
Spells Prepared (CL 1st)
1st—magic weapon, burning hands (DC 15), burning hands (DC 15) (D)
0 (at will)—detect poison, mending, stabilize
D domain spell; Domains Fire, Nobility
Statistics
----
Str 10, Dex 16, Con 10, Int 12, Wis 17, Cha 12
Base Atk +0; CMB 0; CMD 13
Feats Spell Focus (evocation)
Skills Knowledge (religion) +6, Knowledge (planes) +6, Perception +9; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Infernal, Ignan
****
Cleric 3 - Tank
****
Aasimar cleric 1
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
Defense
----
AC 18, touch 11, flat-footed 17 (+4 armor, +1 dexterity, +3 shield)
hp 11 (1d8+3)
Fort +5, Ref +1, Will +5
Resist acid 5, cold 5, electricity 5
Offense
----
Speed 30 ft.
Melee heavy mace +1 (1d8+1)
Ranged light crossbow +1 (1d8/19–20)
Special Attacks channel positive energy (4/day, 1d6, DC 11); strength surge(6/day); inspiring word (6/day)
Spell-Like Abilities (CL 1st)
1/day—daylight
Spells Prepared (CL 1st)
1st—bless, enlarge person, enlarge person (D)
0 (at will)—purify food and drink, bleed, stabilize
D domain spell; Domains Nobility, Strength
Statistics
----
Str 12, Dex 13, Con 16, Int 10, Wis 16, Cha 12
Base Atk +0; CMB 1; CMD 12
Feats Shield Focus
Skills Knowledge (nobility) +4, Sense Motive +7; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
****
Cleric 4 - Magic/Skills
****
Aasimar cleric 1
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
Defense
----
AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
hp 8 (1d8)
Fort +2, Ref +0, Will +5
Resist acid 5, cold 5, electricity 5
Offense
----
Speed 30 ft. (20 ft. with all gear)
Melee heavy mace +0 (1d8)
Ranged light crossbow +0 (1d8/19–20)
Special Attacks channel positive energy (5/day, 1d6, DC 12); hand of the acolyte (6/day); inspiring word (6/day)
Spell-Like Abilities (CL 1st)
1/day—daylight
Spells Prepared (CL 1st)
1st—bless, bane(DC 14), identify (D)
0 (at will)—detect magic, read magic, stabilize
D domain spell; Domains Magic, Nobility
Statistics
----
Str 10, Dex 10, Con 10, Int 16, Wis 17, Cha 15
Base Atk +0; CMB 0; CMD 10
Feats Shield Focus
Skills Appraise +7, Knowledge (arcana) +7, Knowledge (history) +7, Spellcraft +7, Use Magic Device +3; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Abyssal, Sylvan
I present the party of Level 1 Aasimar clerics. What I propose is not optimal for level 1 but it is all around effective and the healing potential is unmatched. What you might notice however is that these are all a very noble sort. When I get around to it I will resubmit as level eight. Which will plant them firmly as an eight cleric party with Leadership as a feature of the Nobility domain.
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Joyd |
![Young Thief](http://cdn.paizo.com/image/avatar/26_young_thief_col_final.jpg)
Besides, you don't have to disarm traps. That's why the monsters that lay them are able to still get around. Step over the wire. Needle trap on a chest or door? Break it with a hammer and crow bar. Arrow trap behind a door? Break it from the side or pop the hinges. Pit trap? Walk around or jump.
One of the problems fighters have is spell casting creatures. These guys will hear the chanting, win initiative, quick draw their bows and pump it full of arrows to prevent the casting and even if a will save spell does hit them, they will just pass the saving throw.
If Diplomacy is the issue, they can talk at least as well as an average guy (10 Charisma) and sense they are heroes, they can ask for a huge circumstance bonus for having saved enough babies to get to level 6.
If it is stealth they need, they will just walk real slow and listen for who is up ahead with their massive perception. When they hear it, they will start blasting it from 4 range increments away.
The only weakness they really have is healing. When they get hurt, they have to take a few days off or hire someone to heal them. Whatever, guess they better get it done with arrows.
In general, most tables don't let you substitute "announcing that your character is doing something successfully" for "actually having skill ranks in something." Trying to disable a trap is a disable device check. You don't get around disable device checks by simply saying that you're, uh, disabling a device. You don't get to be (effectively) sneaky with barely-breaking-even stealth scores by trying to be sneaky. Should every good-aligned party get massive circumstance bonuses to social skills once they're level six? If "trying hard" is a replacement for skill ranks, why bother with the perception bonus stuff? Just say that your character is paying extra careful attention, and bam, perception checks are no more an issue than stealth or disable device checks, which can apparently be circumvented with "doing it anyway". I'd recommend putting your skill points primarily in Linguistics if your table works that way, since I'm pretty sure that speaking other languages is the one skill that's not largely obviated through some combination of "no ranks in this, but my character is doing it successfully anyway", "no ranks in this, but my character is trying really hard" or "no ranks in this, but we're heroes, so we're going to get enough of a circumstance bonus to succeed anyway".
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cranewings |
Joyd, well, I think the disable device skill check is just a crutch for the GM who doesn't want to describe the machine. To quote Atom and His Package, "I'm down right amazed at what I can destroy with just a hammer."
If you notice, I didn't say they were sneaking. I said they were hearing the enemy first. There is a difference. They have really, really good ears.
Finally, the diplomacy thing should work out great if they are heroes doing heroic things. If the GM doesn't bring up virtually every NPC with a positive feeling towards you for deeds alone, he is doing it wrong.
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kryvnus |
![Ogre](http://cdn.paizo.com/image/avatar/Ogres-attack-Fortress.jpg)
Joyd, well, I think the disable device skill check is just a crutch for the GM who doesn't want to describe the machine. To quote Atom and His Package, "I'm down right amazed at what I can destroy with just a hammer."
If you notice, I didn't say they were sneaking. I said they were hearing the enemy first. There is a difference. They have really, really good ears.
Finally, the diplomacy thing should work out great if they are heroes doing heroic things. If the GM doesn't bring up virtually every NPC with a positive feeling towards you for deeds alone, he is doing it wrong.
From how you put things, I don't think your party actually games during a gaming session. You probably just sit around patting each other on the back.
The joy of playing is the challenge and it cannot be a challenge if you never fail "because we're the PCs".
If the GM doesn't bring up virtually every NPC with a positive feeling towards you for deeds alone then he is likely bringing up NPCs with neutral or negative feelings towards you. Because the ones that agree with you are usually nothing more than quiet sheep that expect you to lead them, while the ones that disagree or have their own agendas are the ones that speak up.
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cranewings |
cranewings wrote:Joyd, well, I think the disable device skill check is just a crutch for the GM who doesn't want to describe the machine. To quote Atom and His Package, "I'm down right amazed at what I can destroy with just a hammer."
If you notice, I didn't say they were sneaking. I said they were hearing the enemy first. There is a difference. They have really, really good ears.
Finally, the diplomacy thing should work out great if they are heroes doing heroic things. If the GM doesn't bring up virtually every NPC with a positive feeling towards you for deeds alone, he is doing it wrong.
From how you put things, I don't think your party actually games during a gaming session. You probably just sit around patting each other on the back.
The joy of playing is the challenge and it cannot be a challenge if you never fail "because we're the PCs".
If the GM doesn't bring up virtually every NPC with a positive feeling towards you for deeds alone then he is likely bringing up NPCs with neutral or negative feelings towards you. Because the ones that agree with you are usually nothing more than quiet sheep that expect you to lead them, while the ones that disagree or have their own agendas are the ones that speak up.
Pfft, whatever. Pathfinder is a cake walk. If you play it raw a party of 10 point buy fighters and rogues can wreck half a dozen CR +2 encounters in a day. It isn't a hard game by the book.
As the GM, the fact that I kill someone about once a month owes more to the fact that almost every session they have at least one CR +4 fight or worse.
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Ashiel |
![Seoni](http://cdn.paizo.com/image/avatar/The-pharaoh-1.jpg)
kryvnus wrote:cranewings wrote:Joyd, well, I think the disable device skill check is just a crutch for the GM who doesn't want to describe the machine. To quote Atom and His Package, "I'm down right amazed at what I can destroy with just a hammer."
If you notice, I didn't say they were sneaking. I said they were hearing the enemy first. There is a difference. They have really, really good ears.
Finally, the diplomacy thing should work out great if they are heroes doing heroic things. If the GM doesn't bring up virtually every NPC with a positive feeling towards you for deeds alone, he is doing it wrong.
From how you put things, I don't think your party actually games during a gaming session. You probably just sit around patting each other on the back.
The joy of playing is the challenge and it cannot be a challenge if you never fail "because we're the PCs".
If the GM doesn't bring up virtually every NPC with a positive feeling towards you for deeds alone then he is likely bringing up NPCs with neutral or negative feelings towards you. Because the ones that agree with you are usually nothing more than quiet sheep that expect you to lead them, while the ones that disagree or have their own agendas are the ones that speak up.
Pfft, whatever. Pathfinder is a cake walk. If you play it raw a party of 10 point buy fighters and rogues can wreck half a dozen CR +2 encounters in a day. It isn't a hard game by the book.
As the GM, the fact that I kill someone about once a month owes more to the fact that almost every session they have at least one CR +4 fight or worse.
I tend to find CR between +0 and +3 APL - played appropriately - tend to be pretty dangerous. The only time I've seen the CR system consistently "fail to deliver" is when A) the GM isn't playing the enemies well, B) the GM insists on using singular big brutes who get eaten by action economy, or C) all of the above.
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Vendis |
![Warforged](http://cdn.paizo.com/image/avatar/warforged.gif)
I'd like to add that some encounters by their very design can be unable to be won without at least one caster.
I'm not saying every encounter is like this, or even half of them. Boxing ring encounters are a bit more even (in terms of which party can win), but if your BBEG is a wizard who has been preparing for the party's arrival, you're dang sure not going to have a group of 4 fighters doing very much.
However, this is when it goes past the ability of the players (a problem that has already shown to be prominent within this experiment) and into the hands of the GM. In a regular campaign, even if it doesn't make 100% sense, a GM would be a total jerk to set up an non-winnable combat.
Sidebar: don't EVER plan on beating a party senseless and capturing them in game. I understand it can be cool, but it just gets your players angry because they are pretty much being told they have no options. If you manage to knock your party out, then you can consider capture, but starting combat with the intent to do it is a terrible idea. Sorry for rant... bad experience.
Anyway, point is, a party of casters are going to have fewer obstacles they struggle with, while a party of martials will run into problems that can take a lot more of their fewer resources to deal with. It's the GM's job to tailor the campaign to a party's strengths and weaknesses, but when you're doing experiments like this in a vacuum, things change.