
VonDien |

So my group is getting ready to take on book 3 of the Serpent Skull AP. We've had mulitple party wipes and at this point all of us have made more then one character. We have a halfling cavalier, a human oricale of life, a half orc archer fighter build, and a elven sorcer. My friend and I both need ideas for our two characters to finish out the party. All

Joanna Swiftblade |

Well, besides the fact you posted the same post 4 times...
Play what is fun. Elf fighters using Elven Curved blades are my thing right now. A 2h weapon with 18-20 crit, usable with weapon finesse if you want to go dex based instead. It's very versatile, the only drawback being the low HP from the -2 con you get. They also work as Sword Saint Samurais if your DM will let you substitute ECB for the Katana with regards to class skills.
You can never go wrong with a full on Barbarian. Throw an single level of alchemist in there and you'll have (after mutagen, large size extract, and rage) +10 to str.
And if you really want to mess with your DM, make a dwarven monk with vow of poverty. His only possessions are lard, and a one size to small thong. Let the grappling commence.

![]() |

Reincarnated Druid Archetype. Let your DM just try to kill you.
Here it is
Reincarnated Druid

SmiloDan RPG Superstar 2012 Top 32 |

I'm in the middle of building a back-up PC for my hammer-happy half-elf paladin (Bludgeoner, Enforcer, Skill Focus Intimidate, Two-Weapon Fighting). It's an elf barbarian (using the favored class bonus for feet of speed). I plan on going 2-handed slashing weapon. What causes more damage on average: a two-handed sword or an elven curve blade? I was originally going to go the Spring Attack route, but I found a rage power that is even better (Bestial Leaper), since it lets you do a Vital Strike, so I'm going with Power Attack, Furious Focus, and Pushing Assault. (The campaign is going to start at level 5, so I figure my paladin can survive at least 2 levels....)
What level is Book 3?
It looks like your party could use some skill monkeys and utility spellcasters. But other than that, it looks really balanced, so maybe try something fun and interesting you've always wanted to play.

![]() |

Since only one of the four characters you mentioned is a melee combatant, I'd advise at least one of your two remaining characters to be a front-liner. For that purpose, you can't go wrong with a Fighter, though the flavor of a Barbarian or Paladin may be more to your liking. If both of you decide to go melee-centric, then you could perhaps branch out to other combat classes like Monk or Magus.
I have to admit that the Summoner idea is a real option here, too. Summoned monsters may be able to replace a melee combatant with the proper support. There are a few other specific builds that can fill the melee function, too, depending on how much you enjoy min/maxing
I also notice you have no skill monkey in the group. A Rogue is best here, of course, but depending on the campaign a properly built Ranger or Bard can work. If your party doesn't care about group composition you can ignore all of that and just make what you like.

Cyberwolf2xs |

Given that you already have (mounted) melee, divine casting/heal, ranged, and arcane casting capabilities in your party, the one role that most strikes me as "missing" is skill-monkey, so I suppose one of you could take that department (opening locks and disabling traps, anyone?).
I would also recommend enhancing the party's melee capabilities, because I feel that with a party of 6, one "real" melee combatant might not be enough to keep ugly things from hitting your squishies.
So... One of you could either be a skill-monkey that also enhances your melee ab ilities, like rogue or monk (but you could also pull that off with a melee focused alchemist or inquisitor).
In that case, the basics would be covered, so the other character could really be anything. I suppose taking something versatile, to help out wherever necessary - switch-hitter ranger, witch, and again alchemist and inquisitor come to mind.
Or the skill-monkey is a bard (great choice anyway, because buffing a party can never hurt), a ranger (tracking also can't hurt in a jungle), or something else not supposed to be a frontliner (like ranged focus alchemist).
Then the other character should/could very well be a more or less classical melee tank. He could be specialising in combat maneuvers and/or control (the more different tactical choices your group can take, the better), like a Lore Warden or a Phalanx Soldier fighter, or maybe a maneuver monk?
So, suggestions in short version:
a) melee skill-monkey + something versatile
or
b) ranged skill-monkey + something melee
Apart from that... If your group really got TPK'd multiple times, how did that happen?
What did your group "lack" in those situations?
Maybe give us some more information about why and how you TPK'd before, then we can advise you how to avoid that.
But, in any case, don't play anything just because you feel it is "required" - just play what sounds fun.
As an additional personal advise, since you're building the two characters to complement one another (and the rest of your group) anyway, you could very well link their backstories, to provide some roleplay hooks for everyone - that never hurts.
PS: Why exactly does this thread exist four times? ^^

Dabbler |

You have a solid fighter or two, a divine caster and an arcane caster.
I would say you should consider the following options:
Druid - Serpent's Skull is largely wilderness based, and you do not have a wilderness specialist.
Bard - excellent buffer, second rank healer (which you do not have). Bard makes a great 5th wheel.
Monk - make an expert in maneuvers and trip, disarm and grapple foes to tie them down. With a decent intelligence they can be your scout and trapspringer too. Monks also make decent 5th wheels.
Rogue - You don't have one, so a wilderness rogue (or possibly a ranger) would not be a bad idea to act as your scout.

SmiloDan RPG Superstar 2012 Top 32 |

If you have a large party, a party buffer is going to be more valuable than if you had a smaller party. Bards and inquisitors make good buffers.
Rangers are really great. They can tank, switch-hit, or specialize in ranged combat. They have excellent skills and a great skill list. They can take the hunter's bond companion option and grant half their favored enemy bonus to the rest of the party.

Shuriken Nekogami |

Shuriken Nekogami wrote:Hikari had a lesser reputation than red, less excessive badassery, and a less excessive number of enemies.Have we met on serebii.net?
i never heard of that site. but red has a reputation pulled from 5 different continents at least. while hikari's is only in one continent.

Gnomezrule |

I see no rogue and I see no tank (seeing that your fighter is an archer). Usually AP's have perks for certain types of characters that fit the region or belong to a local power group. But with the mobility of the Cav and the other fighter being an archer a stand there and deal out death character seems missing.

![]() |

blackbloodtroll wrote:i never heard of that site. but red has a reputation pulled from 5 different continents at least. while hikari's is only in one continent.Shuriken Nekogami wrote:Hikari had a lesser reputation than red, less excessive badassery, and a less excessive number of enemies.Have we met on serebii.net?
Well, at least I know where your fan level stands.