Lets create a real "support" character


Pathfinder Society

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The Exchange 5/5

an 8th level Foresight Wizard could give you a +2 luck bonus on the CL check (Aura of Fortune, 30' to aid or hinder).
not sure if a cleric or bard has anything to boost CL checks... except that silly IOUN stone...

The Exchange 5/5

4th level cleric spell...
Blessings of Ferver -

"Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of
opportunity.
• Make one extra attack as part of a full attack action, using its
highest base attack bonus.
• Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC
and Reflex saves.
• Cast a single spell of 2nd level or lower as if it were an
enlarged, extended, silent, or still spell.

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WalterGM wrote:
Jiggy wrote:
WalterGM wrote:
So that means that my Bard/Pathfinder Chronicler would need to succeed a DC 11 UMD (caster level 10+1 to cast a spell on your list, but with lower caster level)
Caster level check, not UMD.
Good call. So a DC 11 caster check (with a +5 from bard), or a DC 30 UMD (with less than a +25 probably). So you're looking at a 75% (6 or better on a d20 to succeed) success rate I suppose.

Wait, I thought you were talking about being 7th level? So CL check at +7 against DC 11, so you only need to roll a 4 or better, which is 85% chance of success.

Granted, if you fail, you have to make WIS check to avoid a mishap... but if you make it, at least you still have the scroll! :D

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5 bard, 7 pathfinder chronicler. CL 5. But I mean, whatever you build it's still a great spell.

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Ah, okay. Missed that.

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Jiggy wrote:
Ah, okay. Missed that.

Although I might go straight bard. Agh, my head hurts. I still have to wrastle with the Evangelist too.

The Exchange 5/5

Playing recently, the party Wizard drops a big monster into a Pit - and the party gunfighter was a bit put out. He can't stand next to the pit to fire down in, it just looks liek the wizard delayed the encounter by XX rounds... Until my cleric steps over and taps him with a fly spell (travel cleric).

So... now my cleric PC carrys communal Airwalk. The Wiz still likes her Pit spells, and the Tank can always walk down in to melee (plus height advantage) or just drop big rocks on the beastie.

5/5

Shouldn't a Pathfinder Society support character be supportive out of combat as well? It seems like the best support character for PFS would be able to contribute in combat, help others be better in combat and then be able to lead or assist in the noncombat encounters.

The Exchange 5/5

You know, if you have a single level of wizard in there someplace, you can also scribe spells to a spell book - even spells of MUCH higher level. Wizards (and Alchemists) would be VERY interested in adventuring with you, just to gain access to that book. I have a rogue/wizard who does this, and two 9th level wizards have played down to get access to his book

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Eh, I don't want to gimp the potential to help everyone by having a level less in bard to just help a handful of caster types.

Quote:
Shouldn't a Pathfinder Society support character be supportive out of combat as well? It seems like the best support character for PFS would be able to contribute in combat, help others be better in combat and then be able to lead or assist in the noncombat encounters.

Indeed Kyle, another reason I'm leaning toward the bard. Maybe even straight bard. It's all so good >.<

The Exchange 5/5

WalterGM wrote:

Eh, I don't want to gimp the potential to help everyone by having a level less in bard to just help a handful of caster types.

Quote:
Shouldn't a Pathfinder Society support character be supportive out of combat as well? It seems like the best support character for PFS would be able to contribute in combat, help others be better in combat and then be able to lead or assist in the noncombat encounters.
Indeed Kyle, another reason I'm leaning toward the bard. Maybe even straight bard. It's all so good >.<

Actually the level less is a level of Foresight wizard - which in and of itself is a great benifit. It means the PC goes in the surprise round - and can buff that much earlier.

"Crud - Tassal is singing again - that means it's an ambush!"

And Prescience rolls - Roll the dice then decide WHAT you want to put it to. "I think I'll use that 19 on my knowledge XXX roll."

and you get more spells (my guess would be):
3 cantrips... maybe Ray of frost (Chilled drink for you sir?), Detect Poison (but I wouldn't drink it sir), ???
and 3 first levels. Say Comp. Lang.,Feather fall, and Grease?? (helps get people out of grapples)
and you no longer have to UMD wizard spells....
and you get +1 on Init (did I say buff earlier)
and you add Fly as a class skill... well, it's maybe not as useful.

But I'm not really sure you want to split your classes anyway - makes you less effective at higher level.

Liberty's Edge 4/5

nosig wrote:

4th level cleric spell...

Blessings of Ferver -

"Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of opportunity.
• Make one extra attack as part of a full attack action, using its highest base attack bonus.
• Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
• Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

I was going to mention this. It was one of the spells that was active during the game I played of Ruby Phoenix. Very useful.

Then again, I wish there were more spellcasters in my local group. I can count the number of times my 11th/12th level PC has had Haste cast on him/his group on the fingers of one hand. :(

Heck, to be honest, I am fairly sure that my 11th level build for Ruby Phoenix had Haste used on him more times during that module than my "real" high-level PC has had Haste cast on him in his entire play history.

Silver Crusade 2/5

Wander over to PFS Bay Area....one more session and The Holy Librarian of Abadar will be spouting trivia faster than ever! Why, he'll drop haste on practically anyone!

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Callarek wrote:
nosig wrote:

4th level cleric spell...

Blessings of Ferver -

"Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of opportunity.
• Make one extra attack as part of a full attack action, using its highest base attack bonus.
• Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
• Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

I was going to mention this. It was one of the spells that was active during the game I played of Ruby Phoenix. Very useful.

Then again, I wish there were more spellcasters in my local group. I can count the number of times my 11th/12th level PC has had Haste cast on him/his group on the fingers of one hand. :(

Heck, to be honest, I am fairly sure that my 11th level build for Ruby Phoenix had Haste used on him more times during that module than my "real" high-level PC has had Haste cast on him in his entire play history.

Or we can get some high-level games going on in the collective. Then you can play with Arthur Higgenstrom III, who hastes everyone the first turn since it doesn't break his invisibility.

Silver Crusade

Some really good Ideas here. Dot.

1/5

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Since this thread has been stabilized and hit with a CLW I thought I might throw in an idea that I am building for my next character.

We can now play Aasimars. Aasimars get +1/2 lvl to a bardic performance. Take that and throw it at inspire courage. Now, this will give your Inspire Courage a +2 @ lvl 4, a +3 @ lvl 8, and a +4 @ lvl 12. Not a bad increase in progression. But we can do better...insert evil grin here. Now we grab the Flagbearer feat and use a flag with the pathfinder society on it. All members of pathfinder society gain a +1 Morale bonus to attack and dammage. In addition, we then grab a Banner of the Ancient Kings. This does a few things but the two biggies are that it doubles your morale bonus for the flagbearer feat and it increases your bard lvl for inspire courage by 4. ....time to do the math....

This gives you an Inspire courage progression with the magical +4 competence bonus arriving at lvl 9. That's right. You just took inspire courage from lvl 17 down to lvl 9. The +3 bonus arrives the minute you buy the banner. In addition you can stack a +2 morale bonus to attack and damage on top of that for all allies within 30 ft.

So...Who doesn't want to be in the party with a bard that throws out a +6attack/+6damage buff to all in 30ft. We may even throw out a haste just for good measure.

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