what should i play for the next campaign?


Advice


Weekly William is going to start skull and shackles in a matter of weeks. i need suggestions for a character to play.

here is the preplanned group makeup

Dale is going to play a dwarf fighter

Kevin is going to play a witch

Javier is going to play either a wizard or a druid

Aaron has mentioned playing a battle cleric

my cousin Ashley intends to play a healing cleric

Matt intends to play a gnomish rogue that becomes an arcane trickster

Seth is going to play either a martial of some kind or a bard

Lyle intends to try an oracle. though he doesn't know what kind of build

what do you reccomend with this group? an (adapted) nixie water elemental bloodline sorcerer, an aasimaar flames oracle, a human reach weapon fighter, or an archer fighter were ideas i had.

guidelines

1st level
20 point buy
2 traits
maximum starting gold for 1st level
material from any official paizo pathfinder book is allowed on a case by case basis as long as it can be aqcuired in physical print without the aid of a printer. with the exception that paladins, gunslingers and anything pertaining to the firearms rules are banned.
no evil alignments
0HD pc races (from the bestiary 1-3 or advanced race guide when it comes out) are allowed case by case with the exception of stuff like the damphyr and races from the underdark (such as drow and svirfneblin). if a particular fitting race doesn't have a character's section. weekly william will create a basic PC level version of the race at his whim.
as an example of one of his adaptions

Nixie
Fey
Darkvision 60 ft
Small
+2 Dex +2 Cha -2 Str
20 Ft base land Speed 30 Ft Swim Speed
Amphbious

Dark Archive

You have more than one of all the primary rolls.

1 Arcane Caster
3 Divine Casters
1 Cunning
1 Fighting
1 fighting or cunning

large group, lets see. Anything that can buff everyone (or most everyone) at once would be great with this many players. If the person who is undecided chooses bard go with maybe paladin or cavalier. If they choose the fighter go bard. Those buffs are good when you only have 3 allies, with 7 its going to be awesome.


You're running an adventure path with 9 characters? I feel bad for your DM especially considering skull & shackles is often very space constrained due to shipboard setting.

Why doesn't he run two separate sessions of it? One party of 5, the other 4. A 5-person party barely needs adjustment in an AP. A 9 - person party is nearly unplayable.


The Freebooter Ranger could fit.
It is a pirate archetype so the fluff is good with skull & shackles, he can fight and he cann give buffs for the party so he has a lot going for him.


GnomePaladin wrote:
large group, lets see. Anything that can buff everyone (or most everyone) at once would be great with this many players. If the person who is undecided chooses bard go with maybe paladin or cavalier. If they choose the fighter go bard. Those buffs are good when you only have 3 allies, with 7 its going to be awesome.

They can or maybe should both be bards.

One takes one of the martial buffs bard types the other one that buffs magic through their performance (magician seems like the archetype for this).
Both can easily define a combat role compatible with the group as bard can almost do anything sufficiently enough.


Shuriken Nekogami wrote:
i need suggestions for a character to play.

A pirate.

I'm serious. This is the pirate campaign. Definitely play a pirate.

That said, my understanding of party roles are thus:
* Frontline fighter: Dale primarily covers this as does Kevin in a secondary manner.
* Rogue: Matt (assuming he isn't swapping out disabling magical traps) covers this.
* Healer: Aaron, Ashley and Lyle cover this
* Arcanist: Kevin and potentially Javier cover this.
* Face: Lyle covers this along with potentially Seth covering it.

Wow, 8 players. That's a lot of players. You'll have 3-4 frontline fighters, 1 arcanist 3 healers and 1-2 faces (a 3rd one if Rogue takes diplomacy and bluff).

You're pretty much welcome to play whatever you feel like. Pirate themed characters:
* Fighter/Rogue: Easy pirate characters. You can also take Ranger (Trapfinder) 2 / Fighter XX and be a trap disabler if the rogue has swapped out disable magical traps.
* Cleric/Oracle: Easy to have a Besmaran cleric/oracle.
* Alchemist: Could have been the last ship's chirugeon (recommend you swap out bombs)
* Sorcerer: Being a sorcerer isn't a life choice. It's something you're born with. You could easily be a pirate sorcerer.
* Barbarian: Angry drunken pirate who constantly gets into bar-fights. Definitely flavourful.

These are my recommendations.

Oh wait, you could totally be a tengu. They're used by Shackles pirates to soak up bad luck so it doesn't afflict the ship. You could totally have deliberately not soaked up the bad luck on your last ship because they mistreated you causing them to sink and for you to manage to escape.

You can then spend the entire campaign saying "you'd better be nice to me. The last ship just totally sunk." As a tengu I'd recommend a TWF ranger/fighter build or a rogue.

I recommend the tengu option. But any of the ones above are definitely fun classes as well if you don't feel like being a non-human or don't feel like being a fighter/rogue type.


Your party sounds bloated....

... embrace this as a chance to play a role focused on long-term support.

Play a soul forger and focus on skills for crafting and enchanting. Just try to be 'useful' in combat, be the rogue's flank buddy, use 'aid another' alot.

Out of combat, in the downtime is where you will shine, as you will be highly in demand for equipment and enchantments.


Halfling druid/barbarian. Definitely halfling druid/barbarian. :)


so i am leaning on an (Adapted) Nixie water elemental bloodline sorcerer or a Human (Tian) Glaive Fighter.

Weekly William's nixie adaption for PC use.

+2 Dex +2 Cha -2 Str
Fey
Small Size
Darkvision 60 feet
Amphibious
Base Land Speed 20 feet
Swim Speed 30 feet


A magus themed as a pirate.


Arrays (after racial mods)

Tiefling Magus

Str 10
Dex 16
Con 14
Int 16
Wis 14
Cha 8

will use an agile dagger (eventually)

Human Glaive Fighter
Str 17
Dex 14
Con 14
Int 14
Wis 12
Cha 7

basic combat reflexes build, glaive/spiked gauntlet

Nixie Sorcerer (Adaption)

Str 8
Dex 16
Con 14
Int 14
Wis 10
Cha 16

blaster

Aasimaar Flames Oracle

Str 10
Dex 14
Con 14
Int 14
Wis 12
Cha 16

blaster/secondary healer

Human Archer

Str 16
Dex 16
Con 12
Int 14
Wis 12
Cha 7

start with sling (eventually upgrading to a composite bow) will wear a spiked gauntlet instead of using snap shot.


Play a drunk. drunken master of many styles. Monkey and snake. Do battle just like brad wong. Fall down and act like you passed out only to kick them in the throat when they miss what they thought was a Coup de Grace. That's what i want to play. Maybe you will too.

Edit:give him a name that's easy to mispronounce. Wuse Guy (said like bruce lee, mispronounced like wusy guy) then he can get super pissed and get in lots of bar fights.


Play a rogue investigator and spend the whole game doing CSI Miami David Carruso impressions.


A Storm Druid would be fun and thematic for this campaign, I think.

Sczarni

MC Templar wrote:
Play a rogue investigator and spend the whole game doing CSI Miami David Carruso impressions.

Psh go completely off the radar with this and play a Rogue and take ALL social feats, traits and abilities. Don't take ANY combat related feats or abilities and just have some really obscene bonus to bluff. You can be 100% trap monkey and face while the rest of the party handles combat.

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