
rpewin01 |
I am getting bored with my current character and my DM is using a gap in the campaign to allow me to introduce a new character. Due to player bloat, our game has 7 players. My current character is a 6th level wizard focused on summoning and control, but the summoning is dragging the combats down, and the control is duplicated by the Witch and Oracle.
Most important, my two classes must satisfy two goals:
1. Bring something unique to the table;
2. Have interesting and flexible options in combat.
Current group is:
6th level Two-weapon fighter
6th level Urban Ranger
6th level Cleric
6th level Lore Oracle
5/1 Witch/Alchemist
5/1 Rogue/Bard probably going Arcane Trickster.
Thoughts include Druid (not sure if too duplicative of the Divine Casters); some type of Bard (not sure if duplicative of the AT); Synthesist Summoner (not sure if too one-dimensional and regular summoner would bog down combat); or maybe Alchemist (seems insteresting, but not sure how flexible they are).
Stats are: 15, 14, 14, 13, 12, 11. All standard races and possibly others depending on DM approval.
Give me your thoughts!!

DCSJ30 |
Seems almost everything is covered except a full Arcane user which you are currently filling :). I would say this is one of those times where you can honestly pick whatever you feel like. Maybe try a build that you've been considering but haven't had the right party to do it...sorry if this is no help what so ever haha

Alex the Rogue |

Most players I speak or play with really like playing tank types. They are in the middle of every battle and that comes with a lot of glory. If you want to play something a little less exciting play something that does ranged damage and mix it with a rogue that does sneak damage. I saw the new book by Paizo Advanced Race Guide, but I have not checked it out.
What do you think about playing a minotaur/barbarian and would your GM allow it?

rpewin01 |
TBH, the rogue type isn't that good at talking OR damage dealing. I like the Ninja class, but I need something with more versatility than I just attack every round. Same thing worries me about a Druid too focused on wildshaping. Minotaur/Barbarian sounds neat, but my DM will instantly shoot down anything that too far out of the norm that sounds too powerful.
I like arcane casters, the only problem is is that I built this one to focus on summoning and controlling, and then the player bloat made summoning too difficult and other characters have control figured out. I could just rebuild my wizard to be more blasty.
We have NO ranged damage. So something along the lines of an archer bard that can help the group but also deal damage sounds good.

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How about a Gunslinger? They seem sufficiently different than anything you've got going on now, though I must admit I've never really seen one in action.
In a big party, a Cavalier could be pretty sweet too, as he gets more allies to grant his teamwork feats to. Hell, if you're starting at Level 6, you could easily go Cav 4/Bard 1/Battle Herald 1 and start enhancing your allies' tactics.
Although if you're really stumped and want a challenge, here's an idea. There's a total of 20 base classes (11 in the CRB, 6 in the APG, plus Magus, Gunslinger, and Ninja-- I don't count Samurai as being distinct from Cavalier). Roll a d20 and decide that way. If you hit a class that's already represented in your group, consider it an extra challenge to build one that's distinctly different from the one you have.

rpewin01 |
I am leaning towards an archer. Can anyone who has played multiple of an archer inquisitor, bard, or paladin tell me which is the most fun to play. I think the Paladin is probably the strongest, but seems like the least versatile with different options every round. I get bored if I'm doing the same thing round after round.

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A bard or inquisitor is probably going to struggle if he focuses on archery. You need a lot of feats to do archery right, and none of these classes get any bonus feats.
Bard will probably struggle the hardest unless you're willing to emphasize your spellcasting. Inquisitor has his Bane ability, judgments, and several self-buffs like Weapon of Awe to make up the difference. And Paladins get Smite Evil and the all-important full BAB.
Actually, an Inquisitor might work better than a Paladin for this. If you're starting at 6th level, you'll already have Bane, which means that you don't need to rely on the things you fight being evil. Paladins and Inquisitors both have alignment restrictions, but an Inquisitor can pick a deity of any alignment so isn't really as restricted if you plan well.