Best character to help round out a 3 person group with a Sorcerer and Inquisitor?


Advice

Liberty's Edge

As the title says, I'm looking for some advice as to what character might best fit to round out the 3 man group we're going to be slogging through our next campaign with. None of us are optimizers or min/max-ers, so no super builds are really necessary. Our campaign is homebrew, at the start of a civil war between rebels who want to free mages from their imprisonment and the entrenched church and royal power structure who view mages as dangerous criminals.

The first character is an Elven Shadow Sorcerer, who's going to have mainly Illusions and a couple direct damage spells. He's planning to play up his character as a practitioner of magical deception.

The second character is an inquisitor, who is going TWF because it pleases him. He's never played the class before, but is looking forward to it. He plans on being a rebel from the church who normally guides the Inquisition.

Any thoughts? All paizo material allowed.


I think a switch-hitter ranger might round it out--you've got a ranged slightly-damaging spellcaster, and a melee inquisitor, a switch-hitting ranger could fill the melee roll that the inquisitor might not be able to handle alone, and the ranged roll the sorcerer sounds to not be built for (Not saying illusion sorcerer is bad, just not heavily-damaging)


Battle oracle.


You have A slightly squishy melee and a Will save focused caster. Sounds like a archer ranger with boon companion animal companion is perfect. Get a beastly Wolf to flank for your Inquisitor buddy and back up the sorc with full attacks at range.
Druid works too. Go fire themed and use pyroclasmic burst with elemental focus(fire).

Alternatively, Zen archer. Walk into melee to threaten and flank with your unarmed strikes while plonking away with deadly flurries that ignore cover and concealment. Grab toughness and you can tank as well as if not better than your inquisitor buddy.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Paladin.


I am going to second the ranger/boon companion, and also suggest urban ranger archetype. You have the makings of a great stealth/infiltration/social party. Urban ranger can cover some of the roguish elements like disable device (which your group seems to lack), and you can still pick up survival to cover outdoors situation. Add in stealth, climb, perception. A half-elf with skill focus (disable device) and the racial perception bonus is handy, plus low light and + vs enchantment/immune to sleep. A dog as an animal companion is pretty surreptitious.

Steer clear of Paladin, or anybody who sticks out like a sore thumb.


Hmmm,

I'm going to put my 2 copper in for a Wildshape focused druid. Still allows the infiltration/stealth aspect, gets healing, animal companion to bolster the party's melee, and summon nature's ally.

Can appear as a dog for infiltrate/exfiltrate, shape into a bear for combat, etc...

Focus on wildshape feats like Natural Spell, Wild Speech, Powerful Build, etc...


You might want to point out to you inquisitor that a TWF build is gimped slightly because he can only apply bane to one weapon at a time, and will need Double Bane feat. In the end it's his decision of course, but a TWF build with weapon/shield would work a little better (more AC and what not).

An urban barbarian would be a good choice. A bit of controlled chaos is just was a revolt needs.

Gunslinger if you're allowed. Much better if you have access to advanced fire arms.

I don't think a paladin would fit well into the whole "revolution" aspect. It's much more Chaotic-Good than Lawful.

Get creative!


Run a Warforged Dread Necromancer. XD Let's see if anyone gets this.

Liberty's Edge

Many different answers, all good! Wow, I honestly didn't expect to get this many different answers from you all. Now I've really got something to ponder.

Does any particular thing the party lacks stand out as most important?


Go for a Singing Cleric they have decent buffs (inspire courage), good combat potential (divine favour, divine power,righteous might) and healing.


It depends on the GM campaign style. If it's a combat slog, build that pally or battle oracle. If it's traps or spy-esque, take a class with skills (rogue, ranger, bard) and develop those that complement your allies.

You the advantage that between the two other players, they've covered a large chunk of spells that might come up in the game - at the very least the can build up scroll libraries.
That leaves you with some freedom.

In general a high AC, fighter type would put you in good stead - but a straight fighter lacks for skills. A sword/shield ranger, heavily armored barbarian, melee oracle, melee druid or melee bard is going to serve you in better stead - all these classes have 4+ skill ranks and reasonable durability, if built right. A rogue might work too - I like ones with UMD and shadowdancer. But rogues can terribly fragile - light armor, no shields, no defensive magics.

Grand Lodge

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Bard. The answer is ALWAYS Bard. Anyone who says otherwise is lying to you.


Antipaladin. Inquisitors are very good at intimidation and antipaladins have pretty good debuffs themselves.

Between the two of you, the enemies saves will be significantly reduces(Easily -6 to -8 on enemy saves) at which point your sorcerer can have them running in terror/color sprayed/turned to stone.


Paladin. Healing plus melee.

or

Druid. Healing plus animal companion for melee.


You know wandslinger, you're keeping us all in suspense :)

Lantern Lodge

-Class / Race-
Human Fighter - Lore Warden

-Stats (25 point buy)-
STR 14 (+6 item) = 20
DEX 16 (+2 racial)(+5 leveling)(+6 item) = 29
CON 13
INT 13
WIS 09
CHA 14 (+6 item) = 20

-Hit-
Attack 35
Trip 43

-Feats-
01 Racial Heritage (Hobgoblin), Exotic Weapon Proficiency Whip, Weapon Finesse
02 Combat Expertise, Weapon Focus Whip
03 Whip Mastery
04 Dodge
05 Improved Whip Mastery
06 Mobility
07 Spring Attack
08 Whirlwind Attack
09 Lunge
10 Dazzling Display
11 Shatter Defenses
12 Demoralizing Lash
13 Skill Focus Intimidate
14 Improved Trip
15 Greater Trip
16 Combat Reflexes
17 Intimidating Prowess
18 Weapon Specialization Whip
19 Greater Weapon Focus Whip
20 Greater Weapon Specialization Whip

-Method-
Full round intimidate(39) to make all enemies shaken to all and flat-footed to u only. Next round 20ft aoe Whirlwind Attack that increases the duration of intimidate by another round against each target struck via Demoralizing Lash. On single / few targets same thing but instead of whirlwind attack use trip(d20 + 43) and make use of AoO granted when they fall prone and get back up.

Lantern Lodge

-Race / Class-
Half - Elf / Summoner (Synthesist), Paladin 2, Monk 1

-Stats with out Eidolon (25 point buy)-
STR 07 (+6 item)(-6 age) = 07
DEX 07 (+6 item)(-6 age) = 07
CON 10 (-6 age) = 04
INT 13 (+3 age) = 16
WIS 17 (+6 item)(+3 age) = 26
CHA 18 (+2 racial)(+3 age)(+5 leveling)(+6 item) = 34

-Saves with out Eidolon-
Fort = 28
Reflex = 25
Will = 40

AC = 36
Touch = 23
Flat - Foot = 28

-Stats with Eidolon-
STR 29
DEX 28
CON 13
INT 16
WIS 26
CHA 34

-Saves with Eidolon-
Fort = 32
Reflex = 37
Will = 44

AC = 72 (76 with combat expertise)
Touch = 31
Flat - Foot = 58

-Eidolon Abilities-
Base - Darkvision, Evasion, Improved Evasion, Devotion, Multiattack
Form - Biped - claws, limbs (arms), limbs (legs)
Claws (x2)
limbs (arms) (x2)
Immunity (acid, cold, electricity, fire, and sonic)
Spell Resistance (28)
Flight Su (30ft)
Improved Natural Armor (8)
Improved Damage (claws)

-Class / Feat Progression-
M 01 Dodge, Skill Focus Perception, Toughness
P O2
P 03 Combat Expertise
S 04
S 05 Extra Evolution
S 06
S 07 Combat Reflexes
S 08
S 09 Extra Evolution
S 10
S 11 Vigilant Eidolon
S 12
S 13 Extra Evolution
S 14
S 15 (insert feat here)
S 16
S 17 (insert feat here)
S 18
S 19 Extra Evolution
S 20

-Gear-
Bracers of Armor
Ring of Protection
Ring of Forcefangs
Cloak of Resistance
Amulet of Natural Armor
Headband of Mental Prowess (wis and cha)
Belt of Physical Might (str and dex)

Shadow Lodge

Tangaroa wrote:
It depends on the GM campaign style. If it's a combat slog, build that pally or battle oracle. If it's traps or spy-esque, take a class with skills (rogue, ranger, bard) and develop those that complement your allies.

Agreed, though I'd add a druid to your class list either way. Druids are quite versatile.

If you're expecting lots of combat you'll absolutely want some healing capacity and either damage or tank support or both. A battle oracle or druid would function well, or a paladin if you're OK with the RP. Ranger's not a bad choice for combat, but due to the lack of healing I'd only pick it over the druid in a combat-heavy game if you think you'll need the urban ranger's Disable Device and Trapfinding.

If you're expecting to need more skills or infiltration, an urban ranger, bard, druid, or rogue would be a solid choice. All of them can provide some melee support, all but the rogue can provide some magical healing, and they all have skills or utility abilities that may be useful. The Archaeologist archetype gives a Bard rogue abilities including Trapfinding. Urban Druid gets Alter Self at will at level 6, which is great for a spy (though the lack of animal companion and weak Wild Shape makes them much less effective at melee support).


Basic Summoner wouldn't be to bad.

You get a Support Caster and a Heavy Hitter.

EDIT: Really Luna_Silvertear, Really?


Azaelas Fayth wrote:
EDIT: Really Luna_Silvertear, Really?

I've got to leave my mark SOMEWHERE...

Dude, run This awesome support build.


Luna_Silvertear wrote:
Azaelas Fayth wrote:
EDIT: Really Luna_Silvertear, Really?

I've got to leave my mark SOMEWHERE...

Dude, run This awesome support build.

I love DawnforgedCast... Though a Bard/Alchemist or an Alchemist/Cleric. or even an Alchemist/Summoner can make a wonderful support option as well.


Luna_Silvertear wrote:
Azaelas Fayth wrote:
EDIT: Really Luna_Silvertear, Really?

I've got to leave my mark SOMEWHERE...

Dude, run This awesome support build.

Lol why would you multi-class when you can play a Evangelist (cleric) with inspire courage and full cleric casting.


The increased Spell List to get wands and Scrolls of.


I am actually just about to start the shattered star ap alongside two players running a inquisitor and a sorcerer. I am going to be running a barbarian/oracle.


Hmm, really it depends on what type of Combat the OP wants to engage in.


Wind Chime wrote:
Luna_Silvertear wrote:
Azaelas Fayth wrote:
EDIT: Really Luna_Silvertear, Really?

I've got to leave my mark SOMEWHERE...

Dude, run This awesome support build.

Lol why would you multi-class when you can play a Evangelist (cleric) with inspire courage and full cleric casting.

Why would he not multiclass and get access to some arcane spells and UMD?


So here is my (rather modest) entry for a Jack of All Trades to round out the party; two traits, 15 pt buy, average starting ranger gold. A dwarf for the robustness and resistances. Uses an armored coat and heavy shield (both removable as a move action, handy when picking locks), took a trait to get Bluff as a class skill (cause really, nobody expects the dwarf to lie). He took another trait to reduce armor check penalty. He dreams of Mithral Full Plate some day.

Sneaky the Dwarf

(bonus points for the Once Upon a Time reference)


Luna_Silvertear wrote:
Wind Chime wrote:
Luna_Silvertear wrote:
Azaelas Fayth wrote:
EDIT: Really Luna_Silvertear, Really?

I've got to leave my mark SOMEWHERE...

Dude, run This awesome support build.

Lol why would you multi-class when you can play a Evangelist (cleric) with inspire courage and full cleric casting.
Why would he not multiclass and get access to some arcane spells and UMD?

Well Bard spell progression is tied to class level and so is the cleric's and so is inspire (courage etc). So by multi-classing all his class abilities will be less effective and he has to wait longer for the awesome 3rd level bard spells (haste, slow, arcane concerence).


Wind Chime wrote:
Luna_Silvertear wrote:
Wind Chime wrote:
Luna_Silvertear wrote:
Azaelas Fayth wrote:
EDIT: Really Luna_Silvertear, Really?

I've got to leave my mark SOMEWHERE...

Dude, run This awesome support build.

Lol why would you multi-class when you can play a Evangelist (cleric) with inspire courage and full cleric casting.
Why would he not multiclass and get access to some arcane spells and UMD?
Well Bard spell progression is tied to class level and so is the cleric's and so is inspire (courage etc). So by multi-classing all his class abilities will be less effective and he has to wait longer for the awesome 3rd level bard spells (haste, slow, arcane concerence).

All good things to those who wait.


inspire courage stacks from the two classes doesn't it?

Liberty's Edge

We've been delayed another week, so I've still got time to stew about all this.


For the lore warden build posted earlier why the racial heritage (hobgoblin)?

That said a lore warden can be a very nice addition to a group though the one I play in PFS has a much higher INT to really maximize skills. If you want multiclassing a lore warden can lead to some very nice synergies. A few levels of rogue and you are a true skill monkey (basically every skill as a class skill practically speaking and lots of skill ranks). Focusing on dirty trick can also be very effective (trip stops being as good at higher levels when facing huge creatures, slimes or flying creatures just to name a few things the trouble trip builds.

Taking levels of alchemist can leverage a high int/high Dex character quite nicely plus give a bunch of nifty things.

And there area my other nice options to consider.

Lantern Lodge

The reason for racial heritage (hobgoblin) is for Demoralizing Lash. For an Intimidate build that uses whips like the lore warde i poste above a while back it is greatly needed.


Hmm to extend shaken by one round at the cost of two feats seems very high to me. Personally I'd rather take earlier access to whip specific feats and/or another improved combat maneuver instead of those two feats.

But that's me (I also like races other than humans for lore wardens)

Lantern Lodge

The reason for the feat is that at high levels u will get off about 2-3 rounds of intimidate as a full round action and its better to use up 2 feats than having to do a full round intimidate every 2-3 rounds. Its a guaranty of being able to hit flat footed ac and giving the enemy a nice debuff for allies and ur self to take advantage of. Also u could probably sub out a few levels to give ur self rogue in which case that's sneak attack every round to those that can be sneak attacked.

Liberty's Edge

Interesting idea. I'll see whether the DM thinks it will work in his world. Still waiting to actually get everybody together to really create these guys, so keep the ideas coming!


Switch hitter Ranger/melee druid. There are somenice feats for making their levels stack for class abilities.

(Plus dire ape with a large bow would be cool)

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