
Rynjin |

Rynjin wrote:Hmm, Wait where are these Rabbit's Foots?Azaelas Fayth wrote:Have Rabbits been given a Pathfinder Stat Block?Doesn't seem so.
Which is weird because there are Rabbit's Foots, and why would they be called that if there were no rabbits?
Wait that's actually a 3rd Party prosthetic that grants evasion.
But still, there are creatures that are described as being a "A rabbit with a unicorn horn" or a "Rabbit/Hare + X Hybrid" so they must have at least existed at some point.

james maissen |
What's a good way to round out a party with a wizard focusing on control, and a barbarian (or fighter) focused on tanking/damage dealing? The campaign is home-brew, and all Paizo books are allowed. No 3.5 materials preferably, and definitely no 3rd party books.
I was thinking Druid or archer Bard, as they're both good support roles. Other classes that I've thought about includes cleric (seems so boring), master summoner or synthesist (seems so cheesy), magus (seems so cool and fun, but doesn't really fill any holes).
I'm concerned about the lack of heals (nevermind in-combat or out of combat, just concerned about the lack of it in general), and lack of damage if the barbarian gets shut down.
Thoughts?
Halfling Deaf Oracle of Life with seeker archetype. Pick up diplomacy (as the other two will have dumped CHA) which will be amusing as you will need the party wizard to 'translate' to sign language for you..
Later sell your soul for an imp (diabolist PrC) and his telepathy can do the same for when you don't want the translator.
The wizard can have a little blasting if the barbarian gets shut down, likewise you could carry a little yourself. But in general you focus on enabling the barbarian while the wizard shuts down the bad guys. Wizard can change up to enable as well when needed.
-James

Jack ShortCandle |

Greetings,
The wizards, besides their high intelligence value, do not have many skill points. The barbarians are not the "clever" ones, and they usually focus their skill points in survival and other wisdom based skills (like perception). So, there's a lack of roles in your party. You have the muscles, and the spells, what about a street smart? Or a diplomat character? Or a sneak and peek style?
If I were you, i'll think about this options:
Rogue:
Yeah, lots and lots of skill points. Very versatile class, and very useful too. And are not so bad at all at combats. But... unfortunately, no spells.
Cleric:
Heal and a bunch of useful support spells. Are also acceptable warriors. But you'll have the same issue of the other two ones, lack of skills.
Bard:
Can heal a little bit, can fight a little bit, and has a good set of skills. It's quite versatile, but quite fragile too. Think about it.
Inquisitors... maybe. I'm not quite familiarized with them.

Hawktitan |

Try a Crossblooded Sorcerer Deepearth Verdant Bloodline Bedrock Groveborn Wildblooded focused on Summon Monster.
Lets translate this so it sounds less stupid -
Take a sorcerer with the Crossblooded and Wildblooded archetypes.
The two bloodlines from crossblooded are Verdent(Groveborn) and Deep Earth(Bedrock). This sorcerer will have a focus on summoning spells.
That being said there is some debate about allowing both wildblooded and crossblooded as archetypes since they modify the same class feature, that being the bloodline. My personal opinion is that unless you are trying to crossblood a bloodline with it's wildblooded varient (Arcane and Sage for example) there isn't a problem and you aren't going to get a spike in power that crossblooded wouldn't normally get anyway. However, I believe that PFS has recently said you can't take both in one character though.

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I've always assumed you couldn't use the two archetypes together.
Wildblooded (Archetype)
A wildblooded sorcerer has a mutated version of a more common bloodline,....When creating a wildblooded sorcerer, select an existing bloodline, then select one of the following mutated bloodlines associated with that bloodline.
A crossblooded sorcerer selects two different bloodlines.
At most you could argue one can be mutated, but not both. I'd err on the side of they both change or modify the same class feature so can't be combined...
Even if you don't take that stance, I'm not sure how you can see taking both mutated lines.

Blueluck |

This is how I would approach the same situation for myself.
You have a full BAB melee character (Barbarian), and a full arcane caster (Wizard), so the obvious answer is to make a full divine caster: Cleric, Druid, or Oracle.
Among those classes, is there one I should rule out because I generally dislike it or have just played one in another game? Is there one I should rule out because my GM dislikes it?
Among Cleric gods & domains, Oracle mysteries, and Druid builds & companions, is there anything that particularly fits into the adventure, setting, or group dynamic? (Ask the GM!)
Among the remaining possibilities, is there a build for one that particularly interests me? Do I feel like spontaneous or vancian casting? Do I feel like defaulting to healing spells or summoning spells?

Pendagast |

Alright where is the Bestiary 4 Wish Thread. I want my Rabbit Familiar back.
nevermind rabbit familiar, rabbit SWARM.... never have to worry about plant creatures again!
Oh no! a shambling mound!
I summon rabbit swarm!

rangerjeff |
I've only played PFS, so not sure what other options might open up for you outside of that, but I'm going to 2nd (3rd?) the Cleric of Erastil option.
Between the Cleric and the Wizard, you should be able to summon enough to help out the tank on the front lines. The Cleric stands back and both supports (bless, Prot Evil) and rains down the pain (I took Point Blank, Precise Shot, Rapid Shot, and at lvl 5 Deadly Aim). Awesome 2nd level spell? Shield Other. Take 1/2 your tank's damage.
My starting stats:
Str 14
Dex 16
Con 13 (+1 at 4th)
Int 12
Wis 14
Cha 10
So, at lvl 5, with +1 comp longbow of strength and deadly aim, when I get point blank (which is usually) I'm +5/+5 and 1d8+6. With the pendant of the blood scarab, when I do roll a 20, instant confirm for x3 is very nice.
I took domains Law and Good, but I guess that's debatable. Silence has won encounters for my party. Hold person, too. Will get items to boost Wis soon, take mostly spells which don't require DC checks (no save vs Silence so long so you don't cast it right on the bad guy.)
Took observant+reactionary, so +5 initiative, good diplomacy and great perception, some sense motive, decent know religion and planes, some spellcraft, swim, climb, and great heal.
Disease variant channeling to cure stat drains. Yeah, not much channeling with only 12 CHA, but this is a ranged battle cleric build. Got the wands to heal after combat. Healing during combat? Folks should have potions if really necessary, and I could channel, but really the best defense is a great offense. Healing during combat shouldn't be a frequent occurrence unless you have suboptimal builds, an evil GM, or really bad luck.

Azaelas Fayth |

Azaelas Fayth wrote:Alright where is the Bestiary 4 Wish Thread. I want my Rabbit Familiar back.nevermind rabbit familiar, rabbit SWARM.... never have to worry about plant creatures again!
Oh no! a shambling mound!
I summon rabbit swarm!
Who needs a Daisy Cutter...
But I just want my fluffy bunny familiar. Especially on my Fighter with Eldritch Heritage. It is hilarious to Role-Play.

Ender730 |
This is how I would approach the same situation for myself.
You have a full BAB melee character (Barbarian), and a full arcane caster (Wizard), so the obvious answer is to make a full divine caster: Cleric, Druid, or Oracle.
Among those classes, is there one I should rule out because I generally dislike it or have just played one in another game? Is there one I should rule out because my GM dislikes it?
Among Cleric gods & domains, Oracle mysteries, and Druid builds & companions, is there anything that particularly fits into the adventure, setting, or group dynamic? (Ask the GM!)
Among the remaining possibilities, is there a build for one that particularly interests me? Do I feel like spontaneous or vancian casting? Do I feel like defaulting to healing spells or summoning spells?
This is a very interesting take, and I've never thought of it this way. My thinking is that with only 3 characters, no matter what I do, we'll be lacking in one department. As nice as it is to go Druid or Cleric for the full divine spells, I'd end up lacking in the skills/party face department. If I go bard, well, I'd be lacking the full divine caster. This does make me think about things in a slightly different light though.

rangerjeff |
Even without charisma, Clerics have Diplo as class skill, and with a point per level, it's pretty decent face value. And, that's why I have 12 Int as a Cleric, for that skill point per level (plus the favored class point, never in hp.)
the one department lacking is rogue's magical trapfinding ability, but there's a cleric spell for that, too that you can keep on a scroll, I believe.

Blueluck |

My thinking is that with only 3 characters, no matter what I do, we'll be lacking in one department. As nice as it is to go Druid or Cleric for the full divine spells, I'd end up lacking in the skills/party face department.
The Wizard will have lots of skill points, and will add a skill at max-ranks when he gets Headband of Intellect +2, +4, and +4. He should cover Spellcraft and the 6 knowledge skills that can be used to identify monsters.
The Barbarian gets 4 skill points per level, and should cover Perception & Survival for the group, plus whatever he wants personally (Acrobatics, possibly Ride). Intimidate is his ticket to face-duties if he wants them.
The third character could cover Diplomacy for the group although it's not entirely necessary because in a party with full arcane and full divine casting you've got a lot of spells, so "dimplomancy" is always an option. (charm, fascinate, dominate, etc.) To really be super-face could max Diplomacy and Sense Motive, which both Clerics and Oracles are good at.
The only thing you're really "missing" is Disable Device, but you have lots of resources to make up for it:
- Barbarian Smash! With high HP, good Fort and Reflex saves, Uncanny Dodge, healing backup, and a severe attitude problem, barbarians can take on a lot of traps.
- Find Traps is a divine spell.
- Dispel Magic is an arcane & divine spell.
- Loads of magical move-past-trap spells available, from levitate at level 2, up through various forms flight, teleportation, and insubstantiality (insubstantialness?)
No "skilled" character = We don't have a trap specialist, so we make do.
No "divine" character = We can't raise the dead, so we're dead.

Piccolo |

TO seriously answer the threads intent, given that the group consists of a Wizard screw the target specialist and a typical tank warrior, I would throw in a Rogue with a high intelligence, or a Cleric. Druids would suck since they have crappy healing in comparison to a Cleric.
Better yet, check out the various domains available to a Cleric, and take those that allow for Rogue like skills. Then take 2 traits that allow class access to 2 more skills, like Highlander and the like. Grab a high Wisdom and Dexterity. You cover both bases at once, sort of.

james maissen |
If you really want to be Face+Traps+Divine guy, you can build a Seeker Oracle.
This just screams to me as obvious.
You handle the healing and other divine spells (life oracle).
You handle the diplomacy or CHA focus (as the wizard and barbarian are unlikely to have much here).
You handle the trap finding/removal (neither of the other two will be stellar in perception, tho it might be trained).
What are you missing?
-James