
rpewin01 |
I just switched from DM to PC in an ongoing Rise of the Runelords game. I have been playing an alchemist focused on control bombs for the past few sessions, but the general playstyle doesn't really suit my taste. Other than a few bombs, I am having trouble developing an identity for what my character should be good at.
I am thinking of building another character. Level 8 with predetermined rolls (16, 14, 13, 12, 12, 11). Group consist of an arcane trickster, melee focused dragon disciple, bard, battle cleric, magus, and flame oracle.
My preference would be to focus on battlefield control, buffing/debuffing, and possibly dispelling. The party has plenty of damage, ranged and melee. A full arcane caster is out of the question, though interesting multiclasses would be considered (As a DM I placed a strong emphasis on no full casters, and not only would playing one now contradict that, but it would outshine the other arcane casters).
Thoughts include Sandman Bard, Magician Bard, Tetori Monk, Mystic Theurge, or a Synthesist Summoner with a casting/defensive focus.
I am open to suggestions. I just want something that fills a need in the group (to the extent there is one), is fun to play with lots of flexibility, and is slightly different from the norm.

rpewin01 |
I am not opposed to dealing damage, but its not something the party really needs and I sometimes find pure damage builds boring if they aren't really interesting in some way.
I also love the Inquisitor class, but I am not sure if I can make it viable with the current group and my goals (perhaps an inquisitor archer if effective and doable).

Dravite Schorl |

Tiny Coffee Golem wrote:A ranger with an undead bane weapon and favored terrain underground would serve you well.For Rise of the Runelords? I am only familiar up through the third book, but so far undead and underground terrain have been fairly scarce.
Dwarven ranger looking at hitting giants hard with Big Game Hunter trait....look at being a switch hitter, hitting at range until you close to hit with your 2 handed weapon (holy asap) against your hopefully favored enemies....
(check out this avatar's stats, he is 7th level dwarf ranger built for ROTRLs pbp....he may still be 3.5 though but I believe he was converted.)

RumpinRufus |

If you want battlefield control, how about a whip build?
strength 20, dexterity 14, constitution 12, intelligence 13, wisdom 12, charisma 8
traits: Threatening Defender, Elven Reflexes
1: (Armor Master Fighter) Improved Trip, Combat Expertise
2: (Fighter) Weapon Focus (whip), Deflective Shield
3: (Maneuver Master, Qinggong Monk) Whip Mastery, Improved Unarmed Strike, Improved Disarm, Stunning Fist
4: Combat Reflexes
5: Whip Mastery, Maneuver Training, Maneuver Defense
6: Ki Pool, Reliable Maneuver
7: Improved Whip Mastery, High Jump, Meditative Maneuver
8: Greater Trip
9: Bodyguard
You control a huge area by threatening 10 feet with your whip, and can use Flurry of Maneuvers to make multiple trip/disarm attempts per round at anyone within 15 feet. Casters can't 5-foot step away from your readied attack because of your range, and if they try to take a move action away you can trip them with your AoO, and then if they cast, use your Combat Reflexes to make another AoO to disrupt them.
If anyone can get adjacent to you without being tripped at reach by your AoO, your AC is awesome because of your full plate, heavy shield, Combat Expertise (whose to-hit penalty is reduced by 1 with Threatening Defender), and +1 bonus to touch AC from being an Armor Master.

![]() |

Plugging what you said into THIS, it looks like you should play a summoner, bard, or druid. If you were comfortable with full arcane casters, then that seems to fit the bill better, but if not, then hey.

rpewin01 |
Thanks all. Also, given that the group has seven players, I am trying to stay away from anything that has an extra set of actions (animal companions, eidolon, etc.) and any summoning spells.
The Druid still seems promising because I can choose a domain and just avoid SNA spells, and with the Summoner I could maybe do a synthesist with defensive evolutions, focus on control and buffs with spells, and just ignore SM.

MechE_ |

MechE_ wrote:What is the composition of the party? Always helps to know what's already being played.See the OP please.
Boo, that's what I get for skimming a post quickly.
Ok, it looks like the group has all the general bases covered. In this situation, you have the unique ability to either play something very diverse and well balanced to nearly all situations (like say a Dwarf Druid with 16 str, 16 con, and 16 wis) or something extremely specific in it's purpose, such as a magician bard focused on counterspelling and neither option would be bad for the party. I guess I see a mystic theurge as some part of each and might be a good choice if you want to throw out a ton of spells a day, but have each be a bit less effective. I would also recommend the craft rod feat with a mystic theurge and maybe craft wondrous item too if you want to bump your stats up or pick up pearls of power (yes, it seems silly, but hey, why not.)
Anyways, there's my 2 cp - either very diverse or very targeted in your build.