
j b 200 |

My summoner in our Serpent's Skull AP died last session and I am struggling with picking a new character class. I was hoping for some suggestions.
Our party is currently 7th level, just about to start Book 3 (I think). Our party currently consists of a Fighter, Rogue, Ninja, and Flame Oracle. The Obvious choice would be to play a Wizard (since we are very light on arcane casters ), but I am currently playing a wizard in our other game (we alternate weeks for more prep time and avoid GM burn out).
We use CRB, APG, UM, UC, and UE. Core races, with ARG options. House Rules: Max HP and preset stats at 18, 17, 16, 15, 14, 13. Standard wealth by level.
Any suggestions?

Bearlock |
Well, as far as other arcane casters goes, there are:
Sorcerers, which can be a whole lot of fun with all the various bloodlines
--
Witches, which are kinda like 3.5 Warlocks, their hexes can be used unlimited times per day, and they get 9th level spells from a good list. overall good for buffing/debuffing
--
Summoners, who get the eidolon and a pretty great spell list even if it only goes to 6th level
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The Magus, which is more combat focused, but still get 6th level spells that run off of Int
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Bards. Could be your best choice between party buffs, some passable BC spells, and being able to help out with healing in a pinch.
Any other suggestions will depepnd on the party, what kind of Fighter is it, tank, TWF, archer? And is the Oracle more on the blasty side of things?

j b 200 |

Well, as far as other arcane casters goes, there are:
Sorcerers, which can be a whole lot of fun with all the various bloodlines
--
Witches, which are kinda like 3.5 Warlocks, their hexes can be used unlimited times per day, and they get 9th level spells from a good list. overall good for buffing/debuffing
--
Summoners, who get the eidolon and a pretty great spell list even if it only goes to 6th level
--
The Magus, which is more combat focused, but still get 6th level spells that run off of Int
--
Bards. Could be your best choice between party buffs, some passable BC spells, and being able to help out with healing in a pinch.Any other suggestions will depepnd on the party, what kind of Fighter is it, tank, TWF, archer? And is the Oracle more on the blasty side of things?
Fighter is a melee powerhouse and the Oracle is more on the blasty side

WerePox47 |

Witch's are arcane that have a mix of healing and alot of debuffing power.. I would suggest a Half-Orc Scarred Witch Doctor.. Its caster stat is Con, so its very sad in that fact(not that a mad class would hurt u with those stats). Its familiar/spellbook becomes a magical mask, so no more worring about it dieing, plus it gets a nifty natural armor bonus ability.. Best option current for a witch imo.. Stat wise i would go:
str-13
dec-17
con-23(18+2racial+2belt+1@4th)
int-15
wis-16
cha-14
wealth:
+2con belt-4k
+2cloak resist-4k
lesser metamagic rod-extend 3k
+2ring prot-4k
+2amulet na-4k
3500 for wands/other(suggest afew cure wands)
Feats:
Accursed Hex
Improved Initiative
Extra Hex x2
Hex's:
Evil Eye
Cackle
Slumber
Misfortune
Fortune
Flight
Another Decent option would be a ranged guy, ranger/pally/zen archer/fighter.. You dont really need a skill monkey and u already have a fighter, so i would play either a pally or the zen archer.. Paladins do more damage when smiting, but with the guided enchament zen archers are right on their tails and deff take the lead when the pallies not smiting.. both have comparable saves and ac(with the pally having better former and monk having better latter).. Hope this helps..

ub3r_n3rd |

I'd go with a cleric personally. Doesn't look like you have much healing going on with a blaster oracle. You will get the nice divine buffs/debuffs and plenty healing. Clerics also rival Wizards in power at higher levels so you don't have to be a heal bot if you don't want to.
My other suggestions are: bard, paladin (divine hunter), ranger, or druid.

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I personally would go with a Human Sorcerer only if Crossblooded is allowed. If allowed go with Efreeti and Elemental Earth bloodlines. The combinations will allow u to convert any energy damaging spells into either fire or acid. Pick up primarily cold and electrical Ray and AoE spells. This will give u more versatility with ur blast spells and the reason to go with AoE spells like say Fireball is because it hits multiple targets and Ray spells is because they target Touch AC which s the lowest AC on most targets. Add in levels of Scout rogue and at level 8 rogue if u move at least 10ft u can make all ur Ray spells, including Ray of Frost and Jolt, deal Sneak Attack damage. Human btw for Favored Class Sorcerer to give the character a lot more spell options and off set the lack of spells known from Crossblooded.
If Crossblooded Sorcerer is not allowed then id highly suggest a Half-elf Alchemist with the Bramble Brewer and Grenadier archetype. Use the Grenadier's Martial Weapon Proficiency ability to obtain a finessable melee weapon and the Half-elf's Ancestral Arms alternative racial trait to get a 1handed gun preferably a pistol.
The reasons for the weapon choices is because all of ur attacks will run off Dex to hit and will give u options when u run out of bombs. When possible have a wizard cast a Permanency Daylight spell on ur melee weapon. The reason for this is to take advantage of the Bramble Brewer's fast healing from the mutagen and the light can easily be concealed by sheathing ur weapon when u dont need or want the light source active. Some feats to consider with the build is Weapon Finesse, Ranged Feats, and Quick Draw.
Discoveries to highly consider is Explosive Missile, Explosive Bomb, Extend Potion, Eternal Potion, Enhance Potion, Greater Mutagen, Grand Mutagen, Spontaneous Healing and Healing Touch. Explosive Missile to deal bomb damage on top of gun damage. Explosive Bomb to increase radius of splash damage and more importantly a 1d6 fire DoT, damage over time, to the target hit that does not go away until target takes a full round action to extinguish. Extend Potion, Eternal Potion, and Enhance Potion to use potions at ur alchemist level, double duration, and make 1 permanent (Displacement for 50% miss chance is best option for permanency). Spontaneous Healing and Healing Touch will rant u 5x alchemist level in rounds of fast healing 5.

Bearlock |
Fighter is a melee powerhouse and the Oracle is more on the blasty side
In that case I will would second the idea for being a cleric, while you may not have the blastiness available to an arcane class, you do have a ton of utility and buff spells, additional healing, and you can mix it up in melee if you have to. Another option could be an archer paladin, I would advise against Divine Hunter, at higher levels you'll want the regular paladin auras. Go with OoV and trade lay on hands for smites, full attack often.
It really depends on what you want to do, we know you don't want to play a wizard, and a sorcerer is close enough that it might be unpalatable as well. However, your group is seriously hurting in the spellcasting department, and I know that in general adventure paths are designed for "basic four" groups containing usually two full casters. If you did play a wizard or a sorcerer, your group will probably thank you. But! its your call. Do what you want to do, your DM should adjust accordingly.