Character for a low-wealth game?


Advice


Alright, so I play in a homebrew game that's at the 'epic' level. 25 point buy, or roll stats (4d6, ditch the lowest).

The party consists of a half elf sorcerer/rogue, kitsune rogue, dwarf fighter/monk, and a human black mage (custom class). Optimization level in our group is low.

I'm making a back-up character for when my current one dies, and I'm looking for something that doesn't need a lot of wealth. Character level will be 6. We're far off from the wealth chart (allowed 3k gold for buying stuff at level 6), so I'm trying to make sure I can be effective with small amounts of gold.

Fights usually always taken place in large open areas (even if it's in a room), outnumbered, or facing big bad strong guy.

So, I'm leaning towards a half-elf or human master summoner. The idea being I can just summon stuff to fight for us.

Ultimate magic, ultimate combat, advance players guide, core rule book, advanced race guide, and ultimate equipment are all allowed.

So, advice? Feats, tips, items, stuff to summon, etc.

Level 6, 3k gold to buy stuff, 25 point buy; character to survive 'epic' level game with very low wealth. Game is supposed to go up to (or even past) level 20

Dark Archive

Magus Kensai / Blackblade, either human or tiefling (Dervish dance built , Dex / Int bonus)

doesn't need armor or a magic weapon
only equip that really matters are pearls of power level 1

Dark Archive

A paladin with a weapon bond can do very well without much wealth at all. If you give yourself an int of 13 (easy enough to do with a 25 point buy), you can qualify for Unsanctioned Knowledge, giving you access to spells like fly and vanish.

If you're going summoner, try to have access to a crafting feat to increase your wealth, as you need to equip both yourself and your eidolon. Master summoner alleviates this a bit, but you honestly don't need to optimize such a powerful class anyway.


Hmm, for some reason witch is leaping to mind here. Not seeing much healing in the listed party, so it could fill that role without needing to pay for potions or wands, but you would still have hexes and offensive spells to keep yourself interested in fights. That would depend somewhat on fights per game day and how much your Gm likes throwing poison/disease/level drain at you though.

Summoner does have some good potential if you are more looking for front line fighters with the fighter/monk, as does the kensai/blackblade mentioned above.

Liberty's Edge

I'm seeing alot of stealing but as Xobmaps pointed out, not alot of healing for the group.
Some amusing combinations do exist. A Halfling Paladin can provide healing and with the levels have exceptional saves and with 3k you can buy basic knight style equipment.
Full Plate Armor, Large heavy shield and single handed weapon.
between the armor and shield that gives a +11 to AC, with a max of +1 dex bonus (unless you want to spend extra and make it mithril then it becomes +4) and take the feat of Shield Focus. Bringing you up to a minium of +12 to AC

The paladin can use lay on hands for healing.

However if Lawful Good isn't your cup of tea, you might try a Cleric, Oracle or as mentioned by Xobmaps a Witch.


Sorcerer is possibly the best class for a game with little wealth. Witch can be ok, though the spells still cost $$ if you want more than the bare minimum gained from level up.

Oracle, Cleric, and Druid are also good choices, especially Druid. Druid doesn't need arms and armor once he has wildshape, and cleric/oracle can use spell buffs to replicate enhancement bonuses.

Summoner also doesn't really need anything to work well.


Yes casters aren't a bad choice, but at some point they rely on magic items like wands or at least scrolls to cast some of their spells. Sorcerers especially to cover those "awesome when needed, but not good or often enough to really pick" spells.

That can get expensive quick.


They don't "rely" on them, they're just nice to have.

You could always use Paragon Surge to replace scrolls for the situationally useful spells, anyway.

Lantern Lodge

If ur gonna be summon focused then its actually better to go with the First Worlder archetype to get Summon Nature's Ally chain. The reason is here is a lot of feats to make the Nature's Ally ore useful then the Monster. Feats primarily include the ability to by pass DR that normally neither creatures have and give some additional effects. The feats that would give ur Nature's Ally creatures the ability to by pass certain DR are Sunlight Summons, Moonlight Summons, and Starlight Summons.


I disagree. Summon Monster is plainly better than SNA. And smite good/evil may or may not let you bypass DR anyway.

Lantern Lodge

StreamOfTheSky wrote:
I disagree. Summon Monster is plainly better than SNA. And smite good/evil may or may not let you bypass DR anyway.

To he his own i suppose. All i know is from actual play my Druid's SNAs were always out damaging and killing off targets faster and more often then the Summoner i played with using Monsters since the attacks of my SNAs were actually by passing enemy DR. If i was rolling with a Summoner i would tackle it like i did my druid because i know it works and it would do better since they would last longer. True though the smites do help but only against those u can actually smite.


Even if SNA were better as you say, the better option to get it would be Wild-Caller Half-Elf archetype. Then your eidolon's also getting bonus evo points (on top of the favored class bonus).

Lantern Lodge

I can see how Wild-caller could be better its just i like giving my Ediolon Immunities and making sure there attacks can by pass magic resistance at the very least which are both prohibited evolution buys. I know ur gonna say that the AoMF will allow u to by pass that DR but usually the games i play we are no were near the WBL so i try to count on magic items as least as possible. Also in concerns to having the Ediolon for offense the main 2 point buy evolution i go with, head, is also prohibited meaning at best ur only get 1 bite attack off since u need a head to perform a bite.


Thanks for all the input. Now I just need to decide...

The DM keeps shoving cure potions at us so healing isn't to bad. I keep urging everyone to pool together for a wand, but the response "Well I give lots of healing potions" keeps popping around.

The Magus combo seems pretty interesting. And I do like paladins. Although I'd prefer to stay at range (Might as well take advantage of all the space, plus the DM really likes grappling/tripping stuff). Plus fighting other spell casters (mainly sorcerers, it's his favorite class) makes running up to melee a little hazardous.

A lot of times we only do a few fights each day (one fight a day happens a good amount). Although having multiple (count: 12+) fights every so often isn't unheard of. Especially when we just so happened to end up in a dungeon/tower holding lots of baddies and a couple bosses.

Lantern Lodge

HNNNNNNG wrote:

Thanks for all the input. Now I just need to decide...

The DM keeps shoving cure potions at us so healing isn't to bad. I keep urging everyone to pool together for a wand, but the response "Well I give lots of healing potions" keeps popping around.

The Magus combo seems pretty interesting. And I do like paladins. Although I'd prefer to stay at range (Might as well take advantage of all the space, plus the DM really likes grappling/tripping stuff). Plus fighting other spell casters (mainly sorcerers, it's his favorite class) makes running up to melee a little hazardous.

Hmm i wonder if the paladin version of the character im playing currently would be any good for u. Im playing in a friend's home game as an Oracle (Black-Blooded/Nature) 1/ Antipaladin 11. It has amazing saves, ac, and initiative because of its high cha. If u supplemented Antipaladin for Paladin and got rid of the Black-blooded archetype for the Legalistic curse on Oracle i think that might be great. I cant say for certainty if it will be good or not since i have not played it but on paper it looks like it could get the job done nicely.

Grand Lodge

Scion of Humanity Azata-Blooded Aasimar Divine Hunter Paladin.

Nab the Eldritch Heritage feat for a Bonded Object(Bow).

Now, screw magic item limits.

A Razmiran Priest Sorcerer with the Empyreal Bloodline is a good choice.

The combination of False Focus and Fabricate is fantastically useful.


Sorcerer or monk... Or sorc/ monk/ dragon disciple.

Grand Lodge

No Monk.

Monk is very item dependent.


1-2 lvl dip for a sorc/ DD isn't bad. Magic buffs, and you don't need armor or weapons.


Divine Hunter is terrible beyond a 2 level dip. Just go normal Paladin with Oath of Vengeance if you choose to be a Paladin (I wouldn't, it's STILL fairly item dependent).

Vanilla Paladin can enhance a bow just fine.

Grand Lodge

Yeah, Vanilla Paladin is better.

Still, adding the Bonded Object is a massive boon in these types of campaigns.

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