| Rettile |
i'm going to start a game with 3 other players: one of them uses a warrior with a two handed weapon, one is a witch who heals and fights with magic and the other is a rogue or a ninja, i can't remember at the moment...
i don't know what class should I choose: I think that the better thing for the party would be taking another melee fighter, but i don't want another warrior. Maybe the barbarian could be nice, but the warrior uses a two handed weapon, so we would be too similar in my opinion. Any advices?
Imbicatus
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You have the Fighter/Skill-monkey roles covered, with the Witch playing Cleric/Wizard. Witches can heal, but they don't heal that well, and while they can have some nasty debuffs, they tend to be less versatile than a full arcane caster.
That said, there is a lot of freedom to mix in whatever role feels good to you. I'd say Cleric/Druid/Inquisitor/Oracle/Bard/Wizard/Sorc/Magus would all be a good fit in this party.
| Rettile |
sadly i can't use the magus, and this is a non-aligned game so clerics and oracles are quite disadvantaged. I tried the inquisitor oncwe, but i don't liked it very much...
i'd prefer not to play a full caster class because if i do it the party is too "fragile", expecially with a master like the ours
Lincoln Hills
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If you're in a low-level campaign, an additional martial character will help shield the witch and let the ninja flank more often. If you're starting at higher levels, a second full-caster will be more useful. Regardless of level, you'll want some healing juice - witches are generally 'backup' healers rather than focusing on those sorts of spells.
Imbicatus
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I'd say go with a druid or bard then. They both have cure spells on the spell list so you can wand heal without UMD even if you don't devote any spell slots there, can both be decent in combat(Especially the druid with wild shape) and both bring things to the table that are not offered by anyone else. Also, if the Rogue/Ninja is combat based, then they may not be able to work as the Face. If you have any non-combat tasks set by you DM, the Bard would be a better choice.
P33J
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If you're interested in a barbarian and don't want to be like your Two-hander friend, consider the howling terror Scarred Rager barbarian.
20-Point Buy
17 STR (+1 at 4 & 12), 12 DEX, 15 CON (+1 at 8), 10 INT, 12 WIS, 12 CHA
TRAITS
Berserker of the Society
Unnatural Presence
SKILLS
Climb +7, Intimidate +5, Know Nat +4, Perception +5, Swim +7; can intimidate animals and vermin and adds +1/2 Scarred Rager Level to all Intimidate checks vs Non-Barbarians
FEAT
1. Weapon Focus: Lucerne Hammer
1H. Dazzling Display
3. Intimidating Prowess
5. Raging Vitality
7. Power Attack
9. Furious Focus
11. Dreadful Carnage
13. Dazing Assault
Rage Powers
2. Superstitious
4. Intimidating Glare
6. Ghost Rager
8. Terrifying Howl
10. Ground Breaker
12. Greater Ground Breaker (I know these are somewhat lame, but I'm creating a debuffing Barbarian)
GEAR: +3 Adamantine Courageous, Furious Bardiche, Circlet of Persuasion, Boots of Speed (Haste) Cloak of Resistance +3, Belt of Giant STR +4 (really whatever you want to spend 140k on, but at least these things.)
At level 13 your Intimidate Checks (while Raging) +32 (+37). Your first action could be to ground break near your casters, to create a circle of no-pouncing. Move forward. If you can't attack anyone, use your Dazzling Display. If things become shaken, your next round you use Terrifying Howl.
Now anything that is shaken basically needs to make a DC 27 Will save or be panicked. If it gets close to you, you use Dazing Assault and they lose a turn. Then you full attack with haste and if you kill it, you intimidate check.
Your still a force when attacking while raging with a ghost touch +5 Bardiche, every attack should be Dazing Assault which puts your attacks at +22/+13/+8/+18 (if hasting) doing 1d10+29 damage.