
Kolokotroni |

Can you be a little more specific about knick nacks and patty wacks? Also what materials are you allowed. Thats going to make the biggest difference on what options we can present you with.
Edit. Here is my assumption:
Healer: Ability to cast cure spells ore curative effect sufficient to keep the party alive, and the ability to cast lesser restoration and its improved fellows to deal with ability drain/damage and negative levels.
Skill monkey - Ability to deal with traps, locked doors, possibly social encounters and all around finding stuff.
Is there anything else you'd like to be able to do? DO you also want to be able to buff, or fight in combat, or blow things up? While you CAN focus on the things mentioned above, they are usually kind of secondary abilities for characters who then focus on something else. Its fine if you want to focus on skills and healing, I just want to have the informatio to help you make a character you will enjoy.

Magpied |

what level
how is wealth and the availability of magic items handled
how many party members
what are they playing
what is the settinghelp us to help you
You are right. My apologies, I should have included much more info.
Wealth and Availability of magic items are both limited and extremely random. Almost zero choice in enchanted equipment.
The party so far is
Dwarf Fighter (Insane AC)
Half-Elf Cavalier (Dragon)
Halfling Wizard (most likely spell slinger)
Me.
The setting is, Rise of the Rune Lords.
Races available are core races only.
Jeez, those are a lot of restrictions.

Lamontius |

okay cool
I like the idea for character classes/archetypes you are already getting, they will provide a good foundation
does your GM allow you to pick Traits (2 of them per PC)?
Traits are the best ways to get even more delicious class skills, especially if the PC class does not have Perception, a useful Knowledge skill, Stealth, Acrobatics, etc.
For mundane items, things the character could carry to increase their usefulness and overall knick-knacks and paddi-wacks
smelling salts
antiplague
antivenom
compass
smokesticks
air crystals
vermin repellent
weapon blanches
and many more

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If you're going to be the party healer, and this game is going for a while, I wouldn't settle for someone who doesn't get Heal, Raise Dead, and Restoration. The only one that gets all 3 of those is Cleric/Oracle, though a Witch can get the first 2 at higher levels.
But if you also want skills, Cleric is out. If you specifically want to be the trap-killer, your best option is the Seeker Oracle archetype.

Lamontius |

Biggest reason I would favor the witch in the case of your game, Magpied, is the Healing Hex, which is essentially a Cure Light Wounds spell that can be used for each party member once per 24 hours, and at 5th level it becomes the equivalent of a Cure Moderate
That's essentially a solid heal, once per day, for each party member without impacting your spell list
in a low wealth, low magic game where wands of CLW and potions are not necessarily available, this could be very important
combine this hex with Fortune and Tongues, and you already have a pretty darn useful PC, in a lot of ways

GypsyMischief |

I don't think anyone has recommended the Chirurgeon Alchemist yet, so here I go.
The ability to heal other people won't kick in until level two, but once you reach that threshold you heal at the same effectiveness as an inquisitor or Bard, while most likely rolling with 7 or 8 skill points per level and being able to remix non healing extracts into healing extracts on the fly, similar to how a cleric spontaneously casts healing spells. You'll gain all sorts of extra flibbity jibbits and alchemist abilities that'll allow you to create mundane alchemical gear with great haste, further expanding the toolbox feel that you're going for. I mean, is it easier to pick the lock, or melt it with acid? You gain Skill focus (Heal) as a bonus feat at level five, and a mid combat resurrection extract at level 10 in the form of Breath of Life.
Failing this, Archaeologist Bard +1

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So many red flags in these restrictions. Low wealth, low magic, no wands/potions/scrolls, not item creation feats. If the GM doesn't severely scale back encounters, you will get steamrolled as monster CRs outpace character abilities. If your group is having fun and have played with him before, fine. But if I was a new player coming into this game, I don't know if I would continue. All of these are the warning signs of a bad GM.

Magpied |

Can you be a little more specific about knick nacks and patty wacks? Also what materials are you allowed. Thats going to make the biggest difference on what options we can present you with.
Edit. Here is my assumption:
Healer: Ability to cast cure spells ore curative effect sufficient to keep the party alive, and the ability to cast lesser restoration and its improved fellows to deal with ability drain/damage and negative levels.
Skill monkey - Ability to deal with traps, locked doors, possibly social encounters and all around finding stuff.
Is there anything else you'd like to be able to do? DO you also want to be able to buff, or fight in combat, or blow things up? While you CAN focus on the things mentioned above, they are usually kind of secondary abilities for characters who then focus on something else. Its fine if you want to focus on skills and healing, I just want to have the informatio to help you make a character you will enjoy.
The party lacks a someone sneaky and someone who can provide support. I have access to almost all mundane equipment besides a few that are expensive and "rare."
Your assumption on Skill monkey is exactly what I'm looking for. Perhaps I could roll a level 1 conversion inquistor and select Witch with my only hex being the healing hex...
I'd like to be able to fight, but it is not going to be my primary concern. Our wizard will be blowing stuff up.
As for materials I can use, races are only core and only Paizo produced material.

Javaed |
He won't actually have any craft feats.
Going through, and trying to nix every single class feature that may give anything magic item like something silly.
I don't see evidence, yet, of that level of madness.
I always assume maximum madness until indicated otherwise =P.
Somebody mentioned that a Witch wouldn't get Restoration spells, but you actually can with the Healing patron. Lesser Restoration at level 4, Restoration at level 8 and Greater Restoration at level 14.

Kolokotroni |

Ok, well the bigest choice you'll have to make is whether or not you are worried about disabling magical traps. Anyone can find and disable mundane traps, and anyone can find magical traps, but in order to disable magical traps you need trapfinding or something similar. There is a fairly limited set of options that can both deal with magical traps and cast healing spells at 1st level, a few of the bard archetypes can, but they never get the restoration spells.
The inquisitor has lots of skills, can cast divine spells and is a pretty good combatant, but you wont be able to heal everyone at low levels, and you still cant manage magical traps.
Another option, is something that some people prefer to actually disabling traps. Setting them off, or dispelling them (if they are magical). For that I might recommend the druid. He is a full divine caster, and can summon crittors to walk through the traps to set them off. He also has a great perception score (high wisdom, perception as a class skill) so he is likely to find those traps to have your summons to walk through.

Rory |
Gnome Seeker Life Oracle
S: 8 D: 14 C: 15 I: 12 W: 10 Ch: 18 (20 pt gnome)
Racial Traits:
- Pyromaniac
- Darkvision
Curse: Blackened
- Burning Hands spell @ level 1
- Scorching Ray, Flaming Sphere @ level 5
Revelation:
- Channel (oracle 1)
Feat:
- Selective Channel (1st)
Traits:
- Highlander (stealth as class skill)
- ?? (perception as a class skill)
Strategy:
- be able to sneak thru the dark and find traps
- excellent party "face" skills
- attack with fire spells
- heal with channel ability
- remove ailments via divine spells
Disadvantage:
- it's a bit slow in combat at levels 1 thru 3
- your only offense will be your level 1 spells to cast
- you'll be relying a lot on Guidance to give +1 bonus, or Aid Other actions
- throwing alchemist fire might gain some of that back

Magpied |

So, just how restrictive is he on magic items?
Does he actually disallow Bonded Objects?
What about things like the Blade Bound Magus?
Kind of defeats the archetype without the Blackblade.
In regards to purchasing magic items: You might encounter a wizard on the road who has several random magic items for sale. You might go into a city and find all the magic item shops are run by charlatans trying to scam adventurers. He believes in magical item scarcity.
As for item creation feats. He straight up does not allow craft wand, craft wondrous items. He does allow scribe scrolls and "alchemy."
If you have a class feature that grants you that item, you are totally welcome to have it.

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Good.
The Arcane Bond, gained through Eldritch Heritage, is quite useful for this campaign.
Man, I would so play a Breaker Barbarian/Dual-Cursed Oracle with the Lame and Wrecker Curse in this campaign.
Nab the Magical Talent trait and Rough and Ready traits, then the Arcane Strike feat.
Every thing I pick up is a magical weapon.