| Sgt.Sunshine |
Well things happened and the party dynamic changed a lot. I'm not a bit confused on what to play. There's no real clear role that needs filling, from my perspective. Perhaps I'm missing something? Anyways right now we have a four man party, myself not included. That party is a necromancer cleric thing, a battle oracle, a ranged bard, and a melee fighter.
What I see is that we have two divine caster, one partial arcane caster, two melee, and two ranged. Our healing seems okay. So I'm not quite sure what to add. I know that I do not want to play a ranger, druid, monk or any class that we currently have.
The party will be doing a dungeon delve of one of the hardest dungeons adapted to pathfinder I think. I believe Rappan Athuk is what it's called. Please no spoilers :O
| Mortag1981 |
Isn't Rappan Athuk a multi-level experience? I mean, you may wind up leveling while you're doing it, so AT would still be viable. As it stands, the party does seem pretty short on Arcane magic, so a Wizard or Witch would help fill that gap. While the bard has some magic, he isn't going to be as good at it or have access to some of the same spells that the Wizard or Witch would have.
| Grimmy |
All I can say is that a lot of the usual board advice might not hold up as much in Rappan Athuk. It's an old-school dungeon, it doesn't follow the format of modern published adventures. Things like blasting, trap-finding, and in-combat healing that everyone usually looks down on now can actually be very necessary.
| Mortag1981 |
I've never played Rattun Athuk, but from what I've heard it's a classic "Mega-Dungeon", so spell selection should be geared toward utility over damage (though a few damaging spells will help vs. resistent monsters). Spells like Fly, Levitate, etc. will probably be really helpful, and Polymorph might be nice if your allies die and you have to use Reincarnate to bring them back instead of Raise Dead. Buffing your frontline fighters will also probably get you further than direct damage.
Broken Zenith
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The Party Picker Says: A little low on ranged, healing, blasting, and could use some trapfinding. Party Picker suggests Alchemist, Ranged Barbarian, Maybe even ranged fighter.
EDIT: If Rappan Athuk has traps, then I'd def go with Urban Barbarian. You get trapfinding and ranged, which are the two things you need most.
Broken Zenith
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Alchemist is the ultimate blaster, and also does the ranged thing pretty well. Alchemists can also heal (although not as effectively as some other classes). ALSO although they don't have any special trapfinding abilities, they are the only class besides rogue that gets disable device so that will help on traps.
And they are fun and powerful! Pretty much good add around.
Broken Zenith
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Yeah, AoE is basically all alchemists do, and they do it very well. They are also incredible debuffers. INCREDIBLE debuffers. They certainly don't have the utility of the wizard, but with 2/3ths casting they aren't really a slouch. To be fair though, their "spell" list is mostly buffs.
Early level's it's a bit boring, just throwing bombs over and over. At mid to high levels it gets more interesting with the variety of bombs, but it's still pretty much just throwing bombs.
| TempusAvatar |
I had an alchemist; he ended up being one of my favorite characters.
He focused on debuffing bombs. He had high knowledge skills to help with monster ID, and then chose the correct bomb to implement. He had the force bomb, confusion bomb, and stink bomb discoveries. As soon as he knew his targets' weak saves, it was bombs away, bad guys shut down, and the rest of the party rolled in for gangbeats. He didn't do a ton of damage, but he made it so nobody else in the party broke a sweat.
He also had a good formula book full of buffs, but I was so effective with the debuff bombs, I don't even remember what buff formulae he had. I remember at the end he had twin form.
| Rerednaw |
I should add something about the Alchemist. ANY character can disable traps so as long as they have ranks in the skill. ONLY characters with Trapfinding can disable magical traps. Rogues have trapfinding by default, other classes can obtain it via certain builds/archetypes.
Given your party makeup and the dungeon romp format, I'd strongly suggest a wizard. Evocation for the most fun "bang/boom for your buck :)" or Conjuration(teleportation subschool) for the most powerful. Note that Conjuration does require some teamwork as does Evocation unless you have up selective spell metamagic (even via a lesser rod is okay)
Transmutation/Abjuration are good schools if you like the flavor and are okay in effectiveness. You already have a necromancer so I wouldn't take that school. Other schools do not usually hold up as well in the long run.
Treatmonk's Guide to the God Wizard and Brewer's Guide to the Blockbuster Wizard (see the Guide to the Class Guides at the top of this forum) are recommended reading if you chose that route.
Have fun and good luck!