Inkwell |
So my group has decided on all their characters for the new game and I am the last one to pick (again). In the past four to five games, I've been rather overshadowed by other players that it draws away from enjoyment of said game.
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- I've played a witch whose limited actions were outweighed by the party's necromancer and their collective of controlled undead. When the undead were not useful, the enemies we faced were, 90% of the time, immune to mind-affecting effects.
- I've done the role of a ratfolk, rogue-like alchemist; played with someone who did full rogue ratfolk, and we worked with team work feats. In the 3 times we played, and around 12 encounters, our ratfolk characters never once rolled for an attack. The rest of the party were ranged built characters who picked off most of the enemies, by the time we setup to actually attack. I ended up dieing a third time when the monster self-destructed.
Now, in two weeks, we're set to play Shattered Star. A adventure path in which the player's guide suggests close quarter fighting and a lot of dungeon crawling. Our groups rather open to what they allow - even third party stuff like Ultimate Psionics (so long as its approved).
I've had thoughts about what I wanted to play... I was interested in doing a character that suffered from the hunger rules associated with vampires (Blood of the Night), or one of the race variants from (Blood of the Moon). These were just vague character ideas, honestly. What I should worry about is what I will be playing as a class. I've had ideas like playing a gunslinger (either a Pistolero or the updated Mysterious Stranger), Summoner (Master Summoner), The Harrower prestige class, or attempt the Skald (Advanced Class Guide playtest).
However, my problem now is finding a niche to fill with the party, that I will enjoy.
The composition of the group, as of this post, is as follows:
- Conjuration Wizard - who will use summoned monsters to fight with, while covering arcane casting.
- Paladin (Stonelord) - Frontline fighting, tanking, Healer
- Psionic Class akin to Summoner (Synthesist) - Another front line fighting style.
- Ranger - Style of fighting will be ranged
I think it is rather clear that this group will not need a front-line fighting character, obviously.
When I went to the group about the need for advice, I was told that I probably be happier "playing the healer", "be the trap finder" or "just buffing everyone". I don't have the desire to play Cleric, Rogue, or Bard/Witch... (or archetypes similar to these roles).
Is there something I might be playing as that I am overlooking or am I over thinking it and would be fine playing something I already suggested?
Alexandros Satorum |
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I have always been against filling "niches". Just play the character you want to play, make sure it contribute to the party in some ways and then enjoy solving the problems the AP offers to you.
Althought in your case the master summoner can be easily the guy who buff everyone, haste as a level 2 spell is insane.
pipedreamsam |
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You may not NEED another front-line fighter but in my experience you can never have enough meat-shields (synthesists have a habit of going down at the most inopportune times). The party has all the important stuff covered with a little hole in full-diving casting but that shouldn't be too big of a deal.
If I were you I would pick something that can just go full nova. Two of the more fun options to me would be a magus or a STR alchemist (oooh maybe something based around nat attacks). A gish wouldn't be out of place either and you can make some surprisingly solid ones with the divine classes.
And if you have access to the advanced class guide playtest I definitely recommend taking a look at the Warpriest.
Screw trapfinding. That's way too boring a lifestyle for the 5th man of the party. Everyone knows that's the guy who gets to have all the fun.
ScrubKai |
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If you wanted to go outside of combat for your role, you could be your parties "Face" character.
You could also pull off a controller wizard (fog clouds, rays of enfeeblement, walls, grease, flaming sphere, etc) who messes with the battle field make the monsters tactics not work.
Heck you could run a sorcerer and combine those two roles.
Inkwell |
Thanks for the advice. I will take the advice and play what I wish than filling "that niche". I also like the idea of being the "face" of the group. So essentially I will end up playing a Gunslinger after all, and try to convince my GM to allow for Pistolero to have Charisma-based Grit like the Mysterious Stranger.
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Screw trapfinding. That's way too boring a lifestyle for the 5th man of the party. Everyone knows that's the guy who gets to have all the fun.
I can't tell what you're being sarcastic about, honestly. Elaborate?
Rerednaw |
Rule#1: Play what you find fun.
Rule#2: Refer to Rule #1
To the OP. My interpretation of what you posted can be wrong so apologies in advance.
It looks like you want to contribute more to combat. Don't bother about "filling the niche"
On your shortlist, gunslinger was mentioned. Unless your GM is going to be unpleasant with ammo rules, the gunslinger is a perfectly viable class for providing steady, reliable damage.
Recommend going with the Musket Master or Pistolero archetype. Personal preference is Musket Master...but that's because I like playing Ash and his boomstick (Evil Dead). But the Pistolero is quite functional and effective in close quarters. I am not aware of the updates to the Mysterious Stranger so cannot comment on that.
You also mentioned the Skald from the ACG playtest. I'd take a look at the Slayer. More martially-focused with enough perks to make it a bit different. Or the Bloodrager with the Abyssal Bloodline. But they lean more towards melee (though the Slayer can be quite decent at a ranged build with comparable feats/talents as a fighter).
pipedreamsam |
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I can't tell what you're being sarcastic about, honestly. Elaborate?
Apologies. As someone who almost never run a campaign with a full party (the most players that we have ever had is 3) I just find it funny that the other players are nudging you into playing something so that they can fill all the "roles".
The little dig at trapfinding is just that it really is far from vital. The main feature is just the ability to disarm magical traps but disarming them is far from the only (and often times not even the best) way to get around them.
revaar |
Speaking as someone who is currently running through Shattered Star, your group will greatly benefit from someone who can at least spot traps. There are a lot of really nasty traps so far, and while most of them can be bypassed without disarming, knowing where they are will save lives.
Looking at your group, you are light on divine magic and ranged attacks. A Wood oracle with the seeker archetype would work well.