Wrath of the Righteous build help


Advice

Lantern Lodge

Rules:

20 point buy. 2 traits. Starting gold is restricted due to party wealth. Mythic tier after level 6. Zen archers, gunslingers and synth summoners are banned. As are psionics (and all other 3PP). Starting level is 3rd. Core races only plus Aasimar or Tiefling, because the DM doesn't want min-maxy racial builds, considering 99% of Golarion is Core Races...

Current party is a battle bard, a lock-stock-and-barrel cleric, melee paladin and a classic conjuration wizard. I'm looking for a thematically appropriate build to even out above party

Liberty's Edge

An archery Ranger with Favored Enemy (Evil Outsiders) seems to fill out the party line-up pretty well (especially with the Tanglebriar Demonslayer Archetype...which can even be justified with flavor pretty well as an Elf, Half Elf, or Elf descended Aasimar or Tiefling). Any Race with a Dex bonus is solid choice, and Human's solid due to the bonus Feat...though I'd be seriously tempted by something with Darkvision to play scout.


Considering the most powerful commonly used races are probably human and aasimar I'm not sure your DM's thought that one through. Nevermind, not a problem.

There should probably be someone who can handle traps in the party. A sorcerer or oracle with the seeker archetype would probably be best considering the apparent power level of the rest of the party. I'd make an aasimar oracle with the lunar mystery and the primal companion revelation, and take the celestial servant feat, but there are many different ways you could take this. What sort of character interests you?

RPG Superstar 2012 Top 32

i'm not familiar with the AP (and have no idea what you mean by "lock-stock-and-barrel cleric"), so this is sort of generic advice but it looks like your party could use some ranged damage and some control.

a fighter or ranger specialized in archery could cover ranged damage. or you could go trapper ranger 1/scryer wizard 1/eldritch knight 5/arcane archer to provide ranged damage with archery and some battlefield control with spells (plus trapfinding).

a full caster could also do both ranged damage and control... i think a witch might be best for this: they can use hexes for control and focus spells on blasting (probably want elements patron). a flame or winter oracle could do some of both, or a sorcerer or second wizard. the biggest problem i see with these last 4 options is that you're using your spells for both roles which means you'll burn through them faster (and you won't have enough feats to really excel at both).

i hope that's somewhat helpful... if you post more details or a more specific question you may get some more help.

Scarab Sages

bob_the_monster wrote:

Rules:

20 point buy. 2 traits. Starting gold is restricted due to party wealth. Mythic tier after level 6. Zen archers, gunslingers and synth summoners are banned. As are psionics (and all other 3PP). Starting level is 3rd. Core races only plus Aasimar or Tiefling, because the DM doesn't want min-maxy racial builds, considering 99% of Golarion is Core Races...

Current party is a battle bard, a lock-stock-and-barrel cleric, melee paladin and a classic conjuration wizard. I'm looking for a thematically appropriate build to even out above party

You're eventually going to need somebody that can make some very difficult skill rolls.

Sczarni

As I am currently playing this let me give non spoiler advice:
You need range!!! Do a ranger with favored enemy evil outsider, you will know by level 5 tieflings as well, the level 10+ I have no advice on other than keep evil outsider your highest.
But, unless your cleric is going melee and planning for higher defense, you need to make sure your ranger is capable of switch hitting at least a little.
Are Aasimar variant bloods allowed? If so go Garuda blood aasimar for darkvision and dex and wis boost.
As a secondary to a ranger (they get lots of skills which is why I do them first) consider the bow based paladin. They can be more effective than ranger vs evil and can do some major boosts to hit and damage. I would still do Aasimar but would go Azata instead.
If you don't have any idea if a rogue will be joining the mix and the bard isn't trap capable, go ranger with the trapper archetype to get magical trap finding as a rogue.

Now Mythic: you are likely to either want the champion or maybe the trickster paths. I'd go champion. Along the way you want to snag abilities that allow you to ignore DR. I believe there is one or two that allow full attacks to ignore, but they are higher level. What you do want is to look at the mythic versions to deadly aim and rapid shot...they are nice.
Also if you do champion you might want the champion campaign trait: it gets a boost when you hit mythic.


Pathfinder Adventure Path Subscriber

I agree based on your current party roster a ranged martial would be a good slot to fill, especially if they possess a decent amount of skills or function as a backup face.

So a Paladin of Erastil (bow) or an archery ranger.

Go with Aasimar especially if the subraces are allowed. The Plumkith(Garuda) gets the See Invisibility as an SLA and has a racial trait Toxophilite which grants a +2 to confirm crits. The Angelblooded(Angelkin) is also good due to the Alter Self SLA (make yourself small, +1 to hit from siz, +2 dex, ranged weapons still do normal-sized damage).

The default Aasimar, like the Tiefling are still decent, though the Tiefling has the dex bump. But given the setting from what I can see (demon-slaying) playing a Tiefling may give the party a harder time.

Sczarni

Rerednaw wrote:

The Angelblooded(Angelkin) is also good due to the Alter Self SLA (make yourself small, +1 to hit from siz, +2 dex, ranged weapons still do normal-sized damage).

Wrong. If your size changes so does your weapon size categories that you have to follow. As a bow is a two handed weapon you can't use a med bow with a small character. Also as per the polymorph rules alter self usually changes the size of your gear to be appropriate, so now you do small weapon damage and not the other.


Pathfinder Adventure Path Subscriber
Shfish wrote:
Rerednaw wrote:

The Angelblooded(Angelkin) is also good due to the Alter Self SLA (make yourself small, +1 to hit from siz, +2 dex, ranged weapons still do normal-sized damage).

Wrong. If your size changes so does your weapon size categories that you have to follow. As a bow is a two handed weapon you can't use a med bow with a small character. Also as per the polymorph rules alter self usually changes the size of your gear to be appropriate, so now you do small weapon damage and not the other.
PRD, Polymorph subschool wrote:


...If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

Sadly Alter Self is <> Reduce Person <> Enlarge Person. Unless it got FAQ'd somewhere looks like the 2nd level spell that changes size does not have a reset clause on projectile weapons the way the 1st level Reduce/Enlarge Person spells do. Ah, silly Pathfinder rules inconsistency. Have to remember this next time a GM/player pulls this trick at my table.

So you would be scaling down by 1 point average damage (1d8 4.5 vs. 1d6 3.5) after all. But the +2 to hit, +2 AC, +1 Reflex, etc... is probably a fair exchange.


I'm unfamiliar with the AP, are there a lot of dungeon crawls and/or traps?

If so I recommend an Urban Ranger build.

If not, I still recommend the Ranger build.

Plumekith Aasimar is perfect, especially if you wanna just go all out archery.

STR 10
DEX 18
CON 14
INT 12
WIS 16
CHA 8

Feats are obviously going to be Point Blank Shot and Rapid Shot for combat style, followed by Precise Shot, Deadly Aim, and Many Shot at 6th when you get your Mythic Tier you can pick up something like Mythic Deadly Aim and get all of the damage.

Weapon Focus and Point Blank Master aren't bad feats, and Clustered Shots is pretty important too.


Magus just because you're going into mythic and a mythic Magus will be awesome.

Liberty's Edge

There are not a lot of traps in WotR...a dedicated trap guy isn't likely to be necessary.

My recommendation remains Ranger as above. Maybe going into Trickster eventually, since that seems an unlikely Path for any of the above listed characters, and is pretty fun and effective, IMO.


I second the Witch suggestion. Playing in a game with a Cleric, Witch, Wizard battery it is just awesome sauce. All 3 of us can buff, all 3 of us can debuff, all 3 of us have save or lose, all 3 of us can teleport and fly.

If you don't like casters a Fighter, Ranger or Fighter/Ranger who does archery sounds solid.


Inquisitor Switch Hitter would also be very thematic and strong.

Sczarni

Deadmanwalking wrote:

There are not a lot of traps in WotR...a dedicated trap guy isn't likely to be necessary.

My recommendation remains Ranger as above. Maybe going into Trickster eventually, since that seems an unlikely Path for any of the above listed characters, and is pretty fun and effective, IMO.

Umm while not every encounter area has traps, there are several in each major section, so your advice is not accurate in the sense of any AP...there are enough of those plus secret doors that a dedicated trapper ranger is perfectly good to give it without giving up ranged prowess.

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