what's the best fit: class selection help


Advice

Grand Lodge

My main campaign is going on hiatus and we are going to have a little adventure with some new character. We will be starting at level 2 or 3 with a 20 point buy. We won't be leveling higher than level 8.

Its a small group, 3 players maybe a 4th player.

The group at this point is a summoner and an artificer (link: https://sites.google.com/site/eberronpathfinder/conversion-info/classes/art ificer).

I am considering:
A longsword focused inquisitor, a zen archer, a dwarf invulnerable rager, a dawnflower dervish bard, or a swashbuckler (playtest v.2). The DM did say that a scarred witchdoctor would be possible should I opt for a full caster.

I would appreciate any help y'all could provide in narrowing it down.


Zen archer is great for a dip, and with your limited class range, it may proof an easy way to secure Pseudo- Rapid Shot, and Precise shot at lvl 1. But, with 20 point buy, your stats are gonna hurt, and monks need almost every stat. so a prolonged stay may not be fun.

If your set on single classing; I'd suggest the Inquisitor; it get's it's fun toys from level 1-5/6, before it starts just upgrading, so you'll have a power charged rise, and be able to do Melee, Magic, and social, at with around 3 Stats; Str, Dex, and Wis.


London Duke wrote:

My main campaign is going on hiatus and we are going to have a little adventure with some new character. We will be starting at level 2 or 3 with a 20 point buy. We won't be leveling higher than level 8.

The group at this point is a summoner and an artificer (link: https://sites.google.com/site/eberronpathfinder/conversion-info/classes/art ificer).

Describe the other characters in terms of their roles rather than their classes and you're probably half way to answering your own question.

Presumably your summoner is going to be a melee build. Is the artificer going to concentrate on buff/debuff, blasting, or something else? Does anyone in the party have healing capability? Who's the face? What skills do you need to to have a good spread for the whole party?

Grand Lodge

The artificer is trapfinder, buffer/debuffer. And the summoner plans on having his eidlion in melee. Both players have high system mastery. Since its a small group, versatility is key, perhaps a switchhitter ranger/slayer in order. The only area we really need is someone sneaky.


In a 3 person group, your best bets are always versatility. In your situation, a divine caster seems like a must. Even if you can get wants or potions to cover hit point damage, negative effects (disease, poison, ability damage, negative levels) demands divine magic to recover from in time measure less then multiple days.

An eidolon can provide an effective frontliner and you have a fair bit of arcane magic in the party. If the artificer has the 'dungeon skills' covered (perception, disable device) and I would assume things like knowledges and spell craft, you might not have anyone sneaky, but that isnt really a need. After all sneaking just splits the party most of the time.

You need someone with access to divine spells, and probably wouldnt hurt if you could fight a bit too. Druid with a tough companion in barding would be my first choice (divine magic plus an additional front liner, further extending the party's action economy). Of the ones you mentioned, witch or inquisitor seem like better choices.

Grand Lodge

I haven't thought of a druid but that could be fun. Would you recommend melee heavy or casting heavy?

I also think an intimidate focused inquisitor could be quite enjoyable.

I've never played either class before but both have been very high on my bucket list.


London Duke wrote:
I haven't thought of a druid but that could be fun. Would you recommend melee heavy or casting heavy?

In this group, i'd make the druid casty, but pick an effective combat companion (big cat is my personal favorite) give it light armor profficiency and put it in barding. It will make almost as good a tank as the eidolon.

Quote:

I also think an intimidate focused inquisitor could be quite enjoyable.

I've never played either class before but both have been very high on my bucket list.

Inquisitors are alot of fun. Most people prefer ranged versions which wouldnt be bad for your group. After all you do have a front liner, some ranged damage would be good to have. And you would be able to be good in the social skills, particularly interrogation type skills. You wont have quite as much 'casting' though, which may be an issue in a small party.

Its a trade off, more magic and fighting ability is in the druid. More skills is in the inquisitor. You might want to ask your gm which would be more useful in what he has planned. If its a more social or urban adventure, inquisitor would be more useful. If its dungeons or wilderness, druid is more useful.

Grand Lodge

Is dwarf the way to go with a melee inquisitor? I figure between steel soul and their FCB they have some definite brownie points.

Grand Lodge

I would really consider a Ranged PC.

Ranged Inquisitor, or even a Ranged Paladin, would be good.

Grand Lodge

Well if I went ranged, it would be really hard not to roll up a zen archer.

Edit: And although I love paladin mechanics, I cannot abide LG.

Grand Lodge

Another option, is the Warpriest.

It is currently, one of my more favorite classes.

Grand Lodge

I wish that was an option but since the DM is new to that side of the table he just wants the current classes since they are familiar to him totally understandable.

Do you guys think we would be hurting bad without a dedicated ranged character? Does a switchhitter ranger function well in a 3-person group? For an archer set-up, a wood oracle may be a solid choice as well.

Grand Lodge

If you already have a melee focused Summoner, then you will get outshined, and redundant.

Ranged gives you more options, and having a bit divine casting with it, will help you fill out other gaps in the group.


London Duke wrote:

I wish that was an option but since the DM is new to that side of the table he just wants the current classes since they are familiar to him totally understandable.

Do you guys think we would be hurting bad without a dedicated ranged character? Does a switchhitter ranger function well in a 3-person group? For an archer set-up, a wood oracle may be a solid choice as well.

I dont think a dedicated ranged character is necessary. Someone needs to be able to hit things at range but it isnt a 'key' component in my mind. The summoner can always drop summoned monsters on things far away (or drop them in pits), and if you play a druid you can do the same thing. Ranged is good, but if you have the mobility offered by the summoners eidolon (making it fly is rather easy and you can make it stupid fast if you want) or the druid (wild shape is the best mobility spell in the world) and 2 characters that can easiliy summon creatures on enemies heads, you dont need range.

You do however need a solid divine caster (ranger doesnt cut it in my mind) and some action economy help (druids animal companion).

Grand Lodge

The artificer can replicate any spell in the game so we wouldn't be without divine assistance. However, I agree it would probably be nice for me to support via divine magic. Is ranger/paladin spell support enough or do you think a full 6 or 9th level caster is important?

I'll tell you the truth, a ranged inquisitor intimidates me a bit, ranged just requires so many feats and so much can go wrong where melee is very straightforward.

Grand Lodge

Not really.

Ranged really isn't as complicated as you think.

Grand Lodge

BBT would a ranged inquisitor be more useful IYO than a druid?


London Duke wrote:
I haven't thought of a druid but that could be fun. Would you recommend melee heavy or casting heavy?

Neither. Go with a straight-up, no modifications or alternate class-features, baseline druid. At base, druids are always going to favour casting, but melee isn't a problem for a druid, either.

...and therein lies the great power of a druid: With the right selection of feats and skills, there isn't much of anything that a druid can't do...or pretend to do long enough to be useful. Melee (using Wild Shape or summons), direct damage (not as much as a wizard or sorcerer, of course, but your party has neither), healing (again, not enough to replace a cleric entirely, but utterly indispensable for a party without one).

The more I think about your party's current build, the more I think that a baseline druid is a perfect fit: Able to fill in, and more importantly, able to keep up.

Grand Lodge

London Duke wrote:
BBT would a ranged inquisitor be more useful IYO than a druid?

Well, not really.

Druid is too dang good.

Grand Lodge

Should I keep the animal companion and focus on wildshape killing or go domain & spell focus and just let summoned beasts do all the hard work.

this feat is available to me:

Domain Spontaneity [General]
Prerequisite: Have access to at least one domain, Have access to spontaneous casting class feature.
Benefit: Choose one domain that you have access to. You can now spontaneously cast spells from that domain by swapping out other spells of the same level, in the same fashion as a cleric swapping out for cure or inflict spells or a druid swapping out for Summon Nature Ally spells. You can take this feat multiple times. Each time, choose a different domain that you have access to.

Grand Lodge

That is decent, with the right Domain.


London Duke wrote:

Should I keep the animal companion and focus on wildshape killing or go domain & spell focus and just let summoned beasts do all the hard work.

** spoiler omitted **

I would do a mix. Keep the animal companion (best option you can have in a small group) and then spend your own actions casting summoning etc (using wild shape for utility rather then combat).

And in general, almost no things are more useful then a well made druid. In particular because the druid excels across the entire level spectrum unlike a certain smarty pants book worm.

Grand Lodge

I was leaning towards aasimar for "celestial servant" were I to take the Animal companion.
Smart idea?

The think I am having a hard time with is what feats to grab to get started. I mean I want to have strong summons SF:C and augment summoning are really important, as is combat casting. But if I want to be attiquate in combat I may need some feats dedicated there, specifically power attack.

I considered Skinwalker as a race, while flavorful, does it offer anything better than aasimar or human?

Grand Lodge

Speaking of celestial servant, was there ever an official ruling as to whether the AC got d10 hit dice and good BAB when it became a magical beast?

Grand Lodge

Well, you want a super companion, then Aasimar Lunar Oracle is the tops.

Slip a Racial Heritage(Half-Elf), Paragon Surge, Eldritch Heritage combo in there, and be super versatile.

Grand Lodge

Well I don't need super companion but strong enough to compete with an eidlion would be nice.

Grand Lodge

Do you think the feral child archetype is a trap for a character in this kind of group? I could see a skinwalker (gm approval) feral child being pretty flavorful and fun... But how much will I miss wild shape.


Forget about the animal companions. Go full on caster druid, grab the domain, you can be your own melee character as needed. Otherwise you can control the bf, summon, and get some divine goodness going. Honestly, if I were you I might consider an archer or reach cleric or an oracle. You can create powerful melee or ranged characters with versatility of a 9 level divine caster. Just don't worry too much about CHA in a cleric build, forgo your channels to build a stronger fighter/caster and hold on to wands of CLW.

Grand Lodge

The campaign is for levels 3-8, 9th level spells won't come into things very much. Technically with the druid I don't even need a wis abover 14 because 4th level spells will be the highest I will be able to cast.

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