Who to add to this group?


Advice


I recently became involved in a Pathfinder group. Last session, I just kind of observed and read the rule book. This week I will be drafting a character and joining play. I'm trying to decide what kind of character to make that would really complement this group. Just so you know, the group is core rules. So, if it's not in the core rulebook, I can't use it. We have:

1) Barbarian. Very smashy, like you would expect from a barbarian.

2) Cleric. Fire and Healing domains. An ok backup tank.

3) Rogue. Melee-oriented, but not very good at it. Probably should stick to ranged.

4) Sorcerer. Fey bloodline, I believe. The usual spell-slinging fare.

My first thought was extra muscle, but since the barb is smashy, I was thinking something like a defensively-oriented monk with combat expertise and various improved combat maneuvers. Between disarms and trips, I'd be able to open up even more attacks of opportunities. For this, I was thinking either a dwarf with focus on dex and wis, or a half-elf for the same. The former is a little munchkin, the latter will let me do more with diplomacy and RP.

My next thought was a paladin, thought it could be a little redundant with the cleric. But, it would let me wear shiny plate mail and swing a sword. Or, I might make him a gnome or halfling and give him a riding dog. then he could be like Sir Didymus and Ambrosius from Labyrinth. :) Wouldn't be terribly effective, but would be funny.

And then my third thought was just do something totally random. They have the fighter/mage/cleric/thief bases covered, so I might as well be random. I had this idea for an amnesiac bard once I never got around to playing. Or, a wizard/artificer might be crafty fun.

Anyone have any thoughts? Thanks.


This team would love a buffer, so your Bard would be a great choice.


Witch! Inquisitor!

Scarab Sages

For a core only group, bard is the best fifth wheel. Performance makes everyone better, your spells can help turn the tide, and you can off heal when needed. You are also best suited to be the face of the party.

You can be effective ranged or melee.

Grand Lodge

If you want overkill go with a summoner.

If you want to make them perform better even the crappie rogue then go bard. Knowledge skills are handy.


Bards are fun, and you might help the hapless Rogue actually hit stuff. A mounted Paladin also might be more effective than you'd think.

Grand Lodge

You want a mounted halfling you could look at my build. Rangers are fun stuff. Just click my avatar. Cavalier is good too but I really like exotic mounts that beastmaster ranger gives. I ride a gecko for dungeon busting climbing walls. Dire bats are a great choice as well.


Just a reminder, I can only use what's in the core book.


Since the group has the basic four types, you can take whatever you like.

Another arcane caster or fighter type is almost never wrong, but avoid a second rogue. A second cleric is pretty rare, but on the other hand works too, especially in tough campaigns.
From your text you say you were thinking about pally and monk first, so you seem to like melee over magic. I don't like monks, so I recommend the paladin :)

The class has not much to do with the cleric, btw. He gets full BAB progression, martial weapons and heavy armor, which makes him a frontline tank. The spells he shares with the cleric (and a few are paladin only) are mostly those where a few more copies are welcome. His abilities are better than they were in 3.5, like Smite Evil is now fun for the whole group and his LoH can remove those nasty conditions.

(If you were into magic, I would recommend the wizard, since two arcane casters are always good. The wizard can add in versatility which the sorcerer lacks.)


Because of it being core only a bard is the stereotypical answer, and a good one at that. However there are a number of other good ones as well.

My thought is grab someone who does good area of effect damage. With core only that is a negative channel cleric. Even with the limited means of core only it is very possible to kill mobs very easilly. Base domains (ie no subdomains) is t too bad a loss either as domains like madness, darkness, or death will make boss fights trivial as well.

My second would be a ranged paladin as he is great at it and your ranged abilities in the group isn't strong, not weak but not good either. His CON would t need to be very high just charisma and dex with MAYBE a 14 in strength for composite bow.


Control/god wizards are always welcomed as are buff type bards.


Quote:
From your text you say you were thinking about pally and monk first

I actually prefer magic, or something with a lot of specials. I like having more options than just smashing things.

Since starting this thread, I've also been thinking about a druid. Spells are a little more offensive than the cleric, but I also get wild shape for getting into melee when needed. I could scribe scrolls (with feat) during down time to rack up a stash of contextual spells or stuff I'd just want to have extra. Probably more powerful than a bard, right?

I do like the idea of arcane casters, but I'm not a fan of a wizard's spell prep. Often enough, one preps spells that end up not being useful, while the spells you need are not the ones that are prepped. What's a control/god wizard anyway?


Depends on whether the Sorcerer is a blaster or a controller. Groups can always use a controller (and 2 of them are often complementary).

A control caster uses spells that affect the battlefield in ways detrimental to your foes and beneficial to your allies. It is a proactive style that serves as a force multiplier for your group. These spells are almost never unusable.

Edit: Read Treantmonk's Guide to Wizards in the Guides section of the Advice forums.


The sorc is definitely a blaster. I'll check out the wizard guide.

Sovereign Court

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Bard or evangelist cleric would be helpful to everyone. Grab Flagbearer feat if you can and buff everyone.

Druid would be a good jack of all trades; it can do everything from controlling to melee to sneaking around.

Summoner with the right build gets a lot of critters on the ground and buffs well to boot. I don't know if APG counts as core though.

The thing about Wizards is that you get Scribe Scroll for free and so you just prep the spells you think you're going to need that day, and learn others that are situationally useful so you can scribe them. It's slightly costly but you are the swiss army knife and experience tends to equalize at mid-high levels.

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