Want advice on current group of PCs


Advice


I'm interested in seeing if you can see any problems with this group. We've played two sessions so far in Kingmaker book 4.

All characters are level 9.

Human Oracle of Battle: Uses guisarme
Human Fighter: Uses guisarme
Elf Wizard / Ranger / Arcane Archer
Gnome Wizard Illusionist: (opposition schools: evoc, ench)
Human Bard: Bow.

Any glaring weaknesses?

Scarab Sages

No obvious source of darkvision. The martials are focused on reach weapons and bows, so they may have issues in tight quarters depending on build specifics. No obvious trapfinding, but that can be worked around.

Other than that, nothing stands out, but your information on the characters is pretty lacking.


Either one of the wizards could learn the spell darkvision, and later learn the spell "Permanency" in order to give the entire party such an ability at even higher levels. As for trapfinding, a ranger has perception as a class skill. It's trap-disarming which they'll probably lack in almost entirety. Although there are a few traits that can make disable device a class skill.

As Imbicatus said though, the information presented is pretty lacking.

If you really want to learn more about building a balanced party, you might want to look up this page here:On Building a Balanced Group


It seems like a problem that the only melee weapons are reach weapons. Which one are you? Do you have any plans to build your characters so that they compliment each other?


Thanks for the replies, people.

It's a bit hard to elaborate on the characters seeing that I don't know much about them yet. Any particular information you want?

Westphalian_Musketeer: I'll take a look at possibly getting permanency.

Scott Wilhelm: I play the gnome illusionist. As for reach weapons, it was not actually intended that way. We ended up doing characters separately.

We started off making characters together, but then things changed and. The battle oracle was originally a flame oracle. The bard was originally a str based melee bard. The fighter was originally planned to dump all stats except constitution to make someone who could "tank" but not deal damage... (this was the catalyst to all the character rebuilding as people got worried we'd lack solid melee)

Both the fighter and the oracle are capable at using non-reach weapons as well though they have no weapon focus or anything in them.


While you're looking at getting permanency for darkvision, look into getting it for enlarge person as well. Large creatures have a 10 foot reach, so at that point your melee characters could go with a non-reach weapon and as a large creature they could then still attack things that are 10 feet away.


With so many of your party being archers and wizards, I don’t think it is out of line for that fighter to be a high con/low damage meatshield. It’s what the party needs most, and I think that player should rethink his rethink.

My first thought imagining joining your party with a human fighter would be to go sword and board, more specifically Thunder and Fang, that feat that lets you use an Earthbreaker Hammer in 1 hand and a Klar in the other. I’d get the Bashing Enchantment on the Klar, so it would inflict 2d6, too. Pretty sweet combination: high AC, high Damage. Starting at level 9 as you do, he might give himself Mithril Full Plate.

I like shield bashing. I’d get Shield Slam, Greater Bull Rush, Paired Opportunist, and Combat Reflexes. I’d take levels in Ranger, Inquisitor, and Fighter. I’ve been working on a build like this.

1Ranger1: Freebooter, Improved Shield Bash, Weapon Focus Klar
2R2: 2 weapon
3R2Fighter1: Weapon Focus Earthbreaker, Thunder and Fang
4R2F2: Power Attack
5R2F3: Improved Bull Rush
6R2F4: Shield Slam
7R2F5: Greater Bull Rush
8R2F5Inquisitor1: Judgement, Monster Lore, Stern Gaze
9R2F5I2: Cunning Initiative, Weapon Specialization Klar
10R2F5I3: Solo Tactics, Paired Opportunist

Now to high damage and high AC, he adds high saving throws, and crowd control. Also, Rangers and Inquisitors have skill numbers of 6, not 2, and the party is lacking a skill monkey, like Imbicatus said. Also, the levels in Inquisitor will increase your party’s healing capabilities, which is important, since you Oracle isn’t as good a healbot as a Cleric would be.

Meanwhile, how would you feel about being a gnome Arcane Trickster instead of being a Gnome Wizard? You’ll still have the flavor of being a tricky little Gnome, with a little less magic and a little more skill points. With an archer, and Oracle, and an Arcane Archer, the party seems to need less arcane hitting power and more skill points.

I hope I’m not being presumptuous with my suggestions: they are your characters and it is for you to discover your own ideal character builds.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Scott Wilhelm wrote:

Meanwhile, how would you feel about being a gnome Arcane Trickster instead of being a Gnome Wizard? You’ll still have the flavor of being a tricky little Gnome, with a little less magic and a little more skill points. With an archer, and Oracle, and an Arcane Archer, the party seems to need less arcane hitting power and more skill points.

I hope I’m not being presumptuous with my suggestions: they are your...

Arcane Trickster isn't that much better than Rogue 2 / Wizard (Illusionist) 7. Assuming you would apply the Favored Class Bonus to skills as Wizard, the Arcane Trickster only gets one more skill rank than they would as the Wizard. The main reason to take the second Rogue level would be for the Rogue talent Trap Spotter.

They should probably figure out what skills need covering and make sure they have someone in the group to cover each skill, at least two different people for Perception skill.


I generally try to avoid multiclassing and, in particular, prestige classes. Interesting suggestion, though.

We've already played two sessions, so it's a bit late to change anything.

We have all knowledge skills covered (me and the bard), we have two characters covering perception (me (+15 or so) and oracle), we have spellcraft (me and bard).

I think both the fighter and oracle have decent ride scores.

Bard covers bluff and diplomacy. All we're possibly missing is disable device, but through the first 3 books of kingmaker... Well... Let's just say those skill points would've been rather wasted :P

Silver Crusade

@OP: You're looking for The Forge of Combat by TarkXT.

The party you describe sounds quite solid, by that standard.

Hammers: 3 Anvils: 1 Arms: 1

Human Oracle of Battle: Uses guisarme (Hammer, doubles as Arm)
Human Fighter: Uses guisarme (Dedicated Hammer)
Elf Wizard / Ranger / Arcane Archer (Hammer, secondary role as Anvil)
Gnome Wizard Illusionist: (opposition schools: evoc, ench) (Dedicated Anvil)
Human Bard: Bow. (Arm, doubles as Hammer)

I see all the basic roles well covered. Besides the suggestions above, it seems pretty solid. Tactically, the reach weapon wielders can have overlapping zones of control that greatly protect the ranged PCs. Do have a plan for foes who get close, but with that setup you're not likely to need it very often.

Your PC, as the dedicated Anvil, has a big responsibility. It'll be your job to control the battlefield, so as to give your side the advantage. Sometimes that may be as simple as a well-timed color spray, but other times it will be very difficult. A lot depends on how your GM runs illusions, of course. If you fail then your allies may be in great danger. If you succeed the glory goes to the Hammers.

Since you can cast Conjuration spells just fine, you might consider using Summon Monster as a backup tactic for when illusions and trickery fail.

The two tripping Guisarme wielders might consider both taking the Paired Opportunists feat.

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