| tsuruki |
So, my character (level 2) just got fragged by the combined effort of an AP boss and his fellow adventurers (funny story explained below).
The character in question was a second level Warpriest. She was a sword & boarder but would go into 2-handing once she finished retraining her starter feats into power-attack and furious focus. Getting killed was not part of the plan, I want to make a new character but I would rather not make a new Warpriest just yet.
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The team lineup is:
Me, frontline & healing.
Investigator, current skill-gimp only, future secondary frontliner (Via Weapon finesse & Houseruled Greater weapon finesse (Dex->Damage).)
Shaman, novice necromancer, my guess is my old character will become his first minion.
Sorcerer, combined controller & blaster, as a 2nd level character he is still in his weakest period.
The team is, now that i'm dead, mostly neutral but slightly leaning evil. There is a player looking forward to being a master necromancer sometime in the future so I don't want to make a paladin and set the group up for some pretty heavy character conflict (I can be a lenient paladin, but raising an army of the dead is a jarring stretch no matter how I look at it).
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So, right now the team as a whole is pretty rubbish at combat, between enemies running around screaming and attacking things I also have the other players generally running around screaming for their lives. I need to be pretty darned good at combat right off the bat so that nobody dies until the other players come into their own after a couple of levels.
I also need to be able to heal, the investigator has just barely enough healing to maintain his own hp, and so does the necromancer, the sorcerer needs to rely on wands and me for healing. Mostly the chief target for healing will be myself, as the team tank.
That leaves me with a need for:
A: Sustained constant combat ability.
B: Occasional healing ability.
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Current runner ups for next character (I get to start level 2) (Names are placeholders).
1) Garrol the grave. A lawful dhampir antipaladin (another houserule).
As a Dhampir Garrol is healed by negative energy, combined with touch of corruption that gives him as much self healing as any good paladin would be able to muster. He'd be equipped with a reach weapon and build for Power attack-Combat reflexes-Pushing attack-Lunge. Any input for other combat styles or ways to continue this one are welcome.
2) Harry the hunter. The exact kind of hunter is unclear, but it will probably be a 2-hander with a tough bear companion, the idea is to abuse the strength mechanic of Animal focus and have the bear tank some damage. Anyone have any tips for going full-melee as a Hunter/Druid? Which do you prefer?
3) Bork the brute. A piss-for-brains Ork barbarian with maxed STR and CON, you dont need healing if you can just outlast anyone you meet! Full on power attack + falchion crit build. I can use a houserule Fast healing feat to heal a bit between fights (Fast healing 1 that brings me to 50% if I go below 50%, so long as I stay awake) so the lack of healing wont hurt quite as much as it would.
Those are the current runner ups for next character, I would love to hear some feedback about them and some input.
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While you wait as your brain hashes together some feedback, here's how I died:
The group just entered a shiny new dungeon! There's unlit torches here and there and some signs of an ancient civilization scattered about the floor and walls, we scamper about with me, Misha Brakarlov, a Russia/Linnorm lands themed Warpriest of Water & Strength obsessed with demons. As we explore the terrors wreaked by greenskin raids we happen upon evidence of murder and mystery, and some tiny evidence of demon workship. The group dutifully tracks the evidence twining together the greenskin raids and murders, whils Misha obsesses over demons, until the group finds the current dungeon and delves into it. The mystery deepens as we scamper about and explore, untill we find, a Lamashtu altar! The ecstatic Misha sets about destroying the thing and the murky liquid offering atop it, distracting the whole party from the danger lurking in the corners. The inquisitive investigator jests as Misha fails repeatedly to harm the altar, then suddenly some spell lulls Misha to sleep. For a moment the party is stunned, then the Necromancer springs the idea of a prank, "Lets pour the stinky crap on the altar into her mouth! What could anything brewed by goblins do to a tough chick like her, I bet it tastes awful though!".
In the midst of pouring the unknown liquid in Misha's mouth a demon appears! So far invisible in the dark corners of the chamber. With magic he sieges them in the isolated room, the fight quickly goes bad, so they pull Misha to her feet, pale faced and delerious. "Wha.. hu.. A Quasit! Demonth! Blargh, whats this awful taste, arghuha! I Will slay you monster!. A pitiful fight ensues as nobody hits anything except the demon who slowly rips everyone (mostly Misha) apart, the little beast inflicts a weak CON poison with each hit, each poison (save DC 12), was failed on a total result of 11, including the penalty for being sickened (-2). A couple of ramping failed saves later (Results of 13 and 15, vs DC's of 14 and 16) the severely con damaged Misha falls silent at the start of her round as her partners run away.
Never have I so neatly been killed by my friends by accident, woopsies ;)
Magda Luckbender
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Let's look at this team using the metaphor of The Forge of Combat
Arm = Support & Healing
Hammer = Inflict HP damage
Anvil = Battlefield control
A balanced group wants to cover all three roles.
Investigator - Hammer?
Shaman necromancer - Arm/Anvil?
Sorcerer, combined controller & blaster - Anvil/Hammer?
It looks like your three companions sorta-kinda-barely cover all three basic roles. That frees you to do almost anything you want. They seem weak on melee combat. All 3 of your proposed replacements seem solid.
Summary: Play whatever you want.
| tsuruki |
Have you considered an Ancestor or Metal Oracle? With a few buffs they make suitable frontliners.
You could also consider a cleric with access to the animal domain, or any type of druid, to get both beats and buffs/heals for yourself.
Metal oracle looks interesting, Dance of blades and Armor mastery make for a very quick frontliner! Do you have any suggested builds I can look at? Even if it isn't On par with a full-bab character for offence my teammates will pick up the slack when their characters grow.
| BadBird |
| 1 person marked this as a favorite. |
Just for a totally out-there character concept that makes me smile...
Martial Artist Monk 1 / Cleric of Hei-Feng (Protean & Deception):
1. Use a 9-Ring Broadsword with Guided Hand to do Wisdom-to-attack, along with Wisdom-to-AC from Monk and of course Wisdom-to-DC spells.
2. Use flurrying two-handed Power Attack with your Wisdom-9-Ring to dish out damage; Divine Favor/Power naturally also picks up the process. Use absurdly stacked wisdom AC to survive, with a Mirror Image (deception domain) when you think you're gonna need it.
3. Use Touch of Chaos to ruin enemy turns; later, make your 9-Ring Conductive, so that Touch of Chaos becomes a natural part of slashing at foes. High-wisdom Stunning Fist through your 9-Ring a few times a day is another possibility (Cornugon Stun).
4. Use Aura of Doom to scare everything you get close to without having to do anything. Use Instrument of Agony to take foes out of the fight as a free action once per battle. Use Aura of Chaos when the world around you just isn't enough of a howling maelstrom of primordial WTF for your liking. Use Confusion (deception domain) for laughs. Naturally, all of these are DC'd off your absurd Wisdom.
In short, be the crazy chaos spawning kung-fu broadsword flailing follower the Duke of Thunder always wanted, but was afraid to ask for.
EDIT: Flavor-wise, as a worshipper of Hei-Feng it's recommended to name your Keen, Conductive 9-Ring Broadsword "9-Crows".
Dafydd
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A couple ideas:
Catfolk Hunter. Pounce on your foes, followed by your (FAC, Big cat is good, Utahrapoter is best overall just not all DM like dinos in games)
You get CLW access in spells, as well as Lead Blades, one of 3 classes that can cast it.
Magus (Bladebound Kensai). I prefer to take a whip with this, as it is great control with trip and disarming. Bastard sword is also an option for damage.
Kensai (bladebound optional) Magus X/Swashbuckler 1. Similar to above, take the katana however, lots of damage. If not taking Bladebound, you can take a familiar, at 7th level, change it out for an Agothian Silvesheen (has Lay on Hands, as a paladin of your level)
Bloodrager (later DD). This one I suggest clearing with DM, otherwise it gets hairy. It is similar to your Bork plan, but with minor spells, and better AC (via natural armor from bloodline).
Summoner. Use your UMD for CLW wands or, see if your DM will allow wand use in clawed paws, use the skilled evolution UMD. No longer needed once you give it the ability to cast CLW as a SLA.
Last, Druid. Use a scythe (2d4, x4 crit) or scimitar/shield. Still get CLW access too.
I can expand the idea for details on request. Just didn't want to make a mile long post.
| tsuruki |
Martial Artist Monk 1 / Cleric of Hei-Feng (Protean & Deception)
As an addition to this combination perhaps a level or two of Sacred fist might double the OP! Wisdom 5 at 2nd or 3rd level = AC +10. I haven't looked into the stacking elements of Sacred fist and monk yet though, so perhaps it wont work?
| tsuruki |
Summoner. Use your UMD for CLW wands or, see if your DM will allow wand use in clawed paws, use the skilled evolution UMD. No longer needed once you give it the ability to cast CLW as a SLA.
I did wonder if it were difficult to run a frontlining Summoner, his proficiensies dont lend themselves to combat well but perhaps a reach summoner can do a good job of it?
Combine with Eidolon to get a combo of Big scary monster that deals damage & takes damage (Eidolon) and a less frightening but hard to get past dude with a longspear. Summon monster spells for even more battlefield control to ensure allies don't get attacked, I could, via one class feature or another, soak up all the damage output from enemies all by myself!
| Shane LeRose |
| 1 person marked this as a favorite. |
Sacred Fist. I realize you just played a warpriest, but this is a warpriest plus monk on crack. Take pummeling style at 1st level. Maybe dip one level into Monk (Master of Many Styles archetype) so you can get Pummeling Charge at 2nd level. Take the trait that adds +1 to all your luck bonus' and suddenly Divine Power (1st level buff spell that adds +1 luck bonus to hit and damage) becomes a class feature.
Battle Shaman archer. Seriously. Your 8th level ability is a better version of the inquisitors bane ability. Take Life as your wandering hex and you'll be able to channel energy by 4th level. Super utility, a fair amount of control and surprising damage support in the form of deadly archery.
Ecclesitheurge with a one level dip into sacred fist. Be the ultimate bad touch cleric and take the maddness domain. Make it your secondary domain so you can keep the sweet domain ability, but dump the crappy spells.
If you decide to go Hunter I suggest verminous hunter so your scorpion/mantis companion can take worm as the animal focus and gain fast healing/fortification.
We're about to start an AP and I'm torn between the first two options. I hope you enjoy these suggestions.
Dafydd
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I did wonder if it were difficult to run a frontlining Summoner, his proficiensies dont lend themselves to combat well but perhaps a reach summoner can do a good job of it?
Combine with Eidolon to get a combo of Big scary monster that deals damage & takes damage (Eidolon) and a less frightening but hard to get past dude with a longspear. Summon monster spells for even more battlefield control to ensure allies don't get attacked, I could, via one class feature or another, soak up all the damage output from enemies all by myself!
Until you get Twin Eidolon, you do not want to be near the front line. I suggest just dropping minion wave after minion wave in front of the foe to soak damage. Reach evolution is good for making sure no one slips past. That is what the eidolon and summons are for after all.
Half Elven gets you +1/4 evo point per level (via FCB)
Since you need SF conjuration for the summoning feats, do not forget taking Grease, Create Pit, Spiked Pit, Acid Pit and Hungry Pit. They are very powerful, and as long as foe can not fly, will take foes out of combat, maybe stop an "ally" or 2 as well.
Superior Summons is great at higher level (lvl 5 or lvl 7, depending on if you like the pits or pets more) adding another pet to the reinforcements means more damage sponges, more flanking opportunities and more AoO if the foe tries to reach the squishes (ie party members)
Note: you only need to take reach only once for this purpose, that attack is usable for all AoO.
Note 2: Once you can get the magic evolution for CLW, you no loner need Skilled (UMD) so you can change that point to something more useful.
| tsuruki |
Thanks for the tips and ideas everyone, I've got a small bunch of characters loosely statted up now, better stop looking for more ideas before i'm totally swamped with cool choices.
The post idea mining exercise characters are:
1) Garrol the Grave, already mentioned Blackguard. Reach built.
2) Livianne Lazydale, the metal mystery oracle with a scorching temper. Quick moving 2-hander/caster. Whenever she needs combat backup she will summon it herself by summoning metal fluffed critters with summon monster ("They came from the realm of metal!!" Insert melodic rock here).
3) Harry the Hunter MKII. Not sure if Druid or hunter yet, but it'd be a sword & boarder with a penchant for tough critters and niche ranger spells. That verminous hunter tip was good, fast healing FTW.
Too bad the chaos theme guy already appeared in an other form in my last game :P
The halfling of endless chaos, dat absurd domain power.
Dafydd
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3) Harry the Hunter MKII. Not sure if Druid or hunter yet, but it'd be a sword & boarder with a penchant for tough critters and niche ranger spells. That verminous hunter tip was good, fast healing FTW.
My 2 cents on this, I know it is mostly set.
Hunter is better vs Druid if you are not spellcasting often.
In addition, LEAD BLADES. Your longsword will go from 1d8 to 2d6....
Boosts damage from shield in shield bashing too, if you go that way.
Finally, if your companion dies, you may choose to forgo replacing it to give yourself the free constant animal focus benefit. Some DMs might force you to wait till it actually dies, other may allow you to just forgo it from the start.
BTW, can not wait to hear how they die, I am still chuckling about the poor warpriest.
| Secret Wizard |
Dwarven or Oread Ranger with Dwarven Heritage.
As for archetype, freebooter, witchguard or guide are all good, as well as shapeshifter, not sure how good divine tracker is. You have several options to gain more AC. (Inflator also comes to mind)
I personally prefer not losing favored enemy because it means losing hunter's howl and I just love making my howl before going to town.
Catfolk claw build with Greater Weapon Finesse is awesome too.
| Paulicus |
Pretty funny story! Seems like your companions should be a little more concerned when one of their own suddenly falls unconscious :P
Your first two choices both seem like they'd fit the party dynamic well enough, and once your allies get stronger you have a decent mix of abilities (as you and others have mentioned). Melee does seem to be your 'weak' point though.
Do antipaladin's get swift 'healing' for themselves? If they don't it sounds like your GM would be willing to houserule that anyway, cause they probably should.
Between hunter and druid, I'd prefer druid for full-casting, great utility, and I think wildshape might make him a bit tougher in melee. Offensively, at least, and it'd be a little easier to get big and control the flow of battle. Of course, I haven't really played either class so I'm not a great judge.
The ORK would be effective (there's a reason people like that kind of build in the first place right?). If you have fun with it, that's the biggest factor.
| tsuruki |
Do antipaladin's get swift 'healing' for themselves? If they don't it sounds like your GM would be willing to houserule that anyway, cause they probably should.
The swift action to affect themselves I think is the only clause missing from the mostly copy-pasted class description that is the Antipaladin, we feel that since there was no method for a player to attain "semi-undead" status at the time we give the Antipaladin the benefit of the doubt, effectively treating his Touch of corruption as a negative energy Lay on hands.
Did you know that RAW Touch of corruption is treated as lay on hands for the purpose of interacting with feats? This means that you can Raise the dead with Ultimate mercy via evil energy! I am so gonna abuse this and yell as I use my evil power to raise my companions yelling "YOUR SERVICE DOES NOT END! EVEN IN DEATH!"
(Greater mercy doesnt work though, because of how the feat mechanic is worded).
| tsuruki |
So an anti-paladin can use Radiant Charge to nova into a blast of pure goodness?
Yeah, because Touch of corruption is treated as Lay on hands for the purpose of feats. Note though that the damage is "Holy", not positive, so its not based on alignment and is equally good against good and evil creatures. So yeah, totally op.
Kiinyan
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If you want a really tanky frontliner who can do a massive amount of healing (and sometimes a startling amount of damage) go the Hospitaler Paladin. Especially once you get access to shield other you will be able to soak a lot of damage for the party, then heal it off through lay on hands, and channeling. You get heavy armor, Sword and board, and when you need it smite is just godly damage. To make it more absurd, make him the Tiefling that gets +Str/Cha, and take the FCB that gives +1 healing/FCB when self healing w/ lay on hands, along with the Fey Foundling Feat.
The only problem with this is your party will lack some damage unless you're smiting, but a 16 Str w/ smite should still do well at the low levels.
| tsuruki |
May i go a very different route and suggest Skald? It has healing, really good buffs and is an able front liner. It suits your needs well.
Sadly all my teammates largely ignore strength, the casters cast, and the investigator is building dexterity for damage, so a team-wide strength bonus is pretty much a waste over just granting regular bard buffs which would serve this particular team much better.
| tsuruki |
So I already have a death story for you guys!
My Dhampir "Blackguard" makes it onto the scene, his introduction is:
"You see a trio of obvious glory seeking adventurers, their exotic garbs and expensive equipment speak volumes, especially their vastly different accents and fashions."
"One of them seems to be arguing with the other two over a dimly glowing sword hes holding, it seems the other two are cutting him short, grab the sword, and then they split."
A team member declares to the group, "Hey, that guy is wearing some fine armor, and he's tall, I bet if we set this right we can get him to join our band as the new muscle. The gods know we need it too."
"Right you are" responds a second. "Lets set this right and earn ourselves a new "shield"."
As the Stranger and his ex-companions draw their weapons the group approaches and the Investigator declares "Need help with this sir? Criminals shouldn't go unpunished"
"Hm?"
Then the fight ensues.
Blades start swinging and a smokestick is dropped, a slightly bewildered and outnumbered Dhampir declares "I Am Garrol the Grave, help me get my blade back! Ill find a way to pay for the help."
Round 1 of combat (And Garrol's Existence): Investigator PC and Shaman PC win highest initiative, followed by an NPC Cleric wielding the slightly interesting Longsword in both hands. Shaman and Investigator both drop buffs. Cleric proceeds to natural 20 crit Garrol, rolling max damage + power attack, enough damage to drop Garrol far enough into negative to have just 1 hp left, thankfully I make the save and the negative energy wielding necromancer shaman is standing right next to me.
Here is the kicker, I convince him that in this situation it would be much better to have the Hammer stand up and fight rather then attack himself. After all my attack and damage stats exceed twice his each. But I haven't yet had a chance to tell the Necromancer that I'm a Dhampir, given that I´ve only known them for just 1 round.
Round 2 of combat (And Garrol's existence). Investigator and the rest of the team put some distance between them and the enemy, except the Shaman who pours a potion of cure light down Garrols throat, who garles pathetically and dies.
Garrol had a total of 7d6 of unused self-healing at the moment of death.
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X rounds later, the fight is over, the group recovers some supplies from the corpses (the Shaman is repaid his potion with some of the Dhampir's surviving gear). Garrol is nicknamed "Peter pointless" and the story moves on.
Good thing you gave me the Oracle idea, she was half-statted in my mind and ready to be written down post-haste.
Leera the Steely's 2nd encounter has her being natural 20'd by a miniboss, max damage, thankfully she is not damaged by positive energy. Also she was ►This◄ close to falling into a 20ft shaft of darkness as she slumped to the ground.
Not a good start leera, not good at all.