RotRl build help :)


Advice


Hello friends, my english are bad, but i will try to explain, and u understand me. My friends and me, we will start runerlords thursday :), my team are :

-cleric heal buff and hit when he can :)
-Slayer switch hitter with trapfinding talent :)
-A pistolero maybe ^_^
-And me i thinking on tankie paladin or druid wildshaper/summons what u think i should take?, i dont live mages :P thanks and a short build will be fine. thank u all. and i hope u understand me :P


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Pathfinder Lost Omens Subscriber

paladin would be really good.

Grand Lodge

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Paladin or Arcane Primalist Bloodrager.

Plenty to smite this campaign and saves are fantastic.

The Arcane bloodrager would fit in the campaign. Also the ability to add displacement or haste while you rage will take you far in this campaign. The critters have awesome to hit big ACs. Having that 50% miss chance coupled with big numbers from 2 handing weapon will make you a fearsome tank like character. I also recommend half orc with sacred tattoo + fates favored + jingasa of the fortunate soldier. It works hella good. Saves will be very important so having +2 to all saves at the start is super strong.

Regardless of choice take the feat big game hunter by level 9. It is invaluable for this campiagn.

I would look into reach. Either a reach weapon or lunge feat. Most enemies will be having reach as well. Especially late in the AP.


Fruian Thistlefoot wrote:

Paladin or Arcane Primalist Bloodrager.

Plenty to smite this campaign and saves are fantastic.

The Arcane bloodrager would fit in the campaign. Also the ability to add displacement or haste while you rage will take you far in this campaign. The critters have awesome to hit big ACs. Having that 50% miss chance coupled with big numbers from 2 handing weapon will make you a fearsome tank like character. I also recommend half orc with sacred tattoo + fates favored + jingasa of the fortunate soldier. It works hella good. Saves will be very important so having +2 to all saves at the start is super strong.

Regardless of choice take the feat big game hunter by level 9. It is invaluable for this campiagn.

I would look into reach. Either a reach weapon or lunge feat. Most enemies will be having reach as well. Especially late in the AP.

Hey Fruian thistlefoot i like ur idea of bloodraging, but i never played one, can u give me a little build by lvls?, and spells feats traits, 20pts, equipment? thank u :)

PD: In begin all races allowed i think

Sczarni

mamutito wrote:

Hello friends, my english are bad, but i will try to explain, and u understand me. My friends and me, we will start runerlords thursday :), my team are :

-cleric heal buff and hit when he can :)
-Slayer switch hitter with trapfinding talent :)
-A pistolero maybe ^_^
-And me i thinking on tankie paladin or druid wildshaper/summons what u think i should take?, i dont live mages :P thanks and a short build will be fine. thank u all. and i hope u understand me :P

You definitely need a strong Melee Ally to keep all the melee critters at bay for that campaign.

Grand Lodge

Sure can. I have one drafted for the 2nd darkness when my group gets to it.

Str: 17, Dex: 14, Con: 15, Int: 8, Wis: 10, Cha:13
Or
Str: 17, Dex: 14, Con: 15, Int 10, Wis: 10, Cha:11

Race half orc
alternate racial abilities: Sacred Tattoo, Shaman's apprentice (optional), and chain fighter

Traits: Fate's Favored
Rise of the runelords trait- outlander exile (+2 initative) or favored son amiko (+10% more sell value) take initative if someone in group takes increase sell value.
If not using RotRL traits then I suggest Optimistic Gambler above all else.

Archetype: Primal (optional) I replace level 12 ability with come and get me and powerful blow.

Arcane Bloodrager

Feats:
1- power attack
3- combat reflexes (replace if not doing come and get me)
5- Raging vitality
7- Arcane strike
9- Big Game Hunter
11- Bloodied Arcane Strike (auto arcane strike while raging..leaves AoO for come as nd get me)
13- Raging brutality
15- Riving Strike
17- Greater Iron Will/ Toughness/ Improved Critical. (Your choice)

Bloodline feats to choose:
6- Disruptive
9- Iron Will
12- spell breaker (why I give up level 12 power)
15- improved Initative

Bloodline powers:
1- Disruptive
4- arcane blood rage (bad ass ability)
8- greater arcane blood rage (haste or displacement while raging OMG)
12- Caster scourge (kind of overkill but you can keep it) I trade it out for come and get me + powerful blow rage powers
16- true arcane blood rage (yes please...so much utility here)

Rage powers:
Come and get me (this is why I took combat reflexes and a reach weapon)
powerful blow. (Cause more damage is awesome)

As for weaons use a nice reach 2 handed weapon and either a spiked gauntlet ot armor spikes.

Spells:
1- Enlarge person and Protection from Evil
2- Invisibility, False life, Frigid Touch, resist energy
3- Fly, Greater magic weapon, vampiric touch
4- enervation, stone skin, d. Door

Must get gear:
jingasa of the fortunate soldier
headband cha +2
Rod of lesser extend (great for all day false life cast night before rest)
cloak of resistance
Spell storing armor spikes (nice for touch spells to be held in them night before)


mamutito wrote:

Hello friends, my english are bad, but i will try to explain, and u understand me. My friends and me, we will start runerlords thursday :), my team are :

-cleric heal buff and hit when he can :)
-Slayer switch hitter with trapfinding talent :)
-A pistolero maybe ^_^
-And me i thinking on tankie paladin or druid wildshaper/summons what u think i should take?, i dont live mages :P thanks and a short build will be fine. thank u all. and i hope u understand me :P

I played a Sacred Shield Paladin and did quite well and shined against bosses.

Recommendation: If you are playing with only 4 players and the GM is not going to modify the encounters down for your small party it might be best to use the High or even Epic Fantasy point buy.

Have fun Mamutito!


Fruian Thistlefoot wrote:

Sure can. I have one drafted for the 2nd darkness when my group gets to it.

Str: 17, Dex: 14, Con: 15, Int: 8, Wis: 10, Cha:13
Or
Str: 17, Dex: 14, Con: 15, Int 10, Wis: 10, Cha:11

Race half orc
alternate racial abilities: Sacred Tattoo, Shaman's apprentice (optional), and chain fighter

Traits: Fate's Favored
Rise of the runelords trait- outlander exile (+2 initative) or favored son amiko (+10% more sell value) take initative if someone in group takes increase sell value.
If not using RotRL traits then I suggest Optimistic Gambler above all else.

Archetype: Primal (optional) I replace level 12 ability with come and get me and powerful blow.

Arcane Bloodrager

Feats:
1- power attack
3- combat reflexes (replace if not doing come and get me)
5- Raging vitality
7- Arcane strike
9- Big Game Hunter
11- Bloodied Arcane Strike (auto arcane strike while raging..leaves AoO for come as nd get me)
13- Raging brutality
15- Riving Strike
17- Greater Iron Will/ Toughness/ Improved Critical. (Your choice)

Bloodline feats to choose:
6- Disruptive
9- Iron Will
12- spell breaker (why I give up level 12 power)
15- improved Initative

Bloodline powers:
1- Disruptive
4- arcane blood rage (bad ass ability)
8- greater arcane blood rage (haste or displacement while raging OMG)
12- Caster scourge (kind of overkill but you can keep it) I trade it out for come and get me + powerful blow rage powers
16- true arcane blood rage (yes please...so much utility here)

Rage powers:
Come and get me (this is why I took combat reflexes and a reach weapon)
powerful blow. (Cause more damage is awesome)

As for weaons use a nice reach 2 handed weapon and either a spiked gauntlet ot armor spikes.

Spells:
1- Enlarge person and Protection from Evil
2- Invisibility, False life, Frigid Touch, resist energy
3- Fly, Greater magic weapon, vampiric touch
4- enervation, stone skin, d. Door

Must get gear:
jingasa of the fortunate soldier
headband cha +2...

wow thank u Fruian, what reach weapon u used?

Grand Lodge

Just start with a glaive or one you like. During the adventure plenty of glaives, spears and other reach items will drop. Just pick them up and use them. Its partially why the build isn't committed to a certain weapon.


I would suggest a full arcane caster. Wizard, sorcerer or arcanist. Pehaps a occultist arcanist to provide some Meat support to the front Line. The two damage guys wont mind someone that Can do battelfield alterations and make them fly.


mamutito wrote:

Hello friends, my english are bad, but i will try to explain, and u understand me. My friends and me, we will start runerlords thursday :), my team are :

-cleric heal buff and hit when he can :)
-Slayer switch hitter with trapfinding talent :)
-A pistolero maybe ^_^
-And me i thinking on tankie paladin or druid wildshaper/summons what u think i should take?, i dont live mages :P thanks and a short build will be fine. thank u all. and i hope u understand me :P

There is something that makes me happy about someone who struggles with English but can still come up with 'Slayer switch hitter with trapfinding talent'.

To answer the question, either of those options would be great, but based on my playing style I'd prefer the Paladin because while Druids can tank, no one does it better than a well built Paladin or Oradin.


Hello again guys, well we never start when i post my first post in this topic, some players left the adventure soo we need to reagroup new party:

-cleric heal buff and hit when he can :)
-Ranger archer
-Armored Hulk Barbarian
-wizard
-And me what classes or Prestige classes u think will be fun in this group thank u and sorry for my english.


This gnome is obsessive about exploring new lands - the only thing that pauses this obsession is a good mystery - which will distract him while he tracks down the root of the puzzle.

He's good with traps and can make alchemical items - to make up for his size he can craft his own enlarge potions and uses poison along with inspired strikes to damage things.

He's traveled enough that he is a rambling living wiki on almost any local gossip in whatever town he happens to walk into - and somehow manages to find people he knows or are friendly to him, giving him a huge advantage in tracking down local rumors or information when on a case.

He is in Sandpoint for the festival - and happened to charm the local poison maker giving him a nice stash of supplies to begin the adventure with (although he is still learning how to handle the vile stuff without getting it on himself).

(in game this guy will be your rumor hunter, knowledge local and history, geography (swap for other skills if your wizard is obsessed with being the only knowledge person) - use magic device should be kept at max along with perception and disable device. Diplomacy for gather information and being a decent face when needing to influence people. With the ability to enlarge yourself adding STR and medium size you *can* overcome the gnome size issue if needed - however as you level up in investigator you should get more bang for your buck out of poisons and inspiration. At level 2 you should start putting points into craft[alchemy] to create your own poisons saving tons of cash)

Unnamed Hero
Traveller gnome investigator 1 (Pathfinder RPG Advanced Class Guide 30)
CG Small humanoid (gnome)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee rapier +3 (1d4-1/18-20)
Ranged light crossbow +3 (1d6/19-20) or
. . ranged touch attack +3 (As Spell)
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—arcane mark, comprehend languages, message, read magic
Investigator Extracts Prepared (CL 1st; concentration +4)
. . 1st—enlarge person (DC 14), shield
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 12, Int 16, Wis 10, Cha 11
Base Atk +0; CMB -2; CMD 10
Feats Weapon Finesse
Traits black sheep - aliver "pillbug" podiker, friend in every town
Skills Acrobatics +3 (-5 to jump), Climb -2, Diplomacy +5, Disable Device +2, Knowledge (geography) +7, Knowledge (history) +9, Knowledge (local) +8, Perception +4, Sense Motive +4, Stealth +7, Use Magic Device +4
Languages Common, Elven, Giant, Gnome, Goblin, Sylvan
SQ alchemy (alchemy crafting +1), hero points, inspiration (4/day), magical linguist, trapfinding +1
Combat Gear bloodroot (2), blue whinnis, drow poison; Other Gear leather armor, crossbow bolts (20), light crossbow, ranged touch attack, rapier, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, pot, soap, torch (10), trail rations (5), waterskin, 43 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Black Sheep - Aliver "Pillbug" Podiker +1 Knowledge (Local) and it is a class skill.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I am currently playing a Paladin of Saranrae in Rise of the Runelords. We are getting close to the end and I haven't been disappointed yet.

It also greatly helps with party healing because I can self heal and full round attack in the same round. The cleric can basically focus on the rest of the party.

There has been very few moral dilemmas for the Paladin and plenty of undead, dragons, and evil outsiders to revel in extra smite joy.


Finally i think i will play a summoner and be face party what u think?, thanks Ckorik and justaworm for opinions :)

Grand Lodge

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Quote:
cleric heal buff and hit when he can

yuck sounds very reactive.

Anyways back to what you should play.

You have the basics covered:
2 hammers: Archer and Barbarian
1 arm: Cleric
1 Anvil: Wizard

You can actually pick anything you want to be.

A summoner will fall into Both Hammer and Anvil roles. So he can fit in without stepping on anyones toes.

Now when it comes to Roles like: Healer, Skill guy, Trap guy, Face, Tank, and DPS....those are not the terms we use anymore. Pathfinder is more combat oriented and most groups look to balance groups based on combat.

Forge of COmbat
Read that guide and learn a more effective way to build groups.

Since your number 5 you can play anything you want.
Summoner is a very strong class that will do just fine. There is a reason a lot of DMs don't let them in their games. They can do everything and anything they want.

If your looking for a more social type perhaps a Bard? You can always help buff the group further (Unless the cleric is a Evangelist) There is also plenty of things to Glitterdust and Dominate in this campaign.

You could also go with another Hammer for the front lines. Throw in a Slayer, Paladin (can handle social skills), bloodrager, magus, inquisitor, investigator, alchemist, the list goes on and on..

Your actually lucky in you can pick anything.


I agree that being the 5th character in this group leads to a lot of flexibility. One way to make the Cleric shine is by being an Oradin (Paladin/Oracle) - taking a Hammer role with a side order of swift-healing for in-combat heals. This lets the Cleric focus on battlefield control and buff spells, and keeps them from spending their spells on healing.

Here's a slight rework of the Oradin mini-guide build suggested by Grarrrg on the Giant in the Playground forums.

Race - Half-elf
Stats

Pts - Stats
5 STR 16 (14+2 race)
3 DEX 13
5 CON 14
0 INT 10
0 WIS 10
7 CHA 15
Based on 20 point buy

Adaptability:
Half-elves receive Skill Focus as a bonus feat at 1st level - I like applying this to Perception

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks

Traits

Exalted of the Society:
You can channel energy 1 additional time a day

Fey Foundling:
Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort)

Alternate if Exalted of the Society is not available:

Purity of Faith (Iomedae):
+1 bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype

10 level build:
Lvl 01 Paladin 1 (Hospitaler)
HP 1d10+5 = 15
Elf Favored Class Option: Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
Aura of good, detect evil, smite evil 1/day
Feat: Toughness
Note: you're reducing your additional smite evils to +1 at 7th level, and +1 at 13th level in return for channel healing that doesn't cost lay on hands. This is central to the build - you're a heavy fighter with a few spells and a lot of swift action healing.

Lvl 02 Paladin 2
HP 2d10+7 = 17+1d10
Divine grace
Lay on Hands (1d6+3 self, 1D6+1 others)
Elf FCO +1/2 hp lay on hands

Lvl 03 Paladin 2/Oracle 1
HP 2d10+1d8+9 = 19+1d10+1d8
Life Mystery, Wolfscarred Face Curse
Orisons, Oracle Spells (Known: 0th x4, 1st x2; Cast: 1st 3+1/day)
Revelation: Channel (Su) Oracle Channel positive energy (1d6 +1 (2+Char mod)/day) - note: can switch out for life link
Elf FCO +1/2 Oracle level to effect of one Revelation (Channel)
Feat: Power Attack

Lvl 04 Paladin 2/Oracle 2
HP 2d10+2d8+12 = 22+1d10+2d8
Oracle Spells (Known: 0th x5, 1st x2; Cast: 1st 4+1/day)
Mystery Spell: Detect Undead
Oracle Channel positive energy (2d6 +2 (2+Char mod)/day)
Elf FCO +1/2 Oracle level to effect of one Revelation (Channel)
Lvl stat increase +1 Charisma

Lvl 05 Paladin 2/Oracle 3
HP 2d10+3d8+16 = 26+1d10+3d8
Oracle Spells (Known: 0th x5, 1st x3; Cast: 1st 5+1/day)
Oracle Channel positive energy (2d6 +2 (2+Char mod)/day)
Revelation: Life Link - Life Link (Su): create 3 bonds to allies. Each round, if bonded ally has 5+ hp damage, it heals 5 hp & you take 5 hp damage.
FCO +1 HP
Feat: Endurance
Note: You can switch out for Channel revelation taken at Oracle 1, but I like the Life Link at Oracle 3, because you've now got the HPs, Channel Energy's and lay on hands to really go to town using the 3 links.

Lvl 06 Paladin 2/Oracle 4
HP 2d10+4d8+19 = 29+1d10+4d8
Oracle Spells (Known: 0th x6, 1st x3, 2nd x1; Cast: 1st 6+1/day, 2nd 3+1/day)
Oracle Channel positive energy (3d6 +3 (2+Char mod)/day)
Mystery Spell: Lesser Restoration
Half-elf FCO +1 Oracle Spell (1st level)

Lvl 07 Paladin 3/Oracle 4
HP 3d10+4d8+22 = 32+2d10+4d8
Aura of courage
Divine health
Mercy #1 TBD
Lay on Hands (1d6+3 self, 1D6+1 others; possible extra self +1d6+2/other +1d6)
Oracle Channel positive energy (3d6 +3 (2+Char mod)/day)
Feat: Greater Mercy - When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage
Elf FCO +1/2 hp lay on hands

Lvl 08 Paladin 4/Oracle 4
HP 4d10+4d8+25 = 35+3d10+4d8
Paladin Hospitaler Channel positive energy (1d6 +1 (3+Char mod)/day)
Oracle Channel positive energy (3d6 +3 (2+Char mod)/day)
Lay on Hands (2d6+6 self, 2D6+2 others; possible extra self +1d6+2/other +1d6)
+1 Strength (continues at 12th, 16th, 20th)
Elf FCO +1/2 hp lay on hands

Lvl 09 Paladin 5/Oracle 4
HP 5d10+4d8+28 = 38+4d10+4d8
Divine bond
Paladin Hospitaler Channel positive energy (1d6 +1 (3+Char mod)/day)
Oracle Channel positive energy (3d6 +3 (2+Char mod)/day)
Lay on Hands (2d6+6 self, 2D6+2 others; possible extra self +1d6+2/other +1d6)
Elf FCO +1/2 hp lay on hands
Feat: Die Hard

Lvl 10 Paladin 6/Oracle 4
HP 6d10+4d8+31 = 41+5d10+4d8
Paladin Hospitaler Channel positive energy (2d6 +2 (3+Char mod)/day)
Oracle Channel positive energy (3d6 +3 (2+Char mod)/day)
Lay on Hands (3d6+9 self, 3D6+3 others; possible extra self +1d6+2/other +1d6)
Elf FCO +1/2 hp lay on hands
Mercy #2 TBD

Future increases as Paladin
Wealth by level at 10th should be roughly 62,000 gp. So potential equipment investment could include:
Purchase at 4th/5th:
Headband of alluring charisma +2, 4,000 gp

Purchase at 6th/7th:
Belt of Physical Might +2 Str/Con, 10,000 gp

Purchase at 7th/8th/9th:
Cracked Pearly White Spindle Ioun Stone, 3,400 gp, Regenerate 1 point of damage per hour
Phylactery of the Shepherd, 7,000 gp, 3/day status on ally within 30', with option to swift action channel energy/lay on hands heal that ally.
Bracers of the Merciful Knight, 15,600 gp +4 paladin levels for lay on hands (+2/day, +2d6+4 self/+2d6 other)
or (strictly worse choice for similar price)
Bracelet of Mercy, 15,000 gp +1 lay on hands/day


Thanks RegUS PatOff and Fruian Thistlefoot(again), yeah i saw summoner is so broken lol, i will pick another class then i was thinking in a swashbuckler because he doing nice dpr and social for nice charisma. U thinking he will have nice combat and roleplaying feeling in this campaign. He will be like womanizer and romatic XD. byeeee


Hello there, we are lvl 3 now, but our cleric must leave the game for personal issue, sooo WE DONT HAVE CLERIC, i was thinking in make a druid for replace it?, good idea?, buid suggest? byeee Happy New Year!!.


I played a Druid through Book 3 in RotRL. It's a great class and can fulfill the Arm role, but be sure to use consumables to supplement healing since losing Channel will have an impact on out of combat healing. I'd stay straight Druid, as there are several encounters that are made much easier by having access to the appropriate spells. I made the mistake of multiclassing and regretted it by the end of the second book.


Pathfinder Adventure Path Subscriber
mamutito wrote:
Hello there, we are lvl 3 now, but our cleric must leave the game for personal issue, sooo WE DONT HAVE CLERIC, i was thinking in make a druid for replace it?, good idea?, buid suggest? byeee Happy New Year!!.

Core druid.

Your first 3 feats:
Spell Focus Conjuration
Augment Summoning
Natural Spell

Season to taste.

Spells
Goodberry cast every day.

Options: focus on spellcasting or have an animal companion. If the party is small and could use a secondary melee, I'd probably go with an animal companion.


While a core Druid is sufficient, being able to standard cast summons is a huge help. I think Lion or Saurian Shaman has the best lists for that ability, but I'm no expert on them. I'd seriously consider one of the shaman archetypes if you want to do summoning (a strong option).


I was see advice about this topic, and i finnaly build a cleric evangelist with animal domain for companion and summon feat tree? what u think, i like idea :) cleric "druid" ^^

Grand Lodge

I recommend boon companion feat at 5th level.

You will have alot of critters focusing on both Animal Companion and summons.

I recommend focusing on enchantments and animal companion. If you notice most spontaneous spell the evangelist has is enchantment. Also later books there is some good creatures to target will save on.

Its up to you but making your group wait while you do all those pets will deffinatly get boring to them.


Thank u Fruian can u put a build like u do with bloodrager build thank u :)

Grand Lodge

For a evangelist cleric with a enchantment focus:

Str:8, Dex:12, con:14, int:10, wis:19, cha 12

Feats
human- Improved initiative (going first to get buffs going sooner wins)
1: Lingering performance (better than extra performance and will make a single round last a skirmish)
3: spell focus enchantment
5: boon companion (you wanted feather domain this makes it equal to your level)
7: persistent spell
9: spell penetration
11: divine interferance (cleric capstone)
13: quicken spell or greater spell focus
15: quicken spell or greater spell focus
17:(open feat) I like greater spell penetration

You only need 1 point in perform oratory. As a human you get 3 skills per level. I recommend.

Perform oratory-1
heal-1
Linguistics- 3 Giant, draconic, thassilonian
know religion and planes - (both really good...if you dont have a knowledge person pick them up.)


What enchantment spell u use?, because the spontaneous spells see like noncombat spells, if u dont take feather domain what domain u will take?

Grand Lodge

Command can be combat support.
command them yo approch and walk through AoO from the front line. Or command them to drop when next to a melee type. Dropping and standing up both provoke AoO. Killing them quicker means less healing to your team so your actually preventing damage.

Suggestion can remove people from combat all together.

Want more combat?

Murderous command, Hold X, debilitating portent, forbid action

If you want some non enchantment battle spells:
spiritual weapon, divine trident, summon monster

If you dont go feather domain then replace boon companion above with sacred summons for standard action summons.

Good domains: travel (+20 movement), heroism, or luck are some of the best domains. My favorite is travel for the ability to position your team, yourself, and handle global traveling.


Hello there our group are level 8 now, my evagenlist died in last encounter and i want try something different, can i ask u? what is better rest of campaign, i think druid or bard?

we are : barbarian armored hulk dwarf
elf evocation wizard
tiefling ranger twf
and me.

Grand Lodge

How did you manage to get yourself killed before the 3 hammers in your group?


Fruian Thistlefoot wrote:
How did you manage to get yourself killed before the 3 hammers in your group?

it was a my fault surprise round and i was low in hp and monster crit me :S

Dark Archive

You the Cleric was not carrying happy sticks (Wands of CLW) and topping off between encounters when low on HP? Wands and Scrolls are a casters best friend to have on their persons. But back to your question, either of those classes would suffice to fill in the gaps your group needs.

Grand Lodge

Quote:
You the Cleric was not carrying happy sticks (Wands of CLW) and topping off between encounters when low on HP? Wands and Scrolls are a casters best friend to have on their persons.

Yes this!!!! Expendables are your best friends. I can't believe you killed off another character tho. You didn't really get to experience the class in a session or 2.

How did your group love the bardic performance of the evangelist?

If they liked it then I suggest bard.

If you want to be less about Buffing the group and want more nature feel then go druid.

Dark Archive

Fruian Thistlefoot wrote:

Yes this!!!! Expendables are your best friends.

Now if only my current Arcanist would learn this. Me the Ranger and my buddy the Warpriest in our own RotRL campaign treat expendables like golden puppy treats of glory and the full caster would rather throw an acid splash or acid jet than cast Enlarge Person or use his items. Well okay he does use a Wand of Magic Missile religiously BUT MM is about to stop being useful soon.

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