StFrancisss |
So a 24-hour PFS game-a-thon is coming up to help charity, and I'm going to be playing Emerald Spire for 24 straight hours. It sounds like it's likely we'll get through the first 1-6 levels, so I want to make sure my character actually survives the entire time (I don't want to quit half-way through the 24 hours!). Note: My guy is starting at level 2.
So, for a dungeon crawl, what are the better classes at the early levels?
I was thinking Cleric/Oracle/Shaman because they both have d8 for health and access to medium armor and have access to spells. But do they only become useful in the later levels when their spells become more abundant and powerful? Are pure spellcasters with d6 for health too vulnerable at the early levels?
What are the better spirits and archetypes for making a Shaman? I'm relatively new to the game, so I can't judge effectiveness very well yet. Any good archetypes/spirits for Shaman? What are they good hexes to choose for them?
One thing that I was recommended was God Wizard. So how important is battle field control during the first few levels. I was always scared that wizard was weak in the first few levels.
I want to make sure me party (and myself!) have a good chance of survival! After-all, it's 24 hours for charity!
Help me decide, thanks!
Anzyr |
Druid/Lore Oracle/Summoner. Never underestimate the power of having a free Fighter.
Shamans are really very versatile (though lacking a free Fighter), and really choice of Spirit is up to you. I like Heavens for the decent Spirit Abilities and Spirit Magic, namely giving you a free color spray at level 1. Avoid archetypes like the plague though. Regular Shaman is best Shaman. You could maybe justify Possessed Oracle if you really needed to be the groups skill monkey. Good Hexes are the usual suspects from the Witch class (ie. Slumber Hex,), Evil Eye (amazing since Shaman's isn't mind-affecting), Chant, Misfortune, the Shaman's Fetish Hex is better then actually taking Craft Wondrous Item with a feat.
DesolateHarmony |
I find paladins eminently survivable. Lay on Hands is excellent in-combat healing, and you combine that with heavy armor and full BAB, as well as wand and scroll use for out of combat healing and recovery.
Divine Grace makes for excellent saves, and Aura of Courage can really help the whole party.
Spells kick in at level 4, and look at Hero's Defiance from the APG.
Divine Bond comes on-line at level 5.
Renegadeshepherd |
In the absence of feedback ill propose this for simplicity....
An onispawn tiefling fighter X. Principle is simple, don't get hit at all. Wielding your tower shield, plate armor, and longsword you will have 26 or more AC, more if you fight defensively. Watch out for spells though its almost all that can hurt you.
Feats armor of the pit, power attack, toughness for level 2. Proposed 20 point but stats 16,12,14,7,14,12 pre racial 18,12,14,7,16,10 post racial.
Side note: tieflings tend to dominate the early levels among martially oriented characters because as I mentioned earlier natural attacks are king early on unless you have a save or die caster in full swing (glares at heavens oracle).
Gevaudan |
A summoner is virtually unkillable at low levels, as they bring effectively endless summons and a fighter/thief/eidolon along with a healing spell and grease. They simply never have to enter the fray, but still can. They power spike at level 3 (earth elementals), 4 (haste) and 5 (lots of earth elementals or angel lasers).
A melee druid or cleric will be really loved by the party, although if it's non-stop adventuring in game, your druid animal companion will probably die.
A paladin is VERY survivable once you hit divine grace.
A barbarian is a giant stud muffin, but you need healer support.
Interestingly, a ranged trap ranger is probably one of the top survivability plays at low level. You are rarely in the front line but have no problem being there.
The most lethal things at low level are ability damage, poison, incurable disease and DR. The former 3 accrue penalties that you simply cannot fix until 3 and 5 respectively.
Rerednaw |
1 person marked this as a favorite. |
First: try for Con 14.
Classes with full-progression combat pets such as druid and summoner.
Ranged classes (archer fighter/paladin/ranger/slayer).
Classes with healing (divines).
Classes with abilities that don't run out (shaman, witch, magus with hexcrafter archetype).
Tier 1 casters (wizard, cleric, and sorcerer, oracle).
Classes that are not recommended:
Rogue
Monk
I'm not saying that they are awful, but in terms of survival they can be a bit less forgiving.
Also complex builds with multiple archetypes and class dipping. Most take too long to come "online" and can be prone to excessive confusion with their combinations and overlapping abilities.
Note that your character won't exist in a vacuum and I strongly recommend that if possible you find out what the other members of your table plan to play and come up with some group tactics. A well-balanced party will fare well if not better than a disparate group of optimized characters that don't coordinate.
Yes d6 casters are squishy. But even arcanes have limited healing abilities (Infernal Healing for wizards/sorcerers, Cure Light Wounds for the Witch). And d6 is only 1 hp less per level after 1st. Take Toughness (or Tribal Scars) and do your best to make sure you have some cover from teammates.
I'm actually in favor of the witch. He's an arcane with patron flavor plus hexes which can be absolutely amazing.
Alternatively you can make an optimized evoker (similar to blockbuster wizard build) and simply vaporize everything.
Renegadeshepherd |
Rerednaw has good points. Though I am biased in the subject of blasters I would go cleric over arcane at these low levels and situation because aside from scorching ray you get the same tricks but better health and saves with channeling as healing. If you want to destroy encounters with scorching ray grab a wizard and goto town.
Devo |
Do you know if you'll be able to leave the dungeon? I'd focus on classes that can be self-reliant the entire time. You may not be able to get more gear than the dungeon gives you, so focus on someone who can operate with the same stuff they came in with.
A Warpriest (who can use spells to enchant/boost their weapons or armor -- and self-heal) or a Brawler (who's versatility can make use of whatever you find) would be my suggestion.
Suthainn |
If you purely want to focus on survivability then I'd echo the Paladin, between great Hp, amazing saves, heavy armour and a heavy/tower shield you'll be an incredibly hard target to hit/spell, more than able to take the hits that do get through plus you have on demand self heals and can *still* deal out decent damage (or even great with Smites).