
Lunchbox3000 |

We are playing WotR. 20pt buy. Our characters are a Human Inquisitor, an Aasimar Paladin (melee focused), a human fighter, and a hobgoblin ranger (bow). We have no big casters. We are only level 2. What should I play? I kind of want to play something from the ACG. I also contemplate a stone lord or winter witch. I find it hard to be motivated by a bard. I look forward to suggestions. Arcanist/Shaman would be cool but I have not found any good build advice.

Dr.FelixUrr |

You can try out this source to figure out what you're missing:
I assumed that your Inquisitor was melee and here are the higher ranking classes it suggests:
Alchemist (Bomber)
Gunslinger
Monk (Zen Archer)
Oracle (Flame)
Sorcerer
Wizard
If the Inquisitor is ranged, it suggests most of the above but includes a Witch as useful.
The main question Lunchbox3000 is were you having fun as an Alchemist?

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My Two Coppers...
you really need to have a full caster.
So my Advice is go Shaman with "Life Spirit" For "channel" "Wandering Lore Spirit" (probably as your wandering spirit so you can change your Wizard spells daily)
Human, (favoured: class bonus is choose a cleric spell that is not on your spells list and add it to the spell list)
Have good Int, Wis And Charisma
3/4 BAB and can wear Armor
Wis: Max this for all your casting.+ Attacking with your Weapon through Guided Hand
Int: for the level of the wizard spells you are capable of casting.
Cha: for the amount of Wizard Spells you have access too
Important Hex:
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.
important feats. Guided Hand, Channel Smite

Pendagast |
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Hmm... Skald sounds like it may rock, but I have no idea where to begin.
well I may not be a skald, but I play one In Iron Gods…
Seriously thought, I never play bards. The closest I came was a Battle Herald and I took enough bard to qualify for the PRC.
It's a barbarian bard, The way I play mine, he's essentially a smarter more skilled barbarian, and other party members can join him on his rage if they choose to or not.
MY skald is a human.
I took dual talent human because skald is kinda MAD, and I wanted +2 to two stats with no negatives.
So I bumped Strength and Charisma.
I have 16 Str, 15 Dex, 14 Con, 10 Int, 10 Wis and 15 Cha.
i'm 2nd level now, and usually am the Slayers Flanking buddy.
Im typically in the thick of combat and will be plenty happy once I get uncanny dodge.
With ChainMail, a heavy shield, and my Dex, that's a 19 AC, not too shabby for that level.
I took toughness for my first level feat so I could get plenty of HP early on (also the main reason for the higher con) my party doesn't have a lot of damage soakers like you might have there.
Other tasty feats for skald are "Skalds Vigor" which lets you fast heal during your rage song and eventually Greater skalds Vigor, which lets your allies get fast heal during your rage song.
you also get to pick Rage powers that add to the rage song, and if you are going to be a combat healer I like renewed Vigor for that.
you can take it as your 6th level rage power, or at 5th level if you use your feat for 'extra rage power'…but I wouldn't suggest it since it's only once per day.
BUT at 8th level , it lets anyone under your rage song he alt 2d8 plus con modifier once per day (as s standard action) which can be pretty dang handy when none of them have healing they can cast on their own in the first place.
quick reflexes is another decent rage power as it gives everyone in your group who is raging, and extra AoO above and beyond why they would normally get.
Lots of choices, and frequently, the choices you make effect a large number of people, not just yourself.
Pretty fun class.
Something Im CONSIDERING doing and haven't done yet, is to maybe multiple class.
Take 2 levels of skald, then one level of hunt master cavalier, get a dog and boon companion, then a level of skald to get my rage power, then at 5th level another level of hunt master cavalier to get another dog and boon companion for him as well.
This makes me 5th level, with TWO 5th level animal companions, tactician with my pack mates that benefit from my raging song and can flank with me or other members of the party.
Pretty cool for 5th level…
But it does slow my access to other skaldy goodness.

boring7 |
Just curious but what do you guys think of a winter witch? Would that add a significant amount?
It is wotr.
Don't know crap about WotR. Lemme have a look-see.
*looks*
No.
Putting aside the limitations, the bonuses all revolve around cold and dealing cold damage. Sure it's nice to be cold-immune but bonus cold damage is only useful if your spell works, and since the demons are going to have energy resistance (meh) and spell resistance (uh-oh) that's going to be a problem. Moreover, you HAVE damage-dealers, they're in the front swinging swords and shooting arrows.
I mean you clearly like the Winter Witch, and you can play what you want, but in terms of power I don't see it adding value. They can't take healing patron for one, and a party fighting demons will need someone who can fix blindness, curses, and negative levels.
The *best* play always seems to be a half-orc scarred witch-doctor. With con as your casting stat you're devilishly hard to kill, as a full caster you have power in spades, and with the intimidate skill and hexes you don't even need to use spells to debuff/weaken your enemies.
But you'd be a filthy piggart-face and a cheeseball, so you probably want something a bit less overtly power-gaming.
Hedge-witch seems like a good baseline buff and support caster, which your party is probably going to need. Hitting enemies with spells is going to largely be a waste of time because you'll always have a miss chance unless they are spells that don't allow SR.
I'd do witch-doctor, because I am totally okay with ugly cheeseball characters.

Lunchbox3000 |

Well he died because of a couple factors. He was a bit overzealous when out of bombs and went ahead of his companions. He ate a lot which he shouldn't. Also the gm is pretty new and had misread the stat block of the monster doing way too much. He died like a boss though. How would you guys do a shaman if not life?

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having researched into the shaman a lot there are many directions you could head.
Summoning. = Nature
Healing = Life
Melee = Battle
SpellCaster = Lore (but its also really good as a wondering spirit as you get to change the spells every day)
Human, half elf and Half Orc all get the favored class bonus to add Cleric spells that are not normally on your spell list..
Halfling, advances you class level for your familiar. if your using the Halflings of golorian book you can get the "Jinx" Trait add in the feat that lets you add you jinx to Evil Eye Hex and Bolster Jinx ...passing on -7 to their saves then casting any Save or suck is a "huge" bonus.. (this is also a great option for a witch)
Dwarf, increases your Familiars Natural armor bonus (Halfling is better at lower levels)
Elf, Adds to the range of your Hex's

Werebat |

FuelDrop wrote:Usually by self-conflagration.You know, if you choose to play a Goblin Alchemist then you should probably expect to get killed.
I mean you're a Goblin! of course you're going to die.
Or when the team troll decides he's feeling peckish in the middle of a throw team-mate attempt -- oh, wait, this is the PATHFINDER message board!

pezlerpolychromatic |

pezlerpolychromatic wrote:Or when the team troll decides he's feeling peckish in the middle of a throw team-mate attempt -- oh, wait, this is the PATHFINDER message board!FuelDrop wrote:Usually by self-conflagration.You know, if you choose to play a Goblin Alchemist then you should probably expect to get killed.
I mean you're a Goblin! of course you're going to die.
Ah yes, and in a pinch goblins can be considered ammunition.

Werebat |
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Werebat wrote:Ah yes, and in a pinch goblins can be considered ammunition.pezlerpolychromatic wrote:Or when the team troll decides he's feeling peckish in the middle of a throw team-mate attempt -- oh, wait, this is the PATHFINDER message board!FuelDrop wrote:Usually by self-conflagration.You know, if you choose to play a Goblin Alchemist then you should probably expect to get killed.
I mean you're a Goblin! of course you're going to die.
That they can, Jim -- that they can!

pezlerpolychromatic |

pezlerpolychromatic wrote:That they can, Jim -- that they can!Werebat wrote:Ah yes, and in a pinch goblins can be considered ammunition.pezlerpolychromatic wrote:Or when the team troll decides he's feeling peckish in the middle of a throw team-mate attempt -- oh, wait, this is the PATHFINDER message board!FuelDrop wrote:Usually by self-conflagration.You know, if you choose to play a Goblin Alchemist then you should probably expect to get killed.
I mean you're a Goblin! of course you're going to die.
Wasn't my idea- the goblins actually volunteered for it.