Decomplicate Me, Please


Advice


Playing in a Skull and Shackles game. I started as the tank. I played a barbarian, and when he died, an antipaladin. Later, when the AP died, and we lost our wizard player, I decided to run a wizard, as the party didn't have another arcane caster.

It was exceedingly powerful, as well run wizards tend to be, but I HATED the prep work, so after a few sessions I "downgraded" to a goblin firebomber alchemist. Still frickin' powerful, but again, a bit more homework and prep work than I like. Plus, fire resistance makes me cry. But, that's beside the point. With stink bomb I'm effective, but I'm kind of a one trick pony, and I really dislike the extract mechanic. (I guess I just dislike being a prepared caster).

Anyways, we later got a sorcerer, so I feel my role as the non-divine caster is no longer strictly necessary.

So, now I'm fishing for simple, but effective and not one dimensional character ideas that will fit in with the rest of the group.

We have - an undine shaman with a swashbuckler one-level dip, a human scout/knifemaster rogue with a fighter one-level dip, a drow sorceress, and a vanilla human crit-fisher fighter who wields a falcata two-handed.

I dislike bards for the most part, I've found prepared casters to be too much of a headache, and if I do go full tank, I'd like to not outshine the pure fighter too much in straight DPS, as its her thing, she's a relatively new player, and she is enjoying being useful and having a defined niche (all of them are pretty much that way...one more reason I'm not wanting to stick with the alchy is he's outshining the rogue as the resident sneaky guy and he's a new player too I'd like to get some spotlight).

Suggestions?

Grand Lodge

Half Orc Bloodrager (Aberrant Bloodline)-1/Skald-X
1. Aberrant Tumor Feat (Valet Familiar Archetype)
3. Amplified Rage
5. Skald's Vigor
Provides rage to allies (if they accept) and With the Valet Familiar and Amp Rage you get +8 STR and CON while raging by lvl 5
:3


A war sighted oracle is your answer. The war sighted aspect will give you enough fighting ability to be an par with practically any pure martial in any way that you choose except for fighter exclusive feats and BAB (which isn't much). At the same time your a spontaneous full caster so you get the perks without the headaches. Finally, you can take your choice of mystery to fill in the particulars of what makes you happiest... Take battle for tank, heavens for mob killing, etc. Cant go wrong here.

BTW, could be a half elf and be a war sighted lorekeeping oracle so that you could have access to arcane spells too :)

Grand Lodge

Granted your tumor has to be detached and adjacent to you or attacking a the same opponent as you.
Forgot to mention the Fast Healing:8 while using your rage/raging song


What kind of roles are the Shaman and Sorceress looking at?

My gut reaction is Oracle or Warpriest, but knowing how they're fighting would be a nice help.


Correct me if I'm wrong, but you don't really have a ranged martial character. Paladin (Divine Hunter) Could potentially be a unique class to play as.

The Exchange

Skull and shackles with a paladin? Bad idea. No good aligned characters should be in skulls and shackles, less say lawful good characters with a strict code. If you want archery try a ranger, bard or fighter.


I tend to have a habit of abusing familiars...rolling knowledge and perception using me and the familiar...wand use abuse, etc, to the point where while I'm not banned from using a familiar, the GM is happier when I don't have a pet. It's supposed to be fun for him,too, so even though he hasn't said no, I know it annoys him, so I'm trying to avoid it.

The sorceress is a buffer with a hint of blasting, in her words.

The shaman is life for his primary mystery, and he usually hits with save-or-die and save-or-suck stuff, and is our primary (pretty much only) healer.

Paladins are the only GM-banned class, due to the nature of the AP.

Wouldn't oracle overlap with shaman too much?


thegreenteagamer wrote:


Wouldn't oracle overlap with shaman too much?

depends on the oracle. the spell list perhaps but not the execution of the character. you can make the shaman and oracle very widely divergent of each other.


Shae'ura-Drae wrote:

Half Orc Bloodrager (Aberrant Bloodline)-1/Skald-X

1. Aberrant Tumor Feat (Valet Familiar Archetype)
3. Amplified Rage
5. Skald's Vigor
Provides rage to allies (if they accept) and With the Valet Familiar and Amp Rage you get +8 STR and CON while raging by lvl 5
:3

You can now be any kind of bloodrager and trade away your 1st level power for a familiar, saving yourself a feat. You decide which is worth more (I'd go with keeping the feat, personally).


Not sure if this helps, but my last few characters have been CN, CN, CE, and CN. Pretty much all but the Barbarian, who was a feral full orc, were selfish pricks. I'd like to break that habit so far as is possible for a pirate party. The barbarian was fondly remembered as simple, but loyal and aggressive if someone threatened his friend...kinda like a dog, almost, heh.

My favorite races are halflings (but not gnomes), elves, and monstrous races, like hobgoblins, orcs, and the like. I'm disinclined to play an elf this time around, due to the drow animosity inherent in the race.

I'm also developing an interest for dwarves of late, mainly cause literally nobody had played one for any of their characters this entire AP.

We're level nine, by the way, so "late bloomers" are an option.

I find early entry via SLA to be abhorrent cheese of the highest degree and will not use it.

Hmm...If I think of anything else that might help, I'll let you know!


if you go dwarf I would recommend monk. Two archetypes do wonders for this party make up, zen archer and sensei. Zen archer for the obvious ranged combat and the sensei for a bard like abilities to help the group. The saves of the monk combined with the dwarven resistances to spells also make a nice combination.


after a little bit of thinking, how do you feel about the idea of a switch hitter? I have a rough vision in my head of a character who can literally change their battle tactics in the middle of battle at the cost of a move action. Changing at will from using arcane or divine or using melee one fight and shooting a bow the other.


The thing with a switch hitter is I end up defaulting to one or the other and end up wishing I didn't end up eating my feats splitting my focus.

Grand Lodge

How about Inquisitor. Back up healer, back up sneak, back up fighter. Just will be missing the back up buffer.

Basically, you build it so it can do most of the party's jobs, just not as well or for as long. IE. you pick up the cure spells, but you are using your spells for other things too, so you can not be THE healer. You are at a d8 HD, so your to hit will often be lower and damage will be lower usually then the sneak (assuming they are getting the SA) and the fighter. However, you will be great as a combat assistant to both of them.

You can also make the Inquisitor an archer, though they lack the feats to be a switch hitter (imo)


I like the inquisitor and monk ideas, specifically zen archer, as I have liked the archetype since it came out and never really played one.

Aren't they a little MAD for classes, though? We're only 15-point buy. :(

Both seem pretty good for a dwarf, which is nice...


Why not give a Bolt Ace a try? They are about as sad as you can get.


I think this may be the only game where when someone asks for something simple to play, the first suggestion is a raging priest who can share the rage with the team who also has a sentient tumor that can detach and reattach on command.

Not a criticism, just cracks me up.


Monks and inquisitors aren't that MAD actually. A zen archer on 15 pt could look something like 12,14,12,10,16,7 and be very legit as his only attribute he truly needs is wisdom and the bare minimum dex to qualify for early archery feats. Note: flurry for zen archer covers the many shot and such feats so don't worry about raising dex.

The inquisitor can be more MAD but can in some ways be even more SAD depending on the specifics. If you take a dip of cleric you could get guided hand feat and have practically everything tied to wisdom. Conversion inquisition makes you a mouth off of wisdom. The stats look very similar to that of zen archer honestly. The main thing is picking a good deity and domain for how you want to play/fight. For melee demon is awesome, ranged glory/heroism or war/tactics (especially with dwarf).


Okay, you're warming me up to inquisitor. The conversion inquisition seems really powerful. But...

The sorceress already is a face, and the shaman is pretty decent on charisma, too, so the first level ability might be overkill.

I think I'd end up more MAD if I multiclassed cleric with inquisitor, because I'd hate to waste channel, channel scourge is a thing, and quick channel actually makes channeling worth it.

Besides, is the drop in BAB and inquisitor abilities worth it for an extra domain, a couple first level slots I inevitably won't use due at lousy CL 1, and access to one feat?

Zen Archer does seem much simpler, but isn't it kind of a one trick pony? Or am I missing something? I do realize a ZA is kinda magic proof, though, which is cool.


Zen is mostly a one trick pony I got to admit but it is about as simple as simple gets in this game.

the dip of cleric is primarily for the guided hand feat, which may not be worth it to you but is worth mentioning. potential uses of that dip..

A) vanilla cleric for second domain. Tactics domain level 1 power for a second D20 to initiative rolls for 3+wis times a day. Travel domain for extra speed. So on

B) crusader cleric for free feat. getting martial prof or weapon focus is nothing to sneeze at.

however you choose to do it, I think its fair to say that dwarves are their best as inquisitors and you would get the most of your dwarf experience with an inquisitor.

Grand Lodge

Cayden Caileen Inquisitor, only really need Dex and Wis. If you are worried about overshadowing the face, you can always just put one point into the face skills then Aid the actual face.

You are really gonna shine as the Monster Lore guy, which it sounds like the party lacks. Not really required, but you are the man who looks like they have a plan. At least you know what is going on.

So something like:
Crusader 1/Inquisitor X

STR 8 - Dex 16 - Con 14 - Int 12 - Wis 17 - Cha 5

At 3rd, you can pick up Fencing Grace so the STR at 8 is no longer a combat difficulty. At 6th, I would retrain the 5th level feat to Extend Bane (the bread and butter of the Inquisitor damage). Travel domain for longer steps.

The cleric spells go something like Longstride in main slot, bless in the Wis granted slot. Orisons of whatever you find useful. Of course the Bless can be swapped to CLW on the fly, as needed.

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