| Code 415 |
Hello to the community! I'm really happy to join!
I've recently joined a new group of gamers (at the table) to play an AP from Paizo.
Now the party:
We have a tanky/healer (probably a paladin)
We have a crazy all-knowing-buddy (probably an alchemist throwing bombs and laughing at us poor plebeians)
We have a charismatic fighter (and it's not a role-choice...he's probably intentioned to mix it with sorcerer for idk which purpose)
Some more informations:
- we can use all manuals from Paizo (no 3rd party)
- we can spend twenty points
- we can spend 4000gp
- we have right to have two traits
- we can't build evil PC
- we can't workship evil deities
I think we lack on damage, what's the best pick?
If someone want to help me with this challenge, thank you very much!
| Joynt Jezebel |
Well, two things leap out at me as good choices.
The first is a Wizard. An arcane caster can do damage via spells and a ton of other things the party lacks at present.
The second is a Mystic Theurge, primarily a wizard or sorcerer with a sideline in divine casting. It does the same sort of thing as a wizard, with a larger pool of spells and even more versititlity, at the cost of some raw power.
| avr |
An alchemist and a paladin have solid damage when they throw bombs or smite, respectively. A fighter/sorcerer isn't likely to end well, but will probably do damage well enough. What you seem to lack is buffs and battlefield control. Well, the alchemist might do the latter, but they might not - ask them.
A cleric with the evangelist archetype is a solid buffer, and if you aim to be good at summoning can do battlefield control. It also avoids having just one character be the sole party healer.
A bard is weaker at battlefield control (just fine at buffing) but can be sneaky, which is the other thing your party currently seems to lack.
Do either of these appeal?
| RumpinRufus |
| 1 person marked this as a favorite. |
Damage is the one thing you don't lack.
If you have a little bit of time, I would highly suggest reading The Forge of Combat, an excellent guide to tactics and party balance in Pathfinder. Right now you have three "hammers", or primary damage-dealers. What you lack is everything else - battlefield control, and support. Well, to be fair, the paladin and alchemist could be secondary-support (or "arms") but only if they build for it.
You need a battlefield controller, an "anvil". Here's the warning in Forge of Combat about having no anvil:
Groups without Anvils: Groups without anvils typically end up having an overabundance of hammers with one or two members playing the part of arms. These groups typically have fast, furious fights where the group takes a lot of damage. In these situations the arms often take on a reactive role providing healing and buffs as able while the hammers frantically try to end the encounter quickly. Depending on the nature of the hammers this often drains the arms very quickly of resources or forces the hammers into more and more defensive roles draining overall resources more as the group is not ending encounters efficiently enough.
The best anvils are wizards. Druids work very well also, especially if you focus on battlefield control. Or any other full arcane caster - sorcerer, arcanist, or witch will also do very well, as long as you focus on battlefield control and debuffing - NOT blasting (that would give your group four hammers and nothing else!)
Bardofcyberspace
|
I would suggest a Blood ragger for your fighter Sorcerer build. It is more barbarian but more fun, all about rage casting.
The party is lacking a skill monkey of some type. A rogue or Ninja both could get the job done. depending on the AP, there are a few others that could work as well.
The standard group has to look at these key points:
Healing in and out of Battle
Buffing during and before Battle
Tank - somebody has to going the room first
Magic- At higher levels of the AP Magic can make or break a party.
Now if this is a home game and not society play I would also think about crafting items. Could help in the long run depending on the AP and DM.
If you need a damage dealer a Gunslinger does well. But depends on how the group fells about guns in there fantasy worlds.
| Code 415 |
Wow, how fast, thank you both!
Yes the alchemist want to focus on bombs and skills (knowledge ones) and the paladin have an high CHA stat.
I've played cleric in the past, and being the heal-bot resulted to be boring and i did not like.
About the bard, i came from D&D3.5 where the bard was very crappy, and i never played one.
I love the idea to be the party face, but bardic knowledge is something i don't need (because of the alchemist).
Wizard is a class i played once, but loved...Mystic Theurge, never played, i only know he can cast arcane+divine (and maybe at the same time, if i'm not wrong..).
@EDIT__
Thanks for the guide RumpingRufus, i've just started to read it!
Then you suggest Wizard or Druid...which does better at battlefield control, and why?
I've just called my GM and other players on Skype, to ask them more information, this is what i got--> The AP will be Kingmaker (seems not an easy one, with combat in open spaces, in wilderness); the fighter-sorcerer want to get a Prestige Class (but i didn't understand which).
@Bardofcyberspace: i'm not here to decide which classes have to play my buddies XD!
Our skillmonkey seems to be the alchemist, he said he built an archetype called "something with mind inside that i can't remember" that gives him the "skill-power" :D.
@Lazzgrizzle: I don't really know how magus works, but seems to be less battlefield control and more damage/blast oriented (and please tell me if i'm wrong).
| LazGrizzle |
I would suggest Magus...can share melee, has spellcasting, and even though it's only 2 + INT and their CLass Skill list isn't strong, you can pick up some clutch Class Skills with Traits, and with a high INT bonus for spellcasting, you'll be all set.
Alternately, Investigator and Slayers have decent skills, and studied strike for extra damage.
| avr |
To avoid being a heal-bot cleric buy wands of cure light wounds and get the rest of the party to pay their share, and use them out of combat. Even as a cleric you don't want to get stuck doing nothing but healing, no. Summoning helps too; even if you're not acting your summons are.
Bards aren't crappy if built well either in PF or 3.5.
If you go with a wizard remember that you really, really don't want to take hits. A cleric can maybe take a bit of melee but as a wizard you absolutely have to create pits or webs, or slow the enemy and stay away, or cast mirror image to soak hits - you get the idea. Paranoia is good.
| Code 415 |
"knowing more means easier challenge":
The paladin have 14STR and 18CHA and he's going into a mounted-build
The alchemist is focusing on bombs, going into the "Mindchemist" Archetype
The fighter/sorcerer is going into the Dragon Disciple Prestige Class (seems he will breath as a dragon *-*!)
@EDIT-->Now, after reading the guide, some questions:
Could someone tell me the roles i've got in my party?
- The Tank role in which of those (Anvil, Hammer, Arm) roles is?
- The Alchemist and the Dragon Disciple which roles are they dealing?
A reach build is a good choice eventually? Maybe being the shield of the group and at same time the battlefield controller?
Thalin
|
Generically, an Arcane Bloodrager is a good idea if you are looking for something "straight out of the box". Better survivability than a normal Barbarian (thanks to "always on" buffs after a few levels; including automatic displacement at level 8). For 20 point I would break him down:
Human Steelblood BloodRager 1
Str: 18
Int: 7 (You still get 3 skill points/level to keep you interactive outside of combat)
Wis: 12
Dex: 14
Con: 14
Chr: 12 (It's OK, you should have a +2 Headband by level 7)
Rager of the Society (Up those rage round), Bred For War
1) Combat Expertise, Improved Trip
3) Combat Reflexes
5) Arcane Strike
7) Greater Trip, Disruptive
9) Power Attack
Swing a Horsechopper (Level 1 while raging: d10+9 damage @ +7 to hit; or +9 CMB for tripping). Trip spellcasters, who will have to deal with a +2 concentration check (and by level 7, +6 concentration check). Get some Full plate for good armor class so you can tank hard.
Pretty straightforward, buff up, swing hard, trip a lot.
| RumpinRufus |
| 1 person marked this as a favorite. |
"knowing more means easier challenge":
The paladin have 14STR and 18CHA and he's going into a mounted-build
The alchemist is focusing on bombs, going into the "Mindchemist" Archetype
The fighter/sorcerer is going into the Dragon Disciple Prestige Class (seems he will breath as a dragon *-*!)@EDIT-->Now, after reading the guide, some questions:
Could someone tell me the roles i've got in my party?
- The Tank role in which of those (Anvil, Hammer, Arm) roles is?
- The Alchemist and the Dragon Disciple which roles are they dealing?A reach build is a good choice eventually? Maybe being the shield of the group and at same time the battlefield controller?
Right now, the party has three "hammers".
The paladin is assumedly going to run around hitting baddies with a large, possibly pointy, stick. His job is to do damage - this makes him a hammer. Pathfinder doesn't really have "tanks" UNLESS he takes the Antagonize feat. If you get lucky, he'll either take Antagonize or use a reach weapon, and become a secondary anvil.
The alchemist is trying to toss bombs and do tons of damage - this makes him a hammer.
The dragon disciple is trying to wade into melee and bite/claw/claw to do tons of damage. This makes him, as well, a hammer.
Now, there are two ways to think about what this suggests for your character: the having fun approach or the effective party approach. Luckily, both approaches reach the exact same conclusion - you should avoid building a hammer like the plague.
The "having fun" approach says that if all four of you have built your characters to "out-damage" each other, three of you will end up being disappointed with your characters, because invariably only one person can win the DPR race. If your intended role is to deal damage, and you end up dealing 25 DPR, while the bomb-chucking alchemists is doing 50 DPR, you are going to realize that your character is superfluous, and that really kills the fun of the game. Alternatively, if you show up with Superdeath Machine 9800 that is doing 70 DPR, you will make everyone else feel useless. Either way, someone ends up disappointed because several people are trying to squeeze into the same role.
The "party effectiveness" analysis says that without an anvil, no one is preventing the enemy from laying the serious smack-down on all y'all. There will be lots of party deaths, because there is no one to eat up the enemies' actions with spells like Stinking Cloud, limit their effectiveness with spells like Glitterdust, or limit their mobility with spells like Entangle. The battles will be fast and furious, with both sides taking TONS of damage. If the enemies are intelligent enough to focus their fire, someone in the party will die. Therefore, you want an anvil to eat up their actions, give them debilitating conditions, and limit their mobility so they can't stomp you before you stomp them.
A reach build is an ok anvil, but far far less effective than a full arcane caster or a druid. Besides, combat is a lot more repetitive for fighter-types, as a full caster you will have a much bigger and more effective bag of tricks. If you are committed to playing a martial, then yes a reach build is by far the best choice, but if you are open to playing a caster I am betting you will find you are contributing a lot more to the party.
Another possibility if you want to do melee is a Battle oracle, or other melee-focused oracle build. They can be fearsome combatants with a lot more interesting options than a full martial, and can also effectively fill the arm role with buffs and healing. This is a more reactive role generally, especially because with no anvil the party will require A LOT of healing and I know you do not want to play a healbot. But, it would also allow you to contribute a lot while still playing an effective melee character.
Magda Luckbender
|
| 1 person marked this as a favorite. |
RumpinRufus did my usual thing and presented a Forge of Combat analysis. Thanks, Rufus! Glad to see the idea is spreading. I totally agree with everything Rufus said, especially his very cogent explanation of Battlefield Control and the Anvil role. This party already has three Hammers, lacks a dedicated Anvil, and is light on the Arm role. Don't fall for the above unwise proposals to build another Hammer, that's not what your group needs.
The OP said he had a bad experience playing a cleric, because he was shoehorned into the awful (and tactically questionable) Healbot role. Yuck!
I have two suggestions for an enjoyable Anvil-style character that would fit this group:
* The aforementioned Wizard, or any Arcane Caster, or even a caster Druid optimized for Battlefield Control. So long as you emphasize battlefield control spells, and avoid excessive blasting, you'll do well and go far.
* Redeem the Cleric with a Hangover Build cleric! This Cleric archetype must channel negative energy, so there is no chance you will be forced into the awful healbot role. Nope. Instead, choose a Lawful Neutral (you'll get on well with the Paladin!) Cleric who serves Horus or Ra. Both those deities have the rare Rulership Portfolio, which opens up the very best Variant Channel archetype.
Now, usually I don't recommend the Hangover Cleric option, because it can be over-powered, but it fits perfectly with this group and situation. This character is a rocket-boosted Anvil and a solid Arm all-in-one. Your channel can Daze all foes within 30'. Nothing in the Pathfinder game is immune to this Daze, although you won't be able to hit undead with it.
In addition to an awesome battlefield control effect, the Hangover Cleric is also a full caster cleric. Just don't go trying to be a Healbot. In the Arm role you can cast all those valuable support spells the party utterly lacks, like Communal Resist Energy, Freedom of Movement, and Blessing of Fervor.
Finally, should you choose a Hangover Cleric, you can choose either the martially awesome version or the Lite Version with some other domains. This is because Horus has the excellent Animal (Feather) domain, allowing you to have a full animal companion. Combine this with a reach weapon (longspear) and Strength 14+, and you have the potential for some serious martial b@d@$$ery.
A mid-level (5th-7th) Hangover Cleric might have this Round One opening combat sequence:
- Mount moves to tactically ideal location, 15' from the foe. This mobility is really important for getting off your Dazing Channel in the right place. Some GMs might allow it to Ready an Action to attack the first foe to come in Reach, others will not allow this in a stupid animal companion.
- For your Move action you Quick Channel to Daze and Damage all foes in 30'. This does your job as an Anvil. This channel effect is sort of similar to a Widened Quickened Dazing Fireball, which, were it possible, would be an epic 13th level spell. You can do it from level one onward.
- For your Standard Action you cast an appropriate spell. Perhaps Prayer or Blessing of Fervor. This does your job as an Arm. If some powerful foes got lucky and made their will saves against your Dazing Channel, you might instead choose to channel again to Daze and damage!
- You may have a Swift Action. Or not.
- During enemy movement you and your mount are quite likely to get several devastating Paired AoOs. My favorite approach is to have the mount trip at reach (the +4 Paired AoO applies to CMB!), then stab the prone foe with your extra +9 bonus to hit (+4 paired AoO, +4 prone, +1 higher ground).
Despite how powerful is this approach, your buddies will love it and not feel overshadowed. This is because they still do most of the damage. You just lock most foes down, so your buddies can face the ones who made their save and ignore the rest. Even your high-powered melee ability (with the Martially Awesome variant) won't overshadow other damage dealers, even when your damage spikes above theirs, because your damage only spikes when your team is under heavy assault, which is when it's most needed.
This character will change the way all the other players think of the Cleric class. They will never again view a cleric as a Healbot. I know, because I've caused this perspective change in a group by playing this sort of character. That said, around 5th or 7th level you might choose the Versatile Channel feat, which allows you to channel-heal about as well as a 'normal' cleric. By that point they won't think of you as remotely like a healbot, so you are free to save them with your newly found high-powered in-combat healing ability. Don't tell them this is your plan, instead surprise them in extremis by suddenly channeling twice in one round to heal them all up. Or Daze the foes and heal your allies, in the same round.
| Code 415 |
Thanks to everyone, i'm really appreciating all these suggestions!
in order
@Thalin: thank you for achieving the build, it's easier for me to read something effective about.
I don't know Bloodrager, never played once and i probably will, not this time however, because reading Rumpingrufus&Magda's posts i realized that my party doesn't need one.
@RumpingR: thank you very much for explaining me those roles, for someone seems foregone, for me not; i don't want to out damage no-one of my buddies, they don't deserve it, and i play this game to have fun and to roleplay(yes, we're few!).
In a Campaign where big spaces are a routine, Reach build seems poor to me, enemies will dodge that easy i think, so i'll pass on.
Wizard or Druid seem to be the best pick here.
@Magda: thank you too, aswell.
About the "over-powered" issue, no worries about, i'm incredibly good at nerfing without noticing that :( sadly, and, as said before, i always play characters focusing on the roleplay/fun aspect.
About the "heal-bot" way into my buddies see clerics, i'm really glad to have a chance on changing that approach, now established in their minds.
This have been an issue for years!
And let me say a thing i hate the most->When you heal, for people seem a routine, and they don't realize it even more, they think is your duty of babysitter-cleric.
I've always thought preventing damage is better than healing, being mocked all the time -.-"!
About the Hangover Cleric:
Channeling negative energy could be an issue if the paladin have the way to realize that, because he's going to play a "Obstinate-way paladin - Aka the ones who don't understand what LG means".
Animal companions, i've got bad times with animal companions and mounts, probably due to my GMs in the past, always killing them, intentionally or not; if i could, i would avoid those.
I love the idea of the AoE spells, and also the idea to try something new to me (Daze and Nauseate), so i would definitely like to play something that give me this possibility; which classes/archetypes should i consider to get those powers?
Magda Luckbender
|
@Code 415: Reach tactics actually work best in wide-open spaces with lots of room to maneuver. The essence of a reach build, especially with the reach cleric, is to gift foes with a tactical conundrum: either leave the cleric alone to cast spells, else impale yourself on the cleric's spear. The cleric is fine with either choice. Wide open space helps this approach, while cramped spaces hinder it. Also, reach tactics drastically reduce incoming melee damage (you should never take a full attack, and have the tools to avoid them), making for better survivability.
When I played a high level hangover cleric I lost a mount every few sessions. Despite the high attrition rate, the mount was totally worth it. My character's story included a home family/temple that raised and trained Axe Beaks as mounts. Thus, several replacement companions were always ready to go. If they kill your mount it means they did not kill you! So consider giving it a try. Or not.
Regarding Negative Channeling and paladins, there is nothing here even an unreasonable paladin should object to. Your negative channel is no more evil than is a Wizard's fireball. Horus can have Paladins! If you think the Paladin might be a twit about it, just get introduced to him by your old friend and mentor, a Lawful Good paladin of Horus.
Here's hoping you can disabuse more players of the awful healbot concept. Several people have observed that the Hangover Cleric approach effectively squashes obsolete notions of 'healbot as the cleric's proper role'.
| Code 415 |
@Magda: Again, thanks!
Oh yes Reach work at his best in wide-open spaces, but i think Paizo created the AP wisely (i suspect about a lot of ranged enemies and very few melee char attacking us...and i don't know if reach works well there).
I really suffer when my mounts/animal companion die...if i could avoid, i'll surely do!
you said right, a reasonable one does, mine probably not.
The other issue is that he's human and i didn't want to play a human..
Magda Luckbender
|
Just as a warning, Dazing Negative Channel, is a great way to get a GM irritated with you quickly. Slumber is bad, but at least that's one at a time.
It's the only Crowd Control this group has! If this were already a powerful party with effective spell casters I'd not have suggested it. They need an effective anvil, else they'll really struggle. Without some crowd control a party is like lambs for the slaughter. A Wizard with Dazing AoE (viable at 5th level) does much the same thing. Slumber ends the fight, while Daze just hinders enemy action economy, letting your allies end the fight.
I've GMd for several Hangover Clerics, and I didn't find it a problem. If they rely on it too much they quickly run into resource management issues.
Regarding reach tactics with a cleric: of course it does no good versus ranged foes. The point is that it works just fine with no resource investment. It's a tactical approach, not a class feature. It protects you versus melee foes, and otherwise does no harm. Personally, I've found that reach tactics provide far more defensive value than a shield. E.g. I often play Level 1 Kyra, the iconic Cleric. The first thing my Kyra does is buy a 5 gp longspear and use reach tactics. As a result, she inflicts about 2x damage and takes less damage. If worried about missile foes, carry a spare shield to draw as needed. If you have a mount, carry a spare Tower Shield to draw as needed.
| Code 415 |
I'm really interested on the Hangover Cleric, especially by the flavour he gaves.
Regarding the reach tactics, i could consider (your words feel fine to me) maybe without investing too much on.
The Hangover Cleric has his own feats investments, i give priority to 'em.
I've not understood all about The Hangover choices... Leadership way is better than Ale/Wine?
| Dracovar |
You need a Witch. Here's my take:
As everyone mentions, the party has lots of hammers. Healing? Not particularly. A utility caster? You don't have one. So, something with wizard spells would be good. More healing would be good too, but you don't want to be a heal bot. So...
Witch.
You can do some healing. You can go Hedge Witch if party needs more. But, you aren't just a heal bot. You can hex.
You can do support hexing for your hammers (Fortune, etc). You can do debuff hexing (misfortune, agony, cackling to maintain, etc). Or, you can do Sleep hexing for some save or suck action vs low Wisdom targets. Load up on Extra Hex feat and do a few of these options. Lots of potential variations here to provide some entertainment.
Your spell list - a useful mix of some of the more handy clerical spells, as well as some buffing spells, summoning, blasting (lighting bolt), etc. I think there is a good balance of wizard and clerical spells - and your party is likely going to need some of both. Pick a patron that fits the flavor and adds spells you think you really need - you can get the fireball with the right patron, for example.
So, I think given party composition, you can have fun and shine as a Witch, and play an important and useful role as a full caster.
| Dracovar |
Witch and cleric - yes both full casters. My own personal preference is for full caster types for the 9th level spells, not the gimped 6th caster types. If you're going to be a caster, BE a caster, y'know? Cleric/Oracle/Wizard/Witch/Sorcerer/Arcanist kind of thing.
Witch - you gain a lot of useful clerical spells AND useful wizard spells. With a good patron choice, you can get even more useful wizard OR clerical spells too - up to you.
Witch - less toughness, yes. You aren't a hammer. Why play a hammer with 3 other hammers already present? You have lots of meat shields to help keep you safe. By level 5, and a Fly hex, you can be flying around too.
Witch - can be a good utility healer to supplant your other semi-healer. BUT - given your wide variety of spell choices, less danger of being stuck as a heal-bot. No matter what the campaign, every time I play a cleric I inevitably have to start loading up on healing to keep the hammers happy. A Witch with Endurance Patron will even get Miracle at 17th level - which is an awesome spell, but also some good buffing spells along the way.
Some Witch hexing is just awesome and is icing on the cake for this class.
Hangover Cleric? You'll have to be Neutral (at best) stuck in a party with a Paladin, in order to channel negative, right? And try and explain that to the Paladin too. Sounds like a pain. Also, not a huge fan of tying myself tightly into one particular trick/gimmick. Soon, the GM starts to account for it and, voila!, you'll be a heal bot.
Ultimately, it's also about your own play style. If you don't like the more arcane caster side of things and really want to knock some heads, well, go Synthesist Summoner or something like that.
| Jodokai |
They need an effective anvil, else they'll really struggle.
Having been playing RPG's for 30+ years in general and having gone all the way through Kingmaker in particular, I can say with all authority, no they don't. We coasted through Kingmaker with a Barbarian (the Pre-Gen no less) a Gunslinger, the gunslingers Girlfriend was a druid, but just played with her wolf, and I was a Kensai Magus. I was the only one with any real experience at all. We had absolutely zero crowd control, and were nothing like "lambs for the slaughter"
A Wizard with Dazing AoE (viable at 5th level) does much the same thing.
Do they? A 5th level Wizard has exactly how many 6th level Spells? Dazing is a +3 Metamagic feat, so they need a rod, which allows 3 per day, but at 5th level they'll only have 2 third level spells. Whereas a Cleric who focuses on Channeling can have as many as 7 at first level. That's a HUGE difference.
Slumber ends the fight,
Slumber ends the fight for 1 enemy per round if your allies finish it off. We all know how irritating Slumber is, Dazing is area effect Slumber.
while Daze just hinders enemy action economy, letting your allies end the fight.
It doesn't "hinder action economy", it ends their turn where they do nothing and can effect the ENTIRE encounter. Slumber puts 1 monster to sleep, the monster next to him can just wake him up. Daze no one is waking anyone because they're all asleep.
I've GMd for several Hangover Clerics, and I didn't find it a problem. If they rely on it too much they quickly run into resource management issues.
I know 5 people, including you and me, that have GM'd for them, you're the only one who hasn't wanted to shoot the player.
Code 415:
You're not playing PFS, you're playing a home game with a GM. You can completely ignore all this crap about hammers, and anvils, and what-have-you. Your GM has the ability to adjust things so everyone has fun regardless of the party make up. Play what you want, what you think will be fun. If nothing else, I would seriously run that hangover cleric by your GM, and be honest with him. It's better to be upfront from the beginning than to create tension or possible character re-writes.
| Code 415 |
@Dracovar: "Witch - less toughness, yes. You aren't a hammer. Why play a hammer with 3 other hammers already present? You have lots of meat shields to help keep you safe. By level 5, and a Fly hex, you can be flying around too."
According on what you write about "being the 4th Hammer" and "Also, not a huge fan of tying myself tightly into one particular trick/gimmick. Soon, the GM starts to account for it and, voila!, you'll be a heal bot" makes me think you haven't read the Hangover Cleric yet, sadly:
"Last thoughts
Even if you've spent 4 feats on a single trick, remember that you're still a cleric. Unless you're an oracle of life or inquisitor or whatever. The point is, a cleric can still heal, remove status effects, buff allies, animate undead, summon monsters, take a few hits in melee, and buff yourself to be a melee monster. Don't let one cool trick keep you from taking advantage of the incredible range of abilities available."
Being neutral will not be a problem i think; i don't think paladin will be angry if i don't workship his own deity...
@Jodokai: thanks for the advice aswell.
My GM is just starting to being so, but i don't think she will have issues on adjusting things, she's the GM!!!
And also, as said before, i play for fun and for roleplay as better as i can, so i will not abuse (eventually) my power, i know when and how hold that.
I like the dazing idea because no-one of my buddies ever used it, and can provide something new to the table.
Any other advice welcome, also the Ale/Wine - Leadership explain will be nice.
| Joynt Jezebel |
1 Wow, how fast, thank you both!
2 Wizard is a class i played once, but loved...Mystic Theurge, never played, i only know he can cast arcane+divine (and maybe at the same time, if i'm not wrong..).
@EDIT__
3 I've just called my GM and other players on Skype, to ask them more information, this is what i got--> The AP will be Kingmaker (seems not an easy one, with combat in open spaces, in wilderness); the fighter-sorcerer want to get a Prestige Class (but i didn't understand which).
1 You need to work on your maths Code. :P
2 Loving a class is an excellent reason to play it. Yes the Mystic Theurge can cast both a divine and arcane spell at the same time. But only once a day and not till lvl 10 in the PC, so don't hold your breath. There is a fine guide to the PC on this site a search will turn up.
3 Kingmaker means you will be in ideal Druid territory a lot of the time, if that influences you.
The fighter sorcerer probably wants to become an Eldritch Knight [or better a Hellknight Signifer] or else a Dragon Disciple.
| Mysterious Stranger |
I think a druid would work well in this group. As far as I understand the Kingmaker AP has a lot of outdoor encounters and involves a lot of wilderness exploration. A druid does well in both of these situations. They are also full divine casters with a very diverse spell list. No matter the situation you are likely to encounter they should have something useful that can be used. They also have a lot of class abilities that will also be useful allowing you to save the use of your spells. You have a decent selection of weapons and armor so you won’t be squishy caster type. Wild Shape will allow you incredible versatile. If you need to scout turn into a bird and fly off to investigate. During a fight you can fly above the battle casting spells and probably no one will be able to get to you. You have a lot of battle field control spells and can summon creatures to fight for you.
| RumpinRufus |
Do they? A 5th level Wizard has exactly how many 6th level Spells? Dazing is a +3 Metamagic feat, so they need a rod, which allows 3 per day, but at 5th level they'll only have 2 third level spells. Whereas a Cleric who focuses on Channeling can have as many as 7 at first level. That's a HUGE difference.
Sheet Lightning is a 3rd level spell for both wizards and druids, absolutely no metamagic rods or feats required. An evoker wizard with a bonded item could cast it 4 times a day at 5th level.
We all know how irritating Slumber is, Dazing is area effect Slumber.
There is a big difference between "helpless for X rounds and waiting to be coup de graced" and "cannot act for one round, keeps full AC."
Back on topic, I did miss the edit where you said the AP is Kingmaker. That is notorious for the "15 minute adventure day" so conserving resources and healing is not as important, which makes all-hammer parties more viable. They're still likely to die more often, but probably less so than in other APs.
| Code 415 |
@Joynt Jezebel: not on my maths, but yes, on my wi-fi connection for sure! XD!!!
Regarding the wizard, yes you're right, but the Hangover cleric is appealing me more, that dazing (finally something new for my buddies) is getting me mad XD!
Regarding the druid, i feel pain for my animal companion, but if is there a way to avoid animal companion and dazing like the Hangover Cleric, i should consider it!
| Jodokai |
There is a big difference between "helpless for X rounds and waiting to be coup de graced" and "cannot act for one round, keeps full AC."
But the real issue of Slumber vs Channel Daze is the entire encounter cannot act for 1 round, vs 1 bad guy is taken out. I mean what's a barbarian going to do? Well usually take out 1 bad guy per round-ish, so there's really no difference.
Then look at Sheet Lightning, it's 3rd level so when a Wizard fifth level he gets maybe 4 which is still about half of what the Cleric can get at first level. And realistically the Wizard will probably only get once because they'll have a familiar, Haste and Fireball.
Add to the fact that Sheet Lightning does 1 point of damage at, again, 5th level, vs. 1-3 damage at, again, first level, then figure in that Channeling goes against WILL saves which is notoriously the lowest saves for monsters (well except for undead, but since we're channeling negative energy that doesn't really matter much) and Sheet Lightning goes against Fortitude, notoriously the highest save, you see there's quite the disparity.
But beyond all the maths, having seen people play one, and seen GM's reactions, it annoys GM's, and that's what my warning is all about.
| Rashagar |
Your party has 2 charismatic people and one knowledge int-based person, I'd recommend going for a wisdom based scout/spotter role mixed with some crowd control if I were you.
For that, I'd have to agree with people above who recommended Druid. You really can't go wrong with them.
I'm going to be completely biased though, and go one step further to recommend you try a variation of the first character I ever played, which is a druid who takes a single level in trapper ranger (maybe also trophy hunter or wild shadow since you're only taking the one level?) and takes the feat Shapeshifting Hunter at 5th level. There are a lot of archetypes for druids but the one I went for was the World Walker so I could have both favoured enemy and favoured terrain advancing with my druid levels.
After this, you can go pretty much any direction you want with the character. You have the natural crowd control options of the druid spell list, and all the other versatility that spell list brings. You could still go the reach cleric route and focus on attacks of opportunity if you like that aspect of the cleric build above. Having ludicrously high perception is practically a given, and you have the skill points per level and class skills to branch into the stealth/survival/disable device scout type role. As well as the amazingly versatile ability of wild shaping! If losing an animal companion is really so painful that you'd rather not have one to begin with then you can always take a domain instead. The growth subdomain for extra reach or the Wolf domain for improved trip and some tasty ranger-exclusive spells both spring to mind as options for a reach druid.
My point buy looked something like 15-14-14-12-14-7 on 20pt buy, I was a dwarf so I felt that starting with a wisdom of 16 was plenty.
This was just an amazingly versatile and fun character to play.