| Monkeykibble |
GM is currently allowing people to change classes, since it's been awhile since we last played, also we have more experience playing.
Party consists of 2 sorcerers, a rogue, a war priest (former cleric) and my character was a fighter but I'm not sure what to change to.
I'm a natural wordsmith, and gm said he'd like to see me bring that out more in game. My gm suggested Skald or Bard, I was thinking maybe Summoner.
Bottom line what I'm looking for is a class where I can still have that "I'm a badass!" moment in combat, but be useful out of combat as well, while being able to be a party "face".
From what I've seen of the Skald, they don't seem to have that combat WOW! factor, I'm not too familiar with Bards either. I have looked up summoners and they do seem to have a lot of incredible things.
Any suggestions would be greatly appreciated! Even classes not mentioned. Thanks!
| StDrake |
Good old paladins make well for a face and are still combat worthy. Why not that? A summoner requires a lot to remember (and/or some extra sheets full of notes) or going the synthetist way with point buy stats and some dastardly minmaxing. With rolled stats he doesn't shine that much on his own (but thats where the notes with summon stat blocks come in)?
Thematically it does sound like skald fits best, perhaps with some archetype to make him more self-centered. Normally skald/bard are meant more for party buffing, with the skald being more combatty. More towards teamwork than their own badassery you might say.
On a side note if it's a home game you might consider homebrewing a mix between paladin and antipal - dread vanguard antipal to be exact. The homebrewing will need to address alignment issues and the uselessness of smite good in a nonevil campaign, but somehow I like the dread vanguards auras more than warrior of holy light
| Little Skylark |
Like St Drake said, the paladin would fit that bill. As soon as they smite they certainly have the wow-factor. If you would want to play it you should look at the party as well. If everyone is chaotic, and "playing" with the law is a big part of the fun you'll be in for some serious discussion or you might want to go an other way.
| Castilonium |
Here's how to make skalds especially WOWtastic. Be a half orc, take the Amplified Rage feat, dip one level of Bloodrager, trade out your first level bloodline power for a Bloodline Familiar with the valet archetype, and voila. Your valet familiar shares your teamwork feats like Amplified Rage. When you use raging song, you gain +8 str and con, and your familiar gains +6 str and con. Choose a goat if you want a flanking buddy.
To spread the WOW to the rest of your team, get 3 levels of Holy Tactician Paladin. You now have Amplified Rage on your whole team all day every day. That's +6 str/con to everyone. You also don't have to take the valet archetype on your familiar. Mauler is a good alternative.
| StDrake |
4 levels of dips at 5th level are icky, but the familiar trick is definitely worth a mention. If you dont mind running around with a big stick then do that, take the belkzen drummer skald archety for your main class and you'll have a face that smashes all others. I didnt even consider that skald boosts his own rage that much too if he dips into barb/brager. Marvellous catch that.
| Tangaroa |
You can also just check out this link http://paizo.com/pathfinderRPG/prd/
I'm perhaps less a fan of multiclassing then some of the other posters.
Building a strong melee bard or skald isn't too hard - just favor physical over mental stats and buffing spells over those that require enemies to make saves. Skald is maybe a bad choice on account of there not being anyone else in the party to take advantage of raging song, really. Rage song precludes casting, which can really hurt warpriest and sorcerer types. Bard is a solid choice as you can cover a lot of skills that your teammates lack - your party is not skill heavy, I would guess, and shattered star requires a lot of knowledge checks/languages/diplomacy, etc. I find the regular core rulebook bard pretty good, actually. Lots of very strong class features.
Bloodrager (as has been suggested; it's from the Advanced Class Guide) and Oracle (Advanced Players Guide) are also possibilities - good charisma characters that can make sturdy combatants, if you focus on combat feats.
For a more dedicated fighter type, you could investigate the swashbuckler (from the ACG). This would be the "no spells" options - but their panache gives them no lack of combat options.
All of the above options are nice in that they give you more skill points then a straight fighter (or paladin, for that matter). The main downsides of some of these options is low defenses - bards, bloodragers and skalds tend to lack staying power due to a combination of light armor and low-ish hp - partially offset by magic defenses. Paladins and certain oracle bloodlines get heavy armor, and swashbucklers have means of getting high defenses through other methods.
Really, it comes down to role-playing selection. If you start with a decent constitution and strength 14+ (not strictly necessary for a swashbuckler, important for other classes) you can make a serviceable (but not necessarily spectacular) fighter-type - and magic can make you much better).
Have fun!
| Pounce |
All of the above options are nice in that they give you more skill points then a straight fighter (or paladin, for that matter). The main downsides of some of these options is low defenses - bards, bloodragers and skalds tend to lack staying power due to a combination of light armor and low-ish hp - partially offset by magic defenses. Paladins and certain oracle bloodlines get heavy armor, and swashbucklers have means of getting high defenses through other methods.
Skalds and Bloodragers get Medium Armor Proficiency, so they'll probably wear that ;)
In fact, with Skald's Vigor and the inherent con boosting mechanics of rage I'm almost of the impression that Skalds are more capable of enduring than most other martially-minded casters when performing, so that would be something to keep in mind.@ the topic of Half-Orc Skalds with Amplified Rage - A different option which might merit consideration if you are planning on going skald would be to dip 1 level of fighter instead of bloodrager. You miss out on fast movement, an extra (if tiny) rage pool, a boost to your own raging song for quite a few levels, and 4+int skill points for a level - but if you go with an Eldritch Guardian / Mutation Warrior Fighter, you'll still end up with a familiar, in addition to heavy armor proficiency and a mutagen that you can drink for a further "WOW-tastic" moment during combat.
Ultimately, it becomes a question of what you'd rather have;
+8 STR / +8 CON, +2 to Will saves, -2 to AC (Bloodrager) - (stays this way until L17)
vs
+10 STR / +6 CON / -2 INT / +1 to Will Saves, +1 to AC (Fighter w/ Mutagen) - (str/con/will bonuses increase with raging song @ L9 & L17)
Also, if you are debating how to be useful with Inspired Rage in a party full of casters, grab the Spirit Totem line of Rage Powers. If the casters end up summoning stuff, not only do the summons get to benefit from the boosts from your raging song, but it also gives them an additional attack made at your BAB + Cha modifier. And the rouge. And you. If the sorcerers have familiars, they can accept the inspired rage, and get the free spirit attack as well... (including your own familiar). That, and unconscious allies automatically accept the raging song, so even if they are downed by accident they still have a bit of a fight left in them. Man, I love the Spirit Totem on a Skald.