| Harrison |
I'm trying to round out a part consisting of a Swashbuckler, a Fighter, a ranged Paladin, a Magus, and a Stormborn Sorcerer.
The party is really heavy on Hammers, so I figured I'd make a character that would pull double duty as both an Arm and an Anvil (probably more Anvil than Arm), but can't really decide on a class to go with.
According to the GM, spontaneous casters are forbidden (the Sorcerer was given an exception because of a very good character concept), as is the Witch, but the Shaman is open.
So this leaves the Alchemist, Arcanist, Cleric, Druid, Shaman, and Wizard that I feel could reliably fill the role of Anvil/Arm, but can't decide which class to go with that might best supplement the group.
| Cap. Darling |
Evangalist cleric with a reach weapon sounds like a good way to go. It will give you somthing like the best buffs in the game. And will allow you to be a strong centerpice in combat. Somthing for the sorcerer to have between the badguys and his self and for the others to stand around. Heroism domain or growth domain are both popular choices. If you want to win the variant channeling and that daze thing, and selective channeling, is so good that your team will hate you.
| lemeres |
An alchemist that uses bombs for debuffing could do fairly well, which is anvil. It also does a lot of buffing for an arm. I like this option the best because the bombs are pretty comparable to spontaneous spells- your discoveries just work as metamagics for them, and you can switch them up on the fly depending on your needs.
The druids spell list is basically built to anvil with battlefield control. Throw in an animal companion that focuses on a maneuver to further boost that role.
Clerics work fairly well with good touch/bad touch, so they can do well covering both roles.
Wizards...are wizards. What can I say? They have spells, you need to go through a lot of guide to find more anvil/arm specific spells.
I can't say much the ACG casters though.
Deadmanwalking
|
Envangelist Cleric with melee capabilities, as mentioned, is made for this group.
You'll seriously power up the 4 melee combatants plus yourself, and also have all that sweet Cleric healing and condition removal available if, say, you can't reach a town readily. You can even go Wis-focused for control spells and the like as well, if you want.
| Zwordsman |
The above Cleric ideas are good, cause.. there isn't a ton of healing outside of that paladin's lay on hands.
but I myself, love love love alchemists.
You can go with the fun discoveries, and you can get infusion and hand out buffs for each person to pop when they feel the need. Which is always fun.
Alchemist can do a little of everything.