Another character suggestion for a party


Advice

Sovereign Court

So a party is forming, not now but curious about what kind of character to make, so far the others are making:

-A gunslinger
-A cleric (Necromancy/Melee Hybrid type)
-A Save or Die (Wizard I Believe)
-A Paladin [Divine Hunter] (Archery style)

Suppose we are lacking on the skilled/rogues + utility wizard type department, trapfinding as well. DSP psionics and path of war are allowed as well and yeah we can use Unchained stuffs too.

Grand Lodge

I would go Inquisitor or Hunter. Trap finding is situation useful, and both Inquisitor and Hunter have lots of skills while still being useful in combat.

Depending on the level you are playing at, the Hunter's pet is really strong too.


Seems to me you're lacking a front-liner - the Cleric and his minions won't cut it.


VRMH wrote:
Seems to me you're lacking a front-liner - the Cleric and his minions won't cut it.

That. No front-liner.

Also you have no skill monkey. You might get around the no-skill-monkey problem by making sure the party husbands its skill points carefully, dividing up areas of specialty, that kind of thing.

Sovereign Court

@Dafydd and VRMH Hunter might be a nice compromise and would bring also nature magic into the mix, while allowing me to do some melee, teamwork combos.


I suggest an inquisitor. They have plenty of skills and are hardy enough for front line. Grab toughness, put favored class bonus into health, and a con of 14 and your more than good. If you REALLY are worried about front you could get a pet.

The other choice is Druid. With a well made wild shape build you can be very durable and a wrecking machine. On top of that Druids have the best summoning trick in the game with the cyclops and destruction domain :). Skills are decent and sometimes made better with wild shape or some such. Finally, a full caster. Even if you hate their spells grab divine interference at level 11 and burn em on making enemies reroll every time they crit.

Sovereign Court

Melee inquistor, Goliath druid hmmm I'll have to think about it.


I would say maybe a rogue for trap finding/disable device or maybe a bard to buff the others. But as everyone else said, can't go wrong with a well built inquisitor.


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Frontliner: Half-Orc; Barbarian(unchained) [Invulnerable Rager]

Take: Sacred Tattoo and Shaman's Apprentice ARTs.

Take: Fate's Favoured and Threatening Defender traits.

Take: +1/3 Superstition Human FCB every level.

Rage Powers: Superstition and the Beast Totem line (for Pounce eventually)

Feats: Diehard; Stalwart; Combat Expertise; Improved Stalwart

At Level 12:

you can take -3 on your attacks to get to DR 14/-

you have pounce

your saves are +19/+15/+15

All without gear.


You also seem weak on buffing-- a lot of classes that can do it and combat styles that suggest that buffing isn't what they want to do.

So... a Bard.

Pick up Trapfinding with the trait if the GM will let you or do without. Build a Bard that can fight up front and you can cover all of your holes.

Sovereign Court

Yeah definitely a frontliner (Bard Magician with variant Multiclassing Magus sounds pretty good or the melee inquisitor like many have suggested), I'll have to think about it. I got time to decide but good to plan in advance.


It depends what level you are. Unlike others, I think that if planned for, an undead front line can handle it just fine. Probably won't hit a lot, and they will go down (I'd be looking at bloody skeletons) but they should slow down things enough that your ranged guys can take them out. Although how the Paladin and the Necromancer are going to get along seems questionable.

I always say, if you aren't sure, pick a Bard and you can't go too wrong. I'd focus my spells on handling weird problems (see invisibility and glitterdust to deal with invisible foes for example) and join the rest of my group in ranged attacks from behind a row of skeletons, and I expect your party would we quite effective.

Alternatively I might go with an Urban Ranger switch hitter. Then if the undead line went down, you and the cleric should be able to cover things in melee pretty well.

Sovereign Court

Pally and necro have attenuating circumstances but well, no worries about them.

Bard seems to cover the middle ground enough.


No tank, no skill monkey, no buffer/healer. Heck, your party doesnt really have ANY of the four classic roles down. No battlefield control, no utility casting.

You have three ranged killers. This is one of the poorest roles for party tactics, as they dont do anything for the party other than kill the other side.

Inquisitor does seem like it's the best. It can tank, buff, do some healing.


DrDeth wrote:

No tank, no skill monkey, no buffer/healer. Heck, your party doesnt really have ANY of the four classic roles down. No battlefield control, no utility casting.

You have three ranged killers. This is one of the poorest roles for party tactics, as they dont do anything for the party other than kill the other side.

Inquisitor does seem like it's the best. It can tank, buff, do some healing.

Cleric and Wizard don't cover healing, battlefield control and utility casting? Not sure what you would require...

The only thing missing is a really high skill guy, but they should have sufficient even without another skilled person as long as they make sure they don't double up.

Bloody skeletons also make great trap finders.....


Cleric and Paladin can cover healing. Wizard spamming SoDs probably doesn't cover control, though he might be able to. Same for a Cleric dedicated to melee, and that can be cross-applied to buffing. They should have utility casting set though.


For an interesting front-liner, I'm always a big fan of throwing an Alchemist into the mix. Give yourself some above average physical scores, and let your mutagen bump you up to snuff. Plus taking Instant Alchemy means you can mass produce things like Acid, Alchemist's Fire, poisons, and things like fuse bombs and fireworks by the BUCKET loads.


Dave Justus wrote:
DrDeth wrote:

No tank, no skill monkey, no buffer/healer. Heck, your party doesnt really have ANY of the four classic roles down. No battlefield control, no utility casting.

You have three ranged killers. This is one of the poorest roles for party tactics, as they dont do anything for the party other than kill the other side.

Inquisitor does seem like it's the best. It can tank, buff, do some healing.

Cleric and Wizard don't cover healing, battlefield control and utility casting? Not sure what you would require...

Bloody skeletons also make great trap finders.....

But they dont have a utility wizard or a healer/buffer cleric. They have:

A cleric (Necromancy/Melee Hybrid type)
-A Save or Die (Wizard I Believe)

And- only for really unimaginative DMs or Evil overlords. Starting with the bog-standard pit traps that requires 100# to set it off. But in any case, that's a 3Pp monster. Which is really under-rated.


Quick word... SoD wizards can mean a lot. Therefore don't conclude he has no control methods as most mind control is SoD but that's about as control as it gets. Likewise a dazing fireball is SoD just because your effectively out of the fight.


Renegadeshepherd wrote:
Quick word... SoD wizards can mean a lot. Therefore don't conclude he has no control methods as most mind control is SoD but that's about as control as it gets. Likewise a dazing fireball is SoD just because your effectively out of the fight.

SoD is just dropping an enemy to 0 through another method, it isn't real battlefield control. A true God Wizard is effective against enemies that roll nothing but 20's on their saves.

As for the OP, a melee Slayer would handle trapfinding as well as give you the upfront bulk this party needs to function. Building for intimidate will help ease the pain of having a narrow-minded wizard.

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