Need suggestion for a 4th party member!


Advice


Hello!

I am looking for a 4th character concept for an adventurer group.
Here is the current composition of the party, everyone is level 1 for now:
- Gripli inquisitor preacher: Archer, skill monkey, able to check for magical traps, took the feather domain so has an animal companion.
- Tiefling (Oni-Spawn) Feral hunter: Melee combat specialist, awesome self buffer, tanky.
- Human Sorcerer dipping 2 level in paladin and then going dragon disciple: pretty good with spells, pretty good in combat, long winded build but around level 4 it's going to start being solid.

I need suggestion to fill that 4th slot in the party, ideally a build that can complement the rest of the group. If this might help with the suggestion, the setting for the first few chapters of the adventure will be desert based with few caverns to explore there and there and some mountainous regions. Starting gold is 150, no crafting feats.

I am open to any ideas send your crazy build this way :)

Thank you in advance for your feedback!


I wonder if a CMD specialist might be a good addition. Or a controller witch, wizard, etc.

A witch would bring potential healing, control, and some extra buffs.


Some sort of full caster looks to be the best option, possibly divine or a theuge-y type of witch. A prepared caster would also offset all the spontaneous casters in the group. Summoning and casting-focused Evangelist Cleric would be a strong option for buffs and control, or maybe a caster Shaman abusing the human FCB & Arcane Enlightenment for huge spell access.

Both have the potential to be strong Anvil/Arms,which looks to be what the party needs. Both can also do the sort of condition removal the group currently lacks.


I'm with Corvino. Full Wizard or full Cleric will fit the group well.

Cleric will have 'create water', which will help a desert setting. Wizard can get 'endure elements' and possibly a helpful familiar.
Druid will ALSO get a companion and would make a fine summoning caster.

Sometimes simple is better than crazy.


I'm liking the Super Caster suggestions so far. I'd personally go with Corvino's Shaman suggestion.


Pathfinder Adventure Path Subscriber

Another vote for full caster. Battlefield control/support would address gaps.

More importantly what would you enjoy playing?


I will say...an alchemist.

You already have two 6 spell level divine casters, and I am going count the sorcerer like a 6 level caster early on due to multiclassing (even if they can eventually get 9th level spells). So I am not entirely convinced you need a full 9 level caster since your part is already so magically infused.

An alchemist gets somewhat arcany casting with extracts (with more of a focus on buffs). It can eventually handle conditions fairly well.

With bombs, if you focus more on using it as a debuff mechanic with fairly good save DCs (similar to a witch's hexes, although alchemists tend to be less SAD), you can debuff enemies fairly well. Just load up the discoveries with a few good bombs, and you barely even need to invest in dex (since you are hitting touch AC- after early levels, a lot of the major things have terrible touch AC)

After that, you have plenty of options on where to take the build. Ranged, melee, control, etc. It is not hard to specialize- and you still have buffing and debuffing as back up as the situation requires.


lemeres wrote:

I will say...an alchemist.

You already have two 6 spell level divine casters, and I am going count the sorcerer like a 6 level caster early on due to multiclassing (even if they can eventually get 9th level spells). So I am not entirely convinced you need a full 9 level caster since your part is already so magically infused.

...

I don't even think this is possible.

If the party consisted of Cleric, Druid, Wizard, Witch, Shaman, Razmiran Sorcerer and the OP was attempting to decide between Alchemist and Arcanist, the correct option from a pure party optimization perspective would almost certainly still be the Arcanist. 9th level casters are just that good. Considering that the party doesn't have anyone who is playing a non-stunted progression full caster, a proper 9th level caster would be a highly valued addition.

That said, the party has a fairly nice spread of flexible 6th level casters, so you could get away with playing pretty much anything.


Snowblind wrote:
lemeres wrote:

I will say...an alchemist.

You already have two 6 spell level divine casters, and I am going count the sorcerer like a 6 level caster early on due to multiclassing (even if they can eventually get 9th level spells). So I am not entirely convinced you need a full 9 level caster since your part is already so magically infused.

...

I don't even think this is possible.

If the party consisted of Cleric, Druid, Wizard, Witch, Shaman, Razmiran Sorcerer and the OP was attempting to decide between Alchemist and Arcanist, the correct option from a pure party optimization perspective would almost certainly still be the Arcanist. 9th level casters are just that good. Considering that the party doesn't have anyone who is playing a non-stunted progression full caster, a proper 9th level caster would be a highly valued addition.

That said, the party has a fairly nice spread of flexible 6th level casters, so you could get away with playing pretty much anything.

A 9th level caster is always useful...but yes, I do mean that he should not feel he HAS TO play one, since there is already so much magical support.

I just thought of the word 'need' as something more dire there. It doesn't mean you shouldn't 'want' a full caster, but you don't 'have to' make one.

EDIT: Plus, with up to 20 bombs per day that can serve as blasts, debuffs, or battlefield control depending on the spontaneously added "metamagic" (discovery) you put on it...alchemists do get a bit above their 6 level status in some limited ways. I know that the incendiary bomb discovery copies incendiary cloud spell (a level 8 for wiz/sor)...and they can make every single bomb into that spell (limited, I know, but it is somewhat impressive- it could end up being used on the scale to route entire armies depending on the situation, and possibly access to the discovery that lets you put bombs onto arrows).


lemeres wrote:
Snowblind wrote:
lemeres wrote:

I will say...an alchemist.

You already have two 6 spell level divine casters, and I am going count the sorcerer like a 6 level caster early on due to multiclassing (even if they can eventually get 9th level spells). So I am not entirely convinced you need a full 9 level caster since your part is already so magically infused.

...

I don't even think this is possible.

If the party consisted of Cleric, Druid, Wizard, Witch, Shaman, Razmiran Sorcerer and the OP was attempting to decide between Alchemist and Arcanist, the correct option from a pure party optimization perspective would almost certainly still be the Arcanist. 9th level casters are just that good. Considering that the party doesn't have anyone who is playing a non-stunted progression full caster, a proper 9th level caster would be a highly valued addition.

That said, the party has a fairly nice spread of flexible 6th level casters, so you could get away with playing pretty much anything.

A 9th level caster is always useful...but yes, I do mean that he should not feel he HAS TO play one, since there is already so much magical support.

I just thought of the word 'need' as something more dire there. It doesn't mean you shouldn't 'want' a full caster, but you don't 'have to' make one.

Right...I read your "need" as in "don't have any need for", meaning that the party wouldn't get that much out of having a full caster since they already have so many casters.

So in other words, I disagreed with you and then proceeded to point out how wrong what you weren't saying was and then essentially completely agreed with what you were trying to say but I didn't understand. Yay for communication being 20% language (or whatever it is)?


Eh, it is the internet- human minds can barely communicate clearly with spoken words, let alone trying to get tone and meaning through the written word (especially when it is encouraged to be done quick and short on the net)

So it is hardly anything to be blamed for. We have all been there.


Sounds like you need a full caster my friend. If your sorcerers dropping levels in paladin your gonna need another full caster, be it arcane or divine. Maybe an Aasimar? You seem to be going for fun races. Fetchling? Dhampir? On a more general note, if your not in the mood for a full caster go for something with some range on it, like a gunslinger or a bow and arrow ranger.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'd go either Bard or Wizard.

The bard's buffing will be a potent force-multiplier, considering the other characters are all martial builds. Bardic Knowledge lets you help out with the Knowledge skills that are mostly lacking in your party.

The wizard is another good option because you have no high-Int characters in your party yet. The wizard also gets good buffing spells like haste, and will do even better at Knowledges at low levels.


Druid gives you a good spell list and some interesting abilities as you go up. The desert druid archetype is appropriate and I could see a giant scorpion companion.

Since your party covers all of the basics, you can also go into something odd just to try it. Perhaps a kineticist, or a psionic character, if allowed.

You might also go with the flow and pick another character with broad function. Bard (dawnflower dervish) with a little Barbarian (urban) works well for a desert-themed group.


You have two wisdom based classes and one charisma based, so an intelligence based class would be best. That's still a lot of variety.


Evangelist Cleric would be my suggestion. Inspire Courage will help out the 3/4 BAB classes that are handling combat, full caster to help gain the appropriate spells as they are needed, access to most of the condition removal spells (people often forget this, but as you level, HP damage is just half of what you deal with), and a prepared caster for flexibility. It looks like you won't have to worry about buffing beyond the inspire, so I'd suggest a control caster build. You'd be a bit of Arm with Inspire and healing so you just need to focus on being the Anvil. The spontaneous casting of an Evangelist can help with this aspect, giving a few really solid control spells. And since you have two divine casters besides you, perhaps a variant channeling option to increase your control.


Thank you guys for all the replies!

So far the ideas are:

*Half orc - Scarred Witch Doctor - Max out constitution, really tough to take down, lots of buffs.

*Human - Arcanist - Lots of knowledge - offer good flexibility + battlefield control

*Half elf - Summoner - Basically 2 party member for the price of one, the eidolon can be very flexible even in non-combat situations, can provide some buffs, get haste at level 4!

*Human - "Arcane healer" or maybe "Arbiter" I love the idea of a great support character with a lot of buff spells and healing and or the ability to create naturally more teamwork with the rest of the team.

I am still undecided and I have plenty of time to come up with a good build please feel free to provide more ideas or input on these suggestions.


Melkiador wrote:
You have two wisdom based classes and one charisma based, so an intelligence based class would be best. That's still a lot of variety.

The previously mentioned Lore Shaman has a hex that allows you to use wisdom instead of intelligence for knowledge checks, so a specifically int-based character isn't super important.


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I will suggest bard as well.

You've got 4 physical damage dealers (with animal companion).

That means you'll have back up healing, massive buffs and a combat song everyone can enjoy. Plus some decent magic no one else can duplicate. Without question I'd go bard here.


Arachnofiend wrote:
Melkiador wrote:
You have two wisdom based classes and one charisma based, so an intelligence based class would be best. That's still a lot of variety.
The previously mentioned Lore Shaman has a hex that allows you to use wisdom instead of intelligence for knowledge checks, so a specifically int-based character isn't super important.

It's more for gear selection. A headband of wisdom drops, but which one of the 3 wisdom based guys gets it? Or a headband of intellect drops and no one can get much use out of it.


Can't think of a class that wouldn't wear an int headband. Learn french fast!

RPG Superstar 2012 Top 32

i like the arcanist idea. full casting, lots of flexibility...
if you want to add more healing you can with the White Mage archetype (which doesn't give up much) and UMD (which is a class skill).

if you're allowed to use the variant multiclass rules, you should consider VMC Bard. you would be really solid with your knowledges and you'd get some of sweet party buffs that your party melees and animal companion would love! and arcanist is one of the very few classes/archetypes with a good stat array for the bard VMC


Cavall wrote:
Can't think of a class that wouldn't wear an int headband. Learn french fast!

You could say the same thing for any stat. The point is that you don't get "much" use out of the stat. Say a headband of intelligence drops and you have a Wizard and guy who really wants to speak French in your party. Who would you say needs the headband more?


The wizard.

But if you had a bard that knew french you could effectively end all opposition by those he hit on.

Because bards.

And french.

RPG Superstar 2012 Top 32

Witch might work. Hexes are fun, you can heal, and you can use spells.


Melkiador wrote:
Arachnofiend wrote:
Melkiador wrote:
You have two wisdom based classes and one charisma based, so an intelligence based class would be best. That's still a lot of variety.
The previously mentioned Lore Shaman has a hex that allows you to use wisdom instead of intelligence for knowledge checks, so a specifically int-based character isn't super important.
It's more for gear selection. A headband of wisdom drops, but which one of the 3 wisdom based guys gets it? Or a headband of intellect drops and no one can get much use out of it.

Then you sell the intellect headband? Trying to use everything the AP drops for you is creating a problem that shouldn't exist. If it's a homebrew game then the GM can just drop stuff that's actually useful to the party anyways.

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