Help designing a character...


Advice


I'm about to start the giantslayer adventure path. I was really looking forward to playing one of the advanced classes, especially the skald or shaman. And the the GM came out with the list of allowed books...

Core Rulebook
Advanced Player's Guide
Advanced Race Guide
Ultimate Combat
Ultimate Magic
Ultimate Equipment
Ultimate Campaign
Inner Sea Primer
Inner Sea World Guide
Dungeoneer's Handbook
Animal Archive
Bestiary 1
Bestiary 2
Bestiary 3
Inner Sea Bestiary

No advanced class guide.

So now I'm at a loss of what to play. I mean, this AP just screams advance class guide, and we can't use it!

What I don't want: Ranger, rogue, fighter.

What I'd like: well, I don't know anymore. I really had my heart set on the shaman (with the skald as a backup). Is there any ways I can replicate these classes? Particularly the shaman. If not, what would you suggest? Can you throw some ideas at me until I can latch on to one I love?

At this point, I do not know what anyone else is playing.


How about inquisitor?

Silver Crusade

Look at any of the mounted combat options. This is one of the few AP where their is a lot of room to work with. Paladin, or Cavalier are all good options.

Having a full caster that is focused on controlling the battle field. If you have a normal size party this is a really good idea. The giants do massive amounts of damage. The ability to limit them will help greatly. Wizard, Witch, or Sorcerer will be the best options.

My best suggestion for your group. Teamwork feats are your friend. Escape Route, Stick Together, and Over Whelm. Can really change how effectively you fight giants.

My top picks for classes.
Druid, Cavalier, Sorcerer, or Witch.


Inquisitor ain't a half bad idea. I've never played one of those before. Any thoughts on the Ifrit Immolator archetype for the inquisitor?

Oh! And the witch! Scarred witch doctor comes to mine, if the GM lets me play the pre-errata version.

Silver Crusade

Pathfinder Adventure Path #95: Anvil of Fire (Giantslayer 5 of 6)
Players VS. Fire Giant Fort.
Fire Giant immune to fire.


Yeah... It would definitely make book 5 a challenge. Book 4 would put me at a huge advantage. But book 5 would require me to use other tactics and think outside the box.


Giving up Bane and Greater Bane to get Flaming and Flaming Burst sounds like an absolutely horrible trade to me. Some other sort of Inquisitor would probably work really well though, especially since they get some Will save spells and giants aren't good at resisting those.

I think a Druid could be fun while maintaining some of the shamanistic flavor you wanted. Druids are pretty competent even at low levels, and big higher levels you could have a field day with stuff like Huge Air Elementals (via summon or wildshape) and or the Sirocco spell.

If you like the Skald then a Bard might not be so bad. Like the Inquisitor it could target Will saves. It also might help give any melee focused PCs the extra oomph they need to deal with giants. I had fun with the Dirge Bard archetype, and it gets some options which might be particularly useful against giants (Ray of Enfeeblement, crazy high Fear DC, the ability to animate dead foes to fight as melee monsters, etc). Mirror Images could also help you survive being in melee with giants.

RPG Superstar 2012 Top 32

Oracle with murderous command and Heighten Spell? Make the giants fight themselves!


Ok, so the cool looking immolator build isn't as cool as it seems. Lame.

Any other ideas? What if I accept any and all builds? Maybe one will jump out at me.


how about asking your gm if you can use the book

Silver Crusade

Build for AC.
Human Samurai16/Monk1/Unchained Rogue3
Dex>Wis>Con>Int>Str>Cha
Duel wielding wakizashi with Dex to damage for both weapons. It dose take a few levels for it to get off the ground. But after that you have a AC where you are hard to hit, and you hit hard. This will help save on the amount of healing your group will need to do. However The to hit bonus on giants is really high. So you will need to look at gear for getting you to the 50+ AC range. It is not hard to do just need to think AC over damage.

Build for utility.
Any race Paladin3/Unchained Rogue3/Fighter Lore Warden14
Str>Con>Cha>Dex>Int>Wis
You will not have a super high AC. So focus on HP. Pick up a two handed weapon, along with improved and greater over run, charge through. Gloves of the skilled maneuver. All of that combined with Lore Warden CMB bonus. You have a good chance of charging through the giants to the other side to flank with your team. You can also use healing wands, evasion, and bonus saves. With out giving up much in the way of raw damage.


Lamontius wrote:

how about asking your gm if you can use the book

I did. He said no.

RPG Superstar 2012 Top 32

If you're going to be fighting a lot of giants and defense is going to be a concern, maybe try a Waves oracle and combine that vision trick they get with obscuring mist?


That's a good idea, SmiloDan. Thanks. Unfortunately, we've just confirmed an oracle in our group from another player.

I'm now thinking of the Golaiath Giant, pending approval of that book for our group. If not, then either an oread mountain Druid or a sylph Sky Druid.

Thoughts on any of those?

RPG Superstar 2012 Top 32

I'm a big fan of druids, but haven't had a chance to play a PF one yet.

They have a fun, versatile, spell list, and can do a lot of non-magic stuff too.


Pathfinder Adventure Path Subscriber

Your GM isn't using Unchained...that means Master Summoner is still among the top.

Otherwise as mentioned, a full arcane will help your party excel.

Toe-to-toe going melee with giants is not recommended unless you seriously optimize or are a glutton for punishment. Though granted an Unchained (not allowed sadly) rogue, especially if they are small sized would be fun to see. Halfling golf...*FORE*

If your heart is set on shaman/skald...then yes witch and bard are pretty much it. Witch would probably be fine as providing limited battlefield control. Not as good as full wizard...but still pretty good.

Good luck whatever you decide!


I think the Druid could work really well. Here are some thoughts:

- Summoning: Giants hit hard, but summons take hits for you
- Energy Damage: Druids are pretty good at cold and fire damage, and with metamagic you can alter the damage to suit the enemy at hand
- Frigid Touch: if you stop a melee BBEG from full attacking then your pets, summons, and allies can probably overwhelm it
- Air Elementals: Whirlwind works really well against stuff with low Reflex saves and no fly speed (a description most giants fit)
- Fire Elementals: probably fun against frost giants
- Sirocco: for the frost giant barbarians (I’m just guessing there will be some since they look like giant Vikings)
- Bodyguard: An animal companion who can boost your AC might help if you come under attack

The Sky Druid looks like it would work OK. Being a Mountain Druid delays your access to wildshape, but being able to turn into a giant is pretty nice mechanically and could open up some interesting espionage options too. I suppose you'd need to decide if getting a payoff at 12th level in an AP that's not likely to go past 16th level is worth your while.

If the DM would allow Paths of Prestige you could also check out the Mammoth Rider for some Large PC on Huge mount fun. Maybe the fact there's a great mini for it might help convince the DM?

Scarab Sages

An arcane duelist bard is pretty close to a spell warrior skald if you wanted to go skald.


it is sad that the Giant Hunter's Handbook is not allowed it is a great book for this campaign.


He has allowed the Giant Hunter's handbook. I'm going for the Goliath Druid.

RPG Superstar 2012 Top 32

Also, keep in mind that 2 different oracles can be VERY different indeed. Different races, curses, mysteries, archetypes, and spell selections can contribute to lots of different roles.

But Goliath Druids look really awesome, too! :-D

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