Need inspiration for replacement character (Iron Gods, level 9)


Advice


I'm in an Iron Gods game, and the character I've been playing so far has been... not exactly fun. Spirit Guide Oracle with the Impossible bloodline (from Eldritch Heritage) so I could use compulsion spells on the robots and such. Good idea, (I believe) decently optimized, but absolutely horrific luck / statistics at the table. Pretty much everything makes their saves, or the CL check is super high. For the past three levels, I've been able to land less than one spell in three, and that's even counting things like hitting a group of mooks with glitterdust as multiple successes. Without that, it's probably below one in five. Long story short, I don't like being limited to healing and condition removal. So, I'm trying to find something else I can bring in that will be useful. Most of what I remember being lauded as fun to play (that I haven't already tried) seems to have been splattered across the pavement with the nerf steamroller, though. Any suggestions on what could be fun?

Existing party is a synth summoner, a tech focused slayer, and sometimes a fire themed shaman.

Something with good DPR would be nice, especially if it's consistent and not easily negated (the Smoking Tower was seriously annoying).

RPG Superstar 2012 Top 32

Would a paladin work? Can non-Terminator robots be evil--and thus smited/smote? You can still do emergency healing, too.

Maybe a blockbuster wizard? Just blow $#!+ up.

Maybe a barbarian with a barking big blade?


Warpriest is pretty versatile and can crank out some mad Deeps when set up right.


Yeah, that tower... my party decided that it was officially called "That F$%*&ing Tower" and exclusively referred to it as such.

The two characters my party found to be stupidly damage heavy when we ran it was:

Techslinger Archetype Gunglinger, at the level you are you have already found some tech guns, and will likely find more, especially if you can convince your GM to let you buy one. These are semi-auto weapons so you get rapid shot for free with them and it's just... trust me, there is a lot of damage. However, That F#@&%ing Tower was horrible for me as the gunslinger, make sure if you go that route you get a Goz Mask and some sort of darkvision, and they should carry more than one gun due to energy resistances on some foes. But hitting a robot with an Arc Rifle is glorious.

Barbarian with a Chainsaw. There is very little in the world that can not be dealt with by a barbarian with a chainsaw. Our GM let him get an adamantine chainsaw so it was... it was everything you imagine a barbarian with a chainsaw to be. Monsters, robots, locked doors, walls, weird fleshy protuberances, Lovecraftian horrors from the dark void of space, all fall before barbarian with a chainsaw.


The slayer has already claimed the chainsaw and most of the guns so far (actually almost all the tech), I see no reason to believe that will not continue. Paladin might work, but I don't think much so far has been evil, nor will be in the future. Casters don't seem to work for me now - originally I was glitterdusting everything, with the occasional hold person; then at about level 5 everything started making their saves all the time.

I'll definitely look at barbarian, though. The less "convincing" I have to do, the better.

Silver Crusade

I will note that Your GM must have been pretty nice already because Eldritch heritage in no way gave you the ability to Affect Constructs with spells. It gives you the Bloodline Power.. not the Arcana.

As for classes, I will say your character is important in a way and if you DO decide to change remember the effect it will have on tactics and vice versa. You currently have a melee and I assume ranged so.. maybe an Inquisitor? I myself play a game on these threads and we hit level 7, He is a Paladin/Skald. It has been pretty thematic, entertaining and overall useful in many ways.


With that party composition and level, you could use an intelligence based class. Investigator or magus if you want to go melee. Wizard and arcanist are both good as casters. I'm not sure how well the witch curses hold up against robots. Alchemist can usually find a way to make itself useful.


Never played Iron Gods, but this this character I built might do ok.
You'd need to replace Wendifa Apprentice, and Arcane Strike. And maybe drop Chr and Wis by 1 each, to raise Int by 2. And remember to worship Gorum or similar.
But if you're fighting anything with high damage reduction, it shouldn't be an issue. And 2 attempts at an attack roll, and no damage roll might help your bad luck.


Ghufufin wrote:
Warpriest is pretty versatile and can crank out some mad Deeps when set up right.

Warpriest, then get lots of Natural Attacks + the Destruction Blessing! Without too much work, you can get 5 attacks/round that way.


Endoralis wrote:
I will note that Your GM must have been pretty nice already because Eldritch heritage in no way gave you the ability to Affect Constructs with spells. It gives you the Bloodline Power.. not the Arcana.

Not a GM thing at all, but that's definitely odd. I have my older character sheets here, and it's clearly listed. Not the newest one, though. Maybe was a bug in Hero Lab, since it does actually show up as "replaced" now.


You can't use a chainsaw and a gun at the same time! Tell the slayer to share!


I'm running Iron Gods right now, and the two heaviest damage dealers are the Barbarian and Warpriest. The Ninja follows up, but lags when he doesn't get Sneak Attack. They're all high enough level that they have adamantium weapons, though they had to pay through the nose for them (they went to Chesed for the purchases, and the economy there is a mess, according to the gazeteer.)

Probably the most consistently combat effective character, though, is the control oriented Sorcerer.


Additional context:

Slayer already invested resources into the chainsaw and the tech guns. Wouldn't be particularly fair to take those away from him, especially since he wasn't present the last session when I had a minor meltdown and gave up on playing the Oracle.

Control Sorcerer was originally what I was going for, except I used Oracle so someone could actually use the CLW/IH wands the party already had when I joined. Works great when your spells function, not so much otherwise. Anything worth expending a spell slot on will make the save, almost without exception. The only offensive spell I managed to land in the entirety of the tower was a Bestow Curse on the annoying guy.

In previous games, I had a paladin/oracle/sorcerer focused on buff/debuff, specialized in things like Calcific Touch. Derided as being overpowered. Played a druid with a badger AC, focused on healing and buffing the AC. Derided as being overpowered. Played a zen archer with a splash of inquisitor for initiative. Derided as being overpowered.

Played a rogue with cleric levels in Second Darkness, was ineffective at everything. Played a tetori monk in the first book of Carrion Crown, was ineffective at everything. Played a blaster/utility sorcerer in Skull & Shackles, was ineffective at everything.

So, yeah. Might try to write up a barbarian or gunslinger. The whole thing is just really frustrating.


Bloodrager with elemental air bloodline, gives you lightning which effs up robots.


Android Unchained Barbarian.
Extra points if GM allows Savage Technologist on the Unchained.


'Sani wrote:
You can't use a chainsaw and a gun at the same time! Tell the slayer to share!

Small Chainsaw, pistol.

Take Savage Technologist.
Heavy Armor Proficiency.
You are now a Space Marine.

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