| Makknus |
I'm about to start a character in a home brew and am still relatively new to Pathfinder. So far I've played a Dwarf fighter to level 11 in Rise of the Runelords and a human switch hitting ranger to level 5 in another homebrew campaign (which is ongoing).
The second campaign I'm joining currently has an fighter, swashbuckler, and likely a rogue or monk (so far the player has only said he wants to play a dex class, but highly favors rogues over all else).
The DM is going to be very focused on balancing everything for whatever our group build is, but I'd still like to have some sort of well-rounded group. I think the swashbuckler will serve as the face and we have a tank and skill monkey, but I'm not sure where to go with my character. Currently I'm looking at an Evangelist Cleric for buffs and divine casting, a Treantmonk style God Wizard for battlefield control, or an archer bard as a do-it-all to give some ranged damage ability, buffs, and casting.
Any advice to help round the group out? So far I've only played martial classes, but open to trying just about anything.
| Create Mr. Pitt |
All of those three would be very useful. The evangelist, especially with a reach weapon, would be best for melee and provide nice buff support. Bard can do the game and give you access to some BF control. Overall I think the best, and most fun, would probably be the BF control, conjuration wizard. As it is you have very little to do against constructs and lack arcane support.
All three options are great, but between the knowledge and casting I would vote wizard for most fun and useful. Just do your best not to outshine the rest of your team.
| Makknus |
All of those three would be very useful. The evangelist, especially with a reach weapon, would be best for melee and provide nice buff support. Bard can do the game and give you access to some BF control. Overall I think the best, and most fun, would probably be the BF control, conjuration wizard. As it is you have very little to do against constructs and lack arcane support.
All three options are great, but between the knowledge and casting I would vote wizard for most fun and useful. Just do your best not to outshine the rest of your team.
I am going to go with this option, but am unfamiliar with wizards. Trying to pick the opposition schools is giving me a headache. I'm planning to spec in Conjuration. Looking to dump Necromancy and probably illusion? But illusion seems to have a lot of decent spells. Should I dump evocation instead?
| CampinCarl9127 |
My personal favorite school choices for wizard is taking either conjuration or divination and I usually dump necromancy and enchantment. Necromancy has some neat spells but it doesn't hurt too bad, and the only time you'll feel bad about enchantment is from the sleep spell (I just prepare color spray instead which I prefer anyways).
| Arachnofiend |
Your group needs as much casting as physically possible, so I'd recommend a Shaman with the Lore spirit. With the Human FCB you'll be able to grab the best spells from three different spell lists. That could be very overwhelming for someone playing their first caster though; another option would be an Oracle with one of the mysteries that gives good God Wizard spells (like Dark Tapestry).
| Hogeyhead |
It's an option consider taking first of all the teleportation sub school. The power is fantastic, and you are still a conjurer, you just have a rarefied focus.
Second consider being a Thassilonian spellcaster (or sin specialist if you prefer) This would pick your opposition schools for you (evocation and illusion) and it would turn them into prohibited schools in other words you wouldn't be able to cast them at all. In exchange you double your school bonus spell slots, they both need to be the same spell, but this is sweet. Considering that a wizard's greatest weakness is his spells per day this is a huge advantage.
Illusion hurts, but there is nothing vital so long as you otherwise have good defenses. Evocation seems like it would hurt, but it doesn't really. Your team deals enough damage already, and when the teams does need a blast conjuration can accomplish the same goal, albeit less well.
Wizards are fun regardless of what your build is, good luck.