Your most fun / enjoyable classes that would work with THIS adventuring party...?


Advice


I am about to play a campaign with a rogue, a wizard, and an inquisitor. I want to complement the group as much as possible, maybe fill gaps or shore up weaknesses. Here is what I know of the other characters:


  • Rogue - neutral alignment. I've played with him before. He does lots of stealth, melee, meh damage, but gets sneak sometimes. High high dex. Probably an elf, but he hasn't said.
  • Wizard - drow noble, has the Drizz't thing going on (trying to be good, rise above the common tropes of his race).
  • Inquisitor - lawful evil follower of Asmodeus, who wrote that his goal is to wipe out infidels. This is all I know of him.

I got lucky on my ability score rolls (4d6 drop lowest). I got 18, 16, 15, 13, 12, 12. What kind of character do you think would be awesome here? I want to see ideas and figure out if any of them work for me. Right now my brain is a blank slate -- I have no idea what will be fun or fit well.

If it helps, this is for the Dragon's Demand module. Aside from knowing that a dragon is involved, I don't know anything about the module, so no spoilers please. Thanks for any advice, tips, or fun ideas you can throw my way.


My suggestion is a fighter that fights with a greatsword you will appreciate some of the gear that is for you, also as an aside I suggest the inquisitor focus on archery. Again tho just sugestions

Grand Lodge

This does not sound like a goody-goody party, so I wouldn't play a paladin unless you have the roleplay chops for it.

Your party looks like it has an okay balance right now, depending on what the Inquisitor and the wizard do with their builds. Between the inquisitor, the wizard and the rogue, chances are pretty good that your party will have skills covered.

Chances are also pretty good that the wizard will be able to provide good battlefield control, depending on spell choices.

Most inquisitors that I've seen are melee-capable, but you'll want to check with your party member to see if that is his plan. If he's building primarily a ranged inqusitor, you'll want to go melee.

I'd suggest that you build something capable of going into melee anyway. With those stats you can do just about anything. The rogue won't do much damage, so it would be good to have someone else who can frontline on occasion. There are many, many possibilities. Bloodrager. Magus. Self-buffing mutagen-swilling alchemist. Switch hitter ranger. What books are available? What do you like to play?

Hmm


To add on to what I said I suggest a class that is good with a bow or a greatsword, actually... Play a ranger lol that favored enemy bonus will be awsome


Barbarian. Your party isn't at its RDV of smash yet.


Trinam wrote:
Barbarian. Your party isn't at its RDV of smash yet.

This is what I was thinking.

The Exchange

I think it might be fun to be a summoner in that group and probably one that specializes in summons and with a skill monkey eidelon instead of a fighter beast. The reason, party healing is going to be negligible. Also there are all sorts of shenanigans you can do by specializing either with celestial (and potential conflicts with the Inquisitor) or Devils (and potentially luring the Drizzt character back towards the dark side)...


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I'd suggest a battle oracle. It has plenty of toys to let you do melee or ranged effectively depending on what the inquisitor does, and you get the cure spells for free. Oracle also doesn't paint you with a massive aura of good or chaos, which might tick off the inquisitor.

As someone that played with just an inquisitor as a healing in one party, it's really rough early levels. If you get a healstick things get easier but until you get one you can't fight long and the swingyness of the dice can make things horrible. And that's even if they decide to bring CLWs to the table.


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Hmm wrote:
What books are available?

Anything that is official Paizo and is a book meant for players. So no Paths of War or other 3rd party, and even though there might be a cool item in a softcover adventure path module, it's not really a "player book" so I wouldn't have access to it. Does that make sense?

Hmm wrote:
What do you like to play?

I want to avoid simple/boring, and avoid one-hit wonders. I've been playing for years, so I'm OK to play more complicated stuff. I can make a really amazing fighter who can deal tons of damage, but that's all he does. I'll get bored.

Like, if I had to make a brute like that, I'd probably go warpriest just to have the challenge and fun of juggling all those swift actions. You know?

Part of why I started this topic is that I was trying to see if I could make druid bear shaman work, and I got stuck. The bear shaman archetype doesn't even get access to the bears until levels 5/6, when the Dragon's Demand module supposedly is wrapping up. I couldn't find a way to finagle early access.

I like challenges like that -- making a traditionally suboptimal character cool, but in the case of the bear shaman I can't redeem it before the module ends.

I like variety. I like options. I played a bard archer once, and I geeked out finding every type of arrow that exists. I had splinterbone arrows and sleeping arrows and screaming arrows and so on.

So whatever I play, I hope it's fun with lots of choices!


You could try for a druid, the animal companion and wild shape will help out in combat while the party lacks a full divine caster. Alternatively you could do an oracle, the party doesn't look like anyone is playing the face, and if you play a battle-oracle you can pull your weight in melee.


HyperMissingno wrote:

I'd suggest a battle oracle. It has plenty of toys to let you do melee or ranged effectively depending on what the inquisitor does, and you get the cure spells for free. Oracle also doesn't paint you with a massive aura of good or chaos, which might tick off the inquisitor.

As someone that played with just an inquisitor as a healing in one party, it's really rough early levels. If you get a healstick things get easier but until you get one you can't fight long and the swingyness of the dice can make things horrible. And that's even if they decide to bring CLWs to the table.

Gah, too slow on the phone keyboard! :)


Oh, well in that case might I recommend Ancestor Oracle? It's not as good as battle oracle sure, but it can pull its weight in melee, still an oracle, and is very thematic. Plus you get stuff like telekinesis, which can be tons of fun if you use it right.

Grand Lodge

I would play a Half Orc Primalist Spelleater Bloodrager.

What you play is up to you.

I Recommend some Bloodrager tho.

Grand Lodge

Lunar oracle might be fun too. At later levels, you get shapeshifting. And you can have an animal buddy.

The great thing about oracles is that you can build them so many ways... Why not look over the mysteries and see if any appeal to you?

Bloodragers are awesome too. Lots of smash and some spell casting.

Hmm


Pathfinder Lost Omens, Rulebook Subscriber

Barbarian that claims he is a red dragon reborn. Give into the fury!


Hmm wrote:

Lunar oracle might be fun too. At later levels, you get shapeshifting. And you can have an animal buddy.

The great thing about oracles is that you can build them so many ways... Why not look over the mysteries and see if any appeal to you?

Hmm

Grab a race with claws and you can also turn it into a natural attack monster that packs 3 natural attacks at level 1 long enough for most fights with big things. Go on long enough and you get 4 attacks at full BAB.

You can also have 4 attacks from the start with the right curse, but that means starting the battle sicked or having a constant 20% chance that your spells fail, not something I recommend.

RPG Superstar 2012 Top 32

Druid is always fun. Very versatile. I played an elf archer druid in 3.5 that was really fun. Super versatile, sometimes had so many options it was hard to choose what to do! :-D

I had a lot of fun with a dwarf barbarian 1/magus X. (This was before the bloodrager was introduced.)

I used the dwarven waraxe. I could wield it one-handed and use spell combat, or two-handed and rage and/or Power Attack.

I generally used buff spells before combat, and either rage or use short-range spells like burning hands or color spray.

He was really versatile and fun.


Honestly, looks like your party lacks a frontliner.
Pick a melee class and run with it.
Anything with full Base Attack (or at least 3/4s), Heavy Armor Proficiency, and Martial Weapon Proficiency will both compliment the group and be able to use all the items that the others pass up.
As to what's most fun; that's a question for you to ask yourself.

You mentioned Warpriest.
That's actually a fantastic idea.
I love em, played a Warpriest of Asmodeus with a bardiche as my focus weapon in Way of the Wicked ; was actually pretty awesome to play from start to finish.


Thanks everyone! I really like the idea of the lunar oracle, just for the moonbeams that blind enemies. My rogue friend would love me for that.

However, the bulk of all of you are saying "front line" and "tank" and "heavy hitter." I think that's a hint that I should take. There are also valid concerns about our group having very little healing. I think these classes might be a good focus: bloodrager, warpriest, or battle oracle (or some oracle that can hit hard). Are there any archetypes or feats/traits/mysteries/domains that would change things up or be really suited to this kind of play? The main thing is early access. Since I'll only play to level 7, I'm OK to get early access to an ability even if it would make the class suck at level 10 or 20, since I'll never hit that level.

(I did this with a paladin in a thread last month -- gave up some paladin powers that normally come into play at level 6+, and instead became a tactician archetype, which got him some early abilities at levels 2, 4, 5.)


It's a weird group that needs beef and healing, so why not an oracle? Mysterious visions that no one else understands gives you a reason to hang out with this group, you can be a very strong melee fighter, and you can heal.

Grand Lodge

Lunar oracles can melee just fine. Most of their revelations work better in melee.

Other battle friendly mysteries are: battle (duh), ancestor, metal, wood and probably several other I'm forgetting. Pick one that has interesting revelations and spells, have a high strength and power attack and go to town.

And pick a curse that you would have fun with. I'm known locally for picking the challenging curses -- deafness, clouded vision. I want the RP flavor. But pick one that is fun for you.

You can also multiclass bloodrager and lunar oracle... A 1 level dip in bloodrager can get you a bunch of wands you can activate, a high movement speed, rage -- and be very thematic with the whole werewolf phases of the moon thing that oracles have going on.

Hmm


outshyn wrote:
Hmm wrote:
What books are available?

Anything that is official Paizo and is a book meant for players. So no Paths of War or other 3rd party, and even though there might be a cool item in a softcover adventure path module, it's not really a "player book" so I wouldn't have access to it. Does that make sense?

Hmm wrote:
What do you like to play?

I want to avoid simple/boring, and avoid one-hit wonders. I've been playing for years, so I'm OK to play more complicated stuff. I can make a really amazing fighter who can deal tons of damage, but that's all he does. I'll get bored.

Like, if I had to make a brute like that, I'd probably go warpriest just to have the challenge and fun of juggling all those swift actions. You know?

Part of why I started this topic is that I was trying to see if I could make druid bear shaman work, and I got stuck. The bear shaman archetype doesn't even get access to the bears until levels 5/6, when the Dragon's Demand module supposedly is wrapping up. I couldn't find a way to finagle early access.

I like challenges like that -- making a traditionally suboptimal character cool, but in the case of the bear shaman I can't redeem it before the module ends.

I like variety. I like options. I played a bard archer once, and I geeked out finding every type of arrow that exists. I had splinterbone arrows and sleeping arrows and screaming arrows and so on.

So whatever I play, I hope it's fun with lots of choices!

I was just exploring some interesting ideas about Ninjas you might find interesting.

Invisible, teleporting, drunken ninja

I was kind of thinking about this when we were talking about.

This is something you would certainly find interesting.

Wrestling with White Haired Witch

You mentioned taking advantage of Druid Wildshape.

Druidzilla!

Let me know if you have any trouble with the links. I'm tired and gonna go to bed.


Alchemist....because i just love alchemist

RPG Superstar 2012 Top 32

Alchemist can tank, AoE, and do secondary healing. Also has a good skill list and plenty of skill points. Lots of fun archetypes.

A switch-hitting ranger would work, too. You know dragons are coming, so you know which Favored Enemy to take.... ;-)

Druid can get a pet that can tank, too, which your party seems to be lacking.


OK, here are two possible builds.

1. warpriest, human

Blessing: Trickery (mirror image as a move action)
Feats: Tribal Scars, Fast Learner (human bonus), Weapon Focus - greatsword (warpriest bonus)
Traits: Fate's Favored, Rich Parents, drawback + 1 extra trait (haven't decided)
Stats: str 18, dex 12, con 12, int 13, wis 18 (16 + human bonus), cha 15

Gear: wand of CLW (thanks to Rich Parents), greatsword, armor

2. battle oracle, human

Revelation: Skill at Arms (martial weapons)
Feats: Tribal Scars, Fast Learner (human bonus)
Traits: Rich Parents, drawback + 2 extra traits (haven't decided)
Stats: str 16, dex 12, con 15, int 13, wis 12, cha 20 (18 + human bonus)

Gear: wand of CLW (thanks to Rich Parents), greatsword, armor

The oracle casts more and is hopefully a decent "face" for the party. The warpriest is a so-so face for the party, but hits harder (at level 2, using fervor to spam Divine Favor for an extra +2 to attack & damage). I suspect I would take Power Attack for either of them at level 3.


The battle oracle would not need 20 charisma, even as a face. I suggest putting your +2 into Dex or Con. Most likely Con for even more HP if you want to take full plate later.

On an RPing note, rich parents and tribal scars going together kinda feels off. You probably won't need a wand of CLW right out of the gate. Have a scroll or two of it and you should be fine with the inquisitor.


HyperMissingno wrote:
rich parents and tribal scars going together kinda feels off

You're right. Probably swap in Toughness.


Hunter.

Go human, eye for talent, take huntmaster: human feat.

At level 1 your animal companion will have an extra +2 to a stat (I chose STR)-pick small cat, they get claw/claw/bite (with trip). They will also function at +1 level due to the feat.

You get spellcasting (healing and buffing), free teamwork feats and a pet that is better than a Druids.

VERY solid class, great in melee (Outflank+Precise Strike is sick)-just arm yourself with a 18-20 crit weapon (rapier works well) and give your pet Combat Reflexes.

The Exchange

Archer cleric with animal companion? Ketephys or Erastil for bow proficiency and animal/feather domain? Both can have N in their alignment, Erastil allows LN, Ketephys allows CN. If you dont mind burning a feat/starting as an elf/half elf for longbow proficiency, you can worship Gozreh, who doesn't care what alignment you are as long as you're within 1 step of N.

Evangelist archtype to boost inquisitor and rogue to hits and dmg?

Rogues are pretty much stuck to melee to be effective, and I feel inquisitors are better off meleeing as well.


Just a Mort wrote:
Archer cleric with animal companion? Ketephys or Erastil for bow proficiency and animal/feather domain? Both can have N in their alignment, Erastil allows LN, Ketephys allows CN. If you dont mind burning a feat/starting as an elf/half elf for longbow proficiency, you can worship Gozreh, who doesn't care what alignment you are as long as you're within 1 step of N.

The problem with this option is he won't have his companion for half the campaign. The animal domain only gives the companion at level 4, and the OP said it's ending at level 7.

The Exchange

Oh. Dragons demand, never played that one. Some kind of oracle then, probably battle/lunar. Ranged will be a problem unless the quis is ranged...unless using a switch hitting ranger.

Oh wait, you could get a switch hitting cleric if you started as human. And skipped selective channel.

Lv 1:Point blank shot, rapid shot

Lv 3:Power attack

Lv 5:Precise shot

Do the following stat array:

Str 18, dex 16, con 13, int 12, wis 15, cha 12

You need only 1 feat for melee, and that's power attack.

Evangelist is also an idea, 17 ac from a chainshirt and base dex isn't too bad. There are always darkwood shields with no ACP, so even non proficiency won't matter, if you're looking for an AC boost.


Being contary in nature I would go with a Fighter and let the high stats help with skills and such.
I would probably go sword-n-bord as well just because.

You say you like to make things work, make a sword-n-board Fighter with most of his high stats in mental(cha, int, wis) work, THAT would be cool.

then again, between inquisitor and rogue I can imagine most skills are decently covered, and wizard can potentially cover most utility - so this group would have fun with a Paladin in it (healing & frontliner).

But how much "building" do you need from lvl 1-6 with those stats? (that's why I suggest a Fighter, this is the stats and game where you can get away with just having fun and playing whatever you like, it's too low lvl for optimization and percived C/M-disparity to influence the game -unless someone is having a lot of cheese)


If you are able to build the character AT level 5, a Theologian Cleric with Boon Companion (and the Animal Domain) would have an animal companion at +2 levels...

Take Huntmaster: Human at level 7, have an animal companion equivalent to a level 10 AC.

Of course, that's the end of the campaign, but something to think about if you change characters at level 5.

:D


Brawler maybe? Its versatile enough although you are going to need a cheat sheet for the feats you want to use.


Brawlers are awesome! The only issue I see is the lack of healing and only Light armor... With your stats it might not be as much of an issue, but expect to be hit quite often... And the lack of healing will show quickly.

I think oracle or war priest would complement that group the best.


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I just ran this module with my group and we wrapped it up before Christmas with a bard (archer), alchemist (Bomber), sorcerer(blaster) and Bloodrager. The rager did great 1v1 damage and soaked some nice damage, we're continue with the party and he's going into dragon disciple now. I like your two builds above, I don't have any experience with warpriests, but swift action economy is a neat thing to try and work on (the above rager had arcane strike, suli elemental damage, a bite attack x/d and something else swift activated to choose between).

If you're trying to get the bear druid to work, my suggestion would be to make it feel less like a druid and more like a fighter with divine spell casting, you could go strength domain and get some decent damage options using the natural weapons.

Alternatively, I've always been partial to monk dips for druids. Go something like goliath druid (don't need plant or elemental forms since it ends so early, and dino are the best with pounce options at med, large and huge, flying and aquatic options).

build details:

Druid /Monk
Goliath Growth domain
Str 18, Dex 13, con 15, int 12, wis 16, cha 12 (adjust for racial)
Lvl 1 - UCMonk (IUAS, FoB, Wis ->AC, BF(dodge), Stunning fist) (*Tribal Scars*) (Bonus feat if human)
Lvl 2 - Druid (growth domain)
Lvl 3 - Druid (*PA*)
Lvl 4 - Druid
Lvl 5 - Druid (Wild shape)(*possibly natural spell*)
Lvl 6 - Druid
Lvl 7 - Ranger (FE) Shape shifting hunter feat

Traits - CL +2 (up to character level) and reactionary is always good... Also, the beast of the society trait is nice if allowed, double duration for WS into medium or small animals (looking at you deinonychus)

Spells per day are the only thing really influenced by your wis, as you won't likely be going for saves, pick buffs like longstrider, barkskin, etc... so never need it too high other than it applying to your AC.


stuff:
Your main damage is going to come from shillelagh, combined with large size for some nice base dice damage, and the extra attack from FoB with the monk weapon, you won't top the DPR meters, but it keeps you respectable, especially when you also have pounce power attack dino mode if you need it, as well as a nice list of spells to choose from. The domain power of growth domain gives you reach which is always nice, and you can go six level so druid if you want to get large humoind size as well. If I recall, you can hit 7 just before the end of the campaign, so that can be included in what's viable.

Another option for your level 7, as seen above is to go ranger 1 for a goof... it gives you FE, and you can take the shape shifting hunter feat to get druid levels ->FE levels, meaning since you know you're fighting a dragon, you can go drag +4 right out the gate.

At level one, you're looking at typical monk madness, having 17-20hp (FCB if you have multi talented could go into it, racial adjustments etc...), something around 15 AC (not the best) and a nice 1d6+4(x2 on FoB) at 1 BAB... gives you decent survival at the onset. from there, you get the druid goodies, shillelagh and enlarge person at 2, barkskin at 4, wild shape at 5, etc...

Sorry about the length, got carried away...


Thank you so much!!


Varalash wrote:
Alternatively, I've always been partial to monk dips for druids.

I used to be, but they nerfed Feral Combat Training so that you can no longer apply Monk Unarmed Strike Damage to your Natural Weapons. So I've been experimenting with dips into Warpriest instead of Monk, so I can apply Sacred Weapon Damage to the Natural Attacks instead.


Pathfinder Adventure Path Subscriber

I feel like a terribly boring person because my go-to was, "Oh, those are nice stats for an expertise fighter."

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