Donut_Druid |
In my Jade Regent game, I have a player leaving due to personal issues, and a friend wants to replace her as the 6th party member. The only problem is he doesn't know what to play and asked me for suggestions. So I turn to you.
Party composition as of right now:
Paladin (Hospitaler and Warrior of Holy Light archetypes) focusing two handed weapons, support healing and minor buffs
Wizard (focusing conjuration)
Swashbuckler
Cleric (shield and shortspear, and some support magic)
Samurai (sword saint archetype, focusing Katana and intimidation)
I think a blaster sorcerer, an alchemist, or a Fighter focusing Archery would be helpful, but I'll take any ideas and see what sticks.
SmiloDan RPG Superstar 2012 Top 32 |
Ranger: skill monkey + archery, take the option to share half favored enemy bonus with allies to buff. Or slayer if you want less magic and more sneak attacking.
Alternatively, bard. You have 3 martials (maybe 4 depending on what your cleric does) plus all the summoned monsters from the wizard. Or one of those Evangelist clerics that get bardic performance stuff.
Both can be sneaky, which your party seems to be lacking.
I'm assuming (which might be wrong....) the wizard (or his summoned beasties) can do the Area of Effect stuff if needed.
Again, I'm assuming the paladin, samurai, and swashbuckler are sharing the Face role.
Timebomb |
With the lineup as it is I would recommend a Bard. It looks like you might not have a party face in that lineup, between all the fight-y types and the summons from the wizard there'll be plenty of benefactors for inspire courage, it'd help take some of the knowledge burden off the Wizard, and they can go archery reasonably well as well.
Other than that an alchemist could do well with AoE damage and random other fun bits. (I like the Grenadier archetype)
If you want archery (which I think would definitely benefit your melee focused group) I wouldn't go with Fighter, but rather with most anything else. Inquisitor would be my top pick, but a Slayer, Alchemist, or (If you're feeling a bit cheesy) a Zen Archer Monk would all work well.
Besides archery and skills, it looks like you have really most everything on the short list of things to have: divine, arcane, martial. Which means if the other player wants to play something fun it won't really hurt the group. A witch for debuffs, an oracle for their fun abilities, or anything else that tickles your fancy.
I didn't mention blaster casters because I don't feel they're that useful. When presented with the perfect opportunity they shine, but I find most of the time they just don't pull their weight or are shut down.
Donut_Druid |
Ranger: skill monkey + archery, take the option to share half favored enemy bonus with allies to buff. Or slayer if you want less magic and more sneak attacking.
Alternatively, bard. You have 3 martials (maybe 4 depending on what your cleric does) plus all the summoned monsters from the wizard. Or one of those Evangelist clerics that get bardic performance stuff.
Both can be sneaky, which your party seems to be lacking.
I'm assuming (which might be wrong....) the wizard (or his summoned beasties) can do the Area of Effect stuff if needed.
Again, I'm assuming the paladin, samurai, and swashbuckler are sharing the Face role.
The Cleric is focusing more on the frontline as of now, but that may change as he gsins more spells, though his chosen domains support melee.
The Swashbuckler and the Paladin generally share the face role, like you said. Both invested heavily in charisma.Also the character who left the game was a Ranger focusing archery, I'd prefer not getting a carbon copy of the same character and abilities.
SmiloDan RPG Superstar 2012 Top 32 |
Another problem with blasters is they should try to avoid friendly fire. Which might be very hard with 3 1/2 melees plus a bunch of summoned monsters.
Archery or small area of effects (alchemists) would probably be preferred. And there are lots of fun archery classes: bard, ranger, slayer, zen archer monk, inquisitor, gunslinger, ninja, warpriest, etc. A fighter might be a little boring, since you have plenty of martials in the party that can do other things.
A mounted Halfling ranger archer might be fun. Full ranged attacks + fast mobility.
Secret Wizard |
I think you might have some fun with an Occultist. Divination/Transmutation implements, using archery in combat.
You'd be able to provide things to the table that no one else seems to be doing, plus provide a ton of skills too.
You could also get some Evocation in there too. An Occultist with a conductive weapon is hilarious.
SmiloDan RPG Superstar 2012 Top 32 |
What level are the PCs?
I keep forgetting about the psychic classes. I honestly don't know enough about them to make recommendations about them (pro or con!).
Good to know about the ranger archer.
Makes me think alchemist or bard would be good. Bard would be a major force multiplier. 4 frontliners + summoned monsters? Yes please! The bard could protect the wizard in the back and even provide emergency healing while doing some archery support.
Donut_Druid |
What level are the PCs?
I keep forgetting about the psychic classes. I honestly don't know enough about them to make recommendations about them (pro or con!).
Good to know about the ranger archer.
Makes me think alchemist or bard would be good. Bard would be a major force multiplier. 4 frontliners + summoned monsters? Yes please! The bard could protect the wizard in the back and even provide emergency healing while doing some archery support.
The party are all level 2. They're in the middle of the dungeon at the end of the first module. The new PC will be introduced *minor spoilers* when they reach the city of Kalsgard.
Brian Iverson 900 |
honestly, in a party with that much melee potential, bard will keep the new player the busiest, but I will say that bard can be somewhat of a challenging if we are talking about a new player, as there are lots of disconnected parts. Bardic magic seems lackluster to some newer players, and frequently gets overlooked except for the buff spells. It really depends on what your sixth man (or Woman) is comfortable with. Have they played before in a d20 system game? If so, do what type of character do they prefer? One thing I have noticed with Introducing new players, or even players that have not played anything but 1st and 2nd, the best bet is to see what kind of character the want to play, then base any suggestions on that. I do not suggest fighter, it is not the training wheels that it was long ago. There are just too many options available, and too many new players try to get them doing too many things at once. If he wants to go ranged, the suggestions above are best. Btw, Having run most of the Jade Regent, I can tell you that a heavy caster is not likely to be all that needed, though an alchemist or a magus might be a good fit. Bard might be great for the melee characters, but as you get further into the campaign, the ability to produce every element on command is definitely going to be needed. My Party had a Monk of the 4 winds as our primary melee, and it helped greatly against all the oni. Depending on the experience of the player in question, a sorcerer or alchemist with multiple elemental attacks of different elements would keep your 6th player quite busy, and fairly fulfilled.
Donut_Druid |
honestly, in a party with that much melee potential, bard will keep the new player the busiest, but I will say that bard can be somewhat of a challenging if we are talking about a new player, as there are lots of disconnected parts. Bardic magic seems lackluster to some newer players, and frequently gets overlooked except for the buff spells. It really depends on what your sixth man (or Woman) is comfortable with. Have they played before in a d20 system game? If so, do what type of character do they prefer? One thing I have noticed with Introducing new players, or even players that have not played anything but 1st and 2nd, the best bet is to see what kind of character the want to play, then base any suggestions on that. I do not suggest fighter, it is not the training wheels that it was long ago. There are just too many options available, and too many new players try to get them doing too many things at once. If he wants to go ranged, the suggestions above are best. Btw, Having run most of the Jade Regent, I can tell you that a heavy caster is not likely to be all that needed, though an alchemist or a magus might be a good fit. Bard might be great for the melee characters, but as you get further into the campaign, the ability to produce every element on command is definitely going to be needed. My Party had a Monk of the 4 winds as our primary melee, and it helped greatly against all the oni. Depending on the experience of the player in question, a sorcerer or alchemist with multiple elemental attacks of different elements would keep your 6th player quite busy, and fairly fulfilled.
The new player has played 5 modules of Pathfinder total. the first two modules of Hell's Rebels, and the first half of Carrion Crown, which is on hold until our other player returns from the USMC. He's a bit partial to casters, but seemed to enjoy his Barbarian in CC.
Donut_Druid |
Partial to casters, enjoyed a barbarian, lots of martials and summons in the group.
Skald would be my suggestion. Some spells, bard type performance for force multiying, but oh so metal.
Doesn't Raging Song mean the Wizard and the Cleric couldn't cast? Not sure the primary spellcasters would appreciate having their legs cut out. At least the cleric has weapons and armor to fall back on, but the wizard just has his longsword and crossbow.