Prometeus
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Hi there fellow pathfinders
We are about to start a new party to play the Dragon Demands module, we expect to play from level 1 through 7 and that's all
I am trying to figure out which class can be a good addition to this party
The current members are
Warpriest, he is the main front liner and usually go with the sword and board route
Cleric of Saranrae
Ninja
Investigator
I would love to hear some suggestions, I just don't know which class can complement this party better, maybe a wizard for the arcane powers, bard to buff all the party, kineticist to add ranged damage or even a witch to add some debuff
Thanks in advance for any suggestion
| Bloodrealm |
You have no charisma in your party. Bard or sorcerer or oracle or swashbuckler.
Ninja use Charisma.
Something with arcane spells would round things out (I feel like Witches get underappreciated, judging by this forum), as would a Psychic. Kineticist could add some more battlefield control, sustainable ranged damage, and (at higher levels depending on your element(s)) AoE.
nennafir
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nennafir wrote:You have no charisma in your party. Bard or sorcerer or oracle or swashbuckler.Ninja use Charisma.
Something with arcane spells would round things out (I feel like Witches get underappreciated, judging by this forum), as would a Psychic. Kineticist could add some more battlefield control, sustainable ranged damage, and (at higher levels depending on your element(s)) AoE.
Ninjas use cha like clerics use cha, they use it as not their primary attribute.
There is no point playing a witch when he could play a sorcerer.
| Bloodrealm |
Ninjas use cha like clerics use cha, they use it as not their primary attribute.
And yet you suggested Swashbuckler. For a party with decent melee already.
There is no point playing a witch when he could play a sorcerer.
HAHAHAno. Witches get hexes. Hexes can be REALLY good (just look at Evil Eye and Slumber). Witches are also prepared full arcane casters. Sure, their spell list isn't as reality-breaking as Sorcerer/Wizard, but it has some really nice stuff. They also use Int, making up for the skill deficiency. Witches are at least as good as Sorcerers.
Prometeus
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I agree with both of you, either the sorcerer and the witch can be an excellent addition to this party
With the current composition they indeed lack a charisma or the face of the group but with the warpriest and cleric can cover the diplomacy, sense motive and knowledge religion stuff.
The oracle and swashbuckler doesn't seems to me a very good choice because we already have covered divine magic and the melee part
In theory this party lacks the following: ranged damage, knowledge skills, arcane powers, control, debuff, charisma skills,
And the hard part is that the choice really needs to shine from level 1 because this going to end by level 7
For the ranged damage I think that an archer can have a pretty hard time hitting with all 4 members going for melee
| Bloodrealm |
Kineticist can do nice damage from 1st level, but you unfortunately don't get many of the fun toys until the point where you're going to be finishing.
I think Witch can do better than Sorcerer from 1st level because of the hexes and quicker spell level progression. You get a hex at 1st level and another at 2nd level. Evil Eye and Slumber are likely your best choices for those. You don't even particularly need to get Cackle since you can later get a Cackling Hag's Blouse. You don't get damaging cantrips, but Evil Eye can more than suffice on those turns you don't want to use up a spell.
Bard could work shoring up both the social skills and arcane magic, though I'm not sure what in particular you're really needing since you said Diplomacy was covered.
My suggestion of Psychic is still on the table, too.
Prometeus
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Kineticist can do nice damage from 1st level, but you unfortunately don't get many of the fun toys until the point where you're going to be finishing.
I think Witch can do better than Sorcerer from 1st level because of the hexes and quicker spell level progression. You get a hex at 1st level and another at 2nd level. Evil Eye and Slumber are likely your best choices for those. You don't even particularly need to get Cackle since you can later get a Cackling Hag's Blouse. You don't get damaging cantrips, but Evil Eye can more than suffice on those turns you don't want to use up a spell.
Bard could work shoring up both the social skills and arcane magic, though I'm not sure what in particular you're really needing since you said Diplomacy was covered.
My suggestion of Psychic is still on the table, too.
To be honest i really don't know anything about the Psychic, can you please give some advice on a build or mechanics?
Prometeus
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Witches are cool but you can't deny the awesomeness of a straight up god wizard. The game will end before it gets too game-breakingly disgusting but not before you can have some good fun with it.
Yes indeed, no one can't deny the power of a Wizard, but with only advancement to level 7th just don't know what is the best way to build a wizard for this party. A diviner seems fun because with such a large party i don't feel comfortable with a conjuration approach
| My Self |
Your group is mostly clumped around the middle of things: Lots of 2/3 BAB sorta-versatility.
You have:
1 dedicated frontliner
3 semi-frontliners
2 skill classes
1 alchemical class
2 divine casters
1 fullcaster
2 2/3 casters
1 noncaster
2 STR classes
1 DEX class
1 STR or DEX class
1 INT class
2 WIS classes
1 CHA class
With party composition like this, you could really go any way. I'd say that a Bard, Witch, Wizard, Sorcerer, Psychic, or full BAB martial class would be nice. Bard would push your semi-frontliners into a more frontline role, Witch, Wizard, Sorcerer, and Psychic would provide some casting with a more offensive bent. Kineticist will probably not help you towards optimal party composition, but sounds fun nonetheless. It will semi-cover your offensive casting role, although you'll have to be careful about your element choice if you don't want to be useless in the end.
| Bloodrealm |
To be honest i really don't know anything about the Psychic, can you please give some advice on a build or mechanics?
They function mostly like a Sorcerer or Oracle, with a bit of Arcanist (because of the Phrenic Pool/Amplifications). I think the spell list more resembles an arcane one than divine, though. The disciplines are kind of like Bloodlines or Mysteries, except they use a different mental ability score than their casting for it and for their pool of points.
They can use their Phrenic Pool to link Amplifications to spells in order to give extra effects or buffs when they cast a spell.For the Undercasting thing, basically if you know one version of that spell, you know all the lower versions as well, and when you learn a higher version you can replace the lower version with a different spell known of that level.
Psychics use lots of mind-affecting effects, so you have to remember that when against mind-affecting-immune creatures. The Will of the Dead Phrenic Amplification can bypass the mind-affecting immunity of undead, though you have to spend 2 Phrenic Pool points each time.
| born_of_fire |
Arcanist may also be a good option. With so many combat characters, the brown-fur archetype could be fun.
Thanks for inciting me to take another look at this archetype. I mistakenly thought it would not be useful because the game would end before level 9. Something to ponder since I mostly play lower level games.
| Azothath |
general wiz build, not too specialized
8,14,14,16,12,10 or 10,16,10,16,10,10 (20pts) then apply racial, Wiz(diviner, opp:ench/necro) bond obj (PFS:amulet, otherwise:wand)
MagLineage, +1 Fort (you won't get to high enough level to use THAT many metamagics), SplFcs(Evoc or Conj which determine feats)(PFS forces this choice for Craft Scroll), Weapon Finesse(change -1 to +3) or Var Tattoo (see SplFcs), Spell Specialization(see SplFcs) or Augment Sum.
You'll need wands and pearls to boost your casting ability.
MW cold iron Cestus, MW hvy crossbow, (2)obsidian daggers, wood stakes, cold iron bolts with weapon blanches.