
| Band of Thebes | 
 
	
 
                
                
              
            
            I'm trying to think of options for a character that doesn't deal damage in combat or heal hit points, but still provides a useful role.
Something fun to play that maybe involves moving allies around the battlefield, or giving them bonuses to AC, or having a high CMB/CMD to move enemies around. Just was trying to think of creative, non-damage dealing ideas.
My current character is an archaeologist bard, so I was hoping to stay away from the bard class altogether for a change of pace. The DM has frowned upon optimized builds that result in high damage.

| Band of Thebes | 
 
	
 
                
                
              
            
            I really like charisma built characters. I wanted to be a Summoner focused on buffing the party, but the DM doesn't like Summoners at all.
A little token damage would be fine, but I was really hoping to find a unique angle for the character. I like the idea of moving around allies or enemies as part of the build, but it's not necessary.
I heard there was a paladin build that could add high AC to allies that sounded interesting as well. I'm pretty open to ideas.
Thanks! :)

| Letric | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            I really like charisma built characters. I wanted to be a Summoner focused on buffing the party, but the DM doesn't like Summoners at all.
A little token damage would be fine, but I was really hoping to find a unique angle for the character. I like the idea of moving around allies or enemies as part of the build, but it's not necessary.
I heard there was a paladin build that could add high AC to allies that sounded interesting as well. I'm pretty open to ideas.
Thanks! :)
There's a build somewhere in the forums about halfling opportunist.
You give soooo many bonus to anything it's disgusting, but I cannot find it.

| Ciaran Barnes | 
 
	
 
                
                
              
            
            My group's shaman is provides pretty good support. We're 3rd level and I think she's only even made a few attack rolls. Spell selection is of vital importance. In one combat where things weren't going well, she cast flame blade so she could make melee touch attacks with it. This was important because of her miserable attack bonus. In our last combat we fought a bunch of cannibals. We were able to sneak in and kill the leader first. There was a lot of commotion and it woke the others in the village. She cast an ongoing area of effect spell, then used disguise self and her amazing bluff skill to pretend to be the leader and keep the rest of the cannibals disorganized.

| Secret Wizard | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            I really like charisma built characters. I wanted to be a Summoner focused on buffing the party, but the DM doesn't like Summoners at all.
A little token damage would be fine, but I was really hoping to find a unique angle for the character. I like the idea of moving around allies or enemies as part of the build, but it's not necessary.
I heard there was a paladin build that could add high AC to allies that sounded interesting as well. I'm pretty open to ideas.
Thanks! :)
Ok, some options:
1. Mesmerist as mentioned. For movement, they have spells like Jester's Jaunt, and can use Tricks like Compel Alacrity, Fleet in Shadows or Levitation Buffer (and that's just regular Tricks). Meanwhile, they can use spells to mind-control, frighten or paralyze enemies, or boost allies, while also removing harmful conditions. Spend some feats to be good with hand crossbows (Rapid Reload, PBS, Precise Shot), and you can trigger Painful Stare as needed to finish off targets when needed (so you are not totally useless against enemies with high Will saves when alone).
2. Sensei Monk. This is one of my favorite builds. Pump WIS like a madman. Get Mantis Style. Your Stunning Fists become a force to be reckoned with. Get Touch of Serenity to shut off enemies with high Fort saves. Use Qinggong Powers to get other utility options, like Hydraulic Push (1 ki point cost). If you go Undine, you can even get Hydraulic Push to trip or dirty trick (and Undines get +2 WIS!). Did I mention you also get the ability to use Bardic Performance to inspire courage/greatness/heroics? And you can share your Monk abilities with your party members too?
3. Impossible Sorcerer! Party crafter, great enchanter that can also affect constructs with mind-affecting effects, and provide all the utility a Sorcerer can bring.

| Band of Thebes | 
 
	
 
                
                
              
            
            Thank you for the input!
Secret Wizard, does the Sensei build work with the traditional monk class, or is it better with the unchained version? Giving up fast movement seems tough, but Touch of Serenity is clearly potent! I didn't realize the monk had such debilitating options. So the key stats would be WIS and then DEX, then CON?
I really like Mesmerist a lot, but psychic/psionic classes were disallowed, so I'll have to check with my DM to see if this one is ok.

| Neils Bohr | 
 
	
 
                
                
              
            
            A wizard with the conjuration school or teleportation focus school gets a spell like ability to use dimension door as well as the spell itself to move allies around the battle field, and there are lots of non-damaging extremely useful spells.
You could also take the spell with a sorcerer for the charisma based character, but you lose out on the teleportation hijinks a teleportation school wizard can pull.

| Secret Wizard | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Thank you for the input!
Secret Wizard, does the Sensei build work with the traditional monk class, or is it better with the unchained version? Giving up fast movement seems tough, but Touch of Serenity is clearly potent! I didn't realize the monk had such debilitating options. So the key stats would be WIS and then DEX, then CON?
I really like Mesmerist a lot, but psychic/psionic classes were disallowed, so I'll have to check with my DM to see if this one is ok.
I'd say WIS, CON and DEX in that order.
If Mesmerist is banned, I'll consider Clerics/Druids/Witches/Shaman instead. Urban Druid is super fun to build as a support class, Divine Scourge Clerics have some of the most interesting support options, Witches are all about support and utility, and Shaman can do anything all the time forever.

| Rerednaw | 
A wizard with the conjuration school or teleportation focus school gets a spell like ability to use dimension door as well as the spell itself to move allies around the battle field, and there are lots of non-damaging extremely useful spells.
You could also take the spell with a sorcerer for the charisma based character, but you lose out on the teleportation hijinks a teleportation school wizard can pull.
^this. Some of my most powerful characters went their entire career without casting single evocation spell. Granted rolling handfuls of damage dice is very cathartic...but sometimes stunning, slowing, funneling, blinding, tripping, entangling, paralyzing, etc... can be just as rewarding.
A controller doesn't one-shot an encounter...but he lets the rest of the party do so.

| Greymist | 
Human Witch who was raised by Halflings, taking Adopted and the Helpful Halfling racial trait. Scatter skill points so you can often aid another for a +4. For feats take Combat Reflexes and Bodyguard with a longspear, giving a decent chance of adding +4 to the AC of adjacent PCs (using attacks of opportunity) while you stand behind then being protected. Add in Fortune or Misfortune (with Cackle at 2nd level). Spells can be focused on buffs. You can even take one level of Mesmerist so that you can stare at someone before you hit them with the Misfortune hex.
 
	
 
     
     
     
	
  
	
 