joining an ongoing group, what should I play


Advice


Im joining a pathfinder game thats been going on for a while.

theres an oracle, a paladin, a rogue/bard and an investigator.

The game is mostly set in cities and has a fair amount of intrigue.

they are at level 4. they apparently level up very slowly.

What would you recommend playing?

edit; also if you have any fun builds to recomend that would be awesome! the group is apparently pretty low power level so id like something fun/silly but not to strong.


gnome illusionist


Stefano Rossi wrote:

Im joining a pathfinder game thats been going on for a while.

theres an oracle, a paladin, a rogue/bard and an investigator.

The game is mostly set in cities and has a fair amount of intrigue.

they are at level 4. they apparently level up very slowly.

What would you recommend playing?

edit; also if you have any fun builds to recomend that would be awesome! the group is apparently pretty low power level so id like something fun/silly but not to strong.

well for a Intrigue campaign, the Vigilante is pretty flavorful, it can be built as fighter (avenger) or rogue (stalker). a build i never had the chance to play was a skinwalker (witch-wolf)(small size for being a halfling)

brawler 1/stalker 19.) he was a very famous halfling who could transform into a 2 1/2 ft. tall were wolf to fight crime. i add brawler so i could bite/claw/claw/kick/kick as my attack. not optimized but very fun.

edit: whoops i forgot to add that the vigilante could also be built as a caster as well, such as warlock and magical child.


You start level 4 too?
It depends what you like to play if a spellcaster or what. A wizard is allways good to have, and starting 5 you get to haste your party. They only have the investigator to rely on knowledge skill checks and the arcane casting gives you lots of use.
If you want a fun build i suggest you can a with a rock thrower or a goat alchemist (below)
The first one it hits very hard with peebles and if optimiced or just good if you dont want to shine too much.
The second one is an alchemist/shaman build focused on his tumor familiar: Visionary Researcher archetype, mauler familiar and a goat for type, use a feral mutagen to give her even more attacks and cast rage. then take one level of shaman to make your familiar have dr5/adamantine.
Now you are the happy owner of a satanic goat with a pentagram on his face that cames from your body, has no hair, drinks a potion and starts to Foam through her mouth and when she rages her eyes turn red. Also hits prety hard.
They have somehow managed to damaged it? Tell your poor goat to get back to your body and acuse them with authorities for mistreating a little inofensive animal.
You may wondering why a goat? Becose is more fun, nothing in particular.


The Wizard is the most obvious fit for this party. They're not particularly hard to build, either. There are three golden rules to Wizard builds: raise intelligence as high as you can, be a specialist, and don't oppose conjuration or transmutation. Follow those three rules and you've got yourself a great wizard.


Intrigue based campaign predominantly taking place in a city?

How about an Enchantment focused Sorcerer, or something similar? Pick one or two strong mind-affecting spells per level, and have the rest for each level being buffs or area control so you're still effective in fights where mind-affecting spells won't work well.

A different version of this I made is a Kitsune Sorcerer 1 (Fey/Serpentine)/Oracle X (Dark Tapestry). I went with Wrecking Mysticism for the Curse. I took Spell Focus: Enchantment at lvl 1. Feats at 3, 5, 7, and 9 were Magical Tail to go with the bonus Magical Tail from the Curse. So at 10th lvl, in addition to the cool mind-affecting Divine Spells from being an Oracle (Murderous Command, Terrible Remorse, Compassionate Ally, etc.), she also had most of the best Arcane mind-affecting spells like Suggestion, Confusion, and Dominate Person. Lastly, the DCs were really high. Also, Oracle has 4 skill points per level, compared to the Sorcerer's 2, so I could get her social skills pretty high.

Edit: Oh, I forgot to add one cool thing. Between spells and SLA's, this character at lvl 10 had 50+ castings available per day. There was never a time where she started complaining about needing to rest because of lack of spell uses.

Grand Lodge

If it is not a PFS game you could try the psychic mini-Fox of "terror"; basically a Kitsune with the Superior Shapeshifter optional race trait and a psychic or any other psy class.

Basically you are tiny fox with a powerful mind. If your GM is very lenient he can even let you have a form of "message" like the cantrip but that works with your mind, not with words.

Dark Archive

Saldiven wrote:

Intrigue based campaign predominantly taking place in a city?

How about an Enchantment focused Sorcerer, or something similar? Pick one or two strong mind-affecting spells per level, and have the rest for each level being buffs or area control so you're still effective in fights where mind-affecting spells won't work well.

A different version of this I made is a Kitsune Sorcerer 1 (Fey/Serpentine)/Oracle X (Dark Tapestry). I went with Wrecking Mysticism for the Curse. I took Spell Focus: Enchantment at lvl 1. Feats at 3, 5, 7, and 9 were Magical Tail to go with the bonus Magical Tail from the Curse. So at 10th lvl, in addition to the cool mind-affecting Divine Spells from being an Oracle (Murderous Command, Terrible Remorse, Compassionate Ally, etc.), she also had most of the best Arcane mind-affecting spells like Suggestion, Confusion, and Dominate Person. Lastly, the DCs were really high. Also, Oracle has 4 skill points per level, compared to the Sorcerer's 2, so I could get her social skills pretty high.

Edit: Oh, I forgot to add one cool thing. Between spells and SLA's, this character at lvl 10 had 50+ castings available per day. There was never a time where she started complaining about needing to rest because of lack of spell uses.

You can do this build but for the Oracle use the Spirit Guide Archetype so you can get a more diverse set of spells to your list (almost fully negates the curse). I would also suggest taking the Lunar mystery. That way you can get a Animal Companion to help with the front line and CHA to Reflex/AC. Add in the Noble Scion (WAR) feat at level 1 and you get CHA to Initiative. Lets you pump your CHA sky high to improve DCs, AC, Reflex, and Initiative.


I had considered the Lunar mystery, but felt the Dark Tapestry had more synergy with the whole mind-affecting thing.

The reason for the dip in Fey/Serpentine sorcerer is to get the +2 to DC on compulsion spells and the ability to affect Beasts, Magical Beasts, and Monstrous Humanoids with those mind-affecting spells.

Dark Archive

I posted a build yesterday that hasn't gotten many comments you could try. Its a Oracle 1 / Shaman X to be a very versatile caster (get free divine/arcane magic to build w/e kind of caster you want). If you get to come in at level 4, you miss most of the pain and at level 5 then 7 you can some increased flexibility.

http://paizo.com/threads/rzs2u64m?1-Oracle-X-Shaman-Build-Advice

Your group looks like they have two skill monkeys (Investigator and Rogue Bard), 1 front liner (Paladin), 2 Second Liners (Investigator and Rogue Bard).

So you could do with either a ranged attacker (Archer WP, Inquisitor, Ranger), reach build (fighter, reach cleric), controller or blaster caster (wizard, sorcerer, shaman above), dedicated martial front liner (fighter, brawler, monk, war priest). Honestly, if you get to skip the painful spell casting low levels, I'd just say go for a caster of some sorts and figure out if you want a controller, blaster, etc.


Without knowing more about the particular builds and the play styles it looks like a 9-level arcane caster would fit in well and cover some holes.

Wizard is of course awesome at everything, but I think Witch would be a pretty good choice as well.

One build I've wanted to try, which would probably work well here is a Bloodmarked Skinwalker Witch with the Bat Shape feat and a Bat familiar. It would be pretty excellent at stealth and observation in an urban environment and although you couldn't cast spells while tranformed, you would still have your hexes.


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Something Arcane. Or just muck it up with an urban Barb to mess with the party. Or play something evil, with a ring of nondetection - be the source of intrigue.


The party does not have a full Arcane Spell caster, and the bard is multi-class so my recommendation is to play a Wizard or Sorcerer. Personally I am love wizards, but considering the "mostly set in cities and has a fair amount of intrigue" point a Charismatic Sorcerer would be a very good choice. Take Spell Focus Enchantment and grab Charm Person(1st level spell), pump up Bluff. If I remember correctly the Fey bloodline specializes in enchantments/charms.


Sorcerer or Arcanist. That way you can invest in charisma and actually use it for non people skills. Enchanter or Illusionist. Boost your save dcs as high as possible. Subtle spell might actually see play.


Dastis wrote:
Sorcerer or Arcanist. That way you can invest in charisma and actually use it for non people skills. Enchanter or Illusionist. Boost your save dcs as high as possible. Subtle spell might actually see play.

An arcane caster is certainly a good option given the group. You may however what to consider something more fun.

- Bard
- Bard/Master spy (@ level 7)
- Vigilante (warlock)
- Psychic with the psychedelia discipline (just your average groovy caster that everyone loves to hand out with)


+1 on arcanist. I haven't played one yet, but they look like a wizard with more flexibility.


If you want to be INT-based and use people skills you might want Clever Wordplay, the trait.

The party has a rogue/bard and an investigator so that's some arcane magic already. They have an oracle for divine spellcasting, a paladin for being the melee beefstick with some healing.

You... Well, honestly, I know others are saying "play arcane," but you don't necessarily HAVE to with that setup. I'd SUGGEST arcane, but I wouldn't force it.

You could get away with a 6th level spellcaster given there's an investigator (presumably with extracts) available. Don't do bard; you'll step on the rogue/bard's toes. I'd avoid Alchemist and Investigator for the same reasons.

So, how about one of the following:

6th level casters - Magus (for martial skills + arcane spellcasting), Cabalist Vigilante (Witch spells, 6th level casting) OR Warlock archetype (more combat focused), Warpriest (for being a beatstick with more magic). Notice how most of these are combat oriented - the other players already took the less combat oriented classes. The Vigilante has a dual identity which can be fun and useful to you.

9th level casters - Wizard, Arcanist, Sorcerer, Witch, and Shaman all seem like good choices. The first four are arcane spellcasters with the full range of useful spells you might want, though the Witch sacrifices some of the Wizard's spell list to do other useful things like Cure Light Wounds on her list. The Witch's hexes can be super interesting.

And actually, I'd toss the Druid on there too. Druids can use shapeshifting to turn into small, innocuous animals: doves, dogs, cats, etc. This is GREAT for spying. And you can use your animal companion in a similar capacity, or even use your ability to talk to animals to get them to do simple tasks for you. There's lots of archetypes to choose from, and since you said this isn't a high power campaign you can get away with picking whatever suits your style best.


Someone a few posts up mentioned inquisitors as a suggestion and I'm going to second that recommendation because I love inquisitors and recommend them every time someone asks. I'll concede that a 9th level arcane caster is a good suggestion for the party you mention, I'm just not good at full casters so I can't weigh in on them.
For some inquisitor ideas, you could look at archetypes like cloaked wolf, heretic, or infiltrator for some more urban intrigue focus builds that won't diminish combat effectiveness. The conversion, heresy, or reformation inquisitions give wis to social skills which could also be helpful for the campaign.
Inquisitors work well with melee or ranged builds depending on what you prefer and come with a lot of tools to help both in and out of combat.

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