Prometeus
|
Hi guys,
I'm here looking on some advice on which class to pick for a Rise of the Runelords game, we are starting at level 8 with 33k gold to spare
Our party composition is:
Wizard (Evoker)
Shaman (Debuff and heals)
Warpriest (Two Weapon Fighting)
Inquisitor (Two Handed)
I just want to have some advice on which is a solid class for this team, was thinking on someone who can take a hit and buff the party
All Paizo books, 20 pts buy, no Paladins,
Thanks in advance =D
| ngc7293 |
I am in Rune Lords as an Arcane Duelist Bard. I took Master Performer and Grand Master Performer feats. Currently at 12th level my Inspire Courage is +5/+5. There is also Soothing Performance for Outside of combat. My bard is in the front line and can take the damage as well as dish some of it out.
Of coarse the game suggests the Ranger which isn't a bad idea (or go half way with a Slayer).
Prometeus
|
I am in Rune Lords as an Arcane Duelist Bard. I took Master Performer and Grand Master Performer feats. Currently at 12th level my Inspire Courage is +5/+5. There is also Soothing Performance for Outside of combat. My bard is in the front line and can take the damage as well as dish some of it out.
Of coarse the game suggests the Ranger which isn't a bad idea (or go half way with a Slayer).
I wish to build an Arcane Duelist Bard but do you have any tips on how to build it?
Looks like you need some support and buffs. Skald is really good as is bard. Sensei monks and martyr Paladins also very bardic performance.most dedicated spellcasters will have good spells. Inquisitor also works well with skill points and group support.
The Skald seems like a good idea, with this composition it seems like a tanky build can shine and be a good support for the team
calagnar
|
For this group Skald is pore choice. Both of your front line characters need to cast spells, and/or use class ability's.
Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Bard will still work due to the way inspire courage works. I will recommend you have a talk with the inquisitor, and wizard. To find out what skill gapes you might be able to fill.
I can recommend looking at making a reach, or range combat character. Due to there being two front line characters now.
I can recommend that if you do make a melee character. A very high AC, or a ton of HP. To live throw some of the combat.
| zainale |
A non magic based range character or a battlefield controller how is a druid (I kinda have a druid bias at the moment.) at doing those things?
Is this for pathfinder society or is it a home game?
There is the trait [http://www.d20pfsrd.com/traits/campaign-traits/mummy-s-mask/trap-finder/]trap finder[/url]. I don't know if that will work fully.
If your worried about finding traps then play a rogue or take a dip or three.
Does your gm love traps or does the module? (feels like there should be a g or j in that word to me.) Ask you GM about that.
But if there is I would add three lvls of rogue to what I wanted to really wanted to play, so I could get that Trap Spotter rogue trait.
Is there a way to do ranged sneak attacks?
| Louise Bishop |
Make an archer...Wreck stuff. All the skills seem covered and combat in this campaign is brutal. Traps are there but with a good perception and avoiding/triggering them is more than enough for the campaign... Don't let people try to sell you on a mandatory need for a trap disabler. Hey look a trap...I'm gonna walk around it. Rogue not needed. Honestly rogues offer nothing of value anymore.
Here are a few good archery classes:
Slayer is good pick.
Bolt Ace 5/Mutagen Fighter 3-12 is a good go too for a power house. I really enjoyed the all dex damage and wings.
Zen Archer Monks are also one of the best. Would have great saves and not need armor.
What ever you choose work in the feat Big Game Hunter. It is +1 to hit and +2 to damage on creatures that are large or larger. Basically it will be up and running for 80% of the rest of the campaign. It has good return on the investment
| Melkiador |
Perception: When I use Perception as a move action to search for traps or other secrets, how wide of an area can I search? The Core Rulebook doesn’t say, and Pathfinder Unchained mentions a 10 by 10 area, but it’s part of an optional consolidated skills subsystem.
As per Ultimate Intrigue, there are two ways Perception checks happen in the game. The first way is automatic and reactive. Certain stimuli automatically call for a Perception check, such as a creature using Stealth (which calls for an opposed Perception check), or the sounds of combat or talking in the distance. The flip side is when a player actively calls for a Perception check because her PC is intentionally searching for something (this is the relevant type of Perception used to find traps, unless you have the trap spotter rogue talent, which makes it reactive). This always takes at least a move action, but often takes significantly longer.
The core rules don’t specify what area a PC can actively search, but for a given Perception check it should be no larger than a 10-foot-by-10-foot area, and often a smaller space if that area is cluttered. For instance, in an intrigue-based game, it is fairly common to look through a filing cabinet full of files. Though the cabinet itself might fill only a 5-foot-by-5-foot area, the number of files present could cause a search to take a particularly long time.
This doesn’t necessarily mean that the GM or player needs to roll a Perception check for every 10 foot by 10 foot area, however. It’s much smoother to have the GM roll several secret Perception checks for each searching character and then apply each roll only when the PC is searching an area that actually has something to find.
But, the unchained rogue was already relevant, it's just not meant for a ranged build like the slayer.
Prometeus
|
I'm not sure on the rogue approach for this composition, my understanding is that combat for this AP is brutal and we already have two 3/4 BAB in the front and to be honest these 2 players are somewhat new to Pathfinder.
There are some weak points for this party like i feel we need someone more tanky and reliable on the front, battlefield control, accuracy to hit and traps
That's why im looking for opinions and help =D, i just can't decide which is the better class to choose from
Maybe a switch hitter Ranger with giant as favored enemy for a well rounded approach and skills
Goliath Druid for a more tanky frontliner, reach and spells as backup, heck i can even choose druidic herbalism for potions for my team
A Nature Fang archer Druid seems like a good idea too
Evangelist Cleric build can do the job too but lack only raw power of another archers, Maybe a reach cleric approach
The Skald/Bard seems like a good plan too, the opportunity to buff the team seems pretty good, maybe an Arcane Duelist Bard will do the job
There are lots of options to take
| pad300 |
hunter (4)/ranger (x)
Full animal companion who shares your teamwork feats - it's almost 2 frontliners in one.
Go mounted combat, with say a Bardiche. Gets lots of skills (6+ int), and can use druid/ranger wands (and limited spells). Add the trap finder trait if you really need to be the polish mine detector...
calagnar
|
There are some weak points for this party like i feel we need someone more tanky and reliable on the front, battlefield control, accuracy to hit and traps.
This narrows down what your looking for. I'll recommend something that might not look all that good at first.
Human(+2 Wis), Half-elf(+2 Wis), Dwarf, or Tengu.20 points before you apply race.
Str8 Dex14 Con12 Int14 Wis16 Cha10
Monk (Sensei) 2 (Now your Wis mod affects AC, To Hit, Stunning Fist DC, Spell DC, and Will save.)
Cleric (Divine Strategist) 18 (You trade channel for a +1/2 your cleric level to initiative. and act in the surprise round.)
Focus on touch spells. Read up on how they work. Cast them before combat. Then run in stunning fist first, if it hits it also releases the touch spell.
(Level 9+)
Round 1: Stunning Fist (Fort Save) fail stunned for one round, Bestow Curse (Will Save) fail only 50% change to take any action each round, Forceful Strike (Fort Save) fail 9D4 force damage and bull rush CMB+ caster level.
I have this build for PFSP. The character is up to a 20 standing AC, 34AC fully buffed. Shield of Faith, Shield(Domain Spell), Barkskin(Domain Spell), Mage Armor(Potion, or Wand), For added offense you could take Divine Favor. Then you only need a few 1 level pearls of power to do multiple fights per day. At the level your talking about their not that expensive.
Domain Protection Defense Subdomain. You still have a lot of options.
Associated Deities: Abadar, Alseta, Andoletta, Arqueros, Dalenydra, Grundinnar, Jaidz, Korada, Lorris, Nethys, Olheon, Ondisso, Rowdrosh, Shelyn, Soralyon, Torag, Trudd, Winlas, Wylgart
Prometeus
|
Thank you for all your feedback guys, if i sum it up most of you guys recommend either a ranged damage class or a buffer, with that in mind i come to this 3 builds that be a decent choice for the party, which one do you think is the best for this party composition?
Archer Bard
Can provide Inspire Courage, Haste and all classic bard buffs and be the face of the party
Male half-orc (mystic) bard (arcane duelist) 8 (Pathfinder RPG Advanced Player's Guide 80)
CG Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 25, touch 17, flat-footed 19 (+7 armor, +1 deflection, +6 Dex, +1 natural)
hp 67 (8d8+24)
Fort +8, Ref +16, Will +10; +2 morale bonus vs. charm and fear
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft.
Ranged +2 seeking composite longbow +16/+16/+11 (1d8+8/×3)
Special Attacks bardic performance 20 rounds/day (move action; bladethirst, dirge of doom, distraction, fascinate [DC 16], inspire competence +3, inspire courage +2, rallying cry)
Bard (Arcane Duelist) Spells Known (CL 8th; concentration +10)
. . 3rd (2/day)—displacement, good hope, haste
. . 2nd (5/day)—allegro[UM], cacophonous call[APG] (DC 14), heroism, mirror image
. . 1st (5/day)—charm person (DC 13), grease, lock gaze[UC] (DC 13), saving finale[APG] (DC 13), vanish[APG] (DC 13)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 12), message, prestidigitation, read magic
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Statistics
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Str 12, Dex 22, Con 14, Int 8, Wis 10, Cha 14
Base Atk +6; CMB +10; CMD 24
Feats Arcane Strike, Combat Casting, Disruptive, Endurance, Lingering Performance[APG], Manyshot, Point-Blank Shot, Rapid Shot
Traits big game hunter, fate's favored
Skills Acrobatics +10, Appraise +3, Bluff +6, Climb +5, Diplomacy +13, Disguise +6, Escape Artist +10, Intimidate +13, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perception +11, Perform (all) +6, Perform (dance) +6, Perform (oratory) +6, Perform (sing) +6, Perform (string instruments) +13, Sense Motive +4, Sleight of Hand +10, Spellcraft +3, Stealth +10, Use Magic Device +7
Languages Common, Orc
SQ arcane bond - weapon, orc blood
Other Gear +3 mithral chain shirt, +2 seeking composite longbow (+1 Str), amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, ring of protection +1, 4,960 gp
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Special Abilities
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Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (move action, 20 rounds/day) Your performances can create magical effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Disruptive +4 DC to cast defensively for those you threaten.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sacred Tattoo +1 to all saves.
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Archer Druid
This Druid have a very decent damage and can provide +4 Natural Armor with Barkskin to all of the party for almost 3 hours, decent blasting and crowd control is needed and has Heal spell at level 13, also his Wolf act as a second tank.
a Druid Archer
Middle-aged garuda-blooded aasimar (plumekith) druid (nature fang) 8 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 92, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +18
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Defense
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AC 25, touch 13, flat-footed 22 (+8 armor, +3 Dex, +4 natural)
hp 67 (8d8+24)
Fort +10, Ref +8, Will +15; +2 vs. death
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 50 ft. (40 ft. in armor)
Ranged +2 adaptive guided composite shortbow +16/+16/+11 (1d6+12/×3)
Special Attacks sneak attack +1d6, studied target +2 (1st, move action)
Spell-Like Abilities (CL 8th; concentration +7)
. . 1/day—lesser age resistance[UM]
Druid (Nature Fang) Spells Prepared (CL 8th; concentration +15)
. . 4th—air walk, flame strike (DC 21), greater flaming sphere[ACG] (DC 21)
. . 3rd—ash storm[UM], call lightning (DC 20), greater longstrider[ACG], protection from energy, resinous skin[UC]
. . 2nd—barkskin (4), resist energy
. . 1st—longstrider, produce flame (3), snowball (DC 18), windy escape[ARG]
. . 0 (at will)—chameleon scales, create water, detect magic, detect poison, light, read magic
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Statistics
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Str 12, Dex 18, Con 14, Int 10, Wis 24, Cha 8
Base Atk +6; CMB +8; CMD 21
Feats Clustered Shots[UC], Improved Precise Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (shortbow)
Traits big game hunter, reactionary
Skills Acrobatics +1 (+5 to jump), Climb +2, Craft (tattoo) +4, Fly +5, Handle Animal +9, Heal +11, Knowledge (geography) +11, Knowledge (nature) +7, Perception +18, Ride +12 (+14 to stay in the saddle), Spellcraft +7, Survival +14, Swim +2
Languages Celestial, Common, Druidic
SQ combat style (archery), immortal spark[ARG], nature bond (roc named Animal Companion), slayer talents (ranger combat style[ACG], ranger combat style[ACG], weapon training), trackless step
Combat Gear lesser extend metamagic rod, wand of cure light wounds (50 charges); Other Gear +2 dragonhide breastplate, +2 adaptive guided composite shortbow, cloak of resistance +2, headband of inspired wisdom +2, exotic military saddle
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immortal Spark You gain +2 to saves vs. death.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
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Evangelist Cleric
This guy buffs the party with Inspire Courage plus all the spells of the cleric has to offer like Divine Power, Heals, restorations, etc.
Evangelist Cleric
Human cleric (evangelist) of Desna 8 (Pathfinder RPG Ultimate Combat 40)
CG Medium humanoid (human)
Init +6; Senses Perception +2
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Defense
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AC 26, touch 17, flat-footed 20 (+8 armor, +1 deflection, +6 Dex, +1 natural)
hp 67 (8d8+24)
Fort +10, Ref +10, Will +10; +2 morale bonus vs. charm and fear
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Offense
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Speed 50 ft.
Ranged +2 composite longbow +16/+16/+11 (1d8+8/×3)
Special Attacks channel positive energy 1/day (DC 12, 3d6), countersong, fascinate, inspire courage +2, sermonic performance
Domain Spell-Like Abilities (CL 8th; concentration +10)
. . At will—dimensional hop (80 feet/day)
Cleric (Evangelist) Spells Prepared (CL 8th; concentration +10)
. . 4th—blessing of fervor[APG] (DC 16), dimension door[D]
. . 3rd—fly[D], magic vestment
. . 2nd—locate object[D]
. . 1st—longstrider[D]
. . D Domain spell; Domain Travel
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Statistics
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Str 12, Dex 22, Con 14, Int 10, Wis 15, Cha 7
Base Atk +6; CMB +10; CMD 24
Feats Lingering Performance[APG], Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot
Traits big game hunter
Skills Acrobatics +6 (+14 to jump), Appraise +11, Diplomacy +9, Heal +6, Knowledge (arcana) +4, Knowledge (planes) +4, Knowledge (religion) +7, Linguistics +11, Sense Motive +13, Spellcraft +4
Languages Common
SQ agile feet (5/day), public speaker, spontaneous casting
Other Gear +4 mithral chain shirt, +2 composite longbow (+1 Str), amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, ring of protection +1, 21,000 gp
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Bardic Performance: Fascinate (3 targets, DC 12) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 3d6 (1/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Dimensional Hop (16 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Public Speaker (-8 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sermonic Performance (move action, 16 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
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| Louise Bishop |
I would go with the Bard since the group has a shaman, Inquisitor, and Warpriest you will not be short on the healing.
Good Hope + Performance + Haste is very strong option and this party will love the Huge boost to hit, damage and extra attacks. Not to mention I think Good hope is one of the best buffs in the game.
| Louise Bishop |
Louise Bishop wrote:Not to mention I think Good hope is one of the best buffs in the game.Plus, if you buy a lesser metamagic rod of extend, you can make it last 2 min/lvl, which is pretty good.
Yes any time I play a caster I buy a Lesser Extend Rod and a Extend rod. I am a player who uses a lot of long duration buffs. I'll cast Magic Vestment and GMW the night before paired with a rod so I can sleep and have the buff active the next day and a full spell list.
But I used it on my last Support and the group loved the spell. +2 attack, damage, skills, AND ability checks (initiatives). Then I paired it with a Wand of Moment of Greatness. Needless to say the group just fell in love with the combo.
Grandlounge
|
Louise Bishop wrote:Not to mention I think Good hope is one of the best buffs in the game.Plus, if you buy a lesser metamagic rod of extend, you can make it last 2 min/lvl, which is pretty good.
The other option is to use an encouraging metamagic rod for a +3 to everything bumped to a +6 with moment of greatness.
| Louise Bishop |
PCScipio wrote:The other option is to use an encouraging metamagic rod for a +3 to everything bumped to a +6 with moment of greatness.Louise Bishop wrote:Not to mention I think Good hope is one of the best buffs in the game.Plus, if you buy a lesser metamagic rod of extend, you can make it last 2 min/lvl, which is pretty good.
I will remember to add this to my list. Tho I will not be able to use both an extend rod with a encouraging rod. But if I ever take extend spell as a feat I will be sure to pick one up. (I usually just use rods as they are cheap and feats are priceless)
| Rylar |
You have an AoE damage dealer. 2 teammates to man the front line. A healer/debuffer to lower the damage that your front line will take. Looks to me like what you need is someone to make things dead.
Warpriest and Inquisitor will both buff themselves, you don't need to.
Make an archer...Wreck stuff.
This is the best call. A pure damage dealing focused archer. Zen Archer Monk or a switch hitter Ranger are the top suggestions I have for you.