What does this party need?


Advice


So, I'm in a campaign where I need to build a 4th-level character.
The party consists of an Alchemist Healer, a Bard, A two-weapon fighting Ranger, and a Swashbuckler.

Now, I need to introduce a character to the group, and I'm having a hard time thinking of classes that would fit. Alignments are Lawful Neutral to Chaotic Good, so nothing evil. Anything else is fair game.

Occult Classes are not allowed, and Druid is off the table considering the nature of the enemy in this campaign. Anything else is fair game.


Shame about the occult classes.

Looks like you could use someone ranged or a controller.

For the former I recommend a Arsenal Chaplain war priest or an Inquisitor.

For the latter a wizard, witch or sorc.


Chromantic Durgon <3 wrote:

Shame about the occult classes.

Looks like you could use someone ranged or a controller.

For the former I recommend a Arsenal Chaplain war priest or an Inquisitor.

For the latter a wizard, witch or sorc.

GM has no real knowledge of the Occult Classes. He IS allowing Psionics Unleashed though.

Never tried an Inquisitor. Playing in a custom world, so the gods are very different. And some just don't have inquisitors.

As for the warpriest, we kind of just had a previous character die who was an Oracle of battle. Seems a bit too similar in concept.

I do love playing a witch, but I tend to play them too often. If Shaman can do the same, that class interests me.

Wizard and Sorc are definitely options though.


I have no real knowledge of hunters, skalds and Shamans, if a player wanted to play one I'd just look at it as a case by case type deal.

It doesn't really matter which god you pic for an inquisitor, the only thing they really wanna pick up from their god is the conversion inquisition, which is universal.

Oracles and warpriests are typically similar. Cha vs Will, 9th level casting vs fighter feats, mysteries and curses and so forth.

I think Shamans are supposed to be able to fill the same roll as witches to a degree, although I don't know how good their spell list is for control.


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Seconding wizard/arcanist. I would say sorcerer would be a weaker choice due to your lack of higher level removal spells. It adds battlefield control and strong ranged options.

RPG Superstar 2012 Top 32

Inquisitor archer or Zen archer monk?

Summoner? Fill the battlefield with monsters for the bard to inspire and to act as flank buddies for melee types?

I was thinking a big weapon user, but the swashbuckler kind of does that with their precision damage.

A cleric or shaman for condition removal and back up healing?


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I don't know a lot about spell casters, but having a full caster like the Wizard with the creation feats will definitely help the party later on.

Shadow Lodge

Depending upon how the bard is build (and how the player running it has a history of thinking from the perspective of the OP), the party might not need a wizard.

-- If the GM lets you craft (a lot), then wizard is the superior choice.


If your GM is using Dreamscarred Presses' psionics then you could easily go with a psion as a controller or a wilder as a blaster.


Your party might not have a tank: 2 weapon fighting Ranger and the Swashbuckler might turn out to be glass cannons.

You don't have a Rogue. A few people mentioned the party has no Wizard already. So, umm, Arcane Trickster?


Think I've settled on an Arcanist, Sorcerer or Wizard. Just need to decide which of the three.

Got a character concept too. The party's currently in a small village where the crops are failing, and he's a former farmboy returning to his hometown to investigate the cause.

All things considered, probably an Arcanist or Wizard.

@Above: Considered rogue, but the alchemist can do lots of the same things.

The swashbuckler's a Parry/Riposte kind of guy, so he's tough to hit.


Yeah Swashbucklers are normally Dex tanks I wouldn't worry about that.

As for wizard vs arcanist

Concerning the Arcanist Delayed spell progression + same number of spells per day as a wizard makes them a tricky sell for me at least, although you're starting at 4 so the worst is behind you.

RPG Superstar 2012 Top 32

Arcanists have a lot of fun tricks.


If psionics are allowed, I'll go with 'em every single time...however, you don't seem interested in them, so if it's between arcanist and wizard I like arcanist better. Wizard has more sheer power, I think. But arcanist has more flavor and is just cooler to play.


I think Wizard appeals more to me. What school should I pick? And potential opposed schools?

The Exchange

Hangover cleric, if its Golarion?

Or just Archer cleric it.


Sarvis the Buck wrote:
I think Wizard appeals more to me. What school should I pick? And potential opposed schools?

Since there's a bard in the party you might want to make enchantment an opposed school to avoid stepping on toes. Keep illusion though, it's too useful.

Beyond that, divination (for never being surprised), conjuration/teleportation (useful spells, swift action movement) or void (good school powers in general, very few spells opposed) are said to be the power schools. Being a wizard is fairly powerful on its own though and you'd lose little power by choosing something which appeals as a concept, and gain the advantage of something which might be easier to get into roleplaying.

Dark Archive

Sarvis the Buck wrote:
I think Wizard appeals more to me. What school should I pick? And potential opposed schools?

If he is looking at nature stuff he might be a Wood element school or transmutation. But if you are going controller route enchantment is good.


What about Spell Sage Wizard? This would be so that you have a 9/9 arcane spellcaster (including much-needed controlling ability), but also if you absolutely have to have a bad status removal spell that the 4/9 and 6/9 spellcasters can't cast, you can get it (although inefficiently and very limited uses). The party already has 2 6/9 casters and a 4/9 caster (unless the Ranger is of an archetype that traded that out), so not having the Arcane School extra spell slot isn't so bad. Scribe Scrolls of bad status removal spells that the other casters can't cast (apparently this is legal even though you will need to Use Magic Device to use your own Scrolls), and at least give copies to the Bard (except in the unlikely event that somebody else is actually better at Use Magic Device).

Note: Spell Sage Wizard has no Arcane School and no Opposition Schools. It also trades out Arcane Bond for the ability to boost your caster level by 4; even though not having a Familiar or Bonded Object hurts, this ability will be nice if you have to roll a caster level check (especially an opposed caster level check) to get a bad status removal to work.


I'd also go with Elf for a race: since you'll need Dex for AC anyway, you'll be a passible ranged combatant until mid-high levels, where you'll probably be fine relying on a couple of evocations for ranged combat.


You could also be an Exploiter Wizard and gain access to Arcanist Exploits, if you found those interesting.


Bloat mage. Especially since you're starting at 4.

God control wizard. Especially if you have the personality for it. You have a lot of poor synergies in that group, so you need to up the power level.

Bard benefits str attackers. You have none.

No diversity, outside ranger for nature. No specialized healer, way to deal with undead.

Diviner, for the init bonus. Magical lineage, Wayan spell hunter, dazing magic missile.

Make sure your spell selection handles the gaps, and don't blow your spell wad.


^If you summon stuff, the Bard can put Bardic Performance to good use by buffing those (unless the Bard is of one of those archetypes that doesn't buff other stuff, in which case they might also be a decent frontliner themselves). By the description in the original post, the Alchemist is built for healing (details of how not provided, at least yet).

Going up against Undead: Just get the appropriate spells, weapons, and defensive measures -- it's not like you can't fight them if you aren't a Cleric or Necromancer. But if you are going to be up against a lot of them, here are another couple of possibilities (that get you Channel Energy so that you can get Turn Undead and maybe even debuff them and/or buff/undebuff the party if you have the right Variant Channeling). One is Ecclesitheurge Cleric with deity and Domains chosen to get as many useful spells as you can while preferably getting some decent Domain Powers on your home Domains. Get Scribe Scroll as soon as possible and go nuts stockpiling stuff that you can get this way that you are likely to need. Alternatively, Spirit Guide Oracle or Shaman of Life (for Channel Energy), taking Wandering Spirit of Lore when you need to snag arcane spells (with Shaman you could swap the choice of Spirit and Wandering Spirit) (caution: Oracle of Lore Arcane Archivist doesn't cut it, and is pretty much a trap option). This is really MAD, though, because you need high Intelligence to get good use of the Arcane Enlightenment Hex. Ecclesitheurge Cleric and Shaman have the advantage of much more diverse spell access (and 1 level earlier access to higher level spells) and no table variation on how the Arcane Enlightenment Hex works with Spirit Guide Oracles. Spirit Guide Oracle has the advantage of more spells per day and better Channeling (despite having a lower base number) due to your Channeling stat being the same as your casting stat and is probably easier to figure out how to build and use. Shaman and Spirit Guide Oracle have the advantage of better armor.


Perfect Tommy wrote:

Bloat mage. Especially since you're starting at 4.

God control wizard. Especially if you have the personality for it. You have a lot of poor synergies in that group, so you need to up the power level.

Bard benefits str attackers. You have none.

No diversity, outside ranger for nature. No specialized healer, way to deal with undead.

Diviner, for the init bonus. Magical lineage, Wayan spell hunter, dazing magic missile.

Make sure your spell selection handles the gaps, and don't blow your spell wad.

Unfortunately, Bloat Mage's flavor text sounds absolutely disgusting to me, and I can't justify any sentient non-evil creature doing that to SOMEONE ELSE let alone THEMSELVES.

Ranger is using a Strength build.

As for no specialized healer, we have a Chirurgeon, and a Bard who can heal as backup.


^Even if you weren't grossed out by the thought of being a Bloatmage, this prestige class sounds highly dangerous to the user (even more than Master Chymist). The picture definitely looks like a warning label, too.

* * * * * * * *

So, to sum up your party composition but with a bit more detail (do I have this right?):

Alchemist (Chirurgeon)
Bard (no archetype?, but took some healing and maybe bad condition removal spells? -- unknown other build choices)
Ranger (Two Weapon Style, but Strength-based -- unknown choice of Hunter's Bond)
Swashbuckler (no archetype?, but build adjusted to make the best or at least most frequent use of Opportune Parry and Riposte?)

Actually, depending upon choices of Bard spells known, you're fairly well covered for bad status removal spells (just not all on the same character) and hit point healing (Chirurgeon Alchemist even gets Breath of Life eventually), except for getting some of the spells a few levels late (so stock up on Scrolls to cover emergencies). So unless you are up against a load of Undead or other things that specialize in inflicting bad status, feel free to go full arcane caster, and don't feel you have to be a Witch or a Spell Sage Wizard (although these still aren't bad choices). Depending upon more details of the Alchemist's build, you might even be somewhat set up for battlefield control and debuffing (depends upon how what Bomb discoveries they have, although at 4th level they won't have very many, so this is more of a future thing). If the Ranger gets a Strength-based Animal Companion and then Boon Companion shortly thereafter, the party will even be okay in Strength-based frontliners for the Bard to buff, and it gets better if you summon things that can also benefit from this (most of the available choices can).


You should have a skald. Compatible with the bard. There may be an archetype of Spell Warrior.


UnArcaneElection wrote:

^Even if you weren't grossed out by the thought of being a Bloatmage, this prestige class sounds highly dangerous to the user (even more than Master Chymist). The picture definitely looks like a warning label, too.

* * * * * * * *

So, to sum up your party composition but with a bit more detail (do I have this right?):

Alchemist (Chirurgeon)
Bard (no archetype?, but took some healing and maybe bad condition removal spells? -- unknown other build choices)
Ranger (Two Weapon Style, but Strength-based -- unknown choice of Hunter's Bond)
Swashbuckler (no archetype?, but build adjusted to make the best or at least most frequent use of Opportune Parry and Riposte?)

Actually, depending upon choices of Bard spells known, you're fairly well covered for bad status removal spells (just not all on the same character) and hit point healing (Chirurgeon Alchemist even gets Breath of Life eventually), except for getting some of the spells a few levels late (so stock up on Scrolls to cover emergencies). So unless you are up against a load of Undead or other things that specialize in inflicting bad status, feel free to go full arcane caster, and don't feel you have to be a Witch or a Spell Sage Wizard (although these still aren't bad choices). Depending upon more details of the Alchemist's build, you might even be somewhat set up for battlefield control and debuffing (depends upon how what Bomb discoveries they have, although at 4th level they won't have very many, so this is more of a future thing). If the Ranger gets a Strength-based Animal Companion and then Boon Companion shortly thereafter, the party will even be okay in Strength-based frontliners for the Bard to buff, and it gets better if you summon things that can also benefit from this (most of the available choices can).

Full support bard. Buffs and healing. Ranger has an animal companion bond with a Hawk. From what I can tell, only the Alchemist has an archetype.


Sounds like you are wanting a wizard, so maybe we could focus more on suggestions for that. It's not like wizard isn't a super powerful class that has a ton to offer.

My personal favorite is a summoning focused conjuration wizard. But conjuration, in general, is a very versatile and powerful school. It has a lot of control spells and also damage spells that target a variety of saving throws.


Witch with scribe Scroll.


Melkiador wrote:

Sounds like you are wanting a wizard, so maybe we could focus more on suggestions for that. It's not like wizard isn't a super powerful class that has a ton to offer.

My personal favorite is a summoning focused conjuration wizard. But conjuration, in general, is a very versatile and powerful school. It has a lot of control spells and also damage spells that target a variety of saving throws.

Not big on summoning or necromancy. Having extra units controlled by me makes me feel like my turn is taking far longer than the turns of other players.

Majority of enemies are likely to be Plants, animals or fey.


Conjuration is still a good school, even if you never use the summoning spells. But rather than what you don't want to do with a wizard what do you want to do?

So far, it sounds like you want to be useful without overshadowing your party, but that's still a very wide target.

Are you interested in:
Control Spells?
Damage Spells?
Buffing Spells?
Crafting?
Utility?

Shadow Lodge

Melkiador wrote:

Sounds like you are wanting a wizard, so maybe we could focus more on suggestions for that. It's not like wizard isn't a super powerful class that has a ton to offer.

My personal favorite is a summoning focused conjuration wizard. But conjuration, in general, is a very versatile and powerful school. It has a lot of control spells and also damage spells that target a variety of saving throws.

Given his party's present composition, they also lack decent ranged offense. (I assume the alchemist can lob a few things at short range, and that the melee ranger has a bow but hasn't been putting feats into archery.) So, suggesting a blaster with a good range of control tricks. This guy is an example of what he'd look like at high level. Examine his lower-tier choices and equipment for ideas.

Hat, duster, and wheelgun sold separately.


Since your DM is allowing Psionics, I'd recommend a Gish toon to fit with that group: Half-Giant Psychic Warrior w/ Improved Cleaving Finish build

Half-giant FCB: Add +1/2 to the psychic warrior’s manifester level when manifesting a path power (Hammer! At lvl 10, you'll manifest this with ML15 - so, 7d8 dmg with 15 charges)

Str >>> Wis > Dex > Int = Con > Cha (but don't dump Cha, you need it for Intimidating)

lvl1: Power Attack, Psicrystal Affinity, Power: Vigor, Path: Weaponmaster
lvl2: Cleave, Power: Inevitable Strike
lvl3: Cleaving Finish, Power: Expansion
lvl4: Power: Detect Hostile Intent <--- No save, breaks the game
lvl5: Psionic Meditation, Power: Hustle
lvl6: Power: Psionic Lion's Charge (this is optimal for chasing down single targets, but it's not super necessary for a cleave build tho. Change this to a different 2nd lvl power if you want, like Body Adjustment or Dimension Swap)
lvl7: Great Cleave, Power: Concealing Amorpha, Greater
lvl8: Improved Cleaving Finish, Power: Ectoplasmic Grapnel (Get over here!)
lvl9: Cornugon Smash, Power: Empathy Transfer, Hostile (AoE HP Siphon at lvl 11), Second Path: Brawling Path (simply for the Power: Hammer)
lvl10: Power: Fold Space (teleport yourself and 1 ally per 3ML up to long range - 800ft at lvl 10)
lvl11: Expanded Knowledge: Share Pain, Improved Critical: Greatsword, Power: Battle Transformation (Haste, and a lot of goodies)

Weapon Enchants:
Cruel (+1)
Culling (+2)
Suppression (+2) <--- get this last

Skills:
Intimidate (Max)

By level 9, you will be an absolute whirlwind ginsu of death and debuff distribution. Half-giants can wield a weapon one size category larger than themselves, so with Expansion active, your Large Greatsword will become Gargantuan (6d6). With Martial Power (gained at lvl 6) and the Brawling path (gained at level 9), you can manifest Hammer to cause touch attacks through your weapon, adding TONS of extra damage to every target you hit with Cleave/Imp Cleaving Finish (because it acts like charges on your weapon). Once the charges are gone, simply reapply Hammer as part of a melee attack and keep the carnage going.

Every time you Cleave, you hit everyone around you, and your Cleave only ends when there aren't enough enemies or you miss. Every time you make a killing blow on your Cleave, you gain 1 free attack per enemy you've slain. Every time you hit with either Cleave or Imp Cleaving Finish, you also deal an extra 2d6 damage with Culling and 7d8 from unleashing one of your 15 Hammer charges. Every time you Power Attack (which is everything you Cleave or Imp Cleaving Finish), you gain a free Intimidate chance. Every time you successfully Intimidate an enemy and hit them with your weapon, you also sicken them. While you are huge, increase the damage die of your weapon by two steps, AND you threaten a 15ft area.

For example, if you had all this going for you, and lets assume you are Huge because you'll have Expansion active, you will threaten 15ft, cause 6d6 + your natural bonus dmg (Gargantuan Greatsword), +2d6dmg (Culling), +7d8dmg (Hammer), +Free Intimidate Check + Sicken (If successful Intimidate) for a -4 to Attack/Saves/Skills/Ability Checks and a -2 to Dmg (with Shaken/Sicken combo), and this affects everything you hit.

For survivability, make sure you always have Share Pain active (it's 1hr/lvl) and cast Vigor and Share the Vigor with your Psicrystal (free with Psicrystal Affinity - Share Powers).

Use Lesser Mind Stones to gain extra Powers like Offensive Prescience, Offensive Precognition and Defensive Precognition.

You will be unstoppable. And you can teleport. And be Spiderman.


Make sure you boost your daily PP with Wisdom items and Cognizance Crystals. You can absolutely plow through your PP if you're not careful. You can take a trait called Dangerously Curious to gain UMD as a class skill and you can supplement a lot of your casting/buffing with Power Stones (similar to Scrolls/Wands)

Edit: The Trance and Maneuver from Weaponmaster is absolutely awesome for 2hand builds. Since you're going to be using a standard action to cleave, this allows you to use a move action to regain Psi Focus every round. So use this maneuver every round to get a free attack against anyone who attempts to hit you in melee, and then gain a 5ft step :) And if you ever need an additional move action, manifest Hustle as your Swift action.


UnArcaneElection wrote:
^Even if you weren't grossed out by the thought of being a Bloatmage, this prestige class sounds highly dangerous to the user (even more than Master Chymist). The picture definitely looks like a warning label, too.

I think of a bloatmage as looking more like this. Never mind tho'.


After some consideration, I dropped the Weaponmaster path in lieu of Ascetic path (because Half-Giant FCB with Off/Def Precog is too good). Get a Lesser Mind Stone with Inertial Armor (2,000g) and use light or no armor.

With a 25pt buy and level 11, I went with:

16 14 14 14 10 10

Half-giant:
Dangerously Curious Trait (UMD class skill)
Psi-gifted: Vigor (+1ML when manifesting Vigor)

22str (+2 Racial, +2 abil from lvl 4 and 8, +2 belt of str)
12dex (-2 Racial)
14con
10int
16wis (+2 Racial)
10cha

lvl1: Power Attack, Psicrystal Affinity, Power: Vigor, Path: Ascetic
lvl2: Cleave, Power: Inevitable Strike
lvl3: Cleaving Finish, Power: Expansion
lvl4: Power: Detect Hostile Intent <--- No save, breaks the game
lvl5: Psionic Meditation, Power: Hustle
lvl6: Power: Psionic Lion's Charge (this is optimal for chasing down single targets, but it's not super necessary for a cleave build tho. Change this to a different 2nd lvl power if you want, like Body Adjustment or Dimension Swap)
lvl7: Great Cleave, Power: Concealing Amorpha, Greater
lvl8: Improved Cleaving Finish, Power: Ectoplasmic Grapnel (Get over here!)
lvl9: Cornugon Smash, Power: Empathy Transfer, Hostile (AoE HP Siphon at lvl 11), Second Path: Brawling Path (simply for the Power: Hammer)
lvl10: Power: Fold Space (teleport yourself and 1 ally per 3ML up to long range - 800ft at lvl 10)
lvl11: Expanded Knowledge: Share Pain, Improved Critical: Greatsword, Power: Battle Transformation (Haste, and a lot of goodies)

At level 11 and buffed with Battle Transformation (10pp)(+3hit/dmg, Haste & +11 Temp HP) Inertial Armor (9pp) (+8AC), Off Precog (10pp) (+6hit), Def Precog (10pp) (+6ac/saves), Expansion (7pp) (Huge), Share Pain (3pp)(Split dmg with Psicrystal) and Vigor (10pp) (+55 Temp HP for you and your psicrystal), and consume a Power Stone with Force Screen (+4 Shield AC), and Hammer (11pp) (9d8 for 17charges) and assuming the above build and minimal items/enchants, you would roughly ballpark around these numbers in combat:

70HP +55Temp HP +11Temp HP
54PP (with only 16 wis) <--- You need to boost Wis and PP with items

Fort: 18
Ref: 13
Will: 15
AC: 28

+24 to Attack (use 1PP for Inevitable Strike for an additional +5)
+24 to Damage

So you can have a +24 to hit with Cleave, causing 6d6+24dmg (Greatsword) +2d6 (Culling Enchant) +9d8 (Hammer) for 17 charges and have a 17-20/x2 critical chance. Hammer is a touch power, so it does double on a critical strike (this is similar to how a Magus works).

So mean average would be 42dmg +6dmg +36dmg = 84 damage every strike while Cleaving/Imp Cleaving Finish.

You greatly increase your own survivability when you Shaken/Sicken enemies for a -4 Attack/Saves/Skills/Ability checks and -2 dmg.

These numbers are figured using highly conservative base numbers that do not include all the items, enchants and goodies that a normal lvl 11 PC would have.

Edit: And this is boss-fight style of buffing btw. This is business mode.


If you want to know how I reached those numbers:

AC:

-1 Dex (while Huge)
-2 Size Bonus (while Huge)
+8 Armor Bonus (Inertial Armor)
+4 Shield Bonus (Force Screen)
+6 Insight Bonus (Defensive Precog)
+3 Competence Bonus (Ascetic Trance while Psi Focused)
= 28 AC

Attack:

+8 BAB
+6 Str
+3 Str (+50% 2handed bonus)
-3 Power Attack
+2 Str (+4 Str from Expansion while Huge)
+1 Str (+50% 2handed bonus on gaining +4 Str from Expansion)
+6 Insight (Offensive Precognition)
-2 while Huge
+3 Luck (Battle Transformation)
= 24 to Attack

Damage:

+6 Str
+3 Str (+50% 2hand bonus)
+6 Power Attack
+3 Power Attack (+50% 2hand bonus)
+2 Str (Expansion/Huge)
+1 Str (+50% 2hand bonus from Expansion/Huge)
+3 Luck (Battle Transformation)
= +24 damage

Saves:

Fort: 7 (PsyWar Progression) + 2 (Con Mod) + 6 (Def Precog) + 3 (Ascetic Trance) = 18
Refl: 3 (Psywar) + 1 (Dex Mod) + 6 (Def Precog) + 3 (Ascetic Trance) = 13
Will: 3 (Psywar) + 3 (Wis Mod) + 6 (Def Precog) + 3 (Ascetic Trance) = 15

.

Here's the point though: This is done with minimal items/enchants and all buffing/class abilities. If you start throwing in all the goodies that a lvl 11 PC has, these numbers will be higher.


avr wrote:
UnArcaneElection wrote:
^Even if you weren't grossed out by the thought of being a Bloatmage, this prestige class sounds highly dangerous to the user (even more than Master Chymist). The picture definitely looks like a warning label, too.
I think of a bloatmage as looking more like this. Never mind tho'.

The two aren't mutually exclusive -- if the one from www.pathfinderwiki.com got a haircut and a shower and put some decent clothes on, they wouldn't be too far off.


Playing with a psychic bloodline bloatmage sorcerer blaster atm. Wears full plate and has constant overland flight. Introducing the death star as a character


For simple, non-boss fights, you can buff yourself much cheaper.

For example, any path power you manifest is manifested at a +1ML, so this affects Hammer, Grip of Iron, Off Precog and Def Precog with the Ascetic and Brawling Warrior Paths. With the Half Giant FCB, at lvl 11 you would manifest these 4 path powers with a +5ML as well. So for investing only 1PP, you could gain these benefits as if you had invested 7PP (1PP + 6ML), so:

Hammer: 4d8 for 7 charges
Grip of Iron: +7 to Grapple CMB
Off Precog: +3 to Attack
Def Precog: +3 AC/Saves

And all of these cost only 1PP to buff.

You can buff these Path Powers on the fly as part of a melee attack using Martial Power (lvl6) every round too, in case you don't have time to buff properly prior to a fight (such as when you are ambushed).

.

You can buff Share Pain and Inertial Armor early in the day too, because they last 1hr/level. At 11th level, these will basically last all day. I would always buff IA to the maximum amount because it's SO good and it's your primary source of AC and it lasts a long time.

Vigor can be gauged on a fight-by-fight basis insofar as how much HP you'll think you're going to need. With Psi-gifted: Vigor as a trait, you gain +1ML (+5HP) every time you manifest it. You WILL manifest Vigor a lot, so this trait will be useful throughout your entire campaign. You can always reapply Vigor in the middle of a fight if things get a little dicey.

If you misjudge your Vigor by manifesting it for a low amount and you begin taking some serious actual HP damage, you can manifest Empathic Transfer, Hostile (at level 11 you can manifest this as a Point-blank AoE, and cause tons of damage to all nearby enemies while also healing yourself for the maximum damage you caused to any one of these affected targets).

Expansion can be used for 1PP to make you Large (your weapon would be Huge sized), and for 7PP it can make you Huge (Gargantuan weapon). This can be gauged on a fight-by-fight basis as well.

Battle Transformation is expensive, and it is definitely a Boss fight buff because it gives you haste (extra attack on Full attack action) and a bunch of other fun stuff.

Force Screen is awesome because it's a +4 Shield Bonus to AC, but it's extremely expensive to augment and it doesn't last a long time (1min/lvl). I wouldn't ever get this power properly because it's a waste to occupy a precious Power slot; do it with cheapy cheap Power Stones instead. As long as you have UMD, this bonus is cheap and effective.

.

Btw, if you do decide to play a Psionic class, I'm somewhat of a Psionics specialist. So if you would like to play a Psionic class but not a Psy War, and you have questions about other Psionic classes, please feel free to ask :)

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