Energizer characters? (They keep going and going...) :)


Advice


Pathfinder Adventure Path Subscriber

Working outside the default game standards...

In a campaign where you face encounters all day long, wave after wave, with additional adds. Casters may not get their resting time. Though I realize not as a big an issue for divines. You will have more encounters than spell slots.

I know martials could work...possibly a pet class (provided healing wasn't an issue) or of course the kineticist.

Any others?

Once you get to say the higher levels you'll have so many spell slots it won't mean as much...but what about the early days say levels 1-6?

Cheers!


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Witches, Shamans, and Divine Scourge Clerics come to mind - simply because of access to Hexes.


Some martial characters will have a real problem with that setup too - most obviously barbarians. And healing is an issue, HP is a limiter as much as any.

A bard or skald can stretch out their performance rounds a long way with Lingering Performance. Heroism is a 2nd level spell for them & it lasts 10 min/level, enough for multiple encounters.


casters lv6 have at most 18 spells per day, using only one spell per fight that's still less than 20 fights and won't last all that long.


Occultist Arcanist with the Fiendish Proboscis exploit...


Pathfinder Adventure Path Subscriber
Pounce wrote:
Witches, Shamans, and Divine Scourge Clerics come to mind - simply because of access to Hexes.

Right forgot about hexes two witches in the party already so subconsciously forgot...but good call thanks. Shaman with confusion hex may work in any case.

Hexcrafter Magus too...


Find some way to get Fast Healing and fighters and rogues can go on until they have to make a Will save.


Companion focused class with Dhampir race (or Racial Heritage) to get Vampiric Companion. Gives the companion Fast Healing 5, so it only takes a few minutes between each encounter for the Companion to be at full hit points again.

I have a Kitsune Sorcerer 1/Oracle X with all the Tail feats, so she has 50+ spells and spell like ability uses per day at 9th level, including everything.


Investigators can do it. They won't be able to use their extracts all day, but ...

Studied Combat is 1/enemy/day without using Inspiration.
*Dilution or *Extend Potion will help keep potions/extracts going longer (not all day but it helps).
Expanded/Underworld Inspiration will let you use Inspiration on a whole lot of skills without expending Inspiration points.
Effortless Aid can be used as an all day team-buff (would require a specific build to be really useful).
At later levels *Eternal Potion and Greater Combat Inspiration give you all-day functionality for your preferred potion/weapon.

It's not going to be as powerful as it would be in a shorter adventuring day, but neither is a Witch.

*Abilities marked with * are Alchemist Discoveries available as Investigator Talents.

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