Ideas on what to play


Advice


Hello fellow players, first of all, I want to apologize for my bad English. I hope its good enough to be understood.

Secondly, I started with role playing games at the end of the past year (that means two month ago including this one). So, I may say something wrong or need explanation for some basic things.

And finally getting to the point, after a few month playing on a long-term campaign (We are still on it. I'm finding my rogue very fun and with something to do/say almost always), I've been invited to a campaign that is already started. They are all level 7 at this point (I'm going to start with exactly the same XP than them).

Sadly, I can't decide on what to play. Everything sounds good and fun right now. because of that, I thought on focusing on options that work fine with the actual team... then I've realized that I have no idea what would be a nice add. And here I am, looking for you amazing knowledge again.

The group consist on:

-> Cleric of Erastil, lover of animals. He has a wolf companion/familiar (I'm not sure about the difference). In combat he mainly uses his bow or nasty “AoE” spells.

-> Paladin of Erastil, follower of ¿aldorny? (I have no idea of what/who is/are). In combat he mainly uses a Sword and a Shield; sometimes he "walks" around the enemy to trigger their attacks so the rest of the group can move more freely.

-> Sorcerer, I don't know his bloodline but I guess something that gives him more fire power because he loves fire and burning things. Beyond that, I know he likes to use haste or Expeditious retreat to have extra speed and avoid being attacked but anything else is fire and burn. He reminds me the goblins of the "one-shots" I've played.

-> Ranger of Erastil (so much love for this God, may he be important for the game?). He was not at the meeting where I've talked with the other players to know a bit what was going on in the game so the only thing I can tell about is that he use a bow, always, no matter what.

I do not want no play a Rogue/roguish character since I'm already playing with one (so, avoiding Rogues and Bards and similar classes/playing styles).

In your opinion, what will be a good addition to this team?


Perhaps an evangelist reach cleric (of Erastil—why not?) for a solid melee contribution including some battlefield control plus the sweet bardic buffs without the rogue flavour.

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It seems like a well rounded party, so pretty much anything would work.

A barbarian or fighter with a big two-handed weapon would complement the paladin in melee.

A bard would be useful in buffing the fighter-types (cleric archer, animal companion, paladin, ranger) and provide some different kinds of magic, and also be decent at helping everyone else out (flanking with the paladin, assisting with archery, assisting with healing, etc.). Also, Erastil is a god of community (and farming and hunting), so the buffing aspect of the bard can be re-fluffed as getting everyone together to work as a team. A bard would also be good at Knowledge stuff. You can play a bard really differently from your rogue! :-D

A wizard could provide some utility magic, battlefield control, and Knowledge stuff the sorcerer isn't providing. Instead of competing with the sorcerer, or stepping on the sorcerer's toes, you could complement each other. If he does lots of fiery mayhem, you might use cold focused spells. You could cast wall of ice to block enemies and give the archers some cover to hide behind.

I would suggest against a druid, even though one would thematically fit your party. You already have 5 PCs (counting you) and an animal companion, so adding another animal companion plus a bunch of summoned nature's allies would probably make combat a slow grind. A monk might work, but would probably fight too much like a rogue.

Are you using just the Core Rulebook, or are other books and class options allowed?

EDIT:

Born-of-fire's suggestion is really solid. Having 2 clerics in the party might seem redundant, but the cleric spell list is really versatile, so you can split spell duties. Also, a reach cleric is a really fun and solid option. Basically, you would wield a longspear and use it to make Attacks of Opportunity as enemies run past you to get at the sorcerer and archers. You can flank with the paladin. You can choose the Growth sub-domain of the Plant domain, which lets you cast enlarge person on yourself as a swift action! You will probably want a decent Strength, Dex, and Con, with Wisdom being less important than normal for a standard cleric. Most reach clerics rely on summon monster spells, but like I said under druid above, summoning a lot could really slow down fights by adding more creatures on the PC side, so the GM might add more creatures to the bad guy side, and it could snowball out of control. The Evangelist portion buffs like a bard, using an ability equivalent to Bardic Performance.


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Definitely need another front liner for the group. I do notice the lack of skill support and trapfinding. Arcane is covered (if barely) by the sorcerer. Healing/status removal by the cleric/paladin. Group bonus damage from ranger if he chose his allies as his bond. Hmm, I hate to keep recommending the same character build for so many different threads, but it really does fill in the area you are looking for.

Druid (Nature Fang)
It swaps out Wildshape and a few other Druid abilities for the Slayer's Studied Target and Slayer talent abilities, plus a single dice of sneak attack (which you can supplement with other features if you want to boost it).

Now, a disclaimer... A regular Druid is arguably more powerful than Nature Fang Druid because of Wildshape. I am merely offering the archetype because it fills in several of the roles your party can use, while still being powerful.

You can pick up trapfinding with a slayer talent, evasion too.
You can get a high perception check with the Feather domain.
You can get a familiar and scaling sneak attack with the Crocodile domain.
You can get Ranger combat styles with slayer talents.
You can mimic the effect of wildshape through regular spell, just shorter durations.
You can be a front liner due to effectively more HP due to a Protector familiar sharing your damage.
You can deal respectable damage, if not impressive damage on par with normal Melee characters.
You can cast battlefield control spells, summon spells, damage spells, etc, etc, that a Druid can normally, when the need eventually calls for it.
You can do something in every situation. You may not be able to do all of these things on a single build, but you can build for several of them.

So, if that appeals to you, I can help you craft a Nature Fang Druid you would be proud of. Just need to know what you want to prioritize. Also, if you can use the variant multiclass options. You will have feats to spare (not a lot, but enough) to possiblly justify it. I wouldn't suggest bringing in another animal companion, but that's just me. Combat drags when the number of player controlled creatures increase.


Sadly we are not going to be able to play this campaing for a while. The wife of the GM has just told us that he has had an accident with the car a few hours ago.

Thank you all and sorry for taking your time.


Sorry to hear that. I hope it's not serious and there were no injuries.


I might consider a Hunter given the strong nature/erastil theme of the party. They're like a nice hybrid between druid and ranger. They might be a little complex since you're new to the game but This is a good guide to the nuts and bolts and basics of the class as a whole and the class itself could provide a lot more front line to the party up there with the paladin.

(personally I'd make a mounted combatant on a giant elk companion given the party but theres a lot of options, including an archer in that teamwork feat guide.)

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