Which Support should I play? - Tyrant's Grasp


Advice


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Kinda in a real pickle here. One of my dms is running Tyrant's Grasp (first module), and so far, I can't make up my mind on what class to play. I intend to go support, but I'm not sure what would be best for the group.

Oradin - Great saves, fends off those nasty madness and fear effects (for the most part), and is super uber at healing.

or

Reach Cleric - Offensive support with team wide buffing capabilities (evangelist), and awesome monsters to summon when the need arises.

I'm not quite sure what the party is, yet, but I've heard from the DM that she expects at least one of us to die within the first adventure. So, understandably, I'm a bit paranoid for my own sake. I also don't want the rest of the group to die either, so I'd like to go with a build that can prevent damage and (hopefully) uber buff saving throws for other people when the need arises.

I'm not just limiting myself to Oradin or Reach Cleric. I'm open to all suggestions.

25 pt. buy
nonevil
only paizo
core races
im open to any class, to be frank (note, I love 9th level casting. I kinda feel incomplete without it, but im open to other options if necessary)


Halcyon Druid!

1. All the good Druid spell stuff.

2. Arcane bond for more casting.

3. Access to a large amount of [good] descriptor spells to face undead and evil outsiders.

4. Access to wizard spells to add whatever your party needs.

5. With 25 point buy, you can also invest in CHA for Fey Spell Lore to have a larger arsenal.

6. With 25 point buy, you can invest in all your different Knowledge skills.

7. Go Human and get a big FCB bonus to Diplomacy/Intimidate!

8. Go Human with Unstoppable Magic for better aggressive casting!


Not familiar with the adventure. But you might want to consider a class that can give something for the dm to kill. Summoner, Druid, are a couple of prime choices. They come with a pet that is replaceable and can summon additional meat shields. They have limited healing but there are other options. Clerics like you said (evangelist ) could summon and support. Monster summoner Inquisitor gets summons, and access to some teamwork stuff. That might let your summons intercept more damage. Pie Zin oracle of life could absorb a lot of damage. One of the oracles with a pet could also absorb a fair bit.

Shield companion is a low level spell to help spread damage around. A follower of calistra can take wasp familiar (as a protector) that could spread the damage further.

Most of these casters also have buff spells, and flag bearer could provide another group buff.

Is there something you lean towards? Or something you want to avoid?

I have kind of wanted to play a Lawful Neatral Evangilist Cleric of Asmodeus, whom summons a lot . Sacred summons, spell focus conj, Augment summon. Particularly if you can take the alternate summons for a Cleric of Asmodeus, that gives you Hell Hounds early.

Are you starting at level 1?


Sorry, yes, 1st level.

I also forgot to mention we're using the following variant rulesets:
- Corruption
- Fear
- Sanity

For some odd reason, when we first start the game (as the player's guide states), we won't have our familiars, animal companions, eidolons, or anything companion related.

As such that rules out:
- Hunter
- Witch
- Shaman
- Cavalier
- and any other option that includes the above class features

Like I said, any advice is most appreciated.

Grand Lodge

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You can play a life mystery per Zen practitioner.

You will have lay on hands, channel like the oraldin cast with the full caster level of an oracle. With medium armor and a long spear you should enable to do the reach cleric thing.

Evangilist is an amazing archetype. If you want to focus on casting it works insanely well with the animal domain and boon companion, allowing you to be in melee and be a fully developed caster. Riding and casting also as advantages if you can make the concentration checks.

An other oracle option is spirit guided with the life spirit for healing. Then add battle for melee reach support. A second option is to take the lunar domain to get fake wild shape and and animal companion. I recommend making the animal companion on many of the above builds a bodyguard because ensuring the damage is spread around is a powerful way to make channeling efficient.

An expansion on that concept is separatist cleric with a familiar domain and animal domain. Familiar is a protector and the animal is a bodyguard. Here is how it works. Enemy full attack the meat shield animal companion uses in harm's way to take a hit. You split the damage by shield companion. The damage your PC takes is split between you and the familiar. Now you have 4 channel targets off one full attack. This can be combined with shield other on the meat shield.

Hope some of these help. Sorry for the rushed post I'm on the subway. If you have questions I can provide more details.


I'd be all for that. However, Book 2 is when we get animal companions and familiars back, and that's quite a bit of time.

I appreciate the effort, though.

What I want to aim for is giving my team a brace against the alternate rules while increasing their combat and survival capabilities. I'd like to refrain from losing fullcasting progression. I also apologize because I know this is a lot to ask for.

I don't much care about how much damage I do (though I probably should). I've just played World of Warcraft as a priest too long to let my support skills be doubted.


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Just noting Halcyon Druid has no companion or pet.


Secret Wizard wrote:
Just noting Halcyon Druid has no companion or pet.

I'll look into it immediately. My apologies.


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In case you can't find Grandlounge's reference - I think autocorrect mangled it - that's a Pei Zin practitioner oracle. They get ~ lay on hands, which makes them the closest thing to a single-class oradin. No actual mercies, but from 7th level they can make a profession (herbalism) check to remove various conditions when they use that ability.


Personally if I ever play this campaign I'll probably play an Assimar Cleric of Sarenrae that goes into the Dawnflower Anchorite prestige class.

I realize you can't play an Assimar but you can still get a lot of stuff out of this class in an undead heavy campaign.

Take the Glory and Sun domains to maximize your channeling vs undead. Take the feat umm prestigious spellcaster which gets you back the missing caster level for the Dawnflower Anchorite. Take extra channeling etc.

I would take selective channeling too. I know I'll catch a lot of hate for that but I like it. Granted that was on an Oracle of life.

Speaking of Oracle of life...that could also be a good choice. :)


Dawnflower Anchorite seems intriguing. I would go good (agathion) and glory (heroism) for the domains. However, this Prestige class seems like something you have to engineer around in advance. It also doesnt look like it would do too well with a party buff centric build since Sunlight invocation is a self and Animal companion buff.

Additionally, looking at SI, you might need one hand free for the holy symbol, or if there was a helmet out there I could put it atop, that might free me up for a reach build.

How effective is Dawnflower Anchorite in a general use scenario?


also, just so you know, witch and shaman familiars (the spell holding kind) do get to stay with you, as per the rules in the AP. Read them carefully, and its clear. the ones that give you spellcasting and you wouldnt have that feature without it, they've exempted.


I can only offer my own preference for making a character to suit the campaign, and since you have no information about the other party members, I will go with:

Human Skald (Sunsinger) / VMC Paladin
Str: 16, Dex: 14. Con: 14, Int: 13, Wis: 10, Cha; 15 (points into Int, Cha, any, any, any)
Lingering Song, Combat Reflexes
Use a longspear for reach and attacks of opportunity

Why Skald? 6th level casting, skills, decent BAB (with party buffing), and sharing rage powers which can lead to buffing party members/debuffing enemies. And massive in combat healing potential. Also... Masterpieces.

Why Sunsinger? Channel Energy. Yes, it is limited but if you play your cards right, you can eventually use it as a move action AND burn an enemy with Fire (via Purifying Channel. Also, the Faerie Fire will help negate invisibility.

Why Paladin? Lay on Hands and Smite Evil. Once you hit 7th level, it will be EXCEEDINGLY hard to kill you.

I actually consider the Skald to be one of the best support classes in the game (if not THE BEST, but that's personal opinion).

Silver Crusade

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@OP: Your original suggestions are both great! Go with your original idea of either an Oradin or a reach-style Cleric (evangelist). Both provide excellent support while also getting plenty of opportunity to mix it up in melee. The Oradin has more ability to heal incoming damage while the Evangelist has more ability to prevent incoming damage. Perhaps find out whether anyone else intends to play a Bard. If there's another bard then choose the Oradin, otherwise choose the Evangelist. Probably don't do something like this using this unless the other PCs are highly optimized, because it will likely overshadow other PCs and could reduce their fun. It's all about the fun.


Blue_Sky wrote:

Dawnflower Anchorite seems intriguing. I would go good (agathion) and glory (heroism) for the domains. However, this Prestige class seems like something you have to engineer around in advance. It also doesnt look like it would do too well with a party buff centric build since Sunlight invocation is a self and Animal companion buff.

Additionally, looking at SI, you might need one hand free for the holy symbol, or if there was a helmet out there I could put it atop, that might free me up for a reach build.

How effective is Dawnflower Anchorite in a general use scenario?

Just to be clear I was picking those domains for amped channeling vs undead.

With Solar invocation it can buff party members rather well.

I think it is decent vs non-undead. There certainly are other options. :)


Weables wrote:
also, just so you know, witch and shaman familiars (the spell holding kind) do get to stay with you, as per the rules in the AP. Read them carefully, and its clear. the ones that give you spellcasting and you wouldnt have that feature without it, they've exempted.

Also, if you still have reason to be nervous, some archetypes or specializations of companion classes trade out the companion:

  • Cavalier has quite a lot of archetypes that trade out Mount, although several of them replace it with a different companion. Daring Champion is an example of one that doesn't replace it with a different companion.
  • Druid of an archetype that doesn't trade out Nature Bond can get a Domain for Nature Bond.
  • Shaman: Name-Keeper (I just stumbled upon this) looks awesomely versatile in its own right; Speaker for the Past looks pretty awesome as well; True Silvered Throne isn't as awesome, but might be your thing if you need to do Occult Rituals a lot.
  • Witch: Cartomancer is cool (just DON'T use your 2nd level ability until you get to 3rd level -- serious risk of user error); Ley Line Guardian makes you a hybrid of a Sorcerer and a Witch; Bonded Witch (Half-Elf) is an also-ran, but Scarred Witch Doctor (Orc) is potentially seriously overpowered (although not as interesting as it used to be before the Errata) if you are actually a Half-Orc instead of an Orc.


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    I went with a Half Orc Reach Evangelist Cleric. I think Heirloom Weapon (Orc Skull Ram) sounds kinda fun, too.

    Thank you guys for your help. Much appreciated.


    Niiiiice! Have fun with that!


    @Blue_Sky

    Fate's Favored + Sacred Tattoo is a great combo to start the game with +2 to all Saves, and this stacks well with Divine Favor ;)

    Also, since your DM is threatening Doom and Death already, I'd make sure you always have an option for ranged heals so you don't have to traverse AoO Alley to get over there to administer aid. Reach Spell can turn your Touch Range Cure Spells into Close or even Medium range when you need to.

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