Help me decide a class


Advice


Hello to everyone!

I am playing in a campaign in a couple of weeks with some friends. For this campaign, the DM has set a couple of conditions for character creation:
-First, we would roll 3d6 to create each stat. Starting from strenght (then dex, con, int, wis) and finishing with charisma. We cannot change the results around so we are stuck with what we got on each stat. We got to reroll if we got a 1 or if we got 2 number twos in one stat. This was put in place to prevent anyone from rolling less than 8 on any stat
-We wont be getting ability score modifiers from picking a race but we will get everything else.

My set of stats ended up being
Str: 15
Dex: 10
Con: 8
Int: 15
Wis: 13
Cha: 14

I ended up getting the highest strenght stat (and the highest intelligence) of the group (the second highest being 13). Two of the players got pretty high charisma (with everything else being average) so I assume, they will be picking to play some type of caster.

Anyway, the point here is that I am not sure what to play. We can play almost any first party classes so there are lots of options available (ninja, samurai or any evil classes are banned). If possible, I would like to have a class that can cast spells too.

Thanks for hearing me out and for any advice given.


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Ugh. Low con hurts everyone but especially hurts anyone looking to stand in melee. That 15 str is a trap! You prolly want to figure out a way to play some sort of full caster but I’m hard-pressed to think of a yuckier distribution of the half-decent numbers you rolled, especially if you can’t even bump that con up to 10 through race selection. Those stats don’t really point to any obvious choice. 13, 14 or even 15 as your main casting stat is no great shakes but you really, really can’t expect to be in melee with an 8 con. 10 dex hurts an alchemist but might not rule it right out if everyone rolled as awful as you lol. I guess I’d go some sort of wizard or a bomber alchemist, most likely a summoning specialist wizard TBH.

Sovereign Court

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Half Orc Skald with Amplified Rage and a Valet familiar? With a level dip into bloodrager (to get the familiar via bloodline familiar) you effectively get +8 str/con while performing Raging Song. Int for extra skill points I suppose.

Str based magus? 'High' Str/Int


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Ninja and Samurai are banned? Why?

Out of everything to ban, your GM chooses to ban good stats and THOSE two classes?

With a Con of 8, pick any class, start with any weapon, and charge into battle until you are killed... rinse and repeat until you roll higher than an 8 for your Constitution.

Anyways, be a Strix... a cowardly one, at that. Fly away from literally everything that goes bump in the night. You might just live long enough to level up.

Your Charisma is not TOO bad for some Starknife nonsense. A 14 CHA and Point Blank Shot gets you +3/+3 with Desna's Divine Fighting Technique.

There are ways to get Charisma to AC, and Will saves, and Initiative... it might be cheesy but it's AN option.

Wizard, as mentioned, is another option.


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With both Int and Cha you might consider an arcanist. Possibly with the occultist archetype; being able to get a summon out there as a standard action could save your fragile butt.


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You could go Alchemist with a CON mutagen?

I'd still probably focus on bombs, but then you have an INT-based class and a way to mitigate that CON penalty (and if you really want to mix it up in melee could go Feral Mutagen - you have a decent-ish STR already).

Not really sure on Race. Dwarves/Half-Orcs get some defensive stuff that could help, any small race wouod give you bonuses to AC.


MrCharisma wrote:

You could go Alchemist with a CON mutagen?

I'd still probably focus on bombs, but then you have an INT-based class and a way to mitigate that CON penalty (and if you really want to mix it up in melee could go Feral Mutagen - you have a decent-ish STR already).

Not really sure on Race. Dwarves/Half-Orcs get some defensive stuff that could help, any small race wouod give you bonuses to AC.

Dwarf or Gnomes both get a Con bonus, and Gnomes have some racial stuff...

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EldonGuyre wrote:
Dwarf or Gnomes both get a Con bonus, and Gnomes have some racial stuff...

You missed "-We wont be getting ability score modifiers from picking a race but we will get everything else."


Yeah the "no stats from race" thing is really weird.

I think Alchemist would work pretty well. The first couple of levels you're relying on a Mutagen, but by 4th level you can have Bear's Endurance up for most combats. So you can rely on bombs for the first few levels, and get some use out of STR and get into melee after that (you could even dip into Barbarian/Bloodrager if you like, but with 8 CON you'd definitely need Extra Rage).


Your highest stats are in Strength and Intelligence, and your Con is too low to seek melee.

Erm, be an Arcane Archer?

Take a level in Fighter, then take levels in Wizard until level 5. Then take levels in Eldritch Knight until your BAB is +6, then take levels in Arcane Archer.


Thanks for the answers. I am glad to hear:
@born_of_fire, on the plus side, I am the only player that has 3 +2 on stats. The rest of my teammates got one 16 or 17 on a single stat and +1 and +0 everywhere else. I got a bit worried myself about combat since without any dex, it sounds like I will have a bad time getting good AC. XD

@Firebug Wow. That Skald sounds cool, would you recommend any bloodline in particular for the bloodrager level down the line? As for the magus, I suppose it could be achoice though I am a bit worried about my low AC.

@VoodistMonk I think they were banned for not feeling setting appropiate (he doesnt want the oriental feel for this campaign). Giving a use to my charsma stat with feats sounds like a good idea to avoid waiting the relatively good stat.

@avr I hadnt though about arcanist. That could be a good choice. It could also be a plausible solution to the lack of combat capable characters in the team.

@MrCharisma Alchemist could be a good choice. That is true, the choices of races could help with the AC. Thanks for bringing that up and reminding me.


Firebug wrote:
EldonGuyre wrote:
Dwarf or Gnomes both get a Con bonus, and Gnomes have some racial stuff...
You missed "-We wont be getting ability score modifiers from picking a race but we will get everything else."

Hmm...guess I did. Well, that sucks.

I'd avoid melee like it was a death curse, in that case. It likely is.

Sovereign Court

FreezingWolf wrote:
@Firebug Wow. That Skald sounds cool, would you recommend any bloodline in particular for the bloodrager level down the line? As for the magus, I suppose it could be achoice though I am a bit worried about my low AC.

Mine went Celestial just to have a familiar that can do a little healing early game.

My Skald:
Half-orc: Trading Darkvision for Skilled, Intimidating for Shaman's Apprentice, and Dusksight for Weapon Familiarity
LN(Important for Zon-Kuthon and Planar Wild Shape)
Skald with 3 archetypes: Totemic(Tiger), Urban, and Red Tongue
Bloodrager (no archetype) Celestial Bloodline (bloodline familiar)
Traits: Community Minded & Reactionary
Level 1(Bloodrager): Amplified Rage
level 2+(Skald): PFS for me so Scribe Scroll gets traded for Extra Performance, Controlled Inspiring Rage(+2 dex*)
3: Skald's Vigor, Versatile Performance(Oratory)
4: Totem(Tiger, +2 enhancement to Dex)
5: Ferocious Action
6: Wild Shape(Medium Tiger, +2 size to str/Natural armor, 5 hours)
7: Natural Spell, Guarded Life Rage Power(when you go below 0, convert Skald Level to nonlethal damage)
8: Rogue talent to share with party(Combat Trick for Outflank), Wild Shape is now beast shape 2 allowing Large tiger and Pounce, +4 size to Str/Natural Armor -2 Dex
9: Flagellant (basically, nonlethal damage doesn't knock you out), Controlled Song is now +4 morale to Dex and Song of the Beast is also +4 enhancement to Dex
10: Greater Guarded Life(double Guarded Life), Wild Shape Huge Tiger if you want(+6 size to Str/Natural Armor, -4 Dex) but probably won't
11: Greater Skalds Vigor or Planar Wild Shape (haven't decided, though I would have to take druid's vestments to actually use Planar Wild Shape before 12)

Since I am LN, I have a choice of Fiendish or Celestial every time I use Planar Wild Shape. By the time I take the feat, I am topping out the chart so I have DR 10/Good or Evil, SR Level +5, Resist 15 to Acid/Cold/Electric or Cold/Fire, Darkvision 60' and Smite Good/Evil 1/day.

*Controlled Inspired Rage, everyone gets +Dex because they choose immediately and then again at the start of their turn. So if they wanted to cast spells on their turn (ie Wizard) they accept rage and gain +2 morale bonus to Dex on MY turn and on their turn they decide not to keep it. However, with Community Minded the +2 morale bonus stays around for another 2 rounds. For the first round, I also accept +dex, on my next turn I choose the Str/Con/-AC/+Will from Bloodrager for my personal bonuses. The 3rd Round I choose to gain Dex again and the Morale Bonuses from Bloodrager carry over 2 more rounds. Effectively, +lots of ability scores.

TLDR: I am a Large Celestial (with DR 10) Tiger that starts combat with Perform(Oratory) to give everyone +4 morale(that lasts 2 extra rounds) and +4 enhancement to Dex (everyone should accept regardless) that chooses to gain +8 str/con Morale from Bloodrager and the enhancement to Dex for myself on round 2. Then casts Haste, then Pounces 50' round 2. Combined +2 Will, +6 Dex, +8 Con and +12 Str, -2 AC, +4 Natural Armor starting round 2 for myself.

If anyone who accepted Song goes below 0, convert 20+ to nonlethal. Can act below 0 normally only taking 1-2 points of damage for doing so and does not care how much nonlethal damage it has taken (well, more nonlethal than your max turns into lethal damage) but then fast heals 8 both lethal and nonlethal.

Oh and a familiar on my saddle that despite all his rage, he is still just a rat in a cage.


Magus can wear eventually wear (and cast in) medium and heavy armor, so low Dex isn't a dealbreaker. By the time you can afford mithral (if you want) full plate, you can get a +6 dex item and still cap it out max dex.


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On the likely chance that Strix, and any other flying race, is not allowed... be a Half-Orc with Shaman's Apprentice and Sacred Tattoos, and the Fate's Favored trait. Worship Shelyn.

It will help your survivability, some. And gives you access to the Orc HornBow as a potent backup weapon.

Start with a level of Inspired Blade Swashbuckler. Take Toughness as your feat.

It is full BAB, D10 hit die, and helps with your nonexistent Reflex save.

It also keys off of two of your decent stats, and offers good ways to avoid damage.

You can still choose to use your Strength bonus instead of using the free Weapon Finesse, and the archetype gives you Weapon Focus Rapier. Yay.

Next is a level of Monk. Either UnChained for BAB, or CRB for the Will saves, doesn't matter. You can take advantage of your higher Charisma bonus with Scaled Fist either way. Take Combat Reflexes as your bonus feat.

Then, finish strong with Kensai Magus...
3/4 BAB, Intelligence to AC (and CHA, and DEX), good Fortitude save and good Will save, free Exotic Weapon Proficiency (Fauchard) with free Weapon Focus for said Fauchard (yay, Bladed Brush!), it's fun to play, and with your stats you're probably going to end up in the fight.

At level 3, you have:
1(race): Endurance
1(class): Weapon Finesse
1(class): Weapon Focus Rapier
1(level): Toughness
2(class): Improved Unarmed Strike
2(class): Stunning Fist
2(class): Combat Reflexes
3(class): EWP Fauchard
3(class): Weapon Focus Fauchard
3(level): Bladed Brush


I think Paladin might be okay there; good strength and charisma, the fort is less important when you are getting your HP from lay on hands. The ‘no racial ability modifiers’ is weird but interesting in that it opens up a lot of options. Wouldn’t normally go for a dwarf or goblin Paladin, but here, why not.

Note that a couple of races get pseudo ability modifiers...effective charisma increased if you are a sorcerer with a certain bloodline (e.g., sylph or Tieflings).


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Let me explain. Lol...

Half-Orc
*Sacred Tattoos:
+1 luck bonus to all saves!!!
*Shaman's Apprentice:
Endurance, the feat!!!

Traits
*(Drawback) Warded Against Nature:
Animals don't come within 30' of you
*(Faith) Fate's Favored:
+1 to all Luck bonuses!!!
*(Combat) Reactionary:
+2 Initiative (much needed)
*(Religion) Unswaying Love:
+2 vs Charm and Compulsion!!!

Your stats:
15,10,8,15,13,14

Level One
Inspired Blade Swashbuckler:
*Deeds;
..Derring-Do
..Dodging Panache
..Opportune Parry and Riposte
*Inspired Panache
*Inspired Finesse
BAB +1
Saves: +1,+4,+3
HD: D10
16 class skills (4+INT/level)
Feat: Toughness

Level Two
UnChained Scaled Fist Monk:
*Bonus Feats;
..Improved Unarmed Strike
..Stunning Fist
..Combat Reflexes
*Flurry of Blows
BAB +2
Saves: +3,+6,+3
HD: D10
14 class skills (4+INT/level)

Level Three
Kensai Magus:
*Arcane Pool
*Cantrips
*SpellCombat
*Canny Defense
*EWP (Fauchard)
*Focus Weapon (Fauchard)
BAB+2
Saves: +5,+6,+5
HD: D8
12 class skills (2+INT/level)
Feat: Bladed Brush

You're not in too bad of a spot, honestly.

You have almost all of the skills, so Aid Another is almost always a viable option for you.

You have a decent set of abilities that use a rapier, which is a fine weapon.

You are competent in unarmed combat, which can always come in handy.

And you can channel magic into your melee attacks.

Oh yeah, you have a high-crit reach weapon and Combat Reflexes.

You also have an Orc HornBow and Darkvision...


With those stats you are in good spot to be a caster... you have the strength for melee but lack the con and dex for it... you could make a good thrown weapon build and take powerful throwing to mitigate that +0 dex by using your strength to attack instead.

Personally I would make a Skald with your stats and go for thrown weapons. Take Powerful Throwing at level 1 and build into the Star Toss Style feat chain and Ricochet Toss as soon as you can. Maybe even pick up Two-handed Thrower to get more out of your strength. With that you would have 1.5x Str to damage, use your strength to attack, your raging song will give you more strength and some extra con, star toss style feat chai will let you chain together attacks against enemies and potentially bypass cover, ricochet toss will brings your weapon back to you, and you’ll get a whole host of bardic spells and performances that use your charisma... and with a good heavy thrown weapon you can pose a threat to anyone who dares to get into melee range with you still.

Due to requiring 13 dex though, Star toss would be something for mid/ late game... and I’m not even 100% sure if you can combine Star Toss with Two-handed Thrower...

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Chell Raighn wrote:
e... and I’m not even 100% sure if you can combine Star Toss with Two-handed Thrower...

Likely not, Startoss requires that you aren't carrying a weapon or shield(except buckler) in the offhand and wielding a 2h weapon is typically occupies both hands.

However, its oddly worded enough that if you wanted to be pedantic, wielding is not the same as carrying or once you have thrown the weapon you aren't carrying it anymore... but any GM I know would smack that down right quick.


You could make a lot of things with those stats, but this could be a good opportunity to make a summoner. Your eidolon can handle melee while you can cast spells from the relative safety of range.


@Melkiador That makes sense. Summoner is alwaysa good safe choice.

@VoodistMonk Wow, that definitely feels like the most appropiate build since it takes advantage of all three good stats. Just a question for the build. So, should I take the rest of the levels in kensai magus?


FreezingWolf wrote:

@Melkiador That makes sense. Summoner is alwaysa good safe choice.

@VoodistMonk Wow, that definitely feels like the most appropiate build since it takes advantage of all three good stats. Just a question for the build. So, should I take the rest of the levels in kensai magus?

I would stay in Kensai Magus from 3 onwards, yes.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

For a single class that needs high Str, Int, and Cha... Blade Adept Arcanist

The low Dex & Con hurt, but you don't really want to be in melee most of the time anyway. You're still mostly a caster with the blade as an additional option / backup when needed.

Silver Crusade

Here is another practical example of why rolling stats is stupid.

Every time a GM enforces rolling stats and an unlucky player who rolled poorly asks what to do with them (I wonder why the same is not asked by players who instead rolled above average), there are only two good answers:

1) suicide your characters, rolling a new one after every death until satisfactory stats are obtained, or
2) Master Summoner.

You are too squishy to fight, so summon someone else who'll do it for you, better than you, and yet is disposable, so that you do not have to worry about them. Master Summoners does all of this.

Choose a Small sized race to increase survivability, use your Lesser Eidolon to aid you outside of combat (give it fly speed, multiple Skilled evolutions), while use your summons to do the dirty work.

Here is a possible build:
1) Extra Summon
3) Superior Summoning
5) Extra Summon
7) Flagbearer [buy a Banner of the Ancient Kings ASAP]


Master Summoner is a pain for the rest of the table, if not the player. Synthesist may be a good choice, though. It replaces your lower stats and gives you a good hp buffer.

If you do try synthesist, you'll want to play it like a reach cleric by focusing evolutions on a big hitting reach attack. A biped with slam and reach on the slam is a good start. This way you can get attacks from attacks of opportunity and be able to use your own action for casting or full attacks.


I'd second Synthesist. When your eidolon is up you avoid a lot of the problems of your stat distribution, and when it's not you get to standard action summon. Definitely seems like a win-win.


There is a warning in this case though. If you get knocked out from damage while in eidolon form, then your constitution will also drop to your 8 and it's possible you could instantly die from the second hp drop, like a barbarian dropping and losing rage.


That's true, but on the other hand he's got a much bigger pool for HP soak than even going barbarian would give him...

But in line with that...

Go Half-Orc and keep Orc Ferocity, or choose the Orc Atavism alternate racial trait (since you're not getting a minus to any mental stat). Keeping Orc Ferocity at least allows you to get one extra action per day after being reduced to 0 HP, and that could definitely be the difference between life and death...or if you have the REAL Ferocity ability, then you keep fighting as if disabled. The Ferocious Action feat could be nice to let you act as if you're not disabled for a few rounds before you're truly dead, for instance to both draw and use a wand of Cure Light Wounds...


I honestly think that the Half-Orc Sacred Tattoos and Shaman's Apprentice alternative racial features are worth more than Ferocity... especially in the case of an 8 Constitution. Endurance gives bonuses aplenty that will keep you from ever dropping below 0hp. And Fate's Favored trait for the +2 to all saves, all the time.


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Quote:
We cannot change the results around so we are stuck with what we got

Sometimes you just have to get up in your GM's grill and announce, "Die-roll generation is no good, and this is a perfect example of why. Let's go to point-buy like the rest of the civilized world so we all start on a level playing-field instead of some PCs having better stats at 1st-level than others will at 20th. Or are at least able to start with enough health to be properly heroic instead of being permanently bed-ridden with the flu. That way, if my strongest glass-cannon in the party croaks with a Con of 8, it's purely my fault rather than the fate of these six generation rolls being absolutely more important than any die roll that my PC will ever make, before the game has even started."

If he balks, walk. Don't complain further, just do it. --My experience is anecdotal, but I've never been in a campaign where such stuff was enforced in which the GM wasn't a complete goober in several ways, and his game didn't abruptly abort later, with my investment all rendered into a colossal waste of time.

For me to even consider doing it again, the GM would have to have a personal IRL charisma score of at least 16, and a positive wisdom score that I could work with.

If there's even the slightest whiff of anal-OCD -- run, don't walk.


Rolling could be fun for a really short campaign. But having to live with good/bad rolls for years sounds terrible.


I hate rolled stats because of results like this...

That being said, with those stats, you're set up fairly well for going with an Oracle of Battle, Blade Adept Arcanist, or Magus. Your 8 Con and 10 Dex leaves something to be desired, so consider going with a race that gives +2 to Con, or go Human and just put your +2 into Con and get the Toughness feat with your Human bonus feat. Whatever you decide, I would prioritize picking a class that can give you Bull's Strength, Cat's Grace, and Bear's Endurance. Once you have a +4 Str/Con belt (or anything that boosts Con), you could probably retrain Toughness into something else.\

Edit: Tbh, I'd tell your GM to allow a point buy or you'll break his game with a Master Summoner build with the leadership feat.


Paladin (saves), Bard/Skald (buffs for you and your crew), or Occultist (w/Trappings of the Warrior panoply) are the 3 classes that jump out with that stat spread. It'll be tough regardless, but I'd assume starting stats are going to be tough for the party in general.
Good luck.


Ryze Kuja wrote:
Your 8 Con and 10 Dex leaves something to be desired, so consider going with a race that gives +2 to Con, or go Human and just put your +2 into Con and get the Toughness feat with your Human bonus feat.

They don't get bonus ability scores from Race, so no racial +2 to CON.

@Joe Mamma: I can't believe I didn't think of Occultist. You can start the game with +2 CON from your Transmutation Implement. It might even be worth getting Transmutation twice so you can have a STR implement as well. If you choose Anjuration and Transmutation as your Implements at level 1, and take Heavy Armour Proficiency you can start with a free weapon, CON "belt" and Plate Armour.


OK. I got to talk to the dm earlier today, and he has agreed to let us have the stat bonuses from race. So, yay! A bit more options.

Not sure if this really opens any options for class but worth a try to ask.


Duergar, Dwarf, Ghoran, Gillmen, Gnome, Hobgoblin, and Merfolk have Constitution bonuses.

Half-Elf, Half-Orc, and Human have a floating bonus they can apply to Constitution.

That should help narrow your options.


VoodistMonk wrote:

Duergar, Dwarf, Ghoran, Gillmen, Gnome, Hobgoblin, and Merfolk have Constitution bonuses.

Half-Elf, Half-Orc, and Human have a floating bonus they can apply to Constitution.

That should help narrow your options.

I would definitely choose one of these. Gnome also gives you small size. Vivacious is a decent trait, too.


I suggest you play anything you want... as long as it's not in this campaign, not with this GM, and not with those stats. 3d6 in order is antiquated and cruel.
If you really want something... Summoner is pretty much the only thing you can do here because ability scores don't matter too much to a Summoner. Maybe go Unchained Summoner with the Soulbound Summoner archetype for a more powerful Eidolon in exchange for giving up the game-breaking Summon Monster SLA. Maybe Gnome for Con and Charisma (since you said you are now allowed to have the ability score bonuses) and grab a reach weapon in case someone comes too close to you.


Bloodrealm wrote:
I suggest you play anything you want... as long as it's not in this campaign, not with this GM, and not with those stats. 3d6 in order is antiquated and cruel.

This thread is 4 days old and the OP hasn't suggested once that (s)he doesn't want to play in this game. Use your imagination.


Play an elf wizard.

6 Con, baby!

*Dare* the GM to just splat you instantly.

(If he doesn't, then you're permanently Invisible and False Life'd at 3rd.)


Slim Jim wrote:

Play an elf wizard.

6 Con, baby!

*Dare* the GM to just splat you instantly.

(If he doesn't, then you're permanently Invisible and False Life'd at 3rd.)

4 HP...memories of 1st ed AD&D...


@Slim Jim. That would be hilarious. XD

@Bloodrealm. Wow, that is such a cool archetype. I had never heard of it before. Kinda wish it was compatible with the OG summoner.


FreezingWolf wrote:
@Slim Jim. That would be hilarious. XD

It's actually doable:

* You'll be Conjuration(Teleportation) School for the Shift ability.

* Always be carrying a scroll of Infernal Healing, with a ready-action declared to cast it upon the outbreak of combat. (Getting dropped below 0hp isn't your worst problem; it's dealing with the -2 stabilization checks!) You'll spend half of your starting gold having scribed a pile of these.

* Convince at least one party martial to take the feat Friendly Switch at 1st level. That dude is your wingman.

* Always hide behind the pack animals. (Convince the party to use yaks, as they have 42hp.)

* Never cast attack magic, because your save DCs just aren't that high to begin with. Instead, play yourself like a harmless bard who hangs in the back and buffs and knows all the Knowledge skill answers. Maybe a Grease here and there, but that's about it. Busy yourself scribing a billion utility scrolls. Don't give the enemy any reason to go after you primarily, or any reason for your allies not to consider you the mostest fabulist support guy ever imminently worth protecting to their utmost ability.

* Get an owl familiar, and for your starting traits, have one of them be Eyes and Ears of the City. Your Perception score at 1st-level will be....

1 (wisdom 13)
1 (skill rank)
3 (class skill)
1 (Eyes and Ears)
2 Alertness from familiar
3 hawk familiar bonus
2 Elven Keen Senses
= +13

...and the hawk itself has +14 Perception as a separate roll, and as you have Empathic Link, you'll be able to immediately tell if your familiar is distressed upon noticing enemies that your own roll has missed.

Yeah: you could take a familiar that buffs your pathetic hitpoints, but if it ever comes to needing them, it won't be enough. Better to always see things first, pop off that Infernal Healing, and never be without actions in the surprise round.

~ ~ ~

Basically, just make it to 3rd, then go "god wizard" mode who never drops out of Invisibility due to never making direct targeting attacks. Buff allies, battlefield control, summons, crafting, etc.


MrCharisma wrote:
Ryze Kuja wrote:
Your 8 Con and 10 Dex leaves something to be desired, so consider going with a race that gives +2 to Con, or go Human and just put your +2 into Con and get the Toughness feat with your Human bonus feat.

They don't get bonus ability scores from Race, so no racial +2 to CON.

Humans get +2 to any ability score they want, so put your +2 in Con, and then use the human bonus feat for Toughness.

Although, I'm liking Slim Jim's idea to go 1d6-2 health with an Elf Wizard and then taunt the GM :P


Gonna echo a little of what was said:

Master Summoner is a good choice. It keeps you out of melee and puts melee on the frontlines. You're too fragile to touch the melee, so just don't.

If you want to be a full spellcaster perhaps consider Arcanist with the Occultist archetype - also because of good summons. Or you could lean into that CHA and go Wildblooded Sylvan Sorcerer, perhaps. Free animal companion isn't an eidolon, but hey: it's meat.

Honestly, being stuck at 10 DEX, 8 CON and those stats tells me "Please don't go anywhere near the melee EVER EVER."

Finally, remember that Summoners and Sorcerers are proficient with all simple weapons. So, you CAN bring that 15 STR to bear defensively: carry a Longspear. It's not much, but 1d8+3 might just kill a goblin as it charges you. You can move it over to one hand and cast a spell with the other, so it shouldn't get in the way of somatic components. Just don't take that spear and think you're a melee god; use it as a defensive tool and nothing more.

Honestly, though... Races don't provide stat bonuses? I'm squinting at your GM right now.


Oh, I should add:

A combat trained Bison costs 75g. With appropriate Handle Animal you could have a CR4 creature doing your bidding at level 1. Standard Action > tell the Bison to go headbutt something. Chances are the enemy will react accordingly.

Your GM may throw the book at you, however.


FreezingWolf wrote:
@Bloodrealm. Wow, that is such a cool archetype. I had never heard of it before. Kinda wish it was compatible with the OG summoner.

I think part of the idea of it was to let you make an Eidolon more like a base Summoner. It was definitely made for people who enjoy using the Eidolon instead of a bunch of round-bloating summons.

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