Advice for a 13th level character to complement an existing party


Advice


I am currently playing through an Adventure Path that has reached level 13. My character has just died and is unable to be revived as the body was not recoverable. So I need to consider a replacement

He was originally a melee character with quite good defences. There is another character like this in the party - one who just one rounded a CR 14 monster with minimal resource investment. So I think trying to bring in another one could an exercise in frustration and constantly being outshone

However the bases are generally quite well covered in the group:

We have a Cleric who has loads of channels/healing and some very good buffs - Blessing of Fervour is amazing!

We have the battlefield control and de-buffing (along with some damage dealing potential from evocation bolstered by magic items) from another caster

And then the awesome damage dealing potential I mentioned before (and this character is pretty much equally effective from range as in melee)

Traps are also covered (but they are rarely the sole focus of a character)

So what should I add in? Does the group need more melee because even with one person throwing out massive numbers there is still only one of them and therefore in any scenario where there is more than one enemy there could be a problem?

And if so is there a way of achieving this without getting demoralised that I will never match the contribution of the other party member? Because I am not so sure

I can't spot an obvious niche that needs filling here so would appreciate any help


The group could use another melee character. One is enough: 2 is better. The group doesn't have a straight-up blaster.

How about a Grenadier Alchemist that shoots exploding arrows and is also a Grappler? I have a build. It should be devastating at level 13. You won't be outshone, I think.


How about a ranged character, ranger maybe. This far into an AP you could/should have a good idea of who/what your enemies are.


Valandil Ancalime wrote:
How about a ranged character, ranger maybe. This far into an AP you could/should have a good idea of who/what your enemies are.

Maybe an Invisible Ninja Sniper!


GenericFighter wrote:
I can't spot an obvious niche that needs filling here so would appreciate any help
GenericFighter wrote:
My character has just died and is unable to be revived as the body was not recoverable.

Maybe someone that prevents that from happening again?

I'm assuming that the other melee character isn't a barbarian since they're equally effective at range, so a Court Poet Skald might be what you're after. This archetype allows you to give out rage powers without preventing allies from casting spells, which means your whole party won't mind accepting it. Giving out Deathless Frenzy would pretty much make the party immune to death by HP damage as there are easy ways to heal them back up.
This would easily fulfill the role of skill monkey, too.


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A couple of thoughts:

1) If the party doesn’t have a face/leader then you could fulfil that role. The GM could bring you in as a captain looking for a tough crew that will lead the PCs onto the next part of the adventure path.

2) Sometimes it is great when the party covers the main roles because you can play whatever you want without hurting the effectiveness of the team. Maybe now is the time to try something really interesting that would normally be too niche for your group.

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