Need advice for a class that does well in combat, And can provide some healing and support..


Advice


So.. I'm making a backup character for Skull and Shackles (No spoilers please) and me and a friend has a plan that if either of our characters die, The other will leave, And we will make Seascarred siblings.

My friend is going to put his lowest stat into int he said and will be the main frontline bruiser type (Likely fighter) And I want to make someone who can fight alongside my friends character on the frontlines, We will be the only melee characters in the party unless someone else dies..

Now, I also want to be able to provide a bit of healing and support (Without using UMD, Though wands can be used.. Basically I want to have the spells on my spell list so I can use the items well) But I dont know what class to play...

I have considered a Occultist as I'v wanted to try them for a while and if you pick up Conjuration you get cure spells on your list so you can use the cure wands..

Clerics and Oracles are up there too but I dont realy know much about how to make them work well on the frontlines...

Anyone got any sugestions for a class that would fit as one of two melee characters but also be able to provide support and some healing..? Or some info on how to make Cleric, Oracle or Occultist work well for the role?

Edit: Oh! Forgot to say, Paladins wont work. We are pirates, Everyone is neutral or evil.


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Inquisitor!

Inquisitor is always the answer.

It's got skills, it's got spells, it's got medium BAB but class features to support attack and damage.

It works better as an archer than as a melee character, but it can still do melee fine. Pick up a weapon you can wield in two hands (most but not all one-handed weapons can be used in two-hands for the increased scaling on power attack and strength to damage) with power attack and you're good to go.

Warpriest is another good option too, lets skills though. And the spell list isn't as good for a melee character IMO.

Both however get divine favor/power which is the biggest spell you're after.


@Claxon Thank you! =D I do love 6th level casters (Only played Alchemist but love them all conceptually) though sometimes I wonder if they keep up well enough in hitting ability when there is not many other melee characters..

Inquisitor and Warpriest both seem realy cool though! The Inquisitor realy seems to have a lot going for them with their Judgements and Bane. =)


An inquisitor or warpriest is easier to have on the front lines than a cleric or oracle - though those are certainly possible. The warpriest is better at healing, the inquisitor better at support. Bards can fight too and are about perfect for support, iffy but not impossible on healing. Shamans are similar to clerics & oracles.

If you want to make a cleric fight on the front lines one way is to grab a reach weapon so that you can still take AoOs on rounds when you're busy casting spells with your standard action. Reach tactics can include tripping.

Battle oracles can be slightly better than clerics at the actual fighting. Healing all the weird statuses is easier for a prepared caster than a spontaneous one tho'.

Occultists - note the trappings of the warrior panoply and get it by level 6 at latest. They're kind of fiddly to play - clerics and oracles are easier - but full BAB and being able to pull out any weapon enchantment you like at the drop of a hat has a lot going for it. They won't be good healers at all, worse than any other class I've named above.

Edit: inquisitors and warpriests hit as hard as anybody with their buffs up. Harder than a mere fighter. Once the buffs are gone, not so much.


@avr Thank you for the information! Hmm.. Going to be hard to decide.. I want to be good at combat and be able to keep up with the melee in both hitting and dealing damage, but I also want to be able to keep my friends character alive and well..

The Warpriest might be in the lead.. I recall reading they can swift action buff so if you dont have too many combats per day they can get quite strong if the combat lasts long enough.. And the scaling weapon damage is cool too..


Every caster except Psychic, Investigator*, Mesmerist**, Antipaladin, Medium, and Speaker of the Palatine Eye Bard can use CLW wands and/or IH wands.

Every partial caster (and divine full caster) can be used in melee.

I'm not sure what kind of support you have in mind, and in any case what's good there depends on the party.

For an active in-fight supporter, Bard, Skald, and Summoner (where the Eidolon would do the melee part) jump to mind. Alchemist, Inquisitor, Magus, Warpriest, Investigator, and Occultist all are/can be good when it comes to melee damage. Summoner, Hunter and Spiritualist are mostly pet-based (unless changed by an archetype). The three full divine casters are comparatively casting centric and thus shine especially when they can prepare for combat, as well as out-of-combat porblem solving. Summoner, Magus, Oracle, and Shaman are a bit weak on the skill side, and Cleric and Warpriest are outright bad at that.

*) Unless Questioner or Jinyiwei
**) Unless Fey Trickster


@Derklord With support I was mostly thinking a bit of buffing or such. But most important was melee frontline combat ability, Then a bit of healing.

I do love pet based classes, But they dont seem the best option for a sea based campaign with ships, in water combat and on land combat. I love the summoner, But I have promised the GM not to play one (Or go heavy into summoning)

Alchemist is my favorite class, But I'm trying to play it less and try other things... xD

Thanks for all the info and sugestions!


Inquisitors would probably be better for a pirate campaign. Both the warpriest and inquisitor would work well in combat and for healing. The big advantage of the inquisitor is out of combat utility. Getting 6 skill points per level and a good class skill list means they can be useful outside combat. They also have other abilities that are useful for more than just combat. No one is better at getting information out of a reluctant target than an inquisitor, and they are tough to fool.


@Mysterious Stranger Hmm.. That is a good point! Having skill points is awesome, Not having them is sad.. Inquisitors seem very useful. =)


Merellin wrote:
@Mysterious Stranger Hmm.. That is a good point! Having skill points is awesome, Not having them is sad.. Inquisitors seem very useful. =)

That is why Inquisitor is usually my go to suggestion for just about anything.

It's really one of the best all around classes there is.

The only pain point is that they don't have access to all martial weapons, but there are remedies for that.

Silver Crusade

One good way to make a healer that is good in melee is to make a 9th lvl divine caster with high strength using a longspear, and take Combat Reflexes. A 14 is fine for your casting stat.

One option I particularly like is the Speaker for the Past Shaman Archetype. which gives access to Revelations from the Time and Ancestor Oracles Mysteries, among other things. If you want to be better at knowledge skills, the Knowledge of the Ages Revelation (Time) can help:

Knowledge of the Ages (Su) wrote:
You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma [Wisdom for a Speaker for the Past] modifier. You can use this ability a number times per day equal to your Charisma [Wisdom for a Speaker for the Past] modifier.

A high strength Speaker for the Past Shaman with the Battle Spirit would be my choice, but be aware that you have to reference spells and abilities from different classes, so it can take some work to get your head around it. In addition to the Shaman spell list, you add the Mystery Spells from the Ancestor and Time Oracle Mysteries to your spell list. In the end, you get Heroism (Ancestor Mystery spell) and Haste (Time Speed or Slow Time Revelation), and a full selection of healing spells. Be a human or half-orc, and you can use your favored class bonus to poach spells off the cleric list (like Blessing of Fervor).


Lots of good advice.

The nice thing about the inquisitor is that can always do something. Which is a good metric for deciding on a pc. It can also swap out teamwork feats which can be useful on the fly. Or in theory anyways.

Which god...Besmara...Gorum?

No one mentioned Druids. Tiger pounce...or twin tiger pounce if you have pet. Heals relatively well, good saves, 4 skill points with good class skills, tons of great class abilities that are appropriate for this AP: Wild shape into a shark or a water elemental, wild empathy make friends with sharks, oh and uh some serious spell casting power. :)

Liberty's Edge

Check and see which party members have Water Breathing and Water Walking. If no one does, go with a Cleric or Warpriest, because they have both. These spells are too good to pass up in a Pirate campaign.

Air Bubble is good at lower levels. When the Cleric hits 9th, he'll have access to Life Bubble which is _really_ good.


Have you considered a Skald? All the party buffs and support spells of a bard with the muscle of a barbarian...

Sovereign Court

Specifically a Totemic(Tiger) Half-Orc(amplified rage) Skald and be a Celestial (or fiendish) Tiger all day with +8 str/con rage?


Gyre Glenross wrote:

Check and see which party members have Water Breathing and Water Walking. If no one does, go with a Cleric or Warpriest, because they have both. These spells are too good to pass up in a Pirate campaign.

Air Bubble is good at lower levels. When the Cleric hits 9th, he'll have access to Life Bubble which is _really_ good.

Having played through Skull and Shackles before, I don't remember water breathing being a thing that was ubiquitously required.

There were points where it was definitely useful, but I think the campaign also hands out potions of water breathing for when it would be needed (if you didn't have some other means).

Not to say that it's not a relevant point, just not the one I would focus on.

In any event, based on the predilection for martial power I still wouldn't recommend cleric. To me it's Arsenal Chaplain Warpriest or Inquisitor all the way. The Inquisitor has more skills and a different spell list that is better for a martial style with some buffing. Warpriest has the traditonal cleric list, which I haven't ever liked all that much (it's a lot of really circumstantial spells).

If anyone else in the party will have access to those kind of spells, even if it means buying a wand for that person to use I think that's a better route than building a character only for access to water breathing/walking.


Thanks everyone! Lots of good replies and advice! =D

Inquisitor seems super fun and useful. =)

@Chell Raighn I had not considered Skald. They wouldent really be useful to most of the party (A Crossbow using ranger, A Gunslinger and a psionic caster) But I supose they would be very useful in buffing themselves and the one other melee character.


Merellin wrote:

Thanks everyone! Lots of good replies and advice! =D

Inquisitor seems super fun and useful. =)

@Chell Raighn I had not considered Skald. They wouldent really be useful to most of the party (A Crossbow using ranger, A Gunslinger and a psionic caster) But I supose they would be very useful in buffing themselves and the one other melee character.

Well archetypes can change that... the court poet archetype makes the Skald useful to other spellcasters... though less useful to most non-spellcasters... and the spellwarrior archetype makes them equally useful to all weapon using classes... which given your party composition, the spellwarrior sounds the most useful...


@Chell Raighn Thanks, I had not really looked into the Skald archetypes, I'l check them out. =)

Sovereign Court

Firebug wrote:
Specifically a Totemic(Tiger) Half-Orc(amplified rage) Skald and be a Celestial (or fiendish) Tiger all day with +8 str/con rage?

Finally filled out a profile page for this character... Tigger.

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