Need Advice class for party Abomination Vaults


Advice


Hi guys, i need some cool character builds/ideas for this dungeon crawler campaign.

My party are:

Human - Rogue Thief

Human - Cleric Cloistered.

Dwarf - Wizard Universalist.

Dwarf - Dragon Barbarian.

Me: ???

Cheers!


Sword and board warhammer fighter.

You'll be playing with critical hits to debuff your enemy.

With fearsome and crushing rune you'll make your enemy

- prone
- clumsy 2
- enfeebled 2
- frightened 2

Meaning the melee allies ( and you as well) are going to get +6 hit ( it's a mix of bonus malus, but to put it simply it's a roll +6 ).

Spell casters will benefit from either clumsy and frightened, being able to properly land more spells.

Bastion dedication for the extra shield block, or witch dedication for life boost ( alternating your reaction between shield block and AoO).


HumbleGamer wrote:

Sword and board warhammer fighter.

You'll be playing with critical hits to debuff your enemy.

With fearsome and crushing rune you'll make your enemy

- prone
- clumsy 2
- enfeebled 2
- frightened 2

Meaning the melee allies ( and you as well) are going to get +6 hit ( it's a mix of bonus malus, but to put it simply it's a roll +6 ).

Spell casters will benefit from either clumsy and frightened, being able to properly land more spells.

Bastion dedication for the extra shield block, or witch dedication for life boost ( alternating your reaction between shield block and AoO).

I like your idea!, i forget to mention i have free archetype rule.

You'll take shield feats i think?


mamutito wrote:
HumbleGamer wrote:

Sword and board warhammer fighter.

You'll be playing with critical hits to debuff your enemy.

With fearsome and crushing rune you'll make your enemy

- prone
- clumsy 2
- enfeebled 2
- frightened 2

Meaning the melee allies ( and you as well) are going to get +6 hit ( it's a mix of bonus malus, but to put it simply it's a roll +6 ).

Spell casters will benefit from either clumsy and frightened, being able to properly land more spells.

Bastion dedication for the extra shield block, or witch dedication for life boost ( alternating your reaction between shield block and AoO).

I like your idea!, i forget to mention i have free archetype rule.

You'll take shield feats i think?

Well, I suppose the barbarian would go 2handed while the rogue with no shield, so they are going to be hit quite a lot.

Being able to self sustain would be excellent.

Given the free archetype possibilities are plenty. Gonna write something else this afternoon cause I mean kinda busy now.

Liberty's Edge

1 person marked this as a favorite.

You could also play a Champion or an Investigator. The first for added defense and the second to find out all the nice secret things others might miss.

If you play a frontliner, getting a way to cast Shillelagh can make for strong damage too.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'll second the Champion (Paladin or Redeemer) suggestion. Since you have a relatively squishy party, a Champion is a great tank to hold the front line. It's also a great way to protect other members of the party (with your champion reaction). And a number of the Champion feats work particularly well in this AP. Finally, it adds a lot of value by providing your party with a permanent source of between encounter healing (lay on hands).

EDIT: I don't want to spoil anything, but I'll flag that Blade Ally is what I'd recommend for this AP - it's really, really useful.


1 person marked this as a favorite.

Bard is also worth considering. Bards love a big party to buff, and I'm not sure if anyone else is covering charisma stuff. But champion is a good pick too.


mamutito wrote:


Human - Rogue Thief

Human - Cleric Cloistered.

Dwarf - Wizard Universalist.

Dwarf - Dragon Barbarian.

Is the Rogue planning on being melee or ranged?

A Barbarian works best with a partner in the front line. With their lower AC a couple of criticals can leave the party vulnerable. If you are going to have just one melee specialist its better if its more defensisively orientated. So really does seem like something that can handle melee would be a good add to the party.

I'd probably avoid the classes already taken to give each PC their own space.

So Fighter, Champion, Ranger are the obvious ones.
But if you want something more complex Inventor, Swashbuckler, Investigator are Ok.
If you really wanted to play a spell caster then Summoner, Magus, Wild Shape Druid are the options that work here.

I wouldn't suggest a Bard unless the Rogue is keen to get into melee. There are just not enough front rank characters, and you have a dedicated cleric in a buffing role. But obviously Bards are very effective in parties of 5 or more.


You can pretty much play what you want.

You might want some kind of ranged class. Maybe an archer fighter, monk, or ranger. Or maybe some versatile class like a druid. Or a class that makes the whole party better like a bard. Maybe an archer Warrior Muse Bard might be interesting to build for that group. Buff the group, take some arrow shots, be the group war leader with spell and buff versatility.


Do any of the campaign backgrounds appeal to you?

My off-the-wall suggestion would be a Hag bloodline sorcerer with a melee build.


RexAliquid wrote:

Do any of the campaign backgrounds appeal to you?

My off-the-wall suggestion would be a Hag bloodline sorcerer with a melee build.

I mean yeah set efficiency aside, the game is fairly well balanced, technically you can play anything and not be too far behind. If you really want a challenge this could be fun. This one is going to be tough to play but at least your Jealous Hex is good. (I have previously rated Hag as 16th out of 16 Sorcerer bloodlines...)


Thank you guys,

Some more info:

Rogue is Melee.

Barbarian two-handed.

I was thinking Champion or Figther with Shield build.


Champion is a pretty interesting class you might like. They have a lot of nifty group abilities like Aura of Courage and their defensive reaction that make them really tough in groups. They also have the highest AC obtainable by a PC in the game without using any cheese.

They are a fairly low mobility class like the fighter. I think they offer more than the fighter in overall defensive utility. They really make for a powerful character. They even have a nice 1 action heal with Lay on Hands.

Sovereign Court

Yeah a champion would do quite well in this group, it's the stable core of your front line. A fighter could do that too. Fighter tends to be more into restricting enemy movement (attack of opportunity, even more so with a weapon with a good movement-stopping crit effect like flails or hammers; your high to hit makes crits more likely) while champions a bit more into blunting enemy offense (champion reaction, shield).


Keep in mind that with FA you can get almost anything you want from the champion class by lvl 6 ( or 8 if you also want to benefit from divine ally).

And also that by bringing down the enemy as fast as you can, the better for the team ( as well as resource economy).

I did pretty good with my champ, but I started considering the times we extended the fight by a couple of rounds just because of misses.

Just to say there are different ways to approach and play the game, and possibilities with FA are plenty ( for example the hard someone proposed because of the 5 members party).


Investigator (Alchemical Sciences) with Alchemist dedication could be fun to have a front-line or ranged character who also contributes a lot on the skill side. Without spoiling anything, having an alchemical focused character will probably feel fulfilling in a lot of the AP (I'm currently playing in book 3). You'll also probably like being able to take advantage of weird stuff you find and being able to exploit weaknesses. I'd consider this option depending on whatever your wizard or rogue choose to focus on skill wise.

You could also take a fighter base and make it with an alchemist dedication. It'd probably feel pretty effective to be able to flick out some bombs from time to time.

I also noticed you don't have any charisma focused characters. Our party didn't really focus on it either and this is a mega-dungeon crawl so you don't necessarily need it but there are a lot of opportunities to use more traditional face-skills if that's how your party wants to roll. A summoner could fit really well into your party to add an additional front-liner and some spell or skill support. The occult eidolons (Anger or Devotion) or the Divine ones (Angel/Psychopomp) would probably feel effective and thematically appropriate.

I'm in a similar party, fwiw.

Rogue (Mastermind)/Loremaster - Ranged
Oracle (Stars) - Heals/Divine Blasting
Fighter - Sword/Board
Barbarian (Dragon)
Champion/Medic - Shield/Defensive/Healer
Wizard (Necromancer) (me)


HumbleGamer wrote:

Sword and board warhammer fighter.

You'll be playing with critical hits to debuff your enemy.

With fearsome and crushing rune you'll make your enemy

- prone
- clumsy 2
- enfeebled 2
- frightened 2

Meaning the melee allies ( and you as well) are going to get +6 hit ( it's a mix of bonus malus, but to put it simply it's a roll +6 ).

Spell casters will benefit from either clumsy and frightened, being able to properly land more spells.

Bastion dedication for the extra shield block, or witch dedication for life boost ( alternating your reaction between shield block and AoO).

I only now stumbled upon this. Would you have a build link for this? Or some key feats other than fearsome brute and bastion dedication?

Thanks a bunch


Isn't it just -4 to their AC?

I don't see where the extra 2 points for that "+6" come from:

Clumsy /frighten are -2 status, prone is flat footed, is -2 circumstance.

Where is the extra 2 points coming from?


It's 4. The status penalties don't stack, but there are still common misconceptions about it.

Horizon Hunters

Since you have a free archtype, I'd suggest a Champion. 18 Str & 14 Cha lends itself to a Sorcerer archtype, and sorcerers go every which way.

I recommend that your Champ/Sorc take a damage cantrip, with 60' or more of range (then you don't need lo lug around a bow). Second, you could take the Shield cantrip, and use a polearm for reach shenanigans. It makes your Reprisal much more effective, at the cost of a less effective shield. The cantrip produces one less AC, and adsorbs less damage before going poof.

So... you pays your money and takes your chances.

An Archer Ranger/Fighter with 18 Dex and 14 Str to step up front if necessary could be a lot of fun, too.

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