Seeking input on a character / class, based on the group / campaign homebrew rules setting


Advice


As the title says.

Currently I'm in a "online" group that has been playing for awhile and in this Campaign the GM and group of players have opted to "not use Attacks of opportunity".

The party make up is (without me included):

Barbarian
Warpriest
Oracle
Alchemist/wizard multiclass

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Level 3 start
2 traits (up to 4 if you take drawbacks or trait feat)

- core/featured races approved, anything after that requires approval

- core/base/hybrid classes approved, anything after that requires approval.

- synthesist summoner banned
- occult classes banned

- Attribute score homebrew (take "80" flat points and distribute however you want, before race stats)

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I already made a character on the fly to play with this group (its a family member running it so I can't really complain) but its with the intention I'm just going to have fun with this Brawler/Ninja I made until he dies (going to town with it since I expect he might not survive anyway) and I'm working to have a backup character ready (part of the reason I'm making this post).

GM is pretty lenient and works with the players.

For a game that has "no AOO's" (attacks of opportunity), my question is:

- What would you play for this group or game?

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I'm so used to playing with AOO's, I thought I'd just ask to see what others would do.

Combat is usually a little slower (I know this from usual experience watching them in the past and some of the players are still kinda new ; But I haven't been in a combat encounter yet in this game to see what they're doing), it looks like the Barb and Warpriest are in the front. Oracle runs back and forth healing every now and then. The alchemist is in the rear.

GM isn't really known to be using a lot of traps, but there has been "a lot of travel".
To my knowledge of this game (what I've heard), the group seems to have had some issues with anything past 30 ft. Either with movement to getting to the targets (difficult terrain) or lack of ranged focus (someone that specializes with ranged attacks I.E.).


Hmm...

I'd be tempted to run a character that can do a bit of everything but that specializes in two things with a tertiary focus on traps (just in case). With your generous amount of stat distribution, I'd probably go with:

Half-Orc (or Human)
Nature Fang Druid
Str: 13, Dex: 17 (15+2), Con: 14, Wis: 16, Int: 14, Cha: 8
Points would go into Dex (4th) and then Wis after that.
Pick up Weapon Finesse and Power Attack as your two feats. Use the Slayer Talents to pick up feats for ranged weapons (bypassing requirements).
Take the Crocodile Domain to get a familiar (protector archetype if you want) and semi-scaling sneak attack. Pick up trapfinding if think its necessary.

This gives you a melee presence, a ranged presence, a presence with spells that retain a decent DC due to studied target, and since you don't have to worry about AoO, you can cast with abandon in the mix of it.


Always so weird when I see occult classes banned. None of those are stronger than their base class counterparts. I guess it's just fear of the unknown.

Your party isn't really hurting for anything in particular. I'd maybe go with an eldritch archer magus to cover long range damage and maybe to make up for having a multi-classing wizard.

Regardless, if you are looking for a class that can benefit from ignoring AoO, then I think of the magus, and the eldritch archer doubly so. Who needs a melee weapon when you can shoot enemies from melee range without penalty.


Bard.

Grand Lodge

If the group doesn’t have a desperate need for something, play what you’re most comfortable with, what your favorite is.


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W E Ray wrote:
If the group doesn’t have a desperate need for something, play what you’re most comfortable with, what your favorite is.

Yeah, a Bard! Lol.

Need another frontliner? Arcane Duelist with a Longspear/Combat Reflexes/Flagbearer/Banner of Ancient Kings.

Need an archer? Arrowsong Minstrel with a Tuned Bowstring.

Need a healer? Evangelist Cleric with a Longspear/Combat Reflexes/Flagbearer/Banner of Ancient Kings.

Bards can do pretty much anything, and most Bards make everyone better.


Except, you know, they aren't playing with AoO's...


A bard, build for dex, probably works best. I think there are some archetypes which cover skill monkey things like disable device which the party may be lacking. The Oracle is probably the intended face, but they arent neccessarily great at it.


I count:

2 1/2 combat characters
1 1/2 divine casters
1 arcane caster
0 stealth
0 skill monkey
1 high charisma

If the barbarian, warpriest & cleric are all melee range, then (as already mentioned) an archer would help.

For stealth, an unchained rogue is a solid choice or a sylvan trickster would give you a hexes. Or a slayer makes a nice archer/stealth combo if you want to fill both of those slots.

Speaking of hexes, since your arcane caster has multi-classed, a witch might be a good addition. A barbarian & warpriest charging into battle, backed by protective luck & cackle are gonna be beasts.

Lastly, as already mentioned, a bard can fill a varying number of roles.


Removing AoOs entirely changes things quite a bit. I'm surprised the group has a lot of problems with difficult terrain, since the biggest problem it introduces is taking away the 5-foot step. As others have pointed out, the characters who are going to benefit the most are those whose actions provoke AoOs - spell casters and ranged combat specialists, primarily.

With that, and Northern Spotted Owl's analysis, you might think about an Inquisitor archer. Six skill points/level, a decent set of spells, and really powerful combat. Depending on how much you like being a caster, Ranger and Slayer are also valid options.

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