advice on what to play.


Advice


all of the below characters have a cool background story, and a willing character to play them out. the RP part is of equal level and all are fun to play.
so, i will choose from the non RP part - the combat side, and mechanics.

lets make the most interesting, never ending combat fun, epic character:

the basics::

level 12.
25 points of abilities.
items CANT be bought, except some scrolls, not created (scrolls only). only found, so no build around an item.
only way to create is via eldritch heritage - arcane bond.

group is :
bard - buffer & healer via staffs of healings etc.
ranger with a roc, archer - mobile machine gun .
magus - DPR and tank (load of protective spells for self)
fighter - 2 weapon kukri crit fiend (bleeding etc. )

1) the DR king:

shohanti barbarian, human.
dip 1 into oracle and fighter.
stalwart and spell sunder.
tanking with huge saves, DR in the skies, sundering spells of opponent, fatigue immune.

1 - power attack&endurance
2- superstitious RP
3- diehard
4- witchhunter
5- stalwart, imp unarmed strike, crane style.
6- str surge
7- imp grapple
8- spell sunder
9- the feat that allow *2 DR 1\round.
10 - beast totem 1
11 - greater grapple OR extra rage power for lvl 12 pounce.
12 - beast totem 2

BUT: will it be a bit narrow ? a bit too melee oriented?
will the combat be interesting or swing and swing?

2) the summoner druid & melee:

saurian Vs tiger shaman. MAYBE dip 1 into monk for saves, armor, grapple etc.
some mean dino as a pet OR rage (destruction) OR glory (tiger) domains.
the idea is to summon and buff and heal and more . wasting spells like no tomorrow, than Quick wild shape and run in, grab and kill.

1 - augment summon
3- scribe scrolls
5- natural spell
7- planar wild shape
9- quick wild shape&power attack
11 -???
13 - (later on, vital strike &???)
options for the ???

1) if AC, take animal domain: boon companion, rime spell (frostbite), scribe scrolls.
2) no AC, dip 1 into monk, greater grapple road.
3) no AC, dip 2 into lore warden, greater trip road > whirlwind. attack with huge area load of opponents.
4) plains for playing giants?
5) glory domain is odd, it offer nice buff for summons & + your level to all charisma checks! UMD, diplomacy? bluff? wow.
6)rage = take the feat for full damage on a rage.

3) the paladin :

odd build. riding a flying mount, tanking and boosting self LOH to the skies.
oath of vengeance = load of smites, and at level 11+ it mean ALL gain smite bonus around me (BEST buff in the game! )
1) power attack, skill focus 1
3) eldritch heritage (arcane bond, item and free spell)
5) monstrous mount 1
7) monstrous mount 2 (flying griffon)
9) Unsanctioned Knowledge (mirror image, blink etc.)
11) lunge
mount is a flyer, moving in and attacking with smites with the paladin.
the bonded item is used both for a free spell a day and enchant a ring to add +2d6 to LOH (dm allow).
so, self healing as swift action, great saves, decent to great damage with smites and mount and supreme mobility with flying.

3) shadow lord :

lord warden 9, thug 3.
maneuvers, dirty tricks, fear, sicken and stacking up.
great Vs some foes, boring - non usable vs other colossal foes.


Looking at the rest of the party, you don't have any full casters. From the builds you've posted I'd pick the druid if only for 9th level casting.

My choice would probably be a Cleric, Wizard or Shaman though in order to provide the prepared full caster that your party lacks. From a "Forge of Combat" perspective you need an Anvil AKA battlefield controller.


Corvino wrote:

Looking at the rest of the party, you don't have any full casters. From the builds you've posted I'd pick the druid if only for 9th level casting.

My choice would probably be a Cleric, Wizard or Shaman though in order to provide the prepared full caster that your party lacks. From a "Forge of Combat" perspective you need an Anvil AKA battlefield controller.

i care less of what the party "needs" and more on my personal fun.

a druid is indeed an option, but combat seem to end in 3-4 rounds max. control,i find is over rated. unless i am missing something here.

same reason a summoner druid must be lion or saurian as standard action is amazing Vs full round that is mostly interrupted.
non summoner can afford to look at plane druids for playing giants (nice!) and more.
lower levels animal companions rock, at out levels, a domain like rage, nobility or glory (DM allow heroism), seem just as legit.

a paladin will offer second healer And amazing survival, huge saves, and the only class that heal as swift, 8d6 / 12 times a day, while having mirror image and displacement.

a barbarian is a true tanker, and offer a unique spell sunder .

the lore warden seem the least fun. at least those levels.


Second the druid among the list, for the spells and battlefield control. Personally I'd take a look and see if there were a witch I'd like to play which can manage the battlefield control, but that's because I haven't time as a witch.


ok, lets focus druid. with 25 point buy and level 12 and up there's a lot of options, and the guides dont work - as most of them look at lower levels.

the dilemma is :
domain vs pet:
domain options are:
nobility
heroism (glory)
rage (destruction).

pet options :
1) a nice anklylosaurous
2) a trex
3) a lion

pet is a nice off tank, but as levels grow it require resources to be kept alive.

seceond : archetype:
1) mountain druid, with good starting str, its a fighting troll. regeneration is amazing, using weapons, armor etc.
2) saurain for summon mastering
3) lion for summoning mastering.
4) menhir - but i kinna dont like pure casters.


Welp... if you really want to go balls-to-the wall...

Pack Lord.

At low levels, run about with 2-3-4 Spinosauri, taking up space and causing havoc. At later levels, swap 'em out for a single one.

If they die, well, survival of the fittest.

Silver Crusade

2) the summoner druid & melee

Hunter my be an option. Not to far removed from a druid. Hunters and their pet can do better in a low magic item setting. On the down side they do have less spell.

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