PDA

View Full Version : Pathfinder Help me build my team



Gwazi Magnum
2016-09-28, 05:30 PM
Figured with all the separate advice threads I was making I was going to bloat this site. So I decided I might as well just redirect it all to this one thread to make things easy.

Alright, so the basic idea is I'm getting into a Pathfinder Campaign. But with the special twist of I'm the only player, and am being given 6 PCs to control. All of whom are comic style recreations of older characters of mine (so new classes, maybe a race change if they were originally a half-??? and switching to one of the non-halves or vice-versa) but their general core of personality is the same even if the style or execution is vastly different.

And while I was originally looking for ideas for how to tackle this I did some reading, and during that I ran across one article by a Pathfinder Developer about the effectiveness of Synergistic play. Basically the idea of how a Party get's more done together than separately, and I liked the idea and reasoning of it enough I decided to persue that when designing this group (which has lead to MANY more hours hitting the forums and handbooks than I usually would).

So I'm going to give a general run down of the plan/build I have for each of these characters so far. If anyone can provide any advice/tips on how to do things better I'd really appreciate it, because some of these roles (mainly support) I'm not as well versed in. And even when doing roles I'm well versed in I tend to overspecialize at times and open up several weaknesses that I forget to consider.

1. Kitsune Bard - Caster Bard, General Support and Buffer
STR 8, DEX 16, CON 14, INT 14, WIS 10, CHA 18
Feat(s): Improved Initiative
Traits: Reactionary, Favored Son/Daughter
More Specifics here however not necessary. (http://www.giantitp.com/forums/showthread.php?501794-Buffer-Bard-needs-more-to-do)

2. Elf Universalist* Wizard - Debuffer and Control Wizard, with some Buffing. Is also investing in Item Crafting.
STR 7, DEX 18, CON 12, INT 20, WIS 11, CHA 7
Feat(s): Run (From Race), Scribe Scroll, Improved Initiative
Traits: Reactionary, Spark of Creation
Familliar: Greensting Scorpion, Valet Archetype
*Note we're using the 3.5 Spell Point system. So I'm not gaining extra spells per day from specialising.

3. Human Investigator (Empiricist) - Effective Party Rogue, also covers face skills (INT Synergy) and buffs party with Extracts and Aid Another shenanigans. Also a back up melee.
STR 10, DEX 16, CON 14, INT 20, WIS 7, CHA 7
Feat(s): Weapon Finesse, Potion Glutton
Traits: Student of Philosophy, Adopted (Helpful)

4. Human Cleric - Focuses on providing party buffs, but is also polished with melee combat and out of combat healing
STR 14, DEX 10, CON 14, INT 10, WIS 18, CHA 14
Feat(s): Improved Initiative, Combat Casting
Traits: Seeker, Reactionary

5. Half Orc Paladin (Holy Tactician) - A balance between effective tankiness and Damage dealing
STR 18, DEX 14, CON 14, INT 9, WIS 7, CHA 16
Feat(s): Fey Foundling
Traits: Fates Favored (To be used with Sacred Tattoo), Soldier of the Faith
More Specifics here however not necessary. (http://www.giantitp.com/forums/showthread.php?501996-Building-a-Half-Orc-or-Orc-Paladin)

6. Human Inquisitor (Heretic/Preacher) - DPS Archer and (apparently) the Stealth Expert
STR 14, DEX 18, CON 12, INT 12, WIS 16, CHA 7
Feat(s): Point Blank Shot, Precise Shot
Traits: Reactionary, Second Chance

So that's the basics of the Party.
Like I said above, main focus is to work on Synergy play. But I'd also like to keep some back ups (or redundancy as electricians call it) so that if something goes wrong I'm not suddenly screwed over.

If you want a general RP/campaign atmosphere or expectations?
From what I've gathered from the DM it's like the Chaos Realm, where almost anything (or any kind of reference) can happen. But the general expectation it will be more in a bizzare and fun manner than a "Surprise! Fight Cthulhu!" manner. Where there will be attempts to be good roleplaying and a decent story, but it will also just be a lot of silly shenanigans and likely falling for a lot of the typical tropes attached to D&D. Most all of the characters I'm pulling from in history have fallen into one of three camps.

1. A bit evil/psychotic
2. A general drunk and chaotic mess
3. A bit of an arrogant *******

But with the whole comic revamping thing mentioned above I'm trying to push them towards being a more good aligned party in general, but not so much it becomes either suffocating or prevents fun shenanigans when the time is right. Also Alignment is largely being waved aside, which is why a Paladin is able to exist in such a Party.

So yea, thanks for the help in advance. :)

Also I'm going to spoiler and respond to a post below from one of the earlier threads, just so I can try to redirect the activity here instead of spamming the forums.


Your goals for the character's abilities aren't really in line with the party makeup.

Your party makeup:


You have 4 other characters focused on buffing and debuffing (bard, wizard, cleric, investigator), and 1 other character focused on actually killing monsters and ending fights.

Now, I'll grant that the cleric is supposed to have a little polish on his melee ability and between the wizard, bard, his own buffs, and the investigator with aid other, he should actually be reasonably effective, but that's not what he's going to do first. As written, the party composition is a recipe for long, drawn out combats and sudden TPKs. Why? Because if the archer is taken out, incapacitated, or simply not in a position to do anything due to DR, damage type, environmental conditions, or something, the party is dead in the water. None of the other characters except the cleric are actually going to end the battle and that's not the cleric's main focus.

Now, if you add in your paladin, how do you impact that? In order to mitigate the party's biggest weaknesses (limited damage output and all the damage eggs in one archer basket), you need to be a DPR machine in addition to a roadblock/tank. But you're not listing that as a goal. It should be. Between a bard, a support cleric, a buff/debuff wizard, and an aid other investigator, you should have good survivability even with minimal investment.

So, my recommendation:
1. Sacred Tattoo and fate's favored trait. You can't have too good saves and if you are half the party's damage output, it's important that you don't stop dealing damage the first time someone tosses a spell your way.
2. Two handed reach weapon: (I recommend Lucerne Hammer or Bardiche), Combat Reflexes, Power Attack, and at least an 18 strength. This will help you to control more area and keep the bad guys off the squishies as well as keeping high damage per attack and multiplying your early round attacks (due to reach).
3. Fey foundling really is that good. You should take it.
4. Start out with some javalins for a ranged option. Eventually, get a mighty composite bow. Smite works at range and 2/3 of your party are buff-monkeys so even if you just have enough dex to max out your fullplate and never end up spending feats on the bow, you should be ok with it if an enemy absolutely refuses to come to close quarters. Besides, nearly everyone else in your party operates at full effectiveness if the enemy refuses to melee. The wizard and archer and bard will be just fine and the cleric's primary buffing/support role still works just as effectively. In short, it's not a weakness for the party if your paladin is not great at range.

5. Antagonize etc should be unnecessary. With this kind of a build, bad guys have to deal with you. It's not "how do I stop them from killing the bard/wizard/etc." It's, "how are they going to stop me from killing their wizard, cleric, or whatever."
5.1. Your party isn't actually that badly off in terms of getting into melee. The investigator plans on being there if only to hand out aid others. The cleric is melee capable even if it isn't his first focus. You were thinking of doing aid other or full defense from time to time with the bard. So if the kitsune ends up with an orc in his face it's not the end of the world. The only ones who are really vulnerable to the orc in the face are the wizard and archer. But a reach weapon paladin, and the cleric and other guys should be able to keep the archer from getting swarmed and most martial archers are fairly tough so the first orc to reach him isn't the end of the world. Five foot step, full attack, move on to the next orc.

I've been trying to go with a Jolly Co-operation (https://www.youtube.com/watch?v=eHgNXBP_Jwc) theme, working on the idea that a group is stronger when working together than focusing on their own individual builds and glory. Though, not being the best at Support historically speaking I might have went overboard. XD

Admitingly it's why I picked the Paladin, a solid frontliner but still a back up to the party if stuff got real messy. The Holy Tactician Archetype was an extra treat I discovered later on. Though it should be noted, the Investigator although Aid focused is still an investigator. He can still buff himself and go to town if need be, and I have some Inspiration based items on the to buy list that will turn him into a melee beast when it's needed.

1. The Tattoo trick I never thought of... o_o That's some pretty good stuff there.
2. The Reach weapon? I've tried those once before, always had enemies take advantage of it by moving in the 5ft zone where I can't hit them. Any advice on how to work around that?
3. Yeah, I felt like I struck gold when I found it. :3
4. Javalins would be smart. Another small detail I didn't think of. XD
5. Isn't this a bit a bit risky? Hoping the DM panics and focuses on the Paladin?

5.1. The Kitsune Bard getting in close range frankly isn't ideal. It's going to be a little bit (if not a while) before I grab feats to help him in Melee due to the combination of Spell Focus's and Bardic Performance feats he'd be prioritising. Also, isn't five foot step a move action? I can't full attack after that.

Elder_Basilisk
2016-09-29, 10:49 AM
I've been trying to go with a Jolly Co-operation theme, working on the idea that a group is stronger when working together than focusing on their own individual builds and glory. Though, not being the best at Support historically speaking I might have went overboard. XD

Admitingly it's why I picked the Paladin, a solid frontliner but still a back up to the party if stuff got real messy. The Holy Tactician Archetype was an extra treat I discovered later on. Though it should be noted, the Investigator although Aid focused is still an investigator. He can still buff himself and go to town if need be, and I have some Inspiration based items on the to buy list that will turn him into a melee beast when it's needed.

1. The Tattoo trick I never thought of... o_o That's some pretty good stuff there.
2. The Reach weapon? I've tried those once before, always had enemies take advantage of it by moving in the 5ft zone where I can't hit them. Any advice on how to work around that?
3. Yeah, I felt like I struck gold when I found it. :3
4. Javalins would be smart. Another small detail I didn't think of. XD
5. Isn't this a bit a bit risky? Hoping the DM panics and focuses on the Paladin?

5.1. The Kitsune Bard getting in close range frankly isn't ideal. It's going to be a little bit (if not a while) before I grab feats to help him in Melee due to the combination of Spell Focus's and Bardic Performance feats he'd be prioritising. Also, isn't five foot step a move action? I can't full attack after that.

2. Reach weapon. Assuming you have combat reflexes, you get an AoO when they close with you. Thereafter, you can five foot step back (not a move action BTW--that's only 4th edition) and attack or draw (or quickdraw) another weapon to dish out damage at close range. As a paladin, you won't have a lot of weapon dependent abilities (unlike a fighter who tends to be tied to a certain weapon type due to weapon specialization etc) so switching between weapons occasionally isn't the end of the world.

5. It's not really that risky.
A. Assuming that you position your characters well, getting to the "squishies" should require taking an AoO from you (and possibly the cleric or investigator too) and should also cost them an attack that they don't make (because you position yourself and the non-squishies in charge lanes so they can charge you guys or double move and get in the bard or wizard or archer's face).
B. The "squishies" should not be so fragile that they fall over if a monster breathes on them. They probably don't want to sit still and take full attacks from brute monsters with CR=party level but if a minion or two gets by, they can take an attack or two or withdraw. Just because the DM gets a monster into base to base contact with the wizard or archer doesn't mean it's game over. Odds are good that the archer probably ends up with a similar AC and hit points to your paladin too. So, getting an orc right next to him is inconvenient but it's not the end of the world.
C. The squishies are not the real threats in this party. Let's take the bard for example. Let's imagine that the DM gets his orcs or whatever past the paladin and the cleric and investigator and is ready to tee off on the bard. And he drops the bard. (Let's assume that someone stabilizes the bard). So what? There won't be a 1d8 light crossbow coming in every round? He won't have to have a monster make a saving throw against daze? If the bard has lingering performance, the rest of the party even keeps the inspire courage bonuses for another few rounds. Dropping the bard doesn't accomplish much for the DM. The things that are going to actually kill his monsters are the paladin and the archer. If everyone else in the party is dropped, the party still has probably 75% of it's DPR. It's not a matter of "hope the DM panics and makes a tactical mistake by focusing on the paladin." If you do it right, the paladin is a bona fide wrecking ball who will only get more dangerous if you try to ignore him (how many AoOs is he willing to give you--each one adds 100% (later a bit less due to iterative attacks) to your DPR. And if the squishies withdraw and force the monster to move in order to catch up, will he give the paladin a second round of AoOs?)

If you do it right, the DM's question will be, "how do I keep the paladin and archer from wrecking my monsters?"

5.1 Yeah, an orc in the bard's face is not ideal. But it's not the end of the world either. Does the orc keep you from inspiring courage? Is your longsword or whatever that much worse than your light crossbow? Or is five foot stepping back and casting daze on the orc that much less useful than casting daze from behind the meat shield? Is his AC and hit points so bad that he's in imminent danger of death if anything ever attacks him? Sure, he might take a bit of damage but if the enemy spreads out their damage, that just makes it easier for a channel energy with selective channel to heal. If you get a couple AoOs out of the orc getting to that position, it's a net win for the party. The DM gave you more actions that actually kill his monsters and spread out his damage in return for some limitations on the actions of the character least likely to kill his monsters.


Other notes on party creation:

A. Wizard. In pathfinder, there is no reason to be a universalist. Just pick a specialty and specialize. More spells per day is good. If there is a spell in a hindered school that's really important, just pay the double spell slot cost and prep it. As long as you don't do that for one spell at every spell level you're ahead. You have to need more than one hindered school spell at every spell level before you lose out.

B. Cleric. Combat Casting is a trap. I'd look at Reach Cleric tactics instead and take Spell Focus: Conjuration+Augment Summoning or Combat Reflexes+Power Attack/Selective Channel.

C. For DPS archer build, especially when playing all six characters, I'd consider just going straight-up Fighter (possibly Weapon Master archetype to maximize DPR). STR 18, DEX 18, CON 14, INT 9, WIS 7, CHA 10 or something like that. Use an adaptive composite longbow and wear armor that lets you take advantage of most of your dex. Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Manyshot, Weapon Specialization, Greater Weapon Specialization, etc. If you have spare feats, take some save boosters and if you still have spare feats, take Quickdraw to give you a backup strategy. Zen Archer monk is another good option for a DPR archer.

Gwazi Magnum
2016-09-29, 11:31 AM
2. Reach weapon. Assuming you have combat reflexes, you get an AoO when they close with you. Thereafter, you can five foot step back (not a move action BTW--that's only 4th edition) and attack or draw (or quickdraw) another weapon to dish out damage at close range. As a paladin, you won't have a lot of weapon dependent abilities (unlike a fighter who tends to be tied to a certain weapon type due to weapon specialization etc) so switching between weapons occasionally isn't the end of the world.

5. It's not really that risky.
A. Assuming that you position your characters well, getting to the "squishies" should require taking an AoO from you (and possibly the cleric or investigator too) and should also cost them an attack that they don't make (because you position yourself and the non-squishies in charge lanes so they can charge you guys or double move and get in the bard or wizard or archer's face).
B. The "squishies" should not be so fragile that they fall over if a monster breathes on them. They probably don't want to sit still and take full attacks from brute monsters with CR=party level but if a minion or two gets by, they can take an attack or two or withdraw. Just because the DM gets a monster into base to base contact with the wizard or archer doesn't mean it's game over. Odds are good that the archer probably ends up with a similar AC and hit points to your paladin too. So, getting an orc right next to him is inconvenient but it's not the end of the world.
C. The squishies are not the real threats in this party. Let's take the bard for example. Let's imagine that the DM gets his orcs or whatever past the paladin and the cleric and investigator and is ready to tee off on the bard. And he drops the bard. (Let's assume that someone stabilizes the bard). So what? There won't be a 1d8 light crossbow coming in every round? He won't have to have a monster make a saving throw against daze? If the bard has lingering performance, the rest of the party even keeps the inspire courage bonuses for another few rounds. Dropping the bard doesn't accomplish much for the DM. The things that are going to actually kill his monsters are the paladin and the archer. If everyone else in the party is dropped, the party still has probably 75% of it's DPR. It's not a matter of "hope the DM panics and makes a tactical mistake by focusing on the paladin." If you do it right, the paladin is a bona fide wrecking ball who will only get more dangerous if you try to ignore him (how many AoOs is he willing to give you--each one adds 100% (later a bit less due to iterative attacks) to your DPR. And if the squishies withdraw and force the monster to move in order to catch up, will he give the paladin a second round of AoOs?)

If you do it right, the DM's question will be, "how do I keep the paladin and archer from wrecking my monsters?"

5.1 Yeah, an orc in the bard's face is not ideal. But it's not the end of the world either. Does the orc keep you from inspiring courage? Is your longsword or whatever that much worse than your light crossbow? Or is five foot stepping back and casting daze on the orc that much less useful than casting daze from behind the meat shield? Is his AC and hit points so bad that he's in imminent danger of death if anything ever attacks him? Sure, he might take a bit of damage but if the enemy spreads out their damage, that just makes it easier for a channel energy with selective channel to heal. If you get a couple AoOs out of the orc getting to that position, it's a net win for the party. The DM gave you more actions that actually kill his monsters and spread out his damage in return for some limitations on the actions of the character least likely to kill his monsters.


Other notes on party creation:

A. Wizard. In pathfinder, there is no reason to be a universalist. Just pick a specialty and specialize. More spells per day is good. If there is a spell in a hindered school that's really important, just pay the double spell slot cost and prep it. As long as you don't do that for one spell at every spell level you're ahead. You have to need more than one hindered school spell at every spell level before you lose out.

B. Cleric. Combat Casting is a trap. I'd look at Reach Cleric tactics instead and take Spell Focus: Conjuration+Augment Summoning or Combat Reflexes+Power Attack/Selective Channel.

C. For DPS archer build, especially when playing all six characters, I'd consider just going straight-up Fighter (possibly Weapon Master archetype to maximize DPR). STR 18, DEX 18, CON 14, INT 9, WIS 7, CHA 10 or something like that. Use an adaptive composite longbow and wear armor that lets you take advantage of most of your dex. Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Manyshot, Weapon Specialization, Greater Weapon Specialization, etc. If you have spare feats, take some save boosters and if you still have spare feats, take Quickdraw to give you a backup strategy. Zen Archer monk is another good option for a DPR archer.

2. Since then I actually went ahead and grabbed Armour Spikes to handle the 5ft attack deal, that way I'm not required to drop my reach weapon. So that plus now realising five foot steps aren't a move action? That pretty much eliminates my concerns with reach. :)

5 & 5a. True, I never really thought of it that way. o_o
Guess I just need to hold the line (https://www.youtube.com/watch?v=UXLVFnl3WcE) and then getting through suddenly isn't worth it.

A. We're using the 3.5 Spell Point variant (http://www.d20srd.org/srd/variant/magic/spellPoints.htm) and it states in it:

A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesn’t get any extra spell points (and thus can’t cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.

So I'm not gaining any extra spells from doing so. Which at that point I'm basically debating between the special abilities, and a free crafting feat would be nice for a character meant to handle that load.

B. Augment Summoning is definitely on my list, but what about cases where I combat get's a bit too tight and I need to get that extra buff to the Paladin? Combat Casting should help there. The Reach idea for him too didn't dawn on me though, that should help hold the line better. XD

C. I was looking at Fighter initially for that reason, but ultimately decided against it. Felt too much like a one trick pony. I want the Archer to also have something as a back up to support the group when his primary role wasn't working out (and Monk had the same issue). I'm not completely opposed to the idea, but currently I've been looking into either Ranger or Inquisitor for the Archer.

Edit: Also I took Favored Son/Daughter for the Bard. That way we can sell stuff for more and it helps the item crafting that much extra.

Elder_Basilisk
2016-09-29, 03:42 PM
A. We're using the 3.5 Spell Point variant (http://www.d20srd.org/srd/variant/magic/spellPoints.htm) and it states in it:


So I'm not gaining any extra spells from doing so. Which at that point I'm basically debating between the special abilities, and a free crafting feat would be nice for a character meant to handle that load.

Generalist looks a lot better that way. Specialist abilities are still attractive but the level 8 generalist ability is pretty good too.


B. Augment Summoning is definitely on my list, but what about cases where I combat get's a bit too tight and I need to get that extra buff to the Paladin? Combat Casting should help there. The Reach idea for him too didn't dawn on me though, that should help hold the line better. XD

If combat is really tight, you probably won't be casting an extra buff on the paladin.


C. I was looking at Fighter initially for that reason, but ultimately decided against it. Felt too much like a one trick pony. I want the Archer to also have something as a back up to support the group when his primary role wasn't working out (and Monk had the same issue). I'm not completely opposed to the idea, but currently I've been looking into either Ranger or Inquisitor for the Archer.

Ranger and Inquisitor are both good archers but they don't have the same punch as the fighter. In a party like this, I think there's a strong argument to be made for at least one super-simple character who just does his stuff rather than tries to fill multiple roles. The other roles are all filled and filled quite well. What isn't filled (or at least isn't filled enough) is the "kill stuff with pointy sticks at range" role.

Anyway, fighter doesn't have to be a one-trick pony. By mid levels, you easily have enough feats to be a two trick pony: kill stuff with your bow or draw a sword and kill stuff with your sword. If you want a bit more synergy added in, you could take variant multiclass for cleric in order to get an aura of good. That would let the fighter, the paladin, and the cleric tee off on anything that the paladin litany of righteousnessed. Or perhaps that should be, "tee off even more" since there are not many creatures that will survive even one full-round attack from a buffed up archery focused fighter, much less survive a full round attack that gets double damage.

But if you want to be a little different, luring cavalier or another paladin also do archery well while having some special abilities that can help everyone synergize a little more. (Paladin litany of righteousness and litany of vengeance spells, cavalier teamwork feat granting).

Gwazi Magnum
2016-09-29, 03:55 PM
If combat is really tight, you probably won't be casting an extra buff on the paladin.

Good point.


Ranger and Inquisitor are both good archers but they don't have the same punch as the fighter. In a party like this, I think there's a strong argument to be made for at least one super-simple character who just does his stuff rather than tries to fill multiple roles. The other roles are all filled and filled quite well. What isn't filled (or at least isn't filled enough) is the "kill stuff with pointy sticks at range" role.

Anyway, fighter doesn't have to be a one-trick pony. By mid levels, you easily have enough feats to be a two trick pony: kill stuff with your bow or draw a sword and kill stuff with your sword. If you want a bit more synergy added in, you could take variant multiclass for cleric in order to get an aura of good. That would let the fighter, the paladin, and the cleric tee off on anything that the paladin litany of righteousnessed. Or perhaps that should be, "tee off even more" since there are not many creatures that will survive even one full-round attack from a buffed up archery focused fighter, much less survive a full round attack that gets double damage.

I meant more one trick pony as in "Has some things other than 'just' killing people".
Mainly from RP use of Skills and/or Spells, or just the ability to adapt from something outside just spamming a weapon *if* the need ever arises.

(Likewise I'm also looking a bit ahead to get the more support focused guys [Mainly Wizard and Bard. The Cleric and Investigator are covered] a back up combat option in case a need arises for them to ditch that role. Probably going to be wands).


cavalier teamwork feat grantin.

I got that covered already with the Paladin Holy Tactician Archetype.

Elder_Basilisk
2016-09-29, 05:34 PM
You're roleplaying six characters. How much duplication do you need? It's not as though you're going to find yourself with nothing to do at the table if the archer has nothing to contribute in a given situation.

(That said, both fighter and zen archer monk can have a few "not killing things" tricks. (3 skill points per level if 10 Int human for the fighter or 5 with the zen archer buys you a few options). Stealth is an option. Perception isn't terribly hard. Survival/tracking is an option too. Or all three. If you're worried about cross-class, you can make some of the class skills with traits). Since you're building the entire party, you could even do something like give everyone stealth or disguise in order to give the party options which require that everyone be decent at a skill.)

As for giving the support guys some "it's up to me" options, scrolls and wands are probably good for the bard but the wizard can get non-support options just by prepping a few non-support (and non-debuff) spells. Since support and debuff tactics are not terribly feat intensive, you can probably even support things like greater spell focus: evocation and empower spell if you want to drop the occasional empowered fireball or point blank shot+precise shot if you want to drop some scorching rays (later empowered scorching rays and quickened scorching rays) and enervations. Having a few scrolls or wands for "oh shoot, this is bad" moments is a good idea, but flexibility is really easy for a wizard to come by--it's why they're not sorcerers.

Gwazi Magnum
2016-09-29, 05:47 PM
You're roleplaying six characters. How much duplication do you need? It's not as though you're going to find yourself with nothing to do at the table if the archer has nothing to contribute in a given situation.

It's worth noting all six of these characters are recreations of older one's of mine. So there's a certain sentimental part of not wanting to leave any out. Like, I'm not going to insist all of them engage in all things. But I want all of them to at least have a variety of doors open.


Since you're building the entire party, you could even do something like give everyone stealth or disguise in order to give the party options which require that everyone be decent at a skill.)

Oh I have that covered alright. (http://www.d20pfsrd.com/feats/general-feats/stealth-synergy-teamwork) >:3


As for giving the support guys some "it's up to me" options, scrolls and wands are probably good for the bard but the wizard can get non-support options just by prepping a few non-support (and non-debuff) spells. Since support and debuff tactics are not terribly feat intensive, you can probably even support things like greater spell focus: evocation and empower spell if you want to drop the occasional empowered fireball or point blank shot+precise shot if you want to drop some scorching rays (later empowered scorching rays and quickened scorching rays) and enervations. Having a few scrolls or wands for "oh shoot, this is bad" moments is a good idea, but flexibility is really easy for a wizard to come by--it's why they're not sorcerers.

Considering the Wizard is also investing in Item Crafting, those additional feat requirements seem a bit much.
Though I will note to have some Evocation spells on standby, preferably those with Crowd Control abilities on top.

Speaking of which, a mid-late game plan I have with the Wizard is to grab Dazing Spell (http://www.d20pfsrd.com/feats/metamagic-feats/dazing-spell-metamagic) so suddenly that Fireball becomes a crowd daze locker as well.

Azoth
2016-09-29, 06:27 PM
For your Archer, just nab an Eldritch Archer Magus. Add Hex crafter or Staff Magus to taste. Ranged Spell combat will let you put a spell into your shot (Snowball is the classic choice), to help out with ranged damage. Even outside of combat or just killing things, he is still a Magus with spells and a decent skill list.

I have to agree with the others that you are going to grind out combat without more damage. The suggestion of a dedicated summoner helps to solve that. Adding 1d3+1 bodies to the grid that can all share your Bard's buffs goes a long way in that regard. Though, I actually recommend turning your Wizard into the summoner. Academia Graduate is too tasty on a summon focused build.

Gwazi Magnum
2016-09-30, 10:05 AM
Alright, so the first sessions with these character's happened so here's the general gist of what happened.
First off I made the final guy an Inquisitor for three main reasons.

1. Those I mentioned in the earlier posts (so, technically more than three?)
2. Inquisitor was always a class I wanted to try out anyways
3. I figured the damage problem would solve itself eventually with Judgements and Bane

Anyways, so they start off as a basic mercenary party escorting some refugees to the next town over. One of the refugees went out hunting, and wasn't coming back, que our first quest.
The map was a pretty tight, arrow corridors, and I had the combo of Investigator and Inquisitor scouting ahead. (https://www.youtube.com/watch?v=4F4qzPbcFiA)

Que the Drow. I get stuck in a rather unfortunate situation and the Investigator ends up getting knocked out just as the rest of the party catches up (real stealth shenangians can't start until level 3 (http://www.d20pfsrd.com/feats/general-feats/stealth-synergy-teamwork)). A few more hits are taken, but ultimately the reach tactics from the Paladin and Cleric push the rest of the Drow back.

Big, BIG thanks for the reach advice by the way! That stuff has been mopping the floor so far! :3

So, we then track said Drow back to their nearby camp. They chose to cram into themselves into this tiny 12 tile cave with a 10x10 entrance. Que Enlarged, Bardic Musiced, Divine Favored Orc Paladin (https://www.youtube.com/watch?v=-dJolYw8tnk) charging in and blocking all methods of escape. The rest of the Drow dropped like flies.

Fast forward to the 2nd encounter. We got word from the town sherrif and the drow prisoners we took that there was a second base nearby, once with a decent amount of treasure (from pillaged caravans) and a bounty on them (two-fold, one from the sheriff, another from a group of Inquisitors if we take their leader alive). We figured out the password (https://www.youtube.com/watch?v=DWhkMaT7jVo) to get through the main door, but honestly I didn't take it. We're not drow, the second we get inside with the password we're going to be surrounded on all sides. No, instead we figured out a side entrance and decided to sneak in that way, and in order to make getting in a bit easier we paid of commoners to act lost nearby the camp baiting away a few slavers just long enough for us to get in (don't worry. We I told them exactly what the plan was, they weren't deceived. Plus we made sure they were at least armed).

Manage to sneak in the back way with minimal resistance thanks to said distraction, leading to a stealth montage. (https://www.youtube.com/watch?v=yftULLEyHvc) The main scout being the Inquisitor, he had the highest Stealth in the group (grabbed an Archetype that gives WIS to Stealth on top of DEX. Investigator and Wizard got the Knowledges covered). And for about 90% of the dungeon it went almost flawlessly, every drow in the camp getting taken out by our rogue archer (Point Blank Shot really helped here).

We only ended up getting spotted by the person in charge herself, and by then she was all alone which made for a very useful colour spray (https://www.youtube.com/watch?v=PTAXUYLbFYk) by the Wizard, now making sure we can cash in from that 2nd Bounty.

And that's where the encounter ended, though we plan to do another one later today. Basically, the parties working rather well so thanks again for all the help! :3
Took me a bit to get used to playing so many roles and remembering what they have (I still have one or two hiccups) but I'm picking it up rather fast.

Though with the level 1 characters now built and confirmed?
I guess the only question(s) I have left is what advice do people have moving forward?

Should be noted, we're working on Slow XP Progression so I'll likely be in the low levels for a while.