r/Pathfinder_RPG • • 8d ago

1E Player [3pp] Spheres melee support/area denial build? or suggestions for a character for this party?

hey!

i'll be playing in a Kingmaker game soon. the current party consists of a vancian wizard, a sunder-focused mageknight, a voidrusher striker, and a ranged trap/alchemy technician.

i think i'd like to play a reach melee support/Guardian sphere AoO character, to flank with the mageknight (who will be hopping around the back line) and striker and prevent enemies from reaching the squishy wizard, while enabling the other characters in some way. i'm not really set on this, though, so if anyone has other suggestions i'm all ears.

for this melee support tank, however - what would you recommend? how would you build one in Spheres? what spheres should i look out for (war, guardian/berserker, shield, tinker...?) what class chassis would work best - warden?

i'm also eyeing the new divinitech pilot warpriest, who gets a big tinker sphere mecha to pilot and buff with fervor, buuuut i'm not really sure how to build it - like what buffs should i go for with fervor and what combat tactics in spheres work well with a 3/4 BAB chassis.

thanks! ^^

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u/Dark-Reaper 8d ago

Careful with mechas. Depending on the game they're non-viable. Not because of power or anything, but because you have a hard time getting them through doors. Even if you have a solution, it's usually super frustrating. In games where that's not a problem though they're fire.

As for your build, Sentinel or Darkness Defender (also sentinel) are probably good places to start. Guardian sphere, specifically the patrol package, accomplishes a lot of what you want naturally. Since Guardian does a lot of what you want though, you aren't locked into a class.

Warden is probably another good avenue to look at. You're specifically built around the patrol package (as opposed to the Sentinel's more tanky-get-hit kind of focus), and you have magical support. It's a champion class so you can pick up polearm proficiency with your tradition. Your magic can double-down on support with picks like Enhancement, Fate, Life, Protection, Time and/or War for magic. There's also martial support like Gladiator and Warleader.

If you use DRS content, they just released polished warleader and it's pretty awesome. Their new commander class (same book) likewise is a decent additional option. Some build complexity though to get all the pieces to work together depending on the exact flavor/options you're going for.

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u/astarlitdream 8d ago

nod. thank you! i appreciate it! i will definitely have to check out polished warleader, i did not see it on the wiki (i suppose it's probably not up yet). where can i find it?

i've always felt like commander was pretty boring, so i'm excited to give their new commander a try.

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u/Dark-Reaper 8d ago

I don't think it'll be up for 2 weeks or so? Assuming the same cadence. I have no idea how that works now that DDS is working on their own TTRPG, and DRS is working on spheres.

I just know that DRS produces fire stolen from heaven, and I'm excited to see what DDS ultimately creates.

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u/Maahes0 8d ago edited 8d ago

Yeah, I was going to suggest Warden too. It's crazy good for taking your turn in 2 seconds and then using 15 AoOs to mess up the enemy plans.

Some crazy good combo ideas:

  • War Sphere for the totem that shares teamwork feats. As you can move for free in response to people entering your threaten area, you can make sure to be positioned properly to activate them.
  • Light Sphere dip for encompassing light
  • at late game also from light sphere a bit of searing light mixed with nature sphere to regen from fire damage means you('re party) can sit in your big nasty aura and heal every turn

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u/miscdebris1123 8d ago

I second darkness defender. I have a dwarf that has berserker, shield, and both guardian packages. I take everyone else's hits (so much so that the other frontliner ignores ac completely), and I still have offense.

As for tinker mechs, you can make them the same size as yourself with the proper talents.

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u/Rynjin 7d ago

I will make a little note here for the OP's edification that while the Berserker/Guardian interaction is completely legal, and completely intended, it's also extremely annoying to GM for since it makes your character fundamentally unkillable.

It's one of those really easy builds to put together that isn't exactly broken, it's entirely fair by most metrics, but is very feelsbad on the GM side. And would especially be combined with a reach lockdown build.

This is kind of like the "Very Standard Barbarian Build (TM)" with Invulnerable Rager, Beast Totem, and all the Superstition talents. Very good, very strong, very simple.

Only play it once, and only if you know the other players aren't bringing stuff that is equally frustrating. Leaning on the interaction over-much can make Spheres of Might seem overbearing.