FrogReaver
The most respectful and polite poster ever
I'm starting up a new Solasta campaign and having some decision paralysis around my 4th PC bring. For those that don't know Solasta is a CRPG that fairly faithfully follows the 5e D&D ruleset. It has all the 5e classes except artificer. However, it has mostly custom subclasses. Races are SRD. However, many of the subraces are also custom. There are also custom feats, but no multiclassing.
In my playthroughs I try to hold myself to only resting at new campsites, ie not backtracking to previous ones to keep spamming spells. Campsites being the only places to long rest when exploring. However, 'm fine short resting after every encounter. You can short rest nearly anywhere.
So with that intro, my current 3 characters, not fully fleshed out but enough to give an ideal.
1. A Lowlife background Oath of Judgement Paladin (Oath of Judgement gives a damage increasing aura at level 7 as well as solid channel divinity and spell options). Primary focus is dex, but enough str for heavy armor (which also helps with jump distance which is needed to get some loot), a good charisma and the rest in con. He's my lockpicker due to the background and combat tank when needed. However, he typically starts an encounter with a bow near the rest of the party.
2. An Archery focused Commander Fighter. Can bonus action proficiency times per short rest to give each party member within 15ft advantage on their first attack. That along with action surge is to help take out enemies before they close in on the party. Fun interaction is that this gives advantage to all rolls of scorching ray, which makes for a nice combo. Also can function as an off tank - especially since Solasta allows swaping from bow to sword and shield once per turn with no action cost.
3. Shock Arcanist Wizard (Shock Arcanist casts direct damage dealing spells at 1 level higher). It's almost a requirement in Solasta to have someone that can cast identify. Also a good Int score really helps with crafting magic items. Add in all the exploration utility, misty step, knock for when the Paladin fails picking to pick a lock and all the control spells and it's really really hard to pass up a wizard of some kind in the game.
This leaves one last character slot. Only thing I can say here for certain is probably not another martial. I'm leaning toward sorcerer. Careful Spell and Fear or Hypnotic Pattern seem really clutch as I can cast them on top of my party if they get overrun. Also each subclass gets bonus spells, with usually a few really good ones included. I'm just kind of iffy on not having healing aside from paladin, though healing potions are craftable. Bard and Druid also both get a good healing subclass. Bard also gets a great social subclass. Cleric subclasses are great overall. Any thoughts?
In my playthroughs I try to hold myself to only resting at new campsites, ie not backtracking to previous ones to keep spamming spells. Campsites being the only places to long rest when exploring. However, 'm fine short resting after every encounter. You can short rest nearly anywhere.
So with that intro, my current 3 characters, not fully fleshed out but enough to give an ideal.
1. A Lowlife background Oath of Judgement Paladin (Oath of Judgement gives a damage increasing aura at level 7 as well as solid channel divinity and spell options). Primary focus is dex, but enough str for heavy armor (which also helps with jump distance which is needed to get some loot), a good charisma and the rest in con. He's my lockpicker due to the background and combat tank when needed. However, he typically starts an encounter with a bow near the rest of the party.
2. An Archery focused Commander Fighter. Can bonus action proficiency times per short rest to give each party member within 15ft advantage on their first attack. That along with action surge is to help take out enemies before they close in on the party. Fun interaction is that this gives advantage to all rolls of scorching ray, which makes for a nice combo. Also can function as an off tank - especially since Solasta allows swaping from bow to sword and shield once per turn with no action cost.
3. Shock Arcanist Wizard (Shock Arcanist casts direct damage dealing spells at 1 level higher). It's almost a requirement in Solasta to have someone that can cast identify. Also a good Int score really helps with crafting magic items. Add in all the exploration utility, misty step, knock for when the Paladin fails picking to pick a lock and all the control spells and it's really really hard to pass up a wizard of some kind in the game.
This leaves one last character slot. Only thing I can say here for certain is probably not another martial. I'm leaning toward sorcerer. Careful Spell and Fear or Hypnotic Pattern seem really clutch as I can cast them on top of my party if they get overrun. Also each subclass gets bonus spells, with usually a few really good ones included. I'm just kind of iffy on not having healing aside from paladin, though healing potions are craftable. Bard and Druid also both get a good healing subclass. Bard also gets a great social subclass. Cleric subclasses are great overall. Any thoughts?
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