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Owlbear

Jezred's page

Pathfinder Society Member. 123 posts (125 including aliases). No reviews. No lists. 1 wishlist. 2 Pathfinder Society characters. 1 alias.

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You should check out the Dragon Age rpg then.

Steve Geddes wrote:

I'm always a fan of less classes with more customisation, rather than multiplying the base classes, so it sounds promising to me.

Personally, I see no need for classes like samurai, cavalier, barbarian, etcetera. Although I'm clearly not going to get it from D&D:Next, I'd like a game where the only class choices were fighter, thief, cleric and magic-user - each customisable in as many directions as necessary to describe whatever character you wanted.

(Pathfinder Roleplaying Game Subscriber)

TheWarriorPoet519 wrote:
I just require players to submit a sheet to me, and reserve the right to veto anything on it.

"so I have this male dwarven fighter and I woul-" "IT IS A FEMALE!"


Cheapy wrote:
TheWarriorPoet519 wrote:
I just require players to submit a sheet to me, and reserve the right to veto anything on it.
"so I have this male dwarven fighter and I woul-" "IT IS A FEMALE!"

IT IS ALSO A GOAT. WITH ROCKETS. A ROCKET-GOAT.

Osirion (Pathfinder Charter Superscriber; Pathfinder Battles Case Subscriber)

Cheapy wrote:
Spiderpig, spiderpig...

Peter Porker, The Spectacular Spider-Ham is clearly cooler and more powerful than any of the other pigs anybody can possibly think of. 8^)

Paizo Employee (Digital Products Assistant)

As I walked in this morning:

Cosmo: I like my coffee like I like my women: covered in BEES!

Today is going to be one of those days I guess :D


I've played a human fighter-wizard (universalist) from 1st level (currently f1/wiz 6) with a similar (less dex, more wis) point array and build. I'll relate some of my assessments.

Arcane bond (sword): Being able to cast any spell from your book once/day is a great ability. It's saved my butt several times, even if you use scrolls and pearls of power.

Hand of the apprentice: I like this ability and I used it frequently at lower level but it's use dropped off significantly when my character got access to haste (and more than one swing per round). Also, my group has a lot of melee, so if they charged in before me, I was at a significant penalty to hit (-8 to hit: soft cover from my allies and no precise shot).

Universalist: Had I to do it again, I probably would have have specialized in transmutation (dumping necromancy and enchantment) instead of going universal. The stat bonus plus extra spell slot are probably more useful in the long run. My recommendation: Look at the spell lists. Figure out what kinds of spells you want to cast most often. Our group has a few high charisma characters so I've never needed charm and necromancy doesn't come up often (beyond disrupt undead at low level).

Arcane Armor Training: I picked this up (and eventually Mastery). The failure chance isn't horrible for lighter armors and botching a spell usually isn't the end of the world. I also liked that I could jump into fights more quickly (no waiting 2 or 3 rounds while I buff).

Traits: Magical Knack and Reactionary. Keeping your caster level up is crucial, even for a split class. Every point of initiative helps, especially when you are relied upon to buff the party and control the battlefield.


Or perhaps more generally, a caster who has no intention of using weapons.

It seems to me that metamagic feats are generally poor picks, since higher level spells tend to be superior to the lower level spells with a metamagic on it. And there are rods to do it.

Item creation feats need a campaign with the downtime to use them, and essentially you're just selling your feat slot for tasty discounts on a type of magic item. This doesn't seem too appealing either.

So what's left? Take Spell Focus if you mostly keep to a single school? Spell Penetration if you're getting high enough level to meet lots of SR creatures? At least Summoners have a sort-of tree of feats they like, in Spell Focus -> Augment + Superior.

I feel like when I'm making a meleer, I've got many more interesting candidates for feats, but when I'm making a caster, I'm just taking Extra Class Feature nearly every time. (With a break for Improved Familiar, mostly for fluff).

Going back to the matter of witches, all I'm really seeing I should pick up is Accursed Hex, for those smaller fights. The fact that Hexes are supernatural, thus can be used while threatened with no problem, and don't care about SR means I don't care much about feats to bypass those problems either. I expect that if I hit level 20, my witch will have Accursed Hex, Split Hex, Improved Familiar, and the rest is all Extra Hex.

So, are the options really lacking as much as I think they are? Are there cool feats out there for pure casters (or specifically witches) that I've missed?



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