Character decision and helping someone break a habit.


Advice


I'm wondering a couple of things.
First: How does this work? Do I learn the words as normal for an arcanist, then prepare the words, then create wordspells on the fly?
Second: How does this stack up with a regular arcanist? With a regular wizard? sorcerer?
I'm trying to decide what to do for a Pathfinder game that's starting, and I have no idea what to do. I was thinking a warlock-type blaster, but nothing really works for that. Someone from my group suggested porting over the old warlock and updating it, but... I dunno. Blasting in general gets a bad reputation, even though it's fun. And as a warlock, I could do it all day long. Or I could be a wizard, but that tends to get out of hand at times, and I'm not a fan of Vancian Magic. I want to break things and tear stuff up... but I don't know what to play in the slightest, and I'm starting to hold up the group with my waffling.

Sorry for the rambling, got home from work a bit ago, so I'm not terribly coherent. It's just that I'm really trying to rein in on my min-maxing, but it's difficult. Most of my gaming experiences have been with groups that not only encouraged min-maxing, but required it. So barring the last few years (which haven't been all that game-filled at times), all of my gaming has basically amounted to 'min-max or die'. And I'm trying to corral that so that I don't make the game un-fun for my friends. But then I run into my usual 'well I could do this, but it's not that great' or 'wait, I'm overlapping' and things of that nature. I could really use some advice on what to play.

Right now we have... A warlord (the adamant entertainment one), an artisan (from drop dead studios), a dragonfire adept (converted from 3.5), and one person undecided besides myself. 3rd party and homebrew/custom content is permitted with GM oversight.


Since arcanists prepare their spells you can't make word spells on the fly. You have to prepare them, then cast the wordspells prepared spontaneously.

It looks like your party could use someone to melee or heal right now though. Fighters make pretty damn decent frontliners(even if that front line is them using a bow and Point Blank Master), and clerics can heal out of battle after they smash things with their weapons.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

If you're trying to break a min-maxing habit, NOT using the Words of Power option is a great way to start.

Sovereign Court

seems like your party has enough blasting, dragonfire adept just dragon breath all day and from what I recall even use some warlocks powers and got some of their own.

The warlord is a decent frontline.

Artisan not familiar with it but guessing it's about crafting.

As for wordcasting and arcanist, there are no official rules for it, you will need to ask your DM about it.

Heh quite honestly, the way the party is made, you might as well, just play a battlefield controller or a divine caster to help with various problems, your party might run into like ability damage/drain, negative levels, etc... Or you could join the front/melee, with a warpriest or a melee oracle. Or if your heart is set on an arcanist, a brown fur arcanist for stronger buffs.


Azten wrote:

Since arcanists prepare their spells you can't make word spells on the fly. You have to prepare them, then cast the wordspells prepared spontaneously.

It looks like your party could use someone to melee or heal right now though. Fighters make pretty damn decent frontliners(even if that front line is them using a bow and Point Blank Master), and clerics can heal out of battle after they smash things with their weapons.

I was considering a front-line combatant of some sort, or a vitalist... I don't know what our other person is playing, and it's really throwing me off. But again, I really enjoy tearing stuff apart, magically or not, so playing a vitalist REALLY doesn't appeal at the moment. Sorry if I'm being overly picky. I should get to sleep soon... But this has just really been bothering me.


Transmuted Wizard or Magus focused on shapeshifting. Here's a guide just for Shapeshifting.


Also, how does Arcanist compare to wizard?


Azten wrote:
Transmuted Wizard or Magus focused on shapeshifting. Here's a guide just for Shapeshifting.

Ooooooh... I'll have to check that out, though I'm more looking for something with shapeshifting as a core mechanic, in regards to shapeshifting.


Was also considering a psionic character. Maybe a dread. *shrug* I'm in that state of 'cannot decide, just know that nothing that I'm personally coming up with is appealing'.

Sovereign Court

In general without archetypes?

Wizard is stronger. Arcanist is easier to play and exploits make it easy to do some interesting stuffs.

With archetypes?

Arcanist can use some tools of the wizard effectively (archetype to use a full school power or even archetypes to use a full bloodline from sorcerer) etc...

Wizard has an archetype that can use exploits from arcanist and comes out ahead.

But yeah wizard is stronger, if that what you are wondering but not by much.


Eltacolibre wrote:

seems like your party has enough blasting, dragonfire adept just dragon breath all day and from what I recall even use some warlocks powers and got some of their own.

The warlord is a decent frontline.

Artisan not familiar with it but guessing it's about crafting.

Mainly. Artisan does a few things:

1. Creates magic items, more efficiently than anyone else.

2. Temporarily buffs weapons, armour, and shields with magical plusses and features - similar to the paladin's divine bond (weapon) ability, but can be done on nearby allies. Basic buffs are swift actions, while some take standard actions - so action economy isn't too bad.

3. Has selectable abilities that make UMD better (so that they can actually use the scrolls they make, as they actually need UMD for that; they're Artisans, not Artificers!)

Otherwise, d8, mid-BAB, good Will only, 8 skills, simple weapons + medium armour + shields, you know the drill. The big thing is having relatively low stat dependency (just Int for Craft and uses of the enhancement ability, and Cha for UMD.)

It has an archetype, Creationist, that trades the item creation bonus feats away, in exchange for SLAs of the Creation subschool - which isn't too bad, actually.


Yeah, that's what Artisan does. Fairly well, in fact.

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