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I need help with what to do with my Wyrwood Blood Arcanist.


Advice


So I got a 6th level Wyrwood Blood Arcanist (Impossible Bloodline) and have no idea what to do with him. His concept is a super crafter on X3 speed between his valet familiar and his ring of sustenance letting him shut down after every eight hour shift only to go back at it two hours later. The thing is the concept is done. Unless I get another valet familiar he's not going to craft any better or faster. This is what I got so far.
STR 12
Dex 15
Con -
Int 20
Wiz 16
Cha 14
Feats: Scribe Scroll, Extra Exploit Familiar, Craft Wondrous Item (from bloodline power), Craft Arms and Armor, Exploit Item Crafter: Craft Construct.

I really have no interest in the rest of the Impossible Bloodline after the 3rd level power and am unsure what to do now. We already have wizard going full caster in his own strange way and so far my guy has just been the money saving tool / words of wisdom. Here are my goals (Strange though they may be)

Be able use a Lifedrinker (Ioun Stone for proficiency is fine)

Get 9th level spells no later than 19th level (so only losing one spell casing level at most).

Get improved familiar (Clockwork) / Leadership / both.

Craft Stave

Take advantage of the fact that later he will be able to upgrade himself using Magic Jar to step into another body and work on his chassis like any other construct (Thank you Impossible Bloodline).

Be something worthy of the concept of a upgrading impossible construct with a negative level axe.

So far I have looked at Demoniac, Stargazer (Prestige Class), Eldritch Knight (Hard Build), Hellknight Signifer (Looks cool don't understand how it works) and Lore Master (Looks boring but alright).

I am open to suggestions and ideas I want this to be epic.


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

You could try being a crossblooded sorcerer, then have a second bloodline with more interesting bloodline powers after third. (I mean, that -2 will save penalty isn't going to hurt you)

Maybe have your second bloodline be draconic, then become a Dragon Disciple? That could be interesting, though I would probably re-arrange my stats somehow if I went that way.

In any case, regardless of your chassis, you'd be able to grow wings for a fly speed of 90 feet, have 3 breath attacks per day, gain immunity to your chosen element (Which could combo really well if you plan to inhabit a construct with a weakness to that element), and finally you'd be able to "hulk out" into a dragon form twice a day. (Ignoring your sorcerer casting)

Plus the RP element should be pretty fun-

"Hey, what are you going to play?"

"I'm playing a Robo-dragon. Beep Bop."


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MaelDiddymdra wrote:

You could try being a crossblooded sorcerer, then have a second bloodline with more interesting bloodline powers after third. (I mean, that -2 will save penalty isn't going to hurt you)

Maybe have your second bloodline be draconic, then become a Dragon Disciple? That could be interesting, though I would probably re-arrange my stats somehow if I went that way.

In any case, regardless of your chassis, you'd be able to grow wings for a fly speed of 90 feet, have 3 breath attacks per day, gain immunity to your chosen element (Which could combo really well if you plan to inhabit a construct with a weakness to that element), and finally you'd be able to "hulk out" into a dragon form twice a day. (Ignoring your sorcerer casting)

Plus the RP element should be pretty fun-

"Hey, what are you going to play?"

"I'm playing a Robo-dragon. Beep Bop."

As awesome as this idea is (No really the visual alone is worth it) the die is already cast what I have up there is what was played last week. I suppose I should be clear, I need help with levels 7+ 1-6 are fixed.


So.. you plan to reach 19th level, you want to at least dabble in melee combat (with a greataxe), you want a new concept to work with/towards (but you don't have in-character goals which might affect/replace that), and you want to keep full arcanist spellcasting. Also you need to keep 2-3 feats free. Fairly tight constraints.

The evangelist PrC is 9/10 casting, gives you some odd abilities related to your religion, would make your BAB very slightly better and would improve your skills. If you want to throw yourself into your religion this class works.

The technomancer PrC - 9/10 casting again, no effect on melee ability, but it does open up new realms of crafting to you & its capstone increases the speed of that crafting drastically. It may not be available depending on your campaign world of course.

Thuvian alchemist is a full-casting PrC. While there are no direct effects on melee ability some of the discoveries could help a little - spontaneous healing etc. Being an alchemical healer might help as a new concept.

Looking at those it might be easier to focus on spells as your means of becoming decent at melee. Monstrous physique, fey form or giant form, dimensional blade, maybe the transformation spell.


avr wrote:

So.. you plan to reach 19th level, you want to at least dabble in melee combat (with a greataxe), you want a new concept to work with/towards (but you don't have in-character goals which might affect/replace that), and you want to keep full arcanist spellcasting. Also you need to keep 2-3 feats free. Fairly tight constraints.

The evangelist PrC is 9/10 casting, gives you some odd abilities related to your religion, would make your BAB very slightly better and would improve your skills. If you want to throw yourself into your religion this class works.

The technomancer PrC - 9/10 casting again, no effect on melee ability, but it does open up new realms of crafting to you & its capstone increases the speed of that crafting drastically. It may not be available depending on your campaign world of course.

Thuvian alchemist is a full-casting PrC. While there are no direct effects on melee ability some of the discoveries could help a little - spontaneous healing etc. Being an alchemical healer might help as a new concept.

Looking at those it might be easier to focus on spells as your means of becoming decent at melee. Monstrous physique, fey form or giant form, dimensional blade, maybe the transformation spell.

His goals are dependent on getting those 9th level spells. I looked at evangelist problem is I couldn't find a good god / goddess for him. He currently warships Brigh and 1 out of her 3 boons just gives him something he already has. I had dismissed technomancer without looking at it due to this not being a high tech level game so maybe I should look at that. Medic might work as a new goal since our cleric is a satanist (his words) and is doing his best not to give our paladin reason to look at him.

Still I feel like there's something I'm missing. Thanks for the advice I'll defiantly look into your recommendations.


In the end the noble Wyrwood ended up going with Hellknight Signifer. Its the best martial option considering his AC will be massive on top of a heavily modified chassis. Plus my party cracked up at the idea of such a small guy saying "I am the law" and turning a vagrant to ash.


Alchemist 23 wrote:
His concept is a super crafter on X3 speed between his valet familiar and his ring of sustenance letting him shut down after every eight hour shift only to go back at it two hours later.

Can you please explain to me how this works. I enjoy crafting, and would love to know how to get a GM to allow this.


Dr Styx wrote:
Alchemist 23 wrote:
His concept is a super crafter on X3 speed between his valet familiar and his ring of sustenance letting him shut down after every eight hour shift only to go back at it two hours later.

Can you please explain to me how this works. I enjoy crafting, and would love to know how to get a GM to allow this. [/QUOTE

Okay this is what we figured. Wyrwoods "sleep" whenever they want since they don't actually get sleepy. It's just a shut down. The ring (if I named the right one if not it's not hard to find) let's you sleep for 2 hours in place of a full 8 hours. We also figured the 1000 limit is relative to expended spells and exertion since it says you can't do anything else after the 8 hours of crafting. So a full reset should also reset the limit. So this leads to 2 full 8 hours and single 4 hour which can roll into 8 if you craft through the night to the next day. So I counted that as X3. Combine that with a construct familiar valet and there is no logical reason you can't craft at about x6 given 28 hours. It's all based around why your limited to 1k. That was our logic.


This was the Rule I was wondering how you got around.

Magic Item Creation wrote:
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit.
Alchemist 23 wrote:
We also figured the 1000 limit is relative to expended spells and exertion since it says you can't do anything else after the 8 hours of crafting. So a full reset should also reset the limit.

So you are saying that after a 8h rest (2h with ring) your number of spells per day are restored, and that you can do this more than one time per day? So you can rest the number of spells you can cast 3 times per day (12 times with the ring)?


Dr Styx wrote:

This was the Rule I was wondering how you got around.

Magic Item Creation wrote:
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit.
Alchemist 23 wrote:
We also figured the 1000 limit is relative to expended spells and exertion since it says you can't do anything else after the 8 hours of crafting. So a full reset should also reset the limit.

So you are saying that after a 8h rest (2h with ring) your number of spells per day are restored, and that you can do this more than one time per day? So you can rest the number of spells you can cast 3 times per day (12 times with the ring)?

I mean yeah. The measurement of "a day" is very imprecise. When does "a day" end? is it 24 hours or is it when you stop to rest for "the day". As I said we figured it was a matter of endurance. If you can rest for long enough you can rest. The only problem is a living thing may not be tired enough to "rest" deep enough. A construct just does that function.

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