Archmage Joda's page

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So, I would like to be able to build a character whose primary capability is telekinesis. That is, moving things, force choking foes like vader, throwing enemies and objects, possibly even blocking and deflecting attacks with telekinetic force. Problem is, I don't know what subsystem would be my best bet for a satisfying TK experience. Spheres of Power has its Telekinesis sphere and the Incanter class, but would take a lot of talents and levels to reach the point where I'm capable of more than just plinking at folks with a bludgeon weapon.

There's also Psionics, though the Kineticist Psion seems more Evoker than telekinetic, and again would have to level up lots to get telekinetic.

There's also the Kineticist class, which while the class itself and the Aether element are both first-party, there's a lot of 3rd party material for kineticist, and I was wondering how much difference it made for a telekineticist.

Are there any other 3rd party system options that would sate my thirst for mind over matter and being like mewtwo, or m. bison, or darth vader?


So, I'll be making a path of war character for an upcoming game (based off Akuma from street fighter, from my thread a while back), but am unsure how to manage the stats. The thing is, we're on a 15 point buy, and I had planned on going Aurora Soul Mystic, but with needing Str, Dex, Con, and Wis, I feel a little stretched thin. How should I jigger my stats with 15 pt buy to work with, at level 6?


I've been playing Street Fighter IV and Street Fighter X Tekken, and I find myself wondering, how would one make Akuma in Pathfinder? Well, I imagine the first-party option would be monk, but screw that. How, using Spheres of Power and/or Path of War, would one make the Master of the Fist, Akuma?


My group is gearing up to try playing the Kingmaker AP again (our first attempt ended in the second session due to tpk by way of boar, a recurring theme in our group somehow), and we're going to be using the Spheres of Power system for magic as 75% of the group hates vancian casting and the remaining 25% is neutral toward it.

I was wanting to make a character who specialized most in Telekinesis sphere, with possibly side use of Destruction and/or Warp. Would I be better served going for Incanter for the loads of sweet sweet talents, or Telekinetic Warrior Symbiat for more emphasis on the TK, but less ability to load up on talents and use teleportation or hyper beam?

How would I max out my TK mojo in spheres of power?


So, I like the aesthetics of the Staff Magus archetype for magus, but honestly, I'm not really sure how to approach making or playing one. The crit-fishing with shocking grasp thing doesn't seem as good an idea, as the quarterstaff doesn't have a good crit range. Tripping seems like another option, but there seem to be a lot of things that it doesn't work very well against (things with many legs, flyers, etc.).

In short, with the materials we have available now, as opposed to 3-4 years ago (when most of the threads my search turned up were from), what would be a good way to go about making a staff magus that works well at various levels?

Thoughts I have so far:
Good Strength
Arcane Strike feat for more damage?
Frostbite/Frigid Touch as go-to spellstrike spell?
Hexcrafter worth taking as well at the cost of spell recall delayed til 11?


So, I like the arcanist, because it combines most of my favorite aspects of wizard and sorcerer (and summoner if Occultist archetype), but I was wondering, how does one bolster the low amount of available spells per day (not prepared spells, spell slots) and keep the arcane resevoir topped off to fuel those nifty exploits and summons? I know of the bit with consume spells and consume magic items, but it seems like that only really does the trick for resevoir at higher levels. I know of the Eldritch Font archetype, but setting my highest level spells back another level leaves a horrid taste in my mouth.

So basically, what are other ways for arcanists to bolster their spell slots and resevoir reserves?


So, I have a minor question: For items that require a wizard of a specific specialty, like Amulet of Magecraft (says user needs to be universalist) or Spectacles of Annihilation (says same for transmuters), could a wizard of a different specialization use UMD to use those items without being a universalist or transmuter?


So, my group, next time we meet and lack our rogue and sorceress in our shattered star game (which is actually fairly likely, given the past couple weeks), will be playing a level 15 module as an aside game with the four of us remaining. My problem is, I'm torn on what to play, between a Magus, a Cleric, or a Wizard. The others are a Hospitaler Paladin, a Pistolero Gunslinger, and a Qingong Monk.

Were I to go Magus, I would not take an archetype (I know Hexcrafter rocks, but I'm already playing one in the aforementioned shattered star game), and would be str based wielding a rapier and using precise strike and possibly pool strike arcana.

With Wizard, I would go for conjurer and rely mostly on buffs, battlefield control, and summons (with a bit of save or suck in the form of necromancy and plane shift).

With Cleric, I'd most likely go for a pure caster cleric, again with buffs and debuffs and the like.

Basically, between Magus, Wizard, and Cleric, which choice on my part would best behoove my party?


Here is the page for the Vanguard

So, I got ahold of this 3rd party pdf class the Vanguard, which fills the same conceptual niche as the Magus, that is, magic fighter hybrid base class. But what I'm curious of is how the revised Vanguard compares to the Magus. Is it overall stronger, weaker, or around the same? And how would one go about building a good vanguard, particularly wielding a polearm or falchion?


So, my group finally started another pathfinder game, this time we'll be playing the Shattered Star adventure path (or whatever it's called, I'm sure I got the name wrong), and I was looking into playing a Hexcrafter Magus, and after a disastrous mock battle to test our characters (the dice really hated me), I would like some input on how to improve my character.

Stat generation rules:
"Focus/Foible" method - you are given an 18 and an 8, the others are roll 4d6, drop lowest

Houserules:
- At levels where stat increases are gained (4th, 8th, and so on), choose two attributes to get increased, rather than 1
- If your hp roll for a given level is below half of your hit die size, then take the half.
- Starting at level 5

Anyway, what I have currently:

Jacob Morgan
Half-Elf Hexcrafter Magus 5

Str 18
Dex 14
Con 16
Int 20
Wis 11
Cha 8

Traits:
- Metamagic Master/Wayang Spellhunter (Metamagic Master is the PFSRD name) (Frostbite)
- Magical Lineage (Shocking Grasp)

Feats:
1: Rime Spell
3: Enforcer
5: Extra Arcana
Bonus: Combat Reflexes

Arcana/Hexes:
3: Flamboyant Arcana
4: Flight Hex
Extra Arcana: Precise Strike

Spells:
1st level:
Shocking Grasp
Frostbite
Enlarge Person
True Strike
Shield
Vanish
Grease
Obscuring Mist
Blade Lash

2nd level:
Glitterdust
Bladed Dash
Mirror Image
Frigid Touch

Yes, I have read Walter's guide to the magus and the hexcrafter guide, but I don't want to completely copy-paste one of those builds, and I do want to be good at control and damage. Thank you in advance.


So, I'm brainstorming for devising an arcanist that in combat does primarily battlefield control and save-or-suck spells, as opposed to being focused on blasting or summoning and such. In this case, it's not so much that I don't know which feats to take, but rather am unsure of the order in which to take them.

Depending upon what my GM feels like running, the starting level could be anywhere from 1 to 5, so I've only mapped out to that point. Also, which, if any, archetypes would be worth going for? I'm actually leaning toward no archetype, since I feel the cost of Eldritch Font's additional spell slots is too high.

Human Arcanist

Feats:
Human feat: Improved Initiative
1: Extra Exploit (Dimension Slide)
3: Craft Wondrous Item
5: Persistent Spell

later feats: Bouncing Spell, Spell Focus in a school with a lot of save or suck, Craft Wondrous Item

Exploits:
1: Potent Magic
1: Dimension Slide (from Extra Exploit feat)
3: Quick Study
5: Spell Tinkerer (Increase/Decrease duration of existing spell effect by 50%)

Any suggestions for feats or exploits is much appreciated.


Yes, I know there's a Zelda d20 that someone made, but for whatever reason, whether it be the classes they made or the squares thing I heard about (something about different size creatures having different size squares which makes movement and positioning wonky), I just don't particularly like it.

At any rate, the thing is that there are just some classes in Pathfinder that just don't really fit within the setting of Legend of Zelda (Ocarina of Time version is my personal preference), like the Gunslinger. What classes should/should not be included in any Pathfinder game that would take place in Hyrule?


So, I was brainstorming an idea for a sorcerer who primarily casts illusion spells (but does not overspecialize so as to cripple himself), and while I have a few ideas down, I would like some input on how to make it better.

What I have so far:
-Sage (Wildblooded Arcane) bloodline
-Human race for the more spells bonus
-For spells known, one or two of the "<Insert Adjective Here> Image" spells, possibly Hallucinatory Terrain, and the Shadow Evocation/Conjuration lines

Conceptually, he is a sorcerer who prefers to use illusions and conjurations in battle to direct the flow of combat any way he likes, and also wishes to be able to further blur the line between illusion and reality (think like Izanagi jutsu for those familiar with Naruto), so anything that can make his illusions real with the resulting increased influence over shaping reality is a definite want for him.