Black Dragon

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Magus can get complicated if you let it, but I'd still recommend it. Your comment about getting easily bored makes me shy away from the bloodrager. The biggest pro in the magus column for you is you can change your spells (doesn't mean you have to). Load up on spells your familiar with and memorize different ones only if you have to or are bored with the play style.


At the risk of having fewer hit points how about an undead master archetype of the wizard?


At this point I'm not dead set on anything. I just leaned toward the summoner because the party didn't have an arcane caster and they aren't as squishy as a wizard.


Lazlo.Arcadia wrote:

First & best piece of advice I can offer: Get to know the DM (if possible) before the campaign even starts. Many DM's run campaigns, adventure paths, modules, etc as written and are very "by the book". Others take a much more relaxed approach and tend towards house rules (or simply not strictly adhering to some of the more difficult rules) in order to follow a "as long as it makes a good story" approach. These are two VERY different DM's, and knowing which one yours is can make all the difference.

Secondly is the DM using any house rules? Any 3rd party variant material? Any House Rules?

Lastly ask you DM's advice.

Keep in mind that unless your game is a Pathfinder Society Organized GamePlay, any of the above may be a consideration.

I do know the DM pretty well. So I can say this, he generally runs the module as written, but isn't unreasonably strict with the rules. I did run a third party class the Mechamage from Thunderscape by him and he said I could play that. Only concern is that the d6 HD will make him to squishy for those early levels.


Ok so looks like we're going to be playing Emerald Spire with only a 3 person party. We've got a Whip Spec Warpriest and a Switch Hitting Trapper Ranger. We roll for ability scores, so I'm expecting to have scores to pretty much let me play whatever. I'm leaning toward playing either a basic summoner or an unchained summoner, but would be interested to hear what suggestions others might have.


Texas Snyper wrote:
If it is within your weight limit then no but it doesn't affect your damage at all. Unless you're doing the secondary option for telekinetic blast which means a "thrown improvised weapon" option.

That's exactly how I want to use it, and using the spell telekinesis as a precedent it'd be 1d6 per 25 pounds. Just wondering if that precedent is applicable.


Finally getting around to playing a Kineticist and was wondering if there was anything preventing me from using the secondary option of telekinetic blast and telekenetic haul in conjunction to hurl a 500 pound chunk of adamantine at a monster?

Then if I do use telekinetic blast this way would the object do damage like the violent thrust of telekinesis and deal 1d6 per 25 pounds?