There's the Synthesist Summoner archetype, as previously mentioned, and there's also the Major Artifact Demon Prince Armour, though good luck getting your hands on it.
Nosta1300 wrote:
You've very precisely described a Kineticist to the point where I'm not sure if you didn't decide to make this thread just to see people suggest Kineticist to you. Ditch the staff, wands, and metamagic feats (obviously) and go with Fire/Earth/Fire, Earth/Fire/Earth, Air/Air/(Aether, Earth, Fire, or Water), or Air/(Aether, Fire, or Water)/Air. You'll have multiple damage types, plenty of blast shapes and extra rider effects, and multiple utility abilities. Just stay far away from archetypes and multiclassing; the only Kineticist archetype worth a damn (Kinetic Knight) doesn't fit your concept and is redundant with your party composition, and Kineticist multiclasses well with nothing. Ever.
Gnobel wrote: I suppose I should have been a bit more specific when I said my character wasn't "combat focused." He doesn't like killing anything except maybe undead, which he still finds unpleasant. I'm aware of most of the typical options a druid has to be a valuable contributor to combat, but in staying true to the character I avoid almost all damaging spells unless they're good aligned like Burst of Radiance. That's a BIG leap from one concept to another. Basically the only effective Druid option for not just using Total Defense or spamming Burst of Radiance (great spell, but still not a good idea to restrict yourself to it without Spell Perfection and/or Magical Lineage) on your turns after your very limited buffs and battlefield control options are in place is Divine Fighting Technique(Sarenrae's Mercy). Sarenrae is your girl for basically any nonlethal build that isn't unarmed or a Vigilante, though she will still kick serious ass when the situation calls for it rather than being strictly nonlethal.I do find it a little weird that you're okay with dealing lethal damage to Evil-aligned creatures when the particular spell used is Good-aligned but not otherwise.
This archetype is, essentially, a way to avoid having a major dead class feature if you don't intend to use Wild Shape. The abilities aren't something you'll use as your main strategy, but rather something to supplement your spellcasting.
Lady Asharah wrote: The way I read it, the area *always* surges with live, even in deep dry desert, the ability is separated into the two parts, and the second part depends on "if the area can support plants". So in the desert you would get the burst of heavy undergrowth for 10 minutes, after which they will die in the sun. If they place can support plants, a (relatively) harmless circle of plants will remain behind, sort of as a mark of the druid's passage. There's no other way to read it: absolutely nothing says there needs to be plants already in the area to use the ability, and the additional Plant Growth ability at 8th (the only thing that does require plants to affect) is not part of the same initial effect. Siro wrote: However, this appears to be material from PF1, and this is a PF2 forum. You may have more luck on the PF1 forums/you may get conflicting info based on PF2 mechanics. Wouldn't it be nice if the PF1 section wasn't greyed out and pushed to the bottom as if to discourage remembering that PF1 exists? We'd have fewer mix-ups at the very least.
So, given how in-combat healing is usually a back-up or emergency plan in Pathfinder rather than a main focus, if a Wizard has a Wand of Infernal Healing for out-of-combat and has Particulate Form prepared a couple times, how is that not a healer?
Warriorking9001 wrote: Not to cut in when the forum question has already been answered but I have to ask... Why does your GM think that the psychic armory is OP? Because it's Dreamscarred Press and likely IS overpowered, probably? If you want to be able to do some effective throwing, the Gloomblade archetype has the exclusive Gloomstorm Conduit feat for just such an idea, though due to having limited rounds per day it's more for having the option to switch to ranged if you're in a situation where you can't or shouldn't be in melee.
The Haunted Spiritualist archetype is kind of what we're talking about here, flavour-wise, with the companion having a lot more influence over the classed character than usual.
FreezingWolf wrote: @Bloodrealm. Wow, that is such a cool archetype. I had never heard of it before. Kinda wish it was compatible with the OG summoner. I think part of the idea of it was to let you make an Eidolon more like a base Summoner. It was definitely made for people who enjoy using the Eidolon instead of a bunch of round-bloating summons.
PossibleCabbage wrote: Can't Mythic PCs grant divine spells and have domains? Yup. The Divine Source Mythic Path Ability allows you to do that, although you need to select it 3 times to grant 4 Domains like a demigod (once for 2 Domains and twice for 3) and you need to be at least 9th tier before you can grant all 9 levels of spells like one. Baba Yaga is possibly the most powerful statted creature in Pathfinder (debatably tied with our buddy Great Cthulhu), but she's not able to be selected as a deity for spell granting purposes because she didn't select Divine Source as a Mythic Path Ability and she hasn't gained a real spark of divinity through some non-game method. The latter is the real difference between "powerful" and "deity", and it's not something quantifiable in game.Divine Source does not actually grant you that divinity, either, by the way. Divine Source wrote: You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player's Guide) to your list each time and adding their spells to the list of those that you can cast. Emphasis mine.
Calvon wrote: Why would moving deny him his Empower ability that round? I said it would deny him a free Empower because he needs to spend a Move Action to Gather Power in order to offset the Empower Metakinesis increasing the blast's cost by 1. He could still Empower it, but a Kineticist that takes Burn mid-day in a situation that isn't a dire emergency isn't too smart.
I suggest you play anything you want... as long as it's not in this campaign, not with this GM, and not with those stats. 3d6 in order is antiquated and cruel.
blahpers wrote: There's such a thing as overanalysis, Derklord. -_- Especially since the Iconics represent one specific person each, not an average of the demographics of characters with that class. For example, I doubt the majority of Barbarians are female, but Amiri is, and she's the Iconic. In fact, her backstory is all about how the fighting men in her barbarian tribe didn't think she, a girl, should fight, but she proved herself as an individual and kicked some ass because that's what she wanted to do with her life.
Let's just agree not to eat Minor Creation spell effects. I doubt they taste very good anyway.
Mysterious Stranger wrote: One thing to keep in mind is that you cannot prove the GM wrong. You absolutely can. It's just that the GM is allowed to change the rule from what is in the books. If they weren't intentionally houseruling it, they were wrong. They can, of course, implement the houserule then and there if they feel that they want their game to play it that way, but that doesn't mean they weren't technically wrong to begin with.
blahpers wrote: For that matter, if we're talking about two Medium creatures with normal 5-foot reach in a bog-standard five foot wide corridor on diagonal squares of a bog-standard 90-degree corner, the touching creature has line of sight to the touchee, as the corner provides cover but not total cover. That's my interpretation, too.
Ryze Kuja wrote: No, you do not automatically know what conditions are on your allies. There is a class in Psionics called a Vitalist that can do this with their class abilities though. But you can ask your DM: "do I notice Frank acting funny? and if so, can I make a spellcraft, heal check, or knowledge check, whichever might be applicable?". If you're citing the existence of that as evidence that you cannot tell... that's 3rd Party content, and thus doesn't count.
The Fighter being poorly built is a big part of this. Fighter is NOT a beginner class when it comes to building, even though it seems like it should be and it can be pretty straightforward when it comes to actually playing it. That said, you're selling the Fighter short with your assessment because they've just gotten their second iterative attack at 6th level. ... but only a +2 Strength is pretty abyssmal (from the +4, I'm assuming a +2 Strength, +1 from the weapon, and +1 from Weapon Training). That will be an issue and I suggest helping the player rebuild.
blahpers wrote: A housey suggestion: Since you're only plating the guard of a sword, I'd just chalk it up to being especially ornate and add an arbitrary amount of value to the sword. Adventurers find fancy jeweled weapons/armor all the time that work identically (or worse) than normal stuff but is worth more for its artistic or raw materials value. That's part of what we called Masterwork.
zza ni wrote: we banned Occult (Adventures book) classes way back in 2nd D&D edition. so i tend to gloss over them. no psychics etc in our games. How did you ban the Pathfinder Roleplaying Game 1st Edition book Occult Adventures decades before it was written? MrCharisma wrote: That's sad, Occultist is my new favourite class. You could easily re-flacour them as arcane/divine casters without really effecting the balance. The Silksworn archetype makes them arcane, and there's at least one archetype that makes them divine. You can also make a Spiritualist divine with the Onmyoji archetype.
Meirril wrote:
They are deities, they are just minor deities. They're less divine than a true deity, but they still are. That's what a demigod is in Pathfinder. They have 4 Domains instead of 5, and they are allowed to have their game statistics expressed with a stat block. They also don't need to serve a power higher than them, though some do. True deities have 5 domains and are far too powerful to be expressed through the use of a stat block.
Status helps confirm things, but for the most part it's for when you and the other person aren't in each other's immediate presence (or you're at least out of line of sight). In fact, it even says "When you need to keep track of comrades who may get separated...". There's a good reason most people either don't worry about this issue when characters are together or just don't think of it. As discussed, though, certain effects should be less obvious than others, and that can get forgotten sometimes.
Volkard Abendroth wrote:
Most people show the calculations for maximum output when they're talking about stuff like this in these forums, and I would think Arcane Accuracy, Accurate Strike, or a Quickened spell would often beat out Arcane Strike in those types of comparisons. Obviously Arcane Strike is good for resource conservation; I'm definitely not disputing that. Notice I said "when they want to nova".
MrCharisma wrote:
You can, however, use Spellstrike without Spell Combat, ONLY making the attack from casting via Spellstrike, without Spell Combat's penalties.
ShroudedInLight wrote: What about scaling up the cantrips instead? There are only about 50 of them across the whole game and you don't need to risk breaking anything within the system itself wen you change individual spells up. Making spells like guidance, ray of frost, or spark more powerful with levels could be very interesting. I like this, though you would need to avoid doing what
Mark Hoover 330 wrote: I did do some math in a thought experiment last night with Magus, and I must be terrible at building PCs because I see all the ways to deal loads of damage with the class but how do you keep their to hit bonus up? There are several things you can do. For example, Blade Tutor's Spirit is a 1st level spell on the Magus list and the attack penalty imposed by Spell Combat qualifies for it. Also, why are you assuming Arcane Strike? Magus has better things to do with a Swift Action when they want to nova, like the Arcane Accuracy Magus Arcana or, later on, a Quickened Spell for an additional big attack.
I apologize: the Oozemorph suggestion was a joke; don't actually use it. The pre-errata version was literally unplayable by RAW, and neither pre- nor post-errata are worth trying to make viable. I think several people have attempted to make something like what a lot of us wanted the Oozemorph to be, though, so you might poke around at 3rd Party stuff for that.
On a related note, for all your non-shiny aesthetic needs, try Kikko Armour! Any relatively heavy garment you want with handy plates inside it to keep you safe! Goes perfectly with mithral for a less weighty pseudo-light armour! If you want the gold-plated aesthetic, I'd rationalize it being not ACTUAL gold in order to keep the weight and price down. And hey, I'm sure there's some Shocking Grasp Magus sitting around with a metallurgy hobby to help you invent an electroplating process!
Guidance, Entropic Shield, Sanctuary, Unbreakable Heart, Liberating Command, Suppress Charms and Compulsions, Blessing of Courage and Life, Remove Paralysis, Stalwart Resolve, Admonishing Ray, Consecrate, Sound Burst, Dispel Magic, Second Wind, Prayer, Thaumaturgic Circle, Purify Body, Untold Wonder, Greater Dispel Magic, Balance of Suffering, Inspiring Recovery, Music of the Spheres, True Seeing, Hymn of Peace, Particulate Form, Overwhelming Presence, and Miracle or Wish.
Cloudkill is made of the spell effect of Cloudkill. You wouldn't be able to reproduce it with a mundane composition. It isn't like Wall of Stone which grows out of the surrounding rock, Wall of Iron which specifies it is iron, or Obsidian Flow which transmutes the ground into splintered obsidian.
avr wrote: Eldritch archer isn't interested in shocking grasp at all, they have a different bag of tricks. Eldritch Archer has SO MANY possible tricks in its bag. You can do the obvious and shoot off ranged touch spells with Ranged Spellstrike for additional damage with or without Spell Combat. You can attack from a distance and cast an unrelated spell like a buff or other non-attack-roll spell in the same turn without provoking AoOs. You can get the Reach Spellstrike Magus Arcana and do the same thing as a regular Magus, except at a distance. You can make attacks at a distance and cast a ranged touch attack spell without Ranged Spellstrike so that you have a better chance to hit.
MrCharisma wrote:
You're right. People have different ideas of what they want in a campaign. Some people want to have a game where they do whatever they want and the "story" builds itself in reaction to what the players do to the world, where other people want to play as a participant of a composed story with their character reacting to it. Neither is correct or incorrect, though obviously if either the player expects to just handwave the combats as a formality or the GM expects every encounter to be a challenging life-or-death struggle there is a deeper disconnect; in that case, talking about this out of character is even more important.
ErichAD wrote: If he isn't using his spells and he's complaining about favored enemy, maybe he'd rather be playing a slayer. That aside, point out that he gets instant enemy at 10th level, which should help considerably. Though I'd make an effort now to clear up what the spell does exactly, since there hasn't been universal consensus on the topic. This is exactly it. Slayer is essentially Unchained Ranger for people who aren't Animal Companion focused (Hunter is Unchained Ranger for the Animal Companion aficionados). Ranger is a pretty awkward class and the player in question is bad at either playing it or building it, which means you have two problems combining into a larger one, and that's even without the numerous other issues mentioned.
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