Umagro

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Organized Play Member. 6 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Skylancer4 wrote:

If you get bored easily, a full caster with limited spell selection.... Well, you're going to get bored. You can only count on getting 2 spells a level, which means 4 spells max per level in this situation.

I'd run a magus honestly, yes it isn't full caster, but it also allows you to mix it up in combat. When you are done playing around, you can probably obliterate whatever you are fighting with with a powerful shocking grasp.

Atarlost wrote:
Starting with a spellbook doesn't mean you'll be able to get enough spells as you level up. Remember, after first level half of your new spells will be from your specialty school. If you're a diviner that's going to suck. Even as a conjurer there will be levels you're missing out on important spells because there's nowhere to buy them.

I'm taking a second look at blackblade magus, i'll get back to you. (Scorpion whip seems neat)

"Starting with a spellbook doesn't mean you'll be able to get enough spells as you level up.": I don't understand what you're saying. I've played wizards before and never had a problem with gaining two new spells every level.

" Remember, after first level half of your new spells will be from your specialty school.": "In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook." It's not as if I lose spell slots for having a specialty. Bonus slots are bonus slots.


VRMH wrote:

A Wizard? When you can't be certain you'll have a spellbook in your gear? That's rather daft, if you don't mind me saying so.

But anyway: be a Bard. Bards can seamlessly switch roles, and with such a big party of melee-ers you'll add more power than two Wizards!

Not particularly a fan of the bard. I know i didn't mention it in the OP but I prefer Full spellcasting or as close to it as I can get. Also from the PFSRD: A wizard begins play with a spellbook...

Cheapy wrote:
Wizards get a spellbook for free at first level. So...don't worry about that.

Bingo. I feel like people got sidetracked. :/ I probably could have been more specific with several posts, but didn't feel like spamming the board.

The only reason I mentioned the gear thing in the first place was so people could see what I was working with. (I can't just buy a metamagic rod, or a bunch of scrolls, etc.)

Anetra wrote:

I don't think OP's concern is having a spellbook to begin with; I think the concern is that it'll be unlikely for spellbooks to be found in the party loot, meaning less spells getting added into this wizard character's spellbook.

If you're not confident the DM will let you buy scrolls or loot spellbooks, why are you interested in a wizard over a sorcerer? Not that I necessarily believe sorcerer is the way to go, I'm just curious.

Honestly, the only concern I had concerning the wizard spellbook was if I decided to PrC into Eldritch Knight, in which case I would probably decide to go sorcerer. I just think the wizard school abilities are really good.


First things first: Any paizo material is allowed, and some non paizo if the gm deems it not broken. The following classes are banned: MONK, GUNSLINGER, SAMURAI, NINJA, PRIEST. Plate mail does NOT exist.
Magical items are abundant, however, we have literally never bought or sold a single item (not for lack of trying.)

The other main thing you need to know is: We do NOT get to choose our gear. Furthermore our gear is chosen RANDOMLY by the GM rolling.

My level 9 adventuring party is as follows

my party:

1: Sacred Shield paladin (Sword and board, also mounted combat. his horse is a special gm horse that smashes things

2:Oath of vengeance paladin (Archery, high damage, also casts lots of spells and summons an angel to help him out once a week not sure what sub that is)

3: Holy light Paladin (the character is mediocre, but the player rolls so well you'd think she's cheating(she isn't). Literally crits 6+ times a session without keen weapons)

4:Mobile fighter (two handed talwar user)

5:Theologan Cleric (our blaster, does a good job of metamagic fireballs/burning hands, does decent damage.)

6:Shield fighter (twf with shield bash and sword. really bad character but has an ac of 35ish)

7: Life oracle (a healing battery and occasional buffer)

That being said, the party has been begging for an arcane caster. My last character (A druid; the highest melee damage dealer by far) so i've decided to take this opportunity to make one.

My problem is i get very bored very easily. Whereas everyone else in the party has been on the same character since level three, I've gone through about four. (Retired some, put others in precarious positions that resulted in their demise.)

I know buffing the party would make encounters terribly easy. (Mass enlarge, fly, bulls strength, haste etc. but man, that is terribly boring. I have no problem buffing the party, but I want more. I was thinking of going with something like The God fireball

but I feel like i'd be encroaching on the theologen cleric's turf.

I'm leaning either towards either Foresight or Teleportation wizard.

Honestly, I'm at a loss. I've looked through most of the arcane class guides on the "guide to class guides". The Gish Eldritch knight looks interesting. Of course, wizard would be hard since spellbooks don't grow and I can't rely on buying scrolls.

I suppose I could always just be a conjuration or transmutation focused battlefield controller. Again though, i'm afraid of how bored I'll get with that.

Halp?


ibayboy said it well.

Try to remember, the characters that the miniatures or figurines are representing are not standing still. combat is a fluid, dynamic, exciting event. People aren't sitting around waiting to take an attack, everything is happening almost at the same time, the mechanics allow us to see specifically what is happening and thus exert our will.

Hope this helped :)


D20PFSRD wrote:
Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent.
D20PFSRD wrote:
Creature making the check is asleep +10

(to the perception DC)

I suppose you would have to talk it over with your GM first, but it seems reasonable one could infer that a sleeping character could make a scent based perception check at their normal perception -2 (-10 + 8)

Assuming the perceptee isn't going to length to mask their scent, of course.


Animal companions have level progressions similar to PCs. MULTIATTACK isn't listed til level 9, ergo, they don't gain the ability until level 9.

However, if you suspect your game won't make it to level 9, or you're just impatient, you could always bump your Animal Companion's INT to 3 at level 4 and give it multittack as a feat at level 5.