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Pathfinder Starfinder Roleplaying Game Subscriber. Organized Play Member. 13 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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I wouldn't worry about not knowing the combat system. It might seem complicated when you read about it, but you should have it down within the first session. It is a lot easier to understand in game. And with a group of experienced players, it should be very fast.


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DualJay wrote:

So, I'll be playing in a level 18 campaign soon, as a support-focused wizard. He's a Conjurer with no opposition schools.

I have 14 spells mastered. They can be of any level, though I would like to have some of each level.

Tips?

I assume you mean spell mastery? I like to grab spells that can get you out of a bad situation so that you can get somewhere safe to prepare. I'll also throw in some spells you won't want to live without. And spells with a lot of versatility.

So, off the top of my head:
Teleport or greater, some sort of invisibility, a couple summons, arcane eye, time stop, wall of force, plane shift, haste, finger of death, mage's disjunction or greater dispel, polymorph or greater, and discern location so you can find your spell book.


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Huge fan of enervation. It has SR but no save. Negative levels are killers. And it can crit!


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The sage bloodline lets you use your int as a sorcerer caster ability rather than cha which syncs nicely with arcane trickster. Addiontally, the arcane bolt is nice for sneak attacks.


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I allow it in my games. If I don't, it makes those item creation feats much less useful for spontaneous casters, particularly Craft Staff.


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Honestly, in terms of power level, the Oceans domain ability is pretty weak. It provides a standard action to initiate a bull rush or drag. Your fighter can already take a standard action to do those things, and do them better. While it will be weak for the fighter, it would be pretty potent in the hands of a cleric or other 3/4 bab class. I'd suggest giving it a set amount of uses per day, probably 2 or 3, rather than tying it to a wisdom modifier. But for pricing, maybe +3000gp for the modifier (in addition to whatever the cost of the magic shield is).


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He'll do fine in a fight. No doubt about that. Fighters do that sort of thing. But if you want him optimized, here are a few suggestions:

Why grapple and improved unarmed strike? He can't be disarmed with (I assume) his greatsword at level 20. I'd take combat reflexes and stunning critical. Or maybe Iron Will.

I don't love the mace. If you want a second weapon that is bludgeoning, stick with the shield bash. A couple feats and swapping weapon training (replacing what you stick into the mace) will make the shield pretty comparable. In addition, you won't have to worry about swapping weapons. Or, throw the transformative property on the greatsword. Maybe throw the extra gold from the second weapon onto energy resists on your armor. Also, the disrupting property on the mace isn't going to do a lot of good against stronger undead, and the ones it will be effective against, he'll dispatch with ease anyway.

I never found SR on armor to be very worthwhile. 19 SR isn't going to be very effective against any caster that will cause this guy trouble. Fortification would be better.

Boots of Striding and Springing are just the best boots. +10 movement speed makes a huge difference.

I like diversity in my weapon training. I like having a light weapon and a ranged weapon. Maybe go light blades for a dagger that you can use as a light weapon and a throwing weapon. I also like having a bow. Nothing fancy, just a +1 will do.


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Exotic Weapon Proficiency (Falcata)


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1. Cure Light is essential, and I agree with True Strike. For 0 level, Detect Magic and Light are useful. But honestly, 0 level spells aren't that big a deal.

2. Point Blank Shot (then Precise Shot) is definitely the way to go.

3. I like Exploration, subdomain of Travel, a whole lot. Door Sight turns you into an incredible scout. But both your choices are good ones.

4. Mechanically, Sacred vs Profane doesn't matter. Both receive the same bonuses. It's just a flavor of whether you want your bonuses to be infused with good or evil.


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Fun idea. Should be a great campaign.
Spell suggestions for a special ops team (more so than a force mage thing)

Vanish - invisibility at level 1; switch it out later if you want
See Invis - make sure you can find your target; later True Seeing
Scrying - know exactly what you are getting into; some other spells will do the same thing though
Teleport - get in, get out; I don't know how you could do without this spell honestly
Polymorph - versatile, can be used on others
Any illusion spell - distractions are nice
Haste - extra movement could come in handy; not to mention it kicks as in general
Confusion - buys you time
Locate Object - find what you want
Summon Monster - distractions, versatility
Veil - Jedi mind trick your way in
I'd also grab a save or die spell for assassination.

Love the mist spells, love the battering blast.
For feats, I'd recommend spell penetration and greater. I think Spell Perfection is limited to 15th level and up, but it will be fantastic once you get it.

For bloodlines, it depends on what you want. I like Aberrant for survival, Shadow for stealth, and Arcane for metamagic and versatility. Rakshasa might be useful as the face of the party. Destined might come in handy, too.


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I'd love to jump in on this. Carrion Crown sounds like a blast. I'll probably roll up a witch, but let me think about it a little bit.


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Sounds fantastic

4d6 ⇒ (5, 4, 4, 5) = 184d6 ⇒ (5, 3, 3, 5) = 164d6 ⇒ (6, 5, 6, 3) = 204d6 ⇒ (4, 3, 5, 6) = 184d6 ⇒ (1, 3, 6, 3) = 134d6 ⇒ (1, 4, 1, 1) = 7

so that's 17, 15, 14, 13, 12, 6. I'll take the points cause that 6 really hurts. Real character concept coming up soon.


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I'd love to bring a CN Elf Witch to the game.

Str 9, Dex 15, Con 11, Int 19, Wis 10, Cha 12
Patron: Time
Familiar: Raven
Standard Elf racials
Feats: Extra Hex: Cauldron
Hexes: Misfortune, Cauldron
Traits: Poverty-Stricken, ??

Skills: Appraise +7, Craft (alchemy) +12, Knowledge (arcana, history, nature) +8, Survival +5, Use Magic Device +5

Spells: Lv 1: Charm Person, Cause Fear, Cure Light Wounds, Obscuring Mist, Mount, Sleep, Mage Armor

I'd love to replace a Legacy of Fire trait with something else. I imagine this guy as an outsider who lived in the wilderness most of his life, rarely interacting with the city except to sell alchemy stuff and potions. But, none of the LoF traits really fit that mold. Let me know if you are interested in this guy, and if so I'll flush him out a bit more with some backstory and equipment.