There is a psychic bloodline for the sorcerer. A lot of people feel that it is a better choice than the actual psychic. Unfortunately, Paizo started getting way too conservative with their design goals in later books. They were so afraid of creating overpowered options, that everything became pre-nerfed.
Merellin wrote: I dont know why everyone is bringing up wizards, Wizard was never on the table, I'm pondering Arcanist or Sorcerer, No interest in Wizard... I guess it’s just the nature of the discussion. Hard to discuss the users of this spell list without bringing in all 3 options. Honestly, all three are surprisingly well balanced against each other. For this discussion, I prefer sorcerer for blasting and arcanist for utility. Also, as Mysterious Stranger pointed out, arcanist archetypes are pretty significant. They can really change the way the class plays.
Arcanist is the most forgiving of the 3 options. You can change your spells known every day and even swap out mid-combat with the quick study exploit. You have the fewest spells per day, but the greatest ability to use every spell slot. Sorcerers have a lot of spells per day and their options often allow them to do things that are not easily replicated otherwise, like boosting damage by 1 to 3 per damage die. Their spells known is limiting but there are ways to add a few more. They are easy to use in play because their options are so locked once chosen. Conversely, they are the most stressful when gaining levels, because you are “stuck” with those choices. Wizard can get almost as many spells per day as the sorcerer, but their odds of getting to use most of those prepared spells per day is not great. A wizard might prepare two dispel magics that never get used, or he may prepare two but end up wanting to use five by the end of the day. Basically, the class is going to be “wasteful” a lot of the time. You can get around this a bit with items and by not preparing all of your spells slots at the beginning of the day, but those options carry their own costs and downsides. The wizard is easy to level up, but basically has to deal with the sorcerer’s spell choosing anxiety every single adventuring day.
Having more uses of consumes means that you could consume more lower level spell slots that you may not have needed anyway, to power your higher level spell slots. Dumping charisma completely means that you won’t be able to improve the number even with buffs. 7 Cha = 1 use
Quote: Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). This is the other reason that charisma is important for an arcanist There is also an exploit, consume magic items, that has a similar limitation, but that is of limited value, and requires choosing that exploit.
Arcanists are a little more ability dependent than sorcerers. A sorcerer could dump intelligence without much trouble. But an arcanist has to make some hard choices if he wants to dump charisma. Dumping charisma is viable, but it also locks off some options from your character and lowers the amount of spells you can consume per day to get back reservoir points.
By mid levels, a well built fighter could also be a skill monkey through advanced weapon training and advanced armor training. They could also gain the warpriest damage chart through advanced weapon training. So, if you don't want to play a fighter, that's fine, but they may offer more than you are familiar with. But if you have the unchained rogue as an option, I think it could let you do most of what you want to do from very early level.
I think there isn’t more investment in these because by nature they aren’t that powerful. You are giving up half your feats which is big, but also at each step you are only trading in a feat’s worth of ability, which isn’t very big. It leaves you with an option that just never feels as strong as you’d want.
I don’t really think it’s meant to apply here. But technically 1 is a possible damage die.
In addition to that, the official SRD has collections of them:
Azothath wrote: I assume you are using Variant Multiclass (VMC) alternate rules Yes, that's the page he was quoting. Variant Multiclass is mostly just for fun, as the options aren't that strong. But it is interesting how well it lines up with elemental ascetic. Neither are that great on their own, but together they are more appealing.
Mysterious Stranger wrote: Let them try it, it will not take long before they realize it is a trap for a PC. Sometimes the only way to understand how bad something is, is to try it. Unless you happen to have a pure wizard or cleric in the party to compare, you probably won’t notice the difference. If your MT is the only primary caster in the party, it could easily be a fun time.
The MT was relatively more optimal in 3.5, because the casters had fewer class abilities to give up. Part of the design intent of Pathfinder was to make the core classes more desirable instead of immediately heading for a PrC, as was done in 3.x. They almost went too far the other way and made most PrCs irrelevant.
Bloodrager into dragon disciple PRC is a little more dragon-like and not a bad combination. Really, sorcerer into dragon disciple isn’t bad, but comes with a near requirement to take all of the prestigious spellcaster feats. The dragon companions are typically underpowered for combat, though the dragon familiars are good little helpers.
“Fun” is hard to judge. MT is not particularly optimal. But if it matches the class fantasy you want, that can make it fun. Personally, I’d probably use a human lore shaman for this kind of class fantasy. The lore shaman can cherry pick from the wizard spell list. And the human shaman can cherry pick from the cleric spell list. It’s pretty much everything you want in one convenient place.
Quote: If the weapon is wielded by a creature whose size matches that of the weapon’s intended wielder, the weapon is treated as a light melee weapon when determining whether it can be used with Weapon Finesse, as well as with any feat, spell, or special weapon ability that can be used in conjunction with light weapons. But the penalties for two weapon fighting aren’t any of those things. They are described in the combat chapter. They are the opposite of special abilities. They are “regular abilities”. The feat for two weapon fighting doesn’t care what you are wielding but just lowers the penalties from the combat chapter, regardless of if the weapon is light or not
The light shield for weapon switch casting isn’t that controversial. The klar counting as a light shield for this purpose may be. To be clear, weapon switch casting is where you use the light shield hand to hold your weapon as a free action, then cast with free hand, then swap weapon back to free hand as a feee action.
Nature fang is a good archetype but it still has the usual cleric issue: Where you start off being like a martial, but you have the slow slide into being a full caster. As your spells per day build up you find that you aren’t spending nearly as much time using your old martial abilities you invested so much in, because spells are so effective. I’m not saying to not do it, but if you haven’t experienced this before it can be a little jarring when you notice it happening. Typically happens around level 5 or 7
Human warrior skeleton is just a fairly basic skeleton in 3.5. Pathfinder Skeletons are similar but different. The direct parallel is the regular “human skeleton” in Pathfinder, but it carries clear version differences. https://www.d20srd.org/srd/monsters/skeleton.htm The human warrior zombie doesn’t seem to be a default zombie in 3.5. But again, this is based off a warrior, which is an NPC class. It’s not a fighter which is a PC class
I’ve seen it interpreted more often that the 1st and second sentence are not linked. They are independent statements. Your table may vary The confusion is from the abridging that happened from 3.5 to Pathfinder. Quote:
It may partly rely on how much you value channel. A double-life spirit guide oracle could dish out some significant damage while also making his party nearly immortal. If I were going to make any tweaks, I’d maybe translate 100% damage to holy instead of just 50% when burning a mythic point. Mythic points are expensive and extra math isn’t usually that fun
It generally happens that you buff up in the first encounter and then run wildly from room to room until the buffs run out. It’s not that unusual for enemies from one room to go and grab their buddies from the next room anyway. We often don’t even loot the room right away but just come back and work on searching and such after burning down some combats.
With minute/level durations, both enlarge person and long arm are likely to have good uptimes in your adventuring day. Of course those don’t even become available until level 4, and don’t enjoy a lot of up time until around level 10, when you can cast them multiple times per adventuring day. At higher level you will probably substitute Monstrous Physique II for enlarge person.
Claxon wrote:
Pathfinder and Starfind androids are intended to be the same thing, though there was some crunch change from version to version. In Pathfinder androids don't need to sleep, but still need to breath. In Starfinder androids don't need to breath, but still need to sleep. I'm not really sure why they have that difference.
I do think you are too worried about “broken”, especially when involving mythic. There are only a couple things in the game that approach broken, like the master summoner archetype or leadership shenanigans. And when adding mythic even those begin to become less significant. You are going to want the full cleric spell list in the party to remove all of the conditions. It sounds like you are more interested in building a new character class than filling a role. And that can be fine. Though you need to keep in mind that you may be holding back as this build and not giving a true representation of how it would play in the hands of a PC
Long arm and enlarge person are on the bloodrager spell list. So, using those as a crossblooded bloodrager with black blood and aberrant bloodlines you could have a natural reach of 25’. There are a few other options you could add in like lunge. And you could include a reach weapon, but the interaction with the extended natural reach isn’t well represented in the rules. I’d personally never play a crossblooded bloodrager, but the super reach build is still a fun concept
Emberwraith wrote:
It is good but there are a few ways to achieve this, like the longarm spell. You could even do crossblooded with the aberrant bloodline. It’s unclear if all of those are meant to be stackable. They technically do stack since they aren’t technically size bonuses, but expect table variation.
It’s believed that abilities like this change your natural reach as if you were a size larger.
CRB: Combat Chapter wrote:
Frillfill wrote:
I think even the base inquisitor would be a good fit for your needs. The only reason to not use inquisitor is because it gives you so many class abilities to keep track of. Which makes me think, you may want to consider what you would enjoy playing at an actual table compared to what would be the most "optimal". Do you like to keep track of a lot of special abilties and dynamically decide when would be the best time to use them? Or would you prefer to be always-on in what you do, where you are mostly just incrementing numbers? Neither is really "right", but you need to figure out which would make you happy. It's not like you'd suffer if you just went weapon master instead. Staying with wisdom was more about not branching out into other ability scores like intelligence or charisma, which you didn't previously need as a gunslinger. And the fighter's advanced weapon training gives you a few good options that you might enjoy.
I’m not sure what we are looking towards regarding “troublesome”. I think the main problem with flying is independent of class. Some encounters assume that something is out of the way or hard to reach. Flying trivializes those encounters. There are few classes that are generally considered troublesome though. The summoner comes to mind and summoning while flying is a decent strategy
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