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Sysryke wrote:
That aside, what specifically do you like about the magic users in video games and films?

Well, I always enjoyed having the utility of a magic user in video games, I can blast enemies, Light up the area, Summon allies, Make enemies fight each others, Buff allies, debuff enemies and more! And in movies and books and such, I just love the magic users who always have something they can do in every situation, Even if it is just illusions and tricks to trick their enemies!

It doesn't have to be a Wizard specifically, But it was easier to just put Wizard because they are the classic main full arcane caster. I just really want to be the mighty magic user.

I dont want to do everything, I just dont want to end up being totally useless and being a burden to my allies...


Melkiador wrote:

The attack cantrips don't scale well, but they are a decent something to do when you are very low level.

If you are worried about trying it for the first time, I'd recommend the Arcanist class instead. It has mostly the same flavor and is more forgiving about its daily spell selection, so much less spell selection anxiety. It also has an archetype called occultist that can allow you to summon lots of helpful monsters at low level, if you are worried about low level contributions.

The Arcanist does seem quite nice, I like the flexible casting it has.


Sphynx wrote:

Wands. Wands are one of the main keys to a successful Wizard, IMHO. Admittedly, this requires either a GM willing to put Wands out there, or the Feat and game-time to create your own.

They other key is to not build a 'blaster' wizard. If you're thinking video-game with fireballs and lightning storms, you won't do well. Your job is battlefield control, and buff/debuffs. This can be done via summons, walls and globes, or visibility (clouds and the like).

The key to debuff is to take at least 1 debuff spell per save type, and use Knowledges to know what which to use... You find which 'save' that monster is worse at and have a vs Reflex, vs Will and vs Fort for dealing with them.

That's a simple answer, the true answer is so much more complicated that it really takes years of practice to get it right... and even then, it's not always for just anybody. :)

Thanks, I worry a lot about everything, And I worry that I dont have the mindset to play a wizard or full caster. I like being useful to the party and worry I'l end up picking the wrong spells and then just end up being a burden to the party...


So, This is probably a dumb question and I am very sorry for comming here and asking something this dumb...

But I always loved the idea of the mighty spellcasters, I love magic users in stories and when I play video games I always pickmagic users. I know Pathfinder wizards are nothing like video games, But I still want to give it a try.

Though I realise, I am very dumb and probably dont have the right mindset for wizards, And I was wondering how do you play one well? You dont have enough spells per day to fling a spell for every turn of every combat, So what do you do when not flinging spells? What do you do at low levels? How do you avoid feeling like a useless burden to the party when you are hiding under the table cus you used your 2 spells per day? How do you know what spells to prepare?

Edit: I thought I should add, This is not for any currently planned character or campaign, This is just for some future ponderings. I love the idea of the powerful caster, But I dont know how to but want to try it in the future...


Dragon78 wrote:
Merellin, So 2016 was the first year you played Pathfinder as well?

Yep, That was the year I joined my group of friends in Pathifnder for the first time, They had been playing for some time already but back in 2016 I managed to join them, Been loving Pathifnder 1e ever since. We played other games too, But PF1e is my favorite game of all the ones we tried.


I first started coming here in 2016, When I first played Pathfinder. Been lurking and occasionally posting ever since....


Thanks everyone! I was considering possibly going with a spear (And once I get the feat for it, Add a shield) So I'd have reach. Transmutation I have picked up, But I cant decide if I should pick up Conjuration, Illusion or Abjuration for my second implement... I'm considering Conjuration to have some backup healing just in case it is needed...


So, My group are soft prepping for our next campaign and we have started making characters, 25 point buy (First time we are not rolling for stats) and I'm considering finally trying an Occultist... Going Half Elf for the Elf FCB.

I want to make a good melee occultist who fights on the frontlines but I cant decide if I should build for Trappings of the Warrior to get more BAB and thus hit better and get extra attacks sooner, Or if I should skip Trappings giving me more freedom in what Implements I pick up...

What are people's opionions on Trappings or no Trappings for a melee occultist?


So, I'v been planning a alchemist again, I love the class and have not played one for years. I want to be small and focused on bombs, And then either feral mutagen or a ranged backup weapon for when bombs run out...

But I'm struggling with the race choice... I'm thinking either a Goblin (Because I love goblins), A Gnome (+1/2 bombs per day, So it is like taking the Extra Bombs feat every 4 levels), Ratfolk (+1/6th of a discovery. Extra discoveries are always nice and one every 6 levels might not be many but still dang good) Or, A small Tiefling (+1/2 bomb damage. So a small bit of extra damage on each bomb, But I'm unsure if this is worth it when you can get extra bombs instead...)

So, What is considered the better Favored Class Bonus? Extra bombs, Extra damage, Or Extra Discoveries?


@Melkiador Yeah, We rolled for stats. I'm a Grimspawn Tiefling and my stats after racial modifiers are 12 Str, 18 Dex, 13 Con, 19 Int, 10 Wis, 17 Cha.

Summon Minor Monster was because a guide reccomended it for summoning Skunks to nauseate enemies, But I dont think I want to abuse that so I'm thinking of chanigng it. Vanish seems like it might be a good idea though!


So, I'm taking the leap and trying the full arcane casters for the first time ever. I'm super nervous because I'm more used to playing the characters that hits things...

I went for the Occultist Arcanist archetype to get Summon Monster at the cost of points from my Arcane Reservoir, Just to have a bit more stuff at level 1 in case I use my 3 spells per day, And I am planning to focus on Conjuration and Illusion spells.

But I'm wondering if anyone has any tips for playing a Arcanist from level 1? (Dont know when the adventure path ends so I dont know the max level for her.)

My spells I picked for level 1 are Infernal Healing, Grease, Mage Armor, Secluded Grimoire, Summon Minor Monster, Disguise Self and Silent Image. Thinking of possibly swapping Summon Minor Monster and Infernal Healing...


Thank you for the detailed post @MrCharisma ! Seems like an Occultist can do quite well without Trappings then, It seems like such a versatile class with many build options.

For this idea I was looking at occultist because it seems like they can be a decent martial while still having plenty of other things they can do, With their spells and powers and skills and stuff. I quite like the 6th tier casters. :)


So, I'm thinking an Occultist, Probably Trappings of the Warrior, Longsword and Shield (My GM ruled you need the shield equipped so no greatsword that I so often see recommended)

I'm wondering if this can keep up with other martials in the damage department, Or if it starts falling behind too much?

I'm thinking cast Lead Blades before the fight if time is given to buff up pre-battle, If fighting a boss throw Bane on the weapon from Legacy Weapon...


@Mysterious Stranger The archeologist bard sounds interesting, Thanks! I'l check it out!

@Derklord It does not need to be sneak attack no, Thats just what was at the top of my mind. I have not seen the Questioner Inquisitor before, I'l take a closer look at it. Thanks!


So, I'v been tossing around this idea for a while... A sneaky thief/rogue type with magic and it seems like the two best options are Eldritch Scoundrel or Arcane Trickster and I was wondering what the strengths and weaknesses of the two are? And if there are any other good options.

I am sorry for the vague idea, I dont really have anything big or specific in mind, I just want a sneaky character with skills, Some sneak attack and combat ability with daggers, And true arcane magic!


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I desperately hope this will be good... My group is not the biggest fan of Pathfinder 2e so hearing that Starfinder 2e will just be Pathfinder 2e in a space suit was disapointing...

I'v been trying to get my group to try Starfinder because I thought it looked super cool and fun! The health/stamina system was unique and really cool! And now it is probably all gonna be gone to just be Pathfinder 2e, In space...


@Melkiador Does that even work with an unchained summoner...? I got a Psychopomp Eidolon and while I dont use my Summon Monster often, It has been very useful a few times...

@Mysterious Stranger The reason I looked into Oracle is because while yes, A Neutral Cleric of a Neutral or Good deity can channel positive energy, But since almost every session the GM tells us that we are moving towards evil alignment with our actions in fighting the ancient eldritch evil I wanted to stay away from a cleric, As if I turn evil (Which is likely with how things are going...) I'd loose channel positive energy and spontaneous cures...

Warpriest would be awesome but has the same problem as the Cleric, Turn evil and now you can't spontaneously cure or channel positive...

I considered for Life Oracle because they can get Channel Energy like a cleric to heal the entire party in one go without dipping into their spells, And they get a bunch of free condition removal spells like the Restoration line leaving your picked spells open for what ever you wanted..

I just dont know... I would love a Cleric or Warpriest much more then a Oracle, But I worry we will all end up evil sooner or later with how things are going..


So, This might be a odd ask, But I'm looking for a capable healer, That can still fight decently in combat.

I'm thinking of a Life Oracle with either the Spirit Guide archetype (For the Shamans Life spirit) Or the Pei Zin Practitioner... I was thinking of picking up feats for brew potion and/or craft wands (Not quite sure how they work though..)

Our current party is level 9 with a Lawful Evil Fighter, a Lawful Neutral Unchained Monk, a Chaotic Neutral Inquisitor, a Chaotic Neutral Samurai, And me, Who is a Chaotic Neutral (But acting more True Neutral) Unchained Summoner.

The reason I'm considering making a healer is because currently all our healing comes fromn a very unsteady access to wands of cure light wounds. We have long adventuring days and between adventures decently long downtime, But access to getting things like healing wands is not easy in this campaign, And every single fight leaves us beaten intro the ground.

In the last adventuring day (Time limit to save the city from ancient eldritch evil) We have had a lot of encounters and gone through over 3 wands of cure light wounds, Plus a bunch of potions..

So I'm thinking of making a Life Oracle, Who can help heal up the party after combat, And potentially craft wands and potions during our downtime.

So.. Would a Life Oracle work? I dont want to do cleric because our party is leaning more and more evil in our methods to fight the ancient evil threatening the world. Would any other lcass work? What archetypes would you reccomend?


Mysterious Stranger wrote:

If you want to specialize in enchantments nothing beats a fey bloodline Kitsune sorcerer. Their favored class bonus is + ¼ to the DC of enchantment spells. This allows you to really crank up the DC on all enchantment spells, especially compulsions. The only problem with this is that all your trickery is going to be mostly magical. Sorcerers get few skill points, and your favored class bonus is being used for something else.

Bard would give you more of a skill-based trickster. The bard favored class bonus can boost up your ability to lie and gather information If you max out bluff you end up getting a +1.5 bonus per level. At higher level that be pretty high. Bards get a lot of enchantment and illusion spells so this fits into what you are looking for.

Don’t bother with Wizard. The sorcerers favored class bonus makes the Kitsune the stronger choice by far.

The alternative racial trait keen would allow you to boot INT over CHA so an investigator could work fairly well. If you do that also swap out Kitsune Magic for something else. I would probably also do this for a unchained rogue to get even more skills.

If it were my character, I would probably go with the sorcerer with a bard as a close second.

Thank you! Had not thought of Bard, Bard could work well.. Never played a bard before.. Hmm..


So, I had this idea of a Kitsune Trickster type, Possibly utilising Enchantment and Illusion magic, Preferably with a decent charisma.. And I dont know what class to make it so I was curious if anyone had any suggestions?

Is Mesmerist good? Or would a Wizard or Sorcerer work better for Illusion and Enchantment casting? Is there any other classes that could work out well? Dont have to use enchantment and illusion magic, Thats just the first thing that popped into my mind when I thought of an kitsune trickster...

Mayhaps a Vivisectionist Alchemist, Unchained Rogue or Investigator..?

Any suggestions would be welcome!


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@VoodistMonk That sounds like a cool and flavorful build! :D


I am currently playing my first Kineticist, A Water/Water kineticist and the clash has rushed up to my second favorite class.

I do really wanna try more elements! Aether looks like a lot of fun, As does Fire and Earth. Air could be fun too! Not really interested in Wood or Void though..

But since I only played Water so far, Currently it is my favorite. But more shall be tried in future games!


Thanks everyone! I hope I do well, But even so, It would be good to help relieve the regular GM's in my group so they get to play a bit more too. :)


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BigNorseWolf wrote:

1) CHill. You'll get it eventually. No ones going to die. Well ok no one real..

I started at gencon getting the core rules and a bunch of scenarios on the way out the door. I started honestly " we're going to make pew pew laser noises and roll d20s, and if we get any closer to the rules than that, BONUS"

2) Rules wise, starfinder is closest to PF 1 so you're good there

The 5 foot step is a move action. Swift actions stop you from taking full round actions, anyone can full attack by attacking at -4 -4, and most importantly, it doesn't matter how many freaky limbs you have, everyone gets one attack or one full attack.

Some handy links How to make a pfs character has a mile high look at the rules.

Podcasts are the second best thing to playing for learning the rules.

You could also play some. Hop online and get into some starfinder society games.

Thank you! :D I am super nervous about trying to run a game... But I hsall do my best!


So.. I'm not sure this is even allowed to be asked here.. But I'm interested in Starfinder, As is my entire group (We mostly play Pathfinder 1e) but it is starting to look more and more like if I want to try Starfinder I'm going to have to be the one to run it..

I heard the Junker's Delight module is good for new groups so I have ordered it, And I have been looking through the core rule book to try and figure things out but.. Does anyone have any tips for someone that has never tried GMing before and is now going to try and GM starfinder, Without having ever played starfinder..?


Thank you both! I had no idea that the Core Set and Curse of the Crimson Throne set where a new edition of the game, I'l look into the Cors eset then to start with. :)


So, I have been glancing at the Adventure Card Game for a long time now, A couple of years I think.. And looking at the store where I buy all my Pathfinder books, They have a lot of things for the Adventure Card Game. So I decided to finally look into it a bit more.

I'm curious if you can play it solo or if you need multiple people? And also, What to buy for it..? The local store has the Core Set, The Mummy's Mask base set, The Wrath of the Righteous base set, The Curse of the Crimson Throne Adventure Path set, The Skull & Shackles base set, And then a whole ton of character, class and quest expansions... So I am rather lost...


@Derklord I just wanted a halfling spear fighter, A full BAB martial with no magic, Who fights using spears and wears light or medium armor, And no shields... And I found three archetypes that seemed like they might be interesting and wanted to know how they are...

And Cavalier is not a bad class, Everyone just hates it cus without archetypes it gets a mount, It is actually a very fun class to play.


Hmm... So you say fighter all out rather then Disciple of the Pike cavalier? And I have not thought of what kind of spears I wanted the character to use.. Just that I wanted them to use spears.. Hmm...


So, I had this idea of a halfling martial who fights with a spear and I was wondering over these archetypes, The Cavalier's Disciple of the Pike and the Fighter's Polearm Master and Spear Fighter.. Which one of these would be the best for a small character who fights with a spear? And are there any other good options for it?

I was thinking light or medium armor rather then heavy armor, Though heavy armor can work too. I was not planning on a shield for the character..


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My group is half way through Skull & Shackles. It is the first published Adventure Path I have played and I'v been having great fun so far! :D


@gourry187 That could work too, Thank you for the tip. :)


@Melkiador Thank you! I'l take a look at those archetypes. :)

@Belafon But wearing armor ruins the whole image! The image I had in my mind for this crazy idea is not a battle hardened warrior in full plate but a humble priestly cleric wearing a simple robe. I know it is not optimal, But I wanted to see if it was possible...


So, I had this idea floatig about in my head.. A cleric who does not use armour and doesn't fight in melee, But instead focuses on using their spells and channel energy...

Has anyone here tried this before..? How did it go..? Is this just a horrible idea in general..?


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Good suggestions, Thanks everyone! More good choices then I was expecting. :)


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So, I was thinking, A Kineticist who's race matches their element! A few are easy, Fire is Ifrit, Water is Undine, Earth is Oread and Air is Sylph...

Wood is a bit harder, Maybe Gathlain or Ghoran..? But what about Aether and Void? And does any other races match the other elements?

Has anyone else thought about matching up race and kineticist element like this..?


*Khan* wrote:

Most of all make a character with lot of options. Don't specialize too much in one weapon or maneuver or spell. Different options and flexibility is fun and awarding.

A Weakness is fun as long as it isn't crippling for you or your party.

I forgot to mention the Inquisitor class. A Besmera switch hitter inquisitor is very flexible and interesting in this campaign; Bane, judgment, spells and melee/gun plus lot of social skills.

Oooooh, Inquisitor. Thats a class that seems interesting to try sometime! And staying flexible is good advice, Thank you. :)


pennywit wrote:
Merellin wrote:

So, I'm trying to think of a backup character for Skull & Shackles, We just beat book 2 (I think..) and our party is currently a Oracle, A Gunslinger, My Kineticist (That i'm considering swapping from due to reasons..) And a Fighter.

But I have no idea what kind of character i'd want to play if I do swap from the Kineticist (Or if the Kineticist dies) so I wanted to come here and ask, What classes work well with this adventure path, And what classes dont work so well? I know the gunslinger would have had trouble with the dungeon we just beat, But the gunslingers player couldn't make it to the two sessions it took us to beat the dungeon.

You might want to take something that gives you an edge with siege weapons, like, say, the ballista or catapults that are no doubt on your ship.

If you want to do something that is cool and memorable, consider a magus (iron-ring striker).

Our Gunslinger is already a Siege Gunner and I dont want to step on her toes by going into siege weapons too, She has a squad of trained crewmembers to help her. The Iron-Right Striker? Thats one of the unarmed combatant maguses right? They seem interesting.


Ack! Sorry for slowness, I kind of forgot about this post for a few days!

@*Khan* Thank you for the class suggestions, The druid and the melee classes are quite interesting... I wanted to try a Barbarian or Bloodrager for a while, I do really like the Brawler though! Slayer and Swashbuckler I struggle to think of ideas for...

@meumeujeu Yeah, Paladins dont work.. Antipaladin would fit better since we are non good, But the heavy armor might be trouble..


TxSam88 wrote:
Ryze Kuja wrote:
Master Summoner or Broodmaster Summoner, and then save my first 4,000gp for a +2 Cha Headband.
I think I agree with the Master Summoner here, all the other classes basically lost most of the special abilities with State=10, the master summoner basically looses his spell, but still has a few summons, plus the eidolon, which turns out is a better fighter than a fighter... So, you have an awesome fighter in the party.

The Master Summoner's Eidolon is only half his level though, So it is not as mighty as a regular eidolon. But summon monster is still danged useful, The Master Summoner gets even more uses then the regular summoner.


So, I'm trying to think of a backup character for Skull & Shackles, We just beat book 2 (I think..) and our party is currently a Oracle, A Gunslinger, My Kineticist (That i'm considering swapping from due to reasons..) And a Fighter.

But I have no idea what kind of character i'd want to play if I do swap from the Kineticist (Or if the Kineticist dies) so I wanted to come here and ask, What classes work well with this adventure path, And what classes dont work so well? I know the gunslinger would have had trouble with the dungeon we just beat, But the gunslingers player couldn't make it to the two sessions it took us to beat the dungeon.


So, Druids! Never played one, But want to. Just not sure what kind of druid to make as they seem to be able to be built so many different ways... So I ask here!

What is your favorite Druid Build? Do you prefer to play as a shapechanging melee druid, Or a caster druid? Any archetypes you like? Tell me about it! :D


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A Sorcerer would suffer from not being able to affect creatures immune to mind affecting effects, Unlike the mesmerist, But would still just like the mesmerist ahve a very limited ammount of spells known so they couldn't diversify out of Enchantment too much.. So they couldn't do too much if they come up aainst undead or other creatures immune to mind affecting..

Maybe I'm just overcomplicating things... I wanna try more casters, But at the same time every time I try to work on a full arcane caster, or class that focuses on their spells I end up with the feeling that I cant handle it...

Maybe i'm just intended to stick to the martials and 6th level casters...


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Oh? I'l check out the Psychic then, Thanks. :)

The only casters I played are a Cleric (My first character ever, Some 6 years ago when I had no idea what I was doing..) A couple of Alchemists, And a Summoner. So my experiences with casters is rather limited with only one full caster..


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So, I'm currently playing in Skull & Shackles as a Kineticist but I was tossing arround an idea for a backup character who is a caster (Have not played many casters so I wanna try more..) focused on Enchantment and Illusion spells.

I came to Wizard, Arcanist and Mesmerist, Wizard and Arcanist can learn all the spells thanks to their books so they have the versatility of having non enchantment or illusion spells for when such spells are not effective, While the Mesmerist can pick up Psychic Inception to make their mind affecting spells have a chance to affect creatures immune to mind affecting spells. Mesmerists are also charisma based so they can let me easily be a party face, Something I'v also wanted to try for a while..

What do you all think the strengths and weaknesses of theese three classes are for a enchantment and illusion focused caster?


Nice! Always good to see people making guides for Pathfinder. Gonna take a look at the guide right away! :D


So, I really like clerics despite only having played one and was curious, What is everyones favorite cleric builds?


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Sure, I'd be all for a new Paladin guide! :D


Thank you all! So many great ideas here. :D


Thanks everyone! Lots of good tips here. :D I have two characters I'm working on and I'l try to use what I learn from this thread to expand them and make them more full and real characters. :)

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