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As the title says, There are 4 full arcane casters and 1 full psychic caster, The Wizard, Sorcerer, Arcanist, Witch and Psychic. Out of these five potential reality warping classes, Which ones are your favorites?

This thread came from my wanting to finally give non divine full casters another try, I tried a Arcanist up to level 6 once but thats my only full caster who was not a cleric, So I'm looking for opinions on the 4 full arcane casters and the Psychic to see what people like best of them, To try and help me decide on what to try!


Dragonchess Player wrote:
In addition to the many choices available if you are OK with light armor (at lower levels), there is also the sacred fist warpriest if you want a character that doesn't use any armor. A synthesist summoner (if allowed) can also pretty much skip wearing actual armor in favor of "wearing" their eidolon.

Sacred Fist Warpriest? That could work too... They are the monk like Warpriest I belive, Would give nice buffing spells too.


Mysterious Stranger wrote:

If you are ok with light armor the swashbuckler is the obvious solution. Pick up Fencing Grace ASAP and you don’t need more than a 13 STR for power attack. There are several archetypes for martial classes that basically give other classes swashbuckler like abilities. Virtuous Bravo for paladin, Daring Champion for cavalier, Arcane Duelist and Dervish Dancer for bard, Dandy for Ranger.

Another alternative would be a DEX based brawler. A DEX based slayer would be a good alternative to rouge. An alchemist focusing on his mutagen instead of bombs could also work.

If you want to use an unchained rogue consider focusing on Dirty Trick. It can impose the blinded condition. The feat quick dirty trick will allow you to use a dirty trick in place of one of your attacks. This does not help at low levels, but can make higher levels playable. Taking greater dirty trick will extend the time the target remains blinded. It is pretty feat intensive but can be done.

I do like my brawlers... And Slayer would have a BAB advantage over Rogue, Not as much damage though with dex weapons and less sneak attack, But manages more then rogue if they dont get sneak attack... Hmmm...

I did not know of the Dirty Trick line of feats, Could work too! Rogues gert few attacks, But if Two Weapon Fighting works for a Unchained Rogue that would give more attacks for replacing one with a Dirty trick...


TxSam88 wrote:
I quite often run dex based melee types with little or no armor. Once you get the dex high enough, you actually start not wanting the negatives associated with armor. Rogues, Magus, Ninja, etc.

I do wanna try a unchained rogue sometime... I just worry a lot about finding myself unable to get a flank and thus not doing anything in the combat due to lack of sneak attack... And I dont know if the two weapon fighting to Two Weapon Feint feat line will be good with their lower BAB....


Melkiador wrote:
There are more options if you allow light armors too. Warrior Poet Samurai looks interesting to me.

Yeah, I suppose light armor could work too. It can be quite light and manageable.


So, This is probably a dumb question... I was just having a random idea earlier... A melee combatant fighting on the frontlines, Wearing no armor, Just their clothes...

And I started wondering what options there are for such a character. There is the obvious Monk/Unchained Monk, And the Kensai Magus... But are there any other classes or archetypes that can work well for a melee combatant that does not wear armor?


As the title asks, I'm curious what your favorite ranged damage dealers are?

I love alchemists but they dont have very long range on their bombs, And I also quite enjoyed the one Kineticist I played. I could do a big amount of damage in my singular hit at a decently long range!

But my group rarely actually have long ranged combatants, So when we encounter enemies who fight at range, And we dont have any easy way to get to them we struggle a lot... So I decided to see here what peoples favorite ranged damage dealers are!


Melkiador wrote:
Merellin wrote:
With these three options I think I'm pretty set
Best wishes!

Thanks!


Thanks everyone! Plenty of good ideas here, Been scribbling and test building a few characters.

For Trapsmith if the undecided player goes Crypt Breaker Alchemist that is covered, And for healing, While we dont have any dedicated healer (And rarely do) Druid, Alchemist and Spiritualist all get cure spells so they is partly covered (And we can eventually get a wand of cure light wounds to help once we have money)

As for what the Druid plans for a playstyle, I have no idea and I dont know if he does either, He's a new player comming over from 5e, And this will be his second Pathfinder campaign ever. Apparently he and the GM are discussing something fungus related? But thats all they have said.

I have built 3 characters that all three look and feel good, A Half Orc Warpriest of Desna, A Monkey Goblin Barbarian with a twohanded sword (Not optimal, But my group aren't power gamers and it will work fine in our group.) And, A Monkey Goblin Archer Ranger (I just really like goblins okay? xD)

With these three options I think I'm pretty set, I'l pick one based on what it looks like the party needs when the campaign starts just in case anyone changes anything.

Thanks everyone! :D


Melkiador wrote:
I haven't played that one before, but with a name like Carrion Crown, we expect a lot of undead stuff. Your necromancer may be meant to handle part of that, but I think you would still benefit from a positive energy channeler, and selective channel will be maybe more useful than usual.

Would need a lot of charisma to not hit my necromancer friend's undead with channel energy... And dont paladins already get channel energy too...?


Melkiador wrote:

That's a big and varied party. You could probably play anything and the party would do fine.

1) Are any of the other players less likely to make a session? What gaps are most likely to result from this?
2) Do you have enough front liners? It's really hard to judge by class alone, especially with pets in play.
3) I assume you don't have a dedicated traps person, unless the other undecided player goes crypt breaker. So, that could be an important niche to fill. The AP is even named Council of Thieves and you don't seem to have a dedicated thief.

The group is pretty good at making it ever week, There might be the occasional rare time when somoene cant make it, And if so it is likelt to be the Druid...

The Paladin is the main frontliner, The druid might have a animal companion and might not, The wizard will have disguised undead minions and summons...

And if the one guy goes for the Crypt Breaker Alchemist he will be able to deal with traps and locks and such... But Council of Thieves is the current campaign we are about to finish, The one I need the character for and this party is for is Carrion Crown.


TxSam88 wrote:

I would personally add a dex based rogue type. maybe a Swashbuckler, or ninja. Your Archer Ranger is a good idea. Someone that's good at either being sneaky, or good at ranged combat.

It looks to me like you have someone who can heal, someone who can cast divine spells, someone who can cast arcane spell, someone who can be a frontline fighter, what's missing to me is the sneak/lockpick, and/or the ranged fighter.

We might have someone that can deal with locks and traps if the one guy goes for the Crypt Breaker Alchemist, IUf he goes for the Spiritualists though we do not...

Archer Ranger could be fun... I'v been wanting to do a archer type (Our party almost never has ranged combatants and if we do it is either me playing an alchemist or my one kineticist, Or someone else playing a gunslinger...) And Ranger has enough skills to potentially be a sneaky scout and can pick up Disable DEvice to dealw ith locks and non magical traps...


So, I'm here again. I know i'v posted a lot lately asking about various character ideas and stuff but... I'm struggling to decide what to play for the next campaign my party is gonna play (Still a little bit aways, We are part way through book 6 of Council of Thieves so we are close to finishing it, Then we will play the next campaign which is Carrion Crown, No spoilers please)

So far we have a Paladin, A Necromancer Wizard, A Druid, A Sorcerer, And either a Crypt Breaker Alchemist or a Spiritualist.

I'm considering a Warpriest, Invulnerable Rager Barbarian, Or some kind of unarmed combatant, Possibly a halfling cavalier...? Or maybe an Archer Ranger... Or one of my many other ideas...

Basically, I have too many ideas and am struggling a lot with deciding on what class to play... So I wanted to ask what you would all add to this party?

Sorry for posting so much lately...


It might not be optimal, But I love unarmed combatants (And they work well in my group, Most of us aren't optimal and it works for us.) and being able to throw in some grappling just seems fun, I never actually tried much combat manuevers before so I thought, Why not grapple?

Freedom of Movement is not a worry for me, My GM is not gonna throw it on every single enemy just to screw me or any other grappler over, Heck we never encountered freedom of movement so it is not a worry at all.


Hi all, It's me again. I want to thank everyone who helped me in my previous thread about getting over my mindset about support characters, You are all awesome!

This is a random unrelated ponder I had today, A grappler type character. I know Tetori Monk is considered the best grappler because it can deal with freedom of movement, But my group has never really come across freedom of movement so that is not a real worry for me.

So I'm wondering, What would be some fun classes for a grappler? I'm looking a bit at the Brawler, Possibly with the Constructed Pugilist archetype since it can fire out a grappling hook to yoink enemies in (If I understand this right), But what other fun grapplers are there?


Melkiador wrote:
Joynt Jezebel wrote:
Mark Hoover 330 wrote:
You talk about worrying a lot, even when your fellow players tell you not to.
Your fellow players are right and you should not worry.

It's funny, because you are 100% right, and yet my experiences with people having anxiety tell me that they are very unlikely to believe it.

Is quite true.. I have very high anxiety and worry about everything all the time constantly non stop... My friends try to help and convince me that I dont need to worry and that as long as I'm having fun it is alright, But I still owrry that I'l do somehing to annoy them..


Thanks everyone, You have been a great help. :)


Melkiador wrote:

There really isn't a default right or wrong amount of min-maxing in my opinion, which is why I asked about your specific preference. If the rest of your party is bringing enough damage and you just want to match them in addition to support, then I'm not sure there is a good way to help you, without getting quite min-maxy.

In my experience, most tables are very happy to have a person who likes to play "healer", as many people prefer the class fantasy of standing out by dealing damage or strong controls. And people don't expect their healer to be bringing the damage, except for maybe when undead are involved.

Have you tried playing a witch? They are very support focused, while having a more active than reactive playstyle. It may be the reactive nature of support that you are not enjoying. And while they can do some damage, that's not what they are good at, so it's not expected of them.

I don't think I want to match them in damage ontop of support, I think it is more, I want to get my brain to stop worrying so much.... I enjoy the support, My brain just tells me I'm being a burden and not doing enough since I'm not doing a decent amount of damage too.... I think it is more that support is less directly notisable in how much it helps, So my broken constantly worrying brain yells at me that I'm not doing enough....

I guess this entire thread is mostly about how to get my stupid brain to stop worrying so much and just enjoy what I enjoy... Sorry...

As for playing a Witch, I have not. I have only ever played 3 full casters, 2 clerics and 1 arcanist. I'l look into a witch some more, Thank you!


Melkiador wrote:

Summoning can be a very engaging form of support, while offering some damage(relatively more damage at low level and less at high level). And you can combine this support with your support spells.

We may also want to know how "munchkin" you'd like to try this. For example, a charisma focused skald can share Lesser Spirit Totem with their party, giving you an ok extra attack for every eligible ally you have on the field. Combine that with some summoning for more extra attacks. Or combine it with something like the spell warrior archetype, so all of your allies can easily qualify. Being charisma focused, you could take Desna's divine fighting technique and have charisma to attack and damage at level 1 with a starknife.

My group tends to not be very munchkiny, We dont have anyone really minmaxing or anything such, Most people just play what they enjoy and what they feel like when making their character. I know some people would accuse us of "Playing Pathfinder wrong" because we dont minmax and optimsie to the highest level, But we still have fun and fight challenging battles (A few sessions ago we fought the most epic multi phase vampire battle)


Trokarr wrote:
I wouldn’t worry too much about dealing damage to the enemy directly. If your allies are hitting because you buffed them or debuffed the enemy then effectively their damage is your damage. The party can’t deal damage if they can’t land a hit effectively. And if you’re healing your allies as well then again their damage is effectively your damage. Your party members can’t deal any damage if they are dead, unconscious, or forced to flee to avoid going down. Awesome effective support characters are what keeps the party going when the going gets rough. If your gaming group members are telling you that you are doing good then take them at their word. Having good support characters also allows the people in your group to play more thematic characters rather than optimized damage dealers as well. I’m sure your group appreciates you giving them the flexibility to play characters that they enjoy as well. Support characters are great. Don’t sell yourself short. Play characters you enjoy. That’s the point. If your friends aren’t complaining then you don’t have anything to feel useless for.

My group is full of amazing people. I always worry about everything all the time, I worry that I'm a burden to the party, I worry I'm annoying, I worry about everything all the time...

And my party always tells me to stop worrying, Relax, and just play what ever I want and what I'l enjoy the most. I'm very lucky to have them. So I want to be better for them!


happykj wrote:

It's time for you to play a barbarian and kill everything in sight.

Generally speaking, if your party can beat every encounter the GM gives, then you shouldn’t be a burden. If you really think you're not being effective enough in combat, you can always ask your party (or GM) for suggestions on your tactics. Communication is always good (unless your party is going to bite you).

Though I prefer to be a barbarian and kill everything in sight.

I mean, "Be barbarian and kill everything in sight" is always a good option!

I mostly play characters that do damage in combat due to my struggled, But I really want to overcome them because theoretically, I love support and crowd control, I love every individual part of it, I just feel like I'm not useful when I do do it even though the party says I am...

I wanna become a better roleplayer and not end up stuck in the "Hit things till dead" only section, Even if it is a good and fun section. I just feel like it will eventually start getting old if thats the only types I play, You know?


So, This is probably a super dumb question and maybe even unique to me but....

Conceptually I love support characters. I'm always drawn to characters that can heal as I love healing and keeping my party alive, I love buffing allies and myself, And I have loads of fun when I manage to cause trouble for enemies with crowd control spells like grease and the Create Pit spells...

But... I always end up feeling like I'm not doing enough to help the party, I always end up in a situation where if I don't do decent amounts of damage ontop of all that, I feel like I'm letting the party down and being useless and not providing enough help...

Does anyone have any ideas of how to snap me out of this dumb mindset and allow me to finally enjoy the support types I love so much conceptually? Like, I have lots of fun when I trap a few enemies in a pit so they aren't a problem for a bit, And I love healing and buffing my allies... I just feel like I don't do enough...


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I'd love to see Syrinx return (Owl people from Pathfinder 1e with a connection to Strix, But not much is known of them) As well as Wyvarans (Medium sized winged dragon people thats a hybrid race cretaed from kobolds and wyverns) As well as something new, In some kind of giant-kin!


TxSam88 wrote:

I GMed Carrion Crown for our group a few years ago. While overall this concept wouldn't have any problems, there are a few places you go, that will be difficult to bring a long a mount, and a few places that will not have room for any kind of charges to be made.

so I think you should be fine overall, just understand there's a few places where mounted combat won't be an option.

Thank you! For this reason I will also build for being capable on foot combat. Small characters can ride in more places then medium, But will build for some foot combat too.


So, Would a small cavalier work in Carrion Crown? Thinking an Aasimar from a Halfling family (To make them small but have a strength bonus), Attempted to build for mounted combat but also build so they can fight on foot when mounted combat is not gonna work very well.

Also planning to pick up Wheeling Charge so I can charge through allies spaces, And then the usual mounted feats. Just curious if this would work well in Carrion Crown? Small cavalier on medium mount so I can ride in more places.


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..?