RumpinRufus wrote:
So I guess you could move [move action], cast a spell [standard action], and then shift away from danger [swift action], right?
Create Mr. Pitt wrote: Nahh, as a melee synthesis they'll barely be summoning anyway. In any event, the ability to summon 2-4 Hound Archons heck even before battle with summoner's charm class feature you've suddenly given everyone flanking buddies and protection from evil all at the cost of a level 5 spell. Well alright then, sounds like a good idea. Not sure if anyone here would recognize these characters, but they were the inspiration for this character.....although, he's chaotic good [not evil]. Khemsa [character from "People of the Black Circle", by Robert E. Howard], and Thoth Amon [one of Conan's chief adversaries]. I loves' me some Conan....
Create Mr. Pitt wrote:
I had thought about taking the spell focus: conjuration, augment summoning, superior summoning feat chain....but I worry about stepping too heavily on the summoner's toes...might do it anyway. Thanks.
Madwand wrote:
I hope I am pleasantly surprised. Although, now I am hearing that this person is thinking of turning her Eidolon into nothing more than a glorified mount for the purposes of charging into melee with a lance....and isn't going to take the synthesist archetype....every fiber in my body is telling me to play either a cleric or a paladin to help keep these people alive.....but I don' wanna'!
Madwand wrote: Where did you get that impression of gishes? They are generally stronger and more useful to the party than typical fighting classes, not weaker. There is no particular reason your party should suffer unusually from PC deaths, though a random crit is always possible. A synthesist, in particular, is especially tanky if built reasonably competently. "especially...if built reasonably competently"... Therein lies the problem; these characters will, more than likely, not have the benefit of a competent build. More likely, they will have feats and spell selections that are unfocused and that ignore/overlook synergy. At low levels, when spell slots are few, it's very hard for a spellcaster/turned fighter to be useful for very long......,"spells are nice but, three feet of steel never fizzles",....
RumpinRufus wrote:
Bard could be fun, but I've got this Arabian Spellcaster theme driven deep into my "want to play" section of my brain. I've tried to communicate the need to compare our spell lists [to avoid too much overlap] with the other sorcerer, but he isn't going to pick his spells until it's time to level his character. No one in this group plans more than 1 or 2 levels ahead.
LazarX wrote: In campaigns with this kind of house rule, Wizards beome even more Tier 1. You are correct. I warned the DM that this type of rule could break the game....unless he balanced it by giving all the NPC's the same bonus feats. His reasoning is, with this many extra feats you can afford to take those circumstantially useful feats that might never show up on your character sheet otherwise.....but no one is adhering to that [can't really blame them]. I gave him the opportunity to restrict my character in however he saw fit, and he declined. Even after I told him point blank that, given my experience, my character will be considerably more powerful than any other at the table. I really want to build this character to be really good at mitigating damage in combat, and making the peoples fall down when our "fighters" are proving to be ineffective. I don't want to break the game....but I do want to be awesome. Thanks again.
Let's see if I can narrow/channel everyone's creative ideas a bit. Seems a shame to not take at least a couple of crafting feats, given the downtime that seems to be included and the fact that I have so many options: If you had to narrow it down to two, maybe three crafting feats, which ones would you choose and why? My picks: Forge Ring: Rings of Wizardry, Rings of Protection, etc. Craft Wondrous Item: Headband of Alluring Charisma, Robes of Resistance, Pearls of Power etc. Craft Rod: Quicken Rod On the same note, though Pathfinder's metamagic feats aren't as over the top as 3.5, there are still the old standbys and some decent new additions. If you had to narrow it down to 3-4 metamagic feats, which ones would you suggest? My picks: Quicken Spell [ill omen, enervation] Heighten Spell [stinking cloud, glitterdust] Bouncing Spell [ray of exhaustion, dominate monster] Empower Spell [enervation, ray of enfeeblement, fireball] Magical Lineage would seem to work well with enervation [empower], fireball [intensified, empowered].... Too bad I can't get a Split, Empowered, Chained Ray of Stupidity with a Split, Empowered, Quickened Ray of Stupidity right behind it anymore....
So far, I've got some pretty good general advice from everyone; thank you. I have a soft-spot in my heart for core classes/races....it seems like most of our party [mostly newer players with less than 2-3 years playtime...I'm the only 10+ year vet] is sold on the fact that non-core classes and races are much better options than the "boring" stuff found in the CRB. The pathfinder sorcerer, with the human favored class bonus and extra arcana feats, is pretty tempting [makes sorcerers marginally more useful in most combat situations if the list is well planned]. Here's what I'm worried about....everyone seems to be going for "gish" caster builds...and I think that more than one of them are going to die.
The spell lists are similar enough [between 3.5 & Pathfinder], that I could still easily construct a spell list that would confound and lay waste to our enemies....[and sorcerer does seem to fit the Sinbad/1001 Arabian Nights flavor I'm going for]. I just didn't want to steal our sorcerers thunder.
Thac20 wrote:
Oh, it's tempting......but I'd rather not steal "all" the glory....just a good deal of it.... Normally blasting is 4th on my list of things to do...but with all these feats....it is...tempting.
born_of_fire wrote: Is wizard set in stone? With a generous set of stats like you have listed and all those extra feats, I'd be tempted to play something more MAD and more feat-starved than your average wizard. An evangelist cleric with a reach weapon would bring a lot to the group IMHO, particularly considering that you already have several arcane casters but no divine caster at all. I wouldn't say, "set in stone", but I mostly DM'd in my old group, and have never had the chance to play a PC wizard. I agree, this group doesn't have a top-notch divine caster/healer [the alchemist can do a bit], but I'd "prefer" to play a wizard.
Chess Pwn wrote:
I almost always play battlefield control/conjuration specialist wizards, but I'm open to whatever creative coolness people can come up with. I'd prefer to play a sound wizard, with no glaring weaknesses, that doesn't take too big advantage of this special opportunity. Thank you.
I've been playing D&D 3.0/3.5 since it's creation [still do]. Though I consider myself very potent when it comes to character builds in D&D, I've recently left my old group to join another. This new group is a sold out, die hard Pathfinder group. So far, I like the game. The DM wants to build some DM muscle, and has made some major house rules for our upcoming game. We are going to be running through the Kingmaker Adventure Path, and he is going to allow all PC's to take an EXTRA FEAT per character level. I am playing a Kelishite Wizard [human, CG, with all the Arabian flare that goes with it] with the following scores: STR 12, DEX 14, CON 14, INT 18, WIS 12, CHA 12. I will end up having 21 feats [21 FEATS!], plus the 5 wizard bonus feats, by 20th level [for a grand total of 26 FEATS, assuming we play all the way to 20]. Our party consists of the following:
If you were given this opportunity to build with this many feats, how would you more experienced Pathfinder players do it? All current Paizo books are on the table [everything not 3rd party content on D20PFSRD.COM]. Grab lots of Metamagic? Grab lots of Item Creation? Have fun, and give me some ideas. Thank you. |