Aram Zey

Platycore, or call me Jack's page

18 posts. Alias of Muja.


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Sczarni 3/5

Unfortunately I ended up doing the same thing when I first started GMing for society. I didn't know you had to wait to be the appropriate level in order to apply chronicles to a PC. I ended up having way too much money for that character and so I just retired the character really early as I don't think it would have been fair to play the character after playing up so many times. Now I know ;-;

Sczarni 3/5

Dragnmoon wrote:
Mortifier wrote:


O.O OMG.

Where did you find the "additional 50% of the scribing cost to pay for access to another wizard's spellbook".

P.S. to the OP, don't forget you can get 4th lvl wizard spells with 2 PP.

He Did some math.../QUOTE]

That really sounds like a rude thing to say, especially coming from a 4 star gm.

Sczarni 3/5

Damage is all about modifiers, but that is a separate subject.

I am very knowledgeable about Sorcerers, they are my specialty. They are pretty simple, like the Black Mage from FF1. I know X spells and have can cast them Y times, easy peasy. Wizards... I struggle with wizards because I enjoy being able to mass produce any spell I know. I get antsy and anxious when I look over a spell list and have to choose a certain amount to prepare, thinking to myself "What if my Save or Die spell is resisted? I can't cast it again and have enough room for this utility spell. AAHHH!"

Clerics are relatively similar. You can spontaneously cast a heal spell (given you aren't a negative channeler) but you lose a buff or debuff. I hate having to choose which one to sacrifice!

Alignment, meh.

As for rogues... I've played a mod with a Rogue Shadow Dancer that had this AWESOME character concept in his head. I mean this guy really dug his character. But in an ENTIRE module he made only stealth checks and shot 1 arrow (that had no damage modifer!) Then again I've played with a rogue who got up to 41 AC and had a +28ish damage modifier on all his attacks who could take a 1 and find/disable any trap and had most knowledges. The class can easily be broken, but you just need to know how (I mean a fighter can do that damage but they don't get 7+int skill points!)

As for specialists, I find it the starting point for people's characters. They have a concept, an old man who knows everything, a young woman who seduces and steals, a gnome who just wants to blow things up and nothing else. This mental image defines their character. Sure, the character can use some more depth but depth is hard to add for most people, so they stick to what they are comfortable with.

Sczarni

Since a Wand of Scorching Ray can only target 1 person, would I be able to put it in a spell storing weapon?

Sczarni

It would still be nice for a wand of Telekinetic Charge or something like that, but I think I'll just buy the wand in full and get a ring of Evasion or Freedom of Movement or something.

Sczarni

Alas, I think Adam is correct here.

Sczarni

Eric Clingenpeel wrote:
You can never get 8 rays out of Scorching Ray. 1 at 3rd lvl, 2 at 7th lvl, 3 at 11th lvl and 4 at 15th lvl. A 7th lvl wizard with arcane bond could only make a 7th lvl caster wand, so one that could shoot 2 rays, if he wanted to pay that much for it, otherwise it'd only get 1 ray.

Derp, I meant 2 rays (was thinking of the damage dice.) So a wizard can get 2 rays? Very good to know.

Sczarni

If a level 7 Wizard whose Arcane Bond is a Wand can he craft a Wand of Scorching Ray that shoots 8 rays if he pays the appropriate price is he bound to 4 rays?

Sczarni 3/5

Season 4 can be pretty tough with a party of unoptimized characters. Because of this I allow my players to plan with each other. Personally I think the paladin should switch or shut up and deal with it as it is the Paladin's class that has the problem.

Sczarni

LazarX wrote:
It's a feat that you really are thankful for when you're hitting something with both a High AC and DR you can't bypass.

I know what the feat does, I just don't see how there is a net difference of 10 to hit with Furious Focus.

Sczarni

Steel Forged Games wrote:
Yeah well that cost tons of cash right? This feat in effect give you a +5 to hit, while you maintain the end game of +10 damage right?

Sorry but I don't really follow. At low levels Furious Focus isn't needed as enemies have really low AC. At medium levels you can get a +2 weapon easily. Furious Focus can be of some help here to counter an initial power attack. But once you get a +3 weapon a full BAB class the weapon bonus and power attack is a wash, leaving you with a Str/Dex mod and BAB. A non full BAB class should be around the same.

I really like getting weapon focus and stacking static modifiers, be it a hit modifier or damage modifier.

Sczarni

I used to love this feat, but now that I just make my weapons +5 I never miss.

Sczarni

RumpinRufus wrote:


Technically, you can't take Heirloom Weapon on a fighting fan because it's an exotic weapon. Also, you can't threaten 15 feet with a whip. Normally you don't threaten, with Whip Mastery you threaten adjacent, and with Improved Whip Mastery you threaten 10 feet.

Ouch, that really hurts to hear, but at least I can now make my characters legal.

Sczarni

If your friend is trying to Optimize his character then he should NOT use the fan. However, if our character wants to add more flavor with an exotic weapon the Fan is a great choice.

My Sound Striker Bard uses the Fighting Fan. With the Heirloom Weapon trait and Masterwork Transformation spell I am able to use the weapon with the cost of only a trait and 300 gold. I plan to add Spell Storing to it in which I plan to combine scrolls with. If your friend knows the game well he can still do damage. I have a whip paladin that I made to optimize within limits (bound by feats and the weapon) and I still do d3+14 (without using my Divine Bond) with 2 attacks. Add a 24 AC, Lay on Hands and threatening 15 feet and you got a strong character with d3 damage.

Sczarni 3/5

Fireeza, level 12 Crossblooded Orc - Primal Water Sorcerer, archivist and breeder of Golarion's magical lineages.

Sczarni

Mechanically the biggest weaknesses of a Sage Sorcerer is that his Bloodline Arcana does not help him with his spells, only skills, and losing the Arcane Bloodline's Arcane Bond. The Bond is pretty powerful, it gives you another spell per day at your highest level.

This isn't to say that the Sage is weak, especially in Society. While there are more "powerful" bloodlines you should be able to hold your own just fine with this archetype. Your Bonus Spells are strong utility spells, and Metamagic Adept is extremely useful. Be sure to buy rods and make full use of it. Just be very careful as an Elf Sorcerer. Death will come easily unless you are careful.

If you go Seeker you will lose Metamagic Adept but you will gain Tinkering. This is relatively an equal trade. Metamagic Adept will allow you to be more useful during combat, and sometimes outside of combat while Tinkering will allow you to be more useful outside of combat and sometimes in combat.

Sczarni

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Welcome brother, I see you are looking into the arcane arts without wanting to spend the best years of your life stuffing your face with books and quills and studying. Let me see if I find any variables in your blood before I bring out your inner power.

Be very careful when playing with elves. While they are wise and graceful they seem to be rather, how does one say, soft? Yes, soft. When surrounded by lush grasses and pretty, pretty flowers they thrive, butin the dark of the night they are in need of friends to stay safe. Their low constitution makes them less likely to enter endurance tests, which sorcerers are known to not do well in.

On a positive note those Elvish, (Elvin, Elvyn, Elvis?) you tall pointy eared types have some pretty skilled sages. I have yet to meet many other sorcerers that can untie a knot, tell me about royalty, and notice me coming from a mile away. Hell, most sorcerers I meet can tell me about magic and that's it. Now, I'm not too sure using your brains to craft arcane threads into dainty blankets is better than letting your pretty face do all the work. It may be may vanity but I like the idea of having a nice body giving you magical powers.

Now, the question is is it better to have your brain unravel the strings that bind those non-magical things (people is it?) or do you want to use inherit those good looks from Uncle George the Necromancer, or Great Aunt Tina the Fairy Lady? I heard that those descended from your Great Aunt Tina have Jazz Hands that can even make an Ancient Dragon laugh.

If you want to go blasty rays are a very nice tool to utilize. But Ninja (seriously, what kind of ninja tells you his name?) has a point about Point-Blank Shot. It'll be hard to hit those pesky Aspis agents if Valerose is putting his meaty face directly in the line of fire. There have been SO many times where I have wanted to simply disintegrate the fool so I wouldn't have to worry about him getting in the way but I don't want to spend the money to get him brought back.

I can't really endorse Illusions, mainly because it's one of my schools of opposition, but I've heard from a gnome that Illusionists can be pretty powerful. They did say there was a catch though. They said only those truly skilled can be a good Illusionist, which is why only Gnomes should be Illusionists. Now I don't really follow why he would say such a thing, but I'm assuming it was just him puffing up his chest about Gnome magical theory. Though, as of yet I have yet to find a fellow Pathfinder who was an Illusionist.

Well I hope that helps. If you need any more advice or anything just buy me a beer and we can keep talking.

Sczarni 3/5

Well, Mr. Raven, I had an issue with one of my characters. I was a Synthethist Summoner who had a Platypus miniature. I was Platycore, who fought for Truth, Justice and the Andoran way! My gear perfectly matched my mini and I was a super hero who would fly to right rights and stop slavery. Unfortunately the class was banned.

You see Platycore was a puny human who was always bullied. He couldn't do much until he was visited by the noble Platypus Spirit. This spirit saw the heart of Platycore and decided that if the two could merge the Good Fight would have a stalwart warrior. Platcore always stockpiled scrolls of Evolution Surge (aka scrolls on how to do EXACTLY what was needed whenever it was needed.) He could do anything! But then... it happened.

The Divine Platypus Spirit and the Arcane Platycore finally became one entity (as synthethists were banned.) This fusion of Arcane and Divine energies modified Platycore. He now knows that there is no real right or wrong, and that a name means nothing. So you can call him Jack (of all trades since i have a skill point in EVERYTHING.)

The moral of the story is that even though I still put Platycore down on sign in sheets and the like I introduce my character as Jack, quickly following up with a name like Shirlie or something because it doesn't matter.


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