So if I'm reading this right quickened casting is a 10th level class feat that allows me to use one action to make my next spell cast one action shorter but not cost 0 actions. The only thing I can see this being useful for is to bank an action at the end of one turn to churn out an extra spell the next turn since it doesn't in any way reduce the total number of turns needed to cast the spell. If so it seems low yeild for so many extra restrictions put on it.
I appreciate the help so far but I also wanted to make it clear I don't have a problem giving up my initial attempt at gaining the healing nitch to become a ranged striker. If I didn't have such a crappy strength (8) I'd probally go frontline to take some of the pressure off of the BArbarian who is barely standing after most combats. I also kinda like the flavor of an arcane archer type so that isn't a problem. Also I'd love to hear other options on how to move forward in a different role so to speak. I just wanted to make sure I was clear that I was looking for help on how to improve in that manner.
I'll look into that. I'm following Desna so I'm not sure what that will net me. Kendaan wrote:
Goodberry is how is killing me in healing. Starting out with two focus points lets him make two good berries for 1d6+4 healing that he can then refocus and make more of letting the barbarian pop healing from his bandolier on demand during combat. His herbalist background lets him outdo my medicine check because of it's bonus in natural surroundings and we are otherwise tied. As for your other suggestions they are great but since I am 1st level they are way far away. I'm looking for more what to do levels 2-6 and how to define myself during that time. SuperBidi wrote:
So I just started a new game with a new group. None of us knew what the others were going to play. I went with a healer/buffer type but being unfamiliar with the system chose Angelic Sorcerer. The other players went with a Animal instinct Barbarian, a bomber alchemist, and a leaf druid. So we get to my problem. I can't compete with the druid with healing and I didn't realize how suck the divine spell list is for buffs/debuffs. Since I went in blind I took magic weapon which hits exactly 0 of my parties primary attacks. Luckily I have a good dex so I can enchant my own crossbow. I needed that since I can't buff or debuff I'm doing damage using my magic crossbow as my big damage spell is actually pretty good. I'm thinking of shifting to a magical archer type build and just start doing damage as my mainstay. Leaving the healing and buffing/debuffing to the druid and just try to augment the druid as a secondary on that front. The problem is I can't find anything to support this besides my magic weapon spell going forward though. So I either need help finding my path forward using this or maybe someone else has suggestions for other possible paths. I'm open to suggestions.
I have been away from Pathfinder a long time now. I enjoyed it's early days but then another system caught my and my groups eyes and well... There is no easy way to say it. We left for another system. It's not that we didn't love Pathfinder. We did and we still do it is just Pathfinder was more of the old comfortable relationships we had had with D&D without the baggage. Anyway I may be having a new fling with a new Pathfinder group on a different day. We have that kind of openness. So as someone who bought to the early edition of Pathfinder and have up until Ultimate Magic in the way of books has there been anything I should pick up and catch up on? Or is this the same.
Actually I have a decent way to deal with players that wish for more wishes and rarely have repeat offenders. I introduce: The wishing stones - minor artifact A wishing stone will grant a random number of wishes to the owner. While in the possession of a wishing stone the holder cannot make any wish for his own benefit or those he know and gains 2 negative levels. Also the any wish he makes on behalf of a stranger must be such that it comes as a boon to the recipient. Like a cursed item you cannot drop, leave or otherwise give away a wishing stone until it has fulfilled it's quota of wishes at which point it simply disappears off to it's next recipient. These stones where made by Estril and given to her greatest and most selfless follower. These followers where given a choice. To be able to grant miracles for their fellows without end in exchange for toiling for the rest of their lives under a yoke service to their fellows or continue on as they where It is said that the stones each fled from their owners as they uttered a selfish wish for their own aggrandizement. They now travel from owner to owner reliving their failed purpose and binding those who are in possession of them closer to the ideal that they where supposed to uphold with their first master.
I don't know if it counts as "evil" but as a gm I played a bait and switch on my players. I had them all make 20th level character's with the leadership feat and strongholds and the works. Let them spend their time developing their "kingdoms" telling them to make sure to include how their trusted cohort fit into everything and had them fill out a full character sheet for their cohorts. Then started the adventure at banquette for these great heroes being held by the emperor when all their character died suddenly and were instantly raised as undead versions of their former glory at the command of the emperor's nephew. I then took all their carefully optimized and annotated character sheets added the intelligent undead template and told them that they where playing their cohorts now and they should probably think about grabbing the emperor and running before their optimized NPC versions of their heroes got their bearings. |
