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Grand Lodge

After rereading the arcanist that seems like the best bet now the only question is vanilla arcanist or choose an archetype?

Grand Lodge

I am joining a new campaign with three other people and possibly a fourth. The party so far is a cunning opportunist rogue(3rd party), an oath of vengeance paladin, a kitsune life oracle going for every tail through feats, and me. We are lacking a full arcane caster and someone to roll knowledges. I'm not sure what to play i just don't want to play a straight wizard, also there are rules to character generation.

Character Creation rules:
• 15 point Buy
• No Evil or Chaotic Neutral
• No Crafting
• 3rd party classes will be considered on a case by case basis
• No 3rd party races unless approved by the GM
• No guns! Gunslinger Bolt Ace is acceptable, but no firearms will be
allowed as they can be an extremely overpowered weapon. This rule may
change in future APs
• 3 traits, 1 must be from the campaign guide
• 1 Drawback fitting of your character story
• The GM reserves the right to ask players who have made character
more or less powerful than the group standard to make adjustments as
he sees fit.
• Refer to the PFS rules set for feats, magic items and Archetypes
that are banned from play in this AP.

No starting ability score should exceed 18 even after racial bonuses
No starting ability score should be lower than 8 after racial bonuses

I need some help on choosing what also i'd like to be a blaster if possible.

Grand Lodge

I decided to go with a witch with the time patron and on the first part of book two I was far more useful in and out of combat.
Thanks for the help everyone

Grand Lodge

I've talked it out with my party and the GM. All my party wants is someone to make knowledge checks and maybe ranged damage. I've only played spontaneous casters so far, prepared casters kinda scare me, which makes the arcanist the most appealing. yet with proper use of witches hexes i won't need to use spells for many things. Honestly i can't decide between the two.

Grand Lodge

I completely forgot the Arcanist existed. After reading it, it looks amazing just because of how they prepare and cast spells. I've already drawn up a time witch, but i'm going read further into Arcanist.

Grand Lodge

So far with just a cursory investigation.playing a bard, taking the flag bearer feat and saving for a banner of the ancient kings i would be infinitely more useful in combat than i have been so far, whilst being able to handle a wide array of out of combat situations.
I'll have to read further into the witch but hexes look amazing so far, especially slumber and chanting with evil eye.

Grand Lodge

Based on all of your advice. We are sorely missing both battlefield control and buffs, which I agree with. So I've decided to go draw up both a witch and bard then talk them through with the GM thanks everybody.

Grand Lodge

I have considered being a controller caster, but I've never played a full caster,and I'm not sure I would play it correctly. But if that would benefit our composition then which full caster would be a good starting point. Also by the way we are all level four

Grand Lodge

My group just finished the first book of serpent's skull. For pure comedic reasons my character has unceremoniously been killed off and I'm unsure of what to play next. I played an Archer Slayer in a party of four that consisted of a dex based Kensai magus, a two handed fighter, a multiclassed life Oracle paladin, and a life Oracle. I mainly tried to stay out of the fighters way and be the trapfinder which didn't go so well.
TLDR. I'm not sure how to contribute to the party going forward