Zolthux's Guide to the Gish


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With the AGC released, it looks like there's some new classes to look at for potential Eldritch Knights. Specifically, Arcanists for the spellcaster part, and Slayers and Swashbucklers for the martial end.

There's even a few archetypes that look like their tailor-made for the concept! The Arcanist's Blade Adept for one, but the Swashbuckler looks like it works well with both Sorcerer AND Wizard/Arcanist Eldritch Knights, on account of the Swashbuckler's Finesse feature & Slashing Grace feat allowing the Eldritch Knight to focus on Dexterity on their prime melee stat as opposed to worrying about strength.


Zolthux wrote:

I'm still not finished, but I thought I'd share my work thus far:

Zolthux's Guide to the Gish

I'm still missing the Feat, Skill and Spell selection, but I think this is good enough a start to let people begin chiming in

Feel free to give constructive criticism and such

What is a Gish?


Zilfrel Findadur wrote:
What is a Gish?

Simply put, a Gish is a character who combines martial prowess and magic abilities.


Trying to make the Arcanist, but can't understand how the spells work, i mean is so confusing, those 2 tables, i still haven't figured out if his spells slots need to be selected or are just there like the sorcerer.


revaar wrote:
Zilfrel Findadur wrote:
What is a Gish?
Simply put, a Gish is a character who combines martial prowess and magic abilities.

The term itself comes from a group of marauders in AD&D called the Githyanki who had a corps of warrior-wizards which were called Gishes.

Zilfrel Findadur wrote:
Trying to make the Arcanist, but can't understand how the spells work, i mean is so confusing, those 2 tables, i still haven't figured out if his spells slots need to be selected or are just there like the sorcerer.

The table on page 14 determines what spells you cast for a day. Consider it your Sorcerer "spells known" list that can be changed around. The table on page 10 gives you your actual spell slot number.

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Zilfrel Findadur wrote:
Trying to make the Arcanist, but can't understand how the spells work, i mean is so confusing, those 2 tables, i still haven't figured out if his spells slots need to be selected or are just there like the sorcerer.

That's because it is confusing.

A wizard has two lists: spells known and spells memorized (slots).
A sorceror has two lists: spells known and spells\day.

An arcanist has three lists: spells known, spells memorized (slots) and spells/day.

Essentially, he can cast as many spells as he has spells/day (just like a sorceror),but can only cast those that are memorized (just like a wizard). He can swap spells given some time (less if he uses quick study), so maintains the breadth of a wizard with the intensity of a sorceror.


Some of the recommendations in Z's Gish guide are not optimal, but of themselves obviously good. I recommend that Tatoo'ed Sorcerer be of value green, not blue. The archetype is emphatically about a familiar, but for a gish the levels don't work.
Priority for the gish is BAB, and the problem is that the best familiars require arcane level 7. Wizards achieve EK eligibility at 5, Sorcerers at 6. If BAB is a focus then level 12 is of note, particularly if you're playing Society, where 12 is the normal play cap.
The best Improved Familiars are with arcane level 7. Using the extra levels to acquire the best available familiar, like a Steam Mephit will prevent access to feats that require BAB 9, like Critical Focus.
This assumes 1 martial level, no more.
Someone please check me - if there's a way to get the best familiars AND a BAB of 9 by level 12 I'm all ears.


I am trying to build a gish but i am confused as to if metamagic rods are gish friendly especially when two handing a weapon is optimum, if they are then how do you make them work?


xakira wrote:
I am trying to build a gish but i am confused as to if metamagic rods are gish friendly especially when two handing a weapon is optimum, if they are then how do you make them work?

Lots of the rods act as maces. Some light some, like rod of the viper, heavy. Rod of the python acts as a quarterstaff. The rod of lordly might can turn into weapons like a longsword.

It wouldn't be a stretch for ones gm to allow you to have your rod be a weapon like a club or quarterstaff then enchant it with the transformative property.

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