
|  rorek55 | 
 
	
 
                
                
              
            
            Hey guys! recently I got the idea for a caster/whatever that was focused around lightening, or fire. I just find the though of magic taking the form of a dude wreathing himself in lightening and or flame then hurling it at someone else to be, well, quite epically awesome. When it comes to caster, I am in the deep end without floatation devices.
I was thinking arcanist at first, but then saw some really cool oracle and cleric spells and now I am unsure. any advice or recommendations to look into?

|  Koujow | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            There is a druid archetype called the Tempest Druid that is kind of cool and does things with storms.

| boring7 | 
Well, if you take Oracle with the Haunted curse, you can get lots of spells focused around lifting, moving, or reducing the weight of objects as well as having a lot of spells per day.
/lolspelling
If you want thematic; it's not the most powerful, but a Sylph (human with air elemental blood) sorcerer with the elemental bloodline can take any brand of "boom" spell and turn it into electricity on the fly. You can also fly (kind of useful) or at least levitate from very early on. I'm sure there are better ways to do a super-evoker, but it's a good first-run without a lot of complicated tricks and tactics and it all goes well together thematically. You're a child of wind and thunder, you toss lightning because it flows in your veins.
Take a few ranks in perform because you are a great conductor.
*is beaten to death with a conductor's baton*

| Arachnofiend | 
 
	
 
                
                
              
            
            I was thinking arcanist at first, but then saw some really cool oracle and cleric spells and now I am unsure. any advice or recommendations to look into?
Why not both? If you play an Aasimar/Tiefling/Tengu/Half-Drow you can make a viable Mystic Theurge and get all the juicy lightning spells from both lists.

|  meeko | 
 
	
 
                
                
              
            
            Oh man Suli Eldritch Scion (Air Elemental) Magus. Shocking GRASP!!!!!
If you want a Scorpion whip (which is in my opinion more thematic and great for a magus) go Half Elf instead and chose whip with the Ancestral Arms Alternate Racial Trait.
If you prefer the whip with a thematic race you can Make a slyph Spire Defender (with GM approval) or a Kensai Magus.

| Claxon | 
 
	
 
                
                
              
            
            I came to this thread expecting something different than what is here...
Mostly because lightening would be the process of making something lighter. So I thought you were interested in a magical character who could make things lighter (and or smaller).
Lighning on the other hand is the electrical discharge associated with thunderstorms. For which the only suggestion I have that could match your desires is to ask if you can research Lighning Shield as a custom spell (based off of Fire Shield).

|  Kysune | 
 
	
 
                
                
              
            
            That Aasimar FCB is very scary, but it works much better with the Sound Burst performance than the call lightning one.
You're right, my Aasimar bard has all his FCB's in Thunder Call (Sound Burst) with 19 Charisma (4th level, no items yet). Once he hits 5th level that 1d8 10ft radius burst turns into 3d8. There's no save on the damage, there is spell resistance, and atm it's DC 16 to save vs Stun. All that for spending 1 bardic performance, which I have 12 per day. Also, your Charisma mod increases the save DC vs stun just like the spell.
Typical fight - 1st turn, Standard action start Inspire Courage and then end it. 2nd turn, Lingering Performance lets Inspire Courage continue for 2 more rounds. Standard action Thunder Call for 2 rounds. Rinse and repeat.
EDIT: Once you hit 7th level it becomes as broken as a Zen Archer :P

| Kyle '88 | 
If you don't mind 3rd Party the Storm Lord Druid archtype with the Weather domain was a lot of fun. I just finished a campaign with one and got to level 15. If you do play one go for a high Wisdom/ heavy castor approach.

| Majuba | 
 
	
 
                
                
              
            
            Weather domain literally has the ability "Lightning Lord" at 8th level, and it's pretty nice. A cleric or druid with it works pretty nicely. Air and Water Domains mix nicely with it for abilities.
my Aasimar bard has all his FCB's in Thunder Call (Sound Burst) with 19 Charisma (4th level, no items yet). ...
Is Sound Burst available at 1st level? If not you can't put the FCB towards it until you do (see FAQ).
Typical fight - 1st turn, Standard action start Inspire Courage and then end it. 2nd turn, Lingering Performance lets Inspire Courage continue for 2 more rounds. Standard action Thunder Call for 2 rounds. Rinse and repeat.
Lingering Performance ends immediately if you begin any other performance.

|  Kysune | 
 
	
 
                
                
              
            
            Weather domain literally has the ability "Lightning Lord" at 8th level, and it's pretty nice. A cleric or druid with it works pretty nicely. Air and Water Domains mix nicely with it for abilities.
Kysune wrote:my Aasimar bard has all his FCB's in Thunder Call (Sound Burst) with 19 Charisma (4th level, no items yet). ...Is Sound Burst available at 1st level? If not you can't put the FCB towards it until you do (see FAQ).
Kysune wrote:Typical fight - 1st turn, Standard action start Inspire Courage and then end it. 2nd turn, Lingering Performance lets Inspire Courage continue for 2 more rounds. Standard action Thunder Call for 2 rounds. Rinse and repeat.Lingering Performance ends immediately if you begin any other performance.
#1) I looked at PFS Specific, Core, APG, UCombat, UMagic FAQ's and none of them state that. Please provide the exact FAQ.
#2) You are correct. I change my statement to either Inspire Competence and then cast a couple spells for the next two rounds or just start the battle off by Thunder Call stun locking the enemy team. Most likely you'd want to Thunder Call at the beginning of the fight while they are typically more clustered. I do appreciate you pointing this out though as I was in error.
 
	
 
     
     
     
 
                
                 
	
  
	
  
	
  
	
  
	
 