i am looking for a class that can "go ham" but...


Pathfinder First Edition General Discussion


i am very forgetful/conservative with powers that are limited per day. is there a class that i can use a class feature freely with out worrying about wasting it on small fights yet still have it for those big fights. i played an alchemist but due to only having X amount of bombs per day i would not use my bombs very often because you would not know if that next fight would the fight with a mini boss or some powerful random encounter. you don't want to use all your powerful attacks on a bunch of kobolds only to have to face their boss later with your poke aces all used up and feeling useless or being useless and ridiculed for not "unleashing" in the fight with what you can do. is there a class that can "go bananas" with its powers with out worrying too much about wasting them?

i could just go with a martial class and cleave everything. but that's kinda boring.

and while kineticist looks promising building one seems like a huge task.


Try a witch. Their signature trick is hexes that can be used over and over without a care in the world.


A kineticist would probably fit the bill for what you're talking about. Unlimited kinetic blasts are fun, but since the class has a lot of moving parts I could see how that would be daunting.

Both a witch's and a shaman's hexes never run out, and they both get up to 9th-level casting so you have options to burn more resources via spells if you want to.

A swashbuckler has a limited supply of panache points per day but those should be constantly refreshing if you're wielding a weapon with a high critical range like a rapier (especially when you get Improved Critical as a class feature at level 5).

You could try a fighter and just try to build a character that doesn't use the feats that you find boring. In particular, if your GM is willing to let you use the Stamina and Combat Tricks from Pathfinder Unchained you would stay busy. I've found that this alternate rules system gives most vanilla fighters more options as far as expendable powers go. Also the stamina points refresh at a rate of 1/minute when you're between combats.

Also, most full spellcasting classes reach a point in the middle levels where you never run out of spells if you don't want to. Druids especially have a lot of spells in the early levels that let them get multiple rounds of effect from a single casting (Heat/Chill Metal, Flaming Sphere, Call Lightning, etc.). Also druids get Wild Shape, which lasts for hours with a single use. Same goes for Rage rounds on Barbarians/Bloodragers, and rounds of Performance on Bards/Skalds.


This is basically the premise of the kineticist. You can throw fire (or earth or w/e) around all day without getting tired, but you have a limit. If you push yourself past your limit (incurring burn) you put considerable strain on your body (in the form of nonlethal damage) but you can do this *if* you want to. As you level up, your limit increases as well. So if at level 1 all you can do is gather power, and throw a ball of fire that ignites whatever you hit with it, at level 17 you can conjure up walls of magma that grapple people without breaking a sweat.


Have you taken a look at the spheres of power magic system? You get at-will abilities that you can further augment as needed throughout the day.


Kineticist, Witch, Shaman, and the Magus or Inquisitor archetypes that give you hexes are all options. There's also a Witch archetype that gives you Kineticist blasts, which is worth looking into.

Gunslinger has high burst potential, although it might be a bit more finicky than other classes. Investigator is also an option, and a relatively easy conversion. Studying enemies is basically free. Slayer is a possibility, although it doesn't have a ton of burst in the same way casters do.


You might find a Warlock Vigilante appealing.


my self what witch archtype is that?


The, uh... the term you're looking for, I think is "spam" powers.

("Go ham" vaguely implies being able to be really silly, goofy, or otherwise nonsensical/joking.)

(This post was started when the thread was 39 minutes old, and nothing else was posted. It was posted now, 'cause busy.)


Building a kineticist is easy not hard, there's few enough good choices that you can do most of it on automatic.

The havocker witch (the one which gets kinetic blast) sucks, don't try it. You trade your patron, familiar and all your hexes for a heavily nerfed kinetic blast.


Grovestrider wrote:
Have you taken a look at the spheres of power magic system? You get at-will abilities that you can further augment as needed throughout the day.

Spheres of Power is 3pp and isn't always an option.


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I'd agree with Hexes (so Shaman, Witches, and some archetypes), as most other powers are 3 + casting stat or + X per level, making every class with powers limiting in itself. I've rarely seen Bards and Barbarians ever go out of performance/rage rounds except for early level. Hexes are once per person, so as long as you remember which you've already used in combat, you're fine.

If you're worrying about running out of X per day powers, most classes have an "Extra X" feat. Extra Rage, Extra Mental Focus, Extra Performance, Extra Bombs, Extra Ki, and so on.

Oath of Vengeance Paladins can convert Lay on Hands into Smites. You can comfortably Smite once or twice per combat and still not run out, only eat up your Lay on Hands uses (which you don't use all that often, I find).

a Cleric's Domain powers are rarely worth spamming, so if you pick some niche Domains, you can use them whenever.

Unchained Rogues get Debilitating Injury that happen when you sneak attack. It's a pretty serious debuff that's unlimited in use that everyone in your team will like.

Druids get limited uses Wildshape, but each use lasts long enough for multiple combats and if you pick good shapes you'll rarely want to switch anyway. I know a guy who spends pretty much all his time as an Earth Elemental, for instance.

RPG Superstar 2012 Top 32

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Too bad the 3.5 warlock isn't an option. That was a great class if you like unlimited uses of power. Very little to no bookkeeping. It gave you an eldritch blast (pretty much 1d6 per 2 class levels) at will plus up to 12 "invocations" as you went from levels 1 to 20. 4 tiers, 3 powers per tier, each power pretty much equivalent to one or two spells, with a good mix of utility, offense, and defense.


I thought one could "fake" a 3.5 warlock with the right kineticist build, but I could be wrong.

Paladin is kinda cool and the smite evils can be limited by the environment (if the enemy is not evil you don't smite evil. Plus if you take oath of vengeance and the feat that gives extra lay on hands, then you can put that into extra smite evils. Between that, bless weapon and the holy weapon ability you shouldn't run out of daka.

RPG Superstar 2012 Top 32

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The warlock was an easy class to figure out. I've read the kineticist on d20pfsrd.com a couple times, and it's kind of confusing.


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SmiloDan wrote:
The warlock was an easy class to figure out. I've read the kineticist on d20pfsrd.com a couple times, and it's kind of confusing.

It's a really hard class to figure out from the top down (i.e. read all the options and choose the best ones) and a fairly easy class to figure out from the ground up (i.e. build one from level 1 considering only the choices available to you in the moment).

The two issues with the class from a "simplicity" standpoint are:
- Bookkeeping: several bonus numbers will change throughout the day as you accumulate burn. So you will need to be able to keep track of that somehow. I recommend for a first kineticist playing a base element with a good defense (aether, earth, water) and taking burn to top off your elemental overflow first thing in the morning.
- It can be math intensive, four things contribute to the burn cost of a blast: metakinesis, composite blasts, form infusions, and substance infusions. Three things diminish the burn cost of a blast: gathering power, infusion specialization, and your internal buffer if you choose to use it. Further complicating matters, is that your infusion specialization only deducts from the burn cost of infusions, not of metakinesis or composites. You should plan out, at every level, the things you can do and end up with a net 0 burn so you don't have to figure it out during the course of play.


A warpriest can bring up sacred weapon and blessings without costing any resources and still have fervor left for when you think an encounter is important enough to spend some to quicken a buff spell on yourself, do a self-heal, etc. I was just doing that recently with my PFS warpriest mostly cruising through a scenario without spending much resources until "OMG, two wraiths and a vampire! Time for a ghost touch weapon, fervor for divine favor, and fervor for shield of faith."

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PossibleCabbage wrote:
SmiloDan wrote:
The warlock was an easy class to figure out. I've read the kineticist on d20pfsrd.com a couple times, and it's kind of confusing.

It's a really hard class to figure out from the top down (i.e. read all the options and choose the best ones) and a fairly easy class to figure out from the ground up (i.e. build one from level 1 considering only the choices available to you in the moment).

The two issues with the class from a "simplicity" standpoint are:
- Bookkeeping: several bonus numbers will change throughout the day as you accumulate burn. So you will need to be able to keep track of that somehow. I recommend for a first kineticist playing a base element with a good defense (aether, earth, water) and taking burn to top off your elemental overflow first thing in the morning.
- It can be math intensive, four things contribute to the burn cost of a blast: metakinesis, composite blasts, form infusions, and substance infusions. Three things diminish the burn cost of a blast: gathering power, infusion specialization, and your internal buffer if you choose to use it. Further complicating matters, is that your infusion specialization only deducts from the burn cost of infusions, not of metakinesis or composites. You should plan out, at every level, the things you can do and end up with a net 0 burn so you don't have to figure it out during the course of play.

Yeah, the warlock had none of that burn stuff.

You had eldritch blast, which was an at will ranged touch attack, and a selection of invocations. Some invocations were spell-like abilities, and some added carrier effects to the eldritch blast and some changed the shape of it, like lines, cones, bursts, etc.

The spell-like invocations were also at will, with some having a caveat that for some of them you could only have one of a particular kind up at a time, like one wall of darkness; if you cast another one, the previous one went away.

It was really easy. You didn't have to worry about a lot of bookkeeping. Some of the extra class abilities were once per day or something like that, but the main core abilities were either always on or usable at will.


Forrestfire Studios is working on a warlock class called 'Avowed'. It is good.

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