SOP Class Suggestions?


Advice


So I'm playing with my DM in a new campaign, along with some first-timers. My DM decided to dump the Vanican magic system in favor of Spheres of Power to ease the learning process. While I'm mildly interested in this system, I'm not sure what class is best for pyromancy. I've been playing a kineticist lately. Any suggestions?


The Elementalist is by far the best class for Pyromancy (except maaaaaybe a Destruction-focused Incanter), and is certainly the most Kineticist-like class. That said, I recommend reading (and sharing with your group) this page on the Spheres of Power wiki, which is specifically about helping people create their first spherecaster. Among other things, it introduces all of the new classes.


Rednal is steering you the right way. After you take a look over stuff, ask any questions you got. There is lots of love for the destruction sphere out there as well. Should be a fun blaster to make.


I'm going with the Flame Warrior achetype for the Elementalist, but the others still look lost. I know that one of my friends wants to play a tough female warrior interested in training women to hold their own against monsters, one is interested in the Life, Protection, and Fate spheres, and the other one is considering a grab bag of spheres, especially Conjuration.


For a tough warrior, it would be best to go with either Armorist or Mageknight. Armorist is good at summoning gear and is the most 'mundane' Spherecasting class in that it's more about weapon-based offense than magic, while Mageknight has more of an enchanted feel.

Someone doing Life, Protection, and Fate could do pretty well with a Soul Weaver, maybe the Dual Channeler archetype if they don't want to muck around with Undead.

For a grab bag of Spheres, go Incanter. It gets (significantly) more talents than anyone else, so they can actually invest decently into a variety of options.


To elaborate on the above, Armorists have limited spells and can use their spell points to summon magic weapons, armor, and staffs. They have some signature items which gain a higher magic enhancement bonus and are free to summon, but most of their versatility comes from being able to summon any weapon, armor, or staff with various magic abilities. They are mostly martial in nature.

Mageknights are more like warriors who use magic to fuel special tricks that make their combat methods more effective, such as by giving themselves Haste or making attacks vs Touch AC for a round. They also get a class feature which can mark an enemy and lower their saves, making offensive magic slightly more viable than with other low casters.

For the Life/Protection/Fate user, I suggest the Triple Goddess archetype of Hedgewitch, a 3/4 BAB Midcaster. The base class is the most variable in the game with a wide variety of "Traditions", of which you normally pick two to mix-and-match. The archetype gives up one Tradition in exchange for the Life and Fate base spheres, which act as if you were a Highcaster (aka full CL) and at later levels you can get a floating talent which can be changed daily. From there getting Full CL on the Protection sphere is only one feat. The second tradition will greatly inform how the character plays, with my personal favorite for a casting-focused character being Academia for more Spell Points and using your level as CL for item creation.


LuniasM wrote:
For the Life/Protection/Fate user, I suggest the Triple Goddess archetype of Hedgewitch, a 3/4 BAB Midcaster. The base class is the most variable in the game with a wide variety of "Traditions", of which you normally pick two to mix-and-match. The archetype gives up one Tradition in exchange for the Life and Fate base spheres, which act as if you were a Highcaster (aka full CL) and at later levels you can get a floating talent which can be changed daily. From there getting Full CL on the Protection sphere is only one feat. The second tradition will greatly inform how the character plays, with my personal favorite for a casting-focused character being Academia for more Spell Points and using your level as CL for item creation.

Just wanted to jump in and ask, what's the one feat that gives you full CL on a mid-caster?


As for the dabbler, I have 3 suggestions. The Sphere Arcanist gets less talents than everyone else but can change them daily, perfect for a character who wants to try everything. Just take Extra Magic Talent for like every single feat and you're golden. Second, Incanter gets the most talents so it can really beef up that Conjuration sphere summon and also do other cool stuff. The third option is a Hedgewitch with the Spiritualism tradition - they have a lower CL than the others but they can also gain any Magic Talent on the fly multiple times a day.

I think Incanter is the best if they want to really specialize in Conjuration, while Hedgewitch is best if they want to have a set build with a magic toolbox for many situation. Sphere Arcanist is kinda bad without tons of extra talents or a GM-sanctioned homebrew fix, but to be fair they have the most versatile build since they can completely alter their talents daily.


THUNDER_Jeffro wrote:
LuniasM wrote:
For the Life/Protection/Fate user, I suggest the Triple Goddess archetype of Hedgewitch, a 3/4 BAB Midcaster. The base class is the most variable in the game with a wide variety of "Traditions", of which you normally pick two to mix-and-match. The archetype gives up one Tradition in exchange for the Life and Fate base spheres, which act as if you were a Highcaster (aka full CL) and at later levels you can get a floating talent which can be changed daily. From there getting Full CL on the Protection sphere is only one feat. The second tradition will greatly inform how the character plays, with my personal favorite for a casting-focused character being Academia for more Spell Points and using your level as CL for item creation.
Just wanted to jump in and ask, what's the one feat that gives you full CL on a mid-caster?

...huh. Now that I tried to look for it I can't find it. I must have been thinking of the Sphere Specialization feat from Spheres of Might.

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