Larpus
2011-06-28, 02:22 PM
Hello everyone, I'm going to play on a rather new scenario and would like some insight of the playground on my build and concept ideas:
The world we'll play at is a WWII steam-punk world where, depending on where we play, arcane and/or divine magic can be ill seen and maybe even punishable by death.
Still, being the prick that I am, I want to play an arcane caster but with a catch: I want to be able to do something without casting if needed.
It'll be a 4 or 5 people group with a confirmed long-range shooter (possibly a Ranger) and an Artificer (http://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/artificer) (not the Eberron one, check the link).
For rules and preferences:
- Keep multiclassing to a minimum due to being rather hard to roleplay (PrC is not considered multiclassing), especially for things that are obvious mechanic choices, though a dip or two in a physical class is overall accepted.
- We'll roll for our stats, having a free 18 and rolling the other 5, so MaD might not be an issue at all, so no real preference over options that use few scores.
- There are firearms in the world, but the DM hasn't decided on their rules yet, all I know is that they'll most probably use a feat per type and a craft and/or profession to keep working.
- Magically enhanced items and potions seem to be acceptable, even in places where arcane magic is punishable by death.
- Bard is not an option. I know they can be very powerful and deadly in the right hands, the only problem is that mine aren't the right hands.
- Only Pathfinder stuff is allowed, no conversion from 3.5.
- It is a Good or Neutral-oriented campaign, I'm allowed to be Evil, but not that evil. On a similar note the DM doesn't like necromancy, so chances are I won't be using undeads (though I do think I'd enjoy them).
- Starting level will be 1-3, possibly 4 or 5, but unlikely. Still, I'd like a character that can still pull his weight in mid levels as we might actually play that long.
- 3rd party stuff might be allowed or might not be allowed, so I'd prefer if there is not too much dependency on that for the character to work.
The concept I'll be using in order to conceal my magic is to make them not look like magic (such as putting the ingredients inside a small ball of sorts or simply getting Eschew Materials) and lie through my teeth.
I also consider having an "alternate identity" as a masked hero/villain to be a possibility.
After looking over the class selection, here are the ones I considered:
Alchemist (http://www.d20pfsrd.com/classes/base-classes/alchemist)
Fluff: The obvious and prime choice as the spells take form of "potions", also sounds amusing to make a Chaotic junkie-like character who acts like a random stoned idiot but is clever and intelligent when needed.
Meta: Thinking of either going bomberman and mix damage and crowd control or Mr.Hyde and abusing mutagen (possibly PrCing into Master Chymist). Wonder if it would be interesting to dip into Fighter or something for proficiencies. I also contemplate going Vivisectionist and trade Bomb for Sneak Attack if I go Mr.Hyde. Not to mention that the number of skills is simply godly.
Cons: Learned spellcaster, which might be a problem for possibly being unable to learn from wizards (who might not exist). Still, if I understood it right, as long as the spell is in my list, I can use either arcane or divine items and copy the spell from scrolls. The medium BAB also worries me a bit in the case of Mr.Hyde.
Magus (http://www.d20pfsrd.com/classes/base-classes/magus)
Fluff: Sadly not much going for him here...
Meta: He works just as a Duskblade, which I've toyed a bit in the past and enjoyed, plus he can enchant his own weapon for a duration, which sounds quite interesting and powerful, especially when that means I can have a +5 Flamming Chair. I'd also consider dipping into Fighter for Shield or going Staff Magus and also get a discount for being able to keep using light armor without too much penalty.
Cons: Doesn't seem like the best choice, medium BAB worries me, without 4 good scores he won't work at all and he is also a learned caster, made even worse if the Alchemist can indeed learn from divine scrolls (even so, I'm more likely to find other Alchemists than Magi if we go to arcane hating lands). Also, can't really be a skill monkey.
Summoner (http://www.d20pfsrd.com/classes/base-classes/summoner)
Fluff: Since the visual of the Eidolon is up to the Summoner, I'd have a robot/golem-like Eidolon. Would also most probably grab Eschew to have no problems with my spells.
Meta: Will most probably have a bipedal weapon wielder Eidolon. Having the need for few scores is also a plus, especially when one of them is Cha (for Bluff). Also a natural caster, which can be very invaluable depending on where the adventure takes place.
Cons: The only true con here is the meh amount of skills coupled with little need for the Int stat, still, with some luck it can be a 14 or 16 since the class needs few scores to work.
The world we'll play at is a WWII steam-punk world where, depending on where we play, arcane and/or divine magic can be ill seen and maybe even punishable by death.
Still, being the prick that I am, I want to play an arcane caster but with a catch: I want to be able to do something without casting if needed.
It'll be a 4 or 5 people group with a confirmed long-range shooter (possibly a Ranger) and an Artificer (http://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/artificer) (not the Eberron one, check the link).
For rules and preferences:
- Keep multiclassing to a minimum due to being rather hard to roleplay (PrC is not considered multiclassing), especially for things that are obvious mechanic choices, though a dip or two in a physical class is overall accepted.
- We'll roll for our stats, having a free 18 and rolling the other 5, so MaD might not be an issue at all, so no real preference over options that use few scores.
- There are firearms in the world, but the DM hasn't decided on their rules yet, all I know is that they'll most probably use a feat per type and a craft and/or profession to keep working.
- Magically enhanced items and potions seem to be acceptable, even in places where arcane magic is punishable by death.
- Bard is not an option. I know they can be very powerful and deadly in the right hands, the only problem is that mine aren't the right hands.
- Only Pathfinder stuff is allowed, no conversion from 3.5.
- It is a Good or Neutral-oriented campaign, I'm allowed to be Evil, but not that evil. On a similar note the DM doesn't like necromancy, so chances are I won't be using undeads (though I do think I'd enjoy them).
- Starting level will be 1-3, possibly 4 or 5, but unlikely. Still, I'd like a character that can still pull his weight in mid levels as we might actually play that long.
- 3rd party stuff might be allowed or might not be allowed, so I'd prefer if there is not too much dependency on that for the character to work.
The concept I'll be using in order to conceal my magic is to make them not look like magic (such as putting the ingredients inside a small ball of sorts or simply getting Eschew Materials) and lie through my teeth.
I also consider having an "alternate identity" as a masked hero/villain to be a possibility.
After looking over the class selection, here are the ones I considered:
Alchemist (http://www.d20pfsrd.com/classes/base-classes/alchemist)
Fluff: The obvious and prime choice as the spells take form of "potions", also sounds amusing to make a Chaotic junkie-like character who acts like a random stoned idiot but is clever and intelligent when needed.
Meta: Thinking of either going bomberman and mix damage and crowd control or Mr.Hyde and abusing mutagen (possibly PrCing into Master Chymist). Wonder if it would be interesting to dip into Fighter or something for proficiencies. I also contemplate going Vivisectionist and trade Bomb for Sneak Attack if I go Mr.Hyde. Not to mention that the number of skills is simply godly.
Cons: Learned spellcaster, which might be a problem for possibly being unable to learn from wizards (who might not exist). Still, if I understood it right, as long as the spell is in my list, I can use either arcane or divine items and copy the spell from scrolls. The medium BAB also worries me a bit in the case of Mr.Hyde.
Magus (http://www.d20pfsrd.com/classes/base-classes/magus)
Fluff: Sadly not much going for him here...
Meta: He works just as a Duskblade, which I've toyed a bit in the past and enjoyed, plus he can enchant his own weapon for a duration, which sounds quite interesting and powerful, especially when that means I can have a +5 Flamming Chair. I'd also consider dipping into Fighter for Shield or going Staff Magus and also get a discount for being able to keep using light armor without too much penalty.
Cons: Doesn't seem like the best choice, medium BAB worries me, without 4 good scores he won't work at all and he is also a learned caster, made even worse if the Alchemist can indeed learn from divine scrolls (even so, I'm more likely to find other Alchemists than Magi if we go to arcane hating lands). Also, can't really be a skill monkey.
Summoner (http://www.d20pfsrd.com/classes/base-classes/summoner)
Fluff: Since the visual of the Eidolon is up to the Summoner, I'd have a robot/golem-like Eidolon. Would also most probably grab Eschew to have no problems with my spells.
Meta: Will most probably have a bipedal weapon wielder Eidolon. Having the need for few scores is also a plus, especially when one of them is Cha (for Bluff). Also a natural caster, which can be very invaluable depending on where the adventure takes place.
Cons: The only true con here is the meh amount of skills coupled with little need for the Int stat, still, with some luck it can be a 14 or 16 since the class needs few scores to work.