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Pick spells without somatic components. Divination is a great choice with illusion coming next.
Get spell storing armor, weapon, and rings. Cast somatc spells into them.
Just get still spell, you have a ton of bonus feats and it will help fill your specialist spell slots.
Use an armored coat at low levels, move action to take off/put on.
Skip the Prof feats if you don't plan on making attacks.
This is still a wizard, so it will be awesome.
Edit:if you change your mind on still spell, there are two traits to off set the penalty for a spell each.
there is an advanced spell search option on pfsrd.
Flare (Lvl 0); Light (Lvl 0); Sotto Voce (Lvl 0*); Chastise (Lvl 1); Feather Fall (Lvl 1); Flare Burst (Lvl 1); Heightened Awareness (Lvl 1); Hold Portal (Lvl 1); Liberating Comand (Lvl 1); Liberating Command (Lvl 1); Lighten Object (Lvl 1*); Lighten Object (Lvl 1); Sundering Shards (Lvl 1); Sure Casting (Lvl 1); True Strike (Lvl 1); Ventriloquism (Lvl 1); Wave Shield (Lvl 1); Anti-Summoning Shield (Lvl 2*); Blindness/Deafness (Lvl 2*); Blur (Lvl 2); Buoyancy (Lvl 2); Buoyancy (Lvl 2); Darkness (Lvl 2); Knock (Lvl 2); Silent Table (Lvl 2); Steal Voice (Lvl 2); Displacement (Lvl 3); Dweomer Retaliation (Lvl 3); Lover's Vengeance (Lvl 3); Storm Step (Lvl 3); Suggestion (Lvl 3*); Tongues (Lvl 3*); Vision of Hell (Lvl 3); Baphomet's Blessing (Lvl 4); Dimension Door (Lvl 4*); Emergency Force Sphere (Lvl 4); Geas, Lesser (Lvl 4*); Imbue With Flight (Lvl 4); Shout (Lvl 4); Tongues, Communal (Lvl 4*); Triggered Suggestion (Lvl 4*); Contact Other Plane (Lvl 5*); Damnation Stride (Lvl 5*); Echolocation (Lvl 5*); Lighten Object, Mass (Lvl 5*); Lighten Object, Mass (Lvl 5); Planar Adaptation (Lvl 5*); Planetary Adaptation (Lvl 5*); Planetary Adaptation (Lvl 5*); Teleport (Lvl 5*); Truespeak (Lvl 5*); Geas/Quest (Lvl 6*); Ice Crystal Teleport (Lvl 6*); Suggestion, Mass (Lvl 6*); Teleport Structure (Lvl 6); Unconscious Agenda (Lvl 6); Phase Door (Lvl 7); Power Word Blind (Lvl 7); Resonating Word (Lvl 7*); Teleport Object (Lvl 7); Teleport, Greater (Lvl 7*); Charm Monster, Mass (Lvl 8*); Irresistible Dance (Lvl 8*); Power Word Stun (Lvl 8); Fiery Body (Lvl 9); Interplanetary Teleport (Lvl 9); Mage's Disjunction (Lvl 9); Power Word Kill (Lvl 9); Prismatic Sphere (Lvl 9); Teleportation Circle (Lvl 9*); Time Stop (Lvl 9); Wail of the Banshee (Lvl 9)
I've used the heal skill along with delay pain and (later) regerate to remove my (PC) organs to entertain a demon and gain her favor.
I've saved a fresh lvl 1 pfs group with having a good heal skill to keep our hps up.
My current cleric is antagonistic with his diety. He chooses to be a pawn of abadar for the greater good. He was chosen and barely knows anything about religion, prefering to continue his passion, healing (the skill) and saving people as best he can.
Idk, play the character you want. Class barely matters.
Called shots are up to the GM. Assuming his face isnt covered.
Edit: also assuming the caster's behavior is acceptable where they are it will probably be noticed.
A fighter can improve the damage dice with Focused training from the weapon masters handbook.
My build is mainly armor spikes, holding a reach weapon for AoO. A fighter can spend a ton of feats on doing better damage with armor spikes and still have room for others. You should take the outslug feats and aim for a 3rd thing. Maybe power attack, cornugon smash, and hurtful.
There is always another skill you want. Much less book keeping than giving skill points. Found headbands probably wont have your preference. If you get the ideal one just retrain the skills, but watch out for anti magic, dispel, other tricks that make the headband turn off. I would take it for secondary skills not my main ones.
I am working on something like this:
Rusty In Progress
Human (Ulfen) fighter 12
LN Medium humanoid (human)
Init +2; Senses Perception +12
AC 27, touch 16, flat-footed 24 (+11 armor, +1 deflection, +2 Dex, +1 dodge, +1 insight, +1 luck)
hp 124 (12d10+48)
Fort +14, Ref +9, Will +14 (+2 competence bonus on saves against fear, +5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Speed 40 ft.
Melee +1 bardiche +17/+12/+7 (1d10+7/19-20) or
+2 aberant-bane adamantine armor spikes +24/+19/+14 (1d6+14 plus 2d6 vs. Aberant)
Special Attacks weapon trainings (armed bravery, close +4)
Str 18, Dex 14, Con 16, Int 14, Wis 11, Cha 7
Base Atk +12; CMB +16; CMD 32 (36 vs. disarm, 36 vs. sunder)
Feats Combat Expertise, Combat Reflexes, Combat Stamina, Dodge, Greater Weapon Focus (armor spikes), Greater Weapon Specialization (armor spikes), Lunge, Mobility, Outslug Sprint, Outslug Style, Outslug Weave, Spring Attack, Weapon Focus (armor spikes), Weapon Specialization (armor spikes), Whirlwind Attack
Traits threatening defender, vexing defender
Skills Acrobatics +17 (+21 to jump, +21 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Climb +18, Knowledge (dungeoneering) +17, Perception +12, Swim +18
Languages Abyssal, Common, Dwarven, Skald
SQ armor training 4, combat expertise, combat reflexes, dodge, greater weapon focus, greater weapon specialization, lunge, mobility, spring attack, weapon focus, weapon specialization, whirlwind attack
Combat Gear band of the stalwart warrior[UE], jingasa of the fortunate soldier[UE], potion of fly (2); Other Gear +2 armor spikes adamantine full plate, +1 bardiche[APG], dusty rose prism ioun stone, boots of striding and springing, cloak of resistance +3, gloves of dueling[APG], ring of protection +1, sash of the war champion[APG], swarmbane clasp[UE], bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], soap, trail rations (5), waterskin, 81 gp, 9 sp
Armed Bravery (+7/+14) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Combat Expertise -3/+4 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Greater Weapon Focus [Combat Trick] 2 stamina points to gain Greater Weapon Focus bonus on another weapon until next turn.
Greater Weapon Specialization [Combat Trick] 2 stamina points to gain Greater Weapon Specialization bonus with another weapon until next turn.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Lunge [Combat Trick] 2 stamina points to apply poison to a man. weapon as a swift action.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Outslug Sprint (Armor spikes) Outslug Style: move 5 additional feet during 5' step.
Outslug Style +2 (Any Close Weapon, Armor spikes) +1 dodge bonus to AC/dmg with chosen weapon.
Outslug Weave (Armor spikes) Outslug Style: no -2 AC penalty to use Lunge.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Spring Attack [Combat Trick] 5 stamina points to use Spring Attack as a standard action.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Weapon Specialization [Combat Trick] 2 stamina points to apply Weapon Specialization to another weapon.
Weapon Training (Close) +4 (Ex) +4 Attack, Damage, CMB, CMD with Close-in weapons
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.
Whirlwind Attack [Combat Trick] 5 stamina points per extra attack to be able to use abilities that grant extra attacks.
Not 100% happy but using heavy armor is important to me. I wish i had the cash for +2 silver gauntlets and feats to share the weapon focus and spec.
Um just reading the spells tells you how significantly different they are. Truely improved versions at each tier. Why waste heal when cure light wounds would work.
raise dead: you have an intact body and it was not killed by a death effect or made into undead. Also does not work on elementals or outsiders.
Resurrection: you found some of the body, or it was killed by a death effect or was an undead. Also does not work on elementals or outsiders. if able to cast quickly, then useful in combat.
True resurrection: there is no body. It can bring back elementals and outsiders. if able to quickly cast then useful in combat.
Ideas for scarier death.
Chance to comeback different. Secretly Curse, madness, possessed. Uncurable until triggered.
Chance for the caster to be harmed. Losing limbs, death, neg levels, madness, cursed...
Future healing magic is less effective. Reduce caster level of healing effects by 1 per resurection. Making low level cure wands useless and some high level spells not work immedietly.
death in some areas are perminate. Other planes, occult sites.
Plan for monsters to eat bodies, perform coup de grace, use death effects
You can see what other characters are wearing. If they have a pouch they pull wierd stuff out of while casting spells it is obvious. If they have multiple pouches visible maybe it is a wasted effort. Maybe it tells you somehing when she switches to a different pouch or pulls one out of a seemingly to small bag. Maybe breaking their stuff makes them more afraid than death. If you waste their action or more it is great.
When characters use magic there is an appropriate effect you can percieve. You might not know what it is but it should hint at it.
Anyway, attacking a bag hoping to hit something inside is a desparate action, likely to fail in killing a familiar even if there is one. But some things might enjoy doing it.
I am not familiar with the fallout games, so i hope these dont come to close.
A thread on finding invisible people will give a ton of advice on how even the dumbest monster can fight back against an invisible foe. Its not like he could solo it, rounds per level is not long and he had team buffs.
I would use a ring of invisibility as the base cost. Now as a GM you might know most higher level enemies in your game will have resistance or immunity and modify the cost. But seeing as sneak attack, other players, and shenanigans are likely i would increase it.
A ring or 2 of forcefangs might be more fun for the character, preload one during down time.
Slayer seems nice, studied target is a nice way to show how you need to find your opponent. In a fluff sense at least. It provides bonus feats that skip prerequisites. Allowing you to focus on less attributes.
Swashbuckler is asking to spread you to thin. Chr, con, dex, str, and wis (assuming you need a good perception skill). It has good stuff though.
Magus is simlar in that it adds int instead of chr. It also has nice stuff.
I cannot find the blinded blade style feats anywhere. The internet has failed me.
Fighters should be seen as weapon masters. The character concept of being the best at a weapon should be filled by a fighter.
To be fair most classes get a large number of bonus feats, rangers and slayers both get this and more. They can easily move in on the fighters turf. That feat is the gateway and it adds damage.
Rogues can pick up a few combat feats as talents, gain sneack attack and other tricks. They are great dex characters and can afford the feat. Their bab is the only down side.
Barbarians, are not feat heavy, have no neccisary feats and are possibly the best spelless combat character.
Paladins have amazing class abilities, smite is great. Any non archer build has enough feats to do their job from level 1. They might be frustrated as they have the bab before the feat slots.
Many spell casters get bonus combat feats and abilities (magus, war priest, hunter). they are good classes with unlimited potential. Again these just are behind on bab, but otherwise have feats available.
My highish level caster experience is a pc with mythic tiers. So 24 hr FoM, often has true seeing (no cost), heightened sanctuary, life bubble, deathless, circle of protection from evil, stone skin, a few other buffs, a druid cohort often in tiny bird or small elemental form wth more buffs.
Mythic blade barrier is nice. (It can move)
Spring attack as a standard action, whirlwind attack plus bonus attacks (such as from haste) both seem nice,
Combat expertise has a decent one, spending stamina increases your to hit and reduces the penelty from combat expertise.
Improved crit, to do double damage if you are within 3 of a crit.
Most are bad, or help a little with the penalty the feat shouldnt of even had to start with (step up). I think it was because good feats did not need to become better and bad feats are still bad.
I like stamina, it sucks that it ends up being a list with no context, especially for feats ive never heard of. But the internet really picks up the slack there.
The weapon master's hand book has no staminina options for new feats they added. Which is really lame, no combat feat should be printed with out it (doubly so for the melee focused players guides) They didnt even have a stamina based AWT option.
We are running out of class features to replace. Maybe we can drop all but ~5 weapon proficiencies for a few fighter talents as we level, maybe one at level 3 and every 4 levels after?
Fighters need more int based options, that are not bad. Taking a level in wizard should not be so tempting. (prescience school power, true strike, anticipate combat, knowledge is power discovery)
Hopefully advanced armor training allows for some smart options.
Armor tricks: catching weapons (improved disarm), swift action movement (spring attack), immediate action Total defense (combat expertise, becomes staggerd).
Heavy Armor combat styles (im tired of prancing fighters)