The Art of Wizard Dipping


Advice


I've got plans for a back up character... a Lore Warden Fighter who uses a longsword to trip, triggering AoO with Greater Trip and again with Vicious Stomp.

In the home brewed campaign setting, there is a particular nation that highly encourages its soldier to learn as much wizardry as they can. As a result, their soldiers are often armed with wands and scrolls, are backed by wizard officers and summoned creatures.

Basically, dipping wizard is common.

I am considering my back up character to be an ex-soldier of this nation... or a completely unrelated warrior who just likes knowledge.

Either way, How much Wizard should I dip? One level is cool for wands and whatnot, but three levels looks tasty for 2nd level spells like Blur, Alter Self, etc.

I don't really want to commit to Eldritch Knight or anything; this guy is definitely a warrior, not a mage.

He has 14 INT, if it matters.

Oh, also, Familiar or Arcane Bond?

TL;DR

How many levels of wizard would be good for a Lore Warden fighter to dip?

Familiar or Arcane Bond?

Thanks in advance!


well if you dip 3 levels and can take the magical knack trait that will give you caster level 5. and if you take a weapon for your arcane bond you get to enchant it without the feat. and if you dont have any buff casters in your group it might not be a bad idea to go to level 5 to pick up fly and haste.


mmm I generally try to not recommend a class that the Op do not mention but could you consider a magus? it is more combat focused and let you cast in light armor.


I say one or three. There are some great 2nd level buff spells, from resist energy to bull strength to invisibility.


I would go with one level of Diviner (Foresight)

You get an initiative bonus, a number of d20 rerolls per day. True strike is a divination verbal spell - no problems with armor. Grab feather fall and true strike, and a few non combat spells (comprehend language & endure elements).

I'm going to go against the crowd and suggest a familiar. You can't use the free crafting aspect with just one level of wizard, so the arcane bond only gives you the free spell, and if you lose the item you can't cast. Familiars, OTOH, give you two free feats (alerness + familiar specific), can act as scouts or messengers or even healers (give a monkey familiar a potion of CLW, eh?).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Why not play a magus? You could totally flavor it as a wizard/fighter.


rkraus2 wrote:
I say one or three. There are some great 2nd level buff spells, from resist energy to bull strength to invisibility.

which could just be wanded...see weaponwand....

I agree with what nicos said...a 1 level dip can be very powerfull especially with arcane bonded item...very powerfull since it lets you spont cast 1/day and gives you item creation feat for free...one problem is its based on Caster level not Charcter level.

hmm player concept is great..but I would think the straight magus would be perfect. go human so you get your 2 feats like a fighter.. focus on combat oriented feats. depending on stats of course. int 14 = maximum of level 4 spells,

what level are you starting at?

Medium Armor (Ex): At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance.

Fighter Training (Ex): Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack which effectively makes you a fighter...level 6 for feats..

throw a couple levels of fighter in there especially when you qualify for feats a la every other level and you get two feats...

my only suggestion would be make a plan for what you need the character too be able too do without the aid of a magical item...
this will give you a idea of what or how far in a class you need too go. Just want too give yourself a few buffs...then going too level 4...works well, for either a wizard, or a magus. the difference being spell failure. @ level 1 you have a 0% failure rate in light armor, hello mithril chain shirt.

if your starting at say level 5 start magus. 4/1 fighter..so you can get at least...321 spell progression..your int well spell progression is a 432, able too use light armor no issue. bab..4 ur just 1 level behind a fighter bab 5 level 5. saves 6/1/4 vs pure fighter 4/1/1

alright wizard same wiz 4/1 fighter...
432 spell your int gives you 543..spell progression.
able too use light armor but incur a padded leather 5%,leather 10%,studded leather 15%,chainshirt 20%. unless the spell doesnt require a somatic component.
Bab wizard level 4/1 is 3 while saves are 3/1/4
true you get arcane bond, scribe scroll,

Best bet go magus...early so you can then focus on the fighter stuff you want...also your caster level effects spells greatly..mage armor lasts for 4 hours...bull strength..for 4 min vs a 1min...now of course a rnd is only 6 seconds...but it takes a standard action too cast...goth require somatic components or s.

doing the 4/1 aproach human=
1st level feat,feat Arcane Pool, Cantrips, Spell Combat
2nd Spellstrike
3rd feat Magus Arcana
4th Spell Recall
5th 4magus/1 fighter feat Bonus feat
and go from there.....great bab progression, higher saves than most..ability too cast spells..even in armor,


one for arcane strike, and cantrips.


Tangaroa wrote:

I would go with one level of Diviner (Foresight)

You get an initiative bonus, a number of d20 rerolls per day. True strike is a divination verbal spell - no problems with armor. Grab feather fall and true strike, and a few non combat spells (comprehend language & endure elements).

I'm going to go against the crowd and suggest a familiar. You can't use the free crafting aspect with just one level of wizard, so the arcane bond only gives you the free spell, and if you lose the item you can't cast. Familiars, OTOH, give you two free feats (alerness + familiar specific), can act as scouts or messengers or even healers (give a monkey familiar a potion of CLW, eh?).

Seconding the Diviner (Foresight) specialist. Though, you did also leave out the "you can always act in the surprise round even if you fail to make a Perception roll to notice a foe" part too; to make things even better, unlike similar effects, it doesn't have the usual "but if you fail to notice the ambush, you act last, regardless of your initiative result"


No one's recommended the Shapechange subschool? +1 strength and a natural attack? Use Magical Knack so your Enlarge Person lasts 3 minutes and go to town.


One level of earth specialist school. Get a +1 bonus to attack and damage rolls when you and your target are on the ground from earth mastery, plus the benefits you already enumerated.

Sovereign Court

One level of wizard or sorcerer, Magical Lineage (Gravity Bow) and Still Spell, and also True Strike as spell. Put everything else into Fighter. At level 8, you qualify for Arcane Archer.

Other than that, I really like the Foresight Diviner; you can go fishing for critical threats, so I recommend maybe a scimitar build.

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