Give my new enchanter a once-over? Criticism and suggestions welcome!


Advice


Diplomancer:
Male Human Wizard 5
LE Medium Humanoid (human)
Init +4; Perception +6
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Defense
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AC 10, touch 10, flat-footed 10
hp 30 (5d6)
Fort +1, Ref +1, Will +4
Speed 30ft (6sq)

Wizard Spells Prepared (CL 5):

3 (3/day) Deep Slumber (DC 20), Hold Person (DC 20) x2

2 (4/day) Hideous Laughter (DC 19) x2, Daze Monster (DC 19) x1, Darkvision

1 (5/day) Charm Person (DC 18) x2, Sleep (DC 18) x2, Memory Lapse (DC 18), Mage Armor

0 (at will) Daze (DC 17), Message, Mage Hand, Detect Magic, Prestidigitation (DC 15)

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Statistics
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Str 8, Dex 10, Con 10, Int 20, Wis 12, Cha 18
Base Atk +2; CMB +1; CMD 11

Feats:

1 Scribe Scroll (free)
1 Fast Learner (Racial)
1 Spell Focus (Enchantment)
3 Dynasty Founder
5 Improved Initiative
5 G. Spell Focus (Enchantment) (Bonus)

Traits: Fast-Talker, Influence, Overwhelming Beauty

Skills: Bluff +19, Diplomacy +19, Intimidate +15, Knowledge (arcana) +12, Knowledge (geography) +10, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nobility) +12, Perception +6, Sense Motive +6, Spellcraft +13

Languages: Common, Draconic, Infernal, Celestial, Abyssal

Special Qualities

Enchanting Smile (Su): +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level.
Overwhelming Beauty: +1 to Enchantment DCs against creatures that share at least one subtype
Dazing Touch (Sp): 7/day

Equipment
Circlet of Persuasion (+3 on CHA checks)
Headband of Vast Intelligence (+2)

Character is mostly set-up for roleplay and social situations, the party already has another pair of casters (One, a sorcerer, focusing on battlefield control and the other, a wilder, specializing in blasting).


"Character is mostly set-up for roleplay and social situations, the party already has another pair of casters (One, a sorcerer, focusing on battlefield control and the other, a wilder, specializing in blasting)."

My caution would be that in social situations, you make everyone else useless, in combat situations, you yourself are of little use. Having characters that are more balanced for multiple activities usually is more fun for everyone.

In particular since you are so set up to dominate social encounters, both making them easy and making it so that everyone else has nothing to do while you wrap the NPCs around your fingers, you make it somewhat unlikely that the GM will throw many social encounters at you since they will end up being both easy (for you) and boring (for everyone else.) If my guess about this is right, your build will have defeated itself.


Dave Justus wrote:

"Character is mostly set-up for roleplay and social situations, the party already has another pair of casters (One, a sorcerer, focusing on battlefield control and the other, a wilder, specializing in blasting)."

My caution would be that in social situations, you make everyone else useless, in combat situations, you yourself are of little use. Having characters that are more balanced for multiple activities usually is more fun for everyone.

In particular since you are so set up to dominate social encounters, both making them easy and making it so that everyone else has nothing to do while you wrap the NPCs around your fingers, you make it somewhat unlikely that the GM will throw many social encounters at you since they will end up being both easy (for you) and boring (for everyone else.) If my guess about this is right, your build will have defeated itself.

While this would normally be a problem that I would agree with entirely. The other three people in the party are very much okay with not wanting to do anything Face-y, the Wilder having just played the Face in our last campaign, and the other two players very much disinterested in the role itself.

As for combat usefulness, no, I'm not precisely doing any extreme amount of damage - but DC 18+ (19+ vs humanoids)((And at level 5 no less)) save or die equivalent spells should at least be enough to provide more than a token amount of support, no?

Grand Lodge

I do fine with a 14 cha and a Circlet of Persuasion.

Also if you're investing that heavy into cha why not go with a Arcanist? They benefit more from the Cha bump and if you don't want to step on any magic guys toes then play a Counterspell Expert or a Brown-fur Transmuter turning your fighter into a real monster.


Fruian Thistlefoot wrote:

I do fine with a 14 cha and a Circlet of Persuasion.

Also if you're investing that heavy into cha why not go with a Arcanist? They benefit more from the Cha bump and if you don't want to step on any magic guys toes then play a Counterspell Expert or a Brown-fur Transmuter turning your fighter into a real monster.

My gm suggested the same, it's more that Arcanist seems.. Heavily complicated to me. Lots of stuff to keep track of or calculate, which I know, I know, I'm playing a caster - just seems a bit too overwhelming, having next played one of the hybrid classes before.

That, and I really like the enchantment school, hence the character being described as an enchanter.

Grand Lodge

Its really not that complicated. You would have the same amount of bookkeeping as with a wizard. Give the class a full read and then look at The Arcanist Guide and I'm sure it would be clear to you as a class. Its a powerful class!


Fruian Thistlefoot wrote:
Its really not that complicated. You would have the same amount of bookkeeping as with a wizard. Give the class a full read and then look at The Arcanist Guide and I'm sure it would be clear to you as a class. Its a powerful class!

I have no doubt that it's powerful! Full casters are casters, after all, but I'll give it a nice long looksie-over!

Grand Lodge

An enchanter Arcanist is very similar to your build as is.

Toss the scrolls (which I would have ask the GM if I could swap out for SF, but that is because I dislike consumables) and probally the GSF.

For those 2 feats you can gain the familiar back and the school powers (via exploits) and can take the Potent exploit so your DC will often be 19 for a first level spell and you will have the flexibility of a sorcerer while keeping the power of a wizard.

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