Core only: Ranged touch wizard?


Advice

Silver Crusade

This is for PFS Core campaign, so Core Rulebook ONLY.

Elves make good wizards. They've got the +2 int bonus and +2 to overcome spell resistance, among other things. They also make good archers, with their +2 dex bonus and default longbow proficiency.

Wizards kinda suck at low levels, until they have enough spells per day to cast constantly. I know I could just spend my first two prestige points on a wand of Magic Missile, but where's the fun in being normal? Besides, what do you do until you get those 2 prestige? I don't see many Core campaign tables around here, so I probably won't have the chance to skip level 1 with GM credits like I sometimes do in normal PFS.

So I was thinking of doing an elven wizard who pretends to be an archer at low levels. Use that dex bonus, longbow (which might end up being his bonded item), and spend his first feat or two on Point Blank Shot and maybe Precise Shot.

I may even wear armor to really confuse people. After all, how much actual casting does a level 1 or 2 wizard do? Will a 15% arcane failure chance from studded leather or something really matter that much to an archer? I'll dump the armor by 3rd level, when I start casting more, and stick to Mage Armor at that point, but it could be fun at low levels just to mess with people's preconceived notions.

It's 20 point buy, so I can just put 10 points in int and 5 in dex to start with 18 int and 16 dex. If I dump charisma, I may even be able to afford more. I want to save 5 points to pump up con for survivability. Using a longbow, I won't be able to dump strength like most wizards, but I won't bother increasing it, either.

By the time I hit level 5, I'll have enough spells per day not to bother with the longbow any more. So what are good (Core Rulebook ONLY) wizard spells that have ranged touch attacks, so I can take advantage of the high dex, Point Blank Shot, and Precise Shot? Scorching Ray is obvious, but I know there are some good non-damage ranged touch spells, too. I just don't remember them all, and I don't remember if they're all from the CRB, or other sources.

For that matter, spells that are based on ranged touch frequently don't have saving throws. So if I really go all out focusing on this, I might even go for higher dex than int. But that might take some research to convince me that there are enough good Core spells that I can use that way to make it worthwhile.

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The only ones you get at low-ish levels are ray of enfeeblement and ray of exhaustion, so you'll probably want to stick your free Spell Focus into Necromancy. At higher levels, you get dimensional anchor,enervation, and disintegrate.


I really like Snowball but it's not Core so...

Some of my favorites, that I would recommend: Acid Arrow (no save, no SR), Scorching Ray (obviously, don't forget Weapon Focus:Ray), Ray of Enfeeblement, Ray of Exhaustion (all in the same vein of debuffing your foes), Enervation, Disintegrate...

Not much more I can think of that is Core only, unfortunately.

Fromper wrote:
For that matter, spells that are based on ranged touch frequently don't have saving throws. So if I really go all out focusing on this, I might even go for higher dex than int. But that might take some research to convince me that there are enough good Core spells that I can use that way to make it worthwhile.

There aren't a lot of spells matching your criteria in the Core Rulebook and the most interesting ones have saving throws for partial effects so you might not want to lower your Intelligence too much.

Silver Crusade

Thanks for the suggestions.

I'm not entirely sure if this is a workable concept in Core. I might be better off using this concept for a non-Core PC, when there are a lot more options. Especially since in PFS, you pretty much have to take metamagic feats for your bonus feats, but the best metamagic isn't in Core. That's a pretty big limitation on Core wizards.

On the other hand, the online trait document does include Magical Lineage, so that's allowable in Core. I could use it with Scorching Ray or Fireball, but the Core metamagic feats cost too much in terms of increased spell level for the extra damage. I guess I could go Heighten spell on anything with a saving throw. Maybe Blindness/Deafness, and continue the theme of Necromancy spell focus with the ray spells. Does Magical Lineage work with Heighten Spell? That combo seems oxymoronic.

I'm all over the place trying to decide on other details for this guy. Like I said, I was considering the longbow as a bonded item, but I may go with a familiar instead.

I haven't decided on schools, either. I'll probably use Enchantment as an opposition school. That's one where you either specialize in it or skip it. As noted above, I'm likely to use Necromancy spells, but the school abilities just suck. If Command Undead didn't rely on charisma, I'd be more tempted by this school. Illusion may end up being my second opposition school. If I'm not specializing in it, then I can just pick up scrolls of invisibility and blur, and never miss most of the rest of the school. Divination has good school abilities, and some good spells, but they're mostly utility type spells that I wouldn't use every day.

Conjuration spells are too good to pass up, but I probably don't want that as my specialty school, just because the "god wizard" conjurer is such a stereotype, and defying stereotypes is the whole point of this PC.

I'm actually looking at maybe Transmutation as a specialty school. I could start with an odd Dex score and use the first level power to enhance it by +1 every day, until I can afford a belt. For the 8th level power, can a wizard who turns into an elemental with Elemental Body or this equivalent ability cast spells while in elemental form?

I'm also looking at Abjuration. That has useful school abilities. Transmutation and Abjuration both have plenty of good spells I could see casting regularly.

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Magical Lineage + Empowered Spell on a ray of enfeeblement could be a solid tactic, if you take Greater/Spell Focus (necromancy). At level 5, you could be doing between 4 and 12 Strength damage with a DC 19 save for half as a second level spell (at CL 6 it goes up to a 6-13 range).

If not that, I'd go Heighten Spell at 5, so you can get a Heightened continual flame at level 7.

I agree a transmutation specialty could be good, to keep your Con or Dex bonus up. But abjuration? That's always my first pick for an opposition school.

Grand Lodge

You will want precise shot and maybe (up to you) point blank shot to start.

Landing the rays will be important.

But once you get scorching ray you will be doing fine. You can augment it with Meta magics and Arcane Strike to get more damage out of each ray.

As far as Opposed schools: Enchantment and Divination are the go to schools for me to oppose.

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Fruian Thistlefoot wrote:
As far as Opposed schools: Enchantment and Divination are the go to schools for me to oppose.

Do you spend double cantrip slots to prep detect magic? (I suppose you can probably get by with Spellcraft instead of read magic.) The other issue with opposed Divination is if you want Quickened true strike at higher levels to deal with concealment.

Silver Crusade

Yeah, Detect Magic and True Strike are deal breakers for Divination for me.

Abjuration has a ton of good spells, starting with Shield, Protection from Evil, Resist Energy, etc. But now that I'm looking at them, they're mostly things where caster level and stats don't matter. In other words, just as good from a scroll or wand. But it actually does have solid defensive school abilities. I could see using all three of those abilities regularly, unlike some of the other schools.

Scarab Sages

Don't overlook spectral hand. All touch spells become ranged touch.

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Imbicatus wrote:
Don't overlook spectral hand. All touch spells become ranged touch.

Actually, they're still melee touch spells. They use melee touch attacks, but from a distance.

Spectral Hand wrote:
For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction.


Fromper wrote:

I'm all over the place trying to decide on other details for this guy. Like I said, I was considering the longbow as a bonded item, but I may go with a familiar instead.

I will humbly suggest that you go for the familiar. If they die, burry them and grieve for them.

If your bow gets destroyed or stolen at low levels, you're screwed and will have a very hard time casting spells.

Scarab Sages

RainyDayNinja wrote:
Imbicatus wrote:
Don't overlook spectral hand. All touch spells become ranged touch.

Actually, they're still melee touch spells. They use melee touch attacks, but from a distance.

Spectral Hand wrote:
For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction.

Huh. I could have sworn it worked like reach spell and converted them to ranged. My mistake.

Grand Lodge

Fromper wrote:

Yeah, Detect Magic and True Strike are deal breakers for Divination for me.

You're hitting touch AC... you don't need True Strike that badly.

Scarab Sages

Well, since spectral hand doesn't work, you can take Magical Lineage in any one regular touch spell you like, and then use reach spell with it.

Grand Lodge

Quote:
Do you spend double cantrip slots to prep detect magic? (I suppose you can probably get by with Spellcraft instead of read magic.) The other issue with opposed Divination is if you want Quickened true strike at higher levels to deal with concealment.

Actually I let the Cleric or other magic users to prepare detect magic or read magic.

I sometimes spend 2 slots on them...but after level 4 who cares? They are cantrips.

As a Wizard I have never prepared quicken true strike. If it is magical Concealment like Blur or displacement I just cast Dispel magic and get rid of it...it helps the entire group. As well as having many other spells to deal with other types of concealment.

Quote:
Abjuration has a ton of good spells, starting with Shield, Protection from Evil, Resist Energy, etc. But now that I'm looking at them, they're mostly things where caster level and stats don't matter. In other words, just as good from a scroll or wand. But it actually does have solid defensive school abilities. I could see using all three of those abilities regularly, unlike some of the other schools.

I can list a few more spells you will surely miss:

Dispel Magic
Greater Dispel Magic
Stoneskin
Endure Elements (tho a wand of this is great)
Dimensional Anchor
Life Bubble (completely underrated)
Antimagic Field

Divination is actually worth giving up...If your that desperate to ID a magic item or scroll wait till you have down time and just prepare it in the double slot. But I will be honest when you reach mid Levels you should not be so concerned about your Cantrips.

Plus it is PFS you will have 5 encounters on average. only the first 4 levels will those cantrips be a concern.

Silver Crusade

dnoisette wrote:

I will humbly suggest that you go for the familiar. If they die, burry them and grieve for them.

If your bow gets destroyed or stolen at low levels, you're screwed and will have a very hard time casting spells.

It's PFS. I've only seen a GM go after PC equipment once, and that's because that particular adventure specifically calls for that to happen. And at low levels, this guy will be screwed without his bow either way, since he'll be firing it far more than casting in combat for the first couple of levels.

LazarX wrote:
You're hitting touch AC... you don't need True Strike that badly.

Depends on the enemy and situation, especially since I'll never have Improved Precise Shot, and may not bother with Precise Shot. Sometimes, it's just really nice to have that extra +20.

Imbicatus wrote:
Well, since spectral hand doesn't work, you can take Magical Lineage in any one regular touch spell you like, and then use reach spell with it.

Reach Spell isn't Core. That's in the Advanced Players Guide.

Grand Lodge

If your bonding a bow with intent to use it as well as ranged touch attacks.... Take precise shot. You will be very bad if you don't. Hitting is important for doing any damage.

And truestrike is good but your bow damage will be utter crap anyways without all the archery feats. So a single 1d8 arrow is not going to be reliable past level 4.

I think this is a terrible build idea for core only. But if you enjoy mediocrity then go for it.

Silver Crusade

As stated above, the bow will give me something to do at low levels, until I have enough spells to cast all the time. I'm just thinking that Point Blank Shot and Precise Shot will be helpful for the bow at those low levels, and for ranged touch spells beyond that.

But he's still a wizard first and foremost, just not as uber-optimized as some. He should still be at least average in effectiveness overall.

But by the time I'm thinking of using True Strike, it'll be quickened as a precursor to Enervation or Disintegrate, not for the 1d8 longbow attack.

Grand Lodge

As a player who plays a ton of Wizards.

I have NEVER had issue hitting a ranged touch attack at higher levels.

The feat I think that will be of most help making sure your early levels land is Precise shot. Also a wand might make a better arcane bond then.

Magic Missile Makes a Great spell for a wand. Especially at level 3. SLinging 2 missiles for 1d4+1 will net you more than the Bow will and you need to invest Very little feat wise. Later you can make a wand with scorching ray when you get up to 2 rays or more and can spam the spell and conserving spells can be thrown into the wind.


Fromper wrote:

It's PFS. I've only seen a GM go after PC equipment once, and that's because that particular adventure specifically calls for that to happen. And at low levels, this guy will be screwed without his bow either way, since he'll be firing it far more than casting in combat for the first couple of levels.

There are other reasons why a familiar might be better, especially if you know you'll be ditching your bow past level 5.

However, I must ask: why do you feel you need the bow at low levels to be effective?
Do you expect there will be a lot of encounters before downtime?

With 20 Intelligence and your arcane school, you're looking at 4 spells per day at level 1, plus cantrips and school powers.
Evocation or Conjuration will net you Acid Dart or Force Missile (8 times per day) which are more likely to hit (especially the later) and will do approximately the same damage you would with a bow anyway.
Acid Dart will also benefit from the feats you intend to take as much as any other spell that calls for a ranged touch attack.

Do you want a bow for roleplay or aesthetic reasons?

Silver Crusade

As stated in my first post, the bow is just to do something different. I'm intentionally making a character that isn't a cookie cutter of every other wizard in the game.

At low level, he focuses on his elven heritage, and uses a bow, rather than relying on minor magics. Once his magic gets powerful enough to clearly outshine the bow, he'll stop using it. At that point, he'll be a relatively normal wizard, but with high enough dex and one or two archery related feats that make him better at ranged touch spells than most wizards.


Sounds like my non core wizard Nesterin. He started out with a bow, elf etc.....

Now he's tenth level with staff f the master for a bonded object instead.


Fromper wrote:

As stated in my first post, the bow is just to do something different. I'm intentionally making a character that isn't a cookie cutter of every other wizard in the game.

At low level, he focuses on his elven heritage, and uses a bow, rather than relying on minor magics. Once his magic gets powerful enough to clearly outshine the bow, he'll stop using it. At that point, he'll be a relatively normal wizard, but with high enough dex and one or two archery related feats that make him better at ranged touch spells than most wizards.

In such case, Transmutation, for the Physical Enhancement power, could indeed be right for you.

I'm pretty sure that you can't cast while using Change Shape though and that makes it a dead weight if I'm right.

The Exchange

Go arcane trickster for sneak attack. Greater invisibility and scorching ray. Later your low bab will cause you to be unable to hit with a bow.


From what I understood, the idea was to ditch the bow as soon as the character gets access to 3rd level spells.
At low levels, the low BAB will matter less.

Sovereign Court

your first three feats should be: Point Blank Shot, Precise Shot, Weapon Finesse (for the odd times you need to land that melee touch)

then of course belt of dex as soon as you can...

Grand Lodge

I still Dislike a Bow as a Bonded object. When you get into higher levels and start using rods or other magic items...you don't want to be holding a Bow.

Buy a bow and Make your Arcane Bond something else. You can still use it over your School power and Cantrip for damage.

I recommend Reduce Person so you can hit. +2 dex and +1 to AC and +1 to hit. Sure your Bow arrow damage goes down but missing because of your BaB means 0 damage to begin with.

Silver Crusade

dnoisette wrote:

From what I understood, the idea was to ditch the bow as soon as the character gets access to 3rd level spells.

At low levels, the low BAB will matter less.

Exactly. And I'm definitely not doing Weapon Finesse. I haven't even decided for sure if I want to take Precise Shot at level 3. I might be casting enough at that level to be able to pick and choose when to use the longbow, and never need to fire into melee. In the mean time, stuff like Spell Focus that I'd take instead will be useful forever.

But if I want to focus on the ranged touch spells later, then Precise Shot could still be useful. I'm just not sure if there are enough ranged touch spells in Core to bother. Again, this looks like it might be a better concept for a non-Core character, when Reach Spell can turn any touch spell into ranged touch, not to mention additional ranged touch spells to begin with.

Here's what I'm thinking for stats, assuming Transmutation specialty to boost that 15 dex to 16:

Str: 10
Dex: 15 (3) (+2 racial)
Con: 12 (5) (-2 racial)
Int: 19 (13) (+2 racial)
Wis: 10
Cha: 9 (-1)

I wouldn't mind dumping charisma more, but 3 points isn't quite enough to do anything with. Here's what it looks like if I go for 20 int, without dumping strength, because of the longbow damage:

Str: 11 (+1)
Dex: 15 (3) (+2 racial)
Con: 11 (3) (-2 racial)
Int: 20 (17) (+2 racial)
Wis: 10
Cha: 7 (-4)

Str: 10
Dex: 15 (3) (+2 racial)
Con: 12 (5) (-2 racial)
Int: 20 (17) (+2 racial)
Wis: 9 (-1)
Cha: 7 (-4)

So I'd either have to give up 1 HP per level or take a reduced Will save, neither of which is very appealing.

Or I could stick with the 19 int, dump charisma to 7 and boost dex and str:

Str: 11 (+1)
Dex: 16 (5) (+2 racial)
Con: 12 (5) (-2 racial)
Int: 19 (13) (+2 racial)
Wis: 10
Cha: 7 (-4)

That would work if I'm not going Transmuter and still want the 16 dex. Or I could go Transmuter, use the +1 stat bonus on strength, and spend 500 gp (my first adventure's reward) on a masterwork composite longbow with +1 strength rating. That would give me +1 to hit and +1 damage at any range, and I'd use that bow constantly for at least 5 more adventures before I hit level 3, and probably still use it some at levels 3 and 4.

Silver Crusade

Yeah, you guys are probably right about the bow as a bonded object. I like the idea of being able to cast an additional spell per day from the spellbook without prepping it, but a familiar is probably more useful overall.

Searching the forums and looking at the Core rules, it looks like a Transmuter who uses that 8th level spell to turn into an elemental can still cast, though his spell component pouch merges into his body with the rest of his equipment unless he puts it down first. So I can either put that down and pick it up again after changing (when I know before a fight starts that I'm doing this), or just stick to spells with no material components. So that Transmutation ability could be useful, after all.


If you're wanting to get Point Blank and Precise Shot, I'd recommend doing your first level as fighter. Without Point Blank and Precise Shot, you won't be effective as an archer, and if you're trying to use the bow to cover your low levels (because you think you won't be effective as a wizard), you'll be pretty disappointed. Taking -8 on 70% of your shots will kill your effectiveness (-4 for into melee and -4 for cover--not every GM remembers the cover penalties).

You can be pretty effective as a low-level wizard. The school powers provide a lot of versatility, and the knowledge skills are really important (depending on how many bards you see in your area.)


You can still get a bonded object rather than a familiar if you want but I agree with Fruian that it would be better if it was not your bow: at higher levels, it's going to be a dead weight that you have to be holding so you can cast while you want both hands free to grab wands or rods in combat.

As far as Precise Shot goes: I personally never make a ranged archer character without this feat. If all your allies are ranged combatants too then it's okay not to have it but as soon as there's at list one melee guy in your party, your fun time is over past surprise round (or first round of combat).
This feat will remain useful for your entire career since you're specializing in ranged touch spells so you should definitely take it.

Grand Lodge

Ring and amulet are the best bonded objects.

Amulet for Amulet of spellcraft

Ring for a cheap ring of invisibility.

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Amulet of Spellcraft isn't Core.

But a necklace of fireballs is... :-D

Grand Lodge

Your right...ring might be best for core only.

Necklace of adaptation is core...its a nice defensive item.

Necklace of fireballs is very nice too.

You can use a hand of the mage early to get mage hand at will and preparing detect magic in 2 slots if you oppose Divination.


Fruian Thistlefoot wrote:

I still Dislike a Bow as a Bonded object. When you get into higher levels and start using rods or other magic items...you don't want to be holding a Bow.

Buy a bow and Make your Arcane Bond something else. You can still use it over your School power and Cantrip for damage.

I recommend Reduce Person so you can hit. +2 dex and +1 to AC and +1 to hit. Sure your Bow arrow damage goes down but missing because of your BaB means 0 damage to begin with.

You do know there is a mechanic for changing your bonded object. It doesn't always have to be a bow.


Yes, you can replace it but then it would cost the regular 200 gp x level + masterwork item no?
And you would lose any upgrades you might have given the bow in the first place.
Still, it's a viable option.

As far as rings go, for Core only, I like Freedom of Movement better.

Silver Crusade

So I'm almost done building this guy. I'll be playing him Friday at a convention, though he doesn't have to be perfect by then, since PFS rules allow a rebuild at level 1 if you're not happy with all the details up front.

I decided to go Transmuter with these stats:

Str: 11 (+1)
Dex: 16 (5) (+2 racial)
Con: 12 (5) (-2 racial)
Int: 19 (13) (+2 racial)
Wis: 10
Cha: 7 (-4)

For my first adventure, I'll put my enhancement bonus from my school power into constitution. After that, I'll pick up a masterwork composite longbow with +1 strength rating and use that enhancement bonus to have a 12 strength while I'm still using the bow at low levels. Eventually, that bonus will go in dex or con instead.

I also decided to go with a ring as an arcane bond, instead of the bow. You guys are right that I won't want to have it in hand to cast at higher levels, and it's not worth the expense of switching later. And I prefer the bond over a familiar right now, just for the extra unprepared spell per day. Also, I just made another PC with a familiar, using the Familiar Folio, so a Core familiar just seems so boring right now by comparison.

So I get 7 spells in my spellbook to start, and I haven't picked them all yet. I definitely want Feather Fall in my spellbook, even though my arcane bond makes it unnecessary to prepare.

Grease and Burning Hands are probably worth having for pure offense. Even though Burning Hands sucks at level 1, there just aren't many area of effect spells to use on swarms at low levels in Core.

Given the theme, Ray of Enfeeblement is another must have, especially since I took Spell Focus: Necromancy at level 1. For those who don't know, in PFS, you get Spell Focus instead of Scribe Scroll at level 1, since item creation isn't allowed in PFS.

The transmutation buffs look good, but I don't know which I'll actually prepare in my level 1 school slot. Most of them are just as good on scrolls, so I don't know if they're worth filling my spellbook. Speaking of buffs, I'm not sure if Shield and Mage Armor are worth putting in the spellbook, or just sticking to scrolls/wands.

I also haven't picked traits. Reactionary and Focused Mind are obvious choices, but I want to consider other stuff, too. I think I've ruled out Magical Lineage - just not enough good metamagic options in Core to make it worthwhile.

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