Rysky, Vindictive Bastard wrote:
I'm going to love this.
I'm reading around a lot about Arcanist is considered a weaker class than Wizard. I don't really understand why, except for the fact that the Wizard gains new spell levels earlier... That is not enough, in my opinion, since from level 10 or 12 the Arcanist seems (to me) quite stronger at even levels.
Since I'd like to make a convincing argument about this, I'll make two comparable builds. Same race, same abilities. I'll just make an Arcanist that dumps Charisma as any wizard can do.
First: spell comparison.
Other class abilities: Same BAB, same saving throw. What about arcane bond, arcane school, and discoveries? A level 12 Wizard will have a familiar, an arcane school, Scribe Scrolls, and two bonus feats.
So based on this analysis, it seems to me that the Arcanist can do most thing as well as a Wizard does, at even levels. Maybe better, since the arcane exploits give her more versatility - and versatility is where the Wizard shines.
Am I missing someting? Are arcane schools, discoveries and maybe archetypes so strong that the arcanist does seriously lag behind? Or the difference lies in the few more spells per day that a wizard can cast (not even 1 more per spell level)?
Please enlighten me. I should be preparing a new character after the TPK in our Hell's Vengeance campaign and - if I don't have to take the role of the support-healer again - I might consider one of these two classes, so I'm really interested in what REALLY makes the wizard stronger more than half of the time, meaning at odd levels.
I am GMing the long travel from Kalsgard to the Rimethirst Mountains, between modules 2 and 3 of Jade Regent.
Let's say I want to provoke an attack of opportunity. This can be for a number of reasons - I am a tank, I suppose that may enemy doesn't have Combat Reflexes and I want my squishy teammates to be able to position themselves; I have some kind of abiloty that damges my opponent when it hits me; I am a Spiritualist with a Dedication phantom and I want to trigger the increased damage in my turn...
Question is: How can I do that? What could be the simpler way, and what is the "shortest" action I could take to do this?