That makes sense! He technically is a hunter... And being a ranger would allow me to wear medium armor.. Hmm...
Hi. I'm interested in recreating the main character, Geralt of Rivia, from the computer game "The Witcher".
Geralt has had his body enhanced by mutagens, to push his strength beyond that of a normal man, to fight off monsters, and specializes with two-handed swords.
He also has some magic ability. Examples of mutagens from the game are: Nightvision, Healing, Evasion, etc.
None of his magic effects are incredibly powerful, but they do help out in a big way. He has the power of air to move rubble out of the way, and fire to burn his foes.
From what I imagine, he'd have to be part Fighter, and Alchemist, but what about the magic?
If I was to level up a character who was managing three classes, I imagine I'd have a tough time. So... if anyone could help me get an idea of how to go about doing that, I'd be very grateful.
One major concern is that the character would be weak. I wouldn't get the levels I needed for actual class benefits until much later on.
Is there any way to make it work?
james maissen wrote:
I assume only Core, and Advanced Player's Guide.
james maissen wrote:
I'm not sure how fast I will be leveling in the group, I live more than an hour away from where they hold the meet-ups.. but the group is going once a week, I believe.
So, I should suggest to my teammates to get that feat? Because I have Forewarning.
Black Lotus wrote:
Thanks! I really appreciate your advice. I think that's the wand I'll get, then.
Name Violation wrote:
I see that now, pretty nice! It's a wonder they don't just name the feat Craft: Money Saving. :D
Black Lotus wrote:
I actually already have the feat. I just wasn't sure how it benefited me, but now I see that it reduces the price of items greatly.
Greg Wasson wrote:
Yeah, I think there are a lot of things about the Wizard that I don't understand yet. Here's to hoping I perform well in my first session. ^_^
Hahaha. Well, one thing I'm perplexed about is this: Craft: Wondrous Items...
How does that help me? I looked at it, and even if I were to create the cloak of resistance +1, I'd have to pay 1000g for the materials/creation cost. Is there no benefit to being able to create these items?
Greg Wasson wrote:
I've never played a Wizard before this, so I guess I don't need UMD for that. Thanks for clearing it up with me. :D
Greg Wasson wrote:
Would it be worth it to spend 750g on a wand, to do this, though? I'm worried that the spell will not work when I need it to, because UMD checks are not 100% sure to work.
Hahaha. Gaseous Form idea is over 9000!
That's amazing. Eh... I thought that I could make scrolls, so why would I buy them?
There are three healers in the group. Are potions still needed?
And, well.. I'm still indecisive about the Wand.
What is the part about spending money to add spells to my spellbook? I'm not familiar with that.
I'm allowed the magic items of a level four character, and I assume that is something like, a wand, and another magic item.. but I'm not sure.
What kind of wand do you think would be best? I believe that because the size of our group is so large, we fight monsters with greater HD than 4.
Color Spray is quite useless against something higher than 4 HD, to my belief.
Oh, yeah.. Wow.. that really makes it a hard decision, then! I like the idea of having the fallback spell choice.. that's really something.
The idea of controlling another creature does not appeal to me, for this character, but I think the familiar and bonded object both have their benefits.
I have 40 hitpoints at level 4. Is that good?
And.. eh, what is the deal with the Eschew Materials thing? It says that it can summon materials of 1g worth, and less... That's not much, is it? I mean, I think Scribe Scroll would take more than 1g.
Alright, that sounds nice! How would I use disarm on the baddie, though?
And I cannot find Detect Poison in Herolab... I've got the APG Bonus Package, and that's it, is Detect Poison in another book?
Edit: I found Detect Poison, in Herolab it is already in your spellbook. Fail! :D
I think I have some more questions, actually.
Can I post my stats/build, for you? And I'll ask that you give me your criticism. I don't plan to Min/Max with this character, because the stats are rolled.. and I rolled very well.
Arcane Familiar, instead of Bonded Object. I took Treantmonk's words to the heart, when he said, "Remember when Saromon lost his staff, how screwed he was?" :D
I have the Greensting Scorpion, which gives me a +2 bonus to Initiative while he's close to me.
Foresight is my Specialized school.
It gives me the option to roll a d20 at the beginning of my turn, as a free action, and lets me use the result of it's roll, in place of another roll that I make during my turn.
It also allows me to act during Surprise Rounds.
My Initiative bonus is +11 right now, so with my Familiar, it goes to +13. Not bad, I think.
My forbidden schools are Necromancy and Enchantment, although I may change my mind on this...
My favorite level one spell that I have is Vanish. It's invisibility, except it doesn't last as long.
The reason that I value invisibility spells so highly, is that I do not attack enemies, so the effect will last it's full course. :)
So, now for the questions.
What spells will I find to be most useful to a large party of adventurers? I believe that my group will regularly consist of eight or more players.
They have a Magus who shows up sometimes, but is not very often with them.
So, I would be "The" Wizard of the group, and while I understand that I should use a wide array of spells, that kind of makes me uneasy. There is a huge book of spells, and I dunno which ones to pick. :D
The campaign is a modified Kingmaker campaign, and from what I have been told, they have not fought any sort of enemy more than others.
I keep looking to Grease, Mount, and Vanish, those are my definite choices.
I like to put in Mirror Image, for the funfactor of it, as well as the defense.
But, other than that.. what will consistently be helpful to a large group?
Hahaha! +1 for the ideas. Thank you sir.
Ah, darn! :D I was hoping I could pull off some sneaky kickass'in with that. Well, thanks for letting me know. :)
I've recently made a thread about my indecision between choosing a Sorcerer, or a Wizard, for a Kingmaker campaign that I'm joining. I chose Wizard.
I have made THIS thread to question the lengths to which one could go using Divination abilities.
A few questions, as follows..
1. Detect Thoughts is a spell that allows the caster to detect "surface" thoughts. I would understand surface thoughts to be the thoughts that are occurring currently... is that true?
2. Locate Object. What does it act as? An in-mind compass of sorts? A direct pinpoint of the location? It says that you can sense the direction of an object, specific, or type. What I mean to ask is this, if I am given the task of retrieving a family heirloom that's believed to have been stolen by bandits... well, upon using Locate Object, will I have the knowledge of where it is? Or will I just have the direction to go?
3. Magic Aura, a spell of the Illusion school, claims that it allows you to change an object's magical aura. Does that mean that it cannot be cast on people, or monsters? It it's allowed to be cast on people, think of the possibilities! If you're in a situation where there's someone you want to get out of the way, you can change his magical aura to Evil. Then you point it out to the guards, they get a Wizard to check it out. When they see that he's Evil, he's probably going to be killed.
I really like wringing out all of the juices from these low level spells. I think a lot of them aren't given enough attention. I refuse to be another blaster caster, I want this Wizard to be the all-knowing, instead of the all-destroying. I'll leave that up to the people with weapons. :D
Right now I'm liking the Wizard idea a lot.. I'm pretty sure on my decision to make one. Thanks everyone for your help. :D
I chose the Arcane Familiar, Greensting Scorpion..
It gives +2 Initiative, as long as he's within arm's reach of me.. bringing my Init. bonus to 13.
I have Forewarning, from Divination Specialty.. so no being surprised. :D
Seems to be pretty powerful.
Hmm could always strap a saddle to a flying Great sword... I jest.Id say go with Wizard, lots of down time means some good old fashion item creation, in fact check out the Chillax book its got some cool spells, I believe there is one in there that allows you to possess things that have your image [Some one site this please] so if you want to keep an eye on things just place a bunch of Gnomes around town that look like you, they can even smile with you controlling them.
As a side note, I played a witch once, there isnt as much Broom flying as youd expect.
Hahaha.. :D Alright, that sounds like a cool idea.
Hmm, okay.. interesting. I'll definitely take it into consideration.
I would like to have a crafting skill, and I thought that Craft: Book would be cool, for a wizard to have.. I could write about the parties adventures.. but could I sell the book for money? I have no idea how the Kingmaker campaign works... and, even if I could sell the book... do they have a printing press to mass produce it?
If anyone has any knowledge of Kingmaker's economy... please share.
Witch. Unlimited "spellbook" (aka familiar) of the wizard, and if you run out of X/day spells you can rely on your hexes. You sacrifice a bit of the variety of the sorcerer/wizard spell list, but I think the hexes make up for it. They're also good enough that you'll probably barely pick a feat other than Extra Hex. Added bonus: since Int in her spellcasting stat, she'll have lots of skill points to throw around too. High UMD + lots of wands + hexes + witch spells = no need for sorcerer or wizard. You also can ease the healing burden on the cleric, as well.
Unfortunately I'm not interested in roleplaying as a witch. I can't really mesh with the whole idea of flying on a broom. :D
That's really funny, actually.. I had the same setup, just messing with Herolab atm... I guess it's a good way to role it then. :D
Because, I mean.. I definitely don't want to cast evil spells.. and the forewarning is amazing.
Carbon D. Metric wrote:
I need your advice on what my Specialized School should be... I see that Divination is good for that, because of the forewarning, that allows me to act in surprise rounds with 1/2 of my wizard level added to Init..
But Conjuration is better for summoning creatures...
That's hard to pick between, and... then the hardest for me is the Forbidden Schools. XD
I have no clue what to forbid. I'm looking to fill the battlefield control, or GOD, role in my party... I hope that helps.
I would have been a Sorc, but Dude made a good point about having a lot of Charisma-based characters in the party already. It's alright though, I think the Wizard will be nice.
Alright, thank you.. I'll make a Wizard. Now.. there are different spells to pick from, but things like Color Spray are going to be most important.. correct?