b8620271's page

50 posts. No reviews. No lists. No wishlists.


RSS


Hi All,

the question is: the Controlled ability of the Shield Guardian works on the Berserk Liberation ability of the Fiend-Infused?

Thank you.


So far I'm thinking to create a Huge Advanced Clay Golem Shield Guardian Fiend-Infused Commndo with 7 additional HDs, fly movement of 25ft., couple of runes of shielding and weps mods for elven curve blade and composite longbow.

I have 10 feats from Fiend-Infused and 6 Combat feats from Commando, and I selected the below:

Blind-Fight
Combat Reflexes
Cornugon Smash
Dazzling Display*
Disheartening Display*
Dreadful Carnage*
Furious Focus*
Hurtful
Improved Initiative
Intimidating Prowess
Persuasive
Power Attack
Shatter Defense*
Skill Focus Intimidate
Toughness
Weapon Focus

Alternatively I could change the feats with (*) with the below:

Dirty Fightning
Fury's Fall
Greater Trip
Improved Critical
Improved Trip

As Commando special attacks:

Brutal Attacks
Extra Attack
Retaliatory Strike

What do you think?


10 feats for a Huge Advanced Clay Golem Fiend-Infused Shield Guardian:

Blind-Fight
Toughness
Improved Initiative
Power Attack
Combat Reflexes
Weapon Focus
Intimidating Prowless
Skill Focus Intimidate
Cornugon Smash
Hurtful

Any suggestion?


I could argue that a creature under charm/dominate is not a willing creature, and as per the spell "Obviously self-destructive orders are not carried out."

Sign a waiver to your life seems an obviously self-destructive order.


VoodistMonk wrote:

Soulbound Shell + HD Modification + Enlightened Construct [template]... just need to kill a level 12 Wizard first...

That gives you a medium-sized, intelligent construct with 21HD, 10 feats, and 6th-level spells...

A soulbound shell is constructed from marble, a 5,000 gp gem for the soul focus, and the soul of a willing spellcaster of at least 12th level who dies at the culmination of the creation process and animates the stone shell.


Pathfinder RPG Bestiary pg. 159 wrote:
Building a golem with the advanced simple template increases its cost by 15,000 gp.


Hi All,

starting from level 15 I'll take craft construct and want to create a golem. It can be priced about 70% of the WBL for the appropriate level and I plan to be able to update it up to level 18.

At level 15 I was thinking to create a Huge Advanced Clay Golem Shield Guardian with 6 additional HDs, fly movement of 25ft., couple of runes of shielding and weps mods for elven curve blade and composite longbow.

I was also thinking to start at level 15 with a base Noqual Golem and then update it, but then the impeded magic ability is really painful in dungeons, considering I'm not the only caster in the party.

So you have any other suggestion for a golem to be used between levels 15 and 18?


I see you point, surely the two-handed weapon hits harder.

I like the fact that with the natural attacks immediately after reaching level 6 I can have a full attack routine of 4 attacks wildshaping in a two-headed troll.

Also, compared to a reach weapon, I don't have areas that I cannot hit within my reach so I imagine that I will have less need to move in order to keep the enemies in an area where I can hit them.


Thanks for sharing!

Yeah, as 3/4 BAB seems better to me to have more attacks at max BAB instead that with reduced BAB after the first.


Oh crap! I totally missunderstood how it works.

So, the two options that come to mind are more dmg or Snap Shot feat tree.

Any idea, maybe something to deal with spellcasters?


At level 13 infact I can take Weapon Specialist in place of Warrior Spirit and obtain 3 out of 4 of the Weapon Focus/Specialization feats.

Do you know any other of these feats where I have to choose a type of weapon a part Improved Critical?

Then still at level 13 I can select Advanced Weapon Training as feat and take back Warrior Spirit.

Now I have three free feats for the Snap Shot feat tree, can maintain Point Blank Master at level 19 and eventually open the level 20 option plus one more feat where I have to choose a type of weapon if wearing the Gloves of Dueling.


The damage bonus at the end will work for the AoO. Said that, I was thinking that the same effect, even better a level 20, can be achieved removing the Weapon Specialization feats and Point Blank Master and adding the Snap Shot feat tree enabling a routine like: enemy closes from 10ft. to 5ft., AoO, Trip attempt, if successful AoO from Greater Trip and Relentless Shot triggers. Now the enemy can crawl or stand up, generating a new AoO o ends his turn 5ft. from me. Next round I can move 5ft. back if needed and attack another enemy on the field, having the first one still threatened and ready to generate a new AoO.


Helping a friend to build a tripping archer:

Fighter 1 - (Deadly Aim), (Point-Blank Shot), Human (Precise Shot)
Fighter 2 - (Rapid Shot)
Fighter 3 - (Dirty Fighting)
Fighter 4 - (Improved Trip)
Fighter 5 - (Combat Reflexes), Weapon Training 1 (Bows)
Fighter 6 - (Relentless Shot)
Fighter 7 - (Greater Trip), Advanced Armor Training (Armored Mastery (Poised Bearing))
Fighter 8 - (Ranged Trip)
Fighter 9 - (Ace Trip) Weapon Training 2 (Bows), Advanced Weapon Training (Fighter’s Tactics)
Fighter 10 - (Tandem Trip)
Fighter 11 - (Improved Precise Shot)
Fighter 12 - (Imposing Bearing)
Fighter 13 - (Weapon Focus), Advanced Weapon Training (Warrior Spirit)
Fighter 14 - (Clustered Shot)
Fighter 15 - (Manyshot)
Fighter 16 - (Weapon Specialization)
Fighter 17 - (Greater Weapon Focus), Advanced Weapon Training (Focused Weapon)
Fighter 18 - (Greater Weapon SPecialization)
Fighter 19 - Point Blank Master
Fighter 20 - (Improved Critical), Weapon Master

That's what we did so far: few basic archer feats then full on tripping before dedicate the feats to damage.

Starting stats after racial are 18/17/12/7/13/7, all stat increases on Dex
Human Racial Trait: Giant Ancestry + Trait: Bred for War + Trait: Heirloom Weapon

Driving enhancement on the bow between 5th and 6th level.

Using a bow, that already use Dex in place of Str for attack roll, the CMB for that maneuver use Dex in place of Str? A melee weapon with Weapon Finesse using Dex in place of Str for the attack rolls will have Dex in place of Str in the CMB.

What do you think? Any suggestion?

Thank you.


So, no Improved Spell Sharing, no Feather domain, I'm thinking to give up on the AC and instead do an Intimidate build using natural attack and the Rage subdomain.

So, any suggestions on feats? so far I tought about Intimidating Prowess, Power Attack, Combat Reflexes, Cornugon Smash, Hurtful, any suggestion on how to continue?

Also, what rage powers would you suggest at 12th and 16th level?

I could go Human or Half-Elf instead of Half-Orc for the free Skill Focus on Intimidate (and eventually Perception and a 3rd if Human).

I can take a Training enhancement on the Amulet of Mighty Fists for Combat Reflexes and so free another fear.

Wildshape forms: what do you suggest a at 6th, 12th and 14th level?


As per this FAQ is not the Feather subdomain a legal option once that the Animal domain is a legal option for the Goliath Druis?

Agreed that Improved Spell Sharing is not working with the AC, I'm thinking to take Craft Wondrous Items in place, and then Combat Reflexes as 9th level feat.

Any recommedation for the next feats?


Improved share spells is a terrible feat: it totally invalidates the idea to buff myself and the dino in the first round and have then the dino charging, grabbing and pouncing any enemy in sight.

I really cannot understand how that feat can be useful... I mean, even flanking the dino is more than 5ft. away.

I'll add the template using the Blood of Baphomet.

I have resist energy and lesser restorarion in my prepared spells list, I like ashen path + obscuring mist.

Outflank was one possible future feat, Combat Reflexes not really, 'cause I imagine my dex bonus will be very low, +1 at max.


Hi All,

I'll soon join a Rise of Runelored game, starting at lv7 and was thinking to play a Goliath Druid, that a friend of mine recommended me as an interesting build.

The idea is to wildshape in a Giant and use Natual Attacks along with my dino.

Well, so far my Druid looks as below:

Lv 7th
Half-Orc Sacred Tattoo Shamanic Enhancement (+2 Str) AFB +1/3 Wildshape Natural AC
Stats: 26/12/14/8/15/7 including Wildshape (Two-Headed Troll) and Str belt/Wis headband +2
Feather subdomain for bonus to perception, fly and animal companion
Feats: Heavy Armor Proficiency, Boon Companion, Improved Spell Sharing, Power Attack (in doubt with Craft Wondrous Items)
Traits: Fate's Favored, any siggestion for two additional traits?

Man-eating Allosaurus Animal Companion
Stats: 27/16/18/4/19/14
Feats: Light Armor Proficiency, Improved Critical Bite (Bonus), Improved Natural Attack Bite (Bonus), Improved Spell Sharing, Power Attack

In addition to belt and headband I have +1 stoneplate, cloak of res +1 and +1 barding chain shirt per il dino. Still having about 4k and I was thinking to an extended rod lesser. If taking Craft Wondrous Item I could save money and craft in game, so I was thinking to +1 Amulet of Mighty Fist for the additional bonus, as Flaming.

Spells: long buffs (Longstrider, Barskin, Greater MAgic Fang), then Strong Jaw, Bristle, maybe Aspect of the Bear for the free grab of the Allosaurus. What other spells should complete my daily list?

Do you have any suggestion for the actual build and the next level?

Thank you!


Hi Old_Man_Robot,

Going full in Magaambyan/Halcyon Dedication, I'll raise to Legendary the Arcana skill and to Master the Nature Skill.

I then can raise to Legendary one Skill and to Master another skill: any suggestion on which skills to raise, looking also at the associated skill feats I could take?

Thank you.


Have you checked the Rules Discussion forum?


Natural Medicine wrote:
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. [...]
Treat Wounds wrote:
[...] If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. [...]

If I'm trained in Medicine and a master in Nature can I attempt the Treat Wounds action against a DC 30 to increase the Hit Points regained or I'm stuck with the 2d8 Hit Points of the DC 15?


Hi All,

for a starting campaign I'm planning to be a Cascade Bearer Halcyon Speaker.

Being a wizard my idea is to select the Halcyon spells from the other Traditions.

I'm here asking your help for the selection.

Below the spell levels and the number of spells

Contrips: 1 Primal from Magaambyan Attendant Dediction + 3 Halcyon
1st: 4 Halcyon
2nd: 3 Halcyon
3rd: 3 Halcyon
4th: 3 Halcyon
5th: 3 Halcyon
6th: 3 Halcyon
7th: 2 Halcyon

Until now my selections would be:

Contrips: 1 (Guidance) + 3 Halcyon (Forbidding Ward, Stabilize, Join Pasts)
1st: 4 Halcyon (Liberating Command, Protection, Sanctuary, Heal)
2nd: 3 Halcyon (Augury, Entangle, XXX)
3rd: 3 Halcyon (Heroism, Sanctify Ground, Crisis of Faith)
4th: 3 Halcyon (Silence, Restoration, XXX)
5th: 3 Halcyon (Breath of Life, Death Ward, Synesthesia)
6th: 3 Halcyon (Fire Seeds, Spirit Blast, Zealous Conviction)
7th: 2 Halcyon (Regenerate, XXX)


2 people marked this as a favorite.

Question is not if Longstrider enhances the fly speed, and it doesn't, but if the fly speed recevied fromt the Fly spell is:

30ft. - as the base land speed, even if I have already casted Longstrider
40ft. - as the enhanced land speed I have at the moment I cast Fly thanks to Longstrider


Hi Gents,

last noon in session we discussed about this:

I'm an elf (base speed 30ft.) with Longstraider (now speed 40ft.)

If I cast Fly, my fly speed is 30ft., as the original base speed, or 40ft., enhanced by Longstrider?

Cheers.


FedoraFerret wrote:

Flaming Sphere (Arcane, Primal)

Blast (*****), Versatility (**)
Note: While there is, to my knowledge, no official post or FAQ, it’s the opinion of developers who’ve been asked that you can, in fact, Sustain a spell multiple times in a round for multiple uses of the effect unless it, like bless and bane, specify once per round.

Au contraire

Mark Seifter Designer wrote:
We have it coming in the next errata batch. Sustain a given spell once per round only, unless the spell specifically encourages you to do so more than once like spiritual weapon.

Pathfinder Second Edition / Rules Discussion


Hi Old_Man_Robot when can we expect the next update?

Cheers.


Impeccable Crafter wrote:
Whenever you roll a success at a Crafting check
Assurance wrote:
You can forgo rolling a skill check

Impeccable Crafter requires a roll that Assurance removes, so they don't stack.


As others already pointed out, act first is good for a spellcaster, and in PF2 initiative is most of the time a Perception check, and so Wisdom is the ability to riase.


Cascade Bearers Spellcasting: would you recommend to take it immediately once available, so level 10th, to delay it until level 16th, after taking Halcyon Spellcasting Initiate (10th)/Flexible Halcyon Spellcasting (12th)/Halcyon Spellcasting Adept (14th), or eventually at any point in between?


So I'm thinking to complete my wizard as follow:

Level 5 Ancestry Feat: General Training - Toughness
Level 11 General Feat: Fast Recovery
Level 12 Skill Feat: Hefty Hauler
Level 14 Skill Feat: Quick Identification
Level 16 Skill Feat: Doubious Knowledge
Level 17 Ancestry Feat: General Training - Diehard
Level 20 Skill Feat: Legendary Codebreaker

Any additional suggestion?


NECR0G1ANT wrote:
Arcane Sense frees up a valuable cantrip slot, since you no longer have to prepare Detect Magic.

I already have an additional cantrip via Cantrip Connection and then I'm planning to use Inventor to obtain the Staff of Divination, and so Detect Magic.


NECR0G1ANT wrote:

Here are my quick suggestions for missing feats:

Level 5 Ancestry Feat: General Training - Toughness
Level 11 General Feat: Fleet
Level 12 Skill Feat: Arcane Sense
Level 14 Skill Feat: Streetwise
Level 16 Skill Feat: Quick Identification
Level 17 Ancestry Feat: Clever Improviser
Level 20 Skill Feat: Multilingual

Thank you NECR0G1ANT, my comments on your suggestions:

Level 5 Ancestry Feat: General Training - Toughness | was thinking the same
Level 11 General Feat: Fleet | yes, or maybe Fast Recovery?
Level 12 Skill Feat: Arcane Sense | really don't like this here, as cantrip I can already heightened it to 4th level
Level 14 Skill Feat: Streetwise | I don't see this fitting in the concept of my wizard. Maybe Hefty Hauler as 12 or 14 feat?!
Level 16 Skill Feat: Quick Identification | surely a feat I'd like to have
Level 17 Ancestry Feat: Clever Improviser | by level 20 I'll have only 2 skills not trained, probably Deception and Intimidation, I was thinking about another General Training - Diehard
Level 20 Skill Feat: Multilingual | a second time? If anything better, I was thinking about Legendary Codebreaker, I am legendary in Society after all...

Or, I was thinking to something like this:

Level 5 Ancestry Feat: General Training - Adopted Anchestry - Dwarf
Level 11 General Feat: Toughness
Level 12 Skill Feat: Hefty Hauler
Level 14 Skill Feat: Quick Identificatione
Level 16 Skill Feat: ???
Level 17 Ancestry Feat: Mountain's Stoutness
Level 20 Skill Feat: Legendary Codebreaker


NECR0G1ANT wrote:
b8620271 wrote:
I'm already thinking to change Natural Ambition for Genera Training to acquire Adopted Ancestry Elf and later select Nimble Elf and Ageless Patience.
As for your ancestry options, I recommend you stay with Versatile Human or play a Halfling

I was referring to Natural Ambition at level 5. I will stay with Versatile Human for Incredile Initiative, that paired with Canny Acumen Perception will increase my chances to start earlier iduring the encounters.

Actually I'm at this point:

Class: Wizard
Ancestry: Human
Background: Tinker -> Specialty Crafting (specialty ???)
Abilities: STR 8 | DEX 14 | CON 12 | INT 18 | WIS 16 | CHA 8

Level 1
Ancestry: General Training -> Canny Acumen -> Perception
Heritage: Versatile Heritage -> Incredible Initiative
Class: Reach Spell
Arcane School: Universalist
Arcane Thesis: Improved Familiar Attunement
Arcane Bond
Drain Bonded Item

Level 2
Class: Alchemist Dedication -> Alchemical Crafting
Skill: Recognize Spell
Skill Increase: Arcana -> Expert

Level 3
General: Magical Shorthand

Level 4
Skill: Trick Magic Item
Class: Enhanced Familiar

Level 5
Ancestry: ???
Skill Increase: Crafting -> Expert
Abilities: STR 8 | DEX 16 | CON 14 | INT 19 | WIS 18 | CHA 8

Level 6
Skill: Magical Crafting
Class: Expert Alchemy

Level 7
General: Quick Recognition
Skill Increase: Arcana -> Master

Level 8
Skill: Assurance -> Crafting
Class: Bond Conservation

Level 9
Ancestry: Multitalented -> Rogue Dedication -> Inventor
Skill Increase: Crafting -> Master

Level 10
Class: Scroll Savant
Skill: Impeccable Crafter (specialty ???)
Abilities: STR 8 | DEX 18 | CON 16 | INT 20 | WIS 19 | CHA 8

Level 11
General: ???
Skill Increase: Society -> Expert

Level 12
Skill: ???
Class: Master Alchemy

Level 13
Ancestry: General Training -> Multilingual
Skill Increase: Society -> Master

Level 14
Skill: ???
Class: Superior Bond

Level 15
General: Unified Theory
Skill Increase: Arcana -> Legendary
Abilities: STR 8 | DEX 19 | CON 18 | INT 21 | WIS 20 | CHA 8

Level 16
Skill: ???
Class: Effortless Concentration

Level 17
Ancestry: ???
Skill Increase: Crafting -> Legendary

Level 18
Class: Reprepare Spell
Skill: Craft Anything

Level 19
General: Legendary Linguistic
Skill Increase: Society -> Legendary

Level 20
Class: Archwizard's Might
Skill: ???
Abilities: STR 10 | DEX 20 | CON 18 | INT 22 | WIS 20 | CHA 10

I tried to take the feats at soon as I met the prerequisites (Magical Shorthand, Inventor, Unified Theory) or obtained an increse (Multilingual).

Any suggestion on the missing feats?


rainzax wrote:

You pick up Rogue Dedication at 9.

Would you be willing to trade some high level Wizard feats for Skill Mastery to get some back-end skill proficiency boosts?

I took Rogue Dedication because is the same as Natural Skill (Trained in 2 skills) plus a skill feat, and allows me to anticipate Inventor from level 10.

I like the Skill Mastery feat but I believe that the wizard feats are better in this case. Anyway as wrote few post above, I could think to replace Superior Bond.


NECR0G1ANT wrote:
For OP's wizard's second-level skill feat, Specialty Crafting in Alchemy is a better choice than Recognize Spell, since it makes the check to Craft alchemical items more likely to suceed at low levels and/or make the process cheaper.

I already have Specialty Crafting from the Tinker background, but it seems to me that the feat give you a bonus on the check only when crafting and not when trying to identify an alchemical item.

NECR0G1ANT wrote:
Your class feat selection is good for a crafting-focused wizard, but I suggest taking Metamagic Mastery instead of Archwizard's Might for your 20th-level feat. Metamagic Mastery will help you get the most out of Reach Spell and especially Bond Conservation.

I see MM a little limited in my build, with not so many metamagic feats and the, ending with only a 10th level spell, give me the impression that I'm giving up on something.

NECR0G1ANT wrote:
Also, your 14th-level feat choice Superior Bond only grants you a single additional lower-level spell each day. A better choice would be a second rogue multiclass feat. I personally like Evasiveness, but could choose any rogue multiclass feat you like.

It's a single lower level spell, but it's one more spell for the universalist, that has less spells compared to a specialist. I'll think on it: I like Skill Mastery.

NECR0G1ANT wrote:
Finally, instead of using selecting the ancestry feat Natural Ambition to get Widen Spell, select General Training to acquire Toughness and forget Widen Spell entirely. It's too situational and only works for a relatively small number of spells, but Toughness will keep your wizard alive.

I'm already thinking to change Natural Ambition for Genera Training to acquire Adopted Ancestry Elf and later select Nimble Elf and Ageless Patience.


SuperBidi wrote:
Unified Theory doesn't make you Legendary in three skills. It's only for checks related to traditions. Spell recognition and magic items identification, mostly. But you'll still be Trained in Nature, Occultism and Religion.

I'll be Trained in Nature, Occultism and Religion, but I can use Arcana, where I'll be Legendary, in place if any of the three.


Old_Man_Robot wrote:

Your stat array is confusing me here.

Why do you have two stats at 8 on a Human?

I took two voluntary flaws so to have a third free boost (DEX+INT+WIS)


In the meantime I made a second thought on the build and changed some feats: I have now place for Clever Improviser but I have now freed levels 16 and 17 considering I removed Toughness and Diehard.

Class: Wizard
Ancestry: Human
Background: Tinker -> Specialty Crafting (specialty ???)
Abilities: STR 8 | DEX 14 | CON 12 | INT 18 | WIS 16 | CHA 8

Level 1
Ancestry: General Training -> Canny Acumen -> Perception
Heritage: Versatile Heritage -> Incredible Initiative
Class: Reach Spell
Arcane School: Universalist
Arcane Thesis: Improved Familiar Attunement
Arcane Bond
Drain Bonded Item

Level 2
Class: Alchemist Dedication -> Alchemical Crafting
Skill: Recognize Spell
Skill Increase: Arcana -> Expert

Level 3
General: Magical Shorthand

Level 4
Skill: Trick Magic Item
Class: Enhanced Familiar

Level 5
Ancestry: Natural Ambition -> Widen spell
Skill Increase: Crafting -> Expert
Abilities: STR 8 | DEX 16 | CON 14 | INT 19 | WIS 18 | CHA 8

Level 6
Skill: Magical Crafting
Class: Expert Alchemy

Level 7
General: Quick Recognition
Skill Increase: Arcana -> Master

Level 8
Skill: Quick Identification Assurance -> Crafting
Class: Bond Conservation

Level 9
Ancestry: Multitalented -> Rogue Dedication -> Inventor
Skill Increase: Crafting -> Master

Level 10
Class: Scroll Savant
Skill: Impeccable Crafter (still missing the specialty from Specialty Crafting)
Abilities: STR 8 | DEX 18 | CON 16 | INT 20 | WIS 19 | CHA 8

Level 11
General: Assurance -> Crafting Multilingual
Skill Increase: Society -> Expert

Level 12
Skill: Multilingual Dubious Knowledge
Class: Master Alchemy

Level 13
Ancestry: General Training -> Toughness Clever Improviser -> Untrained Improvisation
Skill Increase: Society -> Master

Level 14
Skill: Natural Medicine Quick Identification
Class: Superior Bond

Level 15
General: Unified Theory
Skill Increase: Arcana -> Legendary
Abilities: STR 8 | DEX 19 | CON 18 | INT 21 | WIS 20 | CHA 8

Level 16
Skill: Dubious Knowledge
Class: Effortless Concentration

Level 17
Ancestry: General Training -> Diehard
Skill Increase: Crafting -> Legendary

Level 18
Class: Reprepare Spell
Skill: Craft Anything

Level 19
General: Legendary Linguistic
Skill Increase: Society -> Legendary

Level 20
Class: Archwizard's Might
Skill: Legendary Codebreaker
Abilities: STR 10 | DEX 20 | CON 18 | INT 22 | WIS 20 | CHA 10

Thank you all for your time!


Hi All,

I'd like to receive your comments and recommendations on the wizard build below that I'm playing in the Age of Ashes AP. Only Core Rulebook is allowed as surce.

I believe that the class feats advancement is quite optimal, while I think not all the General, Skill or Ancetry feats are the best options.

I'd like to play a Wizard that is the wise man in the group (I'll be Legendary in 6 out of 8 skills for Recall Knowledge and Trained in 1. I'd like to find place for Clever Improviser so that I can Recall KNowledge in all the Lores) and the one able to craft what the party could need.

Class: Wizard
Ancestry: Human
Background: Tinker -> Specialty Crafting (specialty ???)
Abilities: STR 8 | DEX 14 | CON 12 | INT 18 | WIS 16 | CHA 8

Level 1
Ancestry: General Training -> Canny Acumen -> Perception
Heritage: Versatile Heritage -> Incredible Initiative
Class: Reach Spell
Arcane School: Universalist
Arcane Thesis: Improved Familiar Attunement
Arcane Bond
Drain Bonded Item

Level 2
Class: Alchemist Dedication -> Alchemical Crafting
Skill: Recognize Spell
Skill Increase: Arcana -> Expert

Level 3
General: Magical Shorthand

Level 4
Skill: Trick Magic Item
Class: Enhanced Familiar

Level 5
Ancestry: Natural Ambition -> Widen spell
Skill Increase: Crafting -> Expert
Abilities: STR 8 | DEX 16 | CON 14 | INT 19 | WIS 18 | CHA 8

Level 6
Skill: Magical Crafting
Class: Expert Alchemy

Level 7
General: Quick Recognition
Skill Increase: Arcana -> Master

Level 8
Skill: Quick Identification
Class: Bond Conservation

Level 9
Ancestry: Multitalented -> Rogue Dedication -> Inventor
Skill Increase: Crafting -> Master

Level 10
Class: Scroll Savant
Skill: Impeccable Crafter (still missing the specialty from Specialty Crafting)
Abilities: STR 8 | DEX 18 | CON 16 | INT 20 | WIS 19 | CHA 8

Level 11
General: Assurance -> Crafting
Skill Increase: Society -> Expert

Level 12
Skill: Multilingual
Class: Master Alchemy

Level 13
Ancestry -> General Training -> Toughness
Skill Increase: Society -> Master

Level 14
Skill: Natural Medicine
Class: Superior Bond

Level 15
General: Unified Theory
Skill Increase: Arcana -> Legendary
Abilities: STR 8 | DEX 19 | CON 18 | INT 21 | WIS 20 | CHA 8

Level 16
Skill: Dubious Knowledge
Class: Effortless Concentration

Level 17
Ancestry: General Training -> Diehard
Skill Increase: Crefting -> Legendary

Level 18
Class: Reprepare Spell
Skill: Craft Anything

Level 19
General: Legendary Linguistic
Skill Increase: Society -> Legendary

Level 20
Class: Archwizard's Might
Skill: Legendary Codebreaker
Abilities: STR 10 | DEX 20 | CON 18 | INT 22 | WIS 20 | CHA 10


Kasimir vonVang wrote:
See if you can get 3.5 reserve feats, or anything that lets you be useful for a long, long time. Safe places to rest are not exactly everywhere in the Dungeon of graves.

3.5 feats are not allowed


I’ll join soon a Rappan Athuk game.

We’ll start at level 1 and party will be of 6 characters.

As 1st character I decided to do play an elf Diviner Wizard, opposition schools Ench/Necro, abilities 7/18/12/20/11/7. DM Ban: Exploiter Wizard.

Could you present to me any interesting and valid build, given the deadly adventure we are going to face?

Thank you.


Hand of the Mage: if I am a 5th level wizard, when I cast Mage Hand from the item it is heightened to the 3rd level and so I can target an unattended object with a Bulk of 1 or less?


Hand of the Mage: if I am a 5th level wizard, when I cast Mage Hand from the item it is heightened to the 3rd level and so I can target an unattended object with a Bulk of 1 or less?


1 person marked this as a favorite.
Core Rulebook pg. 204 wrote:
"Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast."

Only two spells are add for free at every level, then you should spend resources for learn a new spell of the same level, or heighten a low level spell so that you can have three different spell in each spell slot.


Should I have Unified Theory, Natural Medicine and Battle Medic, can I attempt an Arcana check in place of a Medicine check for Treat Wounds in combat?


As per errata: "Your proficiency in simple weapons is also what your proficiency in unarmed should be, including the wizard. Monk is an exception as they are better at unarmed."

Does it mean that a wizard has no proficiency in the unarmed strike?


1 person marked this as a favorite.
Applied_People wrote:
I see you have 2 class feats at level 1. If I'm not mistaken, you should have zero. A human could have 1 class feat at 1st level via the Natural Ambition ancestry feat, but you are playing an elf. Universalist Wizard has been confirmed by the devs NOT to receive a class feat at 1st level (it was a typo/misprint).

Seems that I should have one:

Quote:
Wizards don't get a 1st level class feat by default. This was a mistake. They only get one for being a universalist.


Hi All, I'd like to present you the build of an Universalist Wizard that I started to play few days ago.

So far we are 2nd level and I'd like to receive your comments and recommendations on this build.

Character is a 101 years old (just in case) Artist Cavern Elf. At 1st level ability scores will be STR 8, DEX 16, CON 12, INT 18, WIS 14, CHA 8 and at 20th level ability scores will be STR 10, DEX 20, CON 18, INT 22, WIS 20, CHA 10

At 20th level skills will be as follow:
Trained - Acrobatics, Intimidation, Lore: Art, Medicine, Nature, Occultism, Performance, Religion, Stealth
Expert -
Master - Society, Perception
Legendary - Arcana, Crafting

Below the planned build:

1. Improved Familiar Attunement Arcane Thesis
Ancestry Feat - Nimble Elf
Class Feat - Reach Spell, Widen SPell
Free Feat - Familiar, Speciality Crafting Alchemy
2. Class Feat - Alchemist Dedication
Skill Feat - Recognize Spell
Free Feat - Alchemical Crafting
3. General Feat - Canny Acumen Perception
4. Class Feat - Enhanced Familiar
Skill Feat - Magical Shorthand
5. Ancestry Feat - Ageless Patience
6. Class Feat - Expert Alchemy
Skill Feat- Magical Crafting
7. General Feat - Incredible Initiative
8. Class Feat - Bond Conservation
Skill Feat - Quick Recognition
9. Ancestry Feat - Elf Step
10. Class Feat - Scroll Savant
Skill Feat - Trick Magic Item (not really sure about this)
11. General Feat - Fleet (now moving 40ft. but not really sure about this)
12. Class Feat - Master Alchemy
Skill Feat - Impeccable Crafter (not really sure about this)
13. Ancestry Feat - Forlon
14. Class Feat - Superior Bond
Skill Feat - Natural Medicine (not really sure about this, does it work with Unified Theory?)
15. General Feat - Unified Theory
16. Class Feat - Effortless Concentration
Skill Feat - Battle Medicine (not really sure about this)
17. Ancestry Feat - Unwavering Mien (or I could change Forlon/Unwavering Mien for Ancestral Longevity/Expert Longevity and make any Untrained/Trained skill Expert)
18. Class Feat - Reprepare Spell
Skill Feat - Craft Anything (not really sure about this)
19. General Feat - Toughness (not really sure about this so late)
20. Class Feat - Archwizard's Might (or maybe Metamagic Mastery?)
Skill Feat - Quick Identification (not really sure about this)

As you can see I have numerous doubts, and for sure you can hep me to take a better decision.

Cheers.


nosig wrote:
Please define "best wizard"?

The one you would consider the best among the one presented in the APs you played, the one you would take as paragon should you build a high competent wizard.


Out of curiosity and to take an example: according to you, among the AP characters you have had the chance to play, which is the best wizard?