Merellin |
So, This is probably a dumb question and I am very sorry for comming here and asking something this dumb...
But I always loved the idea of the mighty spellcasters, I love magic users in stories and when I play video games I always pickmagic users. I know Pathfinder wizards are nothing like video games, But I still want to give it a try.
Though I realise, I am very dumb and probably dont have the right mindset for wizards, And I was wondering how do you play one well? You dont have enough spells per day to fling a spell for every turn of every combat, So what do you do when not flinging spells? What do you do at low levels? How do you avoid feeling like a useless burden to the party when you are hiding under the table cus you used your 2 spells per day? How do you know what spells to prepare?
Edit: I thought I should add, This is not for any currently planned character or campaign, This is just for some future ponderings. I love the idea of the powerful caster, But I dont know how to but want to try it in the future...
Sphynx |
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Wands. Wands are one of the main keys to a successful Wizard, IMHO. Admittedly, this requires either a GM willing to put Wands out there, or the Feat and game-time to create your own.
They other key is to not build a 'blaster' wizard. If you're thinking video-game with fireballs and lightning storms, you won't do well. Your job is battlefield control, and buff/debuffs. This can be done via summons, walls and globes, or visibility (clouds and the like).
The key to debuff is to take at least 1 debuff spell per save type, and use Knowledges to know what which to use... You find which 'save' that monster is worse at and have a vs Reflex, vs Will and vs Fort for dealing with them.
That's a simple answer, the true answer is so much more complicated that it really takes years of practice to get it right... and even then, it's not always for just anybody. :)
Merellin |
Wands. Wands are one of the main keys to a successful Wizard, IMHO. Admittedly, this requires either a GM willing to put Wands out there, or the Feat and game-time to create your own.
They other key is to not build a 'blaster' wizard. If you're thinking video-game with fireballs and lightning storms, you won't do well. Your job is battlefield control, and buff/debuffs. This can be done via summons, walls and globes, or visibility (clouds and the like).
The key to debuff is to take at least 1 debuff spell per save type, and use Knowledges to know what which to use... You find which 'save' that monster is worse at and have a vs Reflex, vs Will and vs Fort for dealing with them.
That's a simple answer, the true answer is so much more complicated that it really takes years of practice to get it right... and even then, it's not always for just anybody. :)
Thanks, I worry a lot about everything, And I worry that I dont have the mindset to play a wizard or full caster. I like being useful to the party and worry I'l end up picking the wrong spells and then just end up being a burden to the party...
DAOFS |
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Well, at least at low levels, it depends on your Arcane School. If you're an Evoker for example, you get an okay attack option based on your intelligence modifier. You also get a similar but slightly worse option as a Universalist. Honestly though, the fact of the matter is that wizards aren't incredible at low levels. You get a few spells off, but then it's usually acid splash and light crossbows for the rest of the day.
On not feeling like a burden, there are some really underused cantrips, especially if your GM is the fun type. Prestidigitation, Ghost Sound, and Mage Hand are all really fun to use for RP stuff or pre-combat distractions if your GM is the type to let that sort of thing happen.
Choosing spells can be pretty hit or miss when you're too low-level to cover your bases properly, but I'd recommend having one non-attacking spell almost always, your choice but having some utility every day is hugely helpful.
One last note, for my 2cp, higher level wizards aren't all that different from video game wizards. Past a certain level (things start looking up at 5) wizards are pretty objectively the best class in the game. They have the best spell list, the most options, and some pretty ridiculous power past low levels.
Hope this helped a little!
Phoebus Alexandros |
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You'll have your single spell per day, of course. To that, you'll add 1-2 bonus spells (per your ability score modifier), and of course however many spells you can scribe into scrolls at the start. To those you'll add your cantrips, and it's worth pointing out that Daze is viable for at least a couple of levels.
For a good deal of your character's career, scrolls and wands can be used for standard combat spells, allowing you to either be more versatile with combat spells, or to mix it up with buff spells, or to simply be more utilitarian with the spells your character will memorize.
While you're at it, take a page out of the villainous wizards from fantasy novels, movies, etc., and hire henchmen. At the most basic level, a trained hireling (which includes "a guard or mercenary warrior") costs just 3 silver pieces a day. You're not worried about them killing anything for you. You're essentially paying 3 sp per person that can be reasonably placed between you and a melee attack, per day.
OmniMage |
Try not to play a blaster. Wizards are squishy and can't wear armor. If you make yourself into a threat, you'll be dealt with as the threat you are. This isn't a MMORPG where the tank can draw enemies to itself and away from you.
Also carry a bow or crossbow. They will have greater range than spells like acid splash. Helpful if you run out of spells (which is likely at early levels).
Melkiador |
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The attack cantrips don't scale well, but they are a decent something to do when you are very low level.
If you are worried about trying it for the first time, I'd recommend the Arcanist class instead. It has mostly the same flavor and is more forgiving about its daily spell selection, so much less spell selection anxiety. It also has an archetype called occultist that can allow you to summon lots of helpful monsters at low level, if you are worried about low level contributions.
Another alternative to wizard is Magus who is also a decent melee fighter, but it plays a lot differently than wizard, so may not interest you.
Merellin |
The attack cantrips don't scale well, but they are a decent something to do when you are very low level.
If you are worried about trying it for the first time, I'd recommend the Arcanist class instead. It has mostly the same flavor and is more forgiving about its daily spell selection, so much less spell selection anxiety. It also has an archetype called occultist that can allow you to summon lots of helpful monsters at low level, if you are worried about low level contributions.
The Arcanist does seem quite nice, I like the flexible casting it has.
Mysterious Stranger |
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Wizard requires a lot of planning and knowledge of the rules. In Theory as a prepared caster they can prepare for any situation, in practice this does not always work out. If the wizard knows exactly, what is they are going to encounter and has a huge selection of spells preparing the right spells is not difficult. On the other hand, if the Wizard is misinformed or has a limited number of spells in their books, they are often at a severe disadvantage.
The real key to running a wizard is resource management. Other than caintrips all the wizard’s resources are extremely limited. This means that they need to be able to recognize when the best time is to use their resources. Sure, the fireball will destroy all the goblins in the first encounter, but then what happens when you encounter the hobgoblins latter that day? This can lead the wizard to never casting their more powerful spells, which can be just as bad. Knowing when to use the appropriate spell is what makes a successful wizard.
Wands have been mentioned as a way to boost your resources and this is good advice. But scrolls can be equally important to a good wizard. Wizards usually get scribe scroll at 1st level so they can create their own scrolls. The wizard spell list has a lot of useful utility spells. Many of these are highly situational and often use out of combat. Creating scrolls of these spells will allow the wizard to use them without having to memorize the spells. Making scrolls of long-lasting buffs is also a good use of your resources. Staves are another good way to increase the resources of a wizard. They are fairly expensive but the versatility they give makes them worth the price. Using wands, scrolls and staves allows the wizard to use most of his spell slots for combat focused spells.
Another option would be to play a sorcerer instead of a wizard. They have the same spell list but are spontaneous casters. Spontaneous casters have a very limited selection of spells but do not have to choose which spells to memorize. They still have limits on how many spells they can cast of each level but have access to all their spells as long as they have an appropriate spell slot. Many players that do not have less system knowledge find this easier to run. The big difference is that sorcerers have to be extremely careful on choosing their spells known. A wizard who memorizes the wrong spell can simply memorize a different spell tomorrow. A sorcerer that makes a bad choice of spells know can be affected by that choice forever.
Melkiador |
The big difference is that sorcerers have to be extremely careful on choosing their spells known. A wizard who memorizes the wrong spell can simply memorize a different spell tomorrow. A sorcerer that makes a bad choice of spells know can be affected by that choice forever.
Which is why I recommend the arcanist. You can change your "spells known" every day. The tradeoff is that you don't have as many castings per day as either. But in an unpredictable world, I find they actually use more of their spells per day. The Quick Study exploit just adds to the adaptability.
Bjørn Røyrvik |
Aside from combat spells, be they damage or enhancement/protection, utility is where arcane spellcasters really shine. Things like Spider Climb, Fly, Invisibility, and at higher levels spells like Dimension Door or Teleport are extraordinarily useful.
It's also a good idea to look at the party and see what is missing. There often isn't much point in preparing Invisibility if the party has someone optimized for Stealth but being able to cast it when everyone is useless at hiding can be the difference between success and failure. Summoning a creature to fight for you if melee power is limited is very nice. Or helping the one party member who can't climb a stair get up a sheer cliff.
Sure, the fireball will destroy all the goblins in the first encounter, but then what happens when you encounter the hobgoblins latter that day? This can lead the wizard to never casting their more powerful spells, which can be just as bad.
The first is one of my players. The latter is me when I play casters.
Mysterious Stranger |
To me a wizard is best played by an experience player, not only do you need to figure out which spells to memorize you also need greater system mastery because you have more spells available. A starting wizard with an 18 INT has all cantrip and 7 1st level spells in his spellbook. A starting Sorcerer knows 4 cantips and 2 1st level spells. That means the wizards player has to understand 7 1st level spells. If the player does not understand the spells, chances are they will have difficulty choosing which to memorize. The sorcerer’s player on the other hand only needs to understand 2 spells. As they level up the wizard is usually going to gain access to a lot more spells, so the amount of material they need to understand grow quicker than the sorcerer.
With a sorcerer I can give the player their character sheet with their spells, and they can be up a running with minimal reading. With the wizard they have a lot more reading to understand what their character can do. If they make a poor choice in casting a particular spell, they can usually recover easier than the wizard. Being able to use a higher-level spell slot for a lower-level spell makes casting the wrong spell less of a problem. The 8th level sorcerer who wasted his fireball on the goblins can use a 4th level slot to cast it on the hobgoblins even if he is out of 3rd level slots. The extra spells the sorcerer gets also means it takes them longer to run out of spell.
The Arcanist is has the benefits of both classes, but still has the learning curve of the wizard. It also has more options which can make it more challenging for a newer player to master. Once the player has some experience with the system it would be a good choice, but for a rank beginner I would still recommend the sorcerer.
Azothath |
Just play a wizard. It's not that hard but there are a lot of rules and spell interactions. That will take time to learn but you can play a basic wizard and still be quite powerful so just focus on the basics.
Having a chart with your spellbook and prepared spells is key to playing this class, paperwork!
The real choice is are you going to be an attacker or a general support/defensive caster. Attackers tend to be evokers, conjurers, or manipulators. The best generalists are diviners. Generalists can dip into monk, cleric, ninja, rogue, fighter, etc to expand their abilities which is a great help at lower levels. (by attacker I do not mean melee or ranged, I mean spells!)
so - here are a couple
Mage-killer build wizard with 2 monk levels for combat, defense, saves, mainly to combat other spellcasters.
Wiz Diviner & Clr arch V Plgrm 1 a build showing how to do the Wiz-Clr build. Elion*(longbow), Gorum, Smiad*(greatsword), Feronia(bastardsword){2Wpn Fgt}, Keltheald*(halberd), Groteus*, Vale(hvy flail), Chaldira*(shortsword). Best options for Varisian Pilgrim(*).
Diviner - just take Spell focus (evocation), point-blank and precise shot, varisian tattoo(evocation), then start on metamagics. You can retrain the crossbow feats but they are handy with rays etc and your Dex is likely your best attack ability score.
Wizard arch Poleiheira not my fav but decent central caster for travel.
The best races are samsaran(extra spells on your spell list), aasimar(best ability scores), human(extra feat, skill & HP points per level).
Take Bond Object amulet rather than a weapon or a familiar. Your amulet will go Aegis of Recovery, Amulet of Spell Cunning, Amulet of Spell Mastery. I'd pay the other half to make the Aegis non-bonded regular magic item and keep it.
Spell list: you'll want 2 evocations, 2 conjurations(one will be summon monster), probably 3 transmutations, then one of each other per spell level. Usually spells known by spell level - 0:13, 1:24, 2:20, 3:16, 4:12, 5:8 at 9th level.
Tom Sampson |
Especially at higher levels, you should leave some of your spell slots empty so that you can use partial spell preparation to fill them later. There's something silly about being able to take 15 minutes to prepare the right spell to solve any non-combat challenge, or prepare for a combat encounter if you've learned what you're up against.
Get a variety of spells in your spellbook to solve different problems and make sure to have at least 1 spell that can ruin an enemy's day targeting each saving throw. Also, Haste is frequently a great spell to cast. Spells like walls and pits are usually also great to isolate enemies in combat.
Just think of the Wizard's spell list as a giant toolbox and ask yourself what the right tool is for the job. Maybe take some notes on what spells are particularly useful for what tasks and then reference the list when you have a problem you'd like to solve with a spell and ask your party members for advice. You'll get the hang of it.
Azothath |
During play the roles change.
at First-Third levels everyone is pretty much equally incompetent. With many challenges being martial, you need a weapon for mundane fighting. For wizards, a 20 pt buy is usually [10,14,10,17,12,10] so Dex is your attack score which means ranged weapons (that means heavy crossbow). A Cestus(always armed), Tonfa(defense), or Shortsword(lgt, WpnFnss) aren't bad.
Then wizards avoid combat. Their BAB is slower than most classes so it is not an area in the game where they do well.
Being in CM melee is not good for spellcasting due to concentration checks but there are several remedies. Wands & high concentration checks are the escape route. Both of those wizards should have and work on. Two spring-loaded wrist sheaths each with a defensive wand (vanish, obscuring mist, etc). Spellguard bracers are a must.
A crossbow can be cranked and loaded and stowed without a problem especially in a magical sack/bag at later levels. 8^) A wizard at 10th level using his crossbow is in trouble.
Melkiador |
Crossbow vs Acid Splash. The Crossbow deals more average damage per hit and can hit from further away. But it also takes an action to reload and requires ammo, which adds onto the increase in weight you take from carrying the crossbow. Acid splash targets touch AC which is often much easier to hit. Its damage can be increased by 1 by using an acid as a focus. It has no reloading or weight except maybe the weight of an acid flask, which is only 1 pound. It ignores DR, while acid resistance and immunity are relatively rare. And in social situations, the non-crossbow wizard looks unarmed.
Personally, my wizards don’t bother with crossbows until a good one drops in the loot.
OmniMage |
I generally recommend that, at a minimum, every character should start out with a dagger, a morningstar, and a light crossbow. This will give characters the ability to deal damage for every damage type and a decent ranged weapon. The dagger can be either be used as a slashing or piercing weapon, while the morningstar is both blunt and piercing at the same time.
FYI, skeletons have DR 5 vs bludgeoning and zombies have DR 5 vs slashing to name a few monsters with DR vs damage type. Some monsters can eat you, so a small slashing weapon is what you need to cut your way out (being swallowed counts as grappling and you can only use light weapons in a grapple).
Though, not every class can use these. The Druid don't get proficiency with crossbows and will have to make due with a sling or some thrown weapon. Wizards don't get prof with morningstars, so they have to make due with a club or quarterstaff. One could even argue that Wizards should buy scrolls with their starting cash, or craft 3 for the price of 1 light crossbow.
Later you can upgrade to magic gear and alternate materials. Though some classes might only bother with gear you find as loot. Normal for 9/9 spell casters as they should only use weapons as a last resort.
Azothath |
non-proficieny is just -4 to hit. So yes, any class can use any weapon unless they have a special prohibition.
If you only hit on a "20", -4 isn't a big deal. With mage armor, shield, dex 14, fight def with a tonfa gives you AC23 which is pretty good until your party can come to your aid. You have to survive encounters where you are at a disadvantage even if you just keep a combatant busy trying to hit you...
Melkiador |
I generally recommend that, at a minimum, every character should start out with a dagger, a morningstar, and a light crossbow.
With 10 bolts, that adds up to 12 pounds you’re carrying there before you add your other adventuring gear. I don’t dump my strength as much as most guides suggest and that’s still too much weight. As a wizard-type, I take 1 dagger and rely on acid splash and other spells for everything else.
When you get a handy haversack, you can maybe carry those other things. But really, I can’t ever see a Morningstar being useful from a standard wizard. That damage and hit chance will be pitiful and the dagger gives your ally just as much flanking bonus.
Dragonchess Player |
I generally recommend that, at a minimum, every character should start out with a dagger, a morningstar, and a light crossbow.
Personally, I would go with a light crossbow, quarterstaff, and at least one dagger for a wizard*. Also, a haramaki for when mage armor is not active (1 hour/level can be a concern before hitting middle levels, honestly).
As others have mentioned, playing a wizard really requires you to (appropriately, IMO) do your research and prepare for the expected activities before each adventuring day. Granted, you can make your "work" a bit easier by creating some "generic" spell selections that are modified/tailored to more specific circumstances; I usually have two or three: dungeons (short distances, small spaces, limited maneuverability), urban/social (information gathering, precise targeting, no/limited "collateral damage"), and possibly wilderness (long distances, wide open spaces, near unlimited maneuverability).
*- unless getting proficiency to more than "the club, dagger, heavy crossbow, light crossbow, and quarterstaff" from some other source; an arcanist or sorcerer (or a wizard with proficiency in all simple weapons) should use a battle aspergillum instead of a quarterstaff.
Melkiador |
Why have a quarter staff when you can have a dagger? That’s a lot of extra weight for almost no mechanical benefit. Unless you’ve built some sort of meme strength wizard, the 1 pound dagger does everything you are expected to do in melee as a wizard.
Heck, you’d be better off just to have 5 daggers that you could also use as throwing weapons and then recover them after combat.
TxSam88 |
I generally recommend that, at a minimum, every character should start out with a dagger, a morningstar, and a light crossbow. This will give characters the ability to deal damage for every damage type and a decent ranged weapon. The dagger can be either be used as a slashing or piercing weapon, while the morningstar is both blunt and piercing at the same time.
yeah, I totally disagree. not every character needs to be able to counter every damage reduction. the only time I would worry about "covering all the bases" with my weapon damage is when I am playing PFS. For regular campaign play, pick something you want your character to be good at, and concentrate on that. A wizard really doesn't need any weapons at all. He has spells, and a party to protect him. After about second or third level, he will have plenty of spell and/or magic items to use for a day's adventuring. He's going to have plenty of skills, and will be able to use scrolls and wands easily. The most powerful/damage dealing spell he can cast is haste. Let the martials worry about damage reduction and how to get over it. IMO, the best wizard is the God-wizard, one that buffs the party and provides tons of utility, and can contribute to damage as a secondary use.
Dragonchess Player |
Why have a quarter staff when you can have a dagger?
Bludgeoning damage (skeletons, etc.).
You can always drop the quarterstaff and get a new one (0 gp) if 4 lbs becomes an issue. Then again, I usually avoid the 8 Str (or lower) wizard stereotype; 10 Str is not a very high bar unless you're min/maxing to an extreme degree.
Dragonchess Player |
The light crossbow and quarterstaff are mostly for 1st-2nd level, when survivability will be a concern for any character without a decent ranged option and the ability to bypass DR consistently.
Sysryke |
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Lots of good advice on here. But, can I just ask the OP, please don't cut yourself down so much. We were all new players once, and we all have different strengths and weaknesses as players. I'm not the strongest number cruncher or tactics guru myself :p
That aside, what specifically do you like about the magic users in video games and films? If it's just the aesthetic, numerous classes with supernatural or spell like abilities could serve you well. If it's blasting magics of great elemental or arcane energies, Sorcerer, and Kineticist can both fit well, or really any caster with the right build. From a RP perspective you could build any of these and just call yourself a wizard. However, if specifically the wizard class is what you must be, then you already have a lot of good information in the above posts.
Something I try and do is either choose a theme and/or choose a role/job within the party. The sheer scope of the wizard's spell list can be overwhelming. Using a theme can help you pare down your choices more quickly, and as was said above, finding the spells that let you fill the gaps in your party makes sure that you aren't a "burden". Just keep in mind, RPGS are most often group ventures. When your character can't do something, that's why you have teammates. IMO there's nothing worse than the character (really player) who thinks they can do everything. If that's really the case, then why even travel with companions?
I'll also +1 in favor of at least one damage dealing cantrip. I like having an always available magic offense option. Investment of a trait, feat, or just appropriate gear can keep them semi-relevant. Most of the time though, unless you want to be a blaster, direct damage is what a wizard does when he's got nothing better to do. Basically, outside of dire circumstances, you're going to fall back on damage cantrips only for RP or "clean up" when the fight's no longer really a challenge ("Oh look, a rat . . . ." *Zap*). If the circumstances are dire though, I'll take the ranged and more likely to hit 1d3, over the melee and likely to miss 1d4 nearly every time. That said, in a traditional medieval type setting, what character doesn't have at least an eating knife/dagger? You're not breaking the bank there.
When you do try a wizard, just figure out who you want the character to be, what you want to excel at, and how that character can gel with the rest of your party. There are enough options to go nearly any direction you choose, as long as you commit to your choices. Have fun :)
Melkiador |
Melkiador wrote:Why have a quarter staff when you can have a dagger?Bludgeoning damage (skeletons, etc.).
You can always drop the quarterstaff and get a new one (0 gp) if 4 lbs becomes an issue. Then again, I usually avoid the 8 Str (or lower) wizard stereotype; 10 Str is not a very high bar unless you're min/maxing to an extreme degree.
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
First, skeletons are very rarely such a threat to the point that a wizard's tiny melee damage would make a difference. Second, 1d3+1 damage of acid splash isn't much different than 1d6 of a quarterstaff. And the odds to hit with acid splash are at least as good as the odds to hit with a quarterstaff, since ignoring armor cancels out the penalty for shooting into melee.
As I mentioned, I don't drop strength that hard either, but even with a strength of 10, that's still a lot of extra weight to carry around. Are you just not using the encumbrance rules? But again, we are in the minority here. Strength dumping is the default behavior of most players.
Sysryke |
Silly question, but does/should a quarterstaff even count against carry capacity weight?
I've always seen and played in groups where the q-staff is a wizard's walking stick. The stick/staff is on the ground, and the wizard is leaning on it. I get counting its weight if he's actually carrying it, or swinging it during combat, but how often is a wizard melee fighting and maneuvering? The only time this item should factor in for encumbrance, the wizard is being supported by the staff, not carrying it . . . or so I would think.
Melkiador |
Anything carried does apply to your weight. What you suggest may be a reasonable house rule, but it would be a house rule and not part of the default assumption. Also consider that you are still carrying a walking stick during half of the time you are using it. And you are carrying it in a more dynamic way, which could also reasonably increase the amount of force you are carrying. A walking stick is more about stability than weight at any rate.
Tom Sampson |
You can also just throw nets at enemies. It's a -4 attack penalty, but it is a ranged touch attack and entangling foes is a useful combat contribution, plus you can recover the net afterwards. If you are willing to spend more on consumables to contribute, you can even throw a tanglefoot bag or some other alchemical weapon.
OmniMage |
I hadn't expected to start a debate with my previous post. I'm glad it did. It made for an interesting read.
I prefer builds that don't require system mastery. Dagger, club, quarterstaff, crossbow. In the event that the wizard is new to their job and screws up their spell selection, they could still fight. In fact, a crossbow can shoot further than most low level wizard spells. Wizards do well to have a good dexterity score. They get many spells that are ranged attacks.
Some of the weapons I mentioned are kinda like the magic items wizards (and other 9th level casters) will be using later in their carriers. Staves can be used like quarterstaves in combat, and rods (such as metamagic rods) are like clubs. I figured it okay if wizards get used to carrying such weapons early in their career.
With 10 bolts, that adds up to 12 pounds you’re carrying there before you add your other adventuring gear. I don’t dump my strength as much as most guides suggest and that’s still too much weight. As a wizard-type, I take 1 dagger and rely on acid splash and other spells for everything else.
Funnily enough, the last wizard I built carried their own load, literally. They didn't rely on the fighter carrying their food and camping supplies. All their stuff put them into medium load, but they could get to a light load if they dropped their backpack. I haven't got around playing them though, so giving a wizard a medium load might prove to be a really bad idea. I just don't know it yet.
TxSam88 |
Silly question, but does/should a quarterstaff even count against carry capacity weight?
I've always seen and played in groups where the q-staff is a wizard's walking stick. The stick/staff is on the ground, and the wizard is leaning on it. I get counting its weight if he's actually carrying it, or swinging it during combat, but how often is a wizard melee fighting and maneuvering? The only time this item should factor in for encumbrance, the wizard is being supported by the staff, not carrying it . . . or so I would think.
so while we count encumbrance for carrying capacity, we ignore it for combat. We assume you can quickly drop your pack as you enter combat, and pick it up afterwards.
And as for carrying capacity, after 3 or 4 levels, the available magic items make it inconsequential.
Sphynx |
Silly question, but does/should a quarterstaff even count against carry capacity weight?
I've always seen and played in groups where the q-staff is a wizard's walking stick. The stick/staff is on the ground, and the wizard is leaning on it. I get counting its weight if he's actually carrying it, or swinging it during combat, but how often is a wizard melee fighting and maneuvering? The only time this item should factor in for encumbrance, the wizard is being supported by the staff, not carrying it . . . or so I would think.
To be fair, half the time the staff is in the air, held aloft by a single appendage, as its foot is moved to the next location. Far more cumbersome than a dagger strapped to the body. It's why shields and swords were carried on the back, as it becomes quite tiresome to use a quarterstaff after awhile.
Note, this is a weaponized version of a walking stick, thick enough that it won't just break upon impact. I do agree that while leaning on the stick, its encumberance would be negligible, much like you wouldn't count the weight of a wall when you lean against it, and any GM would ignore the weight of it while you're using it to balance and lift something off the ground... but the moment you start moving with it, encumberance applies.
Merellin |
That aside, what specifically do you like about the magic users in video games and films?
Well, I always enjoyed having the utility of a magic user in video games, I can blast enemies, Light up the area, Summon allies, Make enemies fight each others, Buff allies, debuff enemies and more! And in movies and books and such, I just love the magic users who always have something they can do in every situation, Even if it is just illusions and tricks to trick their enemies!
It doesn't have to be a Wizard specifically, But it was easier to just put Wizard because they are the classic main full arcane caster. I just really want to be the mighty magic user.
I dont want to do everything, I just dont want to end up being totally useless and being a burden to my allies...
Melkiador |
If you like the fantasy of summoning, then the arcanist with the occultist archetype may be perfect for you. It comes with a small warning though. At level 1-2, you get so many “free” summons per day through your points. This feels great. But as you level, the point cost increases faster than your point total. This works out ok though, because as you are also getting more regular spells per day. And you can consume spells to get more points for summoning.
I only put that warning, because it can be weird when you discover an ability you spammed in the beginning becomes more and more limited use as you level. It’s still a great pick if you want to be a summoning “wizard”.
Tom Sampson |
You can easily start with 22 int at level 1. You just need a race with a +2 int bonus and to have your character start at old age, which is fitting for Wizards anyway.
Also, thrown weapons (other than alchemical weapons and nets) are usually not advised over crossbows unless you have at least 10 strength, because the damage will go down from your negative strength modifier. For a Wizard, strength is usually a dump stat, however, so you will typically see 7 strength or lower in Wizards.
Dragonchess Player |
For the skeptics, a 1st level wizard's starting gear: haramaki (3 gp, 1 lb), light crossbow (35 gp, 4 lbs), 10 crossbow bolts (1 gp, 1 lb), quarterstaff (0 gp, 4 lbs), dagger (2 gp, 1 lb), backpack (2 gp, 2 lbs), bedroll (1 sp, 5 lbs), belt pouch (1 gp, .5 lbs), canteen (2 gp, 1 lb), mess kit (2 sp, 1 lb), mug/tankard (2 cp, 1 lb), scrivener's kit (2 gp, 1 lb), scroll case (1 gp, .5 lbs) with 4 sheets of paper (1.6 gp, 0 lbs), traveler's outfit (starting, 5 lbs), trail rations (2 days; 1 gp, 2 lbs), spell component pouch (5 gp, 2 lbs), spellbook (starting, 3 lbs); total cost 56 gp, 9 sp, 2 cp; total weight 35 lbs. A character with 10 Str can carry 33 lbs or less and still be at a light load, so drop the quarterstaff if full speed is needed (31 lbs total weight) and get a new one (0 gp) afterward. Unless the party has no one wearing medium or heavy armor, or you decide you "need" to reduce Str below 10, the wizard will keep up just fine.
The wizard doesn't need a lantern or torches with dancing lights or light. You can either learn the spark cantrip or spend 1 gp on flint and steel (0 lbs).
TxSam88 |
For the skeptics, a 1st level wizard's starting gear: haramaki (3 gp, 1 lb), light crossbow (35 gp, 4 lbs), 10 crossbow bolts (1 gp, 1 lb), quarterstaff (0 gp, 4 lbs), dagger (2 gp, 1 lb), backpack (2 gp, 2 lbs), bedroll (1 sp, 5 lbs), belt pouch (1 gp, .5 lbs), canteen (2 gp, 1 lb), mess kit (2 sp, 1 lb), mug/tankard (2 cp, 1 lb), scrivener's kit (2 gp, 1 lb), scroll case (1 gp, .5 lbs) with 4 sheets of paper (1.6 gp, 0 lbs), traveler's outfit (starting, 5 lbs), trail rations (2 days; 1 gp, 2 lbs), spell component pouch (5 gp, 2 lbs), spellbook (starting, 3 lbs); total cost 56 gp, 9 sp, 2 cp; total weight 35 lbs. A character with 10 Str can carry 33 lbs or less and still be at a light load, so drop the quarterstaff if full speed is needed (31 lbs total weight) and get a new one (0 gp) afterward. Unless the party has no one wearing medium or heavy armor, or you decide you "need" to reduce Str below 10, the wizard will keep up just fine.
The wizard doesn't need a lantern or torches with dancing lights or light. You can either learn the spark cantrip or spend 1 gp on flint and steel (0 lbs).
he still has on average 24 gold left, which would weigh almost 4 pounds if he broke it down to silver.... or you buy a horse/mule/packanimal and suddenly the encumbrance is not much of an issue, at least until the party finds it's first bag of holding, then it's really a non-issue.
Azothath |
lol, you guys crack me up.
don't take it too negative
it's an abundance of advice in different ways with different concerns about how you think of the PF1 campaign setting and fantasy world where the magic and challenges alter/change at various levels. Then who's better...
at least Dragonchess gave some specifics allowing for a sleepover with origami fun.
Dragonchess Player |
he still has on average 24 gold left, which would weigh almost 4 pounds if he broke it down to silver....
Strawman argument... fail.
<eyeroll>
The 24 gp can be used to customize the wizard's equipment based on their spell selection, expected encounter(s), etc.: such as a flask of acid (10 gp, 1 lb; to use as a focus with acid splash for +1 damage), or alchemist's fire (20 gp, 1 lb; in case of swarms), or an alkali flask (15 gp, 1 lb; if oozes are expected), or scribing a scroll with a 1st level spell (12.5 gp; since the wizard has Scribe Scroll as a bonus feat)... Like a wizard does when preparing spells for the day.
at least Dragonchess gave some specifics allowing for a sleepover with origami fun.
<eyeroll #2>
After self-defense, the wizard should be prepared to survive and get sufficient rest for at least a couple days outside of a community: in an emergency, if the party needs to "fort up" in a dungeon, when traveling (to and from an adventuring location, if the party can't hunt/forage/trap sufficient food, etc.); you try to sleep on a stone floor when you're hungry and see how it goes.
The scrivener's kit and paper are for drawing a map, or copying inscriptions or strange marking/symbols, or taking notes about something out of place, etc. without wasting space in the spellbook (not origami); TBF, not every GM goes the "if a character doesn't draw a map, take notes, etc. then the players can't use any player maps, notes, etc." route that was fairly common "back in the day" (1st Ed AD&D).
TxSam88 |
TxSam88 wrote:he still has on average 24 gold left, which would weigh almost 4 pounds if he broke it down to silver....Strawman argument... fail.
Whatever....
the point being that encumbrance either becomes a non-issue in game very quickly - since the party picks up bags of holding, portable holes, has horse and wagons, other magical and non-magical means of transporting found treasure; or encumbrance becomes a very major issue - since it only takes 64 copper pieces to equal a pound, and you suddenly need to be very selective about which treasure you are carrying out.
Azothath |
IDK, $2000 as a spare expense for a Handy Haversack should happen around 5-6th level. Before then you should rely on bandoliers, spring loaded wrist sheaths, and wearing a regular backpack with minimal gear. Leave the camping stuff and food on your horse. Leave a couple of bear traps around your camp as welcome mats.
Rather than doing the mule thing as a pack animal and spare meal, just get a war-trained adv horse with gear for $326 and ride it. It's got more HP and better ability scores and moves faster than most 1-3rd level PCs. If foes go for the horse that's $300 for an attack deflector... priceless really.
Generally if you clear out a dungeon your PCs are allowed to make several trips in and out to recover loot as it's known and safe at that point. Most scenarios and GMs don't plan an after party.
If you're a wizard a wand of magic missile:K1@1 [50] $750 is nice at 1st level but quickly becomes trivial due to damage rates per caster level. I'd rather have a wand of obscuring mist:C1@1 or wand of shield:A1@1 as those defensive abilities don't wear out with level. You can always use your bonded object to cast a needed spell at (hopefully) maximum spell level.
Scrolls, which not as cost efficient or AoO free as wands, have a lower overhead cost and investment of resources so you can vary your "spells in a can" for situations where you need 1-4 spells at near your caster level.
I'm in a game where the 9th level wizard uses his 2d4+2 magic missile out of his staff as his 'go to' attack, it's rather frustrating. As an Clr1 Wiz8 my PC blew away creatures with dragon breaths, lightning bolts, and flurry of snowballs. While impressed he still hasn't changed his ways...
Azothath |
Just play a wizard. It's not that hard but there are a lot of rules and spell interactions. That will take time to learn but you can play a basic wizard and still be quite powerful so just focus on the basics.
Having a chart with your spellbook and prepared spells is key to playing this class, paperwork!The real choice is are you going to be an attacker or a general support/defensive caster. Attackers tend to be evokers, conjurers, or manipulators. The best generalists are diviners. Generalists can dip into monk, cleric, ninja, rogue, fighter, etc to expand their abilities which is a great help at lower levels. (by attacker I do not mean melee or ranged, I mean spells!)
so - here are a couple *update*
Azothath: Wizard multiclass with Cleric-VarPlgrm 1 (PFS style & legal) and Elion(longbow) or Feronia(bastard sword with TWF) is a good choice.Azothath: Mage-killer build FlowMonk2 Wiz(Divnr)7 (PFS style) an anti-caster (martial) build using monk & wizard. Samsaran will net you several witch spells (Cure Lgt Wnds, Cure Mod Wnds) via mythic past life.
Azothath: Wizard-PoleiheiraAdh (PFS style) kinda centric with book in hand.
Azothath: Sor arch Raz Prst at 5th & 11th along with a Clr1 Wiz4|10 for comparison (PFS style) not my fav but some people like the tricksy Sor-RazPriest as I show the multiclass Wiz is better.
Mark Hoover 330 |
Think about your Arcane Bond. REALLY think about it. I'm heavily biased towards Familiars, but a free bonus spell and potential cheap magic item is pretty cool too.
A Familiar with hands or talons that let them hold things and a way to open containers on your person (perhaps by the same limbs or using magic) then using a full round of actions your Familiar can hand you something small and light like a scroll, potion or flask. Normally grabbing a stored item is a Move action, so your Familiar's actions save you that Move action potentially.
If they can communicate with you in a meaningful way, by tapping 1 for yes 2 for no, speaking, and so on, Familiars should have an Int score high enough to Aid Another on some Skill checks. At higher levels when they can hold conversations with you, they might even be able to make their own Knowledge checks for monster lore rolls.
Going back to your familiar having a way to manipulate objects, with a high enough Use Magic Device check they can potentially use Wands on your behalf. This doesn't have to mean shooting Ray spells at foes; wand of Haste, wand of Obscuring Mist, wand of Invisibility are all decent defensive/buff spells that can potentially help anyone in the party.
Archetypes, the Improved Familiar feat and Transmutation spells give you a pack animal or henchperson. They could be carrying that pesky Handy Haversack full of gear your 10 Str Wizard doesn't feel like wearing. Other feat choices or Archetypes can outfit the 2 of you with Teamwork feats for faster magic item creation or whatever.
This attention to your Arcane Bond up front, before your 1st adventure will help inform your PC throughout your career. Being forewarned and forearmed is the key to playing Wizard PCs in this game.
IMO, Scrolls remain relevant even into 8-12 level. Yes, by then you have a ton of spells but having an emergency stash of cheap buff scrolls or niche spell scrolls like different types of Resist Energy or Tongues for the 1 time/campaign it comes up will always be relevant.
Build around Knowledge skills. The Wizard class is Int based and gets all the knowledge skills so these are obviously central to the PC. Have enough ranks scattered around the ones for identifying monsters: Arcana, Dungeoneering, Local, Nature, Planes, and Religion. If your PC is a prepared spellcaster who is caught unprepared by not knowing your enemy's defenses, victory in battle will be that much harder.
Last but not least: DOWNTIME! Vanilla Wizard gets Scribe Scroll as a bonus feat and other bonus feats as they level they can use for Item Crafting feats. Not every campaign is going to give PCs the opportunity for Downtime but if yours does, USE it well.
I'm not only talking about making magic items either, though that's a big part of it. No, the wizard is about being prepared, so prepare. Work with the other PCs on Gather Info checks, make Knowledge checks to research plot points, seek out casters willing to sell you arcane spells or scrolls, and so on. Knowing what foes you'll be facing, what terrain you'll be in and such before you meet those challenges will mean you've got the right spells and strategies to prevail.
Set |
For those awkward low-levels, it can be helpful to make some useful choices as to School powers. Illusion's Blinding Ray is not terrible, and the 1st level powers of the Prophecy and Foresight options under Divination make for decent buffers (since they don't even use up your actions).
Even going Universalist can pack some oomph if you pick a race with an interesting racial weapon proficiency. Hand of the Apprentice is slightly less boring if your Elf chucks a Curveblade, Dwarf launches a Giant- Sticker, or Half-Orc lobs a Greataxe or Falchion at a foe. (Note, all such weapons are heavier than a dagger, that's for sure, so mind your encumbrance!)
But absolutely take advantage of Scribe Scroll. There are spells where your caster level isn't terribly important, and others were you aren't likely to need them in a hurry, but would be 'nice to have' in your backpack for later.
Mark Hoover 330 |
Utility. I hear this so often. How much more utility to you need, with a Wizard classed PC?
I've not made a deep and abiding study of all of the APs out there; how often are PCs completely removed from any established civilization where they cannot use Downtime to buy/sell items, scribe scrolls, purchase spells from other casters, etc? If the answer is "not many" and your GM is following close to standard WBL, a L2 wizard has 1000 GP to spend.
Really think about that: a L2 Wizard has 1000 GP to spend. They MIGHT spend all of it on a Cloak of Resistance +1 and that's fine, but what if they don't? They can't wear armor, can't afford a magic weapon, what could a vanilla wizard possibly spend 1,000 GP on?
Oh right. Spells, scrolls, potions, a wand. Who needs an elf with a BAB +1 and a Dex bonus of +1, maybe +2 and a bow when they have a Wand of Magic Missile? You auto hit from 110' as long as you have line of sight and deal 1d4+1 damage. That, a flask of acid and the Acid Splash cantrip mean you've got positive contributions from ranged attacks that either always hit or target Touch AC for ALL of L2, without ever touching any of your other items, memorized spells and so on.
If you're a vanilla wizard that keeps Scribe Scroll and goes with a Familiar instead of a bonded object, your single PC can, with the right Familiar, scout large areas for potential ambushes, support the party with buff spells, debuff or direct damage foes, control the battlefield and even have a few niche items for social encounters. All by L2.
Either I run my games on absolute easy mode or the rest of y'all play on hard b/c I don't see Wizards at my tables run out of combined totals of their items, memorized spells and class abilities ever. The one guy that DID play an elf with a longbow had his PC get mortally wounded and slip into negatives a couple times and during one of those times he tried to weaponize his Familiar and the thing was destroyed.