| Saern |
I'm in a creativity rut and I need help! The situation is this: I need a replacement character for an elf evoker who just went splat after meeting the lance-end of a narzugon. I want to play another wizard because 1) I'm addicted to them and 2) we need a versatile arcanist, and all the other players are too inexperienced to do anything but sit there going "What?" as they try to figure out how to use spells and the like (they're the kind who enjoy the game socially but can't be bothered to learn the rules).
But I don't want to play the same wizard. The last one was an evoker trying to be a blaster (though he died before attain the level at which that's really feasible), whose roleplaying side was that he sought vengeance for a slain master. It was really cliche, I know, but this group can't handle things being too nuanced at this point (to my continual exasperation).
Mechanically, I'm aiming for a generalistt/battlefield control specialist. I'd really like to focus on the latter, as everyone jokingly ribbed me about my evoker running out of spells last time and thereafter being useless until we rest. A well-played battlefield control can cast a spell or two in a combat, conserving the rest for later, and still arguably have the most impact on the fight per action of all the PCs. The save DCs will likely be high, but I really hate enemies succeeding on those rolls, so I'd like to focus on spells which don't allow save or still have a partial effect on a successful save. Outside of that, I'll be relying on the low-but-consistent ranged damage of a wand of magic missile to remain relevant in battle without expending my daily prepared spells.
For some reason, I'm having trouble thinking of good spell lists for this character. I'm having an even worse time thinking of feats to fill up his slots with, which is a recurring problem when I play generalist wizards. The situation is complicated because we've just switched to Pathfinder Beta, but I don't have the book nor the time to read through it all, so the minute but persistant differences are really bothering me. Help?
Roleplaing-wise... I've got nothing. Most of my characters' roleplaying aspects have traditionally been quest based ("Wants to accomplish X by gaining Z," or "Wishes to avenge A by slaying B"), because that's what the DM is comfortable handling. I'd like to avoid a quest, as it's beginning to feel like a crutch. It doesn't give me a personallity to get into, and once the quest is completed, I'd better have come up with something else or the character is once more adrift. So I want something for a human generalist that won't rely so much on the DM to facilitate, while at the same time isn't too nuanced for my novice (mechanically and roleplaying-wise) co-players to understand (and thus be unable to interact with). It also needs to be something which can be flexible, grow and endure over the character's career without getting old and burning out.
That where I've hit a mental wall. I've toyed with the idea of a mage who wishes to become an archmage and might take Improved Familiar and perhaps even Leadership for an exotic flying mount, but it isn't really grabbing me. This aspect of the character has been complicated, as well, because the DM has just shifted us to a homebrew setting which I know zilch about. I use a homebrew as well, but it's a traditional sword-and-sorcery which, if anything, I overload the player on information about. This DM likes exotic settings, which are fine, but harder to understand from the player's seat, especially when he hasn't conveyed much information about it! Help here, too?
Any suggestions, thoughts, or comments will be greatly appreciated; because, currently, I'm just plain stuck.
| Lord Fyre RPG Superstar 2009 Top 32 |
Consider something I have done with the wizard I am playing in the CotCT. I focused on one of the "skills" traditionally associated with magic. What I mean is, I stepped back from what kinds of spells you want to use and look at why your character is a wizard.
Unlike Sorcerers, wizards are scholars; be they astrologers, apothecaries, archeologists, mathematicians, navigators, scribes, etc.
Thus, the result would be a "wizard" that does not primarily think of him or herself as a wizard. The "specialty" would then suggest what kinds of spells, feats, and skill selections.
--- --- ---
For example, my own wizard is an apothecary in Korvosa. This lead to the selection of skills such as Alchemy, Healing, Knowledge(Nature), & Survival. It also forced me to develop some merchant skills such as Appraise & Sense Motive.
I then selected feats to support the concept, such as Negotiator, Brew Potion, & (soon) Create Wonderous Item. (The character is only 4th level.) At this point selection of spells is easy. Detect Magic & Identify were immediately useful. Mage Armor & Resist Elements Potions have become a best sellers, etc.
(Yes, mechanically, he would be a "buffer." But, like your Controller example a few well placed buffs can impact the battle as much as a dozen lightning bolts. B.T.W., Your party members rarely "resist" being buffed.)
| Abraham spalding |
Univerisalist... grab your hour long buffs for your 'specialist' spells... then use summon monster spells to deal your damage. While that is going on a few useful buffs to round things out (haste), plus some long term debuffers (ray of enfeeblement, ray of exhaustion, enveration). A couple of utility spells just to help you along your way (grease is a ranged spell... use it to battlefield control, or to give an ally in a grapple a + 10 to escape.)
If you don't want to summon all the time, flaming sphere, and force sword are good choices too, along with the various hand spells.
I also find telekinesis for round after round combat maneuvers can give you something useful to do, without eating up all your spell slots.
Hunterofthedusk
|
In Pathfinder it is feasible to be a universal Wizard and still be useful. The Hand of the Apprentice is amazingly helpful, especially with a high intelligence score. Humans get a free martial weapon proficiency, so you can go ahead and get any one-handed weapon you want, and effectively wield it from 30' away. You save spells that way, and can dish out some decent damage.
Cantrips were the most useful thing to my Pathfinder Wizard. A well placed Flare, Ghost Sound, or Dancing Lights usually meant either success or failure. Then you get to choose a spell that you get to cast more times per day, which is also extremely beneficial.
I played a Elf Conjurer that basically acted as a wall. From the static bonus from being a Conjurer, plus Mage Armor, as well as the occasional Shield spell, his armor class went way above the fighter's. Nothing pisses with a enemy more than a wizard taunting them with Flare spells.
There was one fight where my character ended up being the only one standing, with both fighters down for the count. One of them was actually hiding behind ME! They'll never live that down...
As far as spells go, here's my list of personal Fav's
1st Level
Obscuring Mist- This spell is fantastic. Immediately, enemy ranged attackers become useless. It can cover an escape, or be used to land a effective surprise attack. I found many, many uses for this spell.
Unseen Servant- Another great one. I'd cast light on a marble (because my characters always carry around a bag of marbles) and give it to the servant. It would be a source of light 30' ahead of the party, or I would use it to drag items down the hallway to check for traps. If you can cast it stilled, then you can use it to get out of jail (stealing the guard's keys).
Charm Person- When fighting will take much longer, it's time for charm person. Avoid nasty situations by charming the right person.
Color Spray- Indispensable at low levels, it can take out an entire cone of enemies for 10 rounds or more, which is ample time to stab them or tie them up.
Expeditious Retreat- Great in a potion. That's all, really.
2nd Level
Hypnotic Pattern- 2d4+level worth of HD will be fascinated by a swirling array of colors... for as long as you concentrate. Many uses, most of which are non-good alignment wise.
Web- Useful in dungeons, just trap them in the web and then have the fighters pin-cushion them with arrows.
Shatter- more useful than a Knock spell in some cases, can cause havoc in an alchemist's shop (target an entire rack of Alchemist's Fire), Shatter the enemy's big bad weapon, so on and so forth.
Blindness/Deafness- Just great fun. Period.
3rd Level
Explosive Runes- because everybody needs explosive runes
Dispel Magic- Duh
Fly
Haste
Suggestion- "I suggest that you do only what I explicitly command of you"
And it just goes on from there, maybe I'll add more on the morrow. When I play spellcasters, I always try and get the most out of my spells. Like casting sleep on the front row of charging goblins, making most of them wipe out.
Hunterofthedusk
|
Also, what method of character creation are you using- point buy or some method of rolling?
Role-playing wise, I always liked having the wizard with abysmal wisdom and charisma, because it was just more fun that way. Every time someone talked to me, I'd roll a listen check (to which I had penalties) against a DC I set, just to see how many times I would say "WHAT?" before I passed. He would always understand jokes, but not see why they're funny. He had foot-in-mouth syndrome, and usually ended up insulting people. Which explains why he had to have the highest AC that I could get; everyone was always trying to hit him. "People try to hit me there more than you'd think" was his catch phrase. I never really came up with much of a background for many of my characters, but I always did a good job on the personality.
As far as feats go, you can never go wrong with Skill Focus, Spell Focus, Improved Initiative, and I've always found it beneficial to get Spell Mastery (I happen to find myself in jail or otherwise bound; I usually get still spell to go along with this so I can prepare all of my mastered spells without having to use my arms). Extend Spell can be a great boon (that's right, I said boon) with your hour/level spells. Hell, at 3rd level, an extended Mage Armor will last the whole adventuring day (unless you plan on fighting for more than 6 hours straight). Hell, as a first level human Wizard you could start with Improved Unarmed Strike and Deflect Arrows. Improved Unarmed Strike can be used in conjunction with touch spells, and deflect arrows to make sure you're safe from ranged while your fighter buddy keeps the baddies at bay. Maybe Point Blank Shot. There's a lot of ways to go here.
Also, when I make my characters I make them general enough so that I could fit them into virtually any setting. I'm playing my first time in the Forgotten Realms at the moment, and it was weird to actually decide how my character fit in to the world (regions and what not).
Cato Novus
|
My suggestion wouldn't be a generalist wizard. I would go with a Divination specialist with Evocation prohibited. Sure, you lose your big guns, but you only prohibit one discipline of magic. Your gimmick can be that your character wants to learn everything he can. Spells, languages, skills, what have you. Make him obsessed with knowledge and be LN.
He can research new spells just to create more things to know.
Granted, this may get dull after a while, but then again, it may not. It probably will make things easy for your DM, as he can always know a great reward for your character: Knowledge.
Hunterofthedusk
|
Because knowing is half the battle
I might also add that a universal wizard get's Metamagic Mastery at 8th level; 1 / day / 2 levels, spontaneously apply a metamagic feat to a spell you are about to cast without increasing the level, for every increase in level above 1 (such as with maximize) you spend an additional daily use.
| roguerouge |
While you likely know the ones in the SRD, why don't you try a wizard with only Spell Compendium spells? It'll be a rule challenge. It suggests a personality of always trying the new thing and a hunger for spells. And two AWESOME battlefield control spells can be found in there Benevolent Transposition and Malevolent Transposition. The former allows you to switch two allies on the battle map. The latter allows you to switch any two people on the battle map (with a save, I believe.) I've used them in game and they rock, especially with sorcerers, but they should be fine with a wizard too.
| Chris P |
While you likely know the ones in the SRD, why don't you try a wizard with only Spell Compendium spells? It'll be a rule challenge. It suggests a personality of always trying the new thing and a hunger for spells. And two AWESOME battlefield control spells can be found in there Benevolent Transposition and Malevolent Transposition. The former allows you to switch two allies on the battle map. The latter allows you to switch any two people on the battle map (with a save, I believe.) I've used them in game and they rock, especially with sorcerers, but they should be fine with a wizard too.
Make sure you clear them with your DM because I picked them up and once I got the upper hand on the bad guys with them, they were taken away. They are great spells though.
| Dragonchess Player |
I'm in a creativity rut and I need help!
Mechanically, I'm aiming for a generalist/battlefield control specialist. I'd really like to focus on the latter, as everyone jokingly ribbed me about my evoker running out of spells last time and thereafter being useless until we rest. A well-played battlefield control can cast a spell or two in a combat, conserving the rest for later, and still arguably have the most impact on the fight per action of all the PCs. The save DCs will likely be high, but I really hate enemies succeeding on those rolls, so I'd like to focus on spells which don't allow save or still have a partial effect on a successful save. Outside of that, I'll be relying on the low-but-consistent ranged damage of a wand of magic missile to remain relevant in battle without expending my daily prepared spells.
For some reason, I'm having trouble thinking of good spell lists for this character. I'm having an even worse time thinking of feats to fill up his slots with, which is a recurring problem when I play generalist wizards. The situation is complicated because we've just switched to Pathfinder Beta, but I don't have the book nor the time to read through it all, so...
For battlefield control spells, it's tough to beat the Conjuration school: black tentacles, fog cloud, grease, glitterdust, solid fog, stinking cloud, web, etc., not to mention the utility of the various summon monster spells. If you're going to rely on wands a lot for damage, Craft Wand is a "must have" (use the wizard's bonus feat at 5th level); in addition to magic missile, a wand of ray of enfeeblement will come in handy almost every combat. Also, be prepared to "upgrade" to acid arrow and/or scorching ray. If you want to get the most out of summon monster, then Augment Summoning is highly useful once you hit 3rd+ level; the prerequisite Spell Focus (Conjuration) is useful for raising save DCs, as well. Extend Spell might be worth looking at around 5th-6th level (for both summon monster and other spells).
Pathfinder Beta is mostly similar to 3.5; the biggest issues are the changes to specific spells.
| Saern |
I've spoken with the DM and have come to realize a pretty straight Conjurer will probably be best. So, that solves a lot of my feat issues: the aforementioned Augment Summoning along with its prerequisite Spell Focus (conjuration), and Greater Spell Focus in the same school considering the area effect spells I'll want. I'll probably snag invisibility so I can swamp foes with fogs and walls and summoned creatures without giving myself away, and yes, Extend Spell will be invaluable. I'm still a little overwhelmed by the sheer number of feats available in Pathfinder, especially as a human in a class which grants bonus feats and isn't actually that feat intensive. I think I'll go ahead and snag Craft Wondrous Item, and have a familiar for flavor, to be augmented later by Improved Familiar with a mephit or the like to play up the summoning bit.
The mechanics are beginning to inform his personality some, too. I'm looking at the summon monster lists, and most of the really appealing creatures are fiendish in nature. I don't necessarily want to play an evil character (there is a paladin in the party, afterall). I'm also astounded by how easy it is with PFRPG to make a wizard with a truly great Intelligence score (as we're generating PCs through point-buy), so I want to play up this wizard's sheer intellectual brain power. Synthesize that together, and perhaps the classic low-wisdom, absent-minded-professor bit will do. A friendly sort, but with little common sense. If summoning a demon will be best for the job, then of course it should be summoned. If a celestial is more suited, then that's the way to go. I'll give him a Neutral alignment as a result. Perhaps an ocassional big mouth fueled by a little overconfidence in his own abilities. It's not too subtle or nuanced for the group, and should allow him to grow and expand. Say he wants to build his own mage's tower, perhaps gain an apprentice or even found a school in the long run. I might even give him a middling Charisma and take Leadership to get a flying cohort mount such as a griffon.
But what spells schools to prohibit? I'm thinking Enchantment, as none of that selection really grabs me with this character, as well as either Necromancy or Transmutation. I'll lose haste, slow, and disintegrate by giving up Transmutations, but I think having a few Necromancy spells, such as ray of enfeeblement, waves of exhaustion, and fear will add to the roleplaying aspect as well as provide solid mechanical support.
Any further suggestions of how to adapt the classic conjuration specialist over to PFRPG, or is it pretty much a no-brainer? I don't have the book or the time to borrow and read it currently, so I'm still not 100% on the rule changes.
Hunterofthedusk
|
Well, if you're a Conjuration specialist, you'll be able to launch an Acid Dart as a standard action for 1d6+1/2 levels. That was my main source of damage while I acted as a wall (he was a real "You shall not pass!" type). At 8th level, you get Dimensional Steps, which allows you a total of 30ft/level of teleportation, which may be split up, and must be used in 5ft increments. 20th level, you can extend on Summon Monster spell to 1 day, max it's hit points, and it gets +2 to ability checks, attack rolls, saving throws, and skill checks. Pretty much a badass bodyguard.
Also, at every even level you choose a spell from your chosen school and it is automatically prepared every day as a bonus spell. The one at 2nd becomes prepared 1/day for every 2 caster levels you possess. Every other one is 1/day, or 2/day if it is one or more levels lower than the listed level (Level 2= 1st level spell; Level 4= 2nd level spell; Level 6= 3rd level spell, so on and so forth).
You can choose an item as your "familiar". It is your bonded item, and you need it to cast spells (otherwise it's a DC20+spell level spellcraft check if it's not in hand/on person). The upside is that you can enchant it as if you had the prereq feats. If it is a wand, you can re-enchant it after the charges are all gone, even with a different spell, and the same goes for a staff. You could have a ring, amulet, weapon, staff, or wand, and are always masterwork. Remember, though, that having an actual familiar gives a penalty to your leadership score, which might make it a bit harder to get your ideal cohort.
That being said, I greatly enjoyed playing a Wizard in Pathfinder.
| Saern |
Also, at every even level you choose a spell from your chosen school and it is automatically prepared every day as a bonus spell. The one at 2nd becomes prepared 1/day for every 2 caster levels you possess. Every other one is 1/day, or 2/day if it is one or more levels lower than the listed level (Level 2= 1st level spell; Level 4= 2nd level spell; Level 6= 3rd level spell, so on and so forth).
You can choose an item as your "familiar". It is your bonded item, and you need it to cast spells (otherwise it's a DC20+spell level spellcraft check if it's not in hand/on person). The upside is that you can enchant it as if you had the prereq feats. If it is a wand, you can re-enchant it after the charges are all gone, even with a different spell, and the same goes for a staff. You could have a ring, amulet, weapon, staff, or wand, and are always masterwork. Remember, though, that having an actual familiar gives a penalty to your leadership score, which might make it a bit harder to get your ideal cohort.
These two things have confounded me a bit in my rushed attemtps to understand the new rules. Thanks for the explanations! So the bonus spell from specialization isn't quite as flexible as it used to be, but you can obtain more uses of them and don't need a spellbook to prepare them? Hmm, I think I actually prefer 3.5's specialization, but it's a minor point.
Familiars follow the same rules as in 3.5, but the bonded items grant one extra spell, cast through said item, per day, right? I'll have to consider whether to go with a familiar or not; I think it would be better for roleplaying, so I'll probably end up going that way.
Hunterofthedusk
|
Yes; Once per day, you can use the item to cast any spell you know. I ended up going this way for my wizard (I chose a staff). Also, if your bonded item is damaged, it is repaired back to normal the next time you prepare spells. If it is destroyed, you have to do an 8 hour ritual that costs 200gp per level to get it back.
I liked the added flexibility that it gave me. Since I had so many utility spells, if we really needed one that I didn't prepare, I could just bust it out so to speak.
| Saern |
Yes; Once per day, you can use the item to cast any spell you know. I ended up going this way for my wizard (I chose a staff). Also, if your bonded item is damaged, it is repaired back to normal the next time you prepare spells. If it is destroyed, you have to do an 8 hour ritual that costs 200gp per level to get it back.
I liked the added flexibility that it gave me. Since I had so many utility spells, if we really needed one that I didn't prepare, I could just bust it out so to speak.
That was going to be my next question. So you don't have to prepare a spell in the bound item's slot, but can spontaneously cast one known spell per day? That is rather enticing!
Hunterofthedusk
|
Also, because if the automatic attack that being a Conjurer gives you, all of my low-level slots were almost always filled with utility spells anyways. I chose Mage Armor as my first specialist spell, because most of us did not wear armor (Sorcerer, Cleric that didn't wear armor, monk).
One acid dart per round as a touch attack really adds up when the enemy can't hit you :)
| Bellona |
(Not to tread on anyone's toes, but shouldn't this thread be in the Pathfinder forum if you're discussing how to make a Pathfinder wizard?)
Anyway ... I can recommend the Complete Mage for a number of useful things.
The book's section on arcane archetypes is a good guide for building a 3.5 arcane spellcaster, with suggestions for classes, prestige classes, feats, and spells (and which to avoid). Based on the OP, I would have suggested looking at either the Generalist or the Strategist archetypes (the book's Controller is not a battlefield controller, but a mind controller). Based on later posts, I would obviously suggest looking at the Summoner archetype.
The book also introduces Reserve feats. (Complete Champion also has some, but not as many, nor as useful for an arcane spellcaster.) Depending upon the precise Reserve feat taken, so long as one has an uncast prepared spell (or an unused spontaneous spell slot plus spell known for a sorcerer) of the appropriate level and type, then one gets a supernatural ability which is usable at will. Even the evocation type Reserve feats aren't going to replace a Fireball spell, but they will supply some constant firepower. There are also secondary perks associated with each specific Reserve feat.
| SmiloDan RPG Superstar 2012 Top 32 |
I LOVE (the idea of) Reserve Feats!!!! I haven't had a chance to play a caster with any yet, but I really like them. I also love how PFRPG gives you more feats, so you can spend them on Reserve Feats without missing out on other spellcaster "necessities" (Spell Focus, Spell Penetration, metamagic, item creation, etc.).
| Bellona |
I LOVE (the idea of) Reserve Feats!!!! I haven't had a chance to play a caster with any yet, but I really like them. I also love how PFRPG gives you more feats, so you can spend them on Reserve Feats without missing out on other spellcaster "necessities" (Spell Focus, Spell Penetration, metamagic, item creation, etc.).
And a wizard can take a Reserve feat as a wizard bonus feat at L 5, 10, 15, or 20 (in place of a metamagic or item creation feat).