Andrew Vallas
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Hello. I am currently trying to build my first PFS character (to play a couple scenarios at PaizoCon). So far, I am pretty sure I would like to make a human transmuter (enchantment and necromancy as opposition schools), and I was hoping to get a couple feat and spell suggestions from the experienced board members. I haven't played much in a long time, and I want to make sure I am a useful member of the group.
For feats, I am thinking Toughness and Improved Initiative. And for prepared spells, I was thinking Mage Armor, Color Spray, and Magic Weapon. Do those sound like the right choices?
Also, I plan to spend my starting cash on some alchemical splash items.
Any other suggestions?
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I'd save magic weapon for a few levels down the road: In Tier 1-2, few creatures are likely to appear with DR/magic. Color spray is a solid choice. It does require that he close in on foes, making mage armor a good second choice.
Your spell choices depend on how you envision your character's role.
* If he will support and buff others at this level, mage armor (cast on monks or animals) and enlarge person serve well.
* If he considers going into the front lines himself (taking martial weapon proficiency), he can use shield and mage armor. This gives him a respectable AC of 20-22 for one fight.
If he'll be flinging spells from the rear, I'd pass on mage armor for the moment, loading up on offensive spells. Magic missile is good for "counter battery" fire, readied to interrupt enemy spellcasters and force a concentration check.
You'll be able to envision your role when you see the rest of your party. If they've got a couple of solid fighter-types, you can worry less about your own defense. If they're weak in that area, you want to be able to absorb a round of attacks when nobody else can.
| Enevhar Aldarion |
If you really are planning on throwing stuff around in combat, then you should consider the feat, Throw Anything:
Throw Anything (Combat)
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an
improvised ranged weapon. You receive a +1 circumstance
bonus on attack rolls made with thrown splash weapons.Normal: You take a –4 penalty on attack rolls made with
an improvised weapon.
| james maissen |
Hello. I am currently trying to build my first PFS character (to play a couple scenarios at PaizoCon). So far, I am pretty sure I would like to make a human transmuter (enchantment and necromancy as opposition schools), and I was hoping to get a couple feat and spell suggestions from the experienced board members. I haven't played much in a long time, and I want to make sure I am a useful member of the group.
For feats, I am thinking Toughness and Improved Initiative. And for prepared spells, I was thinking Mage Armor, Color Spray, and Magic Weapon. Do those sound like the right choices?
Also, I plan to spend my starting cash on some alchemical splash items.
Any other suggestions?
Make a list of consumables that you want to have for your character after the 1st scenario. You should get >400gp and that can get you around 16 1st level CL1 scrolls. If you also get 2PA that module you can also trade that in for a wand of a 1st level spell at CL1.
Having cheap consumables early on is a very helpful thing for a low level wizard.
For example I would save the magic weapon spell for a scroll. When the situation comes up where you find the party fighting something that has DR/magic and a fighter doesn't have a magic weapon yet it's priceless. Meanwhile having it memorized for 7 encounters before that happens is BAD.
Also going over the wizard list figuring out what scrolls you'd like will have you look at each spell. This will help you learn them all to help choose the ones you want to learn & prepare.
Lastly I would look at the non-core but pathfinder society legal 1st level wizard spells out there as you might not think to look at them otherwise.
-James
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Some things to contemplate:
Bonded item instead of familiar. Gives you a free masterwork item, potentially a weapon, that also allows you to cast an extra spell each day.
Trait: Heritage Weapon (from Adventurer's Armory)
gives you a free masterwork weapon, proficiency in that exact weapon, a +1 trait bonus to hit with that weapon only.
If you go that route, keep a close eye on legality, since it is under discussion. Also keep a scroll of Make Whole for when it gets sundered, since the proficiency and trait bonus to hit are with that specific unique weapon, not the class of weapons.
Depending on initial mod played, you might have a chance to go shopping BEFORE the adventure, but after character creation, when you can buy a few scrolls if you have any of your starting money left.
Note when buying scrolls, keep two considerations in mind:
Scrolls for use (either spells you won't use often, but can provide a good benefit in the right circumstances, like Endure Elements); and
Scrolls for use (scrolls containing spells to help give you more utility in more encounters than just a one-shot in a single encounter, like a few Magic Missile scrolls)
As mentioned, once you reach 2 PA, you can spend them for an item valued up to 750 gp, and that includes wands of first level spells, which would include Magic Missile, as an example. If you keep playing, you might keep an eye on even some of these wands that you couldn't use yourself, but will likely have someone in the party who can use them for you, like a wand of Cure Light Wounds... Even taking ranks in UMD yourself is not necessarily a bad idea to consider.
MoFiddy
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Hello. I am currently trying to build my first PFS character (to play a couple scenarios at PaizoCon). So far, I am pretty sure I would like to make a human transmuter (enchantment and necromancy as opposition schools), and I was hoping to get a couple feat and spell suggestions from the experienced board members. I haven't played much in a long time, and I want to make sure I am a useful member of the group.
For feats, I am thinking Toughness and Improved Initiative. And for prepared spells, I was thinking Mage Armor, Color Spray, and Magic Weapon. Do those sound like the right choices?
Also, I plan to spend my starting cash on some alchemical splash items.
Any other suggestions?
I think Toughness and Improved Initiative are fine feats for a wizard. Going first is important.
I would suggest Enlarge Person for your specialization school slot. It is very nice buff for the front line PC in your party.
I like Color Spray. You do have to get close, but it is very effective.
I'm playing a wizard in PFS. I have not memorized Mage Armor yet. I have just bought scrolls of Mage Armor to use before a combat encounter.
You should consider Grease as a spell to prepare. It is very powerful and versatile. I've used it to trip and disarm enemies and even to help a party member escape a grapple. Just a great spell....and fun to use!
Silent Image is also a great spell to memorize too.
James' suggestions about consumables are spot on. Prepare the spells that you are certain to use in a scenario and buy scrolls that are useful, but situational.
Andrew Vallas
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Thanks for all the help! I hadn't even considered preparing grease, but that sounds very useful. I think enlarge person and grease will be two of my three selections for sure. For the last, I am torn between mage armor, color spray, or burning disarm from the cheliax book.
Thanks again for all the help.
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I think Toughness and Improved Initiative are fine feats for a wizard. Going first is important.
Both are great feats (I have both on my level 5 wizard). Eventually you'll want combat casting though. Being able to cast defensively successfully is pretty darned important.
I'm playing a wizard in PFS. I have not memorized Mage Armor yet. I have just bought scrolls of Mage Armor to use before a combat encounter.
I do have mage armor, but that's because with a trait I have, I can extend it with a level 1 spell slot now that my character is five. Until then though I relied solely on a wand of mage armor (purchased with my first two PA). I really cannot suggest this one enough, your other party wizards will love you, and more importantly your group's monk will adore you.
You should consider Grease as a spell to prepare. It is very powerful and versatile. I've used it to trip and disarm enemies and even to help a party member escape a grapple. Just a great spell....and fun to use!
Ditto on this spell. I've found it less than spectacular for the trip attempts (it does help with the AoO on occasion) and more useful for the ability to grease friends up during grapples and to make my opponents drop their weapons (which they cannot pick up for the spell's duration).
Silent Image is also a great spell to memorize too.
The problem with Silent Image is the GM. Each GM will interpret the spell differently and will adjudicate its effects differently (just look on the multi-page thread on the topic of what's possible with Silent Image. Good spell, but not great.